HandmadeHero/project/engine/engine.cpp

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//#include "win32.h"
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#include "engine.hpp"
#include "engine_to_platform_api.hpp"
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#include "handmade.hpp"
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NS_ENGINE_BEGIN
#define pressed( btn ) (btn.ended_down && btn.half_transitions > 0)
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// Used to determine if analog input is at move threshold
constexpr f32 analog__move_threshold = 0.5f;
struct EngineActions
{
b32 move_up;
b32 move_down;
b32 move_left;
b32 move_right;
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b32 loop_mode_engine;
b32 loop_mode_game;
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b32 raise_volume;
b32 lower_volume;
b32 raise_tone_hz;
b32 lower_tone_hz;
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b32 toggle_wave_tone;
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#if Build_Development
b32 pause_renderer;
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#endif
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};
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struct EngineState
{
s32 wave_tone_hz;
s32 tone_volume;
s32 x_offset;
s32 y_offset;
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b32 renderer_paused;
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f32 sample_wave_sine_time;
b32 sample_wave_switch;
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hh::Memory game_memory;
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};
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using GetSoundSampleValueFn = s16( EngineState* state, AudioBuffer* sound_buffer );
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internal s16
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square_wave_sample_value( EngineState* state, AudioBuffer* sound_buffer )
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{
s32 wave_period = sound_buffer->samples_per_second / state->wave_tone_hz;
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s32 sample_value = (sound_buffer->running_sample_index / (wave_period / 2) ) % 2 ?
state->tone_volume : - state->tone_volume;
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return scast(s16, sample_value);
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}
internal s16
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sine_wave_sample_value( EngineState* state, AudioBuffer* sound_buffer )
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{
f32& time = state->sample_wave_sine_time;
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s32 wave_period = sound_buffer->samples_per_second / state->wave_tone_hz;
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// time = TAU * (f32)sound_buffer->RunningSampleIndex / (f32)SoundTest_WavePeriod;
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f32 sine_value = sinf( time );
s16 sample_value = scast(s16, sine_value * scast(f32, state->tone_volume));
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time += TAU * 1.0f / scast(f32, wave_period );
if ( time > TAU )
{
time -= TAU;
}
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return sample_value;
}
internal void
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output_sound( EngineState* state, AudioBuffer* sound_buffer, GetSoundSampleValueFn* get_sample_value )
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{
s16* sample_out = sound_buffer->samples;
for ( s32 sample_index = 0; sample_index < sound_buffer->num_samples; ++ sample_index )
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{
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s16 sample_value = get_sample_value( state, sound_buffer );
sound_buffer->running_sample_index++;
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// char ms_timing_debug[256] {};
// wsprintfA( ms_timing_debug, "sample_value: %d\n", sample_value );
// OutputDebugStringA( ms_timing_debug );
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*sample_out = sample_value;
++ sample_out;
*sample_out = sample_value;
++ sample_out;
}
}
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internal void
render_weird_graident(OffscreenBuffer* buffer, u32 x_offset, u32 y_offset )
{
// TODO(Ed): See if with optimizer if buffer should be passed by value.
struct Pixel {
u8 Blue;
u8 Green;
u8 Red;
u8 Alpha;
};
u8* row = rcast( u8*, buffer->memory);
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local_persist float wildcard = 0;
for ( u32 y = 0; y < buffer->height; ++ y )
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{
// u8* pixel = rcast(u8*, row);
// Pixel* pixel = rcast( Pixel*, row );
u32* pixel = rcast(u32*, row);
for ( u32 x = 0; x < buffer->width; ++ x )
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{
/* Pixel in memory:
-----------------------------------------------
Pixel + 0 Pixel + 1 Pixel + 2 Pixel + 3
RR GG GG XX
-----------------------------------------------
x86-64 : Little Endian Arch
0x XX BB GG RR
*/
#if 0
u8 blue = scast(u8, x + x_offset * u8(wildcard) % 256);
u8 green = scast(u8, y + y_offset - u8(wildcard) % 128);
u8 red = scast(u8, wildcard) % 256 - x * 0.4f;
#else
u8 red = scast(u8, y + y_offset);
u8 green = scast(u8, x + x_offset);
u8 blue = scast(u8, x + y_offset) - scast(u8, y + y_offset);
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// blue *= 2;
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#endif
*pixel++ = u32(red/2 << 16) | u32(green/6 << 0) | blue/2 << 0;
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}
wildcard += 0.5375f;
row += buffer->pitch;
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}
}
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internal void
render_player( OffscreenBuffer* buffer, s32 pos_x, s32 pos_y )
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{
u8* end_of_buffer = rcast(u8*, buffer->memory)
- buffer->bytes_per_pixel * buffer->width
+ buffer->pitch * buffer->height;
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s32 top = pos_y;
s32 bottom = pos_y + 10;
u32 color = 0xFFFFFFFF;
for ( s32 coord_x = pos_x; coord_x < (pos_x+ 10); ++ coord_x )
{
u8*
pixel_byte = rcast(u8*, buffer->memory);
pixel_byte += coord_x * buffer->bytes_per_pixel;
pixel_byte += top * buffer->pitch;
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for ( s32 coord_y = top; coord_y < bottom; ++ coord_y )
{
if ( pixel_byte < buffer->memory || pixel_byte >= end_of_buffer )
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continue;
s32* pixel = rcast(s32*, pixel_byte);
*pixel = color;
pixel_byte += buffer->pitch;
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}
}
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}
using SnapshotFn = void ( s32 slot, Memory* memory, platform::ModuleAPI* platform_api );
internal
void load_engine_snapshot( s32 slot, Memory* memory, platform::ModuleAPI* platform_api )
{
platform_api->memory_copy( memory->persistent, memory->total_size(), memory->snapshots[ slot ].memory );
}
internal
void load_game_snapshot( s32 slot, Memory* memory, platform::ModuleAPI* platform_api )
{
EngineState* state = rcast( EngineState*, memory->persistent );
void* persistent_slot = memory->snapshots[ slot ].memory;
void* transient_slot = rcast( Byte*, memory->snapshots[ slot ].memory ) + state->game_memory.persistent_size;
platform_api->memory_copy( state->game_memory.persistent, state->game_memory.persistent_size, persistent_slot );
platform_api->memory_copy( state->game_memory.transient, state->game_memory.transient_size, transient_slot );
}
internal
void take_engine_snapshot( s32 slot, Memory* memory, platform::ModuleAPI* platform_api )
{
platform_api->memory_copy( memory->snapshots[ slot ].memory, memory->total_size(), memory->persistent );
}
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internal
void take_game_snapshot( s32 slot, Memory* memory, platform::ModuleAPI* platform_api )
{
EngineState* state = rcast( EngineState*, memory->persistent );
void* persistent_slot = memory->snapshots[ slot ].memory;
void* transient_slot = rcast( Byte*, memory->snapshots[ slot ].memory ) + state->game_memory.persistent_size;
platform_api->memory_copy( persistent_slot, state->game_memory.persistent_size, state->game_memory.persistent );
platform_api->memory_copy( transient_slot, state->game_memory.transient_size, state->game_memory.transient );
}
#define Snapshot_New_Way 1
internal
void begin_recording_input( Memory* memory, InputState* input, platform::ModuleAPI* platform_api )
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{
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Str file_name = str_ascii("test_input.hmi");
StrPath file_path = {};
file_path.concat( platform_api->path_scratch, file_name );
memory->active_recording_file.path = file_path;
memory->input_recording_index = 1;
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#if Snapshot_New_Way
platform_api->file_delete( memory->active_recording_file.path );
#else
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platform_api->file_write_content( & state->ActiveInputRecordingFile, scast(u32, state->game_memory.PersistentSize), state->game_memory.Persistent );
#endif
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}
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internal
void end_recording_input( Memory* memory, InputState* input, platform::ModuleAPI* platform_api )
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{
memory->input_recording_index = 0;
platform_api->file_close( & memory->active_recording_file );
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}
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internal
void begin_playback_input( Memory* memory, InputState* input, platform::ModuleAPI* platform_api )
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{
Str file_name = str_ascii("test_input.hmi");
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StrPath file_path = {};
file_path.concat( platform_api->path_scratch, file_name );
if ( platform_api->file_check_exists( file_path ) )
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{
memory->active_playback_file.path = file_path;
memory->input_playback_index = 1;
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}
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#if Snapshot_New_Way
#else
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if ( state->ActiveInputRecordingFile.OpaqueHandle == nullptr )
{
platform_api->file_read_stream( & state->ActivePlaybackFile, scast(u32, state->game_memory.PersistentSize), state->game_memory.Persistent );
}
#endif
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}
internal
void end_playback_input( Memory* memory, InputState* input, platform::ModuleAPI* platform_api )
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{
memory->input_playback_index = 0;
#if Snapshot_New_Way
#else
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platform_api->file_rewind( & state->ActivePlaybackFile );
platform_api->file_read_stream( & state->ActivePlaybackFile, scast(u32, state->game_memory.PersistentSize), state->game_memory.Persistent );
#endif
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platform_api->file_close( & memory->active_playback_file );
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}
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InputStateSnapshot input_state_snapshot( InputState* input )
{
InputStateSnapshot snapshot = {};
for ( s32 idx = 0; idx < array_count( snapshot.controllers ); ++ idx )
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{
ControllerState* controller = & input->controllers[idx];
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if ( controller == nullptr )
continue;
if ( controller->ds_pad )
snapshot.controllers[idx].ds_pad = *controller->ds_pad;
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if ( controller->xpad )
snapshot.controllers[idx].xpad = *controller->xpad;
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if ( controller->keyboard )
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{
snapshot.controllers[idx].keyboard = *controller->keyboard;
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}
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if ( controller->mouse )
snapshot.controllers[idx].mouse = *controller->mouse;
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}
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return snapshot;
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}
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internal
void record_input( Memory* memory, InputState* input, platform::ModuleAPI* platform_api )
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{
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InputStateSnapshot snapshot = input_state_snapshot( input );
if ( platform_api->file_write_stream( & memory->active_recording_file, sizeof(snapshot), &snapshot ) == 0 )
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{
// TODO(Ed) : Logging
}
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}
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internal
void play_input( SnapshotFn* load_snapshot, Memory* memory, InputState* input, platform::ModuleAPI* platform_api )
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{
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InputStateSnapshot new_input;
if ( platform_api->file_read_stream( & memory->active_playback_file, sizeof(InputStateSnapshot), & new_input ) == 0 )
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{
end_playback_input( memory, input, platform_api );
load_snapshot( memory->active_snapshot_slot, memory, platform_api );
begin_playback_input( memory, input, platform_api );
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return;
}
for ( s32 idx = 0; idx < array_count( new_input.controllers ); ++ idx )
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{
ControllerState* controller = & input->controllers[idx];
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if ( controller == nullptr )
continue;
if ( controller->ds_pad )
*controller->ds_pad = new_input.controllers[idx].ds_pad;
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if ( controller->xpad )
*controller->xpad = new_input.controllers[idx].xpad;
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if ( controller->keyboard )
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{
*controller->keyboard = new_input.controllers[idx].keyboard;
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}
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if ( controller->mouse )
*controller->mouse = new_input.controllers[idx].mouse;
}
}
void process_loop_mode( SnapshotFn* take_snapshot, SnapshotFn* load_snapshot
, Memory* memory, EngineState* state, InputState* input, platform::ModuleAPI* platform_api )
{
if ( memory->input_recording_index == 0 && memory->input_playback_index == 0 )
{
take_snapshot( 0, memory, platform_api );
memory->active_snapshot_slot = 0;
begin_recording_input( memory, input, platform_api );
}
else if ( memory->input_playback_index )
{
end_playback_input( memory, input, platform_api );
load_snapshot( memory->active_snapshot_slot, memory, platform_api );
}
else if ( memory->input_recording_index )
{
end_recording_input( memory, input, platform_api );
load_snapshot( memory->active_snapshot_slot, memory, platform_api );
begin_playback_input( memory, input, platform_api );
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}
}
internal
void input_poll_engine_actions( InputState* input, EngineActions* actions )
{
ControllerState* controller = & input->controllers[0];
KeyboardState* keyboard = controller->keyboard;
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// actions->move_right |= keyboard->D.EndedDown;
// actions->move_left |= keyboard->A.EndedDown;
// actions->move_up |= keyboard->W.EndedDown;
// actions->move_down |= keyboard->S.EndedDown;
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actions->raise_volume |= keyboard->up.ended_down;
actions->lower_volume |= keyboard->down.ended_down;
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actions->raise_tone_hz |= keyboard->right.ended_down;
actions->lower_tone_hz |= keyboard->left.ended_down;
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#if Build_Development
actions->pause_renderer |= pressed( keyboard->pause );
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#endif
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actions->toggle_wave_tone |= pressed( keyboard->Q );
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actions->loop_mode_game |= pressed( keyboard->L ) && ! keyboard->right_shift.ended_down;
actions->loop_mode_engine |= pressed( keyboard->L ) && keyboard->right_shift.ended_down;
MousesState* mouse = controller->mouse;
actions->move_right = (mouse->horizontal_wheel.end > 0.f) * 20;
actions->move_left = (mouse->horizontal_wheel.end < 0.f) * 20;
actions->move_up = (mouse->vertical_wheel.end > 0.f) * 10;
actions->move_down = (mouse->vertical_wheel.end < 0.f) * 10;
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}
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internal
void input_poll_player_actions( InputState* input, hh::PlayerActions* actions )
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{
ControllerState* controller = & input->controllers[0];
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if ( controller->ds_pad )
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{
DualsensePadState* pad = controller->ds_pad;
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actions->jump |= pressed( pad->cross );
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actions->player_x_move_analog += pad->stick.left.X.end;
actions->player_y_move_analog += pad->stick.left.Y.end;
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}
if ( controller->xpad )
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{
XInputPadState* pad = controller->xpad;
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actions->jump |= pressed( pad->A );
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actions->player_x_move_analog += pad->stick.left.X.end;
actions->player_y_move_analog += pad->stick.left.Y.end;
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}
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if ( controller->keyboard )
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{
KeyboardState* keyboard = controller->keyboard;
actions->jump |= pressed( keyboard->space );
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actions->player_x_move_digital += keyboard->D.ended_down - keyboard->A.ended_down;
actions->player_y_move_digital += keyboard->W.ended_down - keyboard->S.ended_down;
}
if ( controller->mouse )
{
MousesState* mouse = controller->mouse;
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}
}
Engine_API
void on_module_reload( Memory* memory, platform::ModuleAPI* platfom_api )
{
}
Engine_API
void startup( Memory* memory, platform::ModuleAPI* platform_api )
{
memory->active_snapshot_slot = -1;
memory->input_recording_index = 0;
memory->input_playback_index = 0;
memory->active_recording_file = {};
memory->active_playback_file = {};
memory->engine_loop_active = false;
memory->game_loop_active = false;
for ( s32 slot = 0; slot < memory->Num_Snapshot_Slots; ++ slot )
{
// TODO(Ed) : Specify default file paths for saving slots ?
}
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EngineState* state = rcast( EngineState*, memory->persistent );
assert( sizeof(EngineState) <= memory->persistent_size );
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state->tone_volume = 1000;
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state->x_offset = 0;
state->y_offset = 0;
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state->sample_wave_switch = false;
state->wave_tone_hz = 60;
state->sample_wave_sine_time = 0.f;
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state->renderer_paused = false;
state->game_memory.persistent_size = memory->persistent_size / 2;
state->game_memory.persistent = rcast(Byte*, memory->persistent) + state->game_memory.persistent_size;
state->game_memory.transient_size = memory->transient_size / 2;
state->game_memory.transient = rcast(Byte*, memory->transient) + state->game_memory.transient_size;
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hh::PlayerState* player = rcast( hh::PlayerState*, state->game_memory.persistent );
assert( sizeof(hh::PlayerState) <= state->game_memory.persistent_size );
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player->pos_x = 100;
player->pos_y = 100;
player->mid_jump = false;
player->jump_time = 0.f;
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}
Engine_API
void shutdown( Memory* memory, platform::ModuleAPI* platform_api )
{
}
Engine_API
// TODO : I rather expose the back_buffer and sound_buffer using getters for access in any function.
void update_and_render( InputState* input, OffscreenBuffer* back_buffer, Memory* memory, platform::ModuleAPI* platform_api, ThreadContext* thread )
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{
EngineState* state = rcast( EngineState*, memory->persistent );
assert( sizeof(EngineState) <= memory->persistent_size );
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ControllerState* controller = & input->controllers[0];
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EngineActions engine_actions {};
hh::PlayerActions player_actions {};
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input_poll_engine_actions( input, & engine_actions );
// Ease of use: Allow user to press L key without shift if engine loop recording is active.
engine_actions.loop_mode_engine |= engine_actions.loop_mode_game && memory->engine_loop_active;
if ( engine_actions.loop_mode_engine && ! memory->game_loop_active )
{
process_loop_mode( & take_engine_snapshot, & load_engine_snapshot, memory, state, input, platform_api );
memory->engine_loop_active = memory->input_playback_index || memory->input_recording_index;
}
// Input recording and playback for engine state
if ( memory->engine_loop_active )
{
if ( memory->input_recording_index )
{
record_input( memory, input, platform_api );
}
if ( memory->input_playback_index )
{
play_input( & load_engine_snapshot, memory, input, platform_api );
}
}
// Process Engine Actions
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{
state->x_offset += 3 * engine_actions.move_right;
state->x_offset -= 3 * engine_actions.move_left;
state->y_offset += 3 * engine_actions.move_down;
state->y_offset -= 3 * engine_actions.move_up;
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if ( engine_actions.raise_volume )
{
state->tone_volume += 10;
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}
if ( engine_actions.lower_volume )
{
state->tone_volume -= 10;
if ( state->tone_volume <= 0 )
state->tone_volume = 0;
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}
if ( engine_actions.raise_tone_hz )
{
state->wave_tone_hz += 1;
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}
if ( engine_actions.lower_tone_hz )
{
state->wave_tone_hz -= 1;
if ( state->wave_tone_hz <= 0 )
state->wave_tone_hz = 1;
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}
if ( engine_actions.toggle_wave_tone )
{
state->sample_wave_switch ^= true;
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}
if ( engine_actions.loop_mode_game && ! memory->engine_loop_active )
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{
process_loop_mode( & take_game_snapshot, & load_game_snapshot, memory, state, input, platform_api );
memory->game_loop_active = memory->input_playback_index || memory->input_recording_index;
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}
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#if Build_Development
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if ( engine_actions.pause_renderer )
{
if ( state->renderer_paused )
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{
platform_api->debug_set_pause_rendering(false);
state->renderer_paused = false;
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}
else
{
platform_api->debug_set_pause_rendering(true);
state->renderer_paused = true;
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}
}
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#endif
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}
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if ( ! memory->engine_loop_active )
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{
// Input recording and playback for game state
if ( memory->input_recording_index )
{
record_input( memory, input, platform_api );
}
if ( memory->input_playback_index )
{
play_input( & load_game_snapshot, memory, input, platform_api );
}
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}
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hh::PlayerState* player = rcast( hh::PlayerState*, state->game_memory.persistent );
assert( sizeof(hh::PlayerState) <= state->game_memory.persistent_size );
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input_poll_player_actions( input, & player_actions );
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{
player->pos_x += player_actions.player_x_move_digital * 5;
player->pos_y -= player_actions.player_y_move_digital * 5;
player->pos_x += scast(u32, player_actions.player_x_move_analog * 5);
player->pos_y -= scast(u32, player_actions.player_y_move_analog * 5) - scast(u32, sinf( player->jump_time * TAU ) * 10);
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if ( player->jump_time > 0.f )
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{
player->jump_time -= 0.025f;
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}
else
{
player->jump_time = 0.f;
player->mid_jump = false;
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}
if ( ! player->mid_jump && player_actions.jump )
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{
player->jump_time = 1.f;
player->mid_jump = true;
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}
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}
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render_weird_graident( back_buffer, state->x_offset, state->y_offset );
render_player( back_buffer, player->pos_x, player->pos_y );
if ( memory->input_recording_index )
render_player( back_buffer, player->pos_x + 20, player->pos_y - 20 );
render_player( back_buffer, (s32)input->controllers[0].mouse->X.end, (s32)input->controllers[0].mouse->Y.end );
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// Mouse buttons test
{
if ( input->controllers[0].mouse->left.ended_down == true )
render_player( back_buffer, 5, 5 );
if ( input->controllers[0].mouse->middle.ended_down == true )
render_player( back_buffer, 5, 20 );
if ( input->controllers[0].mouse->right.ended_down == true )
render_player( back_buffer, 5, 35 );
}
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}
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Engine_API
void update_audio( AudioBuffer* audio_buffer, Memory* memory, platform::ModuleAPI* platform_api, ThreadContext* thread )
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{
EngineState* state = rcast( EngineState*, memory->persistent );
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do_once_start
do_once_end
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// TODO(Ed) : Allow sample offsets here for more robust platform options
if ( ! state->sample_wave_switch )
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output_sound( state, audio_buffer, sine_wave_sample_value );
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else
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output_sound( state, audio_buffer, square_wave_sample_value );
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}
NS_ENGINE_END
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#undef pressed