mirror of
https://github.com/Ed94/HandmadeHero.git
synced 2024-12-21 22:14:43 -08:00
Day 18 complete
This commit is contained in:
parent
5902aec2bf
commit
e0463670c9
@ -168,84 +168,84 @@ void update_and_render( InputState* input, OffscreenBuffer* back_buffer, SoundBu
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do_once_end
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ControllerState* controller = & input->Controllers[0];
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// Abstracting the actionables as booleans and processing within this scope
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// Abstracting the actionables as booleans and processing within this scope
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// for now until proper callbacks for input bindings are setup.
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b32 move_up = false;
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b32 move_down = false;
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b32 move_left = false;
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b32 move_right = false;
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b32 action_up = false;
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b32 action_down = false;
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b32 action_left = false;
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b32 action_right = false;
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f32 analog_threshold = 0.5f;
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b32 raise_volume = false;
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b32 lower_volume = false;
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b32 raise_tone_hz = false;
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b32 lower_tone_hz = false;
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b32 toggle_wave_tone = false;
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f32 analog_threshold = 0.5f;
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if ( controller->DSPad )
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{
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DualsensePadState* pad = controller->DSPad;
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move_right |= pad->DPad.Right.EndedDown || pad->Stick.Left.X.End > analog_threshold;
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move_left |= pad->DPad.Left.EndedDown || pad->Stick.Left.X.End < -analog_threshold;
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move_up |= pad->DPad.Up.EndedDown || pad->Stick.Left.Y.End > analog_threshold;
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move_down |= pad->DPad.Down.EndedDown || pad->Stick.Left.Y.End < -analog_threshold;
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raise_volume |= pad->Triangle.EndedDown;
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lower_volume |= pad->Circle.EndedDown;
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raise_tone_hz |= pad->Square.EndedDown;
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lower_tone_hz |= pad->X.EndedDown;
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toggle_wave_tone |= pad->Options.EndedDown;
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}
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if ( controller->XPad )
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{
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XInputPadState* pad = controller->XPad;
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move_right |= pad->DPad.Right.EndedDown || pad->Stick.Left.X.End > analog_threshold;
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move_left |= pad->DPad.Left.EndedDown || pad->Stick.Left.X.End < -analog_threshold;
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move_up |= pad->DPad.Up.EndedDown || pad->Stick.Left.Y.End > analog_threshold;
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move_down |= pad->DPad.Down.EndedDown || pad->Stick.Left.Y.End < -analog_threshold;
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raise_volume |= pad->Y.EndedDown;
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lower_volume |= pad->B.EndedDown;
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raise_tone_hz |= pad->X.EndedDown;
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lower_tone_hz |= pad->A.EndedDown;
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toggle_wave_tone |= pad->Start.EndedDown;
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}
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if ( controller->Keyboard )
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{
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KeyboardState* keyboard = controller->Keyboard;
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move_right |= keyboard->D.EndedDown;
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move_left |= keyboard->A.EndedDown;
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move_up |= keyboard->W.EndedDown;
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move_down |= keyboard->S.EndedDown;
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raise_volume |= keyboard->Up.EndedDown;
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lower_volume |= keyboard->Down.EndedDown;
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raise_tone_hz |= keyboard->Right.EndedDown;
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lower_tone_hz |= keyboard->Left.EndedDown;
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toggle_wave_tone |= keyboard->Space.EndedDown;
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}
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x_offset += move_right;
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x_offset -= move_left;
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y_offset += move_down;
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y_offset -= move_up;
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x_offset += 3 * move_right;
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x_offset -= 3 * move_left;
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y_offset += 3 * move_down;
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y_offset -= 3 * move_up;
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if ( raise_volume )
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{
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@ -29,7 +29,7 @@
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#endif
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#include <math.h> // TODO : Implement math ourselves
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#include <stdio.h>
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#include <stdio.h> // TODO : Implement output logging ourselves
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#include "engine.cpp"
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@ -100,8 +100,7 @@ struct SoundOutput
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s32 LatencySampleCount;
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};
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HRESULT WINAPI DirectSoundCreate(LPGUID lpGuid, LPDIRECTSOUND* ppDS, LPUNKNOWN pUnkOuter );
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// HRESULT WINAPI DirectSoundCreate(LPGUID lpGuid, LPDIRECTSOUND* ppDS, LPUNKNOWN pUnkOuter );
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using DirectSoundCreateFn = HRESULT WINAPI (LPGUID lpGuid, LPDIRECTSOUND* ppDS, LPUNKNOWN pUnkOuter );
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global DirectSoundCreateFn* direct_sound_create;
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@ -115,7 +114,11 @@ global s32 DS_SecondaryBuffer_BytesPerSample;
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global s16* SoundBufferSamples;
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constexpr u64 Tick_To_Millisecond = 1000;
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constexpr u64 Tick_To_Microsecond = 1000 * 1000;
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global u64 Performance_Counter_Frequency;
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#if Build_Debug
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void debug_file_free_content( Debug_FileContent* content )
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{
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@ -189,6 +192,37 @@ b32 debug_file_write_content( char* file_path, u32 content_size, void* content_m
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}
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#endif
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inline u64
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timing_get_wall_clock()
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{
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u64 clock;
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QueryPerformanceCounter( rcast( LARGE_INTEGER*, & clock) );
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return clock;
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}
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inline f32
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timing_get_seconds_elapsed( u64 start, u64 end )
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{
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u64 delta = end - start;
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f32 result = scast(f32, delta) / scast(f32, Performance_Counter_Frequency);
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}
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inline f32
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timing_get_ms_elapsed( u64 start, u64 end )
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{
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u64 delta = (end - start) * Tick_To_Millisecond;
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f32 result = scast(f32, delta) / scast(f32, Performance_Counter_Frequency);
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return result;
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}
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inline f32
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timing_get_us_elapsed( u64 start, u64 end )
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{
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u64 delta = (end - start) * Tick_To_Microsecond;
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f32 result = scast(f32, delta) / scast(f32, Performance_Counter_Frequency);
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return result;
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}
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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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{
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@ -220,15 +254,15 @@ input_process_axis_value( f32 value, f32 deadzone_threshold )
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if ( value < -deadzone_threshold )
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{
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result = (value + deadzone_threshold ) / (1.0f - deadzone_threshold );
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if (result < -1.0f)
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if (result < -1.0f)
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result = -1.0f; // Clamp to ensure it doesn't go below -1
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}
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else if ( value > deadzone_threshold )
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{
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result = (value - deadzone_threshold ) / (1.0f - deadzone_threshold );
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if (result > 1.0f)
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if (result > 1.0f)
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result = 1.0f; // Clamp to ensure it doesn't exceed 1
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}
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return result;
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@ -559,10 +593,6 @@ process_pending_window_messages( engine::KeyboardState* keyboard )
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// I rather do this with GetAsyncKeyState...
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case WM_SYSKEYDOWN:
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case WM_SYSKEYUP:
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#if 0
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case WM_KEYDOWN:
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case WM_KEYUP:
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#endif
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{
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WPARAM vk_code = window_msg_info.wParam;
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b32 is_down = scast(b32, (window_msg_info.lParam >> 31) == 0 );
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@ -571,71 +601,6 @@ process_pending_window_messages( engine::KeyboardState* keyboard )
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switch ( vk_code )
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{
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#if 0
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case 'Q':
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{
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input_process_keyboard_key( & keyboard->Q, is_down );
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}
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break;
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case 'E':
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{
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input_process_keyboard_key( & keyboard->E, is_down );
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}
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break;
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case 'W':
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{
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input_process_keyboard_key( & keyboard->W, is_down );
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}
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break;
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case 'A':
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{
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input_process_keyboard_key( & keyboard->A, is_down );
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}
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break;
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case 'S':
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{
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input_process_keyboard_key( & keyboard->S, is_down );
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}
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break;
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case 'D':
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{
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input_process_keyboard_key( & keyboard->D, is_down );
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}
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break;
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case VK_ESCAPE:
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{
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input_process_keyboard_key( & keyboard->Escape, is_down );
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}
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break;
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case VK_BACK:
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input_process_keyboard_key( & keyboard->Backspace, is_down );
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break;
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case VK_UP:
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{
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input_process_keyboard_key( & keyboard->Up, is_down );
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}
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break;
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case VK_DOWN:
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{
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input_process_keyboard_key( & keyboard->Down, is_down );
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}
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break;
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case VK_LEFT:
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{
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input_process_keyboard_key( & keyboard->Left, is_down );
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}
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break;
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case VK_RIGHT:
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{
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input_process_keyboard_key( & keyboard->Right, is_down );
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}
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break;
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case VK_SPACE:
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{
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input_process_keyboard_key( & keyboard->Space, is_down );
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}
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break;
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#endif
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case VK_F4:
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{
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if ( alt_down )
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@ -666,6 +631,29 @@ WinMain(
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using namespace win32;
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using namespace platform;
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// Timing
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#if Build_Development
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u64 launch_clock = timing_get_wall_clock();
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u64 launch_cycle = __rdtsc();
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#endif
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// TODO(Ed): Make this more flexible later
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f32 monitor_refresh_hz = 165.f;
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f32 engine_update_hz
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// = monitor_refresh_hz / 2.f;
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= monitor_refresh_hz;
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f32 engine_frame_target_ms = 1000.f / engine_update_hz;
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// Sets the windows scheduler granulaity for this process to 1 ms
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u32 desired_scheduler_ms = 1;
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b32 sleep_is_granular = ( timeBeginPeriod( desired_scheduler_ms ) == TIMERR_NOERROR );
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// Anything at or below the high performance frame-time is too low latency to sleep against the window's scheduler.
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f32 high_perf_frametime_ms = 1000.f / 120.f;
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b32 sub_ms_granularity_required = engine_frame_target_ms <= high_perf_frametime_ms;
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QueryPerformanceFrequency( rcast(LARGE_INTEGER*, & Performance_Counter_Frequency) );
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// Memory
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engine::Memory engine_memory {};
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{
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@ -678,38 +666,23 @@ WinMain(
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+ engine_memory.TransientSize;
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#if Build_Debug
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void* Base_Address = (void*) terabytes( 1 );
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// void* Frame_Address = (void*) terabytes( 2 );
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// void* Transient_Address = (void*) terabytes( 2 );
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void* Base_Address = rcast(void*, terabytes( 1 ));
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#else
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void* Base_Address = 0;
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// void* Frame_Address = 0;
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// void* Transient_Address = 0;
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void* Base_Address = 0;
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#endif
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engine_memory.Persistent = VirtualAlloc( Base_Address, total_size
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, MEM_Commit_Zeroed | MEM_Reserve, Page_Read_Write );
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engine_memory.Transient = rcast( u8*, engine_memory.Persistent ) + engine_memory.PersistentSize;
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#if 0
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engine_memory.Frame = VirtualAlloc( 0, engine_memory.FrameSize
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, MEM_Commit_Zeroed | MEM_Reserve, Page_Read_Write );
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engine_memory.Transient = VirtualAlloc( 0, engine_memory.TransientSize
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, MEM_Commit_Zeroed | MEM_Reserve, Page_Read_Write );
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#endif
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if ( engine_memory.Persistent == nullptr
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// || ! engine_memory.Frame
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|| engine_memory.Transient == nullptr )
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if ( engine_memory.Persistent == nullptr
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|| engine_memory.Transient == nullptr )
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{
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// TODO : Diagnostic Logging
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return -1;
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}
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}
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// MessageBox( 0, L"First message!", L"Handmade Hero", MB_Ok_Btn | MB_Icon_Information );
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WNDCLASSW window_class {};
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HWND window_handle = nullptr;
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{
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@ -747,7 +720,6 @@ WinMain(
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return 0;
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}
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}
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// WinDimensions dimensions = get_window_dimensions( window_handle );
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resize_dib_section( &BackBuffer, 1280, 720 );
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@ -771,39 +743,28 @@ WinMain(
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DS_SecondaryBuffer->Play( 0, 0, DSBPLAY_LOOPING );
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}
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// Timing
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u64 perf_counter_frequency;
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u64 last_frame_time;
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QueryPerformanceFrequency( rcast(LARGE_INTEGER*, & perf_counter_frequency) );
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QueryPerformanceCounter( rcast(LARGE_INTEGER*, & last_frame_time) );
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u64 last_cycle_time = __rdtsc();
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// Input shitshow
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constexpr u32 Max_Controllers = 4;
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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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engine::InputState input {};
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engine::KeyboardState keyboard_states[2] {};
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engine::KeyboardState keyboard_states[2] {};
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engine::KeyboardState* old_keyboard = & keyboard_states[0];
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engine::KeyboardState* new_keyboard = & keyboard_states[1];
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// Important: Assuming keyboard always connected for now, and assigning to first controller.
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using EngineXInputPadStates = engine::XInputPadState[ Max_Controllers ];
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EngineXInputPadStates xpad_states[2] {};
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EngineXInputPadStates xpad_states[2] {};
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EngineXInputPadStates* old_xpads = & xpad_states[0];
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EngineXInputPadStates* new_xpads = & xpad_states[1];
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using EngineDSPadStates = engine::DualsensePadState[Max_Controllers];
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EngineDSPadStates ds_pad_states[2] {};
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EngineDSPadStates ds_pad_states[2] {};
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EngineDSPadStates* old_ds_pads = & ds_pad_states[0];
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EngineDSPadStates* new_ds_pads = & ds_pad_states[1];
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using JSL_DeviceHandle = int;
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u32 jsl_num_devices
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= JslConnectDevices();
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// = 0;
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u32 jsl_num_devices = JslConnectDevices();
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JSL_DeviceHandle jsl_device_handles[4] {};
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{
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xinput_load_library_bindings();
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@ -832,27 +793,18 @@ WinMain(
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}
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}
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u64 last_frame_clock = timing_get_wall_clock();
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u64 last_frame_cycle = __rdtsc();
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#if Build_Development
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u64 startup_cycles = last_frame_cycle - launch_cycle;
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f32 startup_ms = timing_get_ms_elapsed( launch_clock, last_frame_clock );
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#endif
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Running = true;
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while( Running )
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{
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// Handeled properly in the input section.
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#if 0
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swap( old_keyboard, new_keyboard );
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*new_keyboard = {};
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for ( u32 key_index = 0; key_index < array_count( new_keyboard->Keys ); ++ key_index )
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{
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engine::DigitalBtn* old_key = & old_keyboard->Keys[ key_index ];
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engine::DigitalBtn* new_key = & new_keyboard->Keys[ key_index ];
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new_key->EndedDown = old_key->EndedDown;
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}
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#endif
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process_pending_window_messages( new_keyboard );
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input.Controllers[0].Keyboard = new_keyboard;
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// printf("Q- Old: %d, New: %d\n", old_keyboard->Q.EndedDown, new_keyboard->Q.EndedDown);
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printf("Q- HTOld: %d, HTNew: %d\n", old_keyboard->Q.HalfTransitions, new_keyboard->Q.HalfTransitions);
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// Input
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// TODO(Ed) : Setup user definable deadzones for triggers and sticks.
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@ -861,8 +813,9 @@ WinMain(
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swap( old_keyboard, new_keyboard );
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swap( old_xpads, new_xpads );
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swap( old_ds_pads, new_ds_pads );
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// Keyboard Polling
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// Keyboards are unified for now.
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{
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constexpr u32 is_down = 0x8000;
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input_process_digital_btn( & old_keyboard->Q, & new_keyboard->Q, GetAsyncKeyState( 'Q' ), is_down );
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@ -878,6 +831,8 @@ WinMain(
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input_process_digital_btn( & old_keyboard->Left, & new_keyboard->Left, GetAsyncKeyState( VK_LEFT ), is_down );
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input_process_digital_btn( & old_keyboard->Right, & new_keyboard->Right, GetAsyncKeyState( VK_RIGHT ), is_down );
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input_process_digital_btn( & old_keyboard->Space, & new_keyboard->Space, GetAsyncKeyState( VK_SPACE ), is_down );
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input.Controllers[0].Keyboard = new_keyboard;
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}
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// XInput Polling
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@ -917,7 +872,7 @@ WinMain(
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// TODO(Ed) : Min/Max macros!!!
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new_xpad->Stick.Left.X.Min = new_xpad->Stick.Left.X.Max = new_xpad->Stick.Left.X.End = left_x;
|
||||
new_xpad->Stick.Left.Y.Min = new_xpad->Stick.Left.Y.Max = new_xpad->Stick.Left.Y.End = left_y;
|
||||
|
||||
|
||||
// TODO(Ed): Make this actually an average for later
|
||||
new_xpad->Stick.Left.X.Average = left_x;
|
||||
new_xpad->Stick.Left.Y.Average = left_y;
|
||||
@ -944,6 +899,9 @@ WinMain(
|
||||
break;
|
||||
|
||||
JOY_SHOCK_STATE state = JslGetSimpleState( jsl_device_handles[ jsl_device_index ] );
|
||||
|
||||
// For now we're assuming anything that is detected via JSL is a dualsense pad.
|
||||
// We'll eventually add support possibly for the nintendo pro controller.
|
||||
engine::DualsensePadState* old_ds_pad = old_ds_pads[ jsl_device_index ];
|
||||
engine::DualsensePadState* new_ds_pad = new_ds_pads[ jsl_device_index ];
|
||||
|
||||
@ -973,7 +931,7 @@ WinMain(
|
||||
|
||||
new_ds_pad->Stick.Left.X.Min = new_ds_pad->Stick.Left.X.Max = new_ds_pad->Stick.Left.X.End = left_x;
|
||||
new_ds_pad->Stick.Left.Y.Min = new_ds_pad->Stick.Left.Y.Max = new_ds_pad->Stick.Left.Y.End = left_y;
|
||||
|
||||
|
||||
// TODO(Ed): Make this actually an average for later
|
||||
new_ds_pad->Stick.Left.X.Average = left_x;
|
||||
new_ds_pad->Stick.Left.Y.Average = left_y;
|
||||
@ -1018,16 +976,38 @@ WinMain(
|
||||
|
||||
engine::update_and_render( & input, rcast(engine::OffscreenBuffer*, & BackBuffer.Memory), & sound_buffer, & engine_memory );
|
||||
|
||||
// Rendering
|
||||
u64 work_frame_end_cycle = __rdtsc();
|
||||
u64 work_frame_end_clock = timing_get_wall_clock();
|
||||
|
||||
f32 work_frame_ms = timing_get_ms_elapsed( last_frame_clock, work_frame_end_clock );
|
||||
f32 work_cycles = timing_get_ms_elapsed( last_frame_cycle, work_frame_end_cycle );
|
||||
|
||||
f32 frame_elapsed_ms = work_frame_ms;
|
||||
if ( frame_elapsed_ms < engine_frame_target_ms )
|
||||
{
|
||||
WinDimensions dimensions = get_window_dimensions( window_handle );
|
||||
HDC device_context = GetDC( window_handle );
|
||||
display_buffer_in_window( device_context, dimensions.Width, dimensions.Height, &BackBuffer
|
||||
, 0, 0
|
||||
, dimensions.Width, dimensions.Height );
|
||||
|
||||
DWORD sleep_ms = scast(DWORD, (engine_frame_target_ms - frame_elapsed_ms)) - 1;
|
||||
if ( ! sub_ms_granularity_required && sleep_is_granular )
|
||||
{
|
||||
Sleep( sleep_ms );
|
||||
}
|
||||
|
||||
u64 frame_clock = timing_get_wall_clock();
|
||||
frame_elapsed_ms = timing_get_ms_elapsed( last_frame_clock, frame_clock );
|
||||
|
||||
assert( frame_elapsed_ms < engine_frame_target_ms );
|
||||
while ( frame_elapsed_ms < engine_frame_target_ms )
|
||||
{
|
||||
frame_clock = timing_get_wall_clock();
|
||||
frame_elapsed_ms = timing_get_ms_elapsed( last_frame_clock, frame_clock );
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// TODO(Ed) : Missed the display sync window!
|
||||
}
|
||||
|
||||
// Audio
|
||||
// Update audio buffer
|
||||
do {
|
||||
DWORD ds_status = 0;
|
||||
if ( SUCCEEDED( DS_SecondaryBuffer->GetStatus( & ds_status ) ) )
|
||||
@ -1045,28 +1025,20 @@ WinMain(
|
||||
|
||||
DS_SecondaryBuffer->Play( 0, 0, DSBPLAY_LOOPING );
|
||||
} while(0);
|
||||
|
||||
// Update framebuffer
|
||||
{
|
||||
WinDimensions dimensions = get_window_dimensions( window_handle );
|
||||
HDC device_context = GetDC( window_handle );
|
||||
display_buffer_in_window( device_context, dimensions.Width, dimensions.Height, &BackBuffer
|
||||
, 0, 0
|
||||
, dimensions.Width, dimensions.Height );
|
||||
}
|
||||
|
||||
u64 end_cycle_count = __rdtsc();
|
||||
printf("%f\n", frame_elapsed_ms );
|
||||
|
||||
u64 frame_cycle_time_end;
|
||||
QueryPerformanceCounter( rcast( LARGE_INTEGER*, & frame_cycle_time_end) );
|
||||
|
||||
// TODO : Display value here
|
||||
|
||||
#define MS_PER_SECOND 1000
|
||||
#define MegaCycles_Per_Second (1000 * 1000)
|
||||
u64 cycles_elapsed = end_cycle_count - last_cycle_time;
|
||||
u64 mega_cycles_elapsed = cycles_elapsed / MegaCycles_Per_Second;
|
||||
u64 frame_time_elapsed = frame_cycle_time_end - last_frame_time;
|
||||
u32 ms_per_frame = scast(u32, MS_PER_SECOND * frame_time_elapsed / perf_counter_frequency);
|
||||
u32 fps = scast(u32, perf_counter_frequency / frame_time_elapsed);
|
||||
|
||||
// char ms_timing_debug[256] {};
|
||||
// wsprintfA( ms_timing_debug, "%d ms\n" "FPS: %d\n" "mega cycles: %d\n", ms_per_frame, fps, mega_cycles_elapsed );
|
||||
// OutputDebugStringA( ms_timing_debug );
|
||||
|
||||
last_cycle_time = end_cycle_count;
|
||||
last_frame_time = frame_cycle_time_end;
|
||||
last_frame_clock = timing_get_wall_clock();
|
||||
last_frame_cycle = __rdtsc();
|
||||
}
|
||||
|
||||
if ( jsl_num_devices > 0 )
|
||||
|
@ -11,6 +11,7 @@
|
||||
#include <xinput.h>
|
||||
#include <mmeapi.h>
|
||||
#include <dsound.h>
|
||||
#include <timeapi.h>
|
||||
#pragma warning( pop )
|
||||
|
||||
// #include "windows/windows_base.h"
|
||||
|
@ -415,6 +415,7 @@ $includes = @(
|
||||
$lib_gdi32 = 'Gdi32.lib'
|
||||
$lib_xinput = 'Xinput.lib'
|
||||
$lib_user32 = 'User32.lib'
|
||||
$lib_winmm = 'Winmm.lib'
|
||||
|
||||
# Github
|
||||
$lib_jsl = Join-Path $path_deps 'JoyShockLibrary/x64/JoyShockLibrary.lib'
|
||||
@ -446,6 +447,7 @@ $linker_args = @(
|
||||
$lib_gdi32,
|
||||
# $lib_xinput,
|
||||
$lib_user32,
|
||||
$lib_winmm,
|
||||
|
||||
$lib_jsl,
|
||||
|
||||
|
Binary file not shown.
Loading…
Reference in New Issue
Block a user