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win_main.cpp
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win_main.cpp
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#include <iostream>
#include <windows.h>
#include <Xinput.h>
#include <Audioclient.h>
#include <Audiopolicy.h>
#include <initguid.h>
#include <shobjidl.h>
#include <audioclient.h>
#include <mmdeviceapi.h>
#include "test.h"
#include <avrt.h>
#include <mmsystem.h>
#include <math.h>
#include <cinttypes>
#include "gameCode.h"
#define REFTIMES_PER_SEC 10'000'000 // 100 nanoscend units, 1 seconds
#define REFTIMES_PER_MILLISEC 10'000
static HCURSOR cursor;
WINDOWPLACEMENT g_wpPrev = { sizeof(g_wpPrev) };
static int desiredFPS = 60;
static bool gameRunning;
struct ScreenBitmap
{
void *memory;
BITMAPINFO info;
Dimension dimensions;
};
static Dimension clientWindowDimensions;
static ScreenBitmap globalBitmap;
// Define a function pointer with the XInputGetState signature
typedef DWORD(WINAPI *XInputGetState_t)(DWORD dwUserIndex, XINPUT_STATE *pState);
XInputGetState_t xInputGetState;
#define XInputGetState xInputGetState // Use the same name as defined in the dll
void concatenateStrings(char* firstString, char* secondString, char* outString) {
while (*firstString != '\0') {
*outString++ = *firstString++;
};
while(*secondString != '\0') {
*outString++ = *secondString++;
};
*outString = '\0';
}
void copyString(char* ogString, int ogSize, char* newString, int newSize) {
for (int i = 0; i < newSize; i++) {
*newString = *ogString;
newString++;
ogString++;
}
*newString = '\0';
};
void getDirectoryFromPath(char* path, DWORD exeFileNameLength, char* directory) {
char* charPtr = path + exeFileNameLength;
int newSize = exeFileNameLength;
while (*charPtr != '\\') {
newSize --;
charPtr--;
}
copyString(path, exeFileNameLength, directory, newSize+1);
};
struct GameCode_t {
HMODULE dllHandle;
FILETIME lastWriteTime = { 0, 0 };
updateAndRender_t *updateAndRender;
};
static GameCode_t GameCode; // TODO: casey makes this a local variable. It may make more sense to do so.
void loadGameCode()
{
char* dllName = "gameCode.dll";
char* loadedDllName = "gameCode_load.dll";
char exeFileName[MAX_PATH];
DWORD exeFileNameLength = GetModuleFileName(0, exeFileName, sizeof(exeFileName));
char folderPath[MAX_PATH];
getDirectoryFromPath(exeFileName, exeFileNameLength, folderPath);
char fullDllPath[MAX_PATH];
concatenateStrings(folderPath, dllName, fullDllPath);
char loadedDllPath[MAX_PATH];
concatenateStrings(folderPath, loadedDllName, loadedDllPath);
WIN32_FILE_ATTRIBUTE_DATA info;
Assert(GetFileAttributesEx(fullDllPath, GetFileExInfoStandard, &info));
LONG fileTimeComparisson = CompareFileTime(&info.ftLastWriteTime, &GameCode.lastWriteTime);
Assert(fileTimeComparisson != -1);
if (fileTimeComparisson != 0){
if (GameCode.dllHandle) { // The first time through there'll be no handle.
bool couldFree = FreeLibrary(GameCode.dllHandle);
Assert(couldFree);
}
GameCode.lastWriteTime = info.ftLastWriteTime;
while (!CopyFile(fullDllPath, loadedDllPath, FALSE)) {};// Perform CopyFile until it succeeds. Suposedely day 39 has a solution for this.
GameCode.dllHandle = LoadLibrary(loadedDllPath);
if (GameCode.dllHandle)
{
LOG(loadedDllPath);
}
else
{
LOG("Couldnt find gameCode dll");
return;
}
GameCode.updateAndRender = (updateAndRender_t*)GetProcAddress(GameCode.dllHandle, "updateAndRender");
Assert(GameCode.updateAndRender); //TODO: change
}
}
void resizeDibSection(int width, int height)
{
if (globalBitmap.memory)
{
VirtualFree(globalBitmap.memory, 0, MEM_RELEASE);
}
globalBitmap.dimensions = {width, height};
BITMAPINFOHEADER bmInfoHeader = {};
bmInfoHeader.biSize = sizeof(bmInfoHeader);
bmInfoHeader.biCompression = BI_RGB;
bmInfoHeader.biWidth = width;
bmInfoHeader.biHeight = -height; // Negative means it'll be filled top-down
bmInfoHeader.biPlanes = 1; // MSDN sais it must be set to 1, legacy reasons
bmInfoHeader.biBitCount = 32; // R+G+B+padding each 8bits
globalBitmap.info.bmiHeader = bmInfoHeader;
globalBitmap.memory = VirtualAlloc(0, width * height * 4, MEM_RESERVE | MEM_COMMIT, PAGE_READWRITE);
}
void updateWindow(HDC deviceContext, int srcWidth, int srcHeight, int windowWidth, int windowHeight, void *bitMapMemory, BITMAPINFO bitmapInfo)
{
static int offsetX = 0;
static int offsetY = 0;
if ((windowWidth >= 2* srcWidth) && (windowHeight >= 2* srcHeight)) {
StretchDIBits(deviceContext, offsetX, offsetY, windowWidth, windowHeight, 0, 0, srcWidth, srcHeight, bitMapMemory, &bitmapInfo, DIB_RGB_COLORS, SRCCOPY);
}
else {
// For now we ignore the size of the window to get 1:1 pixel rendering
PatBlt(deviceContext, 0, 0, srcWidth, offsetY, BLACKNESS);
PatBlt(deviceContext, 0, 0, offsetX, srcHeight, BLACKNESS);
PatBlt(deviceContext, srcWidth, 0, windowWidth, windowHeight, BLACKNESS);
PatBlt(deviceContext, 0, srcHeight, windowWidth, windowHeight, BLACKNESS);
StretchDIBits(deviceContext, offsetX, offsetY, srcWidth, srcHeight, 0, 0, srcWidth, srcHeight, bitMapMemory, &bitmapInfo, DIB_RGB_COLORS, SRCCOPY);
}
}
Dimension getWindowDimension(HWND windowHandle)
{
RECT clientRect;
GetClientRect(windowHandle, &clientRect);
int width = clientRect.right - clientRect.left;
int height = clientRect.bottom - clientRect.top;
Dimension retDimension = {width, height};
return retDimension;
}
struct AudioState_t
{
WAVEFORMATEX *myFormat;
IAudioClient *audioClient;
IAudioRenderClient *renderClient;
BYTE *buffer;
UINT32 bufferFrameCount;
};
static AudioState_t AudioState;
struct Record_t {
int inputsWritten;
int inputsRead;
void* gameState;
bool recording;
bool playing;
};
static Record_t Record;
void initWASAPI()
{
int framesOfLatency = 2; // 1 frame of latency seems to not be possible.
int bufferSizeInSeconds = (int)(REFTIMES_PER_SEC / (desiredFPS / (float)framesOfLatency));
HRESULT hr;
IMMDeviceEnumerator *enumerator;
hr = CoCreateInstance(__uuidof(MMDeviceEnumerator), NULL, CLSCTX_ALL, IID_PPV_ARGS(&enumerator));
Assert(SUCCEEDED(hr));
IMMDevice *device;
hr = enumerator->GetDefaultAudioEndpoint(eRender, eConsole, &device);
Assert(SUCCEEDED(hr));
hr = device->Activate(__uuidof(IAudioClient), CLSCTX_ALL, NULL, (void **)&(AudioState.audioClient));
Assert(SUCCEEDED(hr));
hr = AudioState.audioClient->GetMixFormat(&AudioState.myFormat);
Assert(SUCCEEDED(hr));
WAVEFORMATEXTENSIBLE *waveFormatExtensible = reinterpret_cast<WAVEFORMATEXTENSIBLE *>(AudioState.myFormat);
waveFormatExtensible->SubFormat = KSDATAFORMAT_SUBTYPE_PCM;
waveFormatExtensible->Format.wBitsPerSample = 16;
waveFormatExtensible->Format.nBlockAlign = (AudioState.myFormat->wBitsPerSample / 8) * AudioState.myFormat->nChannels;
waveFormatExtensible->Format.nAvgBytesPerSec = waveFormatExtensible->Format.nSamplesPerSec * waveFormatExtensible->Format.nBlockAlign;
waveFormatExtensible->Samples.wValidBitsPerSample = 16;
hr = AudioState.audioClient->Initialize(AUDCLNT_SHAREMODE_SHARED, 0, bufferSizeInSeconds, 0, AudioState.myFormat, NULL);
Assert(SUCCEEDED(hr));
hr = AudioState.audioClient->GetBufferSize(&AudioState.bufferFrameCount);
Assert(SUCCEEDED(hr));
hr = AudioState.audioClient->GetService(IID_PPV_ARGS(&AudioState.renderClient));
Assert(SUCCEEDED(hr));
AudioState.buffer = (BYTE *)VirtualAlloc(0, waveFormatExtensible->Format.nAvgBytesPerSec, MEM_COMMIT | MEM_RESERVE, PAGE_READWRITE);
Assert(AudioState.buffer);
hr = AudioState.audioClient->Start();
Assert(SUCCEEDED(hr));
// Should release all these in a destructor maybe
/* AudioState.renderClient->Release();
CoTaskMemFree(&AudioState.myFormat);
audioClient->Release();
device->Release();
enumerator->Release(); */
}
void fillWASAPIBuffer(int framesToWrite)
{
// Grab the next empty buffer from the audio device.
BYTE *renderBuffer;
HRESULT hr = AudioState.renderClient->GetBuffer(framesToWrite, &renderBuffer);
Assert(SUCCEEDED(hr));
int16_t *renderSample = (int16_t *)renderBuffer;
int16_t *inputSample = (int16_t *)AudioState.buffer;
for (int i = 0; i < framesToWrite; i++)
{
*renderSample = *inputSample;
*(renderSample + 1) = *(inputSample + 1);
renderSample += 2;
inputSample += 2;
}
hr = AudioState.renderClient->ReleaseBuffer(framesToWrite, 0);
Assert(SUCCEEDED(hr));
}
LRESULT CALLBACK WindowProc(HWND windowHandle, UINT uMsg, WPARAM wParam, LPARAM lParam)
{
LRESULT returnVal = 0;
switch (uMsg)
{
case WM_SETCURSOR: {
#if DEV_BUILD
SetCursor(cursor);
#else
SetCursor(0);
#endif
} break;
case WM_SYSKEYDOWN:
case WM_SYSKEYUP:
case WM_KEYUP:
case WM_KEYDOWN:
{
Assert(!"no keyboard message here");
}
break;
case WM_SIZE:
{
clientWindowDimensions = getWindowDimension(windowHandle);
}
break;
case WM_CLOSE:
{
// TODO: Stop audio smoothly
gameRunning = false;
DestroyWindow(windowHandle);
}
break;
case WM_DESTROY:
{
// ??? Handle as an error
DestroyWindow(windowHandle);
}
break;
case WM_PAINT:
{
PAINTSTRUCT paintStruct;
HDC hdc = BeginPaint(windowHandle, &paintStruct);
updateWindow(hdc, globalBitmap.dimensions.width, globalBitmap.dimensions.height, clientWindowDimensions.width, clientWindowDimensions.height, globalBitmap.memory, globalBitmap.info);
EndPaint(windowHandle, &paintStruct);
}
break;
default:
{
returnVal = DefWindowProc(windowHandle, uMsg, wParam, lParam);
}
break;
}
return returnVal;
};
void loadXInput()
{
HMODULE handle = LoadLibrary("Xinput1_4.dll");
if (handle)
{
LOG("Loaded Xinput1_4.dll");
}
else
{
LOG("Couldnt find Xinput dll");
return;
}
xInputGetState = (XInputGetState_t)GetProcAddress(handle, "XInputGetState");
}
WRITE_FILE(writeFile)
{
HANDLE fileHandle = CreateFile(path, GENERIC_WRITE, NULL, NULL, CREATE_ALWAYS, FILE_ATTRIBUTE_NORMAL, NULL);
if (fileHandle)
{
DWORD bytesWritten = 0;
DWORD error;
if (WriteFile(fileHandle, content, (DWORD)bytesToWrite, &bytesWritten, NULL) && (bytesToWrite == bytesWritten))
{
}
else
{
error = GetLastError();
}
CloseHandle(fileHandle);
return true;
}
return false;
};
APPEND_TO_FILE(appendToFile) {
HANDLE fileHandle = CreateFile(path, FILE_APPEND_DATA, NULL, NULL, OPEN_ALWAYS, FILE_ATTRIBUTE_NORMAL, NULL);
if (fileHandle)
{
DWORD bytesWritten = 0;
DWORD error;
if (WriteFile(fileHandle, content, (DWORD)bytesToWrite, &bytesWritten, NULL) && (bytesToWrite == bytesWritten))
{
}
else
{
error = GetLastError();
}
CloseHandle(fileHandle);
return true;
}
return false;
}
READ_FILE(readFile)
{
HANDLE fileHandle = CreateFile(path, GENERIC_READ, NULL, NULL, OPEN_EXISTING, FILE_ATTRIBUTE_NORMAL, NULL);
//DWORD error = GetLastError();
FileReadResult result = {};
if (fileHandle)
{
LARGE_INTEGER size;
if (GetFileSizeEx(fileHandle, &size))
{
result.size = size.QuadPart;
result.memory = VirtualAlloc(0, (SIZE_T)result.size, MEM_COMMIT | MEM_RESERVE, PAGE_READWRITE);
if (result.memory)
{
DWORD bytesRead = 0;
if (ReadFile(fileHandle, result.memory, (DWORD)result.size, &bytesRead, NULL) && (bytesRead == result.size))
{
}
else
{
// Log failure
}
}
}
else
{
// Log failure
}
CloseHandle(fileHandle);
}
return result;
}
FREE_FILE_MEMORY(freeFileMemory)
{
VirtualFree(memory, 0, MEM_RELEASE);
}
LARGE_INTEGER getEndPerformanceCount(){
LARGE_INTEGER endPerformanceCount;
QueryPerformanceCounter(&endPerformanceCount);
return endPerformanceCount;
}
float getEllapsedSeconds(LARGE_INTEGER endPerformanceCount, LARGE_INTEGER startPerformanceCount, LARGE_INTEGER performanceFrequency){
return ((float)(endPerformanceCount.QuadPart - startPerformanceCount.QuadPart) / (float)performanceFrequency.QuadPart);
}
// hInstance: handle to the .exe
// hPrevInstance: not used since 16bit windows
// WINAPI: calling convention, tells compiler order of parameters
int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nShowCmd)
{
WNDCLASS wc = {};
gameRunning = true;
wc.style = CS_HREDRAW | CS_VREDRAW | CS_OWNDC;
wc.lpfnWndProc = WindowProc;
wc.hInstance = hInstance ? hInstance : GetModuleHandle(nullptr);
wc.lpszClassName = "Engine";
cursor = LoadCursor(0, IDC_ARROW);
wc.hCursor = cursor;// class cursor
MMRESULT canQueryEveryMs = timeBeginPeriod(1); // TODO: maybe call timeEndPeriod?
Assert(canQueryEveryMs == TIMERR_NOERROR);
globalBitmap.dimensions = {960, 540};
resizeDibSection(globalBitmap.dimensions.width, globalBitmap.dimensions.height);
HRESULT init = CoInitializeEx(NULL, COINIT_APARTMENTTHREADED | COINIT_DISABLE_OLE1DDE);
Assert(SUCCEEDED(init));
loadXInput();
loadGameCode();
ThreadContext thread = {};
if (RegisterClass(&wc))
{
RECT desiredClientSize;
desiredClientSize.left = 0;
desiredClientSize.right = globalBitmap.dimensions.width;
desiredClientSize.top = 0;
desiredClientSize.bottom = globalBitmap.dimensions.height;
DWORD windowStyles = WS_OVERLAPPEDWINDOW | WS_VISIBLE;
AdjustWindowRectEx(&desiredClientSize, windowStyles, false, 0);
HWND windowHandle = CreateWindowEx(0, wc.lpszClassName, "Jodot Engine", windowStyles , CW_USEDEFAULT, CW_USEDEFAULT,
desiredClientSize.right - desiredClientSize.left, desiredClientSize.bottom - desiredClientSize.top, 0, 0, hInstance, 0);
if (windowHandle)
{
HDC windowDeviceContext = GetDC(windowHandle);
#if 0
int monitorRefreshRate = GetDeviceCaps(windowDeviceContext, VREFRESH);
if (monitorRefreshRate) { // This sets the refresh rate to 59 on my monitor.
desiredFPS = monitorRefreshRate;
}
#endif
float desiredFrameTimeInS = 1.0f / desiredFPS;
initWASAPI();
// Timing
LARGE_INTEGER startPerformanceCount;
QueryPerformanceCounter(&startPerformanceCount);
LARGE_INTEGER performanceFrequency;
QueryPerformanceFrequency(&performanceFrequency);
// Main loop
GameMemory memory;
// Note: compile in 64 bit if allocating >= 1GB of memory. with dev console 64.
memory.permanentStorageSize = 1 * 512 * 1024 * 1024; // MB;
memory.permanentStorage = VirtualAlloc(0, (SIZE_T)memory.permanentStorageSize, MEM_COMMIT | MEM_RESERVE, PAGE_READWRITE);
memory.transientStorageSize = 1 * 512 * 1024 * 1024; // MB;
memory.transientStorage = VirtualAlloc(0, (SIZE_T)memory.transientStorageSize, MEM_COMMIT | MEM_RESERVE, PAGE_READWRITE);
memory.isinitialized = false;
memory.readFile = readFile;
memory.writeFile = writeFile;
memory.freeFileMemory = freeFileMemory;
// Memory.TransientStorage = (uint8 *)Memory.PermanentStorage + Memory.PermanentStorageSize; //TODO: only 1 virtual alloc call
GameInputState inputStates[5];
memset(inputStates, 0, sizeof(GameInputState)*5);
Record = {};
HANDLE stateRecHandle = CreateFile("gameState.rec", GENERIC_READ | GENERIC_WRITE, 0, 0, CREATE_ALWAYS, FILE_ATTRIBUTE_NORMAL, 0);
DWORD sizeHigh = (DWORD)(memory.permanentStorageSize << 32);
DWORD sizeLow = memory.permanentStorageSize & 0x00000000FFFFFFFF;
HANDLE stateFileMap = CreateFileMapping(stateRecHandle, 0, PAGE_READWRITE, sizeHigh , sizeLow, 0);
Record.gameState = MapViewOfFile(stateFileMap, FILE_MAP_ALL_ACCESS, 0, 0, (SIZE_T)memory.permanentStorageSize);
//DWORD error = GetLastError();
while (gameRunning)
{
// Retain 'isDown' and axis values from previous keyboard input. Discard halfTransitionCounts.
GameInputState newInputState = {};
for (int b = 0; b < sizeof(newInputState.buttons)/ sizeof(ButtonState); b++) {
newInputState.buttons[b].isDown = inputStates[4].buttons[b].isDown;
}
for (int a = 0; a < sizeof(newInputState.axis) / sizeof(AxisState); a++) {
newInputState.axis[a] = inputStates[4].axis[a];
}
inputStates[4] = newInputState;
loadGameCode();
// Joypad Input
DWORD dwResult;
for (DWORD i = 0; i < XUSER_MAX_COUNT; i++)
{
XINPUT_STATE state;
ZeroMemory(&state, sizeof(XINPUT_STATE));
// Simply get the state of the controller from XInput.
dwResult = XInputGetState(i, &state);
if (dwResult == ERROR_SUCCESS)
{
// Controller is connected
WORD buttons = state.Gamepad.wButtons;
if (buttons & XINPUT_GAMEPAD_A)
{ // ex: buttons:0101, A:0001, buttons & A:0001, casting anything other than 0 to bool returns true.
if (inputStates[i].A_Button.isDown)
{
inputStates[i].A_Button = {1, true};
}
else
{
inputStates[i].A_Button = {0, true};
}
} else{
inputStates[i].A_Button = {0, false};
}
if (buttons & XINPUT_GAMEPAD_B)
{
if (inputStates[i].B_Button.isDown)
{
inputStates[i].B_Button = {1, true};
}
else
{
inputStates[i].B_Button = {0, true};
}
} else{
inputStates[i].B_Button = {0, false};
}
if (buttons & XINPUT_GAMEPAD_START)
{
if (inputStates[i].Start_Button.isDown)
{
inputStates[i].Start_Button = { inputStates[i].Start_Button.halfTransitionCount + 1, true};
}
else
{
inputStates[i].Start_Button = {1, true};
}
} else{
inputStates[i].Start_Button = {0, false};
}
if (state.Gamepad.sThumbLX){
if(state.Gamepad.sThumbLX >= XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE){
inputStates[i].Left_Stick.xPosition = (state.Gamepad.sThumbLX - XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE) / (32767.0f - XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE);
} else if (state.Gamepad.sThumbLX <= -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE){
inputStates[i].Left_Stick.xPosition = (state.Gamepad.sThumbLX + XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE) / (32767.0f - XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE);
LOG(inputStates[i].Left_Stick.xPosition);
} else{
inputStates[i].Left_Stick.xPosition = 0;
}
}
if (state.Gamepad.sThumbLY){
if(state.Gamepad.sThumbLY <= -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE || state.Gamepad.sThumbLY >= XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE){
inputStates[i].Left_Stick.yPosition = -state.Gamepad.sThumbLY / 32767.0f;
} else{
inputStates[i].Left_Stick.yPosition = 0;
}
}
}
else
{
// Controller is not connected
}
}
POINT mousePos;
GetCursorPos(&mousePos);
ScreenToClient(windowHandle, &mousePos);
inputStates[4].mousePosition.x = (float)mousePos.x; // Hardcodign first player for debug only
inputStates[4].mousePosition.y = (float)mousePos.y;
MSG message;
while (PeekMessage(&message, 0, 0, 0, PM_REMOVE))
{
switch (message.message)
{
case WM_SYSKEYDOWN:
{ // Alt F4
bool isAltDown = message.lParam & (1 << 29);
if (message.wParam == VK_F4 && isAltDown)
{
gameRunning = false;
}
if (message.wParam == VK_RETURN && isAltDown)
{
// Code taken from https://devblogs.microsoft.com/oldnewthing/20100412-00/?p=14353
DWORD dwStyle = GetWindowLong(windowHandle, GWL_STYLE);
if (dwStyle & WS_OVERLAPPEDWINDOW) {
MONITORINFO mi = { sizeof(mi) };
if (GetWindowPlacement(windowHandle, &g_wpPrev) &&
GetMonitorInfo(MonitorFromWindow(windowHandle,
MONITOR_DEFAULTTOPRIMARY), &mi)) {
SetWindowLong(windowHandle, GWL_STYLE,
dwStyle & ~WS_OVERLAPPEDWINDOW);
SetWindowPos(windowHandle, HWND_TOP,
mi.rcMonitor.left, mi.rcMonitor.top,
mi.rcMonitor.right - mi.rcMonitor.left,
mi.rcMonitor.bottom - mi.rcMonitor.top,
SWP_NOOWNERZORDER | SWP_FRAMECHANGED);
}
}
else {
SetWindowLong(windowHandle, GWL_STYLE,
dwStyle | WS_OVERLAPPEDWINDOW);
SetWindowPlacement(windowHandle, &g_wpPrev);
SetWindowPos(windowHandle, NULL, 0, 0, 0, 0,
SWP_NOMOVE | SWP_NOSIZE | SWP_NOZORDER |
SWP_NOOWNERZORDER | SWP_FRAMECHANGED);
}
}
}
break;
case WM_SYSKEYUP:
{
}
break;
case WM_KEYUP:
{
switch(message.wParam){
case 'Z':{
inputStates[4].A_Button = {0, false};
} break;
case 'X':{
inputStates[4].B_Button = {0, false};
} break;
case VK_SPACE: {
inputStates[4].Start_Button = { 0, false };
} break;
case VK_RIGHT:{
inputStates[4].Left_Stick.xPosition = 0.0;
}break;
case VK_LEFT:{
inputStates[4].Left_Stick.xPosition = 0.0;
}break;
case VK_UP: { // TODO: simplify into an or with the next one
inputStates[4].Left_Stick.yPosition = 0.0;
}break;
case VK_DOWN: {
inputStates[4].Left_Stick.yPosition = 0.0;
}break;
default: break;
}
}
break;
case WM_KEYDOWN:
{
bool wasDown = message.lParam & (1 << 30);
switch(message.wParam){
case 'Z':{
inputStates[4].A_Button = {1, true};
} break;
case 'X':{
inputStates[4].B_Button = {1, true};
} break;
case 'R': { // Windows only for now.
if (!wasDown)
{
if (!Record.recording) {
CopyMemory(Record.gameState, memory.permanentStorage, (size_t)memory.permanentStorageSize);
writeFile(&thread, "inputRecord.rec", &inputStates[4], 0);
Record.recording = true;
Record.inputsWritten = 0;
} else {
CopyMemory(memory.permanentStorage, Record.gameState, (size_t)memory.permanentStorageSize);
Record.recording = false;
Record.inputsRead = 0;
Record.playing = true;
}
}
} break;
case VK_RIGHT:{
inputStates[4].Left_Stick.xPosition = 1.0;
}break;
case VK_LEFT:{
inputStates[4].Left_Stick.xPosition = -1.0;
}break;
case VK_UP: {
inputStates[4].Left_Stick.yPosition = -1.0;
}break;
case VK_DOWN: {
inputStates[4].Left_Stick.yPosition = 1.0;
}break;
case VK_SPACE:
{
if (!wasDown) {
inputStates[4].Start_Button = { 1, true };
}
else {
inputStates[4].Start_Button = { inputStates[4].Start_Button.halfTransitionCount + 1, true };
}
} break;
default: break;
}
}
break;
case WM_RBUTTONDOWN: { //TODO: handle isDown, (hh day 25)
inputStates[4].Mouse_R.isDown = true;
} break;
case WM_RBUTTONUP: {
inputStates[4].Mouse_R.isDown = false;
} break;
case WM_LBUTTONDOWN: {
inputStates[4].Mouse_L.isDown = true;
} break;
case WM_LBUTTONUP: {
inputStates[4].Mouse_L.isDown = false;
} break;
case WM_QUIT:
{
gameRunning = false;
}
break;
default:
{
TranslateMessage(&message);
DispatchMessage(&message);
}
break;
}
}
if (Record.recording) {
appendToFile(&thread, "inputRecord.rec", &inputStates[4], sizeof(inputStates[4]));
Record.inputsWritten++;
}
if (Record.playing) {
FileReadResult inputRecord = readFile(&thread, "inputRecord.rec");
if (Record.inputsRead <= Record.inputsWritten) {
GameInputState* input = ((GameInputState*)inputRecord.memory) + Record.inputsRead;
Assert(input != nullptr);
inputStates[4] = *input;
Record.inputsRead++;
}
else {
Record.inputsRead = 0;
CopyMemory(memory.permanentStorage, Record.gameState, (size_t)memory.permanentStorageSize);
}
}
UINT32 numFramesPadding;
HRESULT hr = AudioState.audioClient->GetCurrentPadding(&numFramesPadding);
Assert(SUCCEEDED(hr));
UINT32 numFramesAvailable = AudioState.bufferFrameCount - numFramesPadding;
fillWASAPIBuffer(numFramesAvailable);
float deltaTime = (float)(1.0f / desiredFPS);
GameCode.updateAndRender(&thread, &memory, numFramesAvailable, AudioState.buffer, AudioState.myFormat->nSamplesPerSec, globalBitmap.memory, globalBitmap.dimensions.width, globalBitmap.dimensions.height, inputStates, deltaTime);
// Timing
LARGE_INTEGER endPerformanceCount = getEndPerformanceCount();
float elapsedSeconds = getEllapsedSeconds(endPerformanceCount, startPerformanceCount, performanceFrequency);
#if 0
char outB4[256];
_snprintf_s(outB4, sizeof(outB4), "Frame time: %0.01fms. ", elapsedSeconds * 1000);
OutputDebugString(outB4);
#endif
if (elapsedSeconds < desiredFrameTimeInS){
DWORD timeToSleep = (DWORD) (1000.0f*(desiredFrameTimeInS - elapsedSeconds));
Sleep(timeToSleep);
while (elapsedSeconds < desiredFrameTimeInS) {
endPerformanceCount = getEndPerformanceCount();
elapsedSeconds = getEllapsedSeconds(endPerformanceCount, startPerformanceCount, performanceFrequency);
}
}
#if 0
char outMS[256];
float fps = 1.0f / elapsedSeconds;
_snprintf_s(outMS, sizeof(outMS), "Frame time: %0.01fms. FPS: %0.01f\n ", elapsedSeconds * 1000.0f, fps);
OutputDebugString(outMS);
#endif
startPerformanceCount = endPerformanceCount;
updateWindow(windowDeviceContext, globalBitmap.dimensions.width, globalBitmap.dimensions.height, clientWindowDimensions.width, clientWindowDimensions.height, globalBitmap.memory, globalBitmap.info);
}
}
else
{
std::cout << "Failure getting window handle";
}
}
else
{
std::cout << "Failure registering class";
}
CoUninitialize();
return 0;
};