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update

tags/day-25
Ledda 2 kuukautta sitten
vanhempi
commit
a9d7869644
9 muutettua tiedostoa jossa 494 lisäystä ja 116 poistoa
  1. +1
    -0
      .gitignore
  2. +0
    -6
      HidCerberus.Lib.log
  3. +15
    -2
      misc/build.bat
  4. +2
    -1
      misc/shell.bat
  5. +46
    -14
      src/handmade.cpp
  6. +103
    -8
      src/handmade.h
  7. +86
    -0
      src/test.cpp
  8. +217
    -85
      src/win32_handmade.cpp
  9. +24
    -0
      src/win32_handmade.h

+ 1
- 0
.gitignore Näytä tiedosto

@@ -1,2 +1,3 @@
/build
/.vs
HidCerberus.Lib.log

+ 0
- 6
HidCerberus.Lib.log Näytä tiedosto

@@ -1,6 +0,0 @@
2024-07-08 21:41:59.339 HidCerberus.Lib:HidGuardianOpen [Information]: Sending add request: http://localhost:26762/api/v1/hidguardian/whitelist/add/7440
2024-07-09 18:33:47.443 HidCerberus.Lib:HidGuardianOpen [Information]: Sending add request: http://localhost:26762/api/v1/hidguardian/whitelist/add/7156
2024-07-09 18:33:47.854 HidCerberus.Lib:HidGuardianClose [Information]: Sending remove request: http://localhost:26762/api/v1/hidguardian/whitelist/remove/7156
2024-07-09 18:34:16.211 HidCerberus.Lib:HidGuardianOpen [Information]: Sending add request: http://localhost:26762/api/v1/hidguardian/whitelist/add/4240
2024-07-09 18:34:16.316 HidCerberus.Lib:HidGuardianClose [Information]: Sending remove request: http://localhost:26762/api/v1/hidguardian/whitelist/remove/4240
2024-07-09 18:34:23.477 HidCerberus.Lib:HidGuardianOpen [Information]: Sending add request: http://localhost:26762/api/v1/hidguardian/whitelist/add/7712

+ 15
- 2
misc/build.bat Näytä tiedosto

@@ -1,8 +1,21 @@
@echo off
if NOT EXIST .\build mkdir .\build
pushd .\build
pwd
cl -FC -Zi -Fe:handmade.exe ..\src\win32_handmade.cpp user32.lib Gdi32.lib
cl ^
-MT %= Make sure the C runtime library is statically linked =%^
-Fmwin32_handmade.map %= Create a map file =%^
-Gm- %= Turns off incremently building =%^
-nologo %= No one cares you made the compiler Microsoft =%^
-Oi %= Always use intrinsics =%^
-EHa- %= Disable exception handling =%^
-GR- %= Never use runtime type info from C++ =%^
-WX -W4 -wd4201 -wd4100 -wd4189 %= Compiler warnings, -WX warnings as errors, -W4 warning level 4, -wdXXXX disable warning XXXX =%^
-DHANDMADE_INTERNAL=1 -DHANDMADE_SLOW=1 -DHANDMADE_WIN32=1 %= Custom #defines =%^
-FC %= Full path of source code file in diagnostics =%^
-Zi %= Generate debugger info =%^
-Fe:handmade.exe ..\src\win32_handmade.cpp %= Output filename, input filename =%^
user32.lib Gdi32.lib %= Linked libraries =%^
/link -subsystem:windows,5.1 %= Linker stuff =%
popd
exit /b



+ 2
- 1
misc/shell.bat Näytä tiedosto

@@ -2,4 +2,5 @@
start "ProconXInput" "C:\Program Files\ProconXInput\ProconXInput.exe"
call "C:\Program Files\Microsoft Visual Studio\2022\Community\VC\Auxiliary\Build\vcvars64.bat"
set path=C:\source\repos\handmade\misc;%path%
cd C:\source\repos\handmade\
cd C:\source\repos\handmade\
cmd /k

+ 46
- 14
src/handmade.cpp Näytä tiedosto

@@ -3,7 +3,7 @@
#define PI32 3.141592653589f

void debug_printf(wchar_t* format, ...) {
int bufsize = wcslen(format)*10;
size_t bufsize = wcslen(format)*10;
wchar_t *output = (wchar_t*)malloc(bufsize);
va_list list;
va_start(list, format);
@@ -12,17 +12,16 @@ void debug_printf(wchar_t* format, ...) {
free(output);
}

internal void outputSound(GameSoundOutputBuffer *soundBuffer, int toneHz) {
local_persist real32 tSine;
internal void outputSineSound(GameSoundOutputBuffer *soundBuffer, GameState *state) {
int16 toneVolume = 3000;
int wavePeriod = soundBuffer->samplesPerSecond/toneHz;
int wavePeriod = soundBuffer->samplesPerSecond/state->toneHz;

int16 *sampleOut = soundBuffer->samples;
for (int sampleIndex = 0; sampleIndex < soundBuffer->sampleCount; sampleIndex++) {
int16 sampleValue = (int16)(sin(tSine) * (real32)toneVolume);
int16 sampleValue = (int16)(sin(state->tSine) * (real32)toneVolume);
*sampleOut++ = sampleValue;
*sampleOut++ = sampleValue;
tSine += 2.0f * PI32 / (real32)wavePeriod;
state->tSine += 2.0f * PI32 / (real32)wavePeriod;
}
}

@@ -33,18 +32,51 @@ internal void renderWeirdGradient(GameOffscreenBuffer *buffer, int xOffset, int
for (int y = 0; y < buffer->height; y++) {
uint32 *pixel = (uint32*)row;
for (int x = 0; x < buffer->width; x++) {
uint8 blue = x + xOffset;
uint8 green = y + yOffset;
uint8 blue = (uint8)(x + xOffset);
uint8 green = (uint8)(y + yOffset);
*pixel++ = (green << 8) | blue;
}
row += pitch;
}
}

internal void gameUpdateAndRender(GameOffscreenBuffer *videoBuf, GameInput *input, GameSoundOutputBuffer *soundBuf) {
local_persist int greenOffset = 0;
local_persist int blueOffset = 0;
local_persist int toneHz = 440;
outputSound(soundBuf, toneHz);
renderWeirdGradient(videoBuf, input->xOffset, input->yOffset);
internal void gameUpdateAndRender(GameMemory *memory, GameOffscreenBuffer *videoBuf, GameInput *input, GameSoundOutputBuffer *soundBuf) {
Assert(sizeof(GameState) <= memory->permanentStorageSize);

GameState *state = (GameState*)memory->permanentStorage;

if (!memory->isInitialised) {
//DebugReadFileResult bmpMem = DEBUG_platformReadEntireFile(__FILE__);
//if (bmpMem.contents) {
// DEBUG_platformWriteEntireFile("c:/source/repos/handmade/src/test.cpp", bmpMem.contentsSize, bmpMem.contents);
// DEBUG_platformFreeFileMemory(bmpMem.contents);
//}

state->toneHz = 440;
state->tSine = 0;
memory->isInitialised = true;
}

for (int controllerIndex = 0; controllerIndex < ArrayCount(input->controllers); controllerIndex++) {
GameControllerInput *controllerInput = &input->controllers[controllerIndex];
if (controllerInput->isAnalog) {
state->toneHz = 440 + (int)(128.0f*controllerInput->stickAvgX);
state->greenOffset -= (int)(4.0f*controllerInput->stickAvgX);
state->blueOffset += (int)(4.0f*controllerInput->stickAvgY);
} else {
if (controllerInput->stickRight.endedDown) {
state->greenOffset -= 4;
} else if (controllerInput->stickLeft.endedDown) {
state->greenOffset += 4;
}
if (controllerInput->stickUp.endedDown) {
state->blueOffset += 4;
} else if (controllerInput->stickDown.endedDown) {
state->blueOffset -= 4;
}
}
}

outputSineSound(soundBuf, state);
renderWeirdGradient(videoBuf, state->greenOffset, state->blueOffset);
}

+ 103
- 8
src/handmade.h Näytä tiedosto

@@ -6,6 +6,38 @@

#pragma once

/*
* ---------------
* Global flags:
* ---------------
*
* HANDMADE_SLOW
* 0 - No slow code allowed
* 1 - Slow code welcome
*
* HANDMADE_INTERNAL
* 0 - Build for public release
* 1 - Build for developer only
*
* HANDMADE_WIN32
* 0 - Not a windows build
* 1 - This is a windows build
*
*/

#if HANDMADE_SLOW
#define Assert(Expression) if (!(Expression)) {*(int *)0 = 0;}
#else
#define Assert(Expression)
#endif

#define Kilobytes(Value) (Value*1024)
#define Megabytes(Value) (Kilobytes(Value)*1024)
#define Gigabytes(Value) (Megabytes(Value)*1024)
#define Terabytes(Value) (Gigabytes(Value)*1024)

#define ArrayCount(Array) (sizeof(Array) / sizeof((Array)[0]))

#define internal static // for functions
#define local_persist static // for static variables in a scope
#define global static // for global variables
@@ -25,14 +57,14 @@ typedef double real64;

typedef int32_t bool32;

void debug_printf(wchar_t* format, ...);
#define MAX_SAFE_UINT32 0xFFFFFFFF

// Game to platform layer services
struct GameInput {
int xOffset;
int yOffset;
};
inline uint32 safeTruncateUInt64(uint64 val) {
Assert(val <= MAX_SAFE_UINT32);
return (uint32)val;
}

// Game to platform layer services
struct GameSoundOutputBuffer {
int samplesPerSecond;
int sampleCount;
@@ -45,6 +77,69 @@ struct GameOffscreenBuffer {
int height;
};

void gameUpdateAndRender(GameOffscreenBuffer *videoBuf, GameInput *input, GameSoundOutputBuffer *soundBuf);
struct GameButtonState {
int halfTransitionCount;
bool32 endedDown;
};

struct GameControllerInput {
bool32 isAnalog;

real32 stickAvgY;
real32 stickAvgX;

union {
GameButtonState buttons[6];
struct {
GameButtonState stickUp;
GameButtonState stickDown;
GameButtonState stickLeft;
GameButtonState stickRight;
GameButtonState btnUp;
GameButtonState btnDown;
GameButtonState btnLeft;
GameButtonState btnRight;
GameButtonState leftShoulder;
GameButtonState rightShoulder;
};
};
};

struct GameInput {
GameControllerInput controllers[5];
};

struct GameMemory {
bool32 isInitialised;
uint64 permanentStorageSize;
void *permanentStorage; // required to be initialised to zero at startup
uint64 transientStorageSize;
void *transientStorage; // required to be initialised to zero at startup
};

struct GameState {
int toneHz;
int greenOffset;
int blueOffset;
real32 tSine;
};

// === Game to platform services ===
void gameUpdateAndRender(GameMemory *memory, GameInput *input, GameOffscreenBuffer *videoBuf, GameSoundOutputBuffer *soundBuf);

// === Platform to game services ===
#if HANDMADE_INTERNAL

struct DebugReadFileResult {
uint32 contentsSize;
void *contents;
};

DebugReadFileResult DEBUG_platformReadEntireFile(char *filename);
void DEBUG_platformFreeFileMemory(void *memory);
bool32 DEBUG_platformWriteEntireFile(char *filename, uint32 memorySize, void *memory);
void debug_printf(wchar_t* format, ...);

#endif


// Platform to game services

+ 86
- 0
src/test.cpp Näytä tiedosto

@@ -0,0 +1,86 @@
#include "handmade.h"

#define PI32 3.141592653589f

void debug_printf(wchar_t* format, ...) {
size_t bufsize = wcslen(format)*10;
wchar_t *output = (wchar_t*)malloc(bufsize);
va_list list;
va_start(list, format);
vswprintf(output, bufsize, format, list);
OutputDebugStringW(output);
free(output);
}

internal void outputSineSound(GameSoundOutputBuffer *soundBuffer, GameState *state) {
int16 toneVolume = 3000;
int wavePeriod = soundBuffer->samplesPerSecond/state->toneHz;

int16 *sampleOut = soundBuffer->samples;
for (int sampleIndex = 0; sampleIndex < soundBuffer->sampleCount; sampleIndex++) {
int16 sampleValue = (int16)(sin(state->tSine) * (real32)toneVolume);
*sampleOut++ = sampleValue;
*sampleOut++ = sampleValue;
state->tSine += 2.0f * PI32 / (real32)wavePeriod;
}
}

internal void renderWeirdGradient(GameOffscreenBuffer *buffer, int xOffset, int yOffset) {
int bytesPerPixel = 4;
int pitch = buffer->width*bytesPerPixel;
uint8 *row = (uint8 *)buffer->memory;
for (int y = 0; y < buffer->height; y++) {
uint32 *pixel = (uint32*)row;
for (int x = 0; x < buffer->width; x++) {
uint8 blue = (uint8)(x + xOffset);
uint8 green = (uint8)(y + yOffset);
*pixel++ = (green << 8) | blue;
}
row += pitch;
}
}

internal void gameUpdateAndRender(GameMemory *memory, GameOffscreenBuffer *videoBuf, GameInput *input, GameSoundOutputBuffer *soundBuf) {
Assert(sizeof(GameState) <= memory->permanentStorageSize);

GameState *state = (GameState*)memory->permanentStorage;

if (!memory->isInitialised) {
DebugReadFileResult bmpMem = DEBUG_platformReadEntireFile(__FILE__);
if (bmpMem.contents) {
DEBUG_platformWriteEntireFile("c:/source/repos/handmade/src/test.cpp", bmpMem.contentsSize, bmpMem.contents);
DEBUG_platformFreeFileMemory(bmpMem.contents);
}

state->toneHz = 440;
state->tSine = 0;
memory->isInitialised = true;
}

for (int controllerIndex = 0; controllerIndex < ArrayCount(input->controllers); controllerIndex++) {
GameControllerInput *controllerInput = &input->controllers[controllerIndex];
if (controllerInput->isAnalog) {
//state->toneHz = 440 + (int)(128.0f*controllerInput->stickAvgX);
//state->greenOffset -= (int)(4.0f*controllerInput->stickAvgX);
//state->blueOffset += (int)(4.0f*controllerInput->stickAvgY);
} else {
if (controllerInput->stickRight.endedDown) {
state->toneHz = 440 + 128;
state->greenOffset -= 4;
} else if (controllerInput->stickLeft.endedDown) {
state->toneHz = 440 - 128;
state->greenOffset += 4;
} else {
state->toneHz = 440;
}
if (controllerInput->stickUp.endedDown) {
state->blueOffset += 4;
} else if (controllerInput->stickDown.endedDown) {
state->blueOffset -= 4;
}
}
}

outputSineSound(soundBuf, state);
renderWeirdGradient(videoBuf, state->greenOffset, state->blueOffset);
}

+ 217
- 85
src/win32_handmade.cpp Näytä tiedosto

@@ -7,7 +7,7 @@
#include "handmade.cpp"

global ATOM HH_CTRLW;
global bool running;
global bool globalRunning;
global Win32OffscreenBuffer globalBackBuffer;
global LPDIRECTSOUNDBUFFER globalSecondaryBuffer;

@@ -29,6 +29,61 @@ typedef HRESULT WINAPI DirectSoundCreateFn(LPCGUID pcGuidDevice, LPDIRECTSOUND *

#define stackAlloc(size, type) (type*)_alloca(size*sizeof(type))

void DEBUG_platformFreeFileMemory(void *fileMemory) {
if (fileMemory) {
VirtualFree(fileMemory, NULL, MEM_RELEASE);
}
}

DebugReadFileResult DEBUG_platformReadEntireFile(char *filename) {
DebugReadFileResult result = {};
HANDLE fileHandle = CreateFileA(filename, GENERIC_READ, FILE_SHARE_READ, NULL, OPEN_EXISTING, NULL, NULL);
if (fileHandle != INVALID_HANDLE_VALUE) {
LARGE_INTEGER fileSize;
if (GetFileSizeEx(fileHandle, &fileSize)) {
uint32 fileSize32 = safeTruncateUInt64(fileSize.QuadPart);
result.contents = VirtualAlloc(NULL, fileSize.QuadPart, MEM_RESERVE | MEM_COMMIT, PAGE_READWRITE);
if (result.contents) {
DWORD bytesRead;
if (ReadFile(fileHandle, result.contents, (DWORD)fileSize.QuadPart, &bytesRead, NULL) && (fileSize32 == (uint32)bytesRead)) {
result.contentsSize = fileSize32;
} else {
DEBUG_platformFreeFileMemory(result.contents);
result.contents = NULL;
// logging
}
} else {
result.contents = NULL;
// logging
}
} else {
// logging
}
CloseHandle(fileHandle);
} else {
// logging
}
return result;
}

bool32 DEBUG_platformWriteEntireFile(char *filename, uint32 memorySize, void *memory) {
bool32 result = false;
HANDLE fileHandle = CreateFileA(filename, GENERIC_WRITE, FILE_SHARE_READ, NULL, CREATE_ALWAYS, NULL, NULL);
if (fileHandle != INVALID_HANDLE_VALUE) {
DWORD bytesWritten;
if (WriteFile(fileHandle, memory, memorySize, &bytesWritten, NULL)) {
// file written successfully
result = bytesWritten == memorySize;
} else {
// logging
}
CloseHandle(fileHandle);
} else {
// logging
}
return result;
}

internal void resizeDIBSection(Win32OffscreenBuffer *buffer, int width, int height) {
if (buffer->memory) {
VirtualFree(buffer->memory, NULL, MEM_RELEASE);
@@ -82,6 +137,16 @@ internal void win32LoadXInput() {
}
}

internal void win32ProcessKeyboardKeypress(GameButtonState *newState, bool32 isDown) {
newState->endedDown = isDown;
newState->halfTransitionCount++;
}

internal void win32ProcessXInputDigitalButton(DWORD xInputButtonState, GameButtonState *oldState, GameButtonState *newState, DWORD buttonBit) {
newState->endedDown = (xInputButtonState & buttonBit) == buttonBit;
newState->halfTransitionCount = (oldState->endedDown != newState->endedDown) ? 1 : 0;
}

internal void win32InitSound(HWND window, int32 samplesPerSec, int bufferSize) {
HMODULE dSoundLibrary = LoadLibraryA("dsound.dll");
if (dSoundLibrary) {
@@ -145,7 +210,7 @@ LRESULT mainWindowCallback(
} break;

case WM_CLOSE: {
running = false;
globalRunning = false;
} break;

case WM_PAINT: {
@@ -164,7 +229,7 @@ LRESULT mainWindowCallback(

case WM_HOTKEY: {
if (wParam == HH_CTRLW) {
running = false;
globalRunning = false;
}
} break;

@@ -172,29 +237,7 @@ LRESULT mainWindowCallback(
case WM_SYSKEYUP:
case WM_KEYUP:
case WM_KEYDOWN: {
uint32 VKCode = wParam;
bool wasDown = (lParam & (1 << 30)) != 0;
bool isDown = (lParam & (1 << 31)) == 0;
if (wasDown != isDown) {
if (VKCode == 'W') {
} else if (VKCode == 'A') {
} else if (VKCode == 'S') {
} else if (VKCode == 'D') {
} else if (VKCode == 'Q') {
} else if (VKCode == 'E') {
} else if (VKCode == VK_ESCAPE) {
} else if (VKCode == VK_UP) {
} else if (VKCode == VK_LEFT) {
} else if (VKCode == VK_DOWN) {
} else if (VKCode == VK_RIGHT) {
} else if (VKCode == VK_SPACE) {
}
}

bool32 altKeyWasDown = lParam & (1 << 29);
if (altKeyWasDown && VKCode == VK_F4) {
running = false;
}
Assert(!"Keyboard input came in through a non-dispatch message.");
} break;

default: {
@@ -253,6 +296,61 @@ internal void win32FillSoundBuffer(Win32SoundOutput *soundOutput, DWORD byteToLo
}
}

internal void win32ProcessPendingMessages(GameControllerInput *keyboardController) {
MSG message;
while (PeekMessageA(&message, NULL, NULL, NULL, PM_REMOVE)) {
if (message.message == WM_QUIT) {
globalRunning = false;
}

switch (message.message) {
case WM_SYSKEYDOWN:
case WM_SYSKEYUP:
case WM_KEYUP:
case WM_KEYDOWN: {
uint32 VKCode = (uint32)message.wParam;
bool wasDown = (message.lParam & (1 << 30)) != 0;
bool isDown = (message.lParam & (1 << 31)) == 0;
if (wasDown != isDown) {
if (VKCode == 'W') {
win32ProcessKeyboardKeypress(&keyboardController->stickUp, isDown);
} else if (VKCode == 'A') {
win32ProcessKeyboardKeypress(&keyboardController->stickLeft, isDown);
} else if (VKCode == 'S') {
win32ProcessKeyboardKeypress(&keyboardController->stickDown, isDown);
} else if (VKCode == 'D') {
win32ProcessKeyboardKeypress(&keyboardController->stickRight, isDown);
} else if (VKCode == 'Q') {
win32ProcessKeyboardKeypress(&keyboardController->leftShoulder, isDown);
} else if (VKCode == 'E') {
win32ProcessKeyboardKeypress(&keyboardController->rightShoulder, isDown);
} else if (VKCode == VK_ESCAPE) {
} else if (VKCode == VK_UP) {
win32ProcessKeyboardKeypress(&keyboardController->btnUp, isDown);
} else if (VKCode == VK_LEFT) {
win32ProcessKeyboardKeypress(&keyboardController->btnLeft, isDown);
} else if (VKCode == VK_DOWN) {
win32ProcessKeyboardKeypress(&keyboardController->btnDown, isDown);
} else if (VKCode == VK_RIGHT) {
win32ProcessKeyboardKeypress(&keyboardController->btnRight, isDown);
} else if (VKCode == VK_SPACE) {
}
}

bool32 altKeyWasDown = message.lParam & (1 << 29);
if (altKeyWasDown && VKCode == VK_F4) {
globalRunning = false;
}
} break;

default: {
TranslateMessage(&message);
DispatchMessage(&message);
} break;
}
}
}

int APIENTRY WinMain(HINSTANCE instance, HINSTANCE prevInstance, PSTR commandLine, int commandShow) {
LARGE_INTEGER performanceFrequencyResult;
QueryPerformanceFrequency(&performanceFrequencyResult);
@@ -285,26 +383,36 @@ int APIENTRY WinMain(HINSTANCE instance, HINSTANCE prevInstance, PSTR commandLin
HH_CTRLW = GlobalAddAtomA("HH_CTRLW");
RegisterHotKey(window, HH_CTRLW, MOD_CONTROL, 'W');

MSG message;
running = true;
globalRunning = true;
GameInput input[2] = {};
GameInput *oldInput = &input[0];
GameInput *newInput = &input[1];

win32LoadXInput();

// graphics test
int xOffset = 0;
int yOffset = 0;

// sound test
Win32SoundOutput soundOutput = {};
soundOutput.samplesPerSecond = 48000;
soundOutput.wavePeriod = soundOutput.samplesPerSecond / soundOutput.toneHz;
soundOutput.runningSampleIndex = 0;
soundOutput.bytesPerSample = sizeof(int16)*2;
soundOutput.secondaryBufferSize = soundOutput.samplesPerSecond*soundOutput.bytesPerSample;
soundOutput.latencySampleCount = soundOutput.samplesPerSecond / 15.0f;
soundOutput.latencySampleCount = (int)(soundOutput.samplesPerSecond / 15.0f);

int16 *samples = (int16*)VirtualAlloc(NULL, soundOutput.secondaryBufferSize, MEM_COMMIT, PAGE_READWRITE);

#if HANDMADE_INTERNAL
LPVOID baseAddress = (LPVOID)Terabytes((uint64)2);
#else
LPVOID baseAddress = 0;
#endif
GameMemory gameMemory = {};
gameMemory.permanentStorageSize = Megabytes(64);
gameMemory.transientStorageSize = Gigabytes((uint64)4);

uint64 totalSize = gameMemory.permanentStorageSize + gameMemory.transientStorageSize;
gameMemory.permanentStorage = VirtualAlloc(baseAddress, totalSize, MEM_RESERVE | MEM_COMMIT, PAGE_READWRITE);
gameMemory.transientStorage = ((uint8 *)gameMemory.permanentStorage + gameMemory.permanentStorageSize);

win32InitSound(window, soundOutput.samplesPerSecond, soundOutput.secondaryBufferSize);
win32ClearBuffer(&soundOutput);
globalSecondaryBuffer->Play(0, 0, DSBPLAY_LOOPING);
@@ -312,70 +420,90 @@ int APIENTRY WinMain(HINSTANCE instance, HINSTANCE prevInstance, PSTR commandLin
LARGE_INTEGER lastCounter;
QueryPerformanceCounter(&lastCounter);
int64 lastCycleCount = __rdtsc();
while (running) {
while (PeekMessageA(&message, NULL, NULL, NULL, PM_REMOVE)) {
if (message.message == WM_QUIT) {
running = false;
}
TranslateMessage(&message);
DispatchMessage(&message);
while (globalRunning) {
GameControllerInput *oldKeyboardController = &oldInput->controllers[0];
GameControllerInput *newKeyboardController = &newInput->controllers[0];
GameControllerInput zeroController = {};
*newKeyboardController = zeroController;
for (int buttonIndex = 0; buttonIndex < ArrayCount(oldKeyboardController->buttons); buttonIndex++) {
newKeyboardController->buttons[buttonIndex].endedDown = oldKeyboardController->buttons[buttonIndex].endedDown;
}

win32ProcessPendingMessages(newKeyboardController);

XINPUT_STATE controllerState;
int maxControllerCount = 1 + XUSER_MAX_COUNT;
if (maxControllerCount > ArrayCount(newInput->controllers)) {
maxControllerCount = ArrayCount(newInput->controllers);
}

for (DWORD controllerIndex = 0; controllerIndex < XUSER_MAX_COUNT; controllerIndex++) {
if (XInputGetState(controllerIndex, &controllerState) == ERROR_SUCCESS) {
break;
DWORD ourControllerIndex = controllerIndex + 1;
GameControllerInput *oldController = &oldInput->controllers[ourControllerIndex];
GameControllerInput *newController = &newInput->controllers[ourControllerIndex];

newController->isAnalog = true;

XINPUT_GAMEPAD *pad = &controllerState.Gamepad;

int16 stickX = pad->sThumbLX;
int16 stickY = pad->sThumbLY;
real32 stickYNorm = 0;
real32 stickXNorm = 0;
if (stickY != 0 && abs(stickY) > XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE) {
stickYNorm = stickY / 32767.0f;
}
if (stickX != 0 && abs(stickX) > XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE) {
stickXNorm = stickX / 32767.0f;
}

newController->stickAvgX = stickXNorm;
newController->stickAvgY = stickYNorm;
if (pad->wButtons & XINPUT_GAMEPAD_DPAD_UP) {
newController->stickAvgY = 1.0f;
}
if (pad->wButtons & XINPUT_GAMEPAD_DPAD_DOWN) {
newController->stickAvgY = -1.0f;
}
if (pad->wButtons & XINPUT_GAMEPAD_DPAD_LEFT) {
newController->stickAvgX = -1.0f;
}
if (pad->wButtons & XINPUT_GAMEPAD_DPAD_RIGHT) {
newController->stickAvgX = 1.0f;
}

//bool start = (pad->wButtons & XINPUT_GAMEPAD_START);
//bool back = (pad->wButtons & XINPUT_GAMEPAD_BACK);

win32ProcessXInputDigitalButton(pad->wButtons, &oldController->btnDown, &newController->btnDown, XINPUT_GAMEPAD_A);
win32ProcessXInputDigitalButton(pad->wButtons, &oldController->btnRight, &newController->btnRight, XINPUT_GAMEPAD_B);
win32ProcessXInputDigitalButton(pad->wButtons, &oldController->btnLeft, &newController->btnLeft, XINPUT_GAMEPAD_X);
win32ProcessXInputDigitalButton(pad->wButtons, &oldController->btnUp, &newController->btnUp, XINPUT_GAMEPAD_Y);
win32ProcessXInputDigitalButton(pad->wButtons, &oldController->leftShoulder, &newController->leftShoulder, XINPUT_GAMEPAD_LEFT_SHOULDER);
win32ProcessXInputDigitalButton(pad->wButtons, &oldController->rightShoulder, &newController->rightShoulder, XINPUT_GAMEPAD_RIGHT_SHOULDER);

real32 threshold = 0.5f;
win32ProcessXInputDigitalButton((DWORD)(newController->stickAvgY < -threshold), &oldController->stickDown, &newController->stickDown, 1);
win32ProcessXInputDigitalButton((DWORD)(newController->stickAvgX > threshold), &oldController->stickRight, &newController->stickRight, 1);
win32ProcessXInputDigitalButton((DWORD)(newController->stickAvgX < -threshold), &oldController->stickLeft, &newController->stickLeft, 1);
win32ProcessXInputDigitalButton((DWORD)(newController->stickAvgY > threshold), &oldController->stickUp, &newController->stickUp, 1);
} else {
// controller not available
}
}
XINPUT_GAMEPAD *Pad = &controllerState.Gamepad;
bool up = (Pad->wButtons & XINPUT_GAMEPAD_DPAD_UP);
bool down = (Pad->wButtons & XINPUT_GAMEPAD_DPAD_DOWN);
bool left = (Pad->wButtons & XINPUT_GAMEPAD_DPAD_LEFT);
bool right = (Pad->wButtons & XINPUT_GAMEPAD_DPAD_RIGHT);
bool start = (Pad->wButtons & XINPUT_GAMEPAD_START);
bool back = (Pad->wButtons & XINPUT_GAMEPAD_BACK);
bool leftShoulder = (Pad->wButtons & XINPUT_GAMEPAD_LEFT_SHOULDER);
bool rightShoulder = (Pad->wButtons & XINPUT_GAMEPAD_RIGHT_SHOULDER);
bool aButton = (Pad->wButtons & XINPUT_GAMEPAD_A);
bool bButton = (Pad->wButtons & XINPUT_GAMEPAD_B);
bool xButton = (Pad->wButtons & XINPUT_GAMEPAD_X);
bool yButton = (Pad->wButtons & XINPUT_GAMEPAD_Y);
int16 stickX = Pad->sThumbLX;
int16 stickY = Pad->sThumbLY;

float stickYNorm = 0;
float stickXNorm = 0;
if (stickY != 0 && abs(stickY) > XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE) {
stickYNorm = stickY / 32767.0;
}
if (stickX != 0 && abs(stickX) > XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE) {
stickXNorm = stickX / 32767.0;
}

float factor = leftShoulder ? 2.5 : 1.0;
yOffset += stickY/5000.0 * factor;
xOffset -= stickX/5000.0 * factor;

soundOutput.toneHz = 220 + (stickYNorm + 1.0)/2.0 * 220.0;
soundOutput.wavePeriod = soundOutput.samplesPerSecond / soundOutput.toneHz;

GameOffscreenBuffer videoBuffer = {};
videoBuffer.memory = globalBackBuffer.memory;
videoBuffer.width = globalBackBuffer.width;
videoBuffer.height = globalBackBuffer.height;

GameInput input = {};
input.xOffset = xOffset;
input.yOffset = yOffset;

// Sound test
DWORD playCursor;
DWORD writeCursor;
DWORD byteToLock;
DWORD targetCursor;
DWORD bytesToWrite;
DWORD playCursor = 0;
DWORD writeCursor = 0;
DWORD byteToLock = 0;
DWORD targetCursor = 0;
DWORD bytesToWrite = 0;
bool soundIsValid = true;
if (SUCCEEDED(globalSecondaryBuffer->GetCurrentPosition(&playCursor, &writeCursor))) {
byteToLock = (soundOutput.runningSampleIndex*soundOutput.bytesPerSample) % soundOutput.secondaryBufferSize;
@@ -395,7 +523,7 @@ int APIENTRY WinMain(HINSTANCE instance, HINSTANCE prevInstance, PSTR commandLin
soundBuffer.sampleCount = bytesToWrite / soundOutput.bytesPerSample;
soundBuffer.samples = samples;

gameUpdateAndRender(&videoBuffer, &input, &soundBuffer);
gameUpdateAndRender(&gameMemory, &videoBuffer, newInput, &soundBuffer);

if (soundIsValid) {
win32FillSoundBuffer(&soundOutput, byteToLock, bytesToWrite, &soundBuffer);
@@ -405,14 +533,18 @@ int APIENTRY WinMain(HINSTANCE instance, HINSTANCE prevInstance, PSTR commandLin
LARGE_INTEGER endCounter;
QueryPerformanceCounter(&endCounter);
int64 endCycleCount = __rdtsc();
int32 cyclesElapsed = endCycleCount - lastCycleCount;
int64 cyclesElapsed = endCycleCount - lastCycleCount;
lastCycleCount = endCycleCount;

int64 counterElapsed = endCounter.QuadPart - lastCounter.QuadPart;
real32 msElapsed = (real32)(1000.0f*counterElapsed) / performanceFrequency;
real32 fps = (real32)(1000.0f*performanceFrequency/(real32)counterElapsed)/1000.0f;
debug_printf(L"%f ms, %f fps, %f Mcl, %fGHz\n", msElapsed, fps, cyclesElapsed / 1000000.0f, (cyclesElapsed/(msElapsed*1000))/1000000.0f);
lastCounter = endCounter;

GameInput *temp = newInput;
newInput = oldInput;
oldInput = temp;
}
} else {
// failed


+ 24
- 0
src/win32_handmade.h Näytä tiedosto

@@ -0,0 +1,24 @@
#include "handmade.h"

struct Win32OffscreenBuffer {
BITMAPINFO info;
void *memory;
int width;
int height;
int bytesPerPixel;
};

struct Win32WindowDimensions {
int width;
int height;
};

struct Win32SoundOutput {
int samplesPerSecond;
int16 toneVolume;
uint32 runningSampleIndex;
int bytesPerSample;
int secondaryBufferSize;
real32 tSine;
int latencySampleCount;
};

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