HandmadeHero/project/handmade_win32.cpp
Ed_ eb1c2b2e57 Day 6 completed
Removed the modular windows headers, it was no longer viable after xinput (rip 80 ms build times).
2023-09-09 17:06:47 -04:00

450 lines
10 KiB
C++

#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 <stdio.h>
#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;
}