HandmadeHero/project/platform/handmade_win32.cpp
2023-09-16 19:15:14 -04:00

879 lines
23 KiB
C++

/*
TODO : This is not a final platform layer
- Saved game locations
- Getting a handle to our own executable file
- Asset loading path
- Threading (launch a thread)
- Raw Input (support for multiple keyboards)
- Sleep / timeBeginPeriod
- ClipCursor() (for multimonitor support)
- Fullscreen support
- WM_SETCURSOR (control cursor visibility)
- QueryCancelAutoplay
- WM_ACTIVATEAPP (for when not active)
- Blit speed improvemnts (BitBlt)
- Hardware acceleration ( OpenGL or Direct3D or both )
- GetKeyboardLayout (for French keyboards, international WASD support)
*/
#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"
#pragma clang diagnostic ignored "-Wunused-but-set-variable"
#endif
#include <math.h> // TODO : Implement math ourselves
#include "engine.cpp"
// Platform Layer headers
#include "platform.h"
#include "jsl.h" // Using this to get dualsense controllers
#include "win32.h"
#include <malloc.h>
// Engine layer headers
#include "engine.h"
// TOOD(Ed): Redo these macros properly later.
#define congrats( message ) do { \
JslSetLightColour( 0, (255 << 16) | (215 << 8) ); \
MessageBoxA( 0, message, "Congratulations!", MB_OK | MB_ICONEXCLAMATION ); \
JslSetLightColour( 0, (255 << 8 ) ); \
} while (0)
#define ensure( condition, message ) ensure_impl( condition, message )
inline bool
ensure_impl( bool condition, char const* message ) {
if ( ! condition ) {
JslSetLightColour( 0, (255 << 16) );
MessageBoxA( 0, message, "Ensure Failure", MB_OK | MB_ICONASTERISK );
JslSetLightColour( 0, ( 255 << 8 ) );
}
return condition;
}
#define fatal(message) do { \
JslSetLightColour( 0, (255 << 16) ); \
MessageBoxA( 0, message, "Fatal Error", MB_OK | MB_ICONERROR ); \
JslSetLightColour( 0, (255 << 8 ) ); \
} while (0)
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;
};
HRESULT WINAPI
DirectSoundCreate(LPGUID lpGuid, LPDIRECTSOUND* ppDS, LPUNKNOWN pUnkOuter );
using DirectSoundCreateFn = HRESULT WINAPI (LPGUID lpGuid, LPDIRECTSOUND* ppDS, LPUNKNOWN pUnkOuter );
global DirectSoundCreateFn* direct_sound_create;
global OffscreenBuffer BackBuffer;
global WinDimensions WindowDimensions;
global LPDIRECTSOUNDBUFFER DS_SecondaryBuffer;
global s32 DS_SecondaryBuffer_Size;
global s32 DS_SecondaryBuffer_SamplesPerSecond;
global s32 DS_SecondaryBuffer_BytesPerSample;
global s16* SoundBufferSamples;
internal void
init_sound(HWND window_handle, s32 samples_per_second, s32 buffer_size )
{
// Load library
HMODULE sound_library = LoadLibraryA( "dsound.dll" );
if ( ! ensure(sound_library, "Failed to load direct sound library" ) )
{
// TOOD : Diagnostic
return;
}
// Get direct sound object
direct_sound_create = rcast( DirectSoundCreateFn*, GetProcAddress( sound_library, "DirectSoundCreate" ));
if ( ! ensure( direct_sound_create, "Failed to get direct_sound_create_procedure" ) )
{
// TOOD : Diagnostic
return;
}
LPDIRECTSOUND direct_sound;
if ( ! SUCCEEDED(direct_sound_create( 0, & direct_sound, 0 )) )
{
// TODO : Diagnostic
}
if ( ! SUCCEEDED( direct_sound->SetCooperativeLevel(window_handle, DSSCL_PRIORITY) ) )
{
// TODO : Diagnostic
}
WAVEFORMATEX
wave_format {};
wave_format.wFormatTag = WAVE_FORMAT_PCM; /* format type */
wave_format.nChannels = 2; /* number of channels (i.e. mono, stereo...) */
wave_format.nSamplesPerSec = samples_per_second; /* sample rate */
wave_format.wBitsPerSample = 16; /* number of bits per sample of mono data */
wave_format.nBlockAlign = wave_format.nChannels * wave_format.wBitsPerSample / 8 ; /* block size of data */
wave_format.nAvgBytesPerSec = wave_format.nSamplesPerSec * wave_format.nBlockAlign; /* for buffer estimation */
wave_format.cbSize = 0; /* the count in bytes of the size of */
LPDIRECTSOUNDBUFFER primary_buffer;
{
DSBUFFERDESC
buffer_description { sizeof(buffer_description) };
buffer_description.dwFlags = DSBCAPS_PRIMARYBUFFER;
buffer_description.dwBufferBytes = 0;
if ( ! SUCCEEDED( direct_sound->CreateSoundBuffer( & buffer_description, & primary_buffer, 0 ) ))
{
// TODO : Diagnostic
}
if ( ! SUCCEEDED( primary_buffer->SetFormat( & wave_format ) ) )
{
// TODO : Diagnostic
}
}
DSBUFFERDESC
buffer_description { sizeof(buffer_description) };
buffer_description.dwFlags = 0;
buffer_description.dwBufferBytes = buffer_size;
buffer_description.lpwfxFormat = & wave_format;
if ( ! SUCCEEDED( direct_sound->CreateSoundBuffer( & buffer_description, & DS_SecondaryBuffer, 0 ) ))
{
// TODO : Diagnostic
}
if ( ! SUCCEEDED( DS_SecondaryBuffer->SetFormat( & wave_format ) ) )
{
// TODO : Diagnostic
}
}
struct SoundOutput
{
DWORD IsPlaying;
u32 RunningSampleIndex;
s32 WaveToneHz;
s32 WavePeriod;
s32 ToneVolume;
s32 LatencySampleCount;
};
internal void
ds_clear_sound_buffer( SoundOutput* sound_output )
{
LPVOID region_1;
DWORD region_1_size;
LPVOID region_2;
DWORD region_2_size;
HRESULT ds_lock_result = DS_SecondaryBuffer->Lock( 0, DS_SecondaryBuffer_Size
, & region_1, & region_1_size
, & region_2, & region_2_size
, 0 );
if ( ! SUCCEEDED( ds_lock_result ) )
{
return;
}
u8* sample_out = rcast( u8*, region_1 );
for ( DWORD byte_index = 0; byte_index < region_1_size; ++ byte_index )
{
*sample_out = 0;
++ sample_out;
}
sample_out = rcast( u8*, region_2 );
for ( DWORD byte_index = 0; byte_index < region_2_size; ++ byte_index )
{
*sample_out = 0;
++ sample_out;
}
if ( ! SUCCEEDED( DS_SecondaryBuffer->Unlock( region_1, region_1_size, region_2, region_2_size ) ))
{
return;
}
}
internal void
ds_fill_sound_buffer( SoundOutput* sound_output, DWORD byte_to_lock, DWORD bytes_to_write, engine::SoundBuffer* sound_buffer )
{
LPVOID region_1;
DWORD region_1_size;
LPVOID region_2;
DWORD region_2_size;
HRESULT ds_lock_result = DS_SecondaryBuffer->Lock( byte_to_lock, bytes_to_write
, & region_1, & region_1_size
, & region_2, & region_2_size
, 0 );
if ( ! SUCCEEDED( ds_lock_result ) )
{
return;
}
// TODO : Assert that region sizes are valid
DWORD region_1_sample_count = region_1_size / DS_SecondaryBuffer_BytesPerSample;
s16* sample_out = rcast( s16*, region_1 );
s16* sample_in = sound_buffer->Samples;
for ( DWORD sample_index = 0; sample_index < region_1_sample_count; ++ sample_index )
{
*sample_out = *sample_in;
++ sample_out;
++ sample_in;
*sample_out = *sample_in;
++ sample_out;
++ sample_in;
++ sound_output->RunningSampleIndex;
}
DWORD region_2_sample_count = region_2_size / DS_SecondaryBuffer_BytesPerSample;
sample_out = rcast( s16*, region_2 );
for ( DWORD sample_index = 0; sample_index < region_2_sample_count; ++ sample_index )
{
*sample_out = *sample_in;
++ sample_out;
++ sample_in;
*sample_out = *sample_in;
++ sample_out;
++ sample_in;
++ sound_output->RunningSampleIndex;
}
if ( ! SUCCEEDED( DS_SecondaryBuffer->Unlock( region_1, region_1_size, region_2, region_2_size ) ))
{
return;
}
}
internal 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
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 | MEM_Reserve, 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 = 0;
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;
b32 is_down = (l_param >> 31) == 0;
b32 was_down = (l_param >> 30);
b32 alt_down = (l_param & (1 << 29));
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;
case VK_F4:
{
if ( alt_down )
Running = false;
}
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();
using JSL_DeviceHandle = int;
u32 jsl_num_devices = JslConnectDevices();
JSL_DeviceHandle device_handles[4] {};
u32 jsl_getconnected_found = JslGetConnectedDeviceHandles( device_handles, jsl_num_devices );
{
if ( jsl_getconnected_found != jsl_num_devices )
{
OutputDebugStringA( "Error: JSLGetConnectedDeviceHandles didn't find as many as were stated with JslConnectDevices\n");
}
if ( jsl_num_devices > 0 )
{
OutputDebugStringA( "JSL Connected Devices:\n" );
for ( u32 jsl_device_index = 0; jsl_device_index < jsl_num_devices; ++ jsl_device_index )
{
JslSetLightColour( device_handles[ jsl_device_index ], (255 << 8) );
}
}
}
// MessageBox( 0, L"First message!", L"Handmade Hero", MB_Ok_Btn | MB_Icon_Information );
WNDCLASSW
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 ) )
{
// TODO : Diagnostic Logging
return 0;
}
HWND window_handle = CreateWindowExW(
0,
window_class.lpszClassName,
L"Handmade Hero",
WS_Overlapped_Window | WS_Initially_Visible,
CW_Use_Default, CW_Use_Default, // x, y
CW_Use_Default, CW_Use_Default, // width, height
0, 0, // parent, menu
instance, 0 // instance, param
);
if ( ! window_handle )
{
// TODO : Diagnostic Logging
return 0;
}
Running = true;
WinDimensions dimensions = get_window_dimensions( window_handle );
resize_dib_section( &BackBuffer, 1280, 720 );
SoundOutput sound_output;
sound_output.IsPlaying = 0;
DS_SecondaryBuffer_SamplesPerSecond = 48000;
DS_SecondaryBuffer_BytesPerSample = sizeof(s16) * 2;
DS_SecondaryBuffer_Size = DS_SecondaryBuffer_SamplesPerSecond * DS_SecondaryBuffer_BytesPerSample;
init_sound( window_handle, DS_SecondaryBuffer_SamplesPerSecond, DS_SecondaryBuffer_Size );
SoundBufferSamples = rcast( s16*, VirtualAlloc( 0, 48000 * 2 * sizeof(s16)
, MEM_Commit_Zeroed | MEM_Reserve, Page_Read_Write ));
// Wave Sound Test
bool wave_switch = false;
sound_output.RunningSampleIndex = 0;
sound_output.WaveToneHz = 262;
sound_output.WavePeriod = DS_SecondaryBuffer_SamplesPerSecond / sound_output.WaveToneHz;
sound_output.ToneVolume = 3000;
sound_output.LatencySampleCount = DS_SecondaryBuffer_SamplesPerSecond / 15;
ds_clear_sound_buffer( & sound_output );
DS_SecondaryBuffer->Play( 0, 0, DSBPLAY_LOOPING );
// Graphics & Input Test
u32 x_offset = 0;
u32 y_offset = 0;
// Controller State
bool xinput_detected = false;
b32 dpad_up = false;
b32 dpad_down = false;
b32 dpad_left = false;
b32 dpad_right = false;
b32 start = false;
b32 back = false;
b32 left_shoulder = false;
b32 right_shoulder = false;
b32 btn_a = false;
b32 btn_b = false;
b32 btn_x = false;
b32 btn_y = false;
u16 stick_left_x = 0;
u16 stick_left_y = 0;
u16 stick_right_x = 0;
u16 stick_right_y = 0;
// TODO : Add sine wave test
// Windows
MSG window_msg_info;
u64 perf_counter_frequency;
QueryPerformanceFrequency( rcast(LARGE_INTEGER*, & perf_counter_frequency) );
u64 last_frame_time;
QueryPerformanceCounter( rcast(LARGE_INTEGER*, & last_frame_time) );
u64 last_cycle_time = __rdtsc();
while( Running )
{
// Window Management
{
if ( PeekMessageW( & window_msg_info, 0, 0, 0, PM_Remove_Messages_From_Queue ) )
{
if ( window_msg_info.message == WM_QUIT )
{
OutputDebugStringA("WM_QUIT\n");
Running = false;
}
TranslateMessage( & window_msg_info );
DispatchMessageW( & window_msg_info );
}
}
// Input
{
// XInput Polling
// TODO(Ed) : Should we poll this more frequently?
for ( DWORD controller_index = 0; controller_index < XUSER_MAX_COUNT; ++ controller_index )
{
XINPUT_STATE controller_state;
xinput_detected = xinput_get_state( controller_index, & controller_state ) == XI_PluggedIn;
if ( xinput_detected )
{
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 = pad->wButtons & XINPUT_GAMEPAD_A;
btn_b = pad->wButtons & XINPUT_GAMEPAD_B;
btn_x = pad->wButtons & XINPUT_GAMEPAD_X;
btn_y = pad->wButtons & XINPUT_GAMEPAD_Y;
stick_left_x = pad->sThumbLX;
stick_left_y = pad->sThumbLY;
stick_right_x = pad->sThumbRX;
stick_right_y = pad->sThumbRY;
}
else
{
// NOTE: Controller is not available
}
}
// JSL Input Polling
for ( u32 jsl_device_index = 0; jsl_device_index < jsl_num_devices; ++ jsl_device_index )
{
if ( ! JslStillConnected( device_handles[ jsl_device_index ] ) )
{
OutputDebugStringA( "Error: JSLStillConnected returned false\n" );
continue;
}
JOY_SHOCK_STATE state = JslGetSimpleState( device_handles[ jsl_device_index ] );
dpad_up = state.buttons & JSMASK_UP;
dpad_down = state.buttons & JSMASK_DOWN;
dpad_left = state.buttons & JSMASK_LEFT;
dpad_right = state.buttons & JSMASK_RIGHT;
start = state.buttons & JSMASK_PLUS;
back = state.buttons & JSMASK_MINUS;
left_shoulder = state.buttons & JSMASK_L;
right_shoulder = state.buttons & JSMASK_R;
btn_a = state.buttons & JSMASK_S;
btn_b = state.buttons & JSMASK_E;
btn_x = state.buttons & JSMASK_W;
btn_y = state.buttons & JSMASK_N;
stick_left_x = state.stickLX;
stick_left_y = state.stickLY;
stick_right_x = state.stickRX;
stick_right_y = state.stickRY;
}
x_offset += dpad_right;
x_offset -= dpad_left;
y_offset += dpad_up;
y_offset -= dpad_down;
if ( start )
{
if ( xinput_detected )
{
XINPUT_VIBRATION vibration;
vibration.wLeftMotorSpeed = 30000;
xinput_set_state( 0, & vibration );
}
else
{
JslSetRumble( 0, 1, 0 );
}
}
else
{
if ( xinput_detected )
{
XINPUT_VIBRATION vibration;
vibration.wLeftMotorSpeed = 0;
xinput_set_state( 0, & vibration );
}
else
{
JslSetRumble( 0, 0, 0 );
}
}
}
// Pain...
b32 sound_is_valid = false;
DWORD ds_play_cursor;
DWORD ds_write_cursor;
DWORD byte_to_lock;
DWORD bytes_to_write;
if ( SUCCEEDED( DS_SecondaryBuffer->GetCurrentPosition( & ds_play_cursor, & ds_write_cursor ) ))
{
DWORD target_cursor = (ds_play_cursor + sound_output.LatencySampleCount * DS_SecondaryBuffer_BytesPerSample) % DS_SecondaryBuffer_Size;
byte_to_lock = (sound_output.RunningSampleIndex * DS_SecondaryBuffer_BytesPerSample) % DS_SecondaryBuffer_Size;
bytes_to_write;
if ( byte_to_lock == target_cursor )
{
// We are in the middle of playing. Wait for the write cursor to catch up.
bytes_to_write = 0;
}
else if ( byte_to_lock > target_cursor)
{
// Infront of play cursor |--play--byte_to_write-->--|
bytes_to_write = DS_SecondaryBuffer_Size - byte_to_lock;
bytes_to_write += target_cursor;
}
else
{
// Behind play cursor |--byte_to_write-->--play--|
bytes_to_write = target_cursor - byte_to_lock;
}
sound_is_valid = true;
}
// s16 samples[ 48000 * 2 ];
engine::SoundBuffer sound_buffer {};
sound_buffer.NumSamples = DS_SecondaryBuffer_SamplesPerSecond / 30;
sound_buffer.RunningSampleIndex = sound_output.RunningSampleIndex;
sound_buffer.SamplesPerSecond = DS_SecondaryBuffer_SamplesPerSecond;
sound_buffer.ToneVolume = sound_output.ToneVolume;
sound_buffer.Samples = SoundBufferSamples;
sound_buffer.WavePeriod = sound_output.WavePeriod;
sound_buffer.WaveToneHz = sound_output.WaveToneHz;
engine::update_and_render( rcast(engine::OffscreenBuffer*, & BackBuffer.Memory), & sound_buffer, x_offset, y_offset );
// Rendering
{
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 );
}
// Audio
do {
if ( btn_y )
{
sound_output.ToneVolume += 10;
}
if ( btn_b )
{
sound_output.ToneVolume -= 10;
}
if ( btn_x )
{
sound_output.WaveToneHz += 1;
sound_output.WavePeriod = DS_SecondaryBuffer_SamplesPerSecond / sound_output.WaveToneHz;
}
if ( btn_a )
{
sound_output.WaveToneHz -= 1;
sound_output.WavePeriod = DS_SecondaryBuffer_SamplesPerSecond / sound_output.WaveToneHz;
}
if ( back )
{
wave_switch ^= true;
}
DWORD ds_status = 0;
if ( SUCCEEDED( DS_SecondaryBuffer->GetStatus( & ds_status ) ) )
{
sound_output.IsPlaying = ds_status & DSBSTATUS_PLAYING;
}
if ( ! sound_is_valid )
break;
ds_fill_sound_buffer( & sound_output, byte_to_lock, bytes_to_write, & sound_buffer );
if ( sound_output.IsPlaying )
break;
DS_SecondaryBuffer->Play( 0, 0, DSBPLAY_LOOPING );
} while(0);
u64 end_cycle_count = __rdtsc();
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;
s32 mega_cycles_elapsed = cycles_elapsed / MegaCycles_Per_Second;
u64 frame_time_elapsed = frame_cycle_time_end - last_frame_time;
u32 ms_per_frame = MS_PER_SECOND * frame_time_elapsed / perf_counter_frequency;
u32 fps = 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;
}
if ( jsl_num_devices > 0 )
{
OutputDebugStringA( "JSL Connected Devices:\n" );
for ( u32 jsl_device_index = 0; jsl_device_index < jsl_num_devices; ++ jsl_device_index )
{
JslSetLightColour( device_handles[ jsl_device_index ], 0 );
}
}
return 0;
}
// Engine layer translation unit.
// #include "engine.cpp"