Files
Odin/code/game.odin
2016-09-12 14:41:36 +01:00

208 lines
4.7 KiB
Odin

#load "basic.odin"
#load "opengl.odin"
#load "math.odin"
TWO_HEARTS :: #rune "💕"
win32_perf_count_freq := GetQueryPerformanceFrequency()
time_now :: proc() -> f64 {
assert(win32_perf_count_freq != 0)
counter: i64
_ = QueryPerformanceCounter(^counter)
result := counter as f64 / win32_perf_count_freq as f64
return result
}
win32_print_last_error :: proc() {
err_code := GetLastError() as int
if err_code != 0 {
println("GetLastError:", err_code)
}
}
// Yuk!
to_c_string :: proc(s: string) -> []u8 {
c_str := new_slice(u8, len(s)+1)
_ = copy(c_str, s as []byte)
c_str[len(s)] = 0
return c_str
}
Window :: struct {
width, height: int
wc: WNDCLASSEXA
dc: HDC
hwnd: HWND
opengl_context, rc: HGLRC
c_title: []u8
}
make_window :: proc(title: string, msg, height: int, window_proc: WNDPROC) -> (Window, bool) {
w: Window
w.width, w.height = msg, height
class_name := "Win32-Odin-Window\x00"
c_class_name := ^class_name[0]
// w.c_title = to_c_string(title)
w.c_title = "Title\x00" as []byte
instance := GetModuleHandleA(null)
w.wc = WNDCLASSEXA{
size = size_of(WNDCLASSEXA) as u32,
style = CS_VREDRAW | CS_HREDRAW,
instance = instance as HINSTANCE,
class_name = c_class_name,
wnd_proc = window_proc,
};
if RegisterClassExA(^w.wc) == 0 {
win32_print_last_error( )
return w, false
}
w.hwnd = CreateWindowExA(0,
c_class_name, ^w.c_title[0],
WS_VISIBLE | WS_OVERLAPPED | WS_CAPTION | WS_SYSMENU | WS_MINIMIZEBOX,
CW_USEDEFAULT, CW_USEDEFAULT,
w.width as i32, w.height as i32,
null, null, instance, null)
if w.hwnd == null {
win32_print_last_error()
return w, false
}
w.dc = GetDC(w.hwnd)
{
pfd := PIXELFORMATDESCRIPTOR{
size = size_of(PIXELFORMATDESCRIPTOR) as u32,
version = 1,
flags = PFD_DRAW_TO_WINDOW | PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER,
pixel_type = PFD_TYPE_RGBA,
color_bits = 32,
alpha_bits = 8,
depth_bits = 24,
stencil_bits = 8,
layer_type = PFD_MAIN_PLANE,
}
SetPixelFormat(w.dc, ChoosePixelFormat(w.dc, ^pfd), null)
w.opengl_context = wglCreateContext(w.dc)
wglMakeCurrent(w.dc, w.opengl_context)
attribs := [8]i32{
WGL_CONTEXT_MAJOR_VERSION_ARB, 2,
WGL_CONTEXT_MINOR_VERSION_ARB, 1,
WGL_CONTEXT_PROFILE_MASK_ARB, WGL_CONTEXT_COMPATIBILITY_PROFILE_BIT_ARB,
0, // NOTE(bill): tells the proc that this is the end of attribs
}
wgl_string := "wglCreateContextAttribsARB\x00"
c_wgl_string := ^wgl_string[0]
wglCreateContextAttribsARB := wglGetProcAddress(c_wgl_string) as wglCreateContextAttribsARBType
w.rc = wglCreateContextAttribsARB(w.dc, 0, ^attribs[0])
wglMakeCurrent(w.dc, w.rc)
SwapBuffers(w.dc)
}
return w, true
}
destroy_window :: proc(w: ^Window) {
delete(w.c_title)
}
display_window :: proc(w: ^Window) {
SwapBuffers(w.dc)
}
run_game :: proc() {
win32_proc :: proc(hwnd: HWND, msg: u32, wparam: WPARAM, lparam: LPARAM) -> LRESULT #no_inline {
if msg == WM_DESTROY || msg == WM_CLOSE || msg == WM_QUIT {
ExitProcess(0)
return 0
}
return DefWindowProcA(hwnd, msg, wparam, lparam)
}
window, window_success := make_window("Odin Language Demo", 854, 480, win32_proc)
if !window_success {
return
}
defer destroy_window(^window)
prev_time := time_now()
running := true
pos := Vec2{100, 100}
for running {
curr_time := time_now()
dt := (curr_time - prev_time) as f32
prev_time = curr_time
msg: MSG
for PeekMessageA(^msg, null, 0, 0, PM_REMOVE) > 0 {
if msg.message == WM_QUIT {
running = false
}
_ = TranslateMessage(^msg)
_ = DispatchMessageA(^msg)
}
if is_key_down(Key_Code.ESCAPE) {
running = false
}
{
SPEED :: 500
v: Vec2
if is_key_down(Key_Code.RIGHT) { v[0] += 1 }
if is_key_down(Key_Code.LEFT) { v[0] -= 1 }
if is_key_down(Key_Code.UP) { v[1] += 1 }
if is_key_down(Key_Code.DOWN) { v[1] -= 1 }
v = vec2_norm0(v)
pos += v * Vec2{SPEED * dt}
}
glClearColor(0.5, 0.7, 1.0, 1.0)
glClear(GL_COLOR_BUFFER_BIT)
glLoadIdentity()
glOrtho(0, window.width as f64,
0, window.height as f64, 0, 1)
draw_rect :: proc(x, y, w, h: f32) {
glBegin(GL_TRIANGLES)
glColor3f(1, 0, 0); glVertex3f(x, y, 0)
glColor3f(0, 1, 0); glVertex3f(x+w, y, 0)
glColor3f(0, 0, 1); glVertex3f(x+w, y+h, 0)
glColor3f(0, 0, 1); glVertex3f(x+w, y+h, 0)
glColor3f(1, 1, 0); glVertex3f(x, y+h, 0)
glColor3f(1, 0, 0); glVertex3f(x, y, 0)
glEnd()
}
draw_rect(pos[0], pos[1], 50, 50)
display_window(^window)
ms_to_sleep := (16 - 1000*dt) as i32
if ms_to_sleep > 0 {
sleep_ms(ms_to_sleep)
}
}
}