Day 13 complete

This commit is contained in:
2023-09-17 21:20:11 -04:00
parent ad5288f9e8
commit abe3066071
9 changed files with 619 additions and 262 deletions

View File

@ -1,17 +1,21 @@
#include "engine.h"
#include "win32.h"
NS_ENGINE_BEGIN
using GetSoundSampleValueFn = s16( SoundBuffer* sound_buffer );
global s32 SoundWavePeriod = 250;
global s32 SoundTest_ToneVolume = 3000;
global s32 SoundTest_WavePeriod = 0;
global s32 SoundTest_WaveToneHz = 262;
internal s16
square_wave_sample_value( SoundBuffer* sound_buffer )
{
s16 sample_value = (sound_buffer->RunningSampleIndex / (sound_buffer->WavePeriod /2)) % 2 ?
sound_buffer->ToneVolume : - sound_buffer->ToneVolume;
s16 sample_value = (sound_buffer->RunningSampleIndex / (SoundTest_WavePeriod /2)) % 2 ?
SoundTest_ToneVolume : - SoundTest_ToneVolume;
return sample_value;
}
@ -21,10 +25,11 @@ sine_wave_sample_value( SoundBuffer* sound_buffer )
{
local_persist f32 time = 0.f;
// time = TAU * (f32)sound_buffer->RunningSampleIndex / (f32)SoundTest_WavePeriod;
f32 sine_value = sinf( time );
s16 sample_value = scast(u16, sine_value * sound_buffer->ToneVolume);
s16 sample_value = scast(u16, sine_value * SoundTest_ToneVolume);
time += TAU * 1.0f / scast(f32, sound_buffer->WavePeriod );
time += TAU * 1.0f / scast(f32, SoundTest_WavePeriod );
return sample_value;
}
@ -35,7 +40,11 @@ output_sound( SoundBuffer* sound_buffer, GetSoundSampleValueFn* get_sample_value
for ( u32 sample_index = 0; sample_index < sound_buffer->NumSamples; ++ sample_index )
{
s16 sample_value = get_sample_value( sound_buffer );
++ sound_buffer->RunningSampleIndex;
sound_buffer->RunningSampleIndex++;
// char ms_timing_debug[256] {};
// wsprintfA( ms_timing_debug, "sample_value: %d\n", sample_value );
// OutputDebugStringA( ms_timing_debug );
*sample_out = sample_value;
++ sample_out;
@ -92,14 +101,133 @@ render_weird_graident(OffscreenBuffer* buffer, u32 x_offset, u32 y_offset )
}
}
internal
void update_and_render( OffscreenBuffer* back_buffer, SoundBuffer* sound_buffer
// Temp (for feature parity)
, u32 x_offset, u32 y_offset
)
b32 input_using_analog()
{
return false;
}
// TODO : I rather expose the back_buffer and sound_buffer using getters for access in any function.
internal void
update_and_render( InputState* input, OffscreenBuffer* back_buffer, SoundBuffer* sound_buffer )
{
// Graphics & Input Test
local_persist u32 x_offset = 0;
local_persist u32 y_offset = 0;
// Wave Sound Test
local_persist bool wave_switch = false;
#if 0
if ( input_using_analog() )
{
// TODO(Ed) : Use analog movement tuning
}
else
{
// TODO(Ed) : Use digital movement tuning
}
#endif
#if 1
do_once_start
{
SoundTest_WavePeriod = sound_buffer->SamplesPerSecond / SoundTest_WaveToneHz;
}
do_once_end
ControllerState* controller = & input->Controllers[0];
if ( controller->DSPad )
{
DualsensePadState* pad = controller->DSPad;
x_offset += pad->DPad.Right.State;
x_offset -= pad->DPad.Left.State;
y_offset += pad->DPad.Down.State;
y_offset -= pad->DPad.Up.State;
x_offset += pad->Stick.Left.X.End;
y_offset += pad->Stick.Left.Y.End;
if ( pad->Triangle.State )
{
SoundTest_ToneVolume += 10;
}
if ( pad->Circle.State )
{
SoundTest_ToneVolume -= 10;
}
if ( pad->Square.State )
{
SoundTest_WaveToneHz += 1;
SoundTest_WavePeriod = sound_buffer->SamplesPerSecond / SoundTest_WaveToneHz;
}
if ( pad->X.State )
{
SoundTest_WaveToneHz -= 1;
SoundTest_WavePeriod = sound_buffer->SamplesPerSecond / SoundTest_WaveToneHz;
}
if ( pad->Options.State )
{
wave_switch ^= true;
}
if ( pad->Share.State )
{
// TODO(Ed) : Add rumble test
}
}
else if ( controller->XPad )
{
XInputPadState* pad = controller->XPad;
x_offset += pad->DPad.Right.State;
x_offset -= pad->DPad.Left.State;
y_offset += pad->DPad.Down.State;
y_offset -= pad->DPad.Up.State;
x_offset += pad->Stick.Left.X.End;
y_offset += pad->Stick.Left.Y.End;
if ( pad->Y.State )
{
SoundTest_ToneVolume += 10;
}
if ( pad->B.State )
{
SoundTest_ToneVolume -= 10;
}
if ( pad->X.State )
{
SoundTest_WaveToneHz += 1;
SoundTest_WavePeriod = sound_buffer->SamplesPerSecond / SoundTest_WaveToneHz;
}
if ( pad->A.State )
{
SoundTest_WaveToneHz -= 1;
SoundTest_WavePeriod = sound_buffer->SamplesPerSecond / SoundTest_WaveToneHz;
}
if ( pad->Start.State )
{
wave_switch ^= true;
}
if ( pad->Back.State )
{
// TODO(Ed) : Add rumble test
}
}
#endif
// TODO(Ed) : Allow sample offsets here for more robust platform options
output_sound( sound_buffer, square_wave_sample_value );
if ( ! wave_switch )
output_sound( sound_buffer, sine_wave_sample_value );
else
output_sound( sound_buffer, square_wave_sample_value );
render_weird_graident( back_buffer, x_offset, y_offset );
}

View File

@ -20,22 +20,143 @@ struct OffscreenBuffer
u32 BytesPerPixel;
};
// TODO : Will be gutting this once we have other stuff lifted.
struct SoundBuffer
{
s16* Samples;
u32 RunningSampleIndex;
s32 SamplesPerSecond;
s32 NumSamples;
s32 ToneVolume;
s32 WaveToneHz;
s32 WavePeriod;
};
struct DigitalBtn
{
s32 HalfTransitions;
b32 State;
};
#define DigitalBtn_Up 0
#define DigitalBtn_Down 1
struct AnalogAxis
{
f32 Start;
f32 End;
f32 Min;
f32 Max;
};
struct AnalogStick
{
AnalogAxis X;
AnalogAxis Y;
};
struct KeyboardState
{
DigitalBtn W;
DigitalBtn A;
DigitalBtn S;
DigitalBtn D;
};
struct MousesState
{
DigitalBtn Left;
DigitalBtn Middle;
DigitalBtn Right;
};
struct XInputPadState
{
struct
{
AnalogStick Left;
AnalogStick Right;
} Stick;
AnalogAxis LeftTrigger;
AnalogAxis RightTrigger;
union {
DigitalBtn Btns[14];
struct {
struct {
DigitalBtn Up;
DigitalBtn Down;
DigitalBtn Left;
DigitalBtn Right;
} DPad;
DigitalBtn A;
DigitalBtn B;
DigitalBtn X;
DigitalBtn Y;
DigitalBtn Back;
DigitalBtn Start;
DigitalBtn LeftShoulder;
DigitalBtn RightShoulder;
};
};
b32 using_analog()
{
return true;
};
};
struct DualsensePadState
{
struct
{
AnalogStick Left;
AnalogStick Right;
} Stick;
AnalogAxis L2;
AnalogAxis R2;
union {
DigitalBtn Btns[14];
struct {
struct {
DigitalBtn Up;
DigitalBtn Down;
DigitalBtn Left;
DigitalBtn Right;
} DPad;
DigitalBtn X;
DigitalBtn Circle;
DigitalBtn Square;
DigitalBtn Triangle;
DigitalBtn Share;
DigitalBtn Options;
DigitalBtn L1;
DigitalBtn R1;
};
};
b32 using_analog()
{
return true;
};
};
struct ControllerState
{
KeyboardState* Keyboard;
MousesState* Mouse;
XInputPadState* XPad;
DualsensePadState* DSPad;
};
struct InputState
{
ControllerState Controllers[4];
};
b32 input_using_analog();
// Needs a contextual reference to four things:
// Timing, Input, Bitmap Buffer, Sound Buffer
void update_and_render( OffscreenBuffer* back_buffer, SoundBuffer* sound_buffer
// Temp (for feature parity)
, u32 x_offset, u32 y_offset
);
void update_and_render( InputState* input, OffscreenBuffer* back_buffer, SoundBuffer* sound_buffer );
NS_ENGINE_END

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@ -0,0 +1,10 @@
#pragma once
template< class Type >
void swap( Type& a, Type& b )
{
Type
temp = a;
a = b;
b = temp;
}

View File

@ -89,8 +89,16 @@ struct WinDimensions
u32 Height;
};
HRESULT WINAPI
DirectSoundCreate(LPGUID lpGuid, LPDIRECTSOUND* ppDS, LPUNKNOWN pUnkOuter );
// TODO : This will def need to be looked over.
struct SoundOutput
{
DWORD IsPlaying;
u32 RunningSampleIndex;
s32 LatencySampleCount;
};
HRESULT WINAPI DirectSoundCreate(LPGUID lpGuid, LPDIRECTSOUND* ppDS, LPUNKNOWN pUnkOuter );
using DirectSoundCreateFn = HRESULT WINAPI (LPGUID lpGuid, LPDIRECTSOUND* ppDS, LPUNKNOWN pUnkOuter );
global DirectSoundCreateFn* direct_sound_create;
@ -177,16 +185,6 @@ init_sound(HWND window_handle, s32 samples_per_second, s32 buffer_size )
}
}
struct SoundOutput
{
DWORD IsPlaying;
u32 RunningSampleIndex;
s32 WaveToneHz;
s32 WavePeriod;
s32 ToneVolume;
s32 LatencySampleCount;
};
internal void
ds_clear_sound_buffer( SoundOutput* sound_output )
{
@ -494,6 +492,15 @@ main_window_callback(
NS_WIN32_END
internal void
input_process_digital_btn( engine::DigitalBtn* old_state, engine::DigitalBtn* new_state, u32 raw_btns, u32 btn_flag )
{
#define had_transition() ( old_state->State == new_state->State )
new_state->State = (raw_btns & btn_flag);
new_state->HalfTransitions = had_transition() ? 1 : 0;
#undef had_transition
}
int CALLBACK
WinMain(
HINSTANCE instance,
@ -503,130 +510,126 @@ WinMain(
)
{
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 ) )
WNDCLASSW window_class {};
HWND window_handle = nullptr;
MSG window_msg_info;
{
// TODO : Diagnostic Logging
return 0;
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;
}
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;
}
}
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 );
SoundOutput sound_output;
sound_output.IsPlaying = 0;
DS_SecondaryBuffer_SamplesPerSecond = 48000;
DS_SecondaryBuffer_BytesPerSample = sizeof(s16) * 2;
{
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 );
DS_SecondaryBuffer_Size = DS_SecondaryBuffer_SamplesPerSecond * DS_SecondaryBuffer_BytesPerSample;
init_sound( window_handle, DS_SecondaryBuffer_SamplesPerSecond, DS_SecondaryBuffer_Size );
SoundBufferSamples = rcast( s16*, VirtualAlloc( 0, 48000 * 2 * sizeof(s16)
, MEM_Commit_Zeroed | MEM_Reserve, Page_Read_Write ));
SoundBufferSamples = rcast( s16*, VirtualAlloc( 0, 48000 * 2 * sizeof(s16)
, MEM_Commit_Zeroed | MEM_Reserve, Page_Read_Write ));
// 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_clear_sound_buffer( & sound_output );
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;
sound_output.RunningSampleIndex = 0;
sound_output.LatencySampleCount = DS_SecondaryBuffer_SamplesPerSecond / 15;
// ds_clear_sound_buffer( & sound_output );
DS_SecondaryBuffer->Play( 0, 0, DSBPLAY_LOOPING );
}
// Timing
u64 perf_counter_frequency;
QueryPerformanceFrequency( rcast(LARGE_INTEGER*, & perf_counter_frequency) );
u64 last_frame_time;
QueryPerformanceFrequency( rcast(LARGE_INTEGER*, & perf_counter_frequency) );
QueryPerformanceCounter( rcast(LARGE_INTEGER*, & last_frame_time) );
u64 last_cycle_time = __rdtsc();
// Input shitshow
constexpr u32 Max_Controllers = 4;
// Max controllers for the platform layer and thus for all other layers is 4. (Sanity and xinput limit)
engine::InputState input {};
using EngineXInputPadStates = engine::XInputPadState[ Max_Controllers ];
EngineXInputPadStates xpad_states[2];
EngineXInputPadStates* old_xpads = & xpad_states[0];
EngineXInputPadStates* new_xpads = & xpad_states[1];
using EngineDSPadStates = engine::DualsensePadState[Max_Controllers];
EngineDSPadStates ds_pad_states[2];
EngineDSPadStates* old_ds_pads = & ds_pad_states[0];
EngineDSPadStates* new_ds_pads = & ds_pad_states[1];
using JSL_DeviceHandle = int;
u32 jsl_num_devices
// = JslConnectDevices();
= 0;
JSL_DeviceHandle jsl_device_handles[4] {};
{
xinput_load_library_bindings();
u32 jsl_getconnected_found = JslGetConnectedDeviceHandles( jsl_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( jsl_device_handles[ jsl_device_index ], (255 << 8) );
}
}
}
if ( jsl_num_devices > 4 )
{
jsl_num_devices = 4;
MessageBoxA( window_handle, "More than 4 JSL devices found, this engine will only support the first four found.", "Warning", MB_ICONEXCLAMATION );
}
}
Running = true;
while( Running )
{
// Window Management
@ -646,103 +649,132 @@ WinMain(
// Input
{
// Swapping at the beginning of the input frame instead of the end.
swap( old_xpads, new_xpads );
swap( old_ds_pads, new_ds_pads );
// XInput Polling
// TODO(Ed) : Should we poll this more frequently?
for ( DWORD controller_index = 0; controller_index < XUSER_MAX_COUNT; ++ controller_index )
for ( DWORD controller_index = 0; controller_index < Max_Controllers; ++ controller_index )
{
XINPUT_STATE controller_state;
xinput_detected = xinput_get_state( controller_index, & controller_state ) == XI_PluggedIn;
b32 xinput_detected = xinput_get_state( controller_index, & controller_state ) == XI_PluggedIn;
if ( xinput_detected )
{
XINPUT_GAMEPAD* pad = & controller_state.Gamepad;
XINPUT_GAMEPAD* xpad = & controller_state.Gamepad;
engine::XInputPadState* old_xpad = old_xpads[ controller_index ];
engine::XInputPadState* new_xpad = new_xpads[ controller_index ];
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;
input_process_digital_btn( & old_xpad->DPad.Up, & new_xpad->DPad.Up, xpad->wButtons, XINPUT_GAMEPAD_DPAD_UP );
input_process_digital_btn( & old_xpad->DPad.Down, & new_xpad->DPad.Down, xpad->wButtons, XINPUT_GAMEPAD_DPAD_DOWN );
input_process_digital_btn( & old_xpad->DPad.Left, & new_xpad->DPad.Left, xpad->wButtons, XINPUT_GAMEPAD_DPAD_LEFT );
input_process_digital_btn( & old_xpad->DPad.Right, & new_xpad->DPad.Right, xpad->wButtons, XINPUT_GAMEPAD_DPAD_RIGHT );
stick_left_x = pad->sThumbLX;
stick_left_y = pad->sThumbLY;
stick_right_x = pad->sThumbRX;
stick_right_y = pad->sThumbRY;
input_process_digital_btn( & old_xpad->Y, & new_xpad->Y, xpad->wButtons, XINPUT_GAMEPAD_Y );
input_process_digital_btn( & old_xpad->A, & new_xpad->A, xpad->wButtons, XINPUT_GAMEPAD_A );
input_process_digital_btn( & old_xpad->B, & new_xpad->B, xpad->wButtons, XINPUT_GAMEPAD_B );
input_process_digital_btn( & old_xpad->X, & new_xpad->X, xpad->wButtons, XINPUT_GAMEPAD_X );
input_process_digital_btn( & old_xpad->Back, & new_xpad->Back, xpad->wButtons, XINPUT_GAMEPAD_BACK );
input_process_digital_btn( & old_xpad->Start, & new_xpad->Start, xpad->wButtons, XINPUT_GAMEPAD_START );
input_process_digital_btn( & old_xpad->LeftShoulder, & new_xpad->LeftShoulder, xpad->wButtons, XINPUT_GAMEPAD_LEFT_SHOULDER );
input_process_digital_btn( & old_xpad->RightShoulder, & new_xpad->RightShoulder, xpad->wButtons, XINPUT_GAMEPAD_RIGHT_SHOULDER );
new_xpad->Stick.Left.X.Start = old_xpad->Stick.Left.X.End;
new_xpad->Stick.Left.Y.Start = old_xpad->Stick.Left.Y.End;
// TODO(Ed) : Compress this into a proc
f32 X;
if ( xpad->sThumbLX < 0 )
{
X = scast(f32, xpad->sThumbLX) / scast(f32, -S16_MIN);
}
else
{
X = scast(f32, xpad->sThumbLX) / scast(f32, S16_MAX);
}
// TODO(Ed) : Min/Max macros!!!
new_xpad->Stick.Left.X.Min = new_xpad->Stick.Left.X.Max = new_xpad->Stick.Left.X.End = X;
f32 Y;
if ( xpad->sThumbLY < 0 )
{
Y = scast(f32, xpad->sThumbLY) / scast(f32, -S16_MIN);
}
else
{
Y = scast(f32, xpad->sThumbLY) / scast(f32, S16_MAX);
}
// TODO(Ed) : Min/Max macros!!!
new_xpad->Stick.Left.Y.Min = new_xpad->Stick.Left.Y.Max = new_xpad->Stick.Left.Y.End = Y;
// epad->Stick.Left.X.End = xpad->sThumbLX;
// epad->Stick.Left.Y.End = xpad->sThumbLY;
// epad->Stick.Right.X.End = xpad->sThumbRX;
// epad->Stick.Right.X.End = xpad->sThumbRY;
// TODO(Ed) : Dead zone processing!!!!!!!!!!!!!!!
// XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE
// XINPUT_GAMEPAD_RIGHT_THUMB_DEADZONE
// S16_MAX
// S16_MIN
input.Controllers[ controller_index ].XPad = new_xpad;
}
else
{
// NOTE: Controller is not available
input.Controllers[ controller_index ].XPad = nullptr;
}
}
// 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 ] ) )
if ( ! JslStillConnected( jsl_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;
// TODO : Won't support more than 4 for now... (or prob ever)
if ( jsl_device_index > 4 )
break;
stick_left_x = state.stickLX;
stick_left_y = state.stickLY;
stick_right_x = state.stickRX;
stick_right_y = state.stickRY;
}
JOY_SHOCK_STATE state = JslGetSimpleState( jsl_device_handles[ jsl_device_index ] );
engine::DualsensePadState* old_ds_pad = old_ds_pads[ jsl_device_index ];
engine::DualsensePadState* new_ds_pad = new_ds_pads[ jsl_device_index ];
x_offset += dpad_right;
x_offset -= dpad_left;
y_offset += dpad_up;
y_offset -= dpad_down;
input_process_digital_btn( & old_ds_pad->DPad.Up, & new_ds_pad->DPad.Up, state.buttons, JSMASK_UP );
input_process_digital_btn( & old_ds_pad->DPad.Down, & new_ds_pad->DPad.Down, state.buttons, JSMASK_DOWN );
input_process_digital_btn( & old_ds_pad->DPad.Left, & new_ds_pad->DPad.Left, state.buttons, JSMASK_LEFT );
input_process_digital_btn( & old_ds_pad->DPad.Right, & new_ds_pad->DPad.Right, state.buttons, JSMASK_RIGHT );
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 );
}
input_process_digital_btn( & old_ds_pad->Triangle, & new_ds_pad->Triangle, state.buttons, JSMASK_N );
input_process_digital_btn( & old_ds_pad->X, & new_ds_pad->X, state.buttons, JSMASK_S );
input_process_digital_btn( & old_ds_pad->Square, & new_ds_pad->Square, state.buttons, JSMASK_W );
input_process_digital_btn( & old_ds_pad->Circle, & new_ds_pad->Circle, state.buttons, JSMASK_E );
input_process_digital_btn( & old_ds_pad->Share, & new_ds_pad->Share, state.buttons, JSMASK_SHARE );
input_process_digital_btn( & old_ds_pad->Options, & new_ds_pad->Options, state.buttons, JSMASK_OPTIONS );
input_process_digital_btn( & old_ds_pad->L1, & new_ds_pad->L1, state.buttons, JSMASK_L );
input_process_digital_btn( & old_ds_pad->R1, & new_ds_pad->R1, state.buttons, JSMASK_R );
// epad->Stick.Left.X.End = state.stickLX;
// epad->Stick.Left.Y.End = state.stickLY;
// epad->Stick.Right.X.End = state.stickRX;
// epad->Stick.Right.X.End = state.stickRY;
input.Controllers[ jsl_device_index ].DSPad = new_ds_pad;
}
}
// Pain...
b32 sound_is_valid = false;
DWORD ds_play_cursor;
@ -751,17 +783,11 @@ WinMain(
DWORD bytes_to_write;
if ( SUCCEEDED( DS_SecondaryBuffer->GetCurrentPosition( & ds_play_cursor, & ds_write_cursor ) ))
{
DWORD target_cursor = (ds_play_cursor + sound_output.LatencySampleCount * DS_SecondaryBuffer_BytesPerSample) % DS_SecondaryBuffer_Size;
byte_to_lock = (sound_output.RunningSampleIndex * DS_SecondaryBuffer_BytesPerSample) % DS_SecondaryBuffer_Size;
bytes_to_write;
byte_to_lock = (sound_output.RunningSampleIndex * DS_SecondaryBuffer_BytesPerSample) % DS_SecondaryBuffer_Size;
DWORD target_cursor = (ds_play_cursor + (sound_output.LatencySampleCount * DS_SecondaryBuffer_BytesPerSample)) % DS_SecondaryBuffer_Size;
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)
if ( byte_to_lock > target_cursor)
{
// Infront of play cursor |--play--byte_to_write-->--|
bytes_to_write = DS_SecondaryBuffer_Size - byte_to_lock;
@ -778,15 +804,12 @@ WinMain(
// s16 samples[ 48000 * 2 ];
engine::SoundBuffer sound_buffer {};
sound_buffer.NumSamples = DS_SecondaryBuffer_SamplesPerSecond / 30;
sound_buffer.NumSamples = bytes_to_write / DS_SecondaryBuffer_BytesPerSample;
sound_buffer.RunningSampleIndex = sound_output.RunningSampleIndex;
sound_buffer.SamplesPerSecond = DS_SecondaryBuffer_SamplesPerSecond;
sound_buffer.ToneVolume = sound_output.ToneVolume;
sound_buffer.Samples = SoundBufferSamples;
sound_buffer.WavePeriod = sound_output.WavePeriod;
sound_buffer.WaveToneHz = sound_output.WaveToneHz;
engine::update_and_render( rcast(engine::OffscreenBuffer*, & BackBuffer.Memory), & sound_buffer, x_offset, y_offset );
engine::update_and_render( & input, rcast(engine::OffscreenBuffer*, & BackBuffer.Memory), & sound_buffer );
// Rendering
{
@ -799,29 +822,6 @@ WinMain(
// 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 ) ) )
{
@ -854,9 +854,9 @@ WinMain(
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 );
// 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;
@ -864,15 +864,11 @@ WinMain(
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 );
JslSetLightColour( jsl_device_handles[ jsl_device_index ], 0 );
}
}
return 0;
}
// Engine layer translation unit.
// #include "engine.cpp"

View File

@ -37,4 +37,7 @@
#define do_once_end \
} \
while(0);
while(0);
#define array_count( array ) ( sizeof( array ) / sizeof( ( array )[0] ) )

View File

@ -6,6 +6,7 @@
#pragma once
#include "grime.h"
#include "macros.h"
#include "generics.h"
#include "math_constants.h"
#include "types.h"

View File

@ -4,29 +4,31 @@
#define U8_MIN 0u
#define U8_MAX 0xffu
#define I8_MIN ( -0x7f - 1 )
#define I8_MAX 0x7f
#define S8_MIN ( -0x7f - 1 )
#define S8_MAX 0x7f
#define U16_MIN 0u
#define U16_MAX 0xffffu
#define I16_MIN ( -0x7fff - 1 )
#define I16_MAX 0x7fff
#define S16_MIN ( -0x7fff - 1 )
#define S16_MAX 0x7fff
#define U32_MIN 0u
#define U32_MAX 0xffffffffu
#define I32_MIN ( -0x7fffffff - 1 )
#define I32_MAX 0x7fffffff
#define S32_MIN ( -0x7fffffff - 1 )
#define S32_MAX 0x7fffffff
#define U64_MIN 0ull
#define U64_MAX 0xffffffffffffffffull
#define I64_MIN ( -0x7fffffffffffffffll - 1 )
#define I64_MAX 0x7fffffffffffffffll
#define S64_MIN ( -0x7fffffffffffffffll - 1 )
#define S64_MAX 0x7fffffffffffffffll
// Word size is the same as uw or size_t. This engine will not run on some weird compiler that doesn't
// Match the largest object to the word size of the architecture.
#if defined( ARCH_64_BIT )
# define USIZE_MIN GEN_U64_MIN
# define USIZE_MAX GEN_U64_MAX
# define ISIZE_MIN GEN_I64_MIN
# define ISIZE_MAX GEN_I64_MAX
# define UWORD_MIN U64_MIN
# define UWORD_MAX U64_MAX
# define SWORD_MIN S64_MIN
# define SWORD_MAX S64_MAX
#else
# error Unknown architecture size. This library only supports 64 bit architectures.
#endif