HandmadeHero/project/platform/win32.h

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/*
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Windows dependency header
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*/
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#pragma once
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#pragma warning( push )
#pragma warning( disable: 5105 )
#pragma warning( disable: 4820 )
#define WIN32_LEAN_AND_MEAN
#include <windows.h>
#include <xinput.h>
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#include <mmeapi.h>
#include <dsound.h>
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#include <timeapi.h>
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#pragma warning( pop )
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// #include "windows/windows_base.h"
// #include "windows/window.h"
// #include "windows/file.h"
// #include "windows/io.h"
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// #if Build_Debug
// # include "windows/dbghelp.h"
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// #endif
#if Build_DLL
# define WIN_LIB_API extern "C" __declspec(dllexport)
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#else
# define WIN_LIB_API extern "C"
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#endif
// #ifndef CONST
// # define CONST const
// #endif
// SAL BS
#ifndef _In_
# define _In_
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#endif
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#define NS_WIN32_BEGIN namespace win32 {
#define NS_WIN32_END }
NS_WIN32_BEGIN
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enum BI : DWORD
{
BI_RGB_Uncompressed = 0L,
BI_RunLength_Encoded_8bpp = 1L,
BI_RunLength_Encoded_4bpp = 2L,
};
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enum CS : UINT
{
CS_Own_Device_Context = CS_OWNDC,
CS_Horizontal_Redraw = CS_HREDRAW,
CS_Vertical_Redraw = CS_VREDRAW,
};
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enum CW : s32
{
CW_Use_Default = CW_USEDEFAULT,
};
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enum DIB : UINT
{
DIB_ColorTable_RGB = 0,
DIB_ColorTable_Palette = 1
};
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enum MB : UINT
{
MB_Ok_Btn = MB_OK,
MB_Icon_Information = MB_ICONINFORMATION,
};
enum Mem : DWORD
{
MEM_Commit_Zeroed = MEM_COMMIT,
MEM_Reserve = MEM_RESERVE,
MEM_Release = MEM_RELEASE,
};
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enum Page : DWORD
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{
Page_Read_Write = PAGE_READWRITE,
};
enum PM : UINT
{
PM_Remove_Messages_From_Queue = PM_REMOVE,
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};
enum RasterOps : DWORD
{
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RO_Source_To_Dest = (DWORD)0x00CC0020,
RO_Blackness = (DWORD)0x00000042,
RO_Whiteness = (DWORD)0x00FF0062,
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};
#define WM_ACTIVATEAPP 0x001C
enum WS : UINT
{
WS_Overlapped_Window = WS_OVERLAPPEDWINDOW,
WS_Initially_Visible = WS_VISIBLE,
};
enum XI_State : DWORD
{
XI_PluggedIn = ERROR_SUCCESS,
};
#pragma region XInput
WIN_LIB_API DWORD WINAPI XInputGetState
(
DWORD dwUserIndex, // Index of the gamer associated with the device
XINPUT_STATE* pState // Receives the current state
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);
WIN_LIB_API DWORD WINAPI XInputSetState
(
DWORD dwUserIndex, // Index of the gamer associated with the device
XINPUT_VIBRATION* pVibration // The vibration information to send to the controller
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);
DWORD WINAPI xinput_get_state_stub( DWORD dwUserIndex, XINPUT_STATE* pVibration ) {
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do_once_start
OutputDebugStringA( "xinput_get_state stubbed!\n");
do_once_end
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return ERROR_DEVICE_NOT_CONNECTED;
}
DWORD WINAPI xinput_set_state_stub( DWORD dwUserIndex, XINPUT_VIBRATION* pVibration ) {
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do_once_start
OutputDebugStringA( "xinput_set_state stubbed!\n");
do_once_end
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return ERROR_DEVICE_NOT_CONNECTED;
}
using XInputGetStateFn = DWORD WINAPI( DWORD dwUserIndex, XINPUT_STATE* pVibration );
using XInputSetStateFn = DWORD WINAPI( DWORD dwUserIndex, XINPUT_VIBRATION* pVibration );
global XInputGetStateFn* xinput_get_state = xinput_get_state_stub;
global XInputSetStateFn* xinput_set_state = xinput_set_state_stub;
internal void
xinput_load_library_bindings()
{
HMODULE xinput_lib = LoadLibraryA( XINPUT_DLL_A );
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#pragma warning( push )
#pragma warning( disable: 4191 )
xinput_get_state = rcast( XInputGetStateFn*, GetProcAddress( xinput_lib, "XInputGetState" ));
xinput_set_state = rcast( XInputSetStateFn*, GetProcAddress( xinput_lib, "XInputSetState" ));
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#pragma warning( pop )
}
#pragma endregion XInput
NS_WIN32_END
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#undef _SAL_nop_impl_
#undef _SAL2_Source_
#undef _Deref_post2_impl_
#undef _Outptr_result_bytebuffer_
#undef _At_
#undef _When_
#undef GDI_DIBSIZE