1279 lines
44 KiB
C
1279 lines
44 KiB
C
#include "core.h"
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#if OS_WINDOWS /* Remove SDL's entry point. */
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#define SDL_MAIN_HANDLED
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#endif
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#include "handmade.h"
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#include "sdl_handmade.h"
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#include <SDL.h>
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#include <stdlib.h> /* malloc, calloc */
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#include <string.h> /* memset, memcpy */
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#include <stdio.h>
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#include <sys/stat.h> /* fstat */
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#include <fcntl.h> /* open */
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#include <sys/stat.h> /* stat */
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#if OS_MACOS || OS_LINUX
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#include <dlfcn.h> /* dlopen */
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#include <sys/mman.h> /* mmap */
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#include <unistd.h> /* close, write, read, readlink, unlink */
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#endif
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#if OS_WINDOWS
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#include <windows.h> /* VirtualAlloc */
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#endif
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#if OS_MACOS
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#include <mach-o/dyld.h> /* _NSGetExecutablePath */
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#endif
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/* NOTE: This is so it compiles on ARM. */
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#if ARCHITECTURE_X64 || ARCHITECTURE_X86
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#if OS_MACOS || OS_LINUX
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#include <x86intrin.h>
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#endif
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#endif
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#if 0
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#include "program_icon.c"
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#endif
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#define RESOLUTION_WIDTH 960
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#define RESOLUTION_HEIGHT 540
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static int GlobalRunning;
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static unsigned long long GlobalPerfCountFrequency;
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#define CONTROLLER_LEFT_THUMB_DEADZONE 8000
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#define MAX_CONTROLLERS 4
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SDL_GameController *ControllerHandles[MAX_CONTROLLERS];
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static struct offscreen_buffer GlobalBackbuffer;
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SDL_Window *LastWindow;
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static int IsFullscreen;
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static struct sdl_window_size WindowSize;
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static struct sdl_window_position WindowPosition;
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static int str_len(char *str)
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{
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int count = 0;
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while(*str++)
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count++;
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return count;
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}
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static unsigned int SafeTruncateUInt64(unsigned long long Value)
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{
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unsigned int Result;
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ASSERT(Value <= 0xFFFFFFFF);
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Result = (unsigned int)Value;
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return Result;
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}
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struct debug_read_file_result
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DEBUGPlatformReadEntireFile(struct thread_context *Thread,
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const char *Filename)
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{
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struct debug_read_file_result Result;
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SDL_RWops *FileHandle;
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memset(&Result, 0, sizeof(Result));
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FileHandle = SDL_RWFromFile(Filename, "r");
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if(FileHandle) {
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long long FileSize;
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unsigned int ObjectsRead;
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FileSize = SDL_RWsize(FileHandle);
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if(FileSize >= 0) {
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Result.ContentsSize = SafeTruncateUInt64(FileSize);
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} else {
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Result.ContentsSize = 0;
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SDL_RWclose(FileHandle);
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return Result;
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}
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Result.Contents = malloc(Result.ContentsSize);
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if(!Result.Contents) {
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Result.ContentsSize = 0;
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SDL_RWclose(FileHandle);
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return Result;
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}
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ObjectsRead = SDL_RWread(FileHandle,
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(void *)Result.Contents, Result.ContentsSize, 1);
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if(ObjectsRead == 0) {
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free(Result.Contents);
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Result.Contents = 0;
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Result.ContentsSize = 0;
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SDL_RWclose(FileHandle);
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return Result;
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}
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SDL_RWclose(FileHandle);
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}
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return Result;
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}
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int DEBUGPlatformWriteEntireFile(struct thread_context *Thread,
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const char *Filename,
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unsigned int MemorySize, void *Memory)
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{
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SDL_RWops *FileHandle = SDL_RWFromFile(Filename, "w");
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if(FileHandle) {
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unsigned int ObjectsWritten = SDL_RWwrite(FileHandle,
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(void *)Memory, (unsigned int)MemorySize, 1);
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if(ObjectsWritten == 0) {
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SDL_RWclose(FileHandle);
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return 0;
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}
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SDL_RWclose(FileHandle);
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return 1;
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}
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return 0;
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}
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void DEBUGPlatformFreeFileMemory(struct thread_context *Thread, void *Memory)
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{
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if(Memory)
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free(Memory);
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}
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void SetProgramIcon(struct game_offscreen_buffer *ProgramIcon)
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{
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SDL_Window *Window = LastWindow;
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SDL_Surface *Icon =
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SDL_CreateRGBSurfaceWithFormatFrom((void *)ProgramIcon->Memory,
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ProgramIcon->Width, ProgramIcon->Height,
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ProgramIcon->BytesPerPixel * 8,
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ProgramIcon->BytesPerPixel * ProgramIcon->Width,
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SDL_PIXELFORMAT_ARGB8888);
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if(!Icon) {
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/* TODO: This didn't work . . . SDL_GetError() */
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return ;
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}
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SDL_SetWindowIcon(Window, Icon);
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SDL_FreeSurface(Icon);
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}
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static struct sdl_border_size SDLGetWindowBorderSizes(SDL_Window *Window)
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{
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struct sdl_border_size Result;
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SDL_GetWindowBordersSize(Window, &Result.Top, &Result.Left,
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&Result.Bottom, &Result.Right);
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return Result;
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}
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/* NOTE: All SDL window functions (SDL_GetWindowSize, SDL_GetWindowPosition,
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* SDL_SetWindowPosition, SDL_SetWindowSize) work ONLY with client area. */
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static struct sdl_window_size SDLGetBorderedWindowSize(SDL_Window *Window)
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{
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struct sdl_border_size Border = SDLGetWindowBorderSizes(Window);
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struct sdl_window_size Dimension;
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SDL_GetWindowSize(Window, &Dimension.Width, &Dimension.Height);
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#if OS_WINDOWS
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// On Windows, borders must be added.
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Dimension.Height += Border.Top + Border.Bottom;
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#endif
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// Dimension.Width += Border.Left + Border.Right;
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return Dimension;
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}
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static struct sdl_window_position
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SDLGetBorderedWindowPosition(SDL_Window *Window)
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{
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struct sdl_border_size Border = SDLGetWindowBorderSizes(Window);
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struct sdl_window_position Position;
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SDL_GetWindowPosition(Window, &Position.X, &Position.Y);
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// Position.X -= Border.Left;
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Position.Y -= Border.Top;
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return Position;
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}
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static void SDLSetBorderedWindowPosition(SDL_Window *Window, int X, int Y)
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{
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struct sdl_border_size Border = SDLGetWindowBorderSizes(Window);
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SDL_SetWindowPosition(Window, X, Y + Border.Top);
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}
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static void
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SDLSetBorderedWindowSize(SDL_Window *Window, int Width, int Height)
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{
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struct sdl_border_size Border = SDLGetWindowBorderSizes(Window);
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/* SDL_SetWindowSize(Window,
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Width - (Border.Left + Border.Right),
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Height - (Border.Top + Border.Bottom)); */
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SDL_SetWindowSize(Window, Width, Height - (Border.Top + Border.Bottom));
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}
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static void
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SDLResizeTexture(struct offscreen_buffer *Buffer,
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SDL_Renderer *Renderer, int Width, int Height)
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{
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int BytesPerPixel;
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if(Buffer->Texture)
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SDL_DestroyTexture(Buffer->Texture);
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if(Buffer->Memory)
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free(Buffer->Memory);
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BytesPerPixel = 4;
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Buffer->Texture = SDL_CreateTexture(Renderer,
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SDL_PIXELFORMAT_ARGB8888,
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SDL_TEXTUREACCESS_STREAMING,
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Width, Height);
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Buffer->Memory = malloc(Width * Height * BytesPerPixel);
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Buffer->Height = Height;
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Buffer->Width = Width;
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Buffer->Pitch = Width * BytesPerPixel;
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}
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static void SDLDisplayBufferInWindow(struct offscreen_buffer *Buffer,
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SDL_Window *Window,
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SDL_Renderer *Renderer)
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{
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int OffsetX, OffsetY;
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struct sdl_window_size WinSize;
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OffsetX = 10;
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OffsetY = 10;
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SDL_SetRenderDrawColor(Renderer, 0, 0, 0, 255);
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SDL_RenderClear(Renderer);
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if(SDL_UpdateTexture(Buffer->Texture, 0, Buffer->Memory, Buffer->Pitch)) {
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/* TODO: Do something about this error! */
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}
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/* TODO: We temporarily introduce the target rectangle to avoid
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* stretching the canvas. */
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/* SDL_RenderCopy(Renderer, Buffer.Texture, 0, 0); */
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WinSize = SDLGetBorderedWindowSize(Window);
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if(WinSize.Width >= Buffer->Width*2 &&
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WinSize.Height >= Buffer->Height*2)
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{
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SDL_Rect dest_rect;
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dest_rect.x = OffsetX;
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dest_rect.y = OffsetY;
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dest_rect.w = Buffer->Width*2;
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dest_rect.h = Buffer->Height*2;
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SDL_RenderCopy(Renderer, Buffer->Texture, 0,
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(const SDL_Rect *)(&dest_rect));
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} else {
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SDL_Rect dest_rect;
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dest_rect.x = OffsetX;
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dest_rect.y = OffsetY;
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dest_rect.w = RESOLUTION_WIDTH;
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dest_rect.h = RESOLUTION_HEIGHT;
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SDL_RenderCopy(Renderer, Buffer->Texture, 0,
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(const SDL_Rect *)(&dest_rect));
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}
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SDL_RenderPresent(Renderer);
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}
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static void SDLInitControllers()
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{
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int MaxJoysticks = SDL_NumJoysticks();
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int ControllerIndex = 0;
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int JoystickIndex;
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for(JoystickIndex = 0; JoystickIndex < MaxJoysticks; JoystickIndex++)
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{
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if(!SDL_IsGameController(JoystickIndex))
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continue;
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if(ControllerIndex >= MAX_CONTROLLERS)
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break;
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ControllerHandles[ControllerIndex] =
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SDL_GameControllerOpen(JoystickIndex);
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ControllerIndex++;
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}
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}
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/*
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static void SDLDeinitControllers()
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{
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for(int ControllerIndex = 0;
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ControllerIndex < MAX_CONTROLLERS;
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ControllerIndex++)
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{
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if(ControllerHandles[ControllerIndex])
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SDL_GameControllerClose(ControllerHandles[ControllerIndex]);
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}
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}
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*/
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static void SDLInitSound(int SamplesPerSecond, int BufferSize)
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{
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SDL_AudioSpec AudioSettings;
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memset(&AudioSettings, 0, sizeof(AudioSettings));
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AudioSettings.freq = SamplesPerSecond;
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AudioSettings.format = AUDIO_S16LSB;
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AudioSettings.channels = 2;
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/* TODO: Unsafe truncate from S32 to U16 */
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AudioSettings.samples = (unsigned short)BufferSize;
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SDL_OpenAudio(&AudioSettings, 0);
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if(AudioSettings.format != AUDIO_S16LSB) {
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SDL_CloseAudio();
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}
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}
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static void
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SDLFillSoundBuffer(struct sdl_sound_output *SoundOutput, int BytesToWrite)
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{
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SDL_QueueAudio(1, SoundOutput->Samples, BytesToWrite);
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}
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static void SDLClearSoundBuffer(struct sdl_sound_output *SoundOutput)
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{
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memset(SoundOutput->Samples, 0, SoundOutput->SecondaryBufferSize);
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}
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static void
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SDLProcessKeyboardMessage(struct game_button_state *NewState, int IsDown)
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{
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if(NewState->EndedDown != IsDown) {
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NewState->EndedDown = IsDown;
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++NewState->HalfTransitionCount;
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}
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}
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static void SDLProcessInputDigitalButton(SDL_GameController *Controller,
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struct game_button_state *OldState,
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SDL_GameControllerButton Button,
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struct game_button_state *NewState)
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{
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NewState->EndedDown =
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SDL_GameControllerGetButton(Controller, Button);
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NewState->HalfTransitionCount =
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(OldState->EndedDown != NewState->EndedDown) ? 1 : 0;
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}
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static void HandleEvent(SDL_Event *Event)
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{
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SDL_Window *Window = SDL_GetWindowFromID(Event->window.windowID);
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SDL_Renderer *Renderer = SDL_GetRenderer(Window);
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switch(Event->type) {
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case SDL_QUIT: {
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GlobalRunning = 0;
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} break;
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case SDL_WINDOWEVENT: {
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switch(Event->window.event) {
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/* TODO: We temporarily disable for ease of writing the
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* rendering code. */
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#if 0
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/* TODO: For now we fix the width and height. */
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case SDL_WINDOWEVENT_SIZE_CHANGED: {
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sdl_window_dimension Dimension =
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SDLGetWindowDimension(Window);
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SDLResizeTexture(&GlobalBackbuffer, Renderer,
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Dimension.Width, Dimension.Height);
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} break;
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#endif
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case SDL_WINDOWEVENT_EXPOSED: {
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} break;
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#if 0
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case SDL_WINDOWEVENT_FOCUS_GAINED: {
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if(SDL_SetWindowOpacity(Window, 1.0f) != 0) {
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/* TODO: This didn't work . . . SDL_GetError() */
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}
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} break;
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case SDL_WINDOWEVENT_FOCUS_LOST: {
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if(SDL_SetWindowOpacity(Window, 0.1f) != 0) {
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/* TODO: This didn't work . . . SDL_GetError() */
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}
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} break;
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#endif
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}
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} break;
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}
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}
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static void SDLToggleFullscreen(SDL_Window *Window)
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{
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int err;
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if(IsFullscreen) {
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err = SDL_SetWindowFullscreen(Window, 0);
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if(err == 0) {
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SDLSetBorderedWindowSize(Window,
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WindowSize.Width,
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WindowSize.Height);
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SDLSetBorderedWindowPosition(Window,
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WindowPosition.X,
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WindowPosition.Y);
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IsFullscreen = 0;
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} else {
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/* TODO: This didn't work . . . SDL_GetError() */
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}
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} else {
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WindowSize = SDLGetBorderedWindowSize(Window);
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WindowPosition = SDLGetBorderedWindowPosition(Window);
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err = SDL_SetWindowFullscreen(Window,
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SDL_WINDOW_FULLSCREEN_DESKTOP);
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if(err == 0) {
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IsFullscreen = 1;
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} else {
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/* TODO: This didn't work . . . SDL_GetError() */
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}
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}
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}
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static void SDLProcessMessages(struct sdl_state *SDLState,
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struct game_controller_input *KeyboardController)
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{
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SDL_Event Event;
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while(SDL_PollEvent(&Event)) {
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SDL_Window *Window = SDL_GetWindowFromID(Event.window.windowID);
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SDL_Renderer *Renderer = SDL_GetRenderer(Window);
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switch(Event.type) {
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case SDL_KEYDOWN:
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case SDL_KEYUP: {
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SDL_Keycode KeyCode;
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int IsDown, WasDown;
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KeyCode = Event.key.keysym.sym;
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IsDown = (Event.key.state == SDL_PRESSED);
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WasDown = 0;
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if(Event.key.state == SDL_RELEASED) {
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WasDown = 1;
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} else if(Event.key.repeat != 0) {
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WasDown = 1;
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}
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if(Event.key.repeat == 0) {
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if(KeyCode == SDLK_w) {
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SDLProcessKeyboardMessage(
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&KeyboardController->u.s.MoveUp, IsDown);
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} else if(KeyCode == SDLK_s) {
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SDLProcessKeyboardMessage(
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&KeyboardController->u.s.MoveDown, IsDown);
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} else if(KeyCode == SDLK_a) {
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SDLProcessKeyboardMessage(
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&KeyboardController->u.s.MoveLeft, IsDown);
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} else if(KeyCode == SDLK_d) {
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SDLProcessKeyboardMessage(
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&KeyboardController->u.s.MoveRight, IsDown);
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} else if(KeyCode == SDLK_q) {
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SDLProcessKeyboardMessage(
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&KeyboardController->u.s.LeftShoulder, IsDown);
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} else if(KeyCode == SDLK_e) {
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SDLProcessKeyboardMessage(
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&KeyboardController->u.s.RightShoulder, IsDown);
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} else if(KeyCode == SDLK_UP) {
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SDLProcessKeyboardMessage(
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&KeyboardController->u.s.ActionUp, IsDown);
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} else if(KeyCode == SDLK_DOWN) {
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SDLProcessKeyboardMessage(
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&KeyboardController->u.s.ActionDown, IsDown);
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} else if(KeyCode == SDLK_LEFT) {
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SDLProcessKeyboardMessage(
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&KeyboardController->u.s.ActionLeft, IsDown);
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} else if(KeyCode == SDLK_RIGHT) {
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SDLProcessKeyboardMessage(
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&KeyboardController->u.s.ActionRight, IsDown);
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} else if(KeyCode == SDLK_ESCAPE) {
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SDLProcessKeyboardMessage(
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&KeyboardController->u.s.Back, IsDown);
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} else if(KeyCode == SDLK_SPACE) {
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SDLProcessKeyboardMessage(
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&KeyboardController->u.s.Start, IsDown);
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}
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}
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|
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if(WasDown) {
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/* NOTE: If your window manager already uses an Alt+F4
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* keybind to close programs, then we are likely
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* to see SDL_QUIT event occur before our keybind. */
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int AltKeyWasDown = (Event.key.keysym.mod & KMOD_ALT);
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if(KeyCode == SDLK_F4 && AltKeyWasDown)
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GlobalRunning = 0;
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#if BUILD_INTERNAL
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if(KeyCode == SDLK_ESCAPE)
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GlobalRunning = 0;
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#endif
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|
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if((KeyCode == SDLK_RETURN) && AltKeyWasDown) {
|
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SDLToggleFullscreen(Window);
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}
|
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}
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} break;
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default: {
|
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HandleEvent(&Event);
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} break;
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}
|
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}
|
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}
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|
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static float SDLProcessInputStickValue(float Value, int DeadZoneThreshold)
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{
|
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float Result = 0.0f;
|
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if(Value < -(float)DeadZoneThreshold)
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Result = (Value + (float)DeadZoneThreshold) /
|
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(32768.0f - (float)DeadZoneThreshold);
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else if(Value > (float)DeadZoneThreshold)
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Result = (Value + (float)DeadZoneThreshold) /
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(32767.0f - (float)DeadZoneThreshold);
|
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return Result;
|
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}
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|
|
#define DEFAULT_REFRESH_RATE 60
|
|
static int SDLGetWindowRefreshRate(SDL_Window *Window)
|
|
{
|
|
int DisplayIndex = SDL_GetWindowDisplayIndex(Window);
|
|
|
|
SDL_DisplayMode Mode;
|
|
if(SDL_GetDesktopDisplayMode(DisplayIndex, &Mode) != 0)
|
|
return DEFAULT_REFRESH_RATE;
|
|
if(Mode.refresh_rate == 0)
|
|
return DEFAULT_REFRESH_RATE;
|
|
|
|
return Mode.refresh_rate;
|
|
}
|
|
|
|
static unsigned long long SDLGetWallClock()
|
|
{
|
|
return SDL_GetPerformanceCounter();
|
|
}
|
|
|
|
static float SDLGetSecondsElapsed(unsigned long long Start,
|
|
unsigned long long End)
|
|
{
|
|
return (float)(End - Start) / (float)GlobalPerfCountFrequency;
|
|
}
|
|
|
|
struct sdl_game_code {
|
|
void *GameCodeDLL;
|
|
unsigned int DLLLastWriteTime;
|
|
|
|
void (*UpdateAndRender)(struct thread_context *Thread,
|
|
struct game_memory *,
|
|
struct game_input *,
|
|
struct game_offscreen_buffer *,
|
|
struct game_sound_output_buffer *);
|
|
|
|
int IsValid;
|
|
};
|
|
|
|
static unsigned int GetLastWriteTime(const char *FileName)
|
|
{
|
|
struct stat file_info;
|
|
memset(&file_info, 0, sizeof(file_info));
|
|
|
|
if(stat(FileName, &file_info) != 0) {
|
|
/* TODO: Diagnostic. perror("stat failed"); */
|
|
}
|
|
|
|
return (unsigned int)file_info.st_mtime;
|
|
}
|
|
|
|
#if OS_MACOS || OS_LINUX
|
|
#define GAME_DLL_NAME "libhandmade.so"
|
|
#elif OS_WINDOWS
|
|
#define GAME_DLL_NAME "handmade.dll"
|
|
#else
|
|
#error Unknown OS: please specify GAME_DLL_NAME
|
|
#endif
|
|
|
|
static struct sdl_game_code SDLLoadGameCode(char *DLLPath)
|
|
{
|
|
struct sdl_game_code Result;
|
|
memset(&Result, 0, sizeof(Result));
|
|
|
|
#if OS_MACOS || OS_LINUX
|
|
Result.GameCodeDLL = dlopen(DLLPath, RTLD_NOW);
|
|
#elif OS_WINDOWS
|
|
Result.GameCodeDLL = LoadLibraryA(DLLPath);
|
|
#else
|
|
#error Unknown OS: implement DLL loading...
|
|
#endif
|
|
|
|
if(Result.GameCodeDLL) {
|
|
Result.DLLLastWriteTime = GetLastWriteTime(DLLPath);
|
|
|
|
#if OS_MACOS || OS_LINUX
|
|
Result.UpdateAndRender = (void(*)(struct thread_context *,
|
|
struct game_memory *,
|
|
struct game_input *, struct game_offscreen_buffer *,
|
|
struct game_sound_output_buffer *))dlsym(Result.GameCodeDLL,
|
|
"UpdateAndRender");
|
|
#elif OS_WINDOWS
|
|
Result.UpdateAndRender = (void(*)(thread_context *, game_memory *,
|
|
game_input *, game_offscreen_buffer *,
|
|
game_sound_output_buffer *))GetProcAddress(Result.GameCodeDLL,
|
|
"UpdateAndRender");
|
|
#else
|
|
#error Unknown OS: implement DLL loading...
|
|
#endif
|
|
|
|
if(!Result.UpdateAndRender) {
|
|
/* TODO: Diagnostic. dlerror() */
|
|
}
|
|
|
|
Result.IsValid = Result.UpdateAndRender ? 1 : 0;
|
|
} else {
|
|
/* TODO: Diagnostic. dlerror() */
|
|
}
|
|
|
|
if(!Result.IsValid) {
|
|
Result.UpdateAndRender = 0;
|
|
}
|
|
|
|
return Result;
|
|
}
|
|
|
|
static void SDLUnloadGameCode(struct sdl_game_code *GameCode)
|
|
{
|
|
if(GameCode->GameCodeDLL) {
|
|
#if OS_MACOS || OS_LINUX
|
|
dlclose(GameCode->GameCodeDLL); /* NOTE: Might fail. */
|
|
#elif OS_WINDOWS
|
|
FreeLibrary(GameCode->GameCodeDLL);
|
|
#else
|
|
#error Unknown OS: implement closing of DLL
|
|
#endif
|
|
}
|
|
GameCode->IsValid = 0;
|
|
GameCode->UpdateAndRender = 0;
|
|
}
|
|
|
|
void GetExecutablePath(char *path, size_t path_size)
|
|
{
|
|
#if OS_MACOS
|
|
unsigned int size;
|
|
#elif OS_LINUX
|
|
ssize_t size;
|
|
#endif
|
|
|
|
if(path_size > 0) {
|
|
path[0] = '\0';
|
|
|
|
#if OS_MACOS
|
|
size = path_size;
|
|
if(_NSGetExecutablePath(path, &size) != 0) { /* Not an absolute
|
|
path. */
|
|
/* TODO: Diagnostics. */
|
|
}
|
|
#elif OS_LINUX
|
|
size = readlink("/proc/self/exe", path, path_size - 1);
|
|
if(size != -1) {
|
|
path[size] = '\0';
|
|
} else {
|
|
/* TODO: Diagnostics. */
|
|
}
|
|
#elif OS_WINDOWS
|
|
GetModuleFileName(NULL, path, (DWORD)path_size); // TODO: hm...
|
|
#else
|
|
#error Unknown OS: Implement getting executable location.
|
|
#endif
|
|
}
|
|
}
|
|
|
|
static void SDLGetEXEDirPath(char *path, size_t path_size)
|
|
{
|
|
#if OS_MACOS || OS_LINUX
|
|
char delimeter = '/';
|
|
#elif OS_WINDOWS
|
|
char delimeter = '\\';
|
|
#else
|
|
#error Unknown OS: OS uses forward or backward slashes for paths?
|
|
#endif
|
|
|
|
unsigned int len, i;
|
|
|
|
GetExecutablePath(path, path_size);
|
|
len = str_len(path);
|
|
i = len;
|
|
|
|
while(path[i] != delimeter || i == 0) {
|
|
i--;
|
|
}
|
|
path[i+1] = '\0';
|
|
}
|
|
|
|
static void SDLGetDLLPath(char *path, size_t path_size, char *exe_path)
|
|
{
|
|
snprintf(path, path_size, "%s%s", exe_path, GAME_DLL_NAME);
|
|
}
|
|
|
|
#if !(ARCHITECTURE_X64 || ARCHITECTURE_X86)
|
|
U64 __rdtsc()
|
|
{
|
|
return 0;
|
|
}
|
|
#endif
|
|
|
|
int main(int argc, char *argv[])
|
|
{
|
|
struct sdl_state SDLState;
|
|
|
|
SDL_Window *Window;
|
|
|
|
memset(&SDLState, 0, sizeof(SDLState));
|
|
|
|
SDLGetEXEDirPath(SDLState.EXEDirPath, sizeof(SDLState.EXEDirPath));
|
|
SDLGetDLLPath(SDLState.DLLPath, sizeof(SDLState.DLLPath),
|
|
SDLState.EXEDirPath);
|
|
|
|
if(SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO | SDL_INIT_GAMECONTROLLER)) {
|
|
/* TODO: This didn't work . . . */
|
|
}
|
|
|
|
SDLInitControllers();
|
|
|
|
/* NOTE: Create hidden window so that a blank window doesn't appear
|
|
* before everything is ready. */
|
|
/* TODO: SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, in non-debug
|
|
* build */
|
|
Window = SDL_CreateWindow("Handmade Hero",
|
|
SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED,
|
|
RESOLUTION_WIDTH+20, RESOLUTION_HEIGHT+20,
|
|
SDL_WINDOW_HIDDEN | SDL_WINDOW_RESIZABLE/* |
|
|
SDL_WINDOW_ALWAYS_ON_TOP*/);
|
|
if(Window) {
|
|
SDL_DisplayMode display_mode;
|
|
|
|
SDL_Renderer *Renderer;
|
|
|
|
LastWindow = Window;
|
|
|
|
SDL_GetCurrentDisplayMode(0, &display_mode);
|
|
|
|
Renderer = SDL_CreateRenderer(Window, -1, SDL_RENDERER_PRESENTVSYNC);
|
|
|
|
/* NOTE: For future reference, the custom window bar should use
|
|
* SDL_SetWindowHitTest to define areas that will be used to drag
|
|
* the window. */
|
|
|
|
/* "Wayland needs an event loop and rendering or it won't function."
|
|
* https://github.com/libsdl-org/SDL/issues/7699#issuecomment-1545684792 */
|
|
/* NOTE: This means that we need to readraw to even resize the
|
|
* window, otherwise the window frame will appear outdated to
|
|
* its actual size. */
|
|
/* SDL_RenderPresent(Renderer) is enough to display the window. */
|
|
if(Renderer) {
|
|
struct thread_context TempContext;
|
|
|
|
SDL_Cursor *PointerCursor;
|
|
|
|
SDL_Rect UsableDisplayRect;
|
|
|
|
struct sdl_window_size CurrentWindowSize;
|
|
|
|
struct sdl_sound_output SoundOutput;
|
|
|
|
#if BUILD_DEBUG
|
|
void *BaseAddress = (void *)TB(2);
|
|
#else
|
|
void *BaseAddress = (void *)(0);
|
|
#endif
|
|
|
|
struct game_memory GameMemory;
|
|
|
|
memset(&TempContext, 0, sizeof(TempContext));
|
|
|
|
/* TODO: Make it a global. */
|
|
PointerCursor = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_ARROW);
|
|
SDL_SetCursor(PointerCursor);
|
|
#if !BUILD_INTERNAL
|
|
if(SDL_ShowCursor(SDL_DISABLE) < 0) {
|
|
/* TODO: This didn't work . . . SDL_GetError() */
|
|
}
|
|
#endif
|
|
|
|
SDL_GetDisplayUsableBounds(0, &UsableDisplayRect);
|
|
CurrentWindowSize = SDLGetBorderedWindowSize(Window);
|
|
SDLSetBorderedWindowPosition(Window,
|
|
(UsableDisplayRect.x + UsableDisplayRect.w -
|
|
CurrentWindowSize.Width),
|
|
(UsableDisplayRect.y + UsableDisplayRect.h -
|
|
CurrentWindowSize.Height));
|
|
|
|
GlobalRunning = 1;
|
|
|
|
/* sdl_window_dimension Dimension =
|
|
SDLGetWindowDimension(Window); */
|
|
/* SDLResizeTexture(&GlobalBackbuffer, Renderer,
|
|
Dimension.Width, Dimension.Height); */
|
|
SDLResizeTexture(&GlobalBackbuffer, Renderer,
|
|
RESOLUTION_WIDTH, RESOLUTION_HEIGHT);
|
|
|
|
memset(&SoundOutput, 0, sizeof(SoundOutput));
|
|
SoundOutput.SamplesPerSecond = 48000;
|
|
SoundOutput.BytesPerSample = sizeof(short) * 2;
|
|
SoundOutput.SecondaryBufferSize =
|
|
SoundOutput.SamplesPerSecond * SoundOutput.BytesPerSample;
|
|
SoundOutput.LatencySampleCount =
|
|
SoundOutput.SamplesPerSecond / 15;
|
|
|
|
SDLInitSound(SoundOutput.SamplesPerSecond,
|
|
SoundOutput.SamplesPerSecond * SoundOutput.BytesPerSample /
|
|
60);
|
|
/* TODO: Should be paused until we have sound to play. */
|
|
SDL_PauseAudio(0);
|
|
|
|
SoundOutput.Samples = calloc(SoundOutput.SamplesPerSecond,
|
|
SoundOutput.BytesPerSample);
|
|
/*SoundOutput.Samples = malloc(SoundOutput.SecondaryBufferSize);*/
|
|
/* NOTE: calloc auto clears to zero */
|
|
/* SDLClearSoundBuffer(&SoundOutput); */
|
|
|
|
memset(&GameMemory, 0, sizeof(GameMemory));
|
|
GameMemory.PermanentStorageSize = MB(64);
|
|
GameMemory.TransientStorageSize = GB(1);
|
|
GameMemory.DEBUGPlatformReadEntireFile =
|
|
&DEBUGPlatformReadEntireFile;
|
|
GameMemory.SetProgramIcon = &SetProgramIcon;
|
|
/* GameMemory.DEBUGPlatformWriteEntireFile =
|
|
&DEBUGPlatformWriteEntireFile; */
|
|
GameMemory.DEBUGPlatformFreeFileMemory =
|
|
&DEBUGPlatformFreeFileMemory;
|
|
|
|
SDLState.TotalSize = GameMemory.PermanentStorageSize +
|
|
GameMemory.TransientStorageSize;
|
|
#if OS_MACOS || OS_LINUX
|
|
/* NOTE: On MacOS and Linux, mmap seems to zero-fill anonymous
|
|
* memory as a side-effect of security. */
|
|
SDLState.GameMmemoryBlock = mmap(BaseAddress,
|
|
(size_t)SDLState.TotalSize,
|
|
PROT_READ | PROT_WRITE, MAP_ANON | MAP_PRIVATE, -1, 0);
|
|
#elif OS_WINDOWS
|
|
SDLState.GameMmemoryBlock = VirtualAlloc(BaseAddress,
|
|
SDLState.TotalSize,
|
|
MEM_RESERVE | MEM_COMMIT, PAGE_READWRITE);
|
|
#else
|
|
#error Unknown OS: please, allocate memory for arena
|
|
#endif
|
|
GameMemory.PermanentStorage = SDLState.GameMmemoryBlock;
|
|
GameMemory.TransientStorage =
|
|
(unsigned char *)(GameMemory.PermanentStorage) +
|
|
GameMemory.PermanentStorageSize;
|
|
|
|
if(SoundOutput.Samples &&
|
|
GameMemory.PermanentStorage &&
|
|
GameMemory.TransientStorage)
|
|
{
|
|
struct game_input Input[2];
|
|
|
|
unsigned long long LastCounter;
|
|
unsigned long long LastCycleCount;
|
|
|
|
int MonitorRefreshHz, GameUpdateHz;
|
|
float TargetSecondsPerFrame;
|
|
|
|
struct game_input *NewInput, *OldInput;
|
|
|
|
struct sdl_game_code Game;
|
|
|
|
unsigned long long FPSLastCounter;
|
|
|
|
MonitorRefreshHz = SDLGetWindowRefreshRate(Window);
|
|
/*GameUpdateHz = MonitorRefreshHz;*/
|
|
GameUpdateHz = 30; /* NOTE: Temporarily target 30 FPS. */
|
|
TargetSecondsPerFrame = 1.0f / (float)GameUpdateHz;
|
|
|
|
NewInput = &Input[0];
|
|
OldInput = &Input[1];
|
|
memset(Input, 0, sizeof(Input));
|
|
|
|
GlobalPerfCountFrequency = SDL_GetPerformanceFrequency();
|
|
|
|
Game = SDLLoadGameCode(SDLState.DLLPath);
|
|
|
|
SDL_ShowWindow(Window); // Everything is ready; display the window.
|
|
|
|
FPSLastCounter = SDLGetWallClock();
|
|
|
|
while(GlobalRunning) {
|
|
unsigned int NewDLLWriteTime;
|
|
|
|
int MouseX, MouseY;
|
|
|
|
int WindowX, WindowY;
|
|
|
|
unsigned int SDLMouseButtons;
|
|
|
|
struct game_controller_input *OldKeyboardController,
|
|
*NewKeyboardController;
|
|
struct game_controller_input ZeroController;
|
|
|
|
unsigned int ButtonIndex;
|
|
unsigned int ControllerIndex;
|
|
|
|
int TargetQueueBytes;
|
|
int BytesToWrite;
|
|
struct game_sound_output_buffer SoundBuffer;
|
|
|
|
struct thread_context Context;
|
|
|
|
struct game_offscreen_buffer Buffer;
|
|
|
|
unsigned long long WorkCounter;
|
|
float WorkSecondsElapsed;
|
|
float SecondsElapsedForFrame;
|
|
|
|
unsigned long long EndCounter;
|
|
|
|
float MSPerFrame;
|
|
float FPS;
|
|
|
|
NewInput->dtForFrame = TargetSecondsPerFrame;
|
|
|
|
LastCounter = SDLGetWallClock();
|
|
|
|
/* NOTE: rdtsc reports clock cylces, however it is not
|
|
* meant for really precise profiler work as the value
|
|
* returned is varied. Also, __rdtsc is not available
|
|
* on MacOS ARM; I have not checked MacOS x64. */
|
|
LastCycleCount = __rdtsc();
|
|
|
|
NewDLLWriteTime = GetLastWriteTime(SDLState.DLLPath);
|
|
if(NewDLLWriteTime > Game.DLLLastWriteTime) {
|
|
SDLUnloadGameCode(&Game);
|
|
Game = SDLLoadGameCode(SDLState.DLLPath);
|
|
}
|
|
|
|
SDL_GetGlobalMouseState(&MouseX, &MouseY);
|
|
|
|
SDL_GetWindowPosition(Window, &WindowX, &WindowY);
|
|
|
|
NewInput->MouseX = MouseX - WindowX;
|
|
NewInput->MouseY = MouseY - WindowY;
|
|
|
|
SDLMouseButtons = SDL_GetMouseState(NULL, NULL);
|
|
NewInput->MouseZ = 0; /* TODO: Support mouse wheel? */
|
|
SDLProcessKeyboardMessage(&(NewInput->MouseButtons[0]),
|
|
SDL_BUTTON_LMASK & SDLMouseButtons);
|
|
SDLProcessKeyboardMessage(&(NewInput->MouseButtons[1]),
|
|
SDL_BUTTON_MMASK & SDLMouseButtons);
|
|
SDLProcessKeyboardMessage(&(NewInput->MouseButtons[2]),
|
|
SDL_BUTTON_RMASK & SDLMouseButtons);
|
|
/* WARNING: TODO: SDL_BUTTON_X1MASK and SDL_BUTTON_X2MASK
|
|
* cannot be on at the same time for some reason. */
|
|
SDLProcessKeyboardMessage(&(NewInput->MouseButtons[3]),
|
|
SDL_BUTTON_X1MASK & SDLMouseButtons);
|
|
SDLProcessKeyboardMessage(&(NewInput->MouseButtons[4]),
|
|
SDL_BUTTON_X2MASK & SDLMouseButtons);
|
|
|
|
OldKeyboardController = GetController(OldInput, 0);
|
|
NewKeyboardController = GetController(NewInput, 0);
|
|
memset(&ZeroController, 0, sizeof(ZeroController));
|
|
*NewKeyboardController = ZeroController;
|
|
NewKeyboardController->IsConnected = 1;
|
|
|
|
for(ButtonIndex = 0;
|
|
ButtonIndex <
|
|
ARRAY_SIZE(NewKeyboardController->u.Buttons);
|
|
ButtonIndex++)
|
|
{
|
|
NewKeyboardController->u.
|
|
Buttons[ButtonIndex].EndedDown =
|
|
OldKeyboardController->u.
|
|
Buttons[ButtonIndex].EndedDown;
|
|
}
|
|
|
|
SDLProcessMessages(&SDLState, NewKeyboardController);
|
|
|
|
for(ControllerIndex = 0;
|
|
ControllerIndex < MAX_CONTROLLERS;
|
|
ControllerIndex++)
|
|
{
|
|
struct game_controller_input *OldController,
|
|
*NewController;
|
|
|
|
OldController =
|
|
GetController(OldInput, ControllerIndex+1);
|
|
NewController =
|
|
GetController(NewInput, ControllerIndex+1);
|
|
|
|
if(ControllerHandles[ControllerIndex] != 0 &&
|
|
SDL_GameControllerGetAttached(
|
|
ControllerHandles[ControllerIndex]))
|
|
{
|
|
short StickX, StickY;
|
|
|
|
float Threshold;
|
|
|
|
NewController->IsAnalog =
|
|
OldController->IsAnalog;
|
|
NewController->IsConnected = 1;
|
|
|
|
StickX = SDL_GameControllerGetAxis(
|
|
ControllerHandles[ControllerIndex],
|
|
SDL_CONTROLLER_AXIS_LEFTX);
|
|
StickY = SDL_GameControllerGetAxis(
|
|
ControllerHandles[ControllerIndex],
|
|
SDL_CONTROLLER_AXIS_LEFTY);
|
|
|
|
NewController->IsAnalog = 1;
|
|
NewController->StickAverageX =
|
|
SDLProcessInputStickValue((float)StickX,
|
|
CONTROLLER_LEFT_THUMB_DEADZONE);
|
|
NewController->StickAverageY =
|
|
SDLProcessInputStickValue((float)StickY,
|
|
CONTROLLER_LEFT_THUMB_DEADZONE);
|
|
|
|
if(NewController->StickAverageX != 0.0f ||
|
|
NewController->StickAverageY != 0.0f)
|
|
{
|
|
NewController->IsAnalog = 1;
|
|
}
|
|
|
|
if(SDL_GameControllerGetButton(
|
|
ControllerHandles[ControllerIndex],
|
|
SDL_CONTROLLER_BUTTON_DPAD_UP))
|
|
{
|
|
NewController->StickAverageY = -1.0f;
|
|
NewController->IsAnalog = 0;
|
|
}
|
|
|
|
if(SDL_GameControllerGetButton(
|
|
ControllerHandles[ControllerIndex],
|
|
SDL_CONTROLLER_BUTTON_DPAD_DOWN))
|
|
{
|
|
NewController->StickAverageY = 1.0f;
|
|
NewController->IsAnalog = 0;
|
|
}
|
|
|
|
if(SDL_GameControllerGetButton(
|
|
ControllerHandles[ControllerIndex],
|
|
SDL_CONTROLLER_BUTTON_DPAD_LEFT))
|
|
{
|
|
NewController->StickAverageX = -1.0f;
|
|
NewController->IsAnalog = 0;
|
|
}
|
|
|
|
if(SDL_GameControllerGetButton(
|
|
ControllerHandles[ControllerIndex],
|
|
SDL_CONTROLLER_BUTTON_DPAD_RIGHT))
|
|
{
|
|
NewController->StickAverageX = 1.0f;
|
|
NewController->IsAnalog = 0;
|
|
}
|
|
|
|
Threshold = 0.5f;
|
|
SDLProcessInputDigitalButton(
|
|
ControllerHandles[(NewController->
|
|
StickAverageY < -Threshold) ? 1 : 0],
|
|
&OldController->u.s.MoveUp,
|
|
SDL_CONTROLLER_BUTTON_A,
|
|
&NewController->u.s.MoveUp);
|
|
SDLProcessInputDigitalButton(
|
|
ControllerHandles[(NewController->
|
|
StickAverageY > Threshold) ? 1 : 0],
|
|
&OldController->u.s.MoveDown,
|
|
SDL_CONTROLLER_BUTTON_A,
|
|
&NewController->u.s.MoveDown);
|
|
SDLProcessInputDigitalButton(
|
|
ControllerHandles[(NewController->
|
|
StickAverageX < -Threshold) ? 1 : 0],
|
|
&OldController->u.s.MoveLeft,
|
|
SDL_CONTROLLER_BUTTON_A,
|
|
&NewController->u.s.MoveLeft);
|
|
SDLProcessInputDigitalButton(
|
|
ControllerHandles[(NewController->
|
|
StickAverageX > Threshold) ? 1 : 0],
|
|
&OldController->u.s.MoveRight,
|
|
SDL_CONTROLLER_BUTTON_A,
|
|
&NewController->u.s.MoveRight);
|
|
|
|
SDLProcessInputDigitalButton(
|
|
ControllerHandles[ControllerIndex],
|
|
&OldController->u.s.ActionDown,
|
|
SDL_CONTROLLER_BUTTON_A,
|
|
&NewController->u.s.ActionDown);
|
|
SDLProcessInputDigitalButton(
|
|
ControllerHandles[ControllerIndex],
|
|
&OldController->u.s.ActionRight,
|
|
SDL_CONTROLLER_BUTTON_B,
|
|
&NewController->u.s.ActionRight);
|
|
SDLProcessInputDigitalButton(
|
|
ControllerHandles[ControllerIndex],
|
|
&OldController->u.s.ActionLeft,
|
|
SDL_CONTROLLER_BUTTON_X,
|
|
&NewController->u.s.ActionLeft);
|
|
SDLProcessInputDigitalButton(
|
|
ControllerHandles[ControllerIndex],
|
|
&OldController->u.s.ActionUp,
|
|
SDL_CONTROLLER_BUTTON_Y,
|
|
&NewController->u.s.ActionUp);
|
|
SDLProcessInputDigitalButton(
|
|
ControllerHandles[ControllerIndex],
|
|
&OldController->u.s.LeftShoulder,
|
|
SDL_CONTROLLER_BUTTON_LEFTSHOULDER,
|
|
&NewController->u.s.LeftShoulder);
|
|
SDLProcessInputDigitalButton(
|
|
ControllerHandles[ControllerIndex],
|
|
&OldController->u.s.RightShoulder,
|
|
SDL_CONTROLLER_BUTTON_RIGHTSHOULDER,
|
|
&NewController->u.s.RightShoulder);
|
|
|
|
SDLProcessInputDigitalButton(
|
|
ControllerHandles[ControllerIndex],
|
|
&OldController->u.s.Start,
|
|
SDL_CONTROLLER_BUTTON_START,
|
|
&NewController->u.s.Start);
|
|
SDLProcessInputDigitalButton(
|
|
ControllerHandles[ControllerIndex],
|
|
&OldController->u.s.Back,
|
|
SDL_CONTROLLER_BUTTON_BACK,
|
|
&NewController->u.s.Back);
|
|
} else {
|
|
/* NOTE: This controller is not plugged in. */
|
|
NewController->IsConnected = 0;
|
|
}
|
|
}
|
|
|
|
TargetQueueBytes = SoundOutput.LatencySampleCount *
|
|
SoundOutput.BytesPerSample;
|
|
BytesToWrite =
|
|
TargetQueueBytes - SDL_GetQueuedAudioSize(1);
|
|
SoundBuffer.SamplesPerSecond =
|
|
SoundOutput.SamplesPerSecond;
|
|
SoundBuffer.SampleCount =
|
|
BytesToWrite / SoundOutput.BytesPerSample;
|
|
SoundBuffer.Samples = (short *)SoundOutput.Samples;
|
|
|
|
memset(&Context, 0, sizeof(Context));
|
|
|
|
Buffer.Memory = GlobalBackbuffer.Memory;
|
|
Buffer.Width = GlobalBackbuffer.Width;
|
|
Buffer.Height = GlobalBackbuffer.Height;
|
|
Buffer.BytesPerPixel = 4;
|
|
Buffer.Pitch = GlobalBackbuffer.Pitch;
|
|
|
|
if(Game.UpdateAndRender) {
|
|
Game.UpdateAndRender(&Context, &GameMemory,
|
|
NewInput, &Buffer,
|
|
&SoundBuffer);
|
|
}
|
|
|
|
SDLFillSoundBuffer(&SoundOutput, BytesToWrite);
|
|
|
|
WorkCounter = SDLGetWallClock();
|
|
WorkSecondsElapsed =
|
|
SDLGetSecondsElapsed(LastCounter, WorkCounter);
|
|
|
|
SecondsElapsedForFrame = WorkSecondsElapsed;
|
|
if(SecondsElapsedForFrame < TargetSecondsPerFrame) {
|
|
while(SecondsElapsedForFrame < TargetSecondsPerFrame)
|
|
{
|
|
SecondsElapsedForFrame =
|
|
SDLGetSecondsElapsed(LastCounter,
|
|
SDLGetWallClock());
|
|
if(TargetSecondsPerFrame -
|
|
SecondsElapsedForFrame >= 0.0f)
|
|
{
|
|
SDL_Delay((unsigned int)(
|
|
(TargetSecondsPerFrame -
|
|
SecondsElapsedForFrame) * 1000.0));
|
|
}
|
|
}
|
|
} else {
|
|
/* TODO: Missed frame rate! */
|
|
/* TODO: Logging. */
|
|
}
|
|
|
|
EndCounter = SDLGetWallClock();
|
|
|
|
SDLDisplayBufferInWindow(&GlobalBackbuffer, Window,
|
|
Renderer);
|
|
|
|
MSPerFrame =
|
|
1000.0f *
|
|
SDLGetSecondsElapsed(LastCounter, EndCounter);
|
|
FPS = 1000.0f / MSPerFrame;
|
|
|
|
LastCounter = EndCounter;
|
|
|
|
#if 1
|
|
if(SDLGetSecondsElapsed(FPSLastCounter,
|
|
SDLGetWallClock()) > 0.1f)
|
|
{
|
|
unsigned long long EndCycleCount = __rdtsc();
|
|
unsigned long long CyclesElapsed =
|
|
EndCycleCount - LastCycleCount;
|
|
double MCPF =
|
|
((double)CyclesElapsed / (1000.0 * 1000.0));
|
|
|
|
/*fprintf(stderr,
|
|
"%.02f ms/f, %.02f f/s, %.02f mc/f\n",
|
|
MSPerFrame, FPS, MCPF);*/
|
|
|
|
static char fps_buffer[128];
|
|
snprintf(fps_buffer, sizeof(fps_buffer),
|
|
"%.02f ms/f, %.02f f/s, %.02f mc/f",
|
|
MSPerFrame, FPS, MCPF);
|
|
SDL_SetWindowTitle(Window,
|
|
(const char *)fps_buffer);
|
|
|
|
LastCycleCount = EndCycleCount;
|
|
|
|
FPSLastCounter = SDLGetWallClock();
|
|
}
|
|
#endif
|
|
|
|
SWAP(struct game_input *, OldInput, NewInput);
|
|
}
|
|
} else {
|
|
/* TODO: Failed to allocate Samples and Sound memory . . . */
|
|
}
|
|
} else {
|
|
/* TODO: This didn't work . . . */
|
|
}
|
|
} else {
|
|
/* TODO: This didn't work . . . */
|
|
}
|
|
|
|
/* NOTE: Let the OS clean things up. */
|
|
/* NOTE: This, however, might need to be closed? Is there maybe some
|
|
* clean up state that close communicates to the controller? */
|
|
/* SDLDeinitControllers(); */
|
|
/* SDL_CloseAudio(); */
|
|
/* SDL_DestroyRenderer(Renderer); */
|
|
/* SDL_DestroyWindow(Window); */
|
|
/* SDL_Quit(); */
|
|
|
|
return 0;
|
|
}
|