mirror of
https://github.com/Ed94/HandmadeHero.git
synced 2025-06-16 11:41:47 -07:00
Day 21 complete
This commit is contained in:
@ -1,15 +1,21 @@
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#include "engine.hpp"
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//#include "win32.h"
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#include "engine.hpp"
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#include "platform/platform_engine_api.hpp"
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#include "handmade.hpp"
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NS_ENGINE_BEGIN
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struct EngineState
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{
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s32 WaveSwitch;
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s32 WaveToneHz;
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s32 ToneVolume;
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s32 XOffset;
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s32 YOffset;
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b32 RendererPaused;
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f32 SampleWaveSineTime;
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b32 SampleWaveSwitch;
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};
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using GetSoundSampleValueFn = s16( EngineState* state, AudioBuffer* sound_buffer );
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@ -28,7 +34,7 @@ square_wave_sample_value( EngineState* state, AudioBuffer* sound_buffer )
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internal s16
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sine_wave_sample_value( EngineState* state, AudioBuffer* sound_buffer )
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{
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local_persist f32 time = 0.f;
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f32& time = state->SampleWaveSineTime;
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s32 wave_period = sound_buffer->SamplesPerSecond / state->WaveToneHz;
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@ -104,7 +110,6 @@ render_weird_graident(OffscreenBuffer* buffer, u32 x_offset, u32 y_offset )
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u8 red = 0;
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#endif
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*pixel++ = u32(red << 16) | u32(green << 8) | blue;
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}
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wildcard += 0.5375f;
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@ -112,66 +117,55 @@ render_weird_graident(OffscreenBuffer* buffer, u32 x_offset, u32 y_offset )
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}
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}
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b32 input_using_analog()
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Engine_API
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void on_module_reload( Memory* memory, platform::ModuleAPI* platfom_api )
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{
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return false;
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}
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void startup()
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Engine_API
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void startup( Memory* memory, platform::ModuleAPI* platform_api )
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{
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}
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void shutdown()
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{
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}
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// TODO : I rather expose the back_buffer and sound_buffer using getters for access in any function.
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void update_and_render( InputState* input, OffscreenBuffer* back_buffer, Memory* memory )
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{
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// Graphics & Input Test
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local_persist u32 x_offset = 0;
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local_persist u32 y_offset = 0;
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// Wave Sound Test
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local_persist bool wave_switch = false;
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#if 0
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if ( input_using_analog() )
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{
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// TODO(Ed) : Use analog movement tuning
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}
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else
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{
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// TODO(Ed) : Use digital movement tuning
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}
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#endif
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EngineState* state = rcast( EngineState*, memory->Persistent );
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assert( sizeof(EngineState) <= memory->PersistentSize );
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do_once_start
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assert( sizeof(EngineState) <= memory->PersistentSize );
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state->ToneVolume = 1000;
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state->ToneVolume = 1000;
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state->WaveToneHz = 120;
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state->XOffset = 0;
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state->YOffset = 0;
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state->XOffset = 0;
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state->YOffset = 0;
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state->WaveSwitch = false;
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state->SampleWaveSwitch = false;
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state->WaveToneHz = 120;
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state->SampleWaveSineTime = 0.f;
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#if Build_Debug && 0
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state->RendererPaused = false;
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#if Build_Debug && 0
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{
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using namespace platform;
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char const* file_path = __FILE__;
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Debug_FileContent file_content = platform_api->debug_file_read_content( file_path );
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if ( file_content.Size )
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{
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using namespace platform;
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char const* file_path = __FILE__;
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Debug_FileContent file_content = debug_file_read_content( file_path );
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if ( file_content.Size )
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{
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debug_file_write_content( "test.out", file_content.Size, file_content.Data );
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debug_file_free_content( & file_content );
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}
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platform_api->debug_file_write_content( "test.out", file_content.Size, file_content.Data );
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platform_api->debug_file_free_content( & file_content );
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}
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#endif
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do_once_end
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}
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#endif
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}
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Engine_API
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void shutdown( Memory* memory, platform::ModuleAPI* platform_api )
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{
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}
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Engine_API
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// TODO : I rather expose the back_buffer and sound_buffer using getters for access in any function.
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void update_and_render( InputState* input, OffscreenBuffer* back_buffer, Memory* memory, platform::ModuleAPI* platform_api )
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{
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EngineState* state = rcast( EngineState*, memory->Persistent );
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assert( sizeof(EngineState) <= memory->PersistentSize );
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ControllerState* controller = & input->Controllers[0];
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@ -195,7 +189,6 @@ void update_and_render( InputState* input, OffscreenBuffer* back_buffer, Memory*
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b32 toggle_wave_tone = false;
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b32 pause_renderer = false;
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local_persist b32 renderer_paused = false;
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f32 analog_threshold = 0.5f;
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@ -255,10 +248,10 @@ void update_and_render( InputState* input, OffscreenBuffer* back_buffer, Memory*
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toggle_wave_tone |= pressed( keyboard->Space );
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}
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x_offset += 3 * move_right;
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x_offset -= 3 * move_left;
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y_offset += 3 * move_down;
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y_offset -= 3 * move_up;
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state->XOffset += 3 * move_right;
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state->XOffset -= 3 * move_left;
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state->YOffset += 3 * move_down;
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state->YOffset -= 3 * move_up;
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if ( raise_volume )
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{
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@ -284,26 +277,27 @@ void update_and_render( InputState* input, OffscreenBuffer* back_buffer, Memory*
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if ( toggle_wave_tone )
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{
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state->WaveSwitch ^= true;
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state->SampleWaveSwitch ^= true;
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}
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render_weird_graident( back_buffer, x_offset, y_offset );
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render_weird_graident( back_buffer, state->XOffset, state->YOffset );
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if ( pause_renderer )
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{
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if ( renderer_paused )
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if ( state->RendererPaused )
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{
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platform::set_pause_rendering(false);
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renderer_paused = false;
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platform_api->debug_set_pause_rendering(false);
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state->RendererPaused = false;
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}
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else
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{
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platform::set_pause_rendering(true);
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renderer_paused = true;
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platform_api->debug_set_pause_rendering(true);
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state->RendererPaused = true;
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}
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}
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}
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void update_audio( AudioBuffer* audio_buffer, Memory* memory )
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Engine_API
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void update_audio( AudioBuffer* audio_buffer, Memory* memory, platform::ModuleAPI* platform_api )
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{
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EngineState* state = rcast( EngineState*, memory->Persistent );
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do_once_start
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@ -311,11 +305,10 @@ void update_audio( AudioBuffer* audio_buffer, Memory* memory )
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do_once_end
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// TODO(Ed) : Allow sample offsets here for more robust platform options
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if ( ! state->WaveSwitch )
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if ( ! state->SampleWaveSwitch )
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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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}
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NS_ENGINE_END
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|
@ -197,56 +197,3 @@ void input_mode_pop( InputMode* mode );
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void input_mode_pop( InputMode* mode );
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NS_ENGINE_END
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// TODO(Ed) : Move this to handmade game layer later.
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#define NS_HANDMADE_BEGIN namespace handmade {
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#define NS_HANDMADE_END }
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NS_HANDMADE_BEGIN
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// We want a 'binding' to have multiple binds to active it (most likely)
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struct Actionable
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{
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char const* Name;
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engine::InputBindCallback* Binds;
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s32 NumBinds;
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char _PAD_[4];
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};
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struct ActionableMode
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{
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};
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/*
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Platform Layer:
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Controller : Keyboard & Mouse, XPad, DSPad
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---VV---
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Engine Layer:
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InputBinding callbacks (per-game-logic frame basis)
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Push/Pop input modes (binding sets)
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---VV---
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Game Layer:
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Actionables : Binding Sets where a raw input, or input interpretation leads to an player action.
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ActionSet : Actionables.Push/Pop -> Input.Push/Pop ?
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Player : Controller, Actionables, ActionSets
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*/
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struct Player
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{
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// So far just has an assigned controller.
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engine::ControllerState* Controller;
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// Possilby some other stuff in the future.
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};
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NS_HANDMADE_END
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|
11
project/engine/win32_engine.cpp
Normal file
11
project/engine/win32_engine.cpp
Normal file
@ -0,0 +1,11 @@
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#include "platform/win32.hpp"
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#include "engine.hpp"
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b32 WINAPI DllMain(
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HINSTANCE instance,
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DWORD reason_for_call,
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LPVOID reserved
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)
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{
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return true;
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}
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@ -4,5 +4,5 @@
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#pragma once
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#include "engine.hpp"
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#include "engine/engine.hpp"
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|
67
project/handmade.hpp
Normal file
67
project/handmade.hpp
Normal file
@ -0,0 +1,67 @@
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#pragma once
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#include "engine/engine.hpp"
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#define NS_HANDMADE_BEGIN namespace handmade {
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#define NS_HANDMADE_END }
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NS_HANDMADE_BEGIN
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struct Memory
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{
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// Subscection of engine memory for the game to use.
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void* Persistent;
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u64 PersistentSize;
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// void* Frame;
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// u64 FrameSize;
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void* Transient;
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u64 TransientSize;
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};
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// We want a 'binding' to have multiple binds to active it (most likely)
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struct Actionable
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{
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char const* Name;
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engine::InputBindCallback* Binds;
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s32 NumBinds;
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char _PAD_[4];
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};
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struct ActionableMode
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{
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};
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/*
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Platform Layer:
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Controller : Keyboard & Mouse, XPad, DSPad
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---VV---
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||||
|
||||
Engine Layer:
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||||
|
||||
InputBinding callbacks (per-game-logic frame basis)
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Push/Pop input modes (binding sets)
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|
||||
---VV---
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||||
|
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Game Layer:
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||||
|
||||
Actionables : Binding Sets where a raw input, or input interpretation leads to an player action.
|
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ActionSet : Actionables.Push/Pop -> Input.Push/Pop ?
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Player : Controller, Actionables, ActionSets
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*/
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|
||||
struct Player
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{
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// So far just has an assigned controller.
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engine::ControllerState* Controller;
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|
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// Possilby some other stuff in the future.
|
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};
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NS_HANDMADE_END
|
19
project/handmade_engine.cpp
Normal file
19
project/handmade_engine.cpp
Normal file
@ -0,0 +1,19 @@
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#ifdef __clang__
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#pragma clang diagnostic push
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#pragma clang diagnostic ignored "-Wunused-const-variable"
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||||
#pragma clang diagnostic ignored "-Wswitch"
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#pragma clang diagnostic ignored "-Wunused-variable"
|
||||
#pragma clang diagnostic ignored "-Wunknown-pragmas"
|
||||
#pragma clang diagnostic ignored "-Wvarargs"
|
||||
#pragma clang diagnostic ignored "-Wunused-function"
|
||||
#pragma clang diagnostic ignored "-Wunused-but-set-variable"
|
||||
#endif
|
||||
|
||||
#include "platform/grime.hpp"
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||||
|
||||
#if Build_Unity
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||||
# include "engine/engine.cpp"
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||||
# if SYSTEM_WINDOWS
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||||
# include "engine/win32_engine.cpp"
|
||||
# endif
|
||||
#endif
|
@ -10,7 +10,5 @@
|
||||
#endif
|
||||
|
||||
#if Build_Unity
|
||||
#include "handmade.cpp"
|
||||
#include "engine.cpp"
|
||||
#include "platform/win32_platform.cpp"
|
||||
#endif
|
||||
|
@ -61,6 +61,12 @@
|
||||
# define assert( expression )
|
||||
#endif
|
||||
|
||||
#ifdef COMPILER_CLANG
|
||||
# define compiler_decorated_func_name __PRETTY_NAME__
|
||||
#elif defined(COMPILER_MSVC)
|
||||
# define compiler_decorated_func_name __FUNCDNAME__
|
||||
#endif
|
||||
|
||||
// TODO(Ed) : Add this sauce later
|
||||
#if 0
|
||||
#define congrats( message )
|
||||
|
@ -32,7 +32,11 @@
|
||||
|
||||
NS_PLATFORM_BEGIN
|
||||
|
||||
#if Build_Debug
|
||||
// On-Demand platform interface.
|
||||
// Everything exposed here should be based on a feature a game may want to provide a user
|
||||
// (Example: Letting the user change the refresh-rate of the monitor or the engine's target frame-rate)
|
||||
|
||||
#if Build_Development
|
||||
/*
|
||||
IMPORTANT : These are not for shipping code - they are blocking and the write isn't protected.
|
||||
*/
|
||||
@ -44,34 +48,42 @@ struct Debug_FileContent
|
||||
char _PAD_[4];
|
||||
};
|
||||
|
||||
void debug_file_free_content ( Debug_FileContent* file_content );
|
||||
Debug_FileContent debug_file_read_content ( char const* file_path );
|
||||
b32 debug_file_write_content( char const* file_path, u32 content_size, void* content_memory );
|
||||
|
||||
// Allows the engine or game to pause the renderering of any next frames.
|
||||
// ( Prevents blipping of the black buffer )
|
||||
void set_pause_rendering( b32 value );
|
||||
using DebugFileFreeContentFn = void ( Debug_FileContent* file_content );
|
||||
using DebugFileReadContentFn = Debug_FileContent ( char const* file_path );
|
||||
using DebugFileWriteContentFn = b32 ( char const* file_path, u32 content_size, void* content_memory );
|
||||
|
||||
using DebugSetPauseRenderingFn = void (b32 value);
|
||||
#endif
|
||||
|
||||
// On-Demand platform interface.
|
||||
// Everything exposed here should be based on a feature a game may want to provide a user
|
||||
// (Example: Letting the user change the refresh-rate of the monitor or the engine's target frame-rate)
|
||||
|
||||
// TODO(Ed) : Implement this later when settings UI is setup.
|
||||
#pragma region Settings Exposure
|
||||
// Exposing specific properties for user configuration in settings
|
||||
|
||||
// Returns the current monitor refresh rate.
|
||||
u32 get_monitor_refresh_rate();
|
||||
|
||||
using GetMonitorRefreshRateFn = u32();
|
||||
// Sets the monitor refresh rate
|
||||
// Must be of the compatiable listing for the monitor the window surface is presenting to.
|
||||
void set_monitor_refresh_rate( u32 rate_in_hz );
|
||||
// Must be of the compatiable listing for the monitor the window surface is presenting to
|
||||
using SetMonitorRefreshRateFn = void ( u32 rate_in_hz );
|
||||
|
||||
u32 get_engine_frame_target();
|
||||
using GetEngineFrameTargetFn = u32 ();
|
||||
using SetEngineFrameTargetFn = void ( u32 rate_in_hz );
|
||||
|
||||
void set_engine_frame_target( u32 rate_in_hz );
|
||||
struct ModuleAPI
|
||||
{
|
||||
#if Build_Development
|
||||
DebugFileFreeContentFn* debug_file_free_content;
|
||||
DebugFileReadContentFn* debug_file_read_content;
|
||||
DebugFileWriteContentFn* debug_file_write_content;
|
||||
|
||||
DebugSetPauseRenderingFn* debug_set_pause_rendering;
|
||||
#endif
|
||||
|
||||
GetMonitorRefreshRateFn* get_monitor_refresh_rate;
|
||||
SetMonitorRefreshRateFn* set_monitor_refresh_rate;
|
||||
|
||||
GetEngineFrameTargetFn* get_engine_frame_target;
|
||||
SetEngineFrameTargetFn* set_engine_frame_target;
|
||||
};
|
||||
|
||||
#pragma endregion Settings Exposure
|
||||
|
||||
|
@ -2,20 +2,47 @@
|
||||
This represents the API only accessible to the platform layer to fullfill for the engine layer.
|
||||
*/
|
||||
#pragma once
|
||||
#include "engine.hpp"
|
||||
#include "engine/engine.hpp"
|
||||
|
||||
#ifndef Engine_API
|
||||
# define Engine_API
|
||||
#endif
|
||||
|
||||
NS_ENGINE_BEGIN
|
||||
|
||||
void startup();
|
||||
void shutdown();
|
||||
using OnModuleRelaodFn = void( Memory* memory, platform::ModuleAPI* platform_api );
|
||||
using StartupFn = void( Memory* memory, platform::ModuleAPI* platform_api );
|
||||
using ShutdownFn = void( Memory* memory, platform::ModuleAPI* platform_api );
|
||||
|
||||
// Needs a contextual reference to four things:
|
||||
// Timing, Input, Bitmap Buffer
|
||||
void update_and_render( InputState* input, OffscreenBuffer* back_buffer, Memory* memory );
|
||||
using UpdateAndRenderFn = void ( InputState* input, OffscreenBuffer* back_buffer, Memory* memory, platform::ModuleAPI* platform_api );
|
||||
|
||||
// Audio timing is complicated, processing samples must be done at a different period from the rest of the engine's usual update.
|
||||
// IMPORTANT: This has very tight timing, and cannot be more than a millisecond in execution.
|
||||
// TODO(Ed) : Reduce timing pressure on performance by measuring it or pinging its time.
|
||||
void update_audio( AudioBuffer* audio_buffer, Memory* memory );
|
||||
using UpdateAudioFn = void ( AudioBuffer* audio_buffer, Memory* memory, platform::ModuleAPI* platform_api );
|
||||
|
||||
struct ModuleAPI
|
||||
{
|
||||
enum : u32
|
||||
{
|
||||
Sym_OnModuleReload,
|
||||
Sym_Startup,
|
||||
Sym_Shutdown,
|
||||
Sym_UpdateAndRender,
|
||||
Sym_UpdateAudio,
|
||||
};
|
||||
|
||||
OnModuleRelaodFn* on_module_reload;
|
||||
StartupFn* startup;
|
||||
ShutdownFn* shutdown;
|
||||
|
||||
UpdateAndRenderFn* update_and_render;
|
||||
UpdateAudioFn* update_audio;
|
||||
|
||||
b32 IsValid;
|
||||
char _PAD_[4];
|
||||
};
|
||||
|
||||
NS_ENGINE_END
|
||||
|
3
project/platform/platform_game_api.hpp
Normal file
3
project/platform/platform_game_api.hpp
Normal file
@ -0,0 +1,3 @@
|
||||
/*
|
||||
This represents the API only accessible to the platform layer to fullfill for the game layer.
|
||||
*/
|
@ -113,6 +113,14 @@ enum XI_State : DWORD
|
||||
XI_PluggedIn = ERROR_SUCCESS,
|
||||
};
|
||||
|
||||
|
||||
template< typename ProcSignature >
|
||||
ProcSignature* get_procedure_from_library( HMODULE library_module, char const* symbol )
|
||||
{
|
||||
void* address = rcast( void*, GetProcAddress( library_module, symbol ) );
|
||||
return rcast( ProcSignature*, address );
|
||||
}
|
||||
|
||||
#pragma region XInput
|
||||
WIN_LIB_API DWORD WINAPI XInputGetState
|
||||
(
|
||||
@ -151,11 +159,14 @@ xinput_load_library_bindings()
|
||||
{
|
||||
HMODULE xinput_lib = LoadLibraryA( XINPUT_DLL_A );
|
||||
|
||||
#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" ));
|
||||
#pragma warning( pop )
|
||||
XInputGetStateFn* get_state = get_procedure_from_library< XInputGetStateFn >( xinput_lib, "XInputGetState" );
|
||||
XInputSetStateFn* set_state = get_procedure_from_library< XInputSetStateFn >( xinput_lib, "XInputSetState" );
|
||||
|
||||
if ( get_state )
|
||||
xinput_get_state = get_state;
|
||||
|
||||
if ( set_state )
|
||||
xinput_set_state = set_state;
|
||||
}
|
||||
#pragma endregion XInput
|
||||
|
||||
|
@ -23,7 +23,7 @@
|
||||
#include "win32.hpp"
|
||||
|
||||
// Engine layer headers
|
||||
#include "engine.hpp"
|
||||
#include "engine/engine.hpp"
|
||||
#include "platform_engine_api.hpp"
|
||||
|
||||
// Standard-Library stand-ins
|
||||
@ -216,7 +216,7 @@ b32 debug_file_write_content( char const* file_path, u32 content_size, void* con
|
||||
return true;
|
||||
}
|
||||
|
||||
void set_pause_rendering( b32 value )
|
||||
void debug_set_pause_rendering( b32 value )
|
||||
{
|
||||
Pause_Rendering = value;
|
||||
}
|
||||
@ -425,15 +425,12 @@ init_sound(HWND window_handle, DirectSoundBuffer* sound_buffer )
|
||||
}
|
||||
|
||||
// Get direct sound object
|
||||
#pragma warning( push )
|
||||
#pragma warning( disable: 4191 )
|
||||
direct_sound_create = rcast( DirectSoundCreateFn*, GetProcAddress( sound_library, "DirectSoundCreate" ));
|
||||
direct_sound_create = get_procedure_from_library< DirectSoundCreateFn >( sound_library, "DirectSoundCreate" );
|
||||
if ( ! ensure( direct_sound_create, "Failed to get direct_sound_create_procedure" ) )
|
||||
{
|
||||
// TOOD : Diagnostic
|
||||
return;
|
||||
}
|
||||
#pragma warning( pop )
|
||||
|
||||
LPDIRECTSOUND direct_sound;
|
||||
if ( ! SUCCEEDED(direct_sound_create( 0, & direct_sound, 0 )) )
|
||||
@ -751,6 +748,131 @@ process_pending_window_messages( engine::KeyboardState* keyboard )
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#pragma region Platfom API
|
||||
u32 get_monitor_refresh_rate();
|
||||
|
||||
#pragma endregion Platform API
|
||||
|
||||
// TODO(Ed): This also assumes the symbol name is always within size of the provided buffer, needs to fail if not.
|
||||
void get_symbol_from_module_table( Debug_FileContent symbol_table, u32 symbol_ID, char* symbol_name )
|
||||
{
|
||||
struct Token
|
||||
{
|
||||
char const* Ptr;
|
||||
u32 Len;
|
||||
char _PAD_[4];
|
||||
};
|
||||
|
||||
Token tokens[256] = {};
|
||||
s32 idx = 0;
|
||||
|
||||
char const* scanner = rcast( char const*, symbol_table.Data );
|
||||
u32 left = symbol_table.Size;
|
||||
while ( left )
|
||||
{
|
||||
if ( *scanner == '\n' || *scanner == '\r' )
|
||||
{
|
||||
++ scanner;
|
||||
-- left;
|
||||
}
|
||||
else
|
||||
{
|
||||
tokens[idx].Ptr = scanner;
|
||||
while ( left && *scanner != '\r' && *scanner != '\n' )
|
||||
{
|
||||
-- left;
|
||||
++ scanner;
|
||||
++ tokens[idx].Len;
|
||||
}
|
||||
++ idx;
|
||||
}
|
||||
}
|
||||
|
||||
Token& token = tokens[symbol_ID];
|
||||
while ( token.Len -- )
|
||||
{
|
||||
*symbol_name = *token.Ptr;
|
||||
++ symbol_name;
|
||||
++ token.Ptr;
|
||||
}
|
||||
*symbol_name = '\0';
|
||||
}
|
||||
|
||||
// Right now they are just the data directory
|
||||
#define Path_To_Symbol_Tables
|
||||
|
||||
global HMODULE Lib_Handmade_Engine = nullptr;
|
||||
|
||||
engine::ModuleAPI load_engine_module_api()
|
||||
{
|
||||
using ModuleAPI = engine::ModuleAPI;
|
||||
|
||||
// TODO(Ed) : Need proper paything to the dll (not assume is in the base directory).
|
||||
|
||||
CopyFileA( "handmade_engine.dll", "handmade_engine_temp.dll", FALSE );
|
||||
|
||||
// Engine
|
||||
Lib_Handmade_Engine = LoadLibraryA( "handmade_engine_temp.dll" );
|
||||
if ( ! Lib_Handmade_Engine )
|
||||
{
|
||||
return {};
|
||||
}
|
||||
|
||||
constexpr char const*
|
||||
handmade_engine_symbols = Path_To_Symbol_Tables "handmade_engine.symbols";
|
||||
|
||||
Debug_FileContent symbol_table = debug_file_read_content( handmade_engine_symbols );
|
||||
if ( symbol_table.Size == 0 )
|
||||
{
|
||||
fatal( "Failed to laod symbol table for handmade engine module!" );
|
||||
return {};
|
||||
}
|
||||
|
||||
// TODO(Ed) : Clean this up later when Casey makes strings. (If he doesn't we'll do it)
|
||||
char symbol_on_module_reload[256];
|
||||
char symboL_startup[256];
|
||||
char symboL_shutdown[256];
|
||||
char symboL_update_and_render[256];
|
||||
char symbol_update_audio[256];
|
||||
get_symbol_from_module_table( symbol_table, ModuleAPI::Sym_OnModuleReload, symbol_on_module_reload );
|
||||
get_symbol_from_module_table( symbol_table, ModuleAPI::Sym_Startup, symboL_startup );
|
||||
get_symbol_from_module_table( symbol_table, ModuleAPI::Sym_Shutdown, symboL_shutdown );
|
||||
get_symbol_from_module_table( symbol_table, ModuleAPI::Sym_UpdateAndRender, symboL_update_and_render );
|
||||
get_symbol_from_module_table( symbol_table, ModuleAPI::Sym_UpdateAudio, symbol_update_audio );
|
||||
|
||||
debug_file_free_content( & symbol_table );
|
||||
|
||||
engine::ModuleAPI engine_api {};
|
||||
engine_api.on_module_reload = get_procedure_from_library< engine::OnModuleRelaodFn > ( Lib_Handmade_Engine, symbol_on_module_reload );
|
||||
engine_api.startup = get_procedure_from_library< engine::StartupFn > ( Lib_Handmade_Engine, symboL_startup );
|
||||
engine_api.shutdown = get_procedure_from_library< engine::ShutdownFn > ( Lib_Handmade_Engine, symboL_shutdown );
|
||||
engine_api.update_and_render = get_procedure_from_library< engine::UpdateAndRenderFn >( Lib_Handmade_Engine, symboL_update_and_render );
|
||||
engine_api.update_audio = get_procedure_from_library< engine::UpdateAudioFn > ( Lib_Handmade_Engine, symbol_update_audio );
|
||||
|
||||
engine_api.IsValid =
|
||||
engine_api.on_module_reload
|
||||
&& engine_api.startup
|
||||
&& engine_api.shutdown
|
||||
&& engine_api.update_and_render
|
||||
&& engine_api.update_audio;
|
||||
if ( engine_api.IsValid )
|
||||
{
|
||||
OutputDebugStringA( "Loaded engine module API\n" );
|
||||
}
|
||||
return engine_api;
|
||||
}
|
||||
|
||||
void unload_engine_module_api( engine::ModuleAPI* engine_api )
|
||||
{
|
||||
if ( engine_api->IsValid )
|
||||
{
|
||||
FreeLibrary( Lib_Handmade_Engine );
|
||||
*engine_api = {};
|
||||
OutputDebugStringA( "Unloaded engine module API\n" );
|
||||
}
|
||||
}
|
||||
|
||||
NS_PLATFORM_END
|
||||
|
||||
int CALLBACK
|
||||
@ -774,6 +896,22 @@ WinMain( HINSTANCE instance, HINSTANCE prev_instance, LPSTR commandline, int sho
|
||||
|
||||
QueryPerformanceFrequency( rcast(LARGE_INTEGER*, & Performance_Counter_Frequency) );
|
||||
|
||||
// Prepare platform API
|
||||
ModuleAPI platform_api {};
|
||||
{
|
||||
#if Build_Development
|
||||
platform_api.debug_file_free_content = & debug_file_free_content;
|
||||
platform_api.debug_file_read_content = & debug_file_read_content;
|
||||
platform_api.debug_file_write_content = & debug_file_write_content;
|
||||
|
||||
platform_api.debug_set_pause_rendering = & debug_set_pause_rendering;
|
||||
#endif
|
||||
platform_api.get_monitor_refresh_rate = nullptr;
|
||||
platform_api.set_monitor_refresh_rate = nullptr;
|
||||
platform_api.get_engine_frame_target = nullptr;
|
||||
platform_api.set_engine_frame_target = nullptr;
|
||||
}
|
||||
|
||||
// Memory
|
||||
engine::Memory engine_memory {};
|
||||
{
|
||||
@ -802,6 +940,9 @@ WinMain( HINSTANCE instance, HINSTANCE prev_instance, LPSTR commandline, int sho
|
||||
}
|
||||
}
|
||||
|
||||
// Load engine module
|
||||
engine::ModuleAPI engine_api = load_engine_module_api();
|
||||
|
||||
WNDCLASSW window_class {};
|
||||
HWND window_handle = nullptr;
|
||||
{
|
||||
@ -935,6 +1076,8 @@ WinMain( HINSTANCE instance, HINSTANCE prev_instance, LPSTR commandline, int sho
|
||||
}
|
||||
}
|
||||
|
||||
engine_api.startup( & engine_memory, & platform_api );
|
||||
|
||||
u64 last_frame_clock = timing_get_wall_clock();
|
||||
u64 last_frame_cycle = __rdtsc();
|
||||
u64 flip_wall_clock = last_frame_clock;
|
||||
@ -942,8 +1085,14 @@ WinMain( HINSTANCE instance, HINSTANCE prev_instance, LPSTR commandline, int sho
|
||||
#if Build_Development
|
||||
u64 startup_cycles = last_frame_cycle - launch_cycle;
|
||||
f32 startup_ms = timing_get_ms_elapsed( launch_clock, last_frame_clock );
|
||||
|
||||
char text_buffer[256];
|
||||
sprintf_s( text_buffer, sizeof(text_buffer), "Startup MS: %f\n", startup_ms );
|
||||
OutputDebugStringA( text_buffer );
|
||||
#endif
|
||||
|
||||
u64 module_reload_counter = 0;
|
||||
|
||||
Running = true;
|
||||
#if 0
|
||||
// This tests the play & write cursor update frequency.
|
||||
@ -960,6 +1109,14 @@ WinMain( HINSTANCE instance, HINSTANCE prev_instance, LPSTR commandline, int sho
|
||||
#endif
|
||||
while( Running )
|
||||
{
|
||||
if ( module_reload_counter > 120 )
|
||||
{
|
||||
unload_engine_module_api( & engine_api );
|
||||
engine_api = load_engine_module_api();
|
||||
module_reload_counter = 0;
|
||||
}
|
||||
++ module_reload_counter;
|
||||
|
||||
process_pending_window_messages( new_keyboard );
|
||||
|
||||
// TODO(Ed): Offload polling to these functions later.
|
||||
@ -1107,7 +1264,7 @@ WinMain( HINSTANCE instance, HINSTANCE prev_instance, LPSTR commandline, int sho
|
||||
}
|
||||
|
||||
// Engine's logical iteration and rendering process
|
||||
engine::update_and_render( & input, rcast(engine::OffscreenBuffer*, & Surface_Back_Buffer.Memory), & engine_memory );
|
||||
engine_api.update_and_render( & input, rcast(engine::OffscreenBuffer*, & Surface_Back_Buffer.Memory), & engine_memory, & platform_api );
|
||||
|
||||
u64 audio_frame_start = timing_get_wall_clock();
|
||||
f32 flip_to_audio_ms = timing_get_ms_elapsed( flip_wall_clock, audio_frame_start );
|
||||
@ -1194,7 +1351,7 @@ WinMain( HINSTANCE instance, HINSTANCE prev_instance, LPSTR commandline, int sho
|
||||
sound_buffer.RunningSampleIndex = ds_sound_buffer.RunningSampleIndex;
|
||||
sound_buffer.SamplesPerSecond = ds_sound_buffer.SamplesPerSecond;
|
||||
sound_buffer.Samples = ds_sound_buffer.Samples;
|
||||
engine::update_audio( & sound_buffer, & engine_memory );
|
||||
engine_api.update_audio( & sound_buffer, & engine_memory, & platform_api );
|
||||
|
||||
DebugTimeMarker* marker = & debug_markers[ debug_marker_index ];
|
||||
marker->OutputPlayCusror = ds_play_cursor;
|
||||
@ -1331,7 +1488,7 @@ WinMain( HINSTANCE instance, HINSTANCE prev_instance, LPSTR commandline, int sho
|
||||
#endif
|
||||
}
|
||||
|
||||
engine::shutdown();
|
||||
engine_api.shutdown( & engine_memory, & platform_api );
|
||||
|
||||
if ( jsl_num_devices > 0 )
|
||||
{
|
||||
|
Reference in New Issue
Block a user