LRESULT CALLBACK Win32MainWindowCallback( HWND Window, UINT Message, WPARAM WParam, LPARAM LParam) { LRESULT Result = 0; switch(Message) { case WM_SIZE: { RECT ClientRect; GetClientRect(Window, &ClientRect); int Width = ClientRect.right - ClientRect.left; int Height = ClientRect.bottom - ClientRect.top; Win32ResizeDIBSection(Width, Height); } break; case WM_DESTROY: { Running = false; }break; case WM_CLOSE: { PostQuitMessage(0); Running = false; }break; case WM_ACTIVATEAPP: { OutputDebugStringA(""); }break; case WM_PAINT: { PAINTSTRUCT Paint; HDC DeviceContext = BeginPaint(Window, &Paint); int X = Paint.rcPaint.left; int Y = Paint.rcPaint.top; int Width = Paint.rcPaint.right - Paint.rcPaint.left; int Height = Paint.rcPaint.bottom - Paint.rcPaint.top; RECT ClientRect; GetClientRect(Window, &ClientRect); Win32UpdateWindow(DeviceContext, &ClientRect, X, Y, Width, Height); EndPaint(Window, &Paint); }break; default: { OutputDebugStringA(""); Result = DefWindowProcA(Window, Message, WParam, LParam); }break; } return (Result); }
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; }
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 } }
LRESULT CALLBACK Win32MainWindowCallback( HWND Window, UINT Message, WPARAM WParam, LPARAM LParam ) { LRESULT Result = 0; switch(Message) { case WM_SIZE: { //win32_window_dimension Dimension = win32GetWindowDimension(Window); Win32ResizeDIBSection(&GlobalBackBuffer, 1280, 720); break; } case WM_DESTROY: case WM_CLOSE: { GlobalRunning = false; break; } case WM_SYSKEYDOWN: case WM_SYSKEYUP: case WM_KEYDOWN: case WM_KEYUP: { uint32 VKCode = WParam; bool WasDown = ((LParam & (1 << 30)) != 0); bool IsDown = ((LParam & (1 << 31)) == 0); if (VKCode == 'W') { } else if (VKCode == 'A') { } else if (VKCode == 'S') { } else if (VKCode == 'D') { } else if (VKCode == 'Q') { } else if (VKCode == 'E') { } else if (VKCode == VK_UP) { } else if (VKCode == VK_LEFT) { } else if (VKCode == VK_DOWN) { } else if (VKCode == VK_RIGHT) { } else if(VKCode == VK_ESCAPE) { } else if (VKCode == VK_SPACE) { } if ((VKCode == VK_F4) && (LParam & (1 << 29))) { GlobalRunning = false; } break; } case WM_PAINT: { PAINTSTRUCT Paint; HDC DeviceContext = BeginPaint(Window, &Paint); int x = Paint.rcPaint.left; int y = Paint.rcPaint.top; int Height = Paint.rcPaint.bottom - Paint.rcPaint.top; int Width = Paint.rcPaint.right - Paint.rcPaint.left; win32_window_dimension Dimension = win32GetWindowDimension(Window); Win32DisplayBufferInWindow(&GlobalBackBuffer, DeviceContext, Dimension.Width, Dimension.Height, x, y, Width, Height); EndPaint(Window, &Paint); break; } case WM_ACTIVATEAPP: { OutputDebugStringA("WM_ACTIVATEAPP \n"); break; } default: { //OutputDebugStringA("default \n"); Result = DefWindowProc(Window, Message, WParam, LParam); break; } } return Result; }
int CALLBACK WinMain(HINSTANCE Instance, HINSTANCE PrevInstance, LPSTR CmdLine, int CmdShow) { WNDCLASS WindowClass = {}; Win32ResizeDIBSection(&GlobalBackbuffer, 1280, 720); WindowClass.style = CS_HREDRAW|CS_VREDRAW; WindowClass.lpfnWndProc = Win32MainWindowCallback; WindowClass.hInstance = Instance; // WindowClass.hIcon WindowClass.lpszClassName = "WindowClass"; if(RegisterClass(&WindowClass)) { HWND Window = CreateWindowExA( 0, WindowClass.lpszClassName, "GameName", WS_OVERLAPPEDWINDOW|WS_VISIBLE, CW_USEDEFAULT, CW_USEDEFAULT, CW_USEDEFAULT, CW_USEDEFAULT, 0, 0, Instance, 0); if(Window) { Running = true; int XOffset = 0; int YOffset = 0; while(Running) { MSG Message; while(PeekMessage(&Message, 0, 0, 0, PM_REMOVE)) { if(Message.message == WM_QUIT) { Running = false; } TranslateMessage(&Message); DispatchMessageA(&Message); } RenderTrippy(GlobalBackbuffer, XOffset, YOffset); HDC DeviceContext = GetDC(Window); win32_window_dimension Dimension = Win32GetWindowDimension(Window); Win32UpdateBufferInWindow(DeviceContext, Dimension.Width, Dimension.Height, GlobalBackbuffer, 0, 0, Dimension.Width, Dimension.Height); ReleaseDC(Window, DeviceContext); ++XOffset; YOffset += 2; } } else { // TODO: Log errors } } else { // TODO: Log errors } return(0); }
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) { // Empty window -> 0 to each field WNDCLASS WindowClass = {}; Win32ResizeDIBSection(&GlobalBackBuffer, 1280, 720); WindowClass.style = CS_HREDRAW|CS_VREDRAW; WindowClass.lpfnWndProc = Win32MainWindowCallBack; WindowClass.hInstance = Instance; WindowClass.lpszClassName = "HandmadeHeroWindowClass"; // Register window class 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) { int XOffset = 0; int YOffset = 0; // Start message loop Running = true; while(Running) { MSG Message; while (PeekMessage(&Message, 0, 0, 0, PM_REMOVE)) { if (Message.message == WM_QUIT) { Running = false; } TranslateMessage(&Message); DispatchMessage(&Message); } RenderWeirdGradient(GlobalBackBuffer, XOffset, YOffset); HDC DeviceContext = GetDC(Window); win32_window_dimension Dimension = Win32GetWindowDimension(Window); Win32DisplayBufferInWindow(DeviceContext, Dimension.Width, Dimension.Height, GlobalBackBuffer); ReleaseDC(Window, DeviceContext); ++XOffset; YOffset += 2; } } else { // Fails } } else { // Fails } return(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(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); }
int CALLBACK WinMain(HINSTANCE Instance, HINSTANCE PrevInstance, LPSTR CommandLine, int ShowCode) { Wind32LoadXInput(); 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 // create it once since we aren't sharing it with anybody HDC DeviceContext = GetDC(Window); // NOTE: Graphics test int XOffset = 0; int YOffset = 0; // NOTE: Sound test int SamplesPerSecond = 48000; int ToneHz = 256; int16 ToneVolume = 3000; uint32 RunningSampleIndex = 0; int SquareWavePeriod = SamplesPerSecond / ToneHz; int HalfSquareWavePeriod = SquareWavePeriod / 2; int BytesPerSample = sizeof(int16) * 2; int SecondaryBufferSize = SamplesPerSecond * BytesPerSample; Win32InitDSound(Window, SamplesPerSecond, SecondaryBufferSize); 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; 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: 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 = RunningSampleIndex * BytesPerSample % SecondaryBufferSize; DWORD BytesToWrite; if(ByteToLock == PlayCursor) { BytesToWrite = SecondaryBufferSize; } else if(ByteToLock > PlayCursor) { BytesToWrite = SecondaryBufferSize - ByteToLock; BytesToWrite += PlayCursor; } else { BytesToWrite = PlayCursor - ByteToLock; } // TODO: More strenuous test VOID *Region1; DWORD Region1Size; VOID *Region2; DWORD Region2Size; if(SUCCEEDED(GlobalSecondaryBuffer->Lock(ByteToLock, BytesToWrite, &Region1, &Region1Size, &Region2, &Region2Size, 0))) { // TODO: assert that Region1SizeRegion2Size is valid int16 *SampleOut = (int16 *)Region1; DWORD Region1SampleCount = Region1Size / BytesPerSample; for(DWORD SampleIndex = 0; SampleIndex < Region1SampleCount; ++SampleIndex) { int16 SampleValue = ((RunningSampleIndex++ / HalfSquareWavePeriod) % 2) ? ToneVolume : -ToneVolume; *SampleOut++ = SampleValue; *SampleOut++ = SampleValue; } DWORD Region2SampleCount = Region2Size / BytesPerSample; SampleOut = (int16 *)Region2; for(DWORD SampleIndex = 0; SampleIndex < Region2SampleCount; ++SampleIndex) { int16 SampleValue = ((RunningSampleIndex++ / HalfSquareWavePeriod) % 2) ? ToneVolume : -ToneVolume; *SampleOut++ = SampleValue; *SampleOut++ = SampleValue; } GlobalSecondaryBuffer->Unlock(Region1, Region1Size, Region2, Region2Size); } } win32_window_dimension Dimension = Win32GetWindowDimension(Window); Win32DisplayBufferInWindow(&GlobalBackbuffer, DeviceContext, Dimension.Width, Dimension.Height); }