mirror of
https://github.com/Ed94/HandmadeHero.git
synced 2024-11-10 03:44:53 -08:00
1102 lines
30 KiB
C++
1102 lines
30 KiB
C++
#if INTELLISENSE_DIRECTIVES
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#include "engine.hpp"
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#include "input.hpp"
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#include "engine_to_platform_api.hpp"
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// TODO(Ed) : This needs to be moved out eventually
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#include "handmade.hpp"
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#include "tile_map.cpp"
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#include "random.cpp"
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#endif
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NS_ENGINE_BEGIN
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#define pressed( btn ) (btn.ended_down && btn.half_transitions > 0)
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// Used to determine if analog input is at move threshold
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constexpr f32 analog_move_threshold = 0.5f;
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struct EngineActions
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{
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b32 move_up;
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b32 move_down;
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b32 move_left;
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b32 move_right;
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b32 loop_mode_engine;
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b32 loop_mode_game;
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b32 raise_volume;
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b32 lower_volume;
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b32 raise_tone_hz;
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b32 lower_tone_hz;
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b32 toggle_wave_tone;
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#if Build_Development
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b32 pause_renderer;
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b32 load_auto_snapshot;
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b32 set_snapshot_slot_1;
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b32 set_snapshot_slot_2;
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b32 set_snapshot_slot_3;
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b32 set_snapshot_slot_4;
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b32 force_null_access_violation;
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#endif
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};
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struct EngineState
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{
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hh::Memory game_memory;
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MemoryArena world_arena;
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World* world;
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f32 auto_snapshot_interval;
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f32 auto_snapshot_timer;
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s32 wave_tone_hz;
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s32 tone_volume;
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s32 x_offset;
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s32 y_offset;
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b32 renderer_paused;
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f32 sample_wave_sine_time;
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b32 sample_wave_switch;
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};
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NS_ENGINE_END
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// TODO(Ed) : does this need to be here or can it be moved to handmade_engine.cpp?
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#include "test_samples.cpp"
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#if Build_Development
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// TODO(Ed) : Do a proper header/src pair for this
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#include "state_and_replay.cpp"
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// Build_Development
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#endif
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NS_ENGINE_BEGIN
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internal
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void input_poll_engine_actions( InputState* input, EngineActions* actions )
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{
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ControllerState* controller = & input->controllers[0];
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KeyboardState* keyboard = controller->keyboard;
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// actions->move_right |= keyboard->D.EndedDown;
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// actions->move_left |= keyboard->A.EndedDown;
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// actions->move_up |= keyboard->W.EndedDown;
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// actions->move_down |= keyboard->S.EndedDown;
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actions->raise_volume |= keyboard->up.ended_down;
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actions->lower_volume |= keyboard->down.ended_down;
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actions->raise_tone_hz |= keyboard->right.ended_down;
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actions->lower_tone_hz |= keyboard->left.ended_down;
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#if Build_Development
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actions->pause_renderer |= pressed( keyboard->pause );
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actions->set_snapshot_slot_1 |= pressed( keyboard->_1 ) && keyboard->right_alt.ended_down;
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actions->set_snapshot_slot_2 |= pressed( keyboard->_2 ) && keyboard->right_alt.ended_down;
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actions->set_snapshot_slot_3 |= pressed( keyboard->_3 ) && keyboard->right_alt.ended_down;
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actions->set_snapshot_slot_4 |= pressed( keyboard->_4 ) && keyboard->right_alt.ended_down;
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#endif
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actions->toggle_wave_tone |= pressed( keyboard->Q );
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actions->loop_mode_game |= pressed( keyboard->L ) && ! keyboard->right_shift.ended_down && ! keyboard->right_alt.ended_down;
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actions->loop_mode_engine |= pressed( keyboard->L ) && keyboard->right_shift.ended_down;
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MousesState* mouse = controller->mouse;
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actions->move_right = (mouse->horizontal_wheel.end > 0.f) * 20;
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actions->move_left = (mouse->horizontal_wheel.end < 0.f) * 20;
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actions->move_up = (mouse->vertical_wheel.end > 0.f) * 10;
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actions->move_down = (mouse->vertical_wheel.end < 0.f) * 10;
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actions->load_auto_snapshot |= pressed( keyboard->L ) && keyboard->right_alt.ended_down;
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}
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internal
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void input_poll_player_actions( InputState* input, hh::PlayerActions* actions )
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{
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ControllerState* controller = & input->controllers[0];
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if ( controller->ds_pad )
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{
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DualsensePadState* pad = controller->ds_pad;
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actions->sprint |= pressed( pad->circle );
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actions->jump |= pressed( pad->cross );
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actions->player_x_move_analog += pad->stick.left.X.end;
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actions->player_y_move_analog += pad->stick.left.Y.end;
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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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actions->sprint |= pressed( pad->B );
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actions->jump |= pressed( pad->A );
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actions->player_x_move_analog += pad->stick.left.X.end;
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actions->player_y_move_analog += pad->stick.left.Y.end;
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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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actions->jump |= pressed( keyboard->space );
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actions->sprint |= keyboard->left_shift.ended_down;
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actions->player_x_move_digital += keyboard->D.ended_down - keyboard->A.ended_down;
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actions->player_y_move_digital += keyboard->W.ended_down - keyboard->S.ended_down;
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}
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if ( controller->mouse )
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{
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MousesState* mouse = controller->mouse;
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}
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}
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internal
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void output_sound( EngineState* state, AudioBuffer* sound_buffer, GetSoundSampleValueFn* get_sample_value )
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{
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s16* sample_out = sound_buffer->samples;
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for ( s32 sample_index = 0; sample_index < sound_buffer->num_samples; ++ sample_index )
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{
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s16 sample_value = get_sample_value( state, sound_buffer );
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sound_buffer->running_sample_index++;
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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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// d ms_timing_debug );
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*sample_out = sample_value;
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++ sample_out;
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*sample_out = sample_value;
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++ sample_out;
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}
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}
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internal
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void draw_rectangle( OffscreenBuffer* buffer
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, f32 min_x, f32 min_y
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, f32 max_x, f32 max_y
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, f32 red, f32 green, f32 blue )
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{
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s32 min_x_32 = round( min_x );
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s32 min_y_32 = round( min_y );
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s32 max_x_32 = round( max_x );
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s32 max_y_32 = round( max_y );
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s32 buffer_width = buffer->width;
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s32 buffer_height = buffer->height;
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if ( min_x_32 < 0 )
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min_x_32 = 0;
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if ( min_y_32 < 0 )
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min_y_32 = 0;
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if ( max_x_32 > buffer_width )
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max_x_32 = buffer_width;
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if ( max_y_32 > buffer_height )
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max_y_32 = buffer_height;
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s32 red_32 = round( 255.f * red );
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s32 green_32 = round( 255.f * green );
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s32 blue_32 = round( 255.f * blue );
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s32 color =
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(scast(s32, red_32) << 16)
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| (scast(s32, green_32) << 8)
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| (scast(s32, blue_32) << 0);
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// Start with the pixel on the top left corner of the rectangle
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u8* row = rcast(u8*, buffer->memory )
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+ min_x_32 * buffer->bytes_per_pixel
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+ min_y_32 * buffer->pitch;
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for ( s32 y = min_y_32; y < max_y_32; ++ y )
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{
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s32* pixel_32 = rcast(s32*, row);
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for ( s32 x = min_x_32; x < max_x_32; ++ x )
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{
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*pixel_32 = color;
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pixel_32++;
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}
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row += buffer->pitch;
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}
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}
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internal
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void draw_bitmap( OffscreenBuffer* buffer
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, f32 pos_x, f32 pos_y
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, Bitmap* bitmap )
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{
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s32 half_width = bitmap->width / 2;
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s32 half_height = bitmap->height / 2;
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s32 min_x = round( pos_x ) - half_width;
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s32 min_y = round( pos_y ) - half_height;
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s32 max_x = round( pos_x ) + half_width;
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s32 max_y = round( pos_y ) + half_height;
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s32 bmp_start_x = min_x < 0 ? min_x * -1 : 0;
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u32 bmp_start_y = min_y < 0 ? bitmap->height + min_y - 1 : bitmap->height - 1;
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s32 buffer_width = buffer->width;
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s32 buffer_height = buffer->height;
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if ( min_x < 0 )
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min_x = 0;
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if ( min_y < 0 )
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min_y = 0;
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if ( max_x > buffer_width )
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max_x = buffer_width;
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if ( max_y > buffer_height )
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max_y = buffer_height;
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// Start with the pixel on the top left corner of the rectangle
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u8* dst_row = rcast(u8*, buffer->memory )
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+ min_x * buffer->bytes_per_pixel
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+ min_y * buffer->pitch;
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u32* src_row = bitmap->pixels + bitmap->width * (bitmap->height - 1);
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for ( s32 y = min_y; y < max_y; ++ y )
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{
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u32* dst = rcast(u32*, dst_row);
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u32* src = src_row;
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for ( s32 x = min_x; x < max_x; ++ x )
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{
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#define extract( pixel, shift ) (( *pixel >> shift ) & 0xFF)
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f32 alpha = scast(f32, extract(src, 24)) / 255.f;
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f32 src_R = scast(f32, extract(src, 16));
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f32 src_G = scast(f32, extract(src, 8));
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f32 src_B = scast(f32, extract(src, 0));
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f32 dst_R = scast(f32, extract(dst, 16));
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f32 dst_G = scast(f32, extract(dst, 8));
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f32 dst_B = scast(f32, extract(dst, 0));
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#undef extract
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f32 red = (1 - alpha) * dst_R + alpha * src_R;
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f32 green = (1 - alpha) * dst_G + alpha * src_G;
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f32 blue = (1 - alpha) * dst_B + alpha * src_B;
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*dst = u32(red + 0.5f) << 16 | u32(green + 0.5f) << 8 | u32(blue + 0.5f) << 0;
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++ dst;
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++ src;
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}
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dst_row += buffer->pitch;
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src_row -= bitmap->width;
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}
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}
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inline
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void draw_debug_point(OffscreenBuffer* back_buffer, World* world, TileMapPosition pos, f32 red, f32 green, f32 blue)
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{
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TileMap* tile_map = world->tile_map;
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draw_rectangle(back_buffer,
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pos.x * world->tile_meters_to_pixels + world->tile_lower_left_x + scast(f32, pos.tile_x * world->tile_size_in_pixels),
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pos.y * world->tile_meters_to_pixels + world->tile_lower_left_y + scast(f32, pos.tile_y * world->tile_size_in_pixels),
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(pos.x + 0.1f) * world->tile_meters_to_pixels + world->tile_lower_left_x + scast(f32, pos.tile_x * world->tile_size_in_pixels),
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(pos.y + 0.1f) * world->tile_meters_to_pixels + world->tile_lower_left_y + scast(f32, pos.tile_y * world->tile_size_in_pixels),
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red, green, blue);
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}
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internal
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Bitmap load_bmp( platform::ModuleAPI* platform_api, Str file_path )
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{
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Bitmap result {};
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platform::File file {
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file_path
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};
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if ( ! platform_api->file_read_content( & file ) )
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{
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return result;
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}
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BitmapHeaderPacked* header = pcast(BitmapHeaderPacked*, file.data);
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assert( header->compression == 3 );
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// TODO(Ed) : Do not directly assign this, allocate the pixels to somewhere in game or engine persistent.
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result.pixels = rcast(u32*, rcast(Byte*, file.data) + header->bitmap_offset);
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result.width = header->width;
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result.height = header->height;
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result.bits_per_pixel = header->bits_per_pixel;
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u32 red_shift = 0;
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u32 green_shift = 0;
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u32 blue_shift = 0;
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u32 alpha_shift = 0;
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b32 red_found = bitscan_forward( & red_shift, header->red_mask );
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b32 green_found = bitscan_forward( & green_shift, header->green_mask );
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b32 blue_found = bitscan_forward( & blue_shift, header->blue_mask );
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b32 alpha_found = bitscan_forward( & alpha_shift, ~(header->red_mask | header->green_mask | header->blue_mask) );
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assert( red_found );
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assert( green_found );
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assert( blue_found );
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assert( alpha_found );
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u32* src = result.pixels;
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for ( s32 y = 0; y < header->width; ++ y )
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{
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for ( s32 x = 0; x < header->height; ++ x )
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{
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struct Pixel
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{
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u8 Alpha;
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u8 Blue;
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u8 Green;
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u8 Red;
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};
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Pixel* px = rcast(Pixel*, src);
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u32 alpha = (( *src >> alpha_shift ) & 0xFF) << 24;
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u32 red = (( *src >> red_shift ) & 0xFF) << 16;
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u32 green = (( *src >> green_shift ) & 0xFF) << 8;
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u32 blue = (( *src >> blue_shift ) & 0xFF) << 0;
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*src = alpha | red | green | blue;
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++ src;
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}
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}
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//platform_api->file_close( & file );
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return result;
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}
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Engine_API
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void on_module_reload( Memory* memory, platform::ModuleAPI* platfom_api )
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{
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}
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Engine_API
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void startup( OffscreenBuffer* back_buffer, Memory* memory, platform::ModuleAPI* platform_api )
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{
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#if Build_Development
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memory->active_snapshot_slot = 1;
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memory->replay_mode = ReplayMode_Off;
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memory->active_input_replay_file = {};
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memory->engine_loop_active = false;
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memory->game_loop_active = false;
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#endif
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#if 0
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for ( s32 slot = 0; slot < memory->Num_Snapshot_Slots; ++ slot )
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{
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// TODO(Ed) : Specify default file paths for saving slots ?
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}
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#endif
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EngineState* state = rcast( EngineState*, memory->persistent );
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assert( sizeof(EngineState) <= memory->persistent_size );
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state->auto_snapshot_interval = 60.f;
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state->tone_volume = 1000;
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state->x_offset = 0;
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state->y_offset = 0;
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state->sample_wave_switch = false;
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state->wave_tone_hz = 60;
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state->sample_wave_sine_time = 0.f;
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state->renderer_paused = false;
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state->game_memory.persistent_size = memory->persistent_size / Memory::game_memory_factor;
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state->game_memory.persistent = rcast(Byte*, memory->persistent) + state->game_memory.persistent_size;
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state->game_memory.transient_size = memory->transient_size / Memory::game_memory_factor;
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state->game_memory.transient = rcast(Byte*, memory->transient) + state->game_memory.transient_size;
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// World setup
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{
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ssize world_arena_size = memory->engine_persistent_size() - sizeof(EngineState);
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Byte* world_arena_storage = memory->persistent + sizeof(EngineState);
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MemoryArena::init( & state->world_arena, world_arena_size, world_arena_storage );
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//state->world = MemoryArena_push_struct( & state->world_arena, World);
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state->world = state->world_arena.push_struct( World );
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World* world = state->world;
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TileMap* tile_map = state->world_arena.push_struct( TileMap );
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world->tile_map = tile_map;
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tile_map->chunk_shift = 4;
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tile_map->chunk_mask = (1 << tile_map->chunk_shift) - 1;
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tile_map->chunk_dimension = (1 << tile_map->chunk_shift);
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tile_map->tile_chunks_num_x = 128;
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tile_map->tile_chunks_num_y = 128;
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tile_map->tile_chunks_num_z = 2;
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ssize num_chunks = tile_map->tile_chunks_num_x * tile_map->tile_chunks_num_y * tile_map->tile_chunks_num_z;
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tile_map->chunks = state->world_arena.push_array( TileChunk, num_chunks );
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//TileChunk temp_chunk;
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//temp_chunk.tiles = rcast( u32*, & temp_tiles );
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//tile_map->chunks = & temp_chunk;
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tile_map->tile_size_in_meters = 1.4f;
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world->tile_size_in_pixels = 85;
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world->tile_meters_to_pixels = scast(f32, world->tile_size_in_pixels) / tile_map->tile_size_in_meters;
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f32 tile_size_in_pixels = scast(f32, world->tile_size_in_pixels);
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world->tile_lower_left_x = -( tile_size_in_pixels * 0.5f);
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world->tile_lower_left_y = +( tile_size_in_pixels * 0.25f) + scast(f32, back_buffer->height);
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u32 tiles_per_screen_x = 17;
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u32 tiles_per_screen_y = 9;
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u32 screen_x = 0;
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u32 screen_y = 0;
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u32 rng_index = 0;
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b32 door_left = false;
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b32 door_right = false;
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b32 door_top = false;
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b32 door_bottom = false;
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b32 door_up = false;
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b32 door_down = false;
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u32 abs_tile_z = 0;
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for ( u32 screen_index = 0; screen_index < 100; ++ screen_index )
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{
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// TODO(Ed) : We need a proper RNG.
|
|
assert( rng_index < array_count(RNG_Table) )
|
|
u32 random_choice;
|
|
if ( door_up || door_down )
|
|
{
|
|
random_choice = RNG_Table[ rng_index ] % 2;
|
|
}
|
|
else
|
|
{
|
|
random_choice = RNG_Table[ rng_index ] % 3;
|
|
}
|
|
++ rng_index;
|
|
|
|
b32 created_z_door = false;
|
|
if ( random_choice == 2 )
|
|
{
|
|
created_z_door = true;
|
|
if ( abs_tile_z == 0 )
|
|
{
|
|
door_up = true;
|
|
}
|
|
else
|
|
{
|
|
door_down = true;
|
|
}
|
|
}
|
|
else if ( random_choice == 1 )
|
|
{
|
|
door_right = true;
|
|
}
|
|
else
|
|
{
|
|
door_top = true;
|
|
}
|
|
|
|
for (u32 tile_y = 0; tile_y < tiles_per_screen_y; ++ tile_y )
|
|
{
|
|
for ( u32 tile_x = 0; tile_x < tiles_per_screen_x; ++ tile_x )
|
|
{
|
|
u32 abs_tile_x = screen_x * tiles_per_screen_x + tile_x;
|
|
u32 abs_tile_y = screen_y * tiles_per_screen_y + tile_y;
|
|
|
|
u32 tile_value = 1;
|
|
|
|
bool in_middle_x = tile_x == (tiles_per_screen_x / 2);
|
|
bool in_middle_y = tile_y == (tiles_per_screen_y / 2);
|
|
|
|
bool on_right = tile_x == (tiles_per_screen_x - 1);
|
|
bool on_left = tile_x == 0;
|
|
|
|
bool on_bottom = tile_y == 0;
|
|
bool on_top = tile_y == (tiles_per_screen_y - 1);
|
|
|
|
if ( on_left && (! in_middle_y || ! door_left ))
|
|
{
|
|
tile_value = 2;
|
|
}
|
|
if ( on_right && (! in_middle_y || ! door_right ))
|
|
{
|
|
tile_value = 2;
|
|
}
|
|
|
|
if ( on_bottom && (! in_middle_x || ! door_bottom ))
|
|
{
|
|
tile_value = 2;
|
|
}
|
|
if ( on_top && (! in_middle_x || ! door_top ))
|
|
{
|
|
tile_value = 2;
|
|
}
|
|
|
|
if ( tile_x == 6 && tile_y == 6 )
|
|
{
|
|
if ( door_up )
|
|
{
|
|
tile_value = 3;
|
|
}
|
|
else if ( door_down )
|
|
{
|
|
tile_value = 4;
|
|
}
|
|
}
|
|
|
|
// u32 tile_value = tile_x == tile_y && tile_y % 2 ? 1 : 0;
|
|
TileMap_set_tile_value( & state->world_arena, world->tile_map, abs_tile_x, abs_tile_y, abs_tile_z, tile_value );
|
|
}
|
|
}
|
|
|
|
door_left = door_right;
|
|
door_bottom = door_top;
|
|
|
|
if ( created_z_door )
|
|
{
|
|
door_down = ! door_down;
|
|
door_up = ! door_up;
|
|
}
|
|
else
|
|
{
|
|
door_up = false;
|
|
door_down = false;
|
|
}
|
|
|
|
door_right = false;
|
|
door_top = false;
|
|
|
|
if ( random_choice == 2 )
|
|
{
|
|
if ( abs_tile_z == 0 )
|
|
{
|
|
abs_tile_z = 1;
|
|
}
|
|
else
|
|
{
|
|
abs_tile_z = 0;
|
|
}
|
|
}
|
|
else if ( random_choice == 1 )
|
|
{
|
|
screen_x += 1;
|
|
}
|
|
else
|
|
{
|
|
screen_y += 1;
|
|
}
|
|
}
|
|
}
|
|
|
|
hh::GameState* game_state = rcast( hh::GameState*, state->game_memory.persistent );
|
|
assert( sizeof(hh::GameState) <= state->game_memory.persistent_size );
|
|
|
|
// Personally made assets
|
|
{
|
|
StrPath path_test_bg;
|
|
path_test_bg.concat( platform_api->path_content, str_ascii("test_background.bmp") );
|
|
game_state->test_bg = load_bmp( platform_api, path_test_bg );
|
|
|
|
StrPath path_mojito;
|
|
path_mojito.concat( platform_api->path_content, str_ascii("mojito.bmp") );
|
|
game_state->mojito = load_bmp( platform_api, path_mojito );
|
|
|
|
StrPath path_mojito_head;
|
|
path_mojito_head.concat( platform_api->path_content, str_ascii("mojito_head.bmp") );
|
|
game_state->mojito_head = load_bmp( platform_api, path_mojito_head );
|
|
|
|
StrPath path_debug_bitmap;
|
|
path_debug_bitmap.concat( platform_api->path_content, str_ascii("debug_bitmap2.bmp") );
|
|
game_state->debug_bitmap = load_bmp( platform_api, path_debug_bitmap );
|
|
}
|
|
|
|
// Offical assets
|
|
{
|
|
StrPath path_test_bg_hh;
|
|
path_test_bg_hh.concat( platform_api->path_content, str_ascii("offical/test/test_background.bmp"));
|
|
game_state->test_bg_hh = load_bmp( platform_api, path_test_bg_hh );
|
|
|
|
StrPath path_hero_front_head;
|
|
path_hero_front_head.concat( platform_api->path_content, str_ascii("offical/test/test_hero_front_head.bmp"));
|
|
game_state->hero_front_head = load_bmp( platform_api, path_hero_front_head );
|
|
|
|
StrPath path_hero_front_cape;
|
|
path_hero_front_cape.concat( platform_api->path_content, str_ascii("offical/test/test_hero_front_cape.bmp"));
|
|
game_state->hero_front_cape = load_bmp( platform_api, path_hero_front_cape );
|
|
|
|
StrPath path_hero_front_torso;
|
|
path_hero_front_torso.concat( platform_api->path_content, str_ascii("offical/test/test_hero_front_torso.bmp"));
|
|
game_state->hero_front_torso = load_bmp( platform_api, path_hero_front_torso );
|
|
}
|
|
|
|
hh::PlayerState* player = & game_state->player_state;
|
|
player->position.tile_x = 4;
|
|
player->position.tile_y = 4;
|
|
player->position.x = 0.f;
|
|
player->position.y = 0.f;
|
|
|
|
player->mid_jump = false;
|
|
player->jump_time = 0.f;
|
|
|
|
player->height = 1.4f;
|
|
player->width = player->height * 0.7f;
|
|
}
|
|
|
|
Engine_API
|
|
void shutdown( Memory* memory, platform::ModuleAPI* platform_api )
|
|
{
|
|
}
|
|
|
|
Engine_API
|
|
void update_and_render( f32 delta_time, InputState* input, OffscreenBuffer* back_buffer
|
|
, Memory* memory, platform::ModuleAPI* platform_api, ThreadContext* thread )
|
|
{
|
|
EngineState* state = rcast( EngineState*, memory->persistent );
|
|
assert( sizeof(EngineState) <= memory->persistent_size );
|
|
|
|
// Engine auto_snapshot
|
|
{
|
|
state->auto_snapshot_timer += delta_time;
|
|
if ( state->auto_snapshot_timer >= state->auto_snapshot_interval )
|
|
{
|
|
state->auto_snapshot_timer = 0.f;
|
|
|
|
s32 current_slot = memory->active_snapshot_slot;
|
|
memory->active_snapshot_slot = 0;
|
|
|
|
take_engine_snapshot( memory, platform_api );
|
|
memory->active_snapshot_slot = current_slot;
|
|
state->auto_snapshot_timer = 0.f;
|
|
}
|
|
}
|
|
|
|
ControllerState* controller = & input->controllers[0];
|
|
|
|
EngineActions engine_actions {};
|
|
hh::PlayerActions player_actions {};
|
|
|
|
input_poll_engine_actions( input, & engine_actions );
|
|
|
|
if ( engine_actions.load_auto_snapshot )
|
|
{
|
|
s32 current_slot = memory->active_snapshot_slot;
|
|
memory->active_snapshot_slot = 0;
|
|
load_engine_snapshot( memory, platform_api );
|
|
memory->active_snapshot_slot = current_slot;
|
|
}
|
|
|
|
#if Build_Development
|
|
// Ease of use: Allow user to press L key without shift if engine loop recording is active.
|
|
engine_actions.loop_mode_engine |= engine_actions.loop_mode_game && memory->engine_loop_active;
|
|
|
|
if ( engine_actions.loop_mode_engine && ! memory->game_loop_active )
|
|
{
|
|
process_loop_mode( & take_engine_snapshot, & load_engine_snapshot, memory, state, input, platform_api );
|
|
memory->engine_loop_active = memory->replay_mode > ReplayMode_Off;
|
|
}
|
|
|
|
// Input recording and playback for engine state
|
|
if ( memory->engine_loop_active )
|
|
{
|
|
if ( memory->replay_mode == ReplayMode_Record )
|
|
{
|
|
record_input( memory, input, platform_api );
|
|
}
|
|
if ( memory->replay_mode == ReplayMode_Playback )
|
|
{
|
|
play_input( & load_engine_snapshot, memory, input, platform_api );
|
|
}
|
|
}
|
|
#endif
|
|
|
|
// Process Engine Actions
|
|
{
|
|
state->x_offset += 3 * engine_actions.move_right;
|
|
state->x_offset -= 3 * engine_actions.move_left;
|
|
state->y_offset += 3 * engine_actions.move_down;
|
|
state->y_offset -= 3 * engine_actions.move_up;
|
|
|
|
if ( engine_actions.raise_volume )
|
|
{
|
|
state->tone_volume += 10;
|
|
}
|
|
if ( engine_actions.lower_volume )
|
|
{
|
|
state->tone_volume -= 10;
|
|
if ( state->tone_volume <= 0 )
|
|
state->tone_volume = 0;
|
|
}
|
|
|
|
if ( engine_actions.raise_tone_hz )
|
|
{
|
|
state->wave_tone_hz += 1;
|
|
}
|
|
if ( engine_actions.lower_tone_hz )
|
|
{
|
|
state->wave_tone_hz -= 1;
|
|
if ( state->wave_tone_hz <= 0 )
|
|
state->wave_tone_hz = 1;
|
|
}
|
|
|
|
if ( engine_actions.toggle_wave_tone )
|
|
{
|
|
state->sample_wave_switch ^= true;
|
|
}
|
|
|
|
if ( engine_actions.loop_mode_game && ! memory->engine_loop_active )
|
|
{
|
|
process_loop_mode( & take_game_snapshot, & load_game_snapshot, memory, state, input, platform_api );
|
|
memory->game_loop_active = memory->replay_mode > ReplayMode_Off;
|
|
}
|
|
|
|
#if Build_Development
|
|
if ( engine_actions.pause_renderer )
|
|
{
|
|
if ( state->renderer_paused )
|
|
{
|
|
platform_api->debug_set_pause_rendering(false);
|
|
state->renderer_paused = false;
|
|
}
|
|
else
|
|
{
|
|
platform_api->debug_set_pause_rendering(true);
|
|
state->renderer_paused = true;
|
|
}
|
|
}
|
|
|
|
if ( ! memory->game_loop_active )
|
|
{
|
|
if ( engine_actions.set_snapshot_slot_1 ) memory->active_snapshot_slot = 1;
|
|
if ( engine_actions.set_snapshot_slot_2 ) memory->active_snapshot_slot = 2;
|
|
}
|
|
#endif
|
|
}
|
|
|
|
#if Build_Development
|
|
if ( ! memory->engine_loop_active )
|
|
{
|
|
// Input recording and playback for game state
|
|
if ( memory->replay_mode == ReplayMode_Record )
|
|
{
|
|
record_input( memory, input, platform_api );
|
|
}
|
|
if ( memory->replay_mode == ReplayMode_Playback )
|
|
{
|
|
play_input( & load_game_snapshot, memory, input, platform_api );
|
|
}
|
|
}
|
|
#endif
|
|
|
|
hh::GameState* game_state = rcast( hh::GameState*, state->game_memory.persistent );
|
|
hh::PlayerState* player = & game_state->player_state;
|
|
|
|
f32 x_offset_f = scast(f32, state->x_offset);
|
|
f32 y_offset_f = scast(f32, state->y_offset);
|
|
|
|
World* world = state->world;
|
|
TileMap* tile_map = world->tile_map;
|
|
|
|
f32 tile_size_in_pixels = scast(f32, world->tile_size_in_pixels);
|
|
f32 player_half_width = player->width / 2.f;
|
|
f32 player_quarter_height = player->height / 4.f;
|
|
|
|
input_poll_player_actions( input, & player_actions );
|
|
{
|
|
f32 move_speed = 6.f;
|
|
|
|
if ( player_actions.sprint )
|
|
{
|
|
move_speed = 24.f;
|
|
}
|
|
|
|
f32 new_player_pos_x = player->position.x;
|
|
f32 new_player_pos_y = player->position.y;
|
|
if ( player_actions.player_x_move_analog || player_actions.player_y_move_analog )
|
|
{
|
|
new_player_pos_x += scast(f32, player_actions.player_x_move_analog * delta_time * move_speed);
|
|
new_player_pos_y += scast(f32, player_actions.player_y_move_analog * delta_time * move_speed);
|
|
}
|
|
else
|
|
{
|
|
new_player_pos_x += scast(f32, player_actions.player_x_move_digital) * delta_time * move_speed;
|
|
new_player_pos_y += scast(f32, player_actions.player_y_move_digital) * delta_time * move_speed;
|
|
}
|
|
new_player_pos_y += sinf( player->jump_time * TAU ) * 10.f * delta_time;
|
|
|
|
b32 valid_new_pos = true;
|
|
{
|
|
TileMapPosition test_pos = {
|
|
new_player_pos_x, new_player_pos_y,
|
|
player->position.tile_x, player->position.tile_y, player->position.tile_z
|
|
};
|
|
test_pos = recannonicalize_position( tile_map, test_pos );
|
|
|
|
// TODO(Ed) : Need a delta-function that auto-reconnonicalizes.
|
|
|
|
TileMapPosition test_pos_nw {
|
|
new_player_pos_x - player_half_width, new_player_pos_y + player_quarter_height,
|
|
player->position.tile_x, player->position.tile_y, player->position.tile_z
|
|
};
|
|
test_pos_nw = recannonicalize_position( tile_map, test_pos_nw );
|
|
valid_new_pos &= TileMap_is_point_empty( tile_map, test_pos_nw );
|
|
|
|
TileMapPosition test_pos_ne {
|
|
new_player_pos_x + player_half_width, new_player_pos_y + player_quarter_height,
|
|
player->position.tile_x, player->position.tile_y, player->position.tile_z
|
|
};
|
|
test_pos_ne = recannonicalize_position( tile_map, test_pos_ne );
|
|
valid_new_pos &= TileMap_is_point_empty( tile_map, test_pos_ne );
|
|
|
|
TileMapPosition test_pos_sw {
|
|
new_player_pos_x - player_half_width, new_player_pos_y,
|
|
player->position.tile_x, player->position.tile_y, player->position.tile_z
|
|
};
|
|
test_pos_sw = recannonicalize_position( tile_map, test_pos_sw );
|
|
valid_new_pos &= TileMap_is_point_empty( tile_map, test_pos_sw );
|
|
|
|
TileMapPosition test_pos_se {
|
|
new_player_pos_x + player_half_width, new_player_pos_y,
|
|
player->position.tile_x, player->position.tile_y, player->position.tile_z
|
|
};
|
|
test_pos_se = recannonicalize_position( tile_map, test_pos_se );
|
|
valid_new_pos &= TileMap_is_point_empty( tile_map, test_pos_se );
|
|
}
|
|
|
|
if ( valid_new_pos )
|
|
{
|
|
|
|
TileMapPosition new_pos = {
|
|
new_player_pos_x, new_player_pos_y,
|
|
player->position.tile_x, player->position.tile_y, player->position.tile_z
|
|
};
|
|
new_pos = recannonicalize_position( tile_map, new_pos );
|
|
|
|
bool on_new_tile = TileMap_are_on_same_tile( & new_pos, & player->position );
|
|
if ( ! on_new_tile )
|
|
{
|
|
u32 new_tile_value = TileMap_get_tile_value( tile_map, new_pos );
|
|
|
|
if ( new_tile_value == 3 )
|
|
{
|
|
++ new_pos.tile_z;
|
|
}
|
|
else if ( new_tile_value == 4 )
|
|
{
|
|
-- new_pos.tile_z;
|
|
}
|
|
}
|
|
|
|
player->position = new_pos;
|
|
}
|
|
|
|
if ( player->jump_time > 0.f )
|
|
{
|
|
player->jump_time -= delta_time;
|
|
}
|
|
else
|
|
{
|
|
player->jump_time = 0.f;
|
|
player->mid_jump = false;
|
|
}
|
|
|
|
if ( ! player->mid_jump && player_actions.jump )
|
|
{
|
|
player->jump_time = 1.f;
|
|
player->mid_jump = true;
|
|
}
|
|
}
|
|
|
|
draw_rectangle( back_buffer
|
|
, 0.f, 0.f
|
|
, scast(f32, back_buffer->width), scast(f32, back_buffer->height)
|
|
, 1.f, 0.24f, 0.24f );
|
|
|
|
|
|
draw_bitmap( back_buffer
|
|
, scast(f32, back_buffer->width) / 2.f, scast(f32, back_buffer->height) / 2.f
|
|
, & game_state->test_bg_hh
|
|
);
|
|
|
|
// Scrolling
|
|
f32 screen_center_x = 0.5f * scast(f32, back_buffer->width);
|
|
f32 screen_center_y = 0.5f * scast(f32, back_buffer->height);
|
|
|
|
for ( s32 relative_row = -10; relative_row < +10; ++ relative_row )
|
|
{
|
|
for ( s32 relative_col = -20; relative_col < +20; ++ relative_col )
|
|
{
|
|
u32 col = player->position.tile_x + relative_col;
|
|
u32 row = player->position.tile_y + relative_row;
|
|
|
|
u32 tile_id = TileMap_get_tile_value( tile_map, col, row, player->position.tile_z );
|
|
f32 color[3] = { 0.15f, 0.15f, 0.15f };
|
|
|
|
if ( tile_id > 1 || row == player->position.tile_y && col == player->position.tile_x )
|
|
{
|
|
if ( tile_id == 2 )
|
|
{
|
|
color[0] = 0.42f;
|
|
color[1] = 0.42f;
|
|
color[2] = 0.52f;
|
|
}
|
|
if ( tile_id == 3 )
|
|
{
|
|
color[0] = 0.02f;
|
|
color[1] = 0.02f;
|
|
color[2] = 0.02f;
|
|
}
|
|
if ( tile_id == 4 )
|
|
{
|
|
color[0] = 0.42f;
|
|
color[1] = 0.62f;
|
|
color[2] = 0.42f;
|
|
}
|
|
|
|
if ( row == player->position.tile_y && col == player->position.tile_x )
|
|
{
|
|
color[0] = 0.44f;
|
|
color[1] = 0.3f;
|
|
color[2] = 0.3f;
|
|
}
|
|
|
|
f32 center_x = screen_center_x + scast(f32, relative_col) * tile_size_in_pixels - player->position.x * world->tile_meters_to_pixels;
|
|
f32 center_y = screen_center_y - scast(f32, relative_row) * tile_size_in_pixels + player->position.y * world->tile_meters_to_pixels;
|
|
|
|
f32 min_x = center_x - tile_size_in_pixels * 0.5f;
|
|
f32 min_y = center_y - tile_size_in_pixels * 0.5f;
|
|
f32 max_x = center_x + tile_size_in_pixels * 0.5f;
|
|
f32 max_y = center_y + tile_size_in_pixels * 0.5f;
|
|
|
|
draw_rectangle( back_buffer
|
|
, min_x, min_y
|
|
, max_x, max_y
|
|
, color[0], color[1], color[2] );
|
|
}
|
|
}
|
|
}
|
|
|
|
// Bad bitmap test
|
|
#if 0
|
|
{
|
|
u32* src = game_state->mojito_head.pixels;
|
|
u32* dst = rcast(u32*, back_buffer->memory);
|
|
for ( s32 y = 0; y < game_state->mojito_head.height; ++ y )
|
|
{
|
|
for ( s32 x = 0; x < game_state->mojito_head.width; ++ x )
|
|
{
|
|
*dst = *src;
|
|
++ dst;
|
|
++ src;
|
|
}
|
|
}
|
|
}
|
|
#endif
|
|
|
|
// Player
|
|
f32 player_red = 0.7f;
|
|
f32 player_green = 0.7f;
|
|
f32 player_blue = 0.3f;
|
|
|
|
f32 player_tile_x_offset = screen_center_x + scast(f32, player->position.tile_x) * world->tile_meters_to_pixels + player->position.x * world->tile_meters_to_pixels;
|
|
f32 player_tile_y_offset = screen_center_y - scast(f32, player->position.tile_y) * world->tile_meters_to_pixels + player->position.y * world->tile_meters_to_pixels;
|
|
|
|
f32 player_screen_pos_x = screen_center_x;
|
|
f32 player_screen_pos_y = screen_center_y;
|
|
|
|
draw_bitmap( back_buffer
|
|
, player_screen_pos_x, player_screen_pos_y
|
|
, & game_state->hero_front_head );
|
|
|
|
#if 0
|
|
draw_rectangle( back_buffer
|
|
, player_screen_pos_x - player_half_width * world->tile_meters_to_pixels, player_screen_pos_y - player->height * world->tile_meters_to_pixels
|
|
, player_screen_pos_x + player_half_width * world->tile_meters_to_pixels, player_screen_pos_y
|
|
, player_red, player_green, player_blue );
|
|
#endif
|
|
|
|
// Auto-Snapshot percent bar
|
|
if (1)
|
|
{
|
|
f32 snapshot_percent_x = ((state->auto_snapshot_timer / state->auto_snapshot_interval)) * (f32)back_buffer->width / 4.f;
|
|
draw_rectangle( back_buffer
|
|
, 0.f, 0.f
|
|
, snapshot_percent_x, 10.f
|
|
, 0.f, 0.15f, 0.35f );
|
|
}
|
|
|
|
#if Build_Development
|
|
if ( memory->replay_mode == ReplayMode_Record )
|
|
{
|
|
draw_rectangle( back_buffer
|
|
, player->position.x + 50.f, player->position.y - 50.f
|
|
, player->position.x + 10.f, player->position.y + 40.f
|
|
, 1.f, 1.f, 1.f );
|
|
}
|
|
#endif
|
|
|
|
// Change above to use draw rectangle
|
|
if ( 0 )
|
|
{
|
|
draw_rectangle( back_buffer
|
|
, (f32)input->controllers[0].mouse->X.end, (f32)input->controllers[0].mouse->Y.end
|
|
, (f32)input->controllers[0].mouse->X.end + 10.f, (f32)input->controllers[0].mouse->Y.end + 10.f
|
|
, 1.f, 1.f, 0.f );
|
|
}
|
|
|
|
// Mouse buttons test
|
|
#if 0
|
|
{
|
|
if ( input->controllers[0].mouse->left.ended_down == true )
|
|
render_player( back_buffer, 5, 5 );
|
|
|
|
if ( input->controllers[0].mouse->middle.ended_down == true )
|
|
|
|
render_player( back_buffer, 5, 20 );
|
|
|
|
if ( input->controllers[0].mouse->right.ended_down == true )
|
|
render_player( back_buffer, 5, 35 );
|
|
}
|
|
#endif
|
|
}
|
|
|
|
Engine_API
|
|
void update_audio( f32 delta_time, AudioBuffer* audio_buffer, Memory* memory, platform::ModuleAPI* platform_api, ThreadContext* thread )
|
|
{
|
|
EngineState* state = rcast( EngineState*, memory->persistent );
|
|
do_once_start
|
|
|
|
do_once_end
|
|
|
|
// TODO(Ed) : Allow sample offsets here for more robust platform options
|
|
if ( ! state->sample_wave_switch )
|
|
output_sound( state, audio_buffer, sine_wave_sample_value );
|
|
else
|
|
output_sound( state, audio_buffer, square_wave_sample_value );
|
|
}
|
|
|
|
NS_ENGINE_END
|
|
|
|
#undef pressed
|