Hey,
I have tried 2 dozen different ways but I simply cannot get VS to obey the Assert macro created in the handmade.h file using #if.
I've added these flags to Proj Properties->Config Properties->Debugging->Command Arguments
/DHANDMADE_SLOW /DHANDMADE_INTERNAL /DHANDMADE_WIN_32 -FC
I've tried all permutations of the above including using '-' before the flag, using =1 after the flags and not (docs say omitting any parameter is the equivalent of using =1). VS builds and happily skips over my Assert.
However if I build from the command line it will assert! Is there an easy way to pass the command line arguments to the VS invoked cl?
Thanks!
PS: here's my handmade.h
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135 | #if !defined(HANDMADE_H)
/* ========================================================================
$File: $
$Date: $
$Revision: $
$Creator: Dana Fortier $
$Notice: (C) Copyright 2015 by Dana Fortier, All Rights Reserved. $
======================================================================== */
/*
NOTE:
HANDMADE_INTERNAL:
0 - Build for public release
1 - Build for developer only
HANDMADE_SLOW:
0 - Not slow code allowed!
1 - Slow code welcome.
*/
#if HANDMADE_SLOW
#define Assert(Expression) if (Expression) {*(int*)0 = 0;}
#else
#define Assert(Expression)
#endif
#define ArrayCount(Array) (sizeof((Array))/sizeof((Array)[0]))
#define Kilobytes(Value) ((Value)*1024LL)
#define Megabytes(Value) (Kilobytes(Value)*1024LL)
#define Gigabytes(Value) (Megabytes(Value)*1024LL)
/*
Services that the platform layer provides to the game
*/
/*
Services that the game provides to the platform layer.
may expand in the future ie: sound has its own thread
NOTE: in the future renderin will become a 3 tiered abstraction
*/
struct game_memory
{
bool32 IsInitialized;
uint64 PermanentStorageSize;
uint64 TransientStorageSize;
void *PermanentStorage;
void *TransientStorage;
};
struct game_output_sound_buffer
{
// For sound test
int SamplesPerSecond;
int SampleCount;
int16 *SamplesBuffer;
};
struct game_offscreen_vid_buffer
{
//NOTE: Always assumes bytesperpixel is 4 (32 bit), memory order: BB GG RR XX -> in mem: 0x xx RR GG BB
void *Memory;
int Width;
int Height;
int Pitch;
};
struct game_button_state
{
int HalfTransitionCount;
bool32 EndedDown;
};
struct game_controller_input
{
bool32 IsAnalog;
real32 StartX;
real32 StartY;
real32 MinX;
real32 MinY;
real32 MaxX;
real32 MaxY;
real32 EndX;
real32 EndY;
union
{
game_button_state Buttons[7]; // Note: Up = Y(xbox) or Triangle(ps),
// Down = A or X etc.
struct
{
game_button_state Up;
game_button_state Down;
game_button_state Left;
game_button_state Right;
game_button_state LShoulder;
game_button_state RShoulder;
game_button_state Select;
game_button_state Start;
};
};
};
struct game_input
{
game_controller_input Controllers[4];
};
struct game_state
{
int Hz;
int VidPixelYOffset;
int VidPixelXOffset;
};
// GameUpdateAndRender needs to take 4 things, timing, the bitmap to write, the sound to play and the input to act on
internal void GameUpdateAndRender( game_memory *GameMemory, game_input *Input, game_offscreen_vid_buffer *Buffer ,game_output_sound_buffer *SoundBuffer);
internal void GameInputEventHandler( int isInputPressed , int isInputReleased );
internal game_state GameStartup( void );
#define HANDMADE_H
#endif
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