#if __clang__ #pragma clang diagnostic push #pragma clang diagnostic ignored "-Wunused-const-variable" #pragma clang diagnostic ignored "-Wswitch" #pragma clang diagnostic ignored "-Wunused-variable" #pragma clang diagnostic ignored "-Wunknown-pragmas" #pragma clang diagnostic ignored "-Wvarargs" #pragma clang diagnostic ignored "-Wunused-function" #endif #include "grime.h" #include "macros.h" #include "types.h" #include #include "win32.h" NS_WIN32_BEGIN // TODO(Ed) : This is a global for now. global bool Running; struct OffscreenBuffer { BITMAPINFO Info; void* Memory; // Lets use directly mess with the "pixel's memory buffer" u32 Width; u32 Height; u32 Pitch; u32 BytesPerPixel; }; struct WinDimensions { u32 Width; u32 Height; }; global OffscreenBuffer BackBuffer; global WinDimensions WindowDimensions; WinDimensions get_window_dimensions( HWND window_handle ) { RECT client_rect; GetClientRect( window_handle, & client_rect ); WinDimensions result; result.Width = client_rect.right - client_rect.left; result.Height = client_rect.bottom - client_rect.top; return result; } internal void render_weird_graident(OffscreenBuffer* buffer, u32 x_offset, u32 y_offset ) { // TODO(Ed): See if with optimizer if buffer should be passed by value. struct Pixel { u8 Blue; u8 Green; u8 Red; u8 Alpha; }; u8* row = rcast( u8*, buffer->Memory); local_persist float wildcard = 0; for ( u32 y = 0; y < buffer->Height; ++ y ) { // u8* pixel = rcast(u8*, row); // Pixel* pixel = rcast( Pixel*, row ); u32* pixel = rcast(u32*, row); for ( u32 x = 0; x < buffer->Width; ++ x ) { /* Pixel in memory: ----------------------------------------------- Pixel + 0 Pixel + 1 Pixel + 2 Pixel + 3 RR GG GG XX ----------------------------------------------- x86-64 : Little Endian Arch 0x XX BB GG RR */ #if 0 u8 blue = scast(u8, x + x_offset * u8(wildcard) % 256); u8 green = scast(u8, y + y_offset - u8(wildcard) % 128); u8 red = scast(u8, wildcard) % 256 - x * 0.4f; #else u8 blue = scast(u8, x + x_offset); u8 green = scast(u8, y + y_offset); u8 red = 0; #endif *pixel++ = (red << 16) | (green << 8) | blue; } wildcard += 0.5375f; row += buffer->Pitch; } } internal void resize_dib_section( OffscreenBuffer* buffer, u32 width, u32 height ) { // TODO(Ed) : Bulletproof memory handling here for the bitmap memory if ( buffer->Memory ) { VirtualFree( buffer->Memory, 0, MEM_RELEASE ); } buffer->Width = width; buffer->Height = height; buffer->BytesPerPixel = 4; buffer->Pitch = buffer->Width * buffer->BytesPerPixel; // Negative means top-down in the context of the biHeight # define Top_Down - BITMAPINFOHEADER& header = buffer->Info.bmiHeader; header.biSize = sizeof( buffer->Info.bmiHeader ); header.biWidth = buffer->Width; header.biHeight = Top_Down buffer->Height; header.biPlanes = 1; header.biBitCount = 32; // Need 24, but want 32 ( alignment ) header.biCompression = BI_RGB_Uncompressed; // header.biSizeImage = 0; // header.biXPelsPerMeter = 0; // header.biYPelsPerMeter = 0; // header.biClrUsed = 0; // header.biClrImportant = 0; # undef Top_Down // We want to "touch" a pixel on every 4-byte boundary u32 BitmapMemorySize = (buffer->Width * buffer->Height) * buffer->BytesPerPixel; buffer->Memory = VirtualAlloc( NULL, BitmapMemorySize, MEM_Commit_Zeroed, Page_Read_Write ); // TODO(Ed) : Clear to black } internal void display_buffer_in_window( HDC device_context, u32 window_width, u32 window_height, OffscreenBuffer* buffer , u32 x, u32 y , u32 width, u32 height ) { // TODO(Ed) : Aspect ratio correction StretchDIBits( device_context #if 0 , x, y, width, height , x, y, width, height #endif , 0, 0, window_width, window_height , 0, 0, buffer->Width, buffer->Height , buffer->Memory, & buffer->Info , DIB_ColorTable_RGB, RO_Source_To_Dest ); } internal LRESULT CALLBACK main_window_callback( HWND handle, UINT system_messages, WPARAM w_param, LPARAM l_param ) { LRESULT result; switch ( system_messages ) { case WM_ACTIVATEAPP: { OutputDebugStringA( "WM_ACTIVATEAPP\n" ); } break; case WM_CLOSE: { // TODO(Ed) : Handle with a message to the user Running = false; } break; case WM_DESTROY: { // TODO(Ed) : Handle with as an error and recreate the window Running = false; } break; case WM_SYSKEYDOWN: case WM_SYSKEYUP: case WM_KEYDOWN: case WM_KEYUP: { u32 vk_code = w_param; bool is_down = (l_param >> 31) == 0; bool was_down = (l_param >> 30) != 0; switch ( vk_code ) { case 'Q': { OutputDebugStringA( "Q\n" ); } break; case 'E': { OutputDebugStringA( "E\n" ); } break; case 'W': { OutputDebugStringA( "W\n" ); } break; case 'A': { OutputDebugStringA( "A\n" ); } break; case 'S': { OutputDebugStringA( "S\n" ); } break; case 'D': { OutputDebugStringA( "D\n" ); } break; case VK_ESCAPE: { OutputDebugStringA( "Escape\n" ); } break; case VK_UP: { OutputDebugStringA( "Up\n" ); } break; case VK_DOWN: { OutputDebugStringA( "Down\n" ); } break; case VK_LEFT: { OutputDebugStringA( "Left\n" ); } break; case VK_RIGHT: { OutputDebugStringA( "Right\n" ); } break; case VK_SPACE: { OutputDebugStringA( "Space\n" ); } break; } } break; case WM_PAINT: { PAINTSTRUCT info; HDC device_context = BeginPaint( handle, & info ); u32 x = info.rcPaint.left; u32 y = info.rcPaint.top; u32 width = info.rcPaint.right - info.rcPaint.left; u32 height = info.rcPaint.bottom - info.rcPaint.top; WinDimensions dimensions = get_window_dimensions( handle ); display_buffer_in_window( device_context, dimensions.Width, dimensions.Height, &BackBuffer , x, y , width, height ); EndPaint( handle, & info ); } break; case WM_SIZE: { } break; default: { result = DefWindowProc( handle, system_messages, w_param, l_param ); } } return result; } NS_WIN32_END int CALLBACK WinMain( HINSTANCE instance, HINSTANCE prev_instance, LPSTR commandline, int show_command ) { using namespace win32; xinput_load_library_bindings(); // MessageBox( 0, L"First message!", L"Handmade Hero", MB_Ok_Btn | MB_Icon_Information ); WNDCLASS window_class {}; window_class.style = CS_Horizontal_Redraw | CS_Vertical_Redraw; window_class.lpfnWndProc = main_window_callback; // window_class.cbClsExtra = ; // window_class.cbWndExtra = ; window_class.hInstance = instance; // window_class.hIcon = ; // window_class.hCursor = ; // window_class.hbrBackground = ; window_class.lpszMenuName = L"Handmade Hero!"; window_class.lpszClassName = L"HandmadeHeroWindowClass"; if ( RegisterClassW( & window_class ) ) { HWND window_handle = CreateWindowExW( 0, window_class.lpszClassName, L"Handmade Hero", WS_Overlapped_Window | WS_Initially_Visible, CW_USEDEFAULT, CW_USEDEFAULT, // x, y CW_USEDEFAULT, CW_USEDEFAULT, // width, height 0, 0, // parent, menu instance, 0 // instance, param ); if ( window_handle ) { Running = true; WinDimensions dimensions = get_window_dimensions( window_handle ); resize_dib_section( &BackBuffer, 1280, 720 ); MSG msg_info; u32 x_offset = 0; u32 y_offset = 0; // Controller State u8 dpad_up = false; u8 dpad_down = false; u8 dpad_left = false; u8 dpad_right = false; u8 start = false; u8 back = false; u8 left_shoulder = false; u8 right_shoulder = false; u8 btn_a_button = false; u8 btn_b_button = false; u8 btn_x_button = false; u8 btn_y_button = false; u16 left_stick_x = 0; u16 left_stick_y = 0; u16 right_stick_x = 0; u16 right_stick_y = 0; while( Running ) { if ( PeekMessageW( & msg_info, 0, 0, 0, PM_Remove_Messages_From_Queue ) ) { if ( msg_info.message == WM_QUIT ) { OutputDebugStringA("WM_QUIT\n"); Running = false; } TranslateMessage( & msg_info ); DispatchMessage( & msg_info ); } // TODO(Ed) : Should we poll this more frequently? for ( DWORD controller_index = 0; controller_index < XUSER_MAX_COUNT; ++ controller_index ) { XINPUT_STATE controller_state; if ( xinput_get_state( controller_index, & controller_state ) == XI_PluggedIn ) { XINPUT_GAMEPAD* pad = & controller_state.Gamepad; 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_button = pad->wButtons & XINPUT_GAMEPAD_A; btn_b_button = pad->wButtons & XINPUT_GAMEPAD_B; btn_x_button = pad->wButtons & XINPUT_GAMEPAD_X; btn_y_button = pad->wButtons & XINPUT_GAMEPAD_Y; left_stick_x = pad->sThumbLX; left_stick_y = pad->sThumbLY; right_stick_x = pad->sThumbRX; right_stick_y = pad->sThumbRY; } else { // NOTE: Controller is not available } } x_offset += dpad_right; x_offset -= dpad_left; y_offset += dpad_up; y_offset -= dpad_down; // x_offset += left_stick_x; // y_offset += left_stick_y; if ( start ) { XINPUT_VIBRATION vibration; vibration.wLeftMotorSpeed = 30000; xinput_set_state( 0, & vibration ); } else { XINPUT_VIBRATION vibration; vibration.wLeftMotorSpeed = 0; xinput_set_state( 0, & vibration ); } render_weird_graident( &BackBuffer, x_offset, y_offset ); 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 ); } } else { // TODO(Ed) : Logging } } else { // TODO(Ed) : Logging } return 0; }