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Day 13 complete
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96
docs/Day 013.md
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96
docs/Day 013.md
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@ -0,0 +1,96 @@
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# Day 13
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Started to lifting input, not happy about my abstraction to gamepad state in hindsight. Which is kinda lead by how Casey is doing it.
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The reality of how input is actually done in the games; that I've worked on; is we don't abstract the gamepad.
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We just make a layout per device we decide to support (Dualsense/shock, xinput, nintendo, etc) and then just see what device is mapped to what player. This allows us to have a tailored layout to the device. Doing otherwise usually leads to some discrepancy in the UX for that layout for the user.
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Casey has no concept of a player nor a device beyond xinput for this engine (at least up to this point), which is most likely fine for the scope of this project.
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For the purposes of my version of Handmade I will make 3 devices that could be mapped to a `Controller` struct: `Keyboard & Mouse`, `Dualsense`, and `XInput`.
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This is to retain implementation Casey is already making while also natively supporting the Dualsense controller from sony which I personally perfer to use.
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From the 3 layer abstraction (platform/engine/game):
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Platform will deal with the raw polling (and most likely down the line have a thread dedicated to running it as fast as possible).
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It will provide the engine layer the pad states in the following struct:
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```cpp
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struct InputState
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{
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ControllerState Controllers[4];
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};
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```
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There can only be four controllers available at a time and are equivalnet to the input aspect of a local player in Unreal.
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(Sort of)
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Each controller can be assigned the following:
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```cpp
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struct ControllerState
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{
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KeyboardState* Keyboard;
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MousesState* Mouse;
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XInputPadState* XPad;
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DualsensePadState* DSPad;
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};
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```
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If any are null that means the controller has no assignment.
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Each pad state is the latest state but the platform keeps a record of the previous frame's state to compare against.
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Exmaple for Dualsense:
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```cpp
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struct DualsensePadState
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{
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struct
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{
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AnalogStick Left;
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AnalogStick Right;
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} Stick;
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AnalogAxis L2;
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AnalogAxis R2;
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union {
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DigitalBtn Btns[14];
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struct {
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struct {
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DigitalBtn Up;
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DigitalBtn Down;
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DigitalBtn Left;
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DigitalBtn Right;
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} DPad;
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DigitalBtn X;
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DigitalBtn Circle;
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DigitalBtn Square;
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DigitalBtn Triangle;
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DigitalBtn Share;
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DigitalBtn Options;
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DigitalBtn L1;
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DigitalBtn R1;
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};
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};
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b32 using_analog()
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{
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return true;
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};
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};
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```
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The game layer handles mapping an input state of a controller to an action binding.
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Possible action binding when we get to that point:
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```cpp
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struct ActionBinding
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{
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String InternalName;
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StringCached LocalizedName;
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DigitalBtnBinding* BtnBinds;
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AxisBinding* AxisBinds;
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StickBinding* StickBinds;
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MouseBinding* MouseBinds;
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};
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```
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@ -1,17 +1,21 @@
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#include "engine.h"
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#include "win32.h"
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NS_ENGINE_BEGIN
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using GetSoundSampleValueFn = s16( SoundBuffer* sound_buffer );
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global s32 SoundWavePeriod = 250;
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global s32 SoundTest_ToneVolume = 3000;
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global s32 SoundTest_WavePeriod = 0;
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global s32 SoundTest_WaveToneHz = 262;
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internal s16
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square_wave_sample_value( SoundBuffer* sound_buffer )
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{
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s16 sample_value = (sound_buffer->RunningSampleIndex / (sound_buffer->WavePeriod /2)) % 2 ?
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sound_buffer->ToneVolume : - sound_buffer->ToneVolume;
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s16 sample_value = (sound_buffer->RunningSampleIndex / (SoundTest_WavePeriod /2)) % 2 ?
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SoundTest_ToneVolume : - SoundTest_ToneVolume;
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return sample_value;
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}
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@ -21,10 +25,11 @@ sine_wave_sample_value( SoundBuffer* sound_buffer )
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{
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local_persist f32 time = 0.f;
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// time = TAU * (f32)sound_buffer->RunningSampleIndex / (f32)SoundTest_WavePeriod;
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f32 sine_value = sinf( time );
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s16 sample_value = scast(u16, sine_value * sound_buffer->ToneVolume);
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s16 sample_value = scast(u16, sine_value * SoundTest_ToneVolume);
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time += TAU * 1.0f / scast(f32, sound_buffer->WavePeriod );
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time += TAU * 1.0f / scast(f32, SoundTest_WavePeriod );
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return sample_value;
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}
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@ -35,7 +40,11 @@ output_sound( SoundBuffer* sound_buffer, GetSoundSampleValueFn* get_sample_value
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for ( u32 sample_index = 0; sample_index < sound_buffer->NumSamples; ++ sample_index )
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{
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s16 sample_value = get_sample_value( sound_buffer );
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++ sound_buffer->RunningSampleIndex;
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sound_buffer->RunningSampleIndex++;
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// char ms_timing_debug[256] {};
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// wsprintfA( ms_timing_debug, "sample_value: %d\n", sample_value );
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// OutputDebugStringA( ms_timing_debug );
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*sample_out = sample_value;
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++ sample_out;
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@ -92,13 +101,132 @@ render_weird_graident(OffscreenBuffer* buffer, u32 x_offset, u32 y_offset )
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}
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}
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internal
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void update_and_render( OffscreenBuffer* back_buffer, SoundBuffer* sound_buffer
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// Temp (for feature parity)
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, u32 x_offset, u32 y_offset
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)
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b32 input_using_analog()
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{
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return false;
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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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internal void
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update_and_render( InputState* input, OffscreenBuffer* back_buffer, SoundBuffer* sound_buffer )
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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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#if 1
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do_once_start
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{
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SoundTest_WavePeriod = sound_buffer->SamplesPerSecond / SoundTest_WaveToneHz;
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}
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do_once_end
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ControllerState* controller = & input->Controllers[0];
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if ( controller->DSPad )
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{
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DualsensePadState* pad = controller->DSPad;
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x_offset += pad->DPad.Right.State;
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x_offset -= pad->DPad.Left.State;
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y_offset += pad->DPad.Down.State;
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y_offset -= pad->DPad.Up.State;
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x_offset += pad->Stick.Left.X.End;
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y_offset += pad->Stick.Left.Y.End;
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if ( pad->Triangle.State )
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{
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SoundTest_ToneVolume += 10;
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}
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if ( pad->Circle.State )
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{
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SoundTest_ToneVolume -= 10;
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}
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if ( pad->Square.State )
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{
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SoundTest_WaveToneHz += 1;
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SoundTest_WavePeriod = sound_buffer->SamplesPerSecond / SoundTest_WaveToneHz;
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}
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if ( pad->X.State )
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{
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SoundTest_WaveToneHz -= 1;
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SoundTest_WavePeriod = sound_buffer->SamplesPerSecond / SoundTest_WaveToneHz;
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}
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if ( pad->Options.State )
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{
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wave_switch ^= true;
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}
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if ( pad->Share.State )
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{
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// TODO(Ed) : Add rumble test
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}
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}
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else if ( controller->XPad )
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{
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XInputPadState* pad = controller->XPad;
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x_offset += pad->DPad.Right.State;
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x_offset -= pad->DPad.Left.State;
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y_offset += pad->DPad.Down.State;
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y_offset -= pad->DPad.Up.State;
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x_offset += pad->Stick.Left.X.End;
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y_offset += pad->Stick.Left.Y.End;
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if ( pad->Y.State )
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{
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SoundTest_ToneVolume += 10;
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}
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if ( pad->B.State )
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{
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SoundTest_ToneVolume -= 10;
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}
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if ( pad->X.State )
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{
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SoundTest_WaveToneHz += 1;
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SoundTest_WavePeriod = sound_buffer->SamplesPerSecond / SoundTest_WaveToneHz;
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}
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if ( pad->A.State )
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{
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SoundTest_WaveToneHz -= 1;
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SoundTest_WavePeriod = sound_buffer->SamplesPerSecond / SoundTest_WaveToneHz;
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}
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if ( pad->Start.State )
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{
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wave_switch ^= true;
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}
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if ( pad->Back.State )
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{
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// TODO(Ed) : Add rumble test
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}
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}
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#endif
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// TODO(Ed) : Allow sample offsets here for more robust platform options
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if ( ! wave_switch )
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output_sound( sound_buffer, sine_wave_sample_value );
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else
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output_sound( sound_buffer, square_wave_sample_value );
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render_weird_graident( back_buffer, x_offset, y_offset );
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135
project/engine.h
135
project/engine.h
@ -20,22 +20,143 @@ struct OffscreenBuffer
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u32 BytesPerPixel;
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};
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// TODO : Will be gutting this once we have other stuff lifted.
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struct SoundBuffer
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{
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s16* Samples;
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u32 RunningSampleIndex;
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s32 SamplesPerSecond;
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s32 NumSamples;
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s32 ToneVolume;
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s32 WaveToneHz;
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s32 WavePeriod;
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};
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struct DigitalBtn
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{
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s32 HalfTransitions;
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b32 State;
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};
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#define DigitalBtn_Up 0
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#define DigitalBtn_Down 1
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struct AnalogAxis
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{
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f32 Start;
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f32 End;
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f32 Min;
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f32 Max;
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};
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struct AnalogStick
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{
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AnalogAxis X;
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AnalogAxis Y;
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};
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struct KeyboardState
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{
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DigitalBtn W;
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DigitalBtn A;
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DigitalBtn S;
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DigitalBtn D;
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};
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struct MousesState
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{
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DigitalBtn Left;
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DigitalBtn Middle;
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DigitalBtn Right;
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};
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struct XInputPadState
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{
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struct
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{
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AnalogStick Left;
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AnalogStick Right;
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} Stick;
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AnalogAxis LeftTrigger;
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AnalogAxis RightTrigger;
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union {
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DigitalBtn Btns[14];
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struct {
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struct {
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DigitalBtn Up;
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DigitalBtn Down;
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DigitalBtn Left;
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DigitalBtn Right;
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} DPad;
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DigitalBtn A;
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DigitalBtn B;
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DigitalBtn X;
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DigitalBtn Y;
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DigitalBtn Back;
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DigitalBtn Start;
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DigitalBtn LeftShoulder;
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DigitalBtn RightShoulder;
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};
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};
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b32 using_analog()
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{
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return true;
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};
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};
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struct DualsensePadState
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{
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struct
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{
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AnalogStick Left;
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AnalogStick Right;
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} Stick;
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AnalogAxis L2;
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AnalogAxis R2;
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union {
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DigitalBtn Btns[14];
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struct {
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struct {
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DigitalBtn Up;
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DigitalBtn Down;
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DigitalBtn Left;
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DigitalBtn Right;
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} DPad;
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DigitalBtn X;
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DigitalBtn Circle;
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DigitalBtn Square;
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DigitalBtn Triangle;
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DigitalBtn Share;
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DigitalBtn Options;
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DigitalBtn L1;
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DigitalBtn R1;
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};
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};
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b32 using_analog()
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{
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return true;
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};
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};
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struct ControllerState
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{
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KeyboardState* Keyboard;
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MousesState* Mouse;
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XInputPadState* XPad;
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DualsensePadState* DSPad;
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};
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struct InputState
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{
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ControllerState Controllers[4];
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};
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b32 input_using_analog();
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// Needs a contextual reference to four things:
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// Timing, Input, Bitmap Buffer, Sound Buffer
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void update_and_render( OffscreenBuffer* back_buffer, SoundBuffer* sound_buffer
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// Temp (for feature parity)
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, u32 x_offset, u32 y_offset
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);
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void update_and_render( InputState* input, OffscreenBuffer* back_buffer, SoundBuffer* sound_buffer );
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NS_ENGINE_END
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|
10
project/platform/generics.h
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10
project/platform/generics.h
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#pragma once
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template< class Type >
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void swap( Type& a, Type& b )
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{
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Type
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temp = a;
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a = b;
|
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b = temp;
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||||
}
|
@ -89,8 +89,16 @@ struct WinDimensions
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u32 Height;
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};
|
||||
|
||||
HRESULT WINAPI
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DirectSoundCreate(LPGUID lpGuid, LPDIRECTSOUND* ppDS, LPUNKNOWN pUnkOuter );
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// TODO : This will def need to be looked over.
|
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struct SoundOutput
|
||||
{
|
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DWORD IsPlaying;
|
||||
u32 RunningSampleIndex;
|
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s32 LatencySampleCount;
|
||||
};
|
||||
|
||||
|
||||
HRESULT WINAPI DirectSoundCreate(LPGUID lpGuid, LPDIRECTSOUND* ppDS, LPUNKNOWN pUnkOuter );
|
||||
|
||||
using DirectSoundCreateFn = HRESULT WINAPI (LPGUID lpGuid, LPDIRECTSOUND* ppDS, LPUNKNOWN pUnkOuter );
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global DirectSoundCreateFn* direct_sound_create;
|
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@ -177,16 +185,6 @@ init_sound(HWND window_handle, s32 samples_per_second, s32 buffer_size )
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||||
}
|
||||
}
|
||||
|
||||
struct SoundOutput
|
||||
{
|
||||
DWORD IsPlaying;
|
||||
u32 RunningSampleIndex;
|
||||
s32 WaveToneHz;
|
||||
s32 WavePeriod;
|
||||
s32 ToneVolume;
|
||||
s32 LatencySampleCount;
|
||||
};
|
||||
|
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internal void
|
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ds_clear_sound_buffer( SoundOutput* sound_output )
|
||||
{
|
||||
@ -494,6 +492,15 @@ main_window_callback(
|
||||
|
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NS_WIN32_END
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||||
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||||
internal void
|
||||
input_process_digital_btn( engine::DigitalBtn* old_state, engine::DigitalBtn* new_state, u32 raw_btns, u32 btn_flag )
|
||||
{
|
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#define had_transition() ( old_state->State == new_state->State )
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new_state->State = (raw_btns & btn_flag);
|
||||
new_state->HalfTransitions = had_transition() ? 1 : 0;
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||||
#undef had_transition
|
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}
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||||
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||||
int CALLBACK
|
||||
WinMain(
|
||||
HINSTANCE instance,
|
||||
@ -503,33 +510,13 @@ 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 {};
|
||||
WNDCLASSW window_class {};
|
||||
HWND window_handle = nullptr;
|
||||
MSG window_msg_info;
|
||||
{
|
||||
window_class.style = CS_Horizontal_Redraw | CS_Vertical_Redraw;
|
||||
window_class.lpfnWndProc = main_window_callback;
|
||||
// window_class.cbClsExtra = ;
|
||||
@ -547,7 +534,7 @@ WinMain(
|
||||
return 0;
|
||||
}
|
||||
|
||||
HWND window_handle = CreateWindowExW(
|
||||
window_handle = CreateWindowExW(
|
||||
0,
|
||||
window_class.lpszClassName,
|
||||
L"Handmade Hero",
|
||||
@ -563,13 +550,13 @@ WinMain(
|
||||
// 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;
|
||||
@ -580,53 +567,69 @@ WinMain(
|
||||
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_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;
|
||||
|
||||
// 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
|
||||
@ -646,102 +649,131 @@ 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
|
||||
{
|
||||
// NOTE: Controller is not available
|
||||
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
|
||||
{
|
||||
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;
|
||||
@ -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;
|
||||
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"
|
||||
|
@ -38,3 +38,6 @@
|
||||
#define do_once_end \
|
||||
} \
|
||||
while(0);
|
||||
|
||||
|
||||
#define array_count( array ) ( sizeof( array ) / sizeof( ( array )[0] ) )
|
||||
|
@ -6,6 +6,7 @@
|
||||
#pragma once
|
||||
#include "grime.h"
|
||||
#include "macros.h"
|
||||
#include "generics.h"
|
||||
#include "math_constants.h"
|
||||
#include "types.h"
|
||||
|
||||
|
@ -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
|
||||
|
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Reference in New Issue
Block a user