Esempio n. 1
0
int CALLBACK WinMain(HINSTANCE Instance, HINSTANCE PrevInstance, LPSTR CommandLine, int ShowCode)
{    
	Win32LoadXInput();
	
	WNDCLASSA WindowClass = {};

	Win32ResizeDIBSection(&GlobalBackbuffer, 1280, 720);
	
	WindowClass.style         = CS_HREDRAW|CS_VREDRAW|CS_OWNDC;
	WindowClass.lpfnWndProc   = Win32MainWindowCallback;
	WindowClass.hInstance     = Instance;
	// WindowClass.hIcon         = ;
	WindowClass.lpszClassName = "HandmadeHeroWindowClass";

	if (RegisterClassA(&WindowClass))
	{
		HWND Window = CreateWindowExA(0, WindowClass.lpszClassName, "Handmade Hero", WS_OVERLAPPEDWINDOW|WS_VISIBLE, CW_USEDEFAULT, CW_USEDEFAULT, CW_USEDEFAULT, CW_USEDEFAULT, 0, 0, Instance, 0);
		if (Window)
		{
			// NOTE: Since we specified CS_OWNDC, we can just
			// get one device context and use it forever because we
			// are not sharing it with anyone.
			HDC DeviceContext = GetDC(Window);

			// NOTE: Graphics test
			int XOffset = 0;
			int YOffset = 0;

			win32_sound_output SoundOutput = {};

			// TODO: Make this like sixty seconds?
			SoundOutput.SamplesPerSecond    = 48000;
			SoundOutput.ToneHz              = 256;
			SoundOutput.ToneVolume          = 3000;
			SoundOutput.WavePeriod          = SoundOutput.SamplesPerSecond / SoundOutput.ToneHz;
			SoundOutput.BytesPerSample      = sizeof(int16) * 2;
			SoundOutput.SecondaryBufferSize = SoundOutput.SamplesPerSecond * SoundOutput.BytesPerSample;
			SoundOutput.LatencySampleCount  = SoundOutput.SamplesPerSecond / 15;
			
			Win32InitDSound(Window, SoundOutput.SamplesPerSecond, SoundOutput.SecondaryBufferSize);
			Win32FillSoundBuffer(&SoundOutput, 0, SoundOutput.LatencySampleCount * SoundOutput.BytesPerSample);
			GlobalSecondaryBuffer->Play(0, 0, DSBPLAY_LOOPING);
							
			GlobalRunning = true;
			while(GlobalRunning)
			{
				MSG Message;

				while(PeekMessage(&Message, 0, 0, 0, PM_REMOVE))
				{
					if (Message.message == WM_QUIT)
					{
						GlobalRunning = false;
					}
					
					TranslateMessage(&Message);
					DispatchMessageA(&Message);
				}

				// TODO: Should we poll this more frequently
				for (DWORD ControllerIndex = 0; ControllerIndex < XUSER_MAX_COUNT; ++ControllerIndex)
				{
					XINPUT_STATE ControllerState;
					if (XInputGetState(ControllerIndex, &ControllerState) == ERROR_SUCCESS)
					{
						// NOTE: This controller is plugged in
						// TODO: See if ControllerState.dwPacketNumber increments too rapidly
						XINPUT_GAMEPAD *Pad = &ControllerState.Gamepad;

						bool32 Up            = (Pad->wButtons & XINPUT_GAMEPAD_DPAD_UP);
						bool32 Down          = (Pad->wButtons & XINPUT_GAMEPAD_DPAD_DOWN);
						bool32 Left          = (Pad->wButtons & XINPUT_GAMEPAD_DPAD_LEFT);
						bool32 Right         = (Pad->wButtons & XINPUT_GAMEPAD_DPAD_RIGHT);
						bool32 Start         = (Pad->wButtons & XINPUT_GAMEPAD_START);
						bool32 Back          = (Pad->wButtons & XINPUT_GAMEPAD_BACK);
						bool32 LeftShoulder  = (Pad->wButtons & XINPUT_GAMEPAD_LEFT_SHOULDER);
						bool32 RightShoulder = (Pad->wButtons & XINPUT_GAMEPAD_RIGHT_SHOULDER);
						bool32 AButton       = (Pad->wButtons & XINPUT_GAMEPAD_A);
						bool32 BButton       = (Pad->wButtons & XINPUT_GAMEPAD_B);
						bool32 XButton       = (Pad->wButtons & XINPUT_GAMEPAD_X);
						bool32 YButton       = (Pad->wButtons & XINPUT_GAMEPAD_Y);

						int16 StickX = Pad->sThumbLX;
						int16 StickY = Pad->sThumbLY;

						// TODO: We will do deadzone handling later using
						// XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE
						// XINPUT_GAMEPAD_RIGHT_THUMB_DEADZONE

						XOffset += StickX / 4096;
						YOffset += StickY / 4096;

						SoundOutput.ToneHz = 512 + (int)(256.0f * ((real32)StickY / 30000.0f));
						SoundOutput.WavePeriod = SoundOutput.SamplesPerSecond / SoundOutput.ToneHz;
					}
					else
					{
						// NOTE: The controller is not available
					}
				}
				
				RenderWeirdGradient(&GlobalBackbuffer, XOffset, YOffset);

				// NOTE: DirectSound output test
				DWORD PlayCursor;
				DWORD WriteCursor;
				if (SUCCEEDED(GlobalSecondaryBuffer->GetCurrentPosition(&PlayCursor, &WriteCursor)))
				{
					DWORD ByteToLock = (SoundOutput.RunningSampleIndex * SoundOutput.BytesPerSample) % SoundOutput.SecondaryBufferSize;

					DWORD TargetCursor = (PlayCursor + (SoundOutput.LatencySampleCount * SoundOutput.BytesPerSample)) % SoundOutput.SecondaryBufferSize;
					DWORD BytesToWrite;
					// TODO: Change this to using a lower latency offset from the playcursor
					// when we actually start having sound effects.
					if (ByteToLock > TargetCursor)
					{
						BytesToWrite = SoundOutput.SecondaryBufferSize - ByteToLock;
						BytesToWrite += TargetCursor;
					}
					else
					{
						BytesToWrite = TargetCursor - ByteToLock;
					}

					Win32FillSoundBuffer(&SoundOutput, ByteToLock, BytesToWrite);
				}
				
				win32_window_dimension Dimension = Win32GetWindowDimension(Window);
				Win32DisplayBufferInWindow(&GlobalBackbuffer, DeviceContext, Dimension.Width, Dimension.Height);
			}
		}
		else
		{
			// TODO: Logging
		}
	}
	else
	{
		// TODO: Logging
	}
	
	return 0;
}
Esempio n. 2
0
int CALLBACK WinMain(_In_ HINSTANCE _HInstance,
                     _In_ HINSTANCE _HPrevInstance,
                     _In_ LPSTR     _LpCmdLine,
                     _In_ int       _NCmdShow)
{
    LARGE_INTEGER perfCountFrequencyResult;
    QueryPerformanceFrequency(&perfCountFrequencyResult);
    int64 perfCountFrequency = perfCountFrequencyResult.QuadPart;

    Win32LoadXInput();

    WNDCLASS windowClass = {};

    Win32ResizeDIBSection(&GlobalBackbuffer, 1280, 720);
	
	windowClass.style = CS_OWNDC|CS_HREDRAW|CS_VREDRAW;
	windowClass.lpfnWndProc = MainWindowCallback;
	windowClass.hInstance = _HInstance;
	//WindowClass.hIcon;
	//WindowClass.lpszMenuName;
	windowClass.lpszClassName = "HandmadeHeroWindowClass";

    if (!RegisterClass(&windowClass))
    {
        // TODO(jungyoun.la): Logging
        return 0;
    }

    HWND windowHandle = CreateWindowExA(
        0,
        windowClass.lpszClassName,
        "Handmade Hero",
        WS_OVERLAPPEDWINDOW | WS_VISIBLE,
        CW_USEDEFAULT,
        CW_USEDEFAULT,
        CW_USEDEFAULT,
        CW_USEDEFAULT,
        0,
        0,
        _HInstance,
        0);

    if (!windowHandle)
    {
        // TODO(jungyoun.la): Logging
        return 0;
    }

    HDC deviceContext = GetDC(windowHandle);

    int32 blueOffset = 0;
    int32 greenOffset = 0;

    win32_sound_output soundOutput = {};

    soundOutput.SamplesPerSecond = 48000;
    soundOutput.ToneHz = 256;
    soundOutput.ToneVolume = 3000;
    soundOutput.WavePeriod = soundOutput.SamplesPerSecond / soundOutput.ToneHz;
    soundOutput.BytesPerSample = sizeof(int16) * 2;
    soundOutput.SecondaryBufferSize = soundOutput.SamplesPerSecond * soundOutput.BytesPerSample;
    soundOutput.LatencySampleCount = soundOutput.SamplesPerSecond / 15;
    Win32InitDSound(windowHandle, soundOutput.SamplesPerSecond, soundOutput.SecondaryBufferSize);
    Win32FillSoundBuffer(&soundOutput, 0, soundOutput.LatencySampleCount * soundOutput.BytesPerSample);
    GlobalSecondaryBuffer->Play(0, 0, DSBPLAY_LOOPING);
    
    GlobalRunning = true;

    // @See(jungyoun.la): https://msdn.microsoft.com/en-us/library/windows/desktop/dn553408(v=vs.85).aspx
    LARGE_INTEGER lastCounter;
    QueryPerformanceCounter(&lastCounter);
    uint64 lastCycleCount = __rdtsc();
    while (GlobalRunning)
    {
        MSG message;
        while (PeekMessage(&message, 0, 0, 0, PM_REMOVE))
        {
            if (message.message == WM_QUIT)
            {
                GlobalRunning = false;
            }

            TranslateMessage(&message);
            DispatchMessageA(&message);
        }

        // TODO(jungyoun.la): Should we poll this more frequently.
        for (DWORD controllerIndex = 0; controllerIndex < XUSER_MAX_COUNT; controllerIndex++)
        {
            XINPUT_STATE controllerState;
            ZeroMemory(&controllerState, sizeof(XINPUT_STATE));
            if (XInputGetState(controllerIndex, &controllerState) == ERROR_SUCCESS)
            {
                // Controller is connected 
                XINPUT_GAMEPAD* pad = &controllerState.Gamepad;

                bool up = (pad->wButtons & XINPUT_GAMEPAD_DPAD_UP);
                bool down = (pad->wButtons & XINPUT_GAMEPAD_DPAD_DOWN);
                bool left = (pad->wButtons & XINPUT_GAMEPAD_DPAD_LEFT);
                bool right = (pad->wButtons & XINPUT_GAMEPAD_DPAD_RIGHT);
                bool start = (pad->wButtons & XINPUT_GAMEPAD_START);
                bool back = (pad->wButtons & XINPUT_GAMEPAD_BACK);
                bool leftShoulder = (pad->wButtons & XINPUT_GAMEPAD_LEFT_SHOULDER);
                bool rightShoulder = (pad->wButtons & XINPUT_GAMEPAD_RIGHT_SHOULDER);
                bool aButton = (pad->wButtons & XINPUT_GAMEPAD_A);
                bool bButton = (pad->wButtons & XINPUT_GAMEPAD_B);
                bool xButton = (pad->wButtons & XINPUT_GAMEPAD_X);
                bool yButton = (pad->wButtons & XINPUT_GAMEPAD_Y);

                int16 stickX = pad->sThumbLX;
                int16 stickY = pad->sThumbLY;

                blueOffset += stickX >> 12;
                greenOffset -= stickY >> 12;                
            }
            else
            {
                // Controller is not connected 
            }
        }
int CALLBACK WinMain(HINSTANCE Instance, HINSTANCE PrevInstance, LPSTR CommandLine, int ShowCode) {
	win32_state Win32State = {};

	LARGE_INTEGER PerfCounterFrequencyResult;
	QueryPerformanceFrequency(&PerfCounterFrequencyResult);
	GlobalPerfCounterFrequency = PerfCounterFrequencyResult.QuadPart;

	Win32GetEXEFileName(&Win32State);
	char SourceGameCodeDLLFullPath[WIN32_STATE_FILE_NAME_COUNT];
	Win32BuildEXEPathFileName(&Win32State, "handmade.dll", sizeof(SourceGameCodeDLLFullPath), SourceGameCodeDLLFullPath);
	char TempGameCodeDLLFullPath[WIN32_STATE_FILE_NAME_COUNT];
	Win32BuildEXEPathFileName(&Win32State, "handmade_temp.dll", sizeof(TempGameCodeDLLFullPath), TempGameCodeDLLFullPath);
	char GameCodeLockFullPath[WIN32_STATE_FILE_NAME_COUNT];
	Win32BuildEXEPathFileName(&Win32State, "lock.tmp", sizeof(GameCodeLockFullPath), GameCodeLockFullPath);

	// NOTE: setting windows scheduler granularity for our sleep() call
	UINT DesiredSchedulerMS = 1;
	bool32 SleepIsGranular = (timeBeginPeriod(DesiredSchedulerMS) == TIMERR_NOERROR);

	Win32LoadXInput();
	Win32ResizeDIBSection(&GlobalBackbuffer, 960, 540);

#if HANDMADE_INTERNAL
	DEBUGGlobalShowCursor = true;
#endif

	WNDCLASSEXA WindowClass = {};
	WindowClass.style = CS_VREDRAW | CS_HREDRAW;
	WindowClass.cbSize = sizeof(WNDCLASSEXA);
	WindowClass.lpfnWndProc = Win32MainWindowCallback;
	WindowClass.hInstance = Instance;
	WindowClass.hCursor = LoadCursor(0, IDC_ARROW);
	// WindowClass.hIcon;
	WindowClass.lpszClassName = "HandmadeHeroWindowClass";

	if (RegisterClassExA(&WindowClass)) {
		// WS_EX_TOPMOST|WS_EX_LAYERED
		HWND Window = CreateWindowExA(0, WindowClass.lpszClassName, "Handmade Hero", WS_OVERLAPPEDWINDOW | WS_VISIBLE, CW_USEDEFAULT, CW_USEDEFAULT, 996, 600, 0, 0, Instance, 0);

		if (Window) {
			// TODO: reliably query this from windows
			int MonitorRefreshHz = 60;
			HDC RefreshDC = GetDC(Window);
			int Win32RefreshRate = GetDeviceCaps(RefreshDC, VREFRESH);
			ReleaseDC(Window, RefreshDC);
			if (Win32RefreshRate > 1) {
				MonitorRefreshHz = Win32RefreshRate;

				if (MonitorRefreshHz == 59) {
					MonitorRefreshHz = 60;
				}
			}
			real32 GameUpdateHz = MonitorRefreshHz / 2.0f;
			real32 TargetSecondsPerFrame = 1.0f / GameUpdateHz;

			// NOTE: sound test
			win32_sound_output SoundOutput = {};
			SoundOutput.SamplesPerSecond = 48000;
			SoundOutput.BytesPerSample = sizeof(int16) * 2;
			SoundOutput.SecondaryBufferSize = SoundOutput.SamplesPerSecond * SoundOutput.BytesPerSample;
			// TODO: compute this variance and see what the lowest reasonable value is
			SoundOutput.SafetyBytes = (int)((real32)SoundOutput.SamplesPerSecond * (real32)SoundOutput.BytesPerSample / GameUpdateHz / 3.0f);

			Win32InitDSound(Window, SoundOutput.SamplesPerSecond, SoundOutput.SecondaryBufferSize);
			Win32ClearSoundBuffer(&SoundOutput);
			GlobalSecondaryBuffer->Play(0, 0, DSBPLAY_LOOPING);

			GlobalRunning = true;

			// TODO: pool with bitmap virtualalloc
			int16 *Samples = (int16 *)VirtualAlloc(0, SoundOutput.SecondaryBufferSize, MEM_RESERVE | MEM_COMMIT, PAGE_READWRITE);

#if HANDMADE_INTERNAL
			LPVOID BaseAddress = (LPVOID)Terabytes(2);
#else
			LPVOID BaseAddress = 0;
#endif

			game_memory GameMemory = {};
			GameMemory.PermanentStorageSize = Megabytes(64);
			GameMemory.TransientStorageSize = Gigabytes(1);
			GameMemory.DEBUGPlatformFreeFileMemory = DEBUGPlatformFreeFileMemory;
			GameMemory.DEBUGPlatformReadEntireFile = DEBUGPlatformReadEntireFile;
			GameMemory.DEBUGPlatformWriteEntireFile = DEBUGPlatformWriteEntireFile;

			// TODO: handle various memory footprints using system metrics
			// TODO: use MEM_LARGE_PAGES
			Win32State.TotalSize = GameMemory.PermanentStorageSize + GameMemory.TransientStorageSize;
			Win32State.GameMemoryBlock = VirtualAlloc(BaseAddress, (size_t)Win32State.TotalSize, MEM_RESERVE | MEM_COMMIT, PAGE_READWRITE);
			GameMemory.PermanentStorage = Win32State.GameMemoryBlock;
			GameMemory.TransientStorage = (uint8 *)GameMemory.PermanentStorage + GameMemory.PermanentStorageSize;

			for (int ReplayIndex = 1; ReplayIndex < ArrayCount(Win32State.ReplayBuffers); ++ReplayIndex) {
				// TODO: recording system still takes too long on record start
				win32_replay_buffer *ReplayBuffer = &Win32State.ReplayBuffers[ReplayIndex];

				Win32GetInputFileLocation(&Win32State, false, ReplayIndex, sizeof(ReplayBuffer->FileName), ReplayBuffer->FileName);
				ReplayBuffer->FileHandle = CreateFileA(ReplayBuffer->FileName, GENERIC_READ | GENERIC_WRITE, 0, 0, CREATE_ALWAYS, 0, 0);

				LARGE_INTEGER MaxSize;
				MaxSize.QuadPart = Win32State.TotalSize;
				ReplayBuffer->MemoryMap = CreateFileMapping(ReplayBuffer->FileHandle, 0, PAGE_READWRITE, MaxSize.HighPart, MaxSize.LowPart, 0);
				ReplayBuffer->MemoryBlock = MapViewOfFile(ReplayBuffer->MemoryMap, FILE_MAP_ALL_ACCESS, 0, 0, (size_t)Win32State.TotalSize);

				if (!ReplayBuffer->MemoryBlock) {
					// TODO: diagnostic
				}
			}

			if (Samples && GameMemory.PermanentStorage && GameMemory.TransientStorage) {
				game_input Input[2] = {};
				game_input *NewInput = &Input[0];
				game_input *OldInput = &Input[1];

				LARGE_INTEGER LastCounter = Win32GetWallClock();
				LARGE_INTEGER FlipWallClock = Win32GetWallClock();

				int DebugTimeMarkerIndex = 0;
				win32_debug_time_marker DebugTimeMarkers[30] = { 0 };

				// TODO: handle startup specially
				bool32 SoundIsValid = false;
				DWORD AudioLatencyBytes = 0;
				real32 AudioLatencySeconds = 0;

				win32_game_code Game = Win32LoadGameCode(SourceGameCodeDLLFullPath, TempGameCodeDLLFullPath, GameCodeLockFullPath);

				uint64 LastCycleCount = __rdtsc();

				while (GlobalRunning) {
					NewInput->FrameTimeDelta = TargetSecondsPerFrame;

					FILETIME NewDLLWriteTime = Win32GetLastWriteTime(SourceGameCodeDLLFullPath);
					if (CompareFileTime(&NewDLLWriteTime, &Game.DLLLastWriteTime) != 0) {
						Win32UnloadGameCode(&Game);
						Game = Win32LoadGameCode(SourceGameCodeDLLFullPath, TempGameCodeDLLFullPath, GameCodeLockFullPath);
					}

					// TODO: zeroing macro
					// TODO: we cant zero everything as the up/down state will be wrong
					game_controller_input *OldKeyboardController = GetController(OldInput, 0);
					game_controller_input *NewKeyboardController = GetController(NewInput, 0);
					*NewKeyboardController = {};
					NewKeyboardController->IsConnected = true;

					for (int ButtonIndex = 0; ButtonIndex < ArrayCount(NewKeyboardController->Buttons); ++ButtonIndex) {
						NewKeyboardController->Buttons[ButtonIndex].EndedDown = OldKeyboardController->Buttons[ButtonIndex].EndedDown;
					}

					Win32ProcessPendingMessages(&Win32State, NewKeyboardController);

					if (!GlobalPause) {
						POINT MousePoint;
						GetCursorPos(&MousePoint);
						ScreenToClient(Window, &MousePoint);
						NewInput->MouseX = MousePoint.x;
						NewInput->MouseY = MousePoint.y;
						NewInput->MouseZ = 0; // TODO: support mousewheel?
						Win32ProcessKeyboardMessage(&NewInput->MouseButtons[0], GetKeyState(VK_LBUTTON) & (1 << 15));
						Win32ProcessKeyboardMessage(&NewInput->MouseButtons[1], GetKeyState(VK_MBUTTON) & (1 << 15));
						Win32ProcessKeyboardMessage(&NewInput->MouseButtons[2], GetKeyState(VK_RBUTTON) & (1 << 15));
						Win32ProcessKeyboardMessage(&NewInput->MouseButtons[3], GetKeyState(VK_XBUTTON1) & (1 << 15));
						Win32ProcessKeyboardMessage(&NewInput->MouseButtons[4], GetKeyState(VK_XBUTTON2) & (1 << 15));

						// TODO: should we poll this more frequently
						// TODO: dont poll disconnected controllers to prevent xinput frame rate impact
						DWORD MaxControllerCount = XUSER_MAX_COUNT;
						if (MaxControllerCount > (ArrayCount(NewInput->Controllers) - 1)) {
							MaxControllerCount = (ArrayCount(NewInput->Controllers) - 1);
						}

						for (DWORD ControllerIndex = 0; ControllerIndex < MaxControllerCount; ++ControllerIndex) {
							DWORD OurControllerIndex = ControllerIndex + 1;
							game_controller_input *OldController = GetController(OldInput, OurControllerIndex);
							game_controller_input *NewController = GetController(NewInput, OurControllerIndex);

							XINPUT_STATE ControllerState;

							if (XInputGetState(ControllerIndex, &ControllerState) == ERROR_SUCCESS) {
								NewController->IsConnected = true;
								NewController->IsAnalog = OldController->IsAnalog;
								// TODO: See if ControllerState.dwPacketNumber increments too rapidly
								XINPUT_GAMEPAD *Pad = &ControllerState.Gamepad;

								// TODO: currently handling a square deadzone, check if it is circular
								NewController->StickAverageX = Win32ProcessXInputStickValue(Pad->sThumbLX, XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE);
								NewController->StickAverageY = Win32ProcessXInputStickValue(Pad->sThumbLY, XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE);

								if ((NewController->StickAverageX != 0.0f) || (NewController->StickAverageY != 0.0f)) {
									NewController->IsAnalog = true;
								}

								if (Pad->wButtons & XINPUT_GAMEPAD_DPAD_UP) {
									NewController->StickAverageY = 1.0f;
									NewController->IsAnalog = false;
								}

								if (Pad->wButtons & XINPUT_GAMEPAD_DPAD_DOWN) {
									NewController->StickAverageY = -1.0f;
									NewController->IsAnalog = false;
								}

								if (Pad->wButtons & XINPUT_GAMEPAD_DPAD_LEFT) {
									NewController->StickAverageX = -1.0f;
									NewController->IsAnalog = false;
								}

								if (Pad->wButtons & XINPUT_GAMEPAD_DPAD_RIGHT) {
									NewController->StickAverageX = 1.0f;
									NewController->IsAnalog = false;
								}

								real32 Threshold = 0.5f;
								Win32ProcessXInputDigitalButton((NewController->StickAverageX < -Threshold) ? 1 : 0, &OldController->MoveLeft, 1, &NewController->MoveLeft);
								Win32ProcessXInputDigitalButton((NewController->StickAverageX > Threshold) ? 1 : 0, &OldController->MoveRight, 1, &NewController->MoveRight);
								Win32ProcessXInputDigitalButton((NewController->StickAverageY < -Threshold) ? 1 : 0, &OldController->MoveDown, 1, &NewController->MoveDown);
								Win32ProcessXInputDigitalButton((NewController->StickAverageY > Threshold) ? 1 : 0, &OldController->MoveUp, 1, &NewController->MoveUp);

								Win32ProcessXInputDigitalButton(Pad->wButtons, &OldController->ActionDown, XINPUT_GAMEPAD_A, &NewController->ActionDown);
								Win32ProcessXInputDigitalButton(Pad->wButtons, &OldController->ActionRight, XINPUT_GAMEPAD_B, &NewController->ActionRight);
								Win32ProcessXInputDigitalButton(Pad->wButtons, &OldController->ActionLeft, XINPUT_GAMEPAD_X, &NewController->ActionLeft);
								Win32ProcessXInputDigitalButton(Pad->wButtons, &OldController->ActionUp, XINPUT_GAMEPAD_Y, &NewController->ActionUp);
								Win32ProcessXInputDigitalButton(Pad->wButtons, &OldController->LeftShoulder, XINPUT_GAMEPAD_LEFT_SHOULDER, &NewController->LeftShoulder);
								Win32ProcessXInputDigitalButton(Pad->wButtons, &OldController->RightShoulder, XINPUT_GAMEPAD_RIGHT_SHOULDER, &NewController->RightShoulder);

								Win32ProcessXInputDigitalButton(Pad->wButtons, &OldController->Start, XINPUT_GAMEPAD_START, &NewController->Start);
								Win32ProcessXInputDigitalButton(Pad->wButtons, &OldController->Back, XINPUT_GAMEPAD_BACK, &NewController->Back);
							}
							else {
								// NOTE: the controller is not available
								NewController->IsConnected = false;
							}
						}

						thread_context Thread = {};

						game_offscreen_buffer Buffer = {};
						Buffer.Memory = GlobalBackbuffer.Memory;
						Buffer.Width = GlobalBackbuffer.Width;
						Buffer.Height = GlobalBackbuffer.Height;
						Buffer.Pitch = GlobalBackbuffer.Pitch;
						Buffer.BytesPerPixel = GlobalBackbuffer.BytesPerPixel;

						if (Win32State.InputRecordingIndex) {
							Win32RecordInput(&Win32State, NewInput);
						}

						if (Win32State.InputPlaybackIndex) {
							Win32PlaybackInput(&Win32State, NewInput);
						}

						if (Game.UpdateAndRender) {
							Game.UpdateAndRender(&Thread, &GameMemory, NewInput, &Buffer);
						}

						LARGE_INTEGER AudioWallClock = Win32GetWallClock();
						real32 FromBeginToAudioSeconds = Win32GetSecondsElapsed(FlipWallClock, AudioWallClock);

						DWORD PlayCursor;
						DWORD WriteCursor;

						if (GlobalSecondaryBuffer->GetCurrentPosition(&PlayCursor, &WriteCursor) == DS_OK) {
							/* NOTE: Sound output explanation

							We define a safety value that is the number of samples we think our game update loop can vary by.
							When we wake up to write audio we look at the play cursor position and forecast where we think it will be on the next frame boundary.
							If the write cursor is before that by at least our safety value, the target fill position is the frame boundary plus one frame. This gives us perfect audio sync if the audio latency is low enough.
							If the write cursor is after that safety value then we assume we can't sync the audio so we write one frames worth of audio plus the safety values worth of samples.

							*/

							if (!SoundIsValid) {
								SoundOutput.RunningSampleIndex = WriteCursor / SoundOutput.BytesPerSample;
								SoundIsValid = true;
							}

							DWORD ByteToLock = (SoundOutput.RunningSampleIndex * SoundOutput.BytesPerSample) % SoundOutput.SecondaryBufferSize;
							DWORD ExpectedSoundBytesPerFrame = (int)((real32)(SoundOutput.SamplesPerSecond * SoundOutput.BytesPerSample) / GameUpdateHz);
							real32 SecondsLeftUntilFlip = TargetSecondsPerFrame - FromBeginToAudioSeconds;
							DWORD ExpectedBytesUntilFlip = (DWORD)((SecondsLeftUntilFlip / TargetSecondsPerFrame) * (real32)ExpectedSoundBytesPerFrame);
							DWORD ExpectedFrameBoundaryByte = PlayCursor + ExpectedBytesUntilFlip;
							DWORD SafeWriteCursor = WriteCursor;

							if (SafeWriteCursor < PlayCursor) {
								SafeWriteCursor += SoundOutput.SecondaryBufferSize;
							}

							Assert(SafeWriteCursor >= PlayCursor);
							SafeWriteCursor += SoundOutput.SafetyBytes;
							bool32 AudioCardIsLowLatency = (SafeWriteCursor < ExpectedFrameBoundaryByte);
							DWORD TargetCursor = 0;

							if (AudioCardIsLowLatency) {
								TargetCursor = ExpectedFrameBoundaryByte + ExpectedSoundBytesPerFrame;
							}
							else {
								TargetCursor = WriteCursor + ExpectedSoundBytesPerFrame + SoundOutput.SafetyBytes;
							}

							TargetCursor = TargetCursor % SoundOutput.SecondaryBufferSize;
							DWORD BytesToWrite = 0;

							if (ByteToLock > TargetCursor) {
								BytesToWrite = SoundOutput.SecondaryBufferSize - ByteToLock;
								BytesToWrite += TargetCursor;
							}
							else {
								BytesToWrite = TargetCursor - ByteToLock;
							}

							game_sound_output_buffer SoundBuffer = {};
							SoundBuffer.SamplesPerSecond = SoundOutput.SamplesPerSecond;
							SoundBuffer.SampleCount = BytesToWrite / SoundOutput.BytesPerSample;
							SoundBuffer.Samples = Samples;
							if (Game.GetSoundSamples) {
								Game.GetSoundSamples(&Thread, &GameMemory, &SoundBuffer);
							}

#if HANDMADE_INTERNAL
							win32_debug_time_marker *Marker = &DebugTimeMarkers[DebugTimeMarkerIndex];
							Marker->OutputPlayCursor = PlayCursor;
							Marker->OutputWriteCursor = WriteCursor;
							Marker->OutputLocation = ByteToLock;
							Marker->OutputByteCount = BytesToWrite;
							Marker->ExpectedFlipPlayCursor = ExpectedFrameBoundaryByte;
							DWORD UnwrappedWriteCursor = WriteCursor;

							if (UnwrappedWriteCursor < PlayCursor) {
								UnwrappedWriteCursor += SoundOutput.SecondaryBufferSize;
							}

							AudioLatencyBytes = UnwrappedWriteCursor - PlayCursor;
							AudioLatencySeconds = ((real32)AudioLatencyBytes / (real32)SoundOutput.BytesPerSample) / (real32)SoundOutput.SamplesPerSecond;

#if 0
							char DebugSoundBuffer[256];
							sprintf_s(DebugSoundBuffer, "BTL:%u TC:%u BTW:%u - PC:%u WC:%u DELTA:%u (%fs)\n", ByteToLock, TargetCursor, BytesToWrite, PlayCursor, WriteCursor, AudioLatencyBytes, AudioLatencySeconds);
							OutputDebugStringA(DebugSoundBuffer);
#endif
#endif
							Win32FillSoundBuffer(&SoundOutput, ByteToLock, BytesToWrite, &SoundBuffer);
						}
						else {
							SoundIsValid = false;
						}

						LARGE_INTEGER WorkCounter = Win32GetWallClock();
						real32 WorkSecondsElapsed = Win32GetSecondsElapsed(LastCounter, WorkCounter);
						// TODO: not tested yet!
						real32 SecondsElapsedForFrame = WorkSecondsElapsed;

						if (SecondsElapsedForFrame < TargetSecondsPerFrame) {
							if (SleepIsGranular) {
								DWORD SleepMS = (DWORD)(1000.0f * (TargetSecondsPerFrame - SecondsElapsedForFrame));
								if (SleepMS > 0) {
									Sleep(SleepMS);
								}
							}

							real32 TestSecondsElapsedForFrame = Win32GetSecondsElapsed(LastCounter, Win32GetWallClock());

							if (TestSecondsElapsedForFrame < TargetSecondsPerFrame) {
								// TODO: log missed sleep here
							}

							while (SecondsElapsedForFrame < TargetSecondsPerFrame) {
								SecondsElapsedForFrame = Win32GetSecondsElapsed(LastCounter, Win32GetWallClock());
							}
						}
						else {
							// TODO: missed frame rate
							// TODO: logging
						}

						LARGE_INTEGER EndCounter = Win32GetWallClock();
						real32 MSPerFrame = 1000.0f * Win32GetSecondsElapsed(LastCounter, EndCounter);
						LastCounter = EndCounter;

						win32_window_dimension Dimension = Win32GetWindowDimension(Window);
						HDC BufferDC = GetDC(Window);
						Win32DisplayBufferInWindow(&GlobalBackbuffer, BufferDC, Dimension.Width, Dimension.Height);
						ReleaseDC(Window, BufferDC);

						FlipWallClock = Win32GetWallClock();

#if HANDMADE_INTERNAL
						DWORD DebugPlayCursor;
						DWORD DebugWriteCursor;
						if (GlobalSecondaryBuffer->GetCurrentPosition(&DebugPlayCursor, &DebugWriteCursor) == DS_OK) {
							Assert(DebugTimeMarkerIndex < ArrayCount(DebugTimeMarkers));
							win32_debug_time_marker *Marker = &DebugTimeMarkers[DebugTimeMarkerIndex];
							Marker->FlipPlayCursor = DebugPlayCursor;
							Marker->FlipWriteCursor = DebugWriteCursor;
						}
#endif

						game_input *Temp = NewInput;
						NewInput = OldInput;
						OldInput = Temp;
						// TODO: should these be cleared?

#if 0
						uint64 EndCycleCount = __rdtsc();
						uint64 CyclesElapsed = EndCycleCount - LastCycleCount;
						LastCycleCount = EndCycleCount;

						// real32 FPS = (real32)GlobalPerfCounterFrequency / (real32)CounterElapsed;
						real32 FPS = 0.0f;
						real32 MCPF = (real32)CyclesElapsed / (1000.0f * 1000.0f);

						char DebugPerformanceBuffer[256];
						sprintf_s(DebugPerformanceBuffer, "%0.02fmspf, %0.02ffps, %0.02fmcpf\n", MSPerFrame, FPS, MCPF);
						OutputDebugStringA(DebugPerformanceBuffer);
#endif

#if HANDMADE_INTERNAL
						++DebugTimeMarkerIndex;
						if (DebugTimeMarkerIndex == ArrayCount(DebugTimeMarkers)) {
							DebugTimeMarkerIndex = 0;
						}
#endif
					}
				}
			}
			else {
				// TODO: logging
			}
		}
		else {
			// TODO: logging
		}
	}
	else {
		// TODO: logging
	}

	return(0);
}
int CALLBACK WinMain(
   HINSTANCE Instance,
   HINSTANCE PrevInstance,
   LPSTR     CommandLine,
   int       ShowCode
   ) {
   Win32LoadXInput();

	WNDCLASS WindowClass = {};

	WindowClass.style = CS_HREDRAW|CS_VREDRAW;
	WindowClass.lpfnWndProc = Win32MainWindowCallback;
	WindowClass.hInstance = Instance;
	//WindowClass.hIcon;
	WindowClass.lpszClassName = "HandmadeHeroWindowClass";

   if (RegisterClass(&WindowClass))
   {
      HWND Window = CreateWindowEx(
         0, 
         WindowClass.lpszClassName,
         "Handmade Hero",
         WS_OVERLAPPEDWINDOW|WS_VISIBLE,
         CW_USEDEFAULT,
         CW_USEDEFAULT,
         CW_USEDEFAULT,
         CW_USEDEFAULT, 
         0,
         0,
         Instance,
         0);

      if (Window) {

         GlobalRunning = true;
         int XOffset = 0;
         int YOffset = 0;
         int Hz = 256;
         int SquareWaveCounter = 0;
         int BytesPerSample = sizeof(int16) * 2;
         int SquareWavePeriod = 48000/Hz;

         Win32InitDSound(Window, 48000, 48000*sizeof(int16)*2);

         while (GlobalRunning)
         {
            MSG Message;
            while (PeekMessage(&Message, 0, 0, 0, PM_REMOVE))
            {
               if (Message.message == WM_QUIT) {
                  GlobalRunning = false;
               }
               TranslateMessage(&Message);
               DispatchMessage(&Message);
            }

            for (DWORD ControllerIndex = 0; ControllerIndex < XUSER_MAX_COUNT; ControllerIndex++) {
               XINPUT_STATE ControllerState;
               if (XInputGetState(ControllerIndex, &ControllerState) == ERROR_SUCCESS) {
                  //haz controller!
                  XINPUT_GAMEPAD *Pad = &ControllerState.Gamepad;

                  bool Up = (Pad->wButtons & XINPUT_GAMEPAD_DPAD_UP);
                  bool Down = (Pad->wButtons & XINPUT_GAMEPAD_DPAD_DOWN);
                  bool Left = (Pad->wButtons & XINPUT_GAMEPAD_DPAD_LEFT);
                  bool Right = (Pad->wButtons & XINPUT_GAMEPAD_DPAD_RIGHT);
                  bool Start = (Pad->wButtons & XINPUT_GAMEPAD_START);
                  bool Back = (Pad->wButtons & XINPUT_GAMEPAD_BACK);
                  bool LeftShoulder = (Pad->wButtons & XINPUT_GAMEPAD_LEFT_SHOULDER);
                  bool RightShoulder = (Pad->wButtons & XINPUT_GAMEPAD_RIGHT_SHOULDER);
                  bool AButton = (Pad->wButtons & XINPUT_GAMEPAD_A);
                  bool BButton = (Pad->wButtons & XINPUT_GAMEPAD_B);
                  bool XButton = (Pad->wButtons & XINPUT_GAMEPAD_X);
                  bool YButton = (Pad->wButtons & XINPUT_GAMEPAD_Y);

                  int16 StickX = Pad->sThumbLX;
                  int16 StickY = Pad->sThumbLY;

                  if (AButton) {
                     YOffset += 2;
                     XINPUT_VIBRATION Vibration;
                     Vibration.wLeftMotorSpeed = 60000;
                     Vibration.wRightMotorSpeed = 60000;
                     XInputSetState(0, &Vibration);
                  }
                  else {
                     XINPUT_VIBRATION Vibration;
                     Vibration.wLeftMotorSpeed = 0;
                     Vibration.wRightMotorSpeed = 0;
                     XInputSetState(0, &Vibration);
                  }
               }
               else {
                  //Controller isn't there
               }
            }

            RenderWeirdGradient(&GlobalBackBuffer, XOffset, YOffset);
            
            DWORD PlayCursor;
            DWORD WriteCursor;

            if (SUCCEEDED(GlobalSecondaryBuffer->GetCurrentPosition(&PlayCursor,&WriteCursor))) {               

               DWORD WritePointer = ;
               DWORD BytesToWrite = ;

               VOID *Region1;
               DWORD Region1Size;
               VOID *Region2;
               DWORD Region2Size;

               if (SUCCEEDED(GlobalSecondaryBuffer->Lock(WritePointer,
                  BytesToWrite,
                  &Region1, &Region1Size,
                  &Region2, &Region2Size,
                  0))) {                  
                  // TODO(Justin): Assert Region1Size/Region2Size is valid
                  int16 *SampleOut = (int16 *)Region1;
                  DWORD Region1SampleCount = Region1Size / BytesPerSample;
                  DWORD Region2SampleCount = Region2Size / BytesPerSample;
                  for (DWORD SampleIndex = 0; 
                     SampleIndex < Region1SampleCount;
                       ++SampleIndex) {
                     if (SquareWaveCounter) {
                        SquareWaveCounter = SquareWavePeriod;
                     }
                     int16 SampleValue = (SquareWaveCounter > (SquareWavePeriod / 2)) ? 16000 : -16000;
                     *SampleOut++ = SampleValue;
                     *SampleOut++ = SampleValue;
                     --SquareWaveCounter;
                  }
                  for (DWORD SampleIndex = 0;
                     SampleIndex < Region2SampleCount;
                     ++SampleIndex) {
                     if (SquareWaveCounter) {
                        SquareWaveCounter = SquareWavePeriod;
                     }
                     int16 SampleValue = (SquareWaveCounter >(SquareWavePeriod / 2)) ? 16000 : -16000;
                     *SampleOut++ = SampleValue;
                     *SampleOut++ = SampleValue;
                     --SquareWaveCounter;
                  }
               }
            }
            
            HDC DeviceContext = GetDC(Window);

            win32_window_dimension Dimension = win32GetWindowDimension(Window);

            Win32DisplayBufferInWindow(&GlobalBackBuffer, DeviceContext, Dimension.Width, Dimension.Height,
               
                                       0, 0, Dimension.Width, Dimension.Height);
            ReleaseDC(Window, DeviceContext);

            ++XOffset;
            //YOffset += 2;
         }
      }
int CALLBACK
WinMain(HINSTANCE Instance,
        HINSTANCE PrevInstance,
        LPSTR CommandLine,
        int ShowCode)
{
    Win32LoadXInput();
    
    WNDCLASSA WindowClass = {};

    Win32ResizeDIBSection(&GlobalBackbuffer, 1280, 720);
    
    WindowClass.style = CS_HREDRAW|CS_VREDRAW|CS_OWNDC;
    WindowClass.lpfnWndProc = Win32MainWindowCallback;
    WindowClass.hInstance = Instance;
//    WindowClass.hIcon;
    WindowClass.lpszClassName = "HandmadeHeroWindowClass";

    if(RegisterClassA(&WindowClass))
    {
        HWND Window =
            CreateWindowExA(
                0,
                WindowClass.lpszClassName,
                "Handmade Hero",
                WS_OVERLAPPEDWINDOW|WS_VISIBLE,
                CW_USEDEFAULT,
                CW_USEDEFAULT,
                CW_USEDEFAULT,
                CW_USEDEFAULT,
                0,
                0,
                Instance,
                0);
        if(Window)
        {
            // NOTE(casey): Since we specified CS_OWNDC, we can just
            // get one device context and use it forever because we
            // are not sharing it with anyone.
            HDC DeviceContext = GetDC(Window);

            int XOffset = 0;
            int YOffset = 0;

            GlobalRunning = true;
            while(GlobalRunning)
            {
                MSG Message;

                while(PeekMessage(&Message, 0, 0, 0, PM_REMOVE))
                {
                    if(Message.message == WM_QUIT)
                    {
                        GlobalRunning = false;
                    }
                    
                    TranslateMessage(&Message);
                    DispatchMessageA(&Message);
                }

                // TODO(casey): Should we poll this more frequently
                for (DWORD ControllerIndex = 0;
                     ControllerIndex < XUSER_MAX_COUNT;
                     ++ControllerIndex)
                {
                    XINPUT_STATE ControllerState;
                    if(XInputGetState(ControllerIndex, &ControllerState) == ERROR_SUCCESS)
                    {
                        // NOTE(casey): This controller is plugged in
                        // TODO(casey): See if ControllerState.dwPacketNumber increments too rapidly
                        XINPUT_GAMEPAD *Pad = &ControllerState.Gamepad;

                        bool Up = (Pad->wButtons & XINPUT_GAMEPAD_DPAD_UP);
                        bool Down = (Pad->wButtons & XINPUT_GAMEPAD_DPAD_DOWN);
                        bool Left = (Pad->wButtons & XINPUT_GAMEPAD_DPAD_LEFT);
                        bool Right = (Pad->wButtons & XINPUT_GAMEPAD_DPAD_RIGHT);
                        bool Start = (Pad->wButtons & XINPUT_GAMEPAD_START);
                        bool Back = (Pad->wButtons & XINPUT_GAMEPAD_BACK);
                        bool LeftShoulder = (Pad->wButtons & XINPUT_GAMEPAD_LEFT_SHOULDER);
                        bool RightShoulder = (Pad->wButtons & XINPUT_GAMEPAD_RIGHT_SHOULDER);
                        bool AButton = (Pad->wButtons & XINPUT_GAMEPAD_A);
                        bool BButton = (Pad->wButtons & XINPUT_GAMEPAD_B);
                        bool XButton = (Pad->wButtons & XINPUT_GAMEPAD_X);
                        bool YButton = (Pad->wButtons & XINPUT_GAMEPAD_Y);

                                        
                        int16 StickX = Pad->sThumbLX;
                        int16 StickY = Pad->sThumbLY;

                        XOffset += StickX >> 12;
                        YOffset += StickY >> 12;
                    }
                    else
                    {
                        // NOTE(casey): The controller is not available
                    }
                }
                
                RenderWeirdGradient(&GlobalBackbuffer, XOffset, YOffset);

                win32_window_dimension Dimension = Win32GetWindowDimension(Window);
                Win32DisplayBufferInWindow(&GlobalBackbuffer, DeviceContext,
                                           Dimension.Width, Dimension.Height);
            }