inline void SDLHandleUserInput(SDL_Event *Event, game_code *GameCode, game_memory *GameMemory, keyboard_input *KeyboardInput, gamepad_input *GamePadInput) { int KeyCode = Event->key.keysym.sym; uint8 GamePadButton = Event->cbutton.button; const uint8 *KeyState = SDL_GetKeyboardState(NULL); switch(Event->type) { case SDL_KEYDOWN: if(KeyCode == SDLK_ESCAPE) { HandleButtonPress(&KeyboardInput->Escape); GlobalRunning = false; } if(KeyCode == SDLK_a) { HandleButtonPress(&KeyboardInput->A); UnloadGameCode(GameCode); *GameCode = LoadGameCode(); GameMemory->IsInitialized = false; } if(KeyState[SDL_SCANCODE_LALT] && KeyState[SDL_SCANCODE_RETURN] ) { if(!Fullscreen){ SDL_SetWindowFullscreen(SDL_GetWindowFromID(Event->window.windowID), SDL_WINDOW_FULLSCREEN); SDL_SetRelativeMouseMode((SDL_bool)SDL_ENABLE); Fullscreen = true; } else { SDL_SetWindowFullscreen(SDL_GetWindowFromID(Event->window.windowID), 0); SDL_SetRelativeMouseMode((SDL_bool)SDL_DISABLE); Fullscreen = false; } } if(KeyCode == SDLK_b) { HandleButtonPress(&KeyboardInput->B); } if(KeyCode == SDLK_f) { HandleButtonPress(&KeyboardInput->F); } if(KeyCode == SDLK_UP) { HandleButtonPress(&KeyboardInput->Up); } if(KeyCode == SDLK_DOWN) { HandleButtonPress(&KeyboardInput->Down); } if(KeyCode == SDLK_LEFT) { HandleButtonPress(&KeyboardInput->Left); } if(KeyCode == SDLK_RIGHT) { HandleButtonPress(&KeyboardInput->Right); } break; case SDL_KEYUP: if(KeyCode == SDLK_ESCAPE) { HandleButtonRelease(&KeyboardInput->Escape); } if(KeyCode == SDLK_b) { HandleButtonRelease(&KeyboardInput->B); } if(KeyCode == SDLK_f) { HandleButtonRelease(&KeyboardInput->F); } if(KeyCode == SDLK_a) { HandleButtonRelease(&KeyboardInput->A); } if(KeyCode == SDLK_UP) { HandleButtonRelease(&KeyboardInput->Up); } if(KeyCode == SDLK_DOWN) { HandleButtonRelease(&KeyboardInput->Down); } if(KeyCode == SDLK_LEFT) { HandleButtonRelease(&KeyboardInput->Left); } if(KeyCode == SDLK_RIGHT) { HandleButtonRelease(&KeyboardInput->Right); } break; case SDL_CONTROLLERBUTTONDOWN: if(GamePadButton == SDL_CONTROLLER_BUTTON_A) { HandleButtonPress(&GamePadInput->AButton); } if(GamePadButton == SDL_CONTROLLER_BUTTON_B) { HandleButtonPress(&GamePadInput->BButton); } if(GamePadButton == SDL_CONTROLLER_BUTTON_X) { HandleButtonPress(&GamePadInput->XButton); } if(GamePadButton == SDL_CONTROLLER_BUTTON_Y) { HandleButtonPress(&GamePadInput->YButton); } break; case SDL_CONTROLLERBUTTONUP: if(GamePadButton == SDL_CONTROLLER_BUTTON_A) { HandleButtonRelease(&GamePadInput->AButton); } if(GamePadButton == SDL_CONTROLLER_BUTTON_B) { HandleButtonRelease(&GamePadInput->BButton); GlobalRunning = false; } if(GamePadButton == SDL_CONTROLLER_BUTTON_X) { HandleButtonRelease(&GamePadInput->XButton); } if(GamePadButton == SDL_CONTROLLER_BUTTON_Y) { HandleButtonRelease(&GamePadInput->YButton); } break; } // NOTE(Redab): Get values from gamepad joysticks and normalize. real32 LSX = (real32)SDL_GameControllerGetAxis(GamePadHandle, SDL_CONTROLLER_AXIS_LEFTX); if(LSX < 0) { GamePadInput->LeftStick.X = LSX / 32768.0f; } else { GamePadInput->LeftStick.X = LSX / 32767.0f; } real32 LSY = (real32)SDL_GameControllerGetAxis(GamePadHandle, SDL_CONTROLLER_AXIS_LEFTY); if(LSY < 0) { GamePadInput->LeftStick.Y = LSY / 32768.0f; } else { GamePadInput->LeftStick.Y = LSY / 32767.0f; } real32 RSX = (real32)SDL_GameControllerGetAxis(GamePadHandle, SDL_CONTROLLER_AXIS_RIGHTX); if(RSX < 0) { GamePadInput->RightStick.X = RSX / 32768.0f; } else { GamePadInput->RightStick.X = RSX / 32767.0f; } real32 RSY = (real32)SDL_GameControllerGetAxis(GamePadHandle, SDL_CONTROLLER_AXIS_RIGHTY); if(RSY < 0) { GamePadInput->RightStick.Y = RSY / 32768.0f; } else { GamePadInput->RightStick.Y = RSY / 32767.0f; } }
//Our main loop which should continue running as long as we don't quite the game static void MainLoop() { char DLLFilePath[MAX_PATH]; char *onePastLastSlash; DWORD pathSize = GetModuleFileNameA(NULL, DLLFilePath, sizeof(DLLFilePath)); onePastLastSlash = DLLFilePath; for (char *scan = DLLFilePath; *scan; scan++) { if (*scan == '\\') { onePastLastSlash = scan + 1; } } char DLLFullPath[MAX_PATH]; BuildFileFullPath(&state, "playground game.dll", DLLFullPath, sizeof(DLLFullPath)); char tempDLLFullPath[MAX_PATH]; BuildFileFullPath(&state, "playground game_temp.dll", tempDLLFullPath, sizeof(tempDLLFullPath)); char PDBFullPath[MAX_PATH]; BuildFileFullPath(&state, "playground game.pdb", PDBFullPath, sizeof(PDBFullPath)); char tempPDBFullPath[MAX_PATH]; BuildFileFullPath(&state, "playground game_temp.pdb", tempPDBFullPath, sizeof(tempPDBFullPath)); Input = {}; Input.UP.Button = VK_UP; Input.DOWN.Button = VK_DOWN; Input.RIGHT.Button = VK_RIGHT; Input.LEFT.Button = VK_LEFT; LARGE_INTEGER performanceFrequency; QueryPerformanceFrequency(&performanceFrequency); TicksPerSecond = performanceFrequency.QuadPart; int monitorRefreshHZ = 60; HDC deviceContext = GetDC(Window.Window); int refreshHz = GetDeviceCaps(deviceContext, VREFRESH); ReleaseDC(Window.Window, deviceContext); if (refreshHz > 1) { monitorRefreshHZ = refreshHz; } float gameUpdateHZ = (float)(monitorRefreshHZ); float targetSecondsPerFrame = 1.0f / gameUpdateHZ; UINT desiredSchedulerTime = 1; bool sleepIsSmaller = true;//timeBeginPeriod(desiredSchedulerTime) == TIMERR_NOERROR; LARGE_INTEGER lastTick = GetTicks(); float updateTime = 0; int updates = 0; double frames = 0; double frameTime = 0; while (IsRunning) { /* start_loop = clock(); */ FILETIME newWriteTimeDLL = GetLastWriteTime(DLLFullPath); FILETIME newWriteTimePDB = GetLastWriteTime(PDBFullPath); if (CompareFileTime(&newWriteTimeDLL, &Game.LastWriteTimeDLL) != 0 && CompareFileTime(&newWriteTimeDLL, &Game.LastWriteTimePDB) != 0) { UnloadGameCode(&Game); CopyFile(PDBFullPath, tempPDBFullPath, FALSE); Game = LoadGameCode(DLLFullPath, tempDLLFullPath); Game.Game_Init(Dimensions); } LARGE_INTEGER gameTimerStart = GetTicks(); ProcessPendingMessages(&Keys); ProcessInput(&Input); //Update everything //Update the game Game.Game_Update(&Input); /*NOTE(kai): TEST ONLY*/ //Testing if A button is pressed if (IsKeyDown(&Keys, 'A')) { OutputDebugString("Key: a is pressed\n"); } //Testing if A button is released if (IsKeyUp(&Keys, 'A')) { OutputDebugString("Key: a is released\n"); } //Render everything //Clear the window ClearWindow(); //Render the game Game.Game_Render(); LARGE_INTEGER gameTimerEnd = GetTicks(); frameTime += (double)(1000.0f * GetSecondsElapsed(gameTimerStart, gameTimerEnd)); frames++; //frames += 1000.0f / (double)(1000.0f * GetSecondsElapsed(gameTimerStart, gameTimerEnd)); //PrintTimeElapsed(lastTick, gameTimerEnd); float secondsElapsedForFrame = GetSecondsElapsed(lastTick, GetTicks()); if (secondsElapsedForFrame < targetSecondsPerFrame) { if (sleepIsSmaller) { DWORD sleepTime = (DWORD)(1000.0f * (targetSecondsPerFrame - secondsElapsedForFrame)); if (sleepTime > 0) { Sleep(sleepTime); } } while (secondsElapsedForFrame < targetSecondsPerFrame) { secondsElapsedForFrame = GetSecondsElapsed(lastTick, GetTicks()); } updates++; } updateTime += GetSecondsElapsed(lastTick, GetTicks()); if (updateTime >= 1.0f) { double avgFPS = 1000.0f / ((frameTime) / frames); std::cout << "UPS: " << updates << ", average FPS: " << avgFPS << ", average work/frame: " << (frameTime) / frames << "\n"; frames = 0; frameTime = 0; updates = 0; updateTime = 0; } LARGE_INTEGER endTick = GetTicks(); //PrintTimeElapsed(lastTick, endTick); lastTick = endTick; //Render the window RenderWindow(Window.Window); /* //calc fps calcfps(); static int framecount = 0; framecount++; if (framecount == 10) { framecount = 0; std::cout << "frame per second is : " << (fps) << std::endl; } //QueryPerformanceCounter(&t_current_loop); end_loop = clock(); //float frameticks = (t_current_loop.QuadPart - t_previous_loop.QuadPart) / ((frequency_loop.QuadPart) / 1000.0); float frameticks = ((float)(end_loop - start_loop) / CLOCKS_PER_SEC) * 1000.0f; //print the current fps // std::cout << 1000/frameticks << std::endl; if (1000.0f / max_fps > frameticks){ Sleep(1000.0f / max_fps - frameticks); } */ } //Release resources (if there is any) and destory the window Release(); }