Esempio n. 1
0
internal void
GameUpdateAndRender(game_offscreen_buffer *Buffer, int BlueOffset, int GreenOffset,
					game_sound_output_buffer *SoundBuffer, int ToneHz)
{
	// TODO: Allow sample offsets here for more robust platform options
	GameOutputSound(SoundBuffer, ToneHz);
	RenderWeirdGradient(Buffer, BlueOffset, GreenOffset);
}
Esempio n. 2
0
internal void
GameUpdateAndRender(
	game_offscreen_buffer* Buffer, int BlueOffset, int GreenOffset,
	game_sound_output_buffer* SoundBuffer, int ToneHz)
{
	// allow sample offsets here
	GameOutputSound(SoundBuffer, ToneHz);
	RenderWeirdGradient(Buffer, BlueOffset, GreenOffset);

	
}
Esempio n. 3
0
internal void GameUpdateAndRender(
    game_memory *Memory,
    game_input *Input,
    game_offscreen_buffer *Buffer,
    game_sound_output_buffer *SoundBuffer
)
{
    Assert(sizeof(game_state) <= Memory->PermanentStorageSize);

    game_state *GameState = (game_state *)Memory->PermanentStorage;
    if (Memory->IsInitialized)
    {
        char *Filename = "test.bmp";

        debug_read_file_result Result = DEBUGPlatformReadEntireFile(Filename);
        if (Result.Contents)
        {
            DEBUGPlatformFreeFileMemory(Result.Contents);
        }

        GameState->ToneHz = 256;
        GameState->GreenOffset = 0;
        GameState->BlueOffset = 0;
        Memory->IsInitialized = true;
    }

    for (int ControllerIndex = 0; ControllerIndex < ArrayCount(Input->Controllers); ControllerIndex++)
    {
        game_controller_input *Controller = GetController(Input, ControllerIndex);

        if (Controller->IsAnalog)
        {
            // Analog
            GameState->ToneHz = 256 + (int)(128.0f * (Controller->StickAverageX));
            GameState->BlueOffset += (int)(4.0f * (Controller->StickAverageY));
        }
        else
        {
            // Digital
            if (Controller->MoveLeft.EndedDown)
            {
                GameState->BlueOffset--;
            }
            else if (Controller->MoveRight.EndedDown)
            {
                GameState->BlueOffset++;
            }
        }

        if (Controller->ActionDown.EndedDown)
        {
            GameState->GreenOffset += 1;
        }
        else if (Controller->ActionUp.EndedDown)
        {
            GameState->GreenOffset -= 1;
        }

    }

    GameOutputSound(SoundBuffer);
    RenderWeirdGradient(Buffer, GameState->BlueOffset, GameState->GreenOffset);
}
Esempio n. 4
0
internal void GameGetSoundSamples(game_memory *Memory, game_sound_output_buffer *SoundBuffer)
{
  game_state *GameState = (game_state *) Memory->PermanentStorage;
  GameOutputSound(SoundBuffer, GameState->ToneHz);
}