mirror of
https://github.com/Ed94/HandmadeHero.git
synced 2025-07-01 03:11:04 -07:00
Day 11 complete.
This commit is contained in:
840
project/platform/handmade_win32.cpp
Normal file
840
project/platform/handmade_win32.cpp
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@ -0,0 +1,840 @@
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/*
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TODO : This is not a final platform layer
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- Saved game locations
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- Getting a handle to our own executable file
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- Asset loading path
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- Threading (launch a thread)
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- Raw Input (support for multiple keyboards)
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- Sleep / timeBeginPeriod
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- ClipCursor() (for multimonitor support)
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- Fullscreen support
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- WM_SETCURSOR (control cursor visibility)
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- QueryCancelAutoplay
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- WM_ACTIVATEAPP (for when not active)
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- Blit speed improvemnts (BitBlt)
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- Hardware acceleration ( OpenGL or Direct3D or both )
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- GetKeyboardLayout (for French keyboards, international WASD support)
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*/
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#if __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"
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#pragma clang diagnostic ignored "-Wunknown-pragmas"
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#pragma clang diagnostic ignored "-Wvarargs"
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#pragma clang diagnostic ignored "-Wunused-function"
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#pragma clang diagnostic ignored "-Wunused-but-set-variable"
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#endif
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#include <math.h> // TODO : Implement math ourselves
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// Platform Layer headers
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#include "platform.h"
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#include "jsl.h" // Using this to get dualsense controllers
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#include "win32.h"
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// Engine layer headers
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#include "engine.h"
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// TOOD(Ed): Redo these macros properly later.
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#define congrats( message ) do { \
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JslSetLightColour( 0, (255 << 16) | (215 << 8) ); \
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MessageBoxA( 0, message, "Congratulations!", MB_OK | MB_ICONEXCLAMATION ); \
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JslSetLightColour( 0, (255 << 8 ) ); \
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} while (0)
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#define ensure( condition, message ) ensure_impl( condition, message )
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inline bool
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ensure_impl( bool condition, char const* message ) {
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if ( ! condition ) {
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JslSetLightColour( 0, (255 << 16) );
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MessageBoxA( 0, message, "Ensure Failure", MB_OK | MB_ICONASTERISK );
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JslSetLightColour( 0, ( 255 << 8 ) );
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}
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return condition;
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}
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#define fatal(message) do { \
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JslSetLightColour( 0, (255 << 16) ); \
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MessageBoxA( 0, message, "Fatal Error", MB_OK | MB_ICONERROR ); \
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JslSetLightColour( 0, (255 << 8 ) ); \
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} while (0)
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NS_WIN32_BEGIN
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// TODO(Ed) : This is a global for now.
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global bool Running;
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struct OffscreenBuffer
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{
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BITMAPINFO Info;
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void* Memory; // Lets use directly mess with the "pixel's memory buffer"
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u32 Width;
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u32 Height;
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u32 Pitch;
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u32 BytesPerPixel;
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};
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struct WinDimensions
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{
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u32 Width;
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u32 Height;
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};
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HRESULT WINAPI
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DirectSoundCreate(LPGUID lpGuid, LPDIRECTSOUND* ppDS, LPUNKNOWN pUnkOuter );
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using DirectSoundCreateFn = HRESULT WINAPI (LPGUID lpGuid, LPDIRECTSOUND* ppDS, LPUNKNOWN pUnkOuter );
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global DirectSoundCreateFn* direct_sound_create;
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global OffscreenBuffer BackBuffer;
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global WinDimensions WindowDimensions;
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global LPDIRECTSOUNDBUFFER DS_SecondaryBuffer;
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global s32 DS_SecondaryBuffer_Size;
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global s32 DS_SecondaryBuffer_SamplesPerSecond;
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global s32 DS_SecondaryBuffer_BytesPerSample;
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internal void
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init_sound(HWND window_handle, s32 samples_per_second, s32 buffer_size )
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{
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// Load library
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HMODULE sound_library = LoadLibraryA( "dsound.dll" );
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if ( ! ensure(sound_library, "Failed to load direct sound library" ) )
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{
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// TOOD : Diagnostic
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return;
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}
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// Get direct sound object
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direct_sound_create = rcast( DirectSoundCreateFn*, GetProcAddress( sound_library, "DirectSoundCreate" ));
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if ( ! ensure( direct_sound_create, "Failed to get direct_sound_create_procedure" ) )
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{
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// TOOD : Diagnostic
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return;
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}
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LPDIRECTSOUND direct_sound;
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if ( ! SUCCEEDED(direct_sound_create( 0, & direct_sound, 0 )) )
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{
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// TODO : Diagnostic
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}
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if ( ! SUCCEEDED( direct_sound->SetCooperativeLevel(window_handle, DSSCL_PRIORITY) ) )
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{
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// TODO : Diagnostic
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}
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WAVEFORMATEX
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wave_format {};
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wave_format.wFormatTag = WAVE_FORMAT_PCM; /* format type */
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wave_format.nChannels = 2; /* number of channels (i.e. mono, stereo...) */
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wave_format.nSamplesPerSec = samples_per_second; /* sample rate */
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wave_format.wBitsPerSample = 16; /* number of bits per sample of mono data */
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wave_format.nBlockAlign = wave_format.nChannels * wave_format.wBitsPerSample / 8 ; /* block size of data */
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wave_format.nAvgBytesPerSec = wave_format.nSamplesPerSec * wave_format.nBlockAlign; /* for buffer estimation */
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wave_format.cbSize = 0; /* the count in bytes of the size of */
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LPDIRECTSOUNDBUFFER primary_buffer;
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{
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DSBUFFERDESC
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buffer_description { sizeof(buffer_description) };
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buffer_description.dwFlags = DSBCAPS_PRIMARYBUFFER;
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buffer_description.dwBufferBytes = 0;
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if ( ! SUCCEEDED( direct_sound->CreateSoundBuffer( & buffer_description, & primary_buffer, 0 ) ))
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{
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// TODO : Diagnostic
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}
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if ( ! SUCCEEDED( primary_buffer->SetFormat( & wave_format ) ) )
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{
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// TODO : Diagnostic
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}
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}
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DSBUFFERDESC
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buffer_description { sizeof(buffer_description) };
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buffer_description.dwFlags = 0;
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buffer_description.dwBufferBytes = buffer_size;
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buffer_description.lpwfxFormat = & wave_format;
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if ( ! SUCCEEDED( direct_sound->CreateSoundBuffer( & buffer_description, & DS_SecondaryBuffer, 0 ) ))
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{
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||||
// TODO : Diagnostic
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||||
}
|
||||
if ( ! SUCCEEDED( DS_SecondaryBuffer->SetFormat( & wave_format ) ) )
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||||
{
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// TODO : Diagnostic
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}
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||||
}
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||||
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||||
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||||
struct DS_SoundOutputTest
|
||||
{
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||||
DWORD IsPlaying;
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||||
u32 RunningSampleIndex;
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s32 WaveToneHz;
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s32 WavePeriod;
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s32 ToneVolume;
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s32 LatencySampleCount;
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};
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using DS_FillSoundBuffer_GetSampleValueFn = s16( DS_SoundOutputTest* sound_output );
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internal s16
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square_wave_sample_value( DS_SoundOutputTest* sound_output )
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{
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s16 sample_value = (sound_output->RunningSampleIndex / (sound_output->WavePeriod /2)) % 2 ?
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sound_output->ToneVolume : - sound_output->ToneVolume;
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return sample_value;
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}
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internal s16
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sine_wave_sample_value( DS_SoundOutputTest* sound_output )
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{
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local_persist f32 time = 0.f;
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f32 sine_value = sinf( time );
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s16 sample_value = scast(u16, sine_value * sound_output->ToneVolume);
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time += TAU * 1.0f / scast(f32, sound_output->WavePeriod );
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return sample_value;
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}
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internal void
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ds_fill_soundbuffer_region( LPVOID region, DWORD region_size
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, DS_SoundOutputTest* sound_output, DS_FillSoundBuffer_GetSampleValueFn* get_sample_value )
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{
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DWORD region_sample_count = region_size / DS_SecondaryBuffer_BytesPerSample;
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s16* sample_out = rcast( s16*, region );
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for ( DWORD sample_index = 0; sample_index < region_sample_count; ++ sample_index )
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{
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s16 sample_value = get_sample_value( sound_output );
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++ sound_output->RunningSampleIndex;
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*sample_out = sample_value;
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++ sample_out;
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*sample_out = sample_value;
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++ sample_out;
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}
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}
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internal void
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ds_fill_sound_buffer_test( DS_SoundOutputTest* sound_output, DWORD byte_to_lock, DWORD bytes_to_write, DS_FillSoundBuffer_GetSampleValueFn* get_sample_value )
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{
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LPVOID region_1;
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DWORD region_1_size;
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LPVOID region_2;
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DWORD region_2_size;
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HRESULT ds_lock_result = DS_SecondaryBuffer->Lock( byte_to_lock, bytes_to_write
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, & region_1, & region_1_size
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, & region_2, & region_2_size
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, 0 );
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if ( ! SUCCEEDED( ds_lock_result ) )
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{
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return;
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}
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// TODO : Assert that region sizes are valid
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ds_fill_soundbuffer_region( region_1, region_1_size, sound_output, get_sample_value );
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ds_fill_soundbuffer_region( region_2, region_2_size, sound_output, get_sample_value );
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if ( ! SUCCEEDED( DS_SecondaryBuffer->Unlock( region_1, region_1_size, region_2, region_2_size ) ))
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{
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return;
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}
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}
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internal WinDimensions
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get_window_dimensions( HWND window_handle )
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||||
{
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||||
RECT client_rect;
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GetClientRect( window_handle, & client_rect );
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WinDimensions result;
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result.Width = client_rect.right - client_rect.left;
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result.Height = client_rect.bottom - client_rect.top;
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return result;
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}
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||||
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||||
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internal void
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resize_dib_section( OffscreenBuffer* buffer, u32 width, u32 height )
|
||||
{
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||||
// TODO(Ed) : Bulletproof memory handling here for the bitmap memory
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if ( buffer->Memory )
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||||
{
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||||
VirtualFree( buffer->Memory, 0, MEM_RELEASE );
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||||
}
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||||
|
||||
buffer->Width = width;
|
||||
buffer->Height = height;
|
||||
buffer->BytesPerPixel = 4;
|
||||
buffer->Pitch = buffer->Width * buffer->BytesPerPixel;
|
||||
|
||||
// Negative means top-down in the context of the biHeight
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||||
# define Top_Down -
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||||
BITMAPINFOHEADER&
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||||
header = buffer->Info.bmiHeader;
|
||||
header.biSize = sizeof( buffer->Info.bmiHeader );
|
||||
header.biWidth = buffer->Width;
|
||||
header.biHeight = Top_Down buffer->Height;
|
||||
header.biPlanes = 1;
|
||||
header.biBitCount = 32; // Need 24, but want 32 ( alignment )
|
||||
header.biCompression = BI_RGB_Uncompressed;
|
||||
// header.biSizeImage = 0;
|
||||
// header.biXPelsPerMeter = 0;
|
||||
// header.biYPelsPerMeter = 0;
|
||||
// header.biClrUsed = 0;
|
||||
// header.biClrImportant = 0;
|
||||
# undef Top_Down
|
||||
|
||||
// We want to "touch" a pixel on every 4-byte boundary
|
||||
u32 BitmapMemorySize = (buffer->Width * buffer->Height) * buffer->BytesPerPixel;
|
||||
buffer->Memory = VirtualAlloc( NULL, BitmapMemorySize, MEM_Commit_Zeroed | MEM_Reserve, Page_Read_Write );
|
||||
|
||||
// TODO(Ed) : Clear to black
|
||||
}
|
||||
|
||||
internal void
|
||||
display_buffer_in_window( HDC device_context, u32 window_width, u32 window_height, OffscreenBuffer* buffer
|
||||
, u32 x, u32 y
|
||||
, u32 width, u32 height )
|
||||
{
|
||||
// TODO(Ed) : Aspect ratio correction
|
||||
StretchDIBits( device_context
|
||||
#if 0
|
||||
, x, y, width, height
|
||||
, x, y, width, height
|
||||
#endif
|
||||
, 0, 0, window_width, window_height
|
||||
, 0, 0, buffer->Width, buffer->Height
|
||||
, buffer->Memory, & buffer->Info
|
||||
, DIB_ColorTable_RGB, RO_Source_To_Dest );
|
||||
}
|
||||
|
||||
internal LRESULT CALLBACK
|
||||
main_window_callback(
|
||||
HWND handle,
|
||||
UINT system_messages,
|
||||
WPARAM w_param,
|
||||
LPARAM l_param
|
||||
)
|
||||
{
|
||||
LRESULT result = 0;
|
||||
|
||||
switch ( system_messages )
|
||||
{
|
||||
case WM_ACTIVATEAPP:
|
||||
{
|
||||
OutputDebugStringA( "WM_ACTIVATEAPP\n" );
|
||||
}
|
||||
break;
|
||||
|
||||
case WM_CLOSE:
|
||||
{
|
||||
// TODO(Ed) : Handle with a message to the user
|
||||
Running = false;
|
||||
}
|
||||
break;
|
||||
|
||||
case WM_DESTROY:
|
||||
{
|
||||
// TODO(Ed) : Handle with as an error and recreate the window
|
||||
Running = false;
|
||||
}
|
||||
break;
|
||||
|
||||
case WM_SYSKEYDOWN:
|
||||
case WM_SYSKEYUP:
|
||||
case WM_KEYDOWN:
|
||||
case WM_KEYUP:
|
||||
{
|
||||
u32 vk_code = w_param;
|
||||
b32 is_down = (l_param >> 31) == 0;
|
||||
b32 was_down = (l_param >> 30);
|
||||
b32 alt_down = (l_param & (1 << 29));
|
||||
|
||||
switch ( vk_code )
|
||||
{
|
||||
case 'Q':
|
||||
{
|
||||
OutputDebugStringA( "Q\n" );
|
||||
}
|
||||
break;
|
||||
case 'E':
|
||||
{
|
||||
OutputDebugStringA( "E\n" );
|
||||
}
|
||||
break;
|
||||
case 'W':
|
||||
{
|
||||
OutputDebugStringA( "W\n" );
|
||||
}
|
||||
break;
|
||||
case 'A':
|
||||
{
|
||||
OutputDebugStringA( "A\n" );
|
||||
}
|
||||
break;
|
||||
case 'S':
|
||||
{
|
||||
OutputDebugStringA( "S\n" );
|
||||
}
|
||||
break;
|
||||
case 'D':
|
||||
{
|
||||
OutputDebugStringA( "D\n" );
|
||||
}
|
||||
break;
|
||||
case VK_ESCAPE:
|
||||
{
|
||||
OutputDebugStringA( "Escape\n" );
|
||||
}
|
||||
break;
|
||||
case VK_UP:
|
||||
{
|
||||
OutputDebugStringA( "Up\n" );
|
||||
}
|
||||
break;
|
||||
case VK_DOWN:
|
||||
{
|
||||
OutputDebugStringA( "Down\n" );
|
||||
}
|
||||
break;
|
||||
case VK_LEFT:
|
||||
{
|
||||
OutputDebugStringA( "Left\n" );
|
||||
}
|
||||
break;
|
||||
case VK_RIGHT:
|
||||
{
|
||||
OutputDebugStringA( "Right\n" );
|
||||
}
|
||||
break;
|
||||
case VK_SPACE:
|
||||
{
|
||||
OutputDebugStringA( "Space\n" );
|
||||
}
|
||||
break;
|
||||
case VK_F4:
|
||||
{
|
||||
if ( alt_down )
|
||||
Running = false;
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
break;
|
||||
|
||||
case WM_PAINT:
|
||||
{
|
||||
PAINTSTRUCT info;
|
||||
HDC device_context = BeginPaint( handle, & info );
|
||||
u32 x = info.rcPaint.left;
|
||||
u32 y = info.rcPaint.top;
|
||||
u32 width = info.rcPaint.right - info.rcPaint.left;
|
||||
u32 height = info.rcPaint.bottom - info.rcPaint.top;
|
||||
|
||||
WinDimensions dimensions = get_window_dimensions( handle );
|
||||
|
||||
display_buffer_in_window( device_context, dimensions.Width, dimensions.Height, &BackBuffer
|
||||
, x, y
|
||||
, width, height );
|
||||
EndPaint( handle, & info );
|
||||
}
|
||||
break;
|
||||
|
||||
case WM_SIZE:
|
||||
{
|
||||
}
|
||||
break;
|
||||
|
||||
default:
|
||||
{
|
||||
result = DefWindowProc( handle, system_messages, w_param, l_param );
|
||||
}
|
||||
}
|
||||
|
||||
return result;
|
||||
}
|
||||
NS_WIN32_END
|
||||
|
||||
int CALLBACK
|
||||
WinMain(
|
||||
HINSTANCE instance,
|
||||
HINSTANCE prev_instance,
|
||||
LPSTR commandline,
|
||||
int show_command
|
||||
)
|
||||
{
|
||||
using namespace win32;
|
||||
// xinput_load_library_bindings();
|
||||
|
||||
using JSL_DeviceHandle = int;
|
||||
u32 jsl_num_devices = JslConnectDevices();
|
||||
|
||||
JSL_DeviceHandle device_handles[4] {};
|
||||
u32 jsl_getconnected_found = JslGetConnectedDeviceHandles( device_handles, jsl_num_devices );
|
||||
{
|
||||
if ( jsl_getconnected_found != jsl_num_devices )
|
||||
{
|
||||
OutputDebugStringA( "Error: JSLGetConnectedDeviceHandles didn't find as many as were stated with JslConnectDevices\n");
|
||||
}
|
||||
|
||||
if ( jsl_num_devices > 0 )
|
||||
{
|
||||
OutputDebugStringA( "JSL Connected Devices:\n" );
|
||||
for ( u32 jsl_device_index = 0; jsl_device_index < jsl_num_devices; ++ jsl_device_index )
|
||||
{
|
||||
JslSetLightColour( device_handles[ jsl_device_index ], (255 << 8) );
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// MessageBox( 0, L"First message!", L"Handmade Hero", MB_Ok_Btn | MB_Icon_Information );
|
||||
|
||||
WNDCLASSW
|
||||
window_class {};
|
||||
window_class.style = CS_Horizontal_Redraw | CS_Vertical_Redraw;
|
||||
window_class.lpfnWndProc = main_window_callback;
|
||||
// window_class.cbClsExtra = ;
|
||||
// window_class.cbWndExtra = ;
|
||||
window_class.hInstance = instance;
|
||||
// window_class.hIcon = ;
|
||||
// window_class.hCursor = ;
|
||||
// window_class.hbrBackground = ;
|
||||
window_class.lpszMenuName = L"Handmade Hero!";
|
||||
window_class.lpszClassName = L"HandmadeHeroWindowClass";
|
||||
|
||||
if ( ! RegisterClassW( & window_class ) )
|
||||
{
|
||||
// TODO : Diagnostic Logging
|
||||
return 0;
|
||||
}
|
||||
|
||||
HWND window_handle = CreateWindowExW(
|
||||
0,
|
||||
window_class.lpszClassName,
|
||||
L"Handmade Hero",
|
||||
WS_Overlapped_Window | WS_Initially_Visible,
|
||||
CW_Use_Default, CW_Use_Default, // x, y
|
||||
CW_Use_Default, CW_Use_Default, // width, height
|
||||
0, 0, // parent, menu
|
||||
instance, 0 // instance, param
|
||||
);
|
||||
|
||||
if ( ! window_handle )
|
||||
{
|
||||
// TODO : Diagnostic Logging
|
||||
return 0;
|
||||
}
|
||||
|
||||
Running = true;
|
||||
|
||||
WinDimensions dimensions = get_window_dimensions( window_handle );
|
||||
resize_dib_section( &BackBuffer, 1280, 720 );
|
||||
|
||||
DS_SoundOutputTest sound_output;
|
||||
sound_output.IsPlaying = 0;
|
||||
DS_SecondaryBuffer_SamplesPerSecond = 48000;
|
||||
DS_SecondaryBuffer_BytesPerSample = sizeof(s16) * 2;
|
||||
|
||||
DS_SecondaryBuffer_Size = DS_SecondaryBuffer_SamplesPerSecond * DS_SecondaryBuffer_BytesPerSample;
|
||||
init_sound( window_handle, DS_SecondaryBuffer_SamplesPerSecond, DS_SecondaryBuffer_Size );
|
||||
|
||||
// Wave Sound Test
|
||||
bool wave_switch = false;
|
||||
sound_output.RunningSampleIndex = 0;
|
||||
sound_output.WaveToneHz = 262;
|
||||
sound_output.WavePeriod = DS_SecondaryBuffer_SamplesPerSecond / sound_output.WaveToneHz;
|
||||
sound_output.ToneVolume = 3000;
|
||||
sound_output.LatencySampleCount = DS_SecondaryBuffer_SamplesPerSecond / 15;
|
||||
ds_fill_sound_buffer_test( & sound_output, 0, sound_output.LatencySampleCount * DS_SecondaryBuffer_BytesPerSample, & sine_wave_sample_value );
|
||||
DS_SecondaryBuffer->Play( 0, 0, DSBPLAY_LOOPING );
|
||||
|
||||
// Graphics & Input Test
|
||||
u32 x_offset = 0;
|
||||
u32 y_offset = 0;
|
||||
|
||||
// Controller State
|
||||
bool xinput_detected = false;
|
||||
|
||||
b32 dpad_up = false;
|
||||
b32 dpad_down = false;
|
||||
b32 dpad_left = false;
|
||||
b32 dpad_right = false;
|
||||
b32 start = false;
|
||||
b32 back = false;
|
||||
b32 left_shoulder = false;
|
||||
b32 right_shoulder = false;
|
||||
b32 btn_a = false;
|
||||
b32 btn_b = false;
|
||||
b32 btn_x = false;
|
||||
b32 btn_y = false;
|
||||
u16 stick_left_x = 0;
|
||||
u16 stick_left_y = 0;
|
||||
u16 stick_right_x = 0;
|
||||
u16 stick_right_y = 0;
|
||||
|
||||
// TODO : Add sine wave test
|
||||
|
||||
// Windows
|
||||
MSG window_msg_info;
|
||||
|
||||
u64 perf_counter_frequency;
|
||||
QueryPerformanceFrequency( rcast(LARGE_INTEGER*, & perf_counter_frequency) );
|
||||
|
||||
u64 last_frame_time;
|
||||
QueryPerformanceCounter( rcast(LARGE_INTEGER*, & last_frame_time) );
|
||||
|
||||
u64 last_cycle_time = __rdtsc();
|
||||
|
||||
while( Running )
|
||||
{
|
||||
// Window Management
|
||||
{
|
||||
if ( PeekMessageW( & window_msg_info, 0, 0, 0, PM_Remove_Messages_From_Queue ) )
|
||||
{
|
||||
if ( window_msg_info.message == WM_QUIT )
|
||||
{
|
||||
OutputDebugStringA("WM_QUIT\n");
|
||||
Running = false;
|
||||
}
|
||||
|
||||
TranslateMessage( & window_msg_info );
|
||||
DispatchMessageW( & window_msg_info );
|
||||
}
|
||||
}
|
||||
|
||||
// Input
|
||||
{
|
||||
// XInput Polling
|
||||
// TODO(Ed) : Should we poll this more frequently?
|
||||
for ( DWORD controller_index = 0; controller_index < XUSER_MAX_COUNT; ++ controller_index )
|
||||
{
|
||||
XINPUT_STATE controller_state;
|
||||
xinput_detected = xinput_get_state( controller_index, & controller_state ) == XI_PluggedIn;
|
||||
if ( xinput_detected )
|
||||
{
|
||||
XINPUT_GAMEPAD* pad = & controller_state.Gamepad;
|
||||
|
||||
dpad_up = pad->wButtons & XINPUT_GAMEPAD_DPAD_UP;
|
||||
dpad_down = pad->wButtons & XINPUT_GAMEPAD_DPAD_DOWN;
|
||||
dpad_left = pad->wButtons & XINPUT_GAMEPAD_DPAD_LEFT;
|
||||
dpad_right = pad->wButtons & XINPUT_GAMEPAD_DPAD_RIGHT;
|
||||
start = pad->wButtons & XINPUT_GAMEPAD_START;
|
||||
back = pad->wButtons & XINPUT_GAMEPAD_BACK;
|
||||
left_shoulder = pad->wButtons & XINPUT_GAMEPAD_LEFT_SHOULDER;
|
||||
right_shoulder = pad->wButtons & XINPUT_GAMEPAD_RIGHT_SHOULDER;
|
||||
btn_a = pad->wButtons & XINPUT_GAMEPAD_A;
|
||||
btn_b = pad->wButtons & XINPUT_GAMEPAD_B;
|
||||
btn_x = pad->wButtons & XINPUT_GAMEPAD_X;
|
||||
btn_y = pad->wButtons & XINPUT_GAMEPAD_Y;
|
||||
|
||||
stick_left_x = pad->sThumbLX;
|
||||
stick_left_y = pad->sThumbLY;
|
||||
stick_right_x = pad->sThumbRX;
|
||||
stick_right_y = pad->sThumbRY;
|
||||
}
|
||||
else
|
||||
{
|
||||
// NOTE: Controller is not available
|
||||
}
|
||||
}
|
||||
|
||||
// JSL Input Polling
|
||||
for ( u32 jsl_device_index = 0; jsl_device_index < jsl_num_devices; ++ jsl_device_index )
|
||||
{
|
||||
if ( ! JslStillConnected( device_handles[ jsl_device_index ] ) )
|
||||
{
|
||||
OutputDebugStringA( "Error: JSLStillConnected returned false\n" );
|
||||
continue;
|
||||
}
|
||||
|
||||
JOY_SHOCK_STATE state = JslGetSimpleState( device_handles[ jsl_device_index ] );
|
||||
dpad_up = state.buttons & JSMASK_UP;
|
||||
dpad_down = state.buttons & JSMASK_DOWN;
|
||||
dpad_left = state.buttons & JSMASK_LEFT;
|
||||
dpad_right = state.buttons & JSMASK_RIGHT;
|
||||
start = state.buttons & JSMASK_PLUS;
|
||||
back = state.buttons & JSMASK_MINUS;
|
||||
left_shoulder = state.buttons & JSMASK_L;
|
||||
right_shoulder = state.buttons & JSMASK_R;
|
||||
btn_a = state.buttons & JSMASK_S;
|
||||
btn_b = state.buttons & JSMASK_E;
|
||||
btn_x = state.buttons & JSMASK_W;
|
||||
btn_y = state.buttons & JSMASK_N;
|
||||
|
||||
stick_left_x = state.stickLX;
|
||||
stick_left_y = state.stickLY;
|
||||
stick_right_x = state.stickRX;
|
||||
stick_right_y = state.stickRY;
|
||||
}
|
||||
|
||||
x_offset += dpad_right;
|
||||
x_offset -= dpad_left;
|
||||
y_offset += dpad_up;
|
||||
y_offset -= dpad_down;
|
||||
|
||||
if ( start )
|
||||
{
|
||||
if ( xinput_detected )
|
||||
{
|
||||
XINPUT_VIBRATION vibration;
|
||||
vibration.wLeftMotorSpeed = 30000;
|
||||
xinput_set_state( 0, & vibration );
|
||||
}
|
||||
else
|
||||
{
|
||||
JslSetRumble( 0, 1, 0 );
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if ( xinput_detected )
|
||||
{
|
||||
XINPUT_VIBRATION vibration;
|
||||
vibration.wLeftMotorSpeed = 0;
|
||||
xinput_set_state( 0, & vibration );
|
||||
}
|
||||
else
|
||||
{
|
||||
JslSetRumble( 0, 0, 0 );
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
engine::update_and_render( rcast(engine::OffscreenBuffer*, & BackBuffer.Memory), x_offset, y_offset );
|
||||
|
||||
// Rendering
|
||||
{
|
||||
WinDimensions dimensions = get_window_dimensions( window_handle );
|
||||
HDC device_context = GetDC( window_handle );
|
||||
display_buffer_in_window( device_context, dimensions.Width, dimensions.Height, &BackBuffer
|
||||
, 0, 0
|
||||
, dimensions.Width, dimensions.Height );
|
||||
}
|
||||
|
||||
// Audio
|
||||
do {
|
||||
if ( btn_y )
|
||||
{
|
||||
sound_output.ToneVolume += 10;
|
||||
}
|
||||
if ( btn_b )
|
||||
{
|
||||
sound_output.ToneVolume -= 10;
|
||||
}
|
||||
if ( btn_x )
|
||||
{
|
||||
sound_output.WaveToneHz += 1;
|
||||
sound_output.WavePeriod = DS_SecondaryBuffer_SamplesPerSecond / sound_output.WaveToneHz;
|
||||
}
|
||||
if ( btn_a )
|
||||
{
|
||||
sound_output.WaveToneHz -= 1;
|
||||
sound_output.WavePeriod = DS_SecondaryBuffer_SamplesPerSecond / sound_output.WaveToneHz;
|
||||
}
|
||||
if ( back )
|
||||
{
|
||||
wave_switch ^= true;
|
||||
}
|
||||
|
||||
DWORD ds_status = 0;
|
||||
if ( SUCCEEDED( DS_SecondaryBuffer->GetStatus( & ds_status ) ) )
|
||||
{
|
||||
sound_output.IsPlaying = ds_status & DSBSTATUS_PLAYING;
|
||||
}
|
||||
|
||||
DWORD ds_play_cursor;
|
||||
DWORD ds_write_cursor;
|
||||
if ( ! SUCCEEDED( DS_SecondaryBuffer->GetCurrentPosition( & ds_play_cursor, & ds_write_cursor ) ))
|
||||
{
|
||||
break;
|
||||
}
|
||||
|
||||
DWORD target_cursor = (ds_play_cursor + sound_output.LatencySampleCount * DS_SecondaryBuffer_BytesPerSample) % DS_SecondaryBuffer_Size;
|
||||
|
||||
DWORD byte_to_lock = (sound_output.RunningSampleIndex * DS_SecondaryBuffer_BytesPerSample) % DS_SecondaryBuffer_Size;
|
||||
DWORD bytes_to_write;
|
||||
|
||||
if ( byte_to_lock == target_cursor )
|
||||
{
|
||||
// We are in the middle of playing. Wait for the write cursor to catch up.
|
||||
bytes_to_write = 0;
|
||||
}
|
||||
else if ( byte_to_lock > target_cursor)
|
||||
{
|
||||
// Infront of play cursor |--play--byte_to_write-->--|
|
||||
bytes_to_write = DS_SecondaryBuffer_Size - byte_to_lock;
|
||||
bytes_to_write += target_cursor;
|
||||
}
|
||||
else
|
||||
{
|
||||
// Behind play cursor |--byte_to_write-->--play--|
|
||||
bytes_to_write = target_cursor - byte_to_lock;
|
||||
}
|
||||
|
||||
if ( wave_switch )
|
||||
{
|
||||
ds_fill_sound_buffer_test( & sound_output, byte_to_lock, bytes_to_write, square_wave_sample_value );
|
||||
}
|
||||
else
|
||||
{
|
||||
ds_fill_sound_buffer_test( & sound_output, byte_to_lock, bytes_to_write, sine_wave_sample_value );
|
||||
}
|
||||
|
||||
#if 1
|
||||
if ( sound_output.IsPlaying )
|
||||
{
|
||||
break;
|
||||
}
|
||||
#endif
|
||||
DS_SecondaryBuffer->Play( 0, 0, DSBPLAY_LOOPING );
|
||||
} while(0);
|
||||
|
||||
u64 end_cycle_count = __rdtsc();
|
||||
|
||||
u64 frame_cycle_time_end;
|
||||
QueryPerformanceCounter( rcast( LARGE_INTEGER*, & frame_cycle_time_end) );
|
||||
|
||||
// TODO : Display value here
|
||||
|
||||
#define MS_PER_SECOND 1000
|
||||
#define MegaCycles_Per_Second (1000 * 1000)
|
||||
u64 cycles_elapsed = end_cycle_count - last_cycle_time;
|
||||
s32 mega_cycles_elapsed = cycles_elapsed / MegaCycles_Per_Second;
|
||||
u64 frame_time_elapsed = frame_cycle_time_end - last_frame_time;
|
||||
u32 ms_per_frame = MS_PER_SECOND * frame_time_elapsed / perf_counter_frequency;
|
||||
u32 fps = perf_counter_frequency / frame_time_elapsed;
|
||||
|
||||
char ms_timing_debug[256] {};
|
||||
wsprintfA( ms_timing_debug, "%d ms\n" "FPS: %d\n" "mega cycles: %d\n", ms_per_frame, fps, mega_cycles_elapsed );
|
||||
OutputDebugStringA( ms_timing_debug );
|
||||
|
||||
last_cycle_time = end_cycle_count;
|
||||
last_frame_time = frame_cycle_time_end;
|
||||
}
|
||||
|
||||
if ( jsl_num_devices > 0 )
|
||||
{
|
||||
OutputDebugStringA( "JSL Connected Devices:\n" );
|
||||
for ( u32 jsl_device_index = 0; jsl_device_index < jsl_num_devices; ++ jsl_device_index )
|
||||
{
|
||||
JslSetLightColour( device_handles[ jsl_device_index ], 0 );
|
||||
}
|
||||
}
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
// Engine layer translation unit.
|
||||
#include "engine.cpp"
|
12
project/platform/jsl.h
Normal file
12
project/platform/jsl.h
Normal file
@ -0,0 +1,12 @@
|
||||
// Joyshock grime wrapper
|
||||
|
||||
#if __clang__
|
||||
#pragma clang diagnostic push
|
||||
#pragma clang diagnostic ignored "-Wreturn-type-c-linkage"
|
||||
#endif
|
||||
|
||||
#include "JoyShockLibrary/JoyShockLibrary.h"
|
||||
|
||||
#if __clang__
|
||||
#pragma clang diagnostic pop
|
||||
#endif
|
11
project/platform/platform.h
Normal file
11
project/platform/platform.h
Normal file
@ -0,0 +1,11 @@
|
||||
/*
|
||||
Platform abstraction layer for the project.
|
||||
Services the platform provides to the engine & game.
|
||||
*/
|
||||
|
||||
#pragma once
|
||||
#include "grime.h"
|
||||
#include "macros.h"
|
||||
#include "math_constants.h"
|
||||
#include "types.h"
|
||||
|
@ -1,5 +1,5 @@
|
||||
/*
|
||||
Alternative header for windows.h
|
||||
Windows dependency header
|
||||
*/
|
||||
#pragma once
|
||||
|
||||
|
Reference in New Issue
Block a user