Implicit Context and #thread_local

This commit is contained in:
gingerBill
2016-08-19 23:35:09 +01:00
parent 745237459a
commit 680274b6f1
16 changed files with 1161 additions and 618 deletions
+49 -23
View File
@@ -35,13 +35,12 @@ to_c_string :: proc(s: string) -> ^u8 {
type Window: struct {
width, height: int,
wc: WNDCLASSEXA,
dc: HDC,
hwnd: HWND,
opengl_context: rawptr,
rc: HGLRC,
c_title: ^u8,
width, height: int,
wc: WNDCLASSEXA,
dc: HDC,
hwnd: HWND,
opengl_context, rc: HGLRC,
c_title: ^u8,
}
make_window :: proc(title: string, msg, height: int, window_proc: WNDPROC) -> (Window, bool) {
@@ -55,11 +54,11 @@ make_window :: proc(title: string, msg, height: int, window_proc: WNDPROC) -> (W
instance := GetModuleHandleA(null);
w.wc = WNDCLASSEXA{
cbSize = size_of(WNDCLASSEXA) as u32,
style = CS_VREDRAW | CS_HREDRAW,
hInstance = instance as HINSTANCE,
className = c_class_name,
wndProc = window_proc,
size = size_of(WNDCLASSEXA) as u32,
style = CS_VREDRAW | CS_HREDRAW,
instance = instance as HINSTANCE,
class_name = c_class_name,
wnd_proc = window_proc,
};
if RegisterClassExA(^w.wc) == 0 {
@@ -82,15 +81,15 @@ make_window :: proc(title: string, msg, height: int, window_proc: WNDPROC) -> (W
{
pfd := PIXELFORMATDESCRIPTOR{
nSize = size_of(PIXELFORMATDESCRIPTOR) as u32,
nVersion = 1,
dwFlags = PFD_DRAW_TO_WINDOW | PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER,
iPixelType = PFD_TYPE_RGBA,
cColorBits = 32,
cAlphaBits = 8,
cDepthBits = 24,
cStencilBits = 8,
iLayerType = PFD_MAIN_PLANE,
size = size_of(PIXELFORMATDESCRIPTOR) as u32,
version = 1,
flags = PFD_DRAW_TO_WINDOW | PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER,
pixel_type = PFD_TYPE_RGBA,
color_bits = 32,
alpha_bits = 8,
depth_bits = 24,
stencil_bits = 8,
layer_type = PFD_MAIN_PLANE,
};
SetPixelFormat(w.dc, ChoosePixelFormat(w.dc, ^pfd), null);
@@ -124,6 +123,11 @@ display_window :: proc(w: ^Window) {
}
type Entity: struct {
pos: Vec2,
dim: Vec2,
}
run_game :: proc() {
win32_proc :: proc(hwnd: HWND, msg: u32, wparam: WPARAM, lparam: LPARAM) -> LRESULT #no_inline {
@@ -143,6 +147,9 @@ run_game :: proc() {
prev_time := time_now();
running := true;
pos := Vec2{100, 100};
for running {
curr_time := time_now();
dt := (curr_time - prev_time) as f32;
@@ -157,12 +164,32 @@ run_game :: proc() {
_ = DispatchMessageA(^msg);
}
if is_key_down(VK_ESCAPE) {
running = false;
}
{
SPEED :: 500;
v: Vec2;
if is_key_down(VK_RIGHT) { v[0] += 1; }
if is_key_down(VK_LEFT) { v[0] -= 1; }
if is_key_down(VK_UP) { v[1] += 1; }
if is_key_down(VK_DOWN) { v[1] -= 1; }
v = vec2_norm0(v);
pos += v * Vec2{SPEED * dt};
}
glClearColor(0.5, 0.7, 1.0, 1.0);
glClear(GL_COLOR_BUFFER_BIT);
glLoadIdentity();
glOrtho(0, window.width as f64,
0, window.height as f64, 0, 1);
draw_rect :: proc(x, y, w, h: f32) {
glBegin(GL_TRIANGLES);
@@ -177,8 +204,7 @@ run_game :: proc() {
glEnd();
}
x, y : f32 = 100+50*sinf(curr_time as f32), 100;
draw_rect(x, y, 50, 50);
draw_rect(pos[0], pos[1], 50, 50);
display_window(^window);
ms_to_sleep := (16 - 1000*dt) as i32;