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758 | #include <windows.h>
#include <stdint.h>
#include <xinput.h>
#include <winuser.h>
#include <dsound.h>
#define internal static
#define local_persist static
#define global_variable static
typedef uint8_t uint8;
typedef uint16_t uint16;
typedef uint32_t uint32;
typedef uint64_t uint64;
typedef int8_t int8;
typedef int16_t int16;
typedef int32_t int32;
typedef int64_t int64;
typedef int32 bool32;
// *TODO: This is all global...for now...
global_variable bool GlobalRunning;
global_variable LPDIRECTSOUNDBUFFER GlobalSecondarySoundBuffer;
struct win32_window_dimension
{
int Width;
int Height;
};
struct win32_offscreen_buffer
{
//NOTE: Always assumes bytesperpixel is 4 (32 bit), memory order: BB GG RR XX -> in mem: 0x xx RR GG BB
BITMAPINFO Info;
void *Memory;
int Width, Height;
//int BytesPerPixel;
int Pitch;
};
global_variable win32_offscreen_buffer GlobalBackBuffer;
// We've created a macro stub function and turned it into a type
// we then create a global var pointing to the type of the function stub
// we then redefine the function stub pointer so it assumes the name
// of the function we want to steal out of the original lib we don't want to load
// XInputGetState
//create the macro using define, so name will now assume the function signature
#define X_INPUT_GET_STATE(name) DWORD WINAPI name(DWORD dwUserIndex, XINPUT_STATE *pState)
typedef X_INPUT_GET_STATE(x_input_get_state); // this is actually a macro'd stub function named: x_input_get_state(DWORD dwUserIndex, XINPUT_STATE *pState);
// this is the stub function's definition
X_INPUT_GET_STATE(XInputGetStateStub)
{
return(ERROR_DEVICE_NOT_CONNECTED);
}
// this is a global pointer pointing to: x_input_get_state(DWORD dwUserIndex, XINPUT_STATE *pState); now we use XInputGetState as the stub function
global_variable x_input_get_state *XInputGetState_ = XInputGetStateStub;
#define XInputGetState XInputGetState_
// XInputeSetSTATE
#define X_INPUT_SET_STATE(name) DWORD WINAPI name(DWORD dwUserIndex, XINPUT_VIBRATION *pVibration)
typedef X_INPUT_SET_STATE(x_input_set_state);
X_INPUT_SET_STATE(XInputSetStateStub)
{
return(ERROR_DEVICE_NOT_CONNECTED);
}
global_variable x_input_set_state *XInputSetState_ = XInputSetStateStub;
#define XInputSetState XInputSetState_
#define DIRECT_SOUND_CREATE(name) HRESULT WINAPI name( LPCGUID pcGuidDevice, LPDIRECTSOUND *ppDS, LPUNKNOWN pUnkOuter)
typedef DIRECT_SOUND_CREATE(direct_sound_create);
//DIRECT_SOUND_CREATE(DirectSoundCreate)
//{
// return(DSERR_NODRIVER);
//}
internal void Win32LoadXInput(void)
{
//we're going to do the steps the window loader does when it loads our program
HMODULE XInputLibrary = LoadLibrary("xinput1_4");
if (!XInputLibrary)
{
// *TODO : Create diagnostics
HMODULE XInputLibrary = LoadLibrary("xinput1_3");
}
if (XInputLibrary)
{
XInputGetState = (x_input_get_state *)GetProcAddress(XInputLibrary, "XInputGetState");
if (!XInputGetState) { XInputGetState = XInputGetStateStub; }
XInputSetState = (x_input_set_state *)GetProcAddress(XInputLibrary, "XInputSetState");
if (!XInputSetState) { XInputSetState = XInputSetStateStub; }
// *TODO : Create diagnostics
}
else
{
// *TODO : Create diagnostics
OutputDebugString("Module load failed!");
}
}
internal win32_window_dimension Win32GetWindowDimension(HWND Window)
{
win32_window_dimension Result;
RECT ClientRect;
GetClientRect(Window, &ClientRect);
Result.Height = ClientRect.bottom - ClientRect.top;
Result.Width = ClientRect.right - ClientRect.left;
return(Result);
}
internal void Win32DisplayBufferInWindow(win32_offscreen_buffer *Buffer, HDC BitmapDeviceContext, int WindowWidth, int WindowHeight)
{
//*TODO: aspect ratio maintain
//*TODO: Stretch modes
StretchDIBits(
BitmapDeviceContext, 0, 0, // this is the start of the destination fill upper left corner (0,0)
WindowWidth, WindowHeight, // size of destination buffer
0, 0, // start of buffer upper left
Buffer->Width, Buffer->Height, // buffer width, buffer height
Buffer->Memory, // memory contents pointer to image in buffer
&Buffer->Info, // info about image
DIB_RGB_COLORS, // what colour 'space'
SRCCOPY); //rasterizing operation
}
internal void Win32ResizeDIBSection(win32_offscreen_buffer *Buffer, int Width, int Height)
{
//*TODO: Bulletproof this
// may don't free first, free after, but if that fails free first
if (Buffer->Memory)
{
VirtualFree(Buffer->Memory, 0, MEM_RELEASE);
}
Buffer->Height = Height;
Buffer->Width = Width;
//BITMAPINFO info = Buffer.Info;
int BytesPerPixel = 4;
Buffer->Info.bmiHeader.biSize = sizeof(Buffer->Info.bmiHeader);
Buffer->Info.bmiHeader.biWidth = Buffer->Width;/*Width; */
Buffer->Info.bmiHeader.biHeight = -Buffer->Height /*Height;*/; //the negative makes it a top-down DIB so it draws from top-left
Buffer->Info.bmiHeader.biPlanes = 1;
Buffer->Info.bmiHeader.biBitCount = 32;
Buffer->Info.bmiHeader.biCompression = BI_RGB;
Buffer->Info.bmiHeader.biSizeImage = 0;
Buffer->Info.bmiHeader.biXPelsPerMeter = 0;
Buffer->Info.bmiHeader.biYPelsPerMeter = 0;
Buffer->Info.bmiHeader.biClrUsed = 0;
Buffer->Info.bmiHeader.biClrImportant = 0;
//int BitmapMemorySize = (Width * Height) * BytesPerPixel;
int BitmapMemorySize = (Buffer->Width * Buffer->Height) * BytesPerPixel;
Buffer->Memory = VirtualAlloc(0, BitmapMemorySize, MEM_RESERVE| MEM_COMMIT, PAGE_READWRITE);
//*TODO: probably want to initialize to black
Buffer->Pitch = Width*BytesPerPixel;
}
// define the windows callback messaging responses
LRESULT CALLBACK Win32MainWindowCallback( HWND Window,UINT Message,WPARAM WParam,LPARAM LParam)
{
LRESULT Result = 0;
//win32_offscreen_buffer Buffer;
switch(Message)
{
case WM_KEYDOWN:
case WM_KEYUP:
case WM_SYSKEYDOWN:
case WM_SYSKEYUP:
{
uint32 VKCode = WParam;
#define KeyWasDownMessageBit (1<<30)
#define KeyIsDownMessageBit (1<<31)
#define AltKeyIsDownMessageBit (1<<29)
bool32 wasKeyDown = ((LParam & KeyWasDownMessageBit) != 0); //use expression since results will be 0 or bit 30, not 1;
bool32 isKeyDownNow = ((LParam & KeyIsDownMessageBit) == 0);
if (wasKeyDown != isKeyDownNow)
{
if (VKCode == 'W')
{
}
else if (VKCode == 'S')
{
}
else if (VKCode == 'A')
{
}
else if (VKCode == 'D')
{
}
else if (VKCode == 'Q')
{
}
else if (VKCode == 'E')
{
}
else if (VKCode == VK_UP)
{
}
else if (VKCode == VK_DOWN)
{
}
else if (VKCode == VK_LEFT)
{
OutputDebugString("LEFT :");
if (isKeyDownNow)
{
OutputDebugString(" IS down!\n");
}
if (wasKeyDown)
{
OutputDebugString(" WAS down!\n");
}
}
else if (VKCode == VK_RIGHT)
{
}
else if (VKCode == VK_ESCAPE)
{
GlobalRunning = false;
}
else if (VKCode == VK_SPACE && isKeyDownNow)
{
OutputDebugString("Space is down\n");
}
else if (VKCode == VK_SPACE && wasKeyDown)
{
OutputDebugString("Space is up\n");
}
}
bool32 AltKeyWasDown = (LParam & AltKeyIsDownMessageBit);
if ((VKCode == VK_F4) && AltKeyWasDown)
{
GlobalRunning = false;
}
}break;
case WM_SETFOCUS:
{
}break;
case WM_KILLFOCUS:
{
}break;
case WM_PAINT:
{
PAINTSTRUCT Paint;
HDC BitmapDeviceContext = BeginPaint(Window, &Paint);
win32_window_dimension Dimension = Win32GetWindowDimension(Window);
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;
Win32DisplayBufferInWindow(&GlobalBackBuffer, BitmapDeviceContext, Dimension.Width, Dimension.Height);
EndPaint(Window, &Paint);
OutputDebugStringA("WM_SIZE\n");
}break;
case WM_DESTROY:
{
//*TODO: Handle this as an error - recreate window?
GlobalRunning = false;
OutputDebugStringA("PostQuitMessage(0) - WM_DESTROY\n");
}break;
case WM_CLOSE:
{
//*TODO: Handle this with a message to the user?
GlobalRunning = false;
OutputDebugStringA("WM_CLOSE\n");
}break;
case WM_ACTIVATEAPP: //let's us know if user has clicked and made the window active
{
OutputDebugStringA("WM_ACTIVATEAPP\n");
}break;
default:
{
// OutputDebugStringA("Default case!\n");
//this is the catchall LRESULT return to windows, there's a default Windows way to do this
Result = DefWindowProc(Window, Message, WParam, LParam);
}break;
}
return(Result);
}
internal void RenderWeirdGrad(win32_offscreen_buffer *Buffer, int XOffset, int YOffset)
{
//*TODO: Let's see what the optimizer does in regard to using a pointer to win32_offscreen_buffer vs. copying it directly
uint8 *Row = (uint8 *)Buffer->Memory; // this ensures as we move the pointer it's moving by 1 byte (8bits)
for (int Y = 0;
Y < Buffer->Height;
++Y)
{
//uint32 *Pixel = (uint32 *)Row; //cast it so it now jumps by 4 bytes (1 pixel) instead of just 1 as cast above
uint32 *Pixel = (uint32 *)Row;
for (int X = 0;
X < Buffer->Width;
++X)
{
// fractally weirdness
//YOffset += Y;
//XOffset += X;
uint8 Red = (Y + XOffset); // this makes the weird scan line effect
uint8 Gr = (X + XOffset);
uint8 Bl = (Y + YOffset);
//this shifts the green values so it sits after yet before the blue (ie: xx RR GG BB - so green's 8 bits needs to actually sit in the 9-16 area
*Pixel++ = ((Red << 16) | (Gr << 8) | Bl);
}
Row += Buffer->Pitch;
}
}
internal void Win32InitDSound(HWND Window, int32 BufferSize, int32 SamplesPerSecond)
{
//we're going to do the steps the window loader does when it loads our program
HMODULE DSoundLibrary = LoadLibrary("dsound.dll");
if (DSoundLibrary)
{
direct_sound_create *DirectSoundCreate = (direct_sound_create *)GetProcAddress(DSoundLibrary, "DirectSoundCreate");
LPDIRECTSOUND DirectSound;
if (DirectSoundCreate && SUCCEEDED(DirectSoundCreate(0, &DirectSound, 0)))
{
WAVEFORMATEX Waveformat = {};
Waveformat.wFormatTag = WAVE_FORMAT_PCM;
Waveformat.nChannels = 2;
Waveformat.nSamplesPerSec = SamplesPerSecond;
Waveformat.wBitsPerSample = 16;
Waveformat.nBlockAlign = (Waveformat.nChannels * Waveformat.wBitsPerSample) / 8;
Waveformat.nAvgBytesPerSec = Waveformat.nSamplesPerSec * Waveformat.nBlockAlign;
Waveformat.cbSize = 0;
if (SUCCEEDED(DirectSound->SetCooperativeLevel(Window, DSSCL_PRIORITY)))
{
// *TODO: look into DSBCAPS_GETCURRENTPOSITION2
DSBUFFERDESC BufferDescription = {};
BufferDescription.dwSize = sizeof(BufferDescription); // primary buffer must be set to 0
BufferDescription.dwFlags = DSBCAPS_PRIMARYBUFFER;
//create primary buffer - THIS IS NOT ACTUALLY A BUFFER IT IS A HANDLE TO THE PRIMARY SOUND DEVICE THAT PUTS THE SOUNDCARD
// INTO A MODE TO PLAY THE FORMAT! - HELLO WINDOWS PLEASE PLAY THIS FORMAT ON THE SOUNDCARD
LPDIRECTSOUNDBUFFER PrimaryBuffer;
if (SUCCEEDED(DirectSound->CreateSoundBuffer(&BufferDescription, &PrimaryBuffer, 0)))
{
HRESULT Error = PrimaryBuffer->SetFormat(&Waveformat);
OutputDebugString("Primary buffer created!\n\n");
//if (SUCCEEDED(PrimaryBuffer->SetFormat(&Waveformat)))
if (SUCCEEDED(Error))
{
// format is set!
OutputDebugString("Primary sound buffer set format succeeded!\n\n");
}
else
{
// *TODO: DIAGNOSTIC
}
}
else
{
//*TODO: Create Diagnostic
}
}
else
{
// *TODO: DIAGNOSTIC
}
DSBUFFERDESC BufferDescription = {};
BufferDescription.dwSize = sizeof(BufferDescription);
BufferDescription.dwFlags = 0;
BufferDescription.dwBufferBytes = BufferSize;
BufferDescription.lpwfxFormat = &Waveformat;
if (SUCCEEDED(DirectSound->CreateSoundBuffer(&BufferDescription, &GlobalSecondarySoundBuffer, 0)))
{
OutputDebugString("Secondary sound buffer creation succeeded!\n\n");
}
else // DirectSoundCreate failed!
{
// *TODO: Create diagnostic
}
}
else // No direct sound library found!
{
// *TODO: Create diagnostic
}
}
}
// **** MAIN MAIN MAIN MAIN ****
// **** MAIN MAIN MAIN MAIN ****
// **** MAIN MAIN MAIN MAIN ****
int CALLBACK WinMain(
HINSTANCE Instance,
HINSTANCE PrevInstance,
LPSTR CmdLine,
int CmdShow
)
{
Win32LoadXInput();
// create instance of windowclass and initialize to 0/null
WNDCLASS WindowClass = {};
// buffer stretch into window (or shrink)
Win32ResizeDIBSection(&GlobalBackBuffer, 1280, 720);
//create copy of xinputvibration struct for use later
_XINPUT_VIBRATION InputVibration;
//define the window class fields
WindowClass.style = CS_HREDRAW|CS_VREDRAW;
WindowClass.lpfnWndProc = Win32MainWindowCallback; //how window responds to events by passing in a function via pointer, defined above
WindowClass.hInstance = Instance; // get the windowhandle instance
//HICON hIcon; //may be used later
WindowClass.lpszClassName = "HandMadeHeroWindowClass";
//MessageBox(0, "This is handmade hero!", "handmade caption", MB_OK | MB_ICONINFORMATION);
//REGISTERING THE WINDOW CLASS
if (RegisterClass(&WindowClass))
{
HWND Window = CreateWindowExA(
0, // extended style, no thanks
WindowClass.lpszClassName,
"Handmadehero!",
WS_VISIBLE | WS_OVERLAPPEDWINDOW,
CW_USEDEFAULT,
CW_USEDEFAULT,
CW_USEDEFAULT,
CW_USEDEFAULT,
0,
0,
Instance,
0);
if (Window)
{
GlobalRunning = true;
// since we used CS_OWNDC we have this device context forever since we are not sharing it with anyone
/*HDC DeviceContext = GetDC(Window);*/
// For Graphics Test
int XOffset = 0;
int YOffset = 0;
// For sound test
int SamplesPerSecond = 48000;
int BytesPerSample = sizeof(int16) * 2; //how many bytes needed for one LEFT ch/RIGHT ch pair
int Hz = 4000; //random test tone
uint32 RunningSampleIndex = 0;
int SecondaryBufferSize = (SamplesPerSecond * BytesPerSample);
int SquareWavePeriod = SamplesPerSecond/Hz;
int HalfSquareWavePeriod = SquareWavePeriod / 2;
int16 VolumeAmount = 14000;
bool32 isBufferFilled = false;
Win32InitDSound(Window, SecondaryBufferSize, SamplesPerSecond);
while (GlobalRunning)
{
MSG Message;
while (PeekMessage(&Message, 0, 0, 0, PM_REMOVE))
{
if (Message.message == WM_QUIT)
{
GlobalRunning = false;
}
TranslateMessage(&Message);
DispatchMessage(&Message);
}
//NOTE: Should we poll this more frequently?
for (DWORD ControllerIndex = 0;
ControllerIndex < XUSER_MAX_COUNT;
++ControllerIndex)
{
XINPUT_STATE ControllerState;
if (XInputGetState(ControllerIndex, &ControllerState) == ERROR_SUCCESS )
{
// Controller connected!
//*TODO: Look at ControllerState.dwPacketNumber increments too rapidly
XINPUT_GAMEPAD *Pad = &ControllerState.Gamepad;
Pad->bLeftTrigger;
Pad->bRightTrigger;
Pad->sThumbLX;
Pad->sThumbLY;
Pad->sThumbRX;
Pad->sThumbRY;
bool32 DPadUp = (Pad->wButtons & XINPUT_GAMEPAD_DPAD_UP); // 0x0001
bool32 DPadDown = (Pad->wButtons & XINPUT_GAMEPAD_DPAD_DOWN); // 0x0002
bool32 DPadLeft = (Pad->wButtons & XINPUT_GAMEPAD_DPAD_LEFT); // 0x0004
bool32 DPadRight = (Pad->wButtons & XINPUT_GAMEPAD_DPAD_RIGHT); // 0x0008
bool32 DPadButtonA = (Pad->wButtons & XINPUT_GAMEPAD_A); // 0x1000
bool32 DPadButtonB = (Pad->wButtons & XINPUT_GAMEPAD_B); // 0x2000
bool32 DPadButtonX = (Pad->wButtons & XINPUT_GAMEPAD_X); // 0x4000
bool32 DPadButtonY = (Pad->wButtons & XINPUT_GAMEPAD_Y); // 0x8000
bool32 DPadStart = (Pad->wButtons & XINPUT_GAMEPAD_START); // 0x0010
bool32 DPadBack = (Pad->wButtons & XINPUT_GAMEPAD_BACK); // 0x0020
bool32 DPadLeftThumbSButton = (Pad->wButtons & XINPUT_GAMEPAD_LEFT_THUMB); // 0x0040
bool32 DPadRightThumbSButton = (Pad->wButtons & XINPUT_GAMEPAD_RIGHT_THUMB); // 0x0080
bool32 DPadLBumper = (Pad->wButtons & XINPUT_GAMEPAD_LEFT_SHOULDER); // 0x0100
bool32 DPadRBumper = (Pad->wButtons & XINPUT_GAMEPAD_RIGHT_SHOULDER); // 0x0200
uint8 DPadLTrigger = Pad->bLeftTrigger;
uint8 DPadRTrigger = Pad->bRightTrigger;
int16 DPadLXAxis = Pad->sThumbLX;
int16 DPadLYAxis = Pad->sThumbLY;
int16 DPadRXAxis = Pad->sThumbRX;
int16 DPadRYAxis = Pad->sThumbRY;
XOffset += -DPadLXAxis >> 12;
YOffset += -DPadLYAxis >> 12;
if (DPadButtonA)
{
YOffset += 2;
InputVibration.wLeftMotorSpeed = 10000;
InputVibration.wRightMotorSpeed = 10000;
}
else
{
// No controller detected!
InputVibration.wLeftMotorSpeed = 0;
InputVibration.wRightMotorSpeed = 0;
}
}
else
{
}
}
HDC DeviceContext = GetDC(Window);
XInputSetState(0, &InputVibration);
//prepare the backbuffer
RenderWeirdGrad(&GlobalBackBuffer, XOffset, YOffset);
// DirectSound output test right here
//lock the buffer
// Begin Sound Testing
DWORD CurrentPlayCursor;
DWORD CurrentWriteCursor;
if (SUCCEEDED(GlobalSecondarySoundBuffer->GetCurrentPosition(
&CurrentPlayCursor,
&CurrentWriteCursor
)))
{
DWORD BytesToWrite;
DWORD ByteToLock = (RunningSampleIndex*BytesPerSample) % (SecondaryBufferSize);
//*TODO: This is pretty dangerous as we could end up overwriting the buffer before
// the original contents are played, must find a better way to do this
if (ByteToLock == CurrentPlayCursor)
{
BytesToWrite = SecondaryBufferSize;
}
else if (ByteToLock > CurrentPlayCursor)
{
// add the two chunks of the buffer together [--ChunkA---Play-----Write---ByteToLock---ChunkB---]
BytesToWrite = SecondaryBufferSize - ByteToLock; //From end to ByteToLock ChunkB
BytesToWrite += CurrentPlayCursor; // from 0 to PlayCursor ChunkA
}
else
{
BytesToWrite = CurrentPlayCursor - ByteToLock;
}
//DWORD WritePointer = GlobalSecondarySoundBuffer->GetCurrentPosition(0,&WritePointer);
VOID *FirstLock;
VOID *SecondLock;
DWORD BytesInFirstLock;
DWORD BytesInSecondLock;
if (SUCCEEDED(GlobalSecondarySoundBuffer->Lock(ByteToLock, BytesToWrite,
&FirstLock, &BytesInFirstLock,
&SecondLock, &BytesInSecondLock,
0)))
{
DWORD FirstLockSampleCount = BytesInFirstLock / BytesPerSample;
//OutputDebugString("Locking of secondary buffer success!\n\n");
//*TODO: assert if BytesInXLock does not return int16*2 size!
int16 *SampleOut = (int16*)FirstLock;
for (DWORD SampleIndex = 0;
SampleIndex < FirstLockSampleCount;
++SampleIndex)
{
int16 SampleValue = ((++RunningSampleIndex / HalfSquareWavePeriod) % 2) ? VolumeAmount : -VolumeAmount;
++*SampleOut = SampleValue; // increment pointer, write samplevalue
++*SampleOut = SampleValue;
}
DWORD SecondLockSampleCount = BytesInSecondLock / BytesPerSample;
SampleOut = (int16 *)SecondLock;
for (DWORD SampleIndex = 0;
SampleIndex < SecondLockSampleCount;
++SampleIndex)
{
int16 SampleValue = ((++RunningSampleIndex / HalfSquareWavePeriod) % 2) ? VolumeAmount : -VolumeAmount;
++*SampleOut = SampleValue;
++*SampleOut = SampleValue;
}
GlobalSecondarySoundBuffer->Unlock(FirstLock, BytesInFirstLock,SecondLock, BytesInSecondLock); // we're done writing to buffer
if (!isBufferFilled)
{
GlobalSecondarySoundBuffer->Play(0, 0, DSBPLAY_LOOPING);
isBufferFilled = true;
}
}
else
{
OutputDebugString("Locking failed!\n\n");
}
} // end of success check to see if play and write pointers exist
else
{
OutputDebugString("Play and write pointers may not exist!\n\n");
}
//paint the buffer
win32_window_dimension Dimension = Win32GetWindowDimension(Window);
Win32DisplayBufferInWindow(&GlobalBackBuffer, DeviceContext, Dimension.Width, Dimension.Height);
ReleaseDC(Window, DeviceContext);
++XOffset;
}
}
else
{
//*TODO: Window non-existent Log it!
OutputDebugStringA("Window non-existent ");
}
}
else
{
//*TODO: RegisterClass(&WindowClass) is bad Log it!
OutputDebugStringA("RegisterClass(&WindowClass) is bad ");
}
return(0);
}
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