mirror of
https://github.com/Ed94/HandmadeHero.git
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Day 31 complete
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@ -35,11 +35,6 @@
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// # define CONST const
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// #endif
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// SAL BS
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#ifndef _In_
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# define _In_
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#endif
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#define NS_WIN32_BEGIN namespace win32 {
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#define NS_WIN32_END }
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@ -130,18 +125,6 @@ ProcSignature* get_procedure_from_library( HMODULE library_module, char const* s
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}
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#pragma region XInput
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WIN_LIB_API DWORD WINAPI XInputGetState
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(
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DWORD dwUserIndex, // Index of the gamer associated with the device
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XINPUT_STATE* pState // Receives the current state
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);
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WIN_LIB_API DWORD WINAPI XInputSetState
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(
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DWORD dwUserIndex, // Index of the gamer associated with the device
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XINPUT_VIBRATION* pVibration // The vibration information to send to the controller
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);
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DWORD WINAPI xinput_get_state_stub( DWORD dwUserIndex, XINPUT_STATE* pVibration ) {
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do_once_start
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OutputDebugStringA( "xinput_get_state stubbed!\n");
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@ -1,7 +1,11 @@
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#include "platform/platform.hpp"
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#if INTELLISENSE_DIRECTIVES
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#include "platform.hpp"
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#include "engine/engine.hpp"
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#include "win32.hpp"
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#endif
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NS_PLATFORM_BEGIN
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using namespace win32;
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// TODO : This will def need to be looked over.
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struct DirectSoundBuffer
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@ -1,15 +1,19 @@
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#include "platform/platform.hpp"
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#include "platform/jsl.hpp"
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#if INTELLISENSE_DIRECTIVES
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#include "platform.hpp"
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#include "engine/engine.hpp"
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#include "jsl.hpp"
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#include "win32.hpp"
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#endif
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NS_PLATFORM_BEGIN
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using namespace win32;
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// Max controllers for the platform layer and thus for all other layers is 4. (Sanity and xinput limit)
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constexpr u32 Max_Controllers = 4;
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using JSL_DeviceHandle = int;
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using JSL_DeviceHandle = int;
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using EngineXInputPadStates = engine::XInputPadState[ Max_Controllers ];
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using EngineDSPadStates = engine::DualsensePadState[Max_Controllers];
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using EngineDSPadStates = engine::DualsensePadState[Max_Controllers];
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internal void
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input_process_digital_btn( engine::DigitalBtn* old_state, engine::DigitalBtn* new_state, u32 raw_btns, u32 btn_flag )
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@ -1,3 +1,11 @@
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#if INTELLISENSE_DIRECTIVES
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#include "platform/platform.hpp"
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#include "engine/engine.hpp"
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#include "engine/engine_to_platform_api.hpp"
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#include "gen/engine_symbol_table.hpp"
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#include "win32.hpp"
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#include "jsl.hpp"
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#endif
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/*
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TODO : This is not a final platform layer
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@ -17,17 +25,6 @@
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- GetKeyboardLayout (for French keyboards, international WASD support)
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*/
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// Platform Layer headers
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#include "platform/platform.hpp"
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#include "platform/jsl.hpp" // Using this to get dualsense controllers
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#include "win32.hpp"
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// Engine layer headers
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#include "engine/engine.hpp"
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#include "engine/engine_to_platform_api.hpp"
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#include "gen/engine_symbol_table.hpp"
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NS_PLATFORM_BEGIN
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using namespace win32;
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@ -1,6 +1,8 @@
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#include "platform/platform.hpp"
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#include "platform/jsl.hpp"
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#if INTELLISENSE_DIRECTIVES
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#include "platform.hpp"
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#include "jsl.hpp"
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#include "win32.hpp"
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#endif
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NS_PLATFORM_BEGIN
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