Day 23 complete

This commit is contained in:
Edward R. Gonzalez 2023-09-28 13:44:43 -04:00
parent 06252e91f5
commit b2b9592880
15 changed files with 1033 additions and 488 deletions

4
.gitignore vendored
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@ -21,6 +21,10 @@ vc140.pdb
build
**/*.dll
**/*.exe
**/*.pdb
**/*.hmi
data/test.out
data/handmade_engine.symbols
data/handmade_win32.exe

39
.vscode/bookmarks.json vendored Normal file
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@ -0,0 +1,39 @@
{
"files": [
{
"path": "project/platform/win32_platform.cpp",
"bookmarks": [
{
"line": 57,
"column": 0,
"label": "Struct Defs"
},
{
"line": 96,
"column": 0,
"label": "Static Data"
},
{
"line": 629,
"column": 0,
"label": "Timing"
},
{
"line": 1479,
"column": 4,
"label": "Main Loop : Audio Processing"
},
{
"line": 1598,
"column": 2,
"label": "Main Loop : Timing Update"
},
{
"line": 1682,
"column": 0,
"label": "Main Loop : End"
}
]
}
]
}

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@ -23,7 +23,29 @@ The build is done in two stages:
1. ~~Build and run metaprogram to scan and generate dependent code.~~ (Not needed yet)
2. Build the handmade hero runtime.
## Milestones
## Win32 Platform Layer
- [x] Day 001
- [x] Day 002
- [x] Day 003
- [x] Day 004
- [x] Day 005
- [x] Day 006
- [x] Day 007
- [x] Day 008
- [x] Day 009
- [x] Day 010
- [x] Day 011
- [x] Day 012
- [x] Day 013
- [x] Day 014
- [x] Day 015
## Gallery
![img](https://files.catbox.moe/ruv97s.gif)
![img](https://files.catbox.moe/9zau4s.png)
![img](https://files.catbox.moe/b7ifa8.png)

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@ -0,0 +1,5 @@
?on_module_reload@engine@@YAXPEAUMemory@1@PEAUModuleAPI@platform@@@Z
?startup@engine@@YAXPEAUMemory@1@PEAUModuleAPI@platform@@@Z
?shutdown@engine@@YAXPEAUMemory@1@PEAUModuleAPI@platform@@@Z
?update_and_render@engine@@YAXPEAUInputState@1@PEAUOffscreenBuffer@1@PEAUMemory@1@PEAUModuleAPI@platform@@@Z
?update_audio@engine@@YAXPEAUAudioBuffer@1@PEAUMemory@1@PEAUModuleAPI@platform@@@Z

BIN
data/test_input.hmi Normal file

Binary file not shown.

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@ -1,2 +1,4 @@
# Day 22
There is an issue with the hot-reload on vscode, does not show up in vs2022 debugger nor remedybg so I won't bother with it.
(Debugging hot-reloaded module doesn't work with vscode's debugger)

11
docs/Day 023.md Normal file
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@ -0,0 +1,11 @@
# Day 23
Getting state saving was nice.
I decided to expose the file inteface through the platform API permanently, so that I can use it for other things later on.
I'm changing my varaible naming convention in structus from UpperCamel to lower_snake_case.
I realized that semantic highlighting covers any contextual issues along with editor intellisense.
Even at worst case with public/protected/private specifers intellisense covers it.
So I'm going with the option that keeps my naming convention consistent and more flexible to use with Casey's exploratory programming style.

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@ -5,6 +5,40 @@
NS_ENGINE_BEGIN
#define pressed( btn ) (btn.EndedDown && btn.HalfTransitions == 1)
// Used to determine if analog input is at move threshold
constexpr f32 analog__move_threshold = 0.5f;
struct EngineActions
{
b32 move_up = false;
b32 move_down = false;
b32 move_left = false;
b32 move_right = false;
b32 loop_mode = false;
b32 raise_volume = false;
b32 lower_volume = false;
b32 raise_tone_hz = false;
b32 lower_tone_hz = false;
b32 toggle_wave_tone = false;
b32 pause_renderer = false;
};
struct PlayerActions
{
s32 player_x_move_digital = 0;
s32 player_y_move_digital = 0;
f32 player_x_move_analog = 0;
f32 player_y_move_analog = 0;
b32 jump = false;
};
struct EngineState
{
s32 WaveToneHz;
@ -16,8 +50,17 @@ struct EngineState
f32 SampleWaveSineTime;
b32 SampleWaveSwitch;
s32 InputRecordingIndex;
s32 InputPlayingIndex;
platform::File ActiveInputRecordingFile;
platform::File ActivePlaybackFile;
hh::Memory game_memory;
};
using GetSoundSampleValueFn = s16( EngineState* state, AudioBuffer* sound_buffer );
internal s16
@ -117,6 +160,209 @@ render_weird_graident(OffscreenBuffer* buffer, u32 x_offset, u32 y_offset )
}
}
internal void
render_player( OffscreenBuffer* buffer, s32 pos_x, s32 pos_y )
{
u8* end_of_buffer = rcast(u8*, buffer->Memory)
- buffer->BytesPerPixel * buffer->Width
+ buffer->Pitch * buffer->Height;
s32 top = pos_y;
s32 bottom = pos_y + 10;
u32 color = 0xFFFFFFFF;
for ( s32 coord_x = pos_x; coord_x < (pos_x+ 10); ++ coord_x )
{
u8*
pixel_byte = rcast(u8*, buffer->Memory);
pixel_byte += coord_x * buffer->BytesPerPixel;
pixel_byte += top * buffer->Pitch;
for ( s32 coord_y = top; coord_y < bottom; ++ coord_y )
{
if ( pixel_byte < buffer->Memory || pixel_byte >= end_of_buffer )
continue;
s32* pixel = rcast(s32*, pixel_byte);
*pixel = color;
pixel_byte += buffer->Pitch;
}
}
}
internal
void begin_recording_input( EngineState* state, InputState* input, platform::ModuleAPI* platform_api )
{
state->ActiveInputRecordingFile.Path = str_ascii("test_input.hmi");
state->InputRecordingIndex = 1;
// TODO(Ed) : If game persist memory is larger than 4 gb, this will need to be done in chunks...
platform_api->file_write_content( & state->ActiveInputRecordingFile, scast(u32, state->game_memory.PersistentSize), state->game_memory.Persistent );
}
internal
void end_recording_input( EngineState* state, InputState* input, platform::ModuleAPI* platform_api )
{
platform_api->file_close( & state->ActiveInputRecordingFile );
state->InputRecordingIndex = 0;
}
internal
void begin_playback_input( EngineState* state, InputState* input, platform::ModuleAPI* platform_api )
{
Str file_name = str_ascii("test_input.hmi");
if ( platform_api->file_check_exists( file_name ) )
{
state->ActivePlaybackFile.Path = str_ascii("test_input.hmi");
state->InputPlayingIndex = 1;
}
if ( state->ActiveInputRecordingFile.OpaqueHandle == nullptr )
{
platform_api->file_read_stream( & state->ActivePlaybackFile, scast(u32, state->game_memory.PersistentSize), state->game_memory.Persistent );
}
}
internal
void end_playback_input( EngineState* state, InputState* input, platform::ModuleAPI* platform_api )
{
platform_api->file_rewind( & state->ActivePlaybackFile );
platform_api->file_read_stream( & state->ActivePlaybackFile, scast(u32, state->game_memory.PersistentSize), state->game_memory.Persistent );
platform_api->file_close( & state->ActivePlaybackFile );
state->InputPlayingIndex = 0;
}
InputStateSnapshot input_state_snapshot( InputState* input )
{
InputStateSnapshot snapshot = {};
for ( s32 idx = 0; idx < array_count( snapshot.Controllers ); ++ idx )
{
ControllerState* controller = & input->Controllers[idx];
if ( controller == nullptr )
continue;
if ( controller->DSPad )
snapshot.Controllers[idx].DSPad = *controller->DSPad;
if ( controller->XPad )
snapshot.Controllers[idx].XPad = *controller->XPad;
if ( controller->Keyboard )
{
snapshot.Controllers[idx].Keyboard = *controller->Keyboard;
}
if ( controller->Mouse )
snapshot.Controllers[idx].Mouse = *controller->Mouse;
}
return snapshot;
}
internal
void record_input( EngineState* state, InputState* input, platform::ModuleAPI* platform_api )
{
InputStateSnapshot snapshot = input_state_snapshot( input );
if ( platform_api->file_write_stream( & state->ActiveInputRecordingFile, sizeof(snapshot), &snapshot ) == 0 )
{
// TODO(Ed) : Logging
}
}
internal
void play_input( EngineState* state, InputState* input, platform::ModuleAPI* platform_api )
{
InputStateSnapshot new_input;
if ( platform_api->file_read_stream( & state->ActivePlaybackFile, sizeof(InputStateSnapshot), & new_input ) == 0 )
{
end_playback_input( state, input, platform_api );
begin_playback_input( state, input, platform_api );
return;
}
for ( s32 idx = 0; idx < array_count( new_input.Controllers ); ++ idx )
{
ControllerState* controller = & input->Controllers[idx];
if ( controller == nullptr )
continue;
if ( controller->DSPad )
*controller->DSPad = new_input.Controllers[idx].DSPad;
if ( controller->XPad )
*controller->XPad = new_input.Controllers[idx].XPad;
if ( controller->Keyboard )
{
*controller->Keyboard = new_input.Controllers[idx].Keyboard;
printf("keyboard D key: %d\n", controller->Keyboard->D.EndedDown );
}
if ( controller->Mouse )
*controller->Mouse = new_input.Controllers[idx].Mouse;
}
}
internal
void input_poll_engine_actions( InputState* input, EngineActions* actions )
{
ControllerState* controller = & input->Controllers[0];
KeyboardState* keyboard = controller->Keyboard;
actions->move_right |= keyboard->D.EndedDown;
actions->move_left |= keyboard->A.EndedDown;
actions->move_up |= keyboard->W.EndedDown;
actions->move_down |= keyboard->S.EndedDown;
actions->raise_volume |= keyboard->Up.EndedDown;
actions->lower_volume |= keyboard->Down.EndedDown;
actions->raise_tone_hz |= keyboard->Right.EndedDown;
actions->lower_tone_hz |= keyboard->Left.EndedDown;
actions->pause_renderer |= pressed( keyboard->Pause );
actions->toggle_wave_tone |= pressed( keyboard->Q );
actions->loop_mode |= pressed( keyboard->L );
}
internal
void input_poll_player_actions( InputState* input, PlayerActions* actions )
{
ControllerState* controller = & input->Controllers[0];
if ( controller->DSPad )
{
DualsensePadState* pad = controller->DSPad;
actions->jump |= pressed( pad->X );
actions->player_x_move_analog += pad->Stick.Left.X.End;
actions->player_y_move_analog += pad->Stick.Left.Y.End;
}
if ( controller->XPad )
{
XInputPadState* pad = controller->XPad;
actions->jump |= pressed( pad->A );
actions->player_x_move_analog += pad->Stick.Left.X.End;
actions->player_y_move_analog += pad->Stick.Left.Y.End;
}
if ( controller->Keyboard )
{
KeyboardState* keyboard = controller->Keyboard;
actions->jump |= pressed( keyboard->Space );
actions->player_x_move_digital += keyboard->D.EndedDown - keyboard->A.EndedDown;
actions->player_y_move_digital += keyboard->W.EndedDown - keyboard->S.EndedDown;
}
}
Engine_API
void on_module_reload( Memory* memory, platform::ModuleAPI* platfom_api )
{
@ -135,24 +381,28 @@ void startup( Memory* memory, platform::ModuleAPI* platform_api )
state->YOffset = 0;
state->SampleWaveSwitch = false;
state->WaveToneHz = 120;
state->WaveToneHz = 60;
state->SampleWaveSineTime = 0.f;
state->RendererPaused = false;
#if Build_Debug && 0
{
using namespace platform;
state->InputRecordingIndex = 0;
state->InputPlayingIndex = 0;
char const* file_path = __FILE__;
Debug_FileContent file_content = platform_api->debug_file_read_content( file_path );
if ( file_content.Size )
{
platform_api->debug_file_write_content( "test.out", file_content.Size, file_content.Data );
platform_api->debug_file_free_content( & file_content );
}
}
#endif
state->ActiveInputRecordingFile = {};
state->ActivePlaybackFile = {};
state->game_memory.PersistentSize = memory->PersistentSize / 2;
state->game_memory.Persistent = rcast(Byte*, memory->Persistent) + state->game_memory.PersistentSize;
state->game_memory.TransientSize = memory->TransientSize / 2;
state->game_memory.Transient = rcast(Byte*, memory->Transient) + state->game_memory.TransientSize;
hh::PlayerState* player = rcast( hh::PlayerState*, state->game_memory.Persistent );
assert( sizeof(hh::PlayerState) <= state->game_memory.PersistentSize );
player->Pos_X = 100;
player->Pos_Y = 100;
player->MidJump = false;
}
Engine_API
@ -169,131 +419,116 @@ void update_and_render( InputState* input, OffscreenBuffer* back_buffer, Memory*
ControllerState* controller = & input->Controllers[0];
// Abstracting the actionables as booleans and processing within this scope
// for now until proper callbacks for input bindings are setup.
b32 move_up = false;
b32 move_down = false;
b32 move_left = false;
b32 move_right = false;
EngineActions engine_actions {};
PlayerActions player_actions {};
b32 action_up = false;
b32 action_down = false;
b32 action_left = false;
b32 action_right = false;
b32 raise_volume = false;
b32 lower_volume = false;
b32 raise_tone_hz = false;
b32 lower_tone_hz = false;
b32 toggle_wave_tone = false;
b32 pause_renderer = false;
f32 analog_threshold = 0.5f;
#define pressed( btn ) (btn.EndedDown && btn.HalfTransitions < 1)
if ( controller->DSPad )
input_poll_engine_actions( input, & engine_actions );
{
DualsensePadState* pad = controller->DSPad;
state->XOffset += 3 * engine_actions.move_right;
state->XOffset -= 3 * engine_actions.move_left;
state->YOffset += 3 * engine_actions.move_down;
state->YOffset -= 3 * engine_actions.move_up;
move_right |= pad->DPad.Right.EndedDown || pad->Stick.Left.X.End > analog_threshold;
move_left |= pad->DPad.Left.EndedDown || pad->Stick.Left.X.End < -analog_threshold;
move_up |= pad->DPad.Up.EndedDown || pad->Stick.Left.Y.End > analog_threshold;
move_down |= pad->DPad.Down.EndedDown || pad->Stick.Left.Y.End < -analog_threshold;
raise_volume |= pad->Triangle.EndedDown;
lower_volume |= pad->Circle.EndedDown;
raise_tone_hz |= pad->Square.EndedDown;
lower_tone_hz |= pad->X.EndedDown;
toggle_wave_tone |= pressed( pad->Options );
}
if ( controller->XPad )
{
XInputPadState* pad = controller->XPad;
move_right |= pad->DPad.Right.EndedDown || pad->Stick.Left.X.End > analog_threshold;
move_left |= pad->DPad.Left.EndedDown || pad->Stick.Left.X.End < -analog_threshold;
move_up |= pad->DPad.Up.EndedDown || pad->Stick.Left.Y.End > analog_threshold;
move_down |= pad->DPad.Down.EndedDown || pad->Stick.Left.Y.End < -analog_threshold;
raise_volume |= pad->Y.EndedDown;
lower_volume |= pad->B.EndedDown;
raise_tone_hz |= pad->X.EndedDown;
lower_tone_hz |= pad->A.EndedDown;
toggle_wave_tone |= pressed( pad->Start );
}
if ( controller->Keyboard )
{
KeyboardState* keyboard = controller->Keyboard;
move_right |= keyboard->D.EndedDown;
move_left |= keyboard->A.EndedDown;
move_up |= keyboard->W.EndedDown;
move_down |= keyboard->S.EndedDown;
raise_volume |= keyboard->Up.EndedDown;
lower_volume |= keyboard->Down.EndedDown;
raise_tone_hz |= keyboard->Right.EndedDown;
lower_tone_hz |= keyboard->Left.EndedDown;
pause_renderer |= pressed( keyboard->Pause );
toggle_wave_tone |= pressed( keyboard->Space );
}
state->XOffset += 3 * move_right;
state->XOffset -= 3 * move_left;
state->YOffset += 3 * move_down;
state->YOffset -= 3 * move_up;
if ( raise_volume )
{
state->ToneVolume += 10;
}
if ( lower_volume )
{
state->ToneVolume -= 10;
if ( state->ToneVolume <= 0 )
state->ToneVolume = 0;
}
if ( raise_tone_hz )
{
state->WaveToneHz += 1;
}
if ( lower_tone_hz )
{
state->WaveToneHz -= 1;
if ( state->WaveToneHz <= 0 )
state->WaveToneHz = 1;
}
if ( toggle_wave_tone )
{
state->SampleWaveSwitch ^= true;
}
render_weird_graident( back_buffer, state->XOffset, state->YOffset );
if ( pause_renderer )
{
if ( state->RendererPaused )
if ( engine_actions.raise_volume )
{
platform_api->debug_set_pause_rendering(false);
state->RendererPaused = false;
state->ToneVolume += 10;
}
if ( engine_actions.lower_volume )
{
state->ToneVolume -= 10;
if ( state->ToneVolume <= 0 )
state->ToneVolume = 0;
}
if ( engine_actions.raise_tone_hz )
{
state->WaveToneHz += 1;
}
if ( engine_actions.lower_tone_hz )
{
state->WaveToneHz -= 1;
if ( state->WaveToneHz <= 0 )
state->WaveToneHz = 1;
}
if ( engine_actions.toggle_wave_tone )
{
state->SampleWaveSwitch ^= true;
}
if ( engine_actions.loop_mode )
{
if ( state->InputRecordingIndex == 0 && state->InputPlayingIndex == 0 )
{
begin_recording_input( state, input, platform_api );
}
else if ( state->InputPlayingIndex )
{
end_playback_input( state, input, platform_api );
}
else if ( state->InputRecordingIndex )
{
end_recording_input( state, input, platform_api );
begin_playback_input( state, input, platform_api );
}
}
if ( engine_actions.pause_renderer )
{
if ( state->RendererPaused )
{
platform_api->debug_set_pause_rendering(false);
state->RendererPaused = false;
}
else
{
platform_api->debug_set_pause_rendering(true);
state->RendererPaused = true;
}
}
}
if ( state->InputRecordingIndex )
{
record_input( state, input, platform_api );
}
if ( state->InputPlayingIndex )
{
play_input( state, input, platform_api );
}
hh::PlayerState* player = rcast( hh::PlayerState*, state->game_memory.Persistent );
assert( sizeof(hh::PlayerState) <= state->game_memory.PersistentSize );
input_poll_player_actions( input, & player_actions );
{
player->Pos_X += player_actions.player_x_move_digital * 5;
player->Pos_Y -= player_actions.player_y_move_digital * 5;
player->Pos_X += scast(u32, player_actions.player_x_move_analog * 5);
player->Pos_Y -= scast(u32, player_actions.player_y_move_analog * 5) - scast(u32, sinf( player->JumpTime * TAU ) * 10);
if ( player->JumpTime > 0.f )
{
player->JumpTime -= 0.025f;
}
else
{
platform_api->debug_set_pause_rendering(true);
state->RendererPaused = true;
player->JumpTime = 0.f;
player->MidJump = false;
}
if ( ! player->MidJump && player_actions.jump )
{
player->JumpTime = 1.f;
player->MidJump = true;
}
}
render_weird_graident( back_buffer, 0, 0 );
render_player( back_buffer, player->Pos_X, player->Pos_Y );
if ( state->InputRecordingIndex )
render_player( back_buffer, player->Pos_X + 20, player->Pos_Y - 20 );
}
Engine_API
@ -312,3 +547,5 @@ void update_audio( AudioBuffer* audio_buffer, Memory* memory, platform::ModuleAP
}
NS_ENGINE_END
#undef pressed

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@ -79,12 +79,14 @@ union KeyboardState
{
DigitalBtn Keys[12];
struct {
DigitalBtn Row_1;
DigitalBtn Q;
DigitalBtn E;
DigitalBtn W;
DigitalBtn A;
DigitalBtn S;
DigitalBtn D;
DigitalBtn L;
DigitalBtn Escape;
DigitalBtn Backspace;
DigitalBtn Up;
@ -175,11 +177,24 @@ struct ControllerState
DualsensePadState* DSPad;
};
struct ControllerStateSnapshot
{
KeyboardState Keyboard;
MousesState Mouse;
XInputPadState XPad;
DualsensePadState DSPad;
};
struct InputState
{
ControllerState Controllers[4];
};
struct InputStateSnapshot
{
ControllerStateSnapshot Controllers[4];
};
using InputBindCallback = void( void* );
using InputBindCallback_DigitalBtn = void( engine::DigitalBtn* Button );
using InputBindCallback_AnalogAxis = void( engine::AnalogAxis* Axis );
@ -194,4 +209,12 @@ struct InputMode
void input_mode_pop( InputMode* mode );
void input_mode_pop( InputMode* mode );
#if 0
struct RecordedInput
{
s32 Num;
InputState* Stream;
};
#endif
NS_ENGINE_END

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@ -2,7 +2,7 @@
#include "engine/engine.hpp"
#define NS_HANDMADE_BEGIN namespace handmade {
#define NS_HANDMADE_BEGIN namespace hh {
#define NS_HANDMADE_END }
NS_HANDMADE_BEGIN
@ -63,4 +63,13 @@ struct Player
// Possilby some other stuff in the future.
};
struct PlayerState
{
s32 Pos_X;
s32 Pos_Y;
b32 MidJump;
f32 JumpTime;
};
NS_HANDMADE_END

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@ -44,33 +44,24 @@ NS_PLATFORM_BEGIN
IMPORTANT : These are not for shipping code - they are blocking and the write isn't protected.
*/
struct Debug_FileContent
{
void* Data;
u32 Size;
Byte _PAD_[4];
};
using DebugSetPauseRenderingFn = void (b32 value);
struct BinaryModule
struct File
{
void* OpaqueHandle;
Str Path;
void* Data;
u32 Size;
};
using DebugFileFreeContentFn = void ( Debug_FileContent* file_content );
using DebugFileReadContentFn = Debug_FileContent ( char const* file_path );
using DebugFileWriteContentFn = b32 ( char const* file_path, u32 content_size, void* content_memory );
using DebugSetPauseRenderingFn = void (b32 value);
// TODO(Ed): This also assumes the symbol name is always within size of the provided buffer, needs to fail if not.
// Note: This is a temporary solution until there is more infrastructure for the engine to use.
void get_symbol_from_module_table( Debug_FileContent symbol_table, u32 symbol_ID, char* symbol_name )
void get_symbol_from_module_table( File symbol_table, u32 symbol_ID, char* symbol_name )
{
struct Token
{
char const* Ptr;
u32 Len;
char _PAD_[4];
};
Token tokens[256] = {};
@ -124,17 +115,34 @@ using SetEngineFrameTargetFn = void ( u32 rate_in_hz );
// This module api will be used to manage the editor and game modules from the engine side,
// without the platform layer needing to know about it.
struct BinaryModule
{
void* OpaqueHandle;
};
using LoadBinaryModuleFn = BinaryModule ( char const* module_path );
using UnloadBinaryModuleFn = void ( BinaryModule* module );
using GetModuleProcedureFn = void* ( BinaryModule module, char const* symbol );
// The file interface is really just made for the engine to use.
// It will allow for only reading or writting to a file at a time.
// Note: If anything more robust is needed, I'll grab it from the zpl-c library.
using FileCheckExistsFn = b32 ( Str const file_path );
using FileCloseFn = void ( File* file );
using FileDelete = b32 ( Str const file_path );
using FileReadContentFn = b32 ( File* file );
using FileReadStreamFn = b32 ( File* file, u32 content_size, void* content_memory );
using FileWriteContentFn = u32 ( File* file, u32 content_size, void* content_memory );
using FileWriteStreamFn = u32 ( File* file, u32 content_size, void* content_memory );
using FileRewindFn = void ( File* file );
struct ModuleAPI
{
#if Build_Development
DebugFileFreeContentFn* debug_file_free_content;
DebugFileReadContentFn* debug_file_read_content;
DebugFileWriteContentFn* debug_file_write_content;
Str PathRoot;
Str PathBinaries;
#if Build_Development
DebugSetPauseRenderingFn* debug_set_pause_rendering;
#endif
@ -147,6 +155,15 @@ struct ModuleAPI
LoadBinaryModuleFn* load_binary_module;
UnloadBinaryModuleFn* unload_binary_module;
GetModuleProcedureFn* get_module_procedure;
FileCheckExistsFn* file_check_exists; // Checks if a file exists
FileCloseFn* file_close; // Files successfuly provided to the user are not automatically closed, use this to close them.
FileDelete* file_delete; // Deletes a file from the file system
FileReadContentFn* file_read_content; // Read all content within file
FileReadStreamFn* file_read_stream; // Read next chunk of content within file
FileRewindFn* file_rewind; // Rewinds the file stream to the beginning
FileWriteContentFn* file_write_content; // Writes content to file (overwrites)
FileWriteStreamFn* file_write_stream; // Appends content to file
};
#pragma endregion Settings Exposure

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@ -44,6 +44,12 @@
NS_WIN32_BEGIN
enum LWA : DWORD
{
LWA_Alpha = 0x00000002,
LWA_ColorKey = 0x00000001,
};
enum BI : DWORD
{
BI_RGB_Uncompressed = 0L,

File diff suppressed because it is too large Load Diff

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@ -479,8 +479,11 @@ else {
if ( $engine )
{
# Delete old PDBs
$pdb_files = Get-ChildItem -Path $path_binaries -Filter "handmade_engine_*.pdb"
$path_pdb_lock = Join-Path $path_binaries 'handmade_engine.pdb.lock'
New-Item $path_pdb_lock -ItemType File -Force -Verbose
# Delete old PDBs
[Array]$pdb_files = Get-ChildItem -Path $path_binaries -Filter "handmade_engine_*.pdb"
foreach ($file in $pdb_files) {
Remove-Item -Path $file.FullName -Force
Write-Host "Deleted $file" -ForegroundColor Green
@ -564,6 +567,8 @@ if ( $engine )
$path_engine_symbols = Join-Path $path_binaries 'handmade_engine.symbols'
$engine_symbol_list | Out-File -Path $path_engine_symbols
}
Remove-Item $path_pdb_lock -Force -Verbose
}
if ( $platform )

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