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|
#include "handmade.h"
#include "handmade_random.h"
#include "handmade_graph.cpp"
#if 1
#define STB_TRUETYPE_IMPLEMENTATION
#include "libs/stb_truetype.h"
#endif
#if HANDMADE_INTERNAL
#include <stdio.h>
#endif
internal s16
GetSineSound(u32 SampleRate)
{
s16 Result = 0;
s16 ToneVolume = (1 << 15) * 0.01;
r32 ToneHz = 440;
s32 WavePeriod = 0;
local_persist r32 tSine = 0;
WavePeriod = SampleRate/ToneHz;
r32 SineValue = Sin(tSine);
tSine += 2.0f*Pi32*1.0f/(r32)WavePeriod;
if(tSine > 2*Pi32)
{
tSine -= 2*Pi32;
}
Result = (s16)(SineValue * ToneVolume);
return Result;
}
internal void
GameOutputSound(game_state *GameState, game_sound_output_buffer *SoundBuffer)
{
s16 SampleValue = 0;
s16 *SampleOut = SoundBuffer->Samples;
for(int SampleIndex = 0;
SampleIndex < SoundBuffer->SampleCount;
++SampleIndex)
{
#if 0
SampleValue = GetSineSound(SoundBuffer->SamplesPerSecond);
#endif
*SampleOut++ = SampleValue;
*SampleOut++ = SampleValue;
}
}
internal void
RenderWeirdGradient(game_offscreen_buffer *Buffer, int BlueOffset, int GreenOffset)
{
// TODO(casey): Let's see what the optimizer does
u8 *Row = (u8 *)Buffer->Memory;
for(int Y = 0;
Y < Buffer->Height;
++Y)
{
u32 *Pixel = (u32 *)Row;
for(int X = 0;
X < Buffer->Width;
++X)
{
u8 Blue = (u8)(X + BlueOffset);
u8 Green = (u8)(Y + GreenOffset);
*Pixel++ = (Green | Blue);
}
Row += Buffer->Pitch;
}
}
internal void
DrawRectangle(game_offscreen_buffer *Buffer,
v2 vMin, v2 vMax,
color_rgb Color)
{
int MinX = RoundReal32ToInt32(vMin.X);
int MaxX = RoundReal32ToInt32(vMax.X);
int MinY = RoundReal32ToInt32(vMin.Y);
int MaxY = RoundReal32ToInt32(vMax.Y);
if(MinX < 0)
{
MinX = 0;
}
if(MinY < 0)
{
MinY = 0;
}
if(MaxX > Buffer->Width)
{
MaxX = Buffer->Width;
}
if(MaxY > Buffer->Height)
{
MaxY = Buffer->Height;
}
u32 ColorValue =
(RoundReal32ToUInt32(Color.R * 255.0f) << 2*8) |
(RoundReal32ToUInt32(Color.G * 255.0f) << 1*8) |
(RoundReal32ToUInt32(Color.B * 255.0f) << 0*8);
u8 *Row = ((u8 *)(Buffer->Memory) +
MinX*Buffer->BytesPerPixel +
MinY*Buffer->Pitch);
for(int Y = MinY;
Y < MaxY;
Y++)
{
u32 *Pixel = (u32 *)Row;
for(int X = MinX;
X < MaxX;
X++)
{
*Pixel++ = ColorValue;
}
Row += Buffer->Pitch;
}
}
internal void
DrawBitmap(game_offscreen_buffer *Buffer, loaded_bitmap Bitmap,
r32 RealX, r32 RealY,
s32 AlignX = 0, s32 AlignY = 0)
{
RealX -= AlignX;
RealY -= AlignY;
s32 MinX = RoundReal32ToInt32(RealX);
s32 MinY = RoundReal32ToInt32(RealY);
s32 MaxX = RoundReal32ToInt32(RealX + (r32)Bitmap.Width);
s32 MaxY = RoundReal32ToInt32(RealY + (r32)Bitmap.Height);
s32 SourceOffsetX = 0;
if(MinX < 0)
{
SourceOffsetX = -MinX;
MinX = 0;
}
s32 SourceOffsetY = 0;
if(MinY < 0)
{
SourceOffsetY = -MinY;
MinY = 0;
}
if(MaxX > Buffer->Width)
{
MaxX = Buffer->Width;
}
if(MaxY > Buffer->Height)
{
MaxY = Buffer->Height;
}
// TODO(casey): Source row needs to be changed based on clipping.
u32 *SourceRow = ((u32 *)Bitmap.Pixels + Bitmap.Width*(Bitmap.Height - 1));
SourceRow += -(Bitmap.Width*SourceOffsetY) + SourceOffsetX;
u8 *DestRow = ((u8 *)Buffer->Memory +
MinX*Buffer->BytesPerPixel +
MinY*Buffer->Pitch);
for(s32 Y = MinY;
Y < MaxY;
Y++)
{
u32 *Dest = (u32 *)DestRow;
u32 *Source = (u32 *)SourceRow;
for(s32 X = MinX;
X < MaxX;
X++)
{
// simple alpha rendering
r32 A = (r32)((*Source >> 24) & 0xFF)/255.0f;
r32 SR = (r32)((*Source >> 16) & 0xFF);
r32 SG = (r32)((*Source >> 8) & 0xFF);
r32 SB = (r32)((*Source >> 0) & 0xFF);
r32 DR = (r32)((*Dest >> 16) & 0xFF);
r32 DG = (r32)((*Dest >> 8) & 0xFF);
r32 DB = (r32)((*Dest >> 0) & 0xFF);
r32 R = ((1-A)*DR + A*SR);
r32 G = ((1-A)*DG + A*SG);
r32 B = ((1-A)*DB + A*SB);
u32 C = (((u32)(R + 0.5f) << 16) |
((u32)(G + 0.5f) << 8) |
((u32)(B + 0.5f) << 0));
*Dest = C;
Dest++;
Source++;
}
DestRow += Buffer->Pitch;
SourceRow -= Bitmap.Width;
}
}
internal inline
void MemCpy(char *Dest, char *Source, size_t Count)
{
while(Count--) *Dest++ = *Source++;
}
#pragma pack(push, 1)
struct bitmap_header
{
u16 FileType;
u32 FileSize;
u16 Reserved1;
u16 Reserved2;
u32 BitmapOffset;
u32 Size;
s32 Width;
s32 Height;
u16 Planes;
u16 BitsPerPixel;
u32 Compression;
u32 PicSize;
u32 HorizontalResolution;
u32 VerticalResolution;
u32 Colors;
u32 ColorsImportant;
u32 RedMask;
u32 GreenMask;
u32 BlueMask;
u32 AlphaMask;
};
#pragma pack(pop)
internal loaded_bitmap
DEBUGLoadBMP(thread_context *Thread, debug_platform_read_entire_file *DEBUGPlatformReadEntireFile,
char *FileName)
{
loaded_bitmap Result = {};
debug_read_file_result File = DEBUGPlatformReadEntireFile(Thread, FileName);
if(File.ContentsSize)
{
bitmap_header *Header = (bitmap_header *)File.Contents;
u32 *Pixels = (u32 *)((u8 *)File.Contents + Header->BitmapOffset);
// NOTE(casey): If you are using this generically for some reason, please remember that
// BMP files CAN GO IN EITHER DIRECTION and the height will be negative for top-down.
// (Also, there can be compression, etc..., etc...)
// NOTE(casey): Byte order in memory is determined by the header itself, so we have to read
// out the masks and convert the pixels ourselves.
s32 RedMask = Header->RedMask;
s32 BlueMask = Header->BlueMask;
s32 GreenMask = Header->GreenMask;
s32 AlphaMask = ~(RedMask | GreenMask | BlueMask);
bit_scan_result RedShift = FindLeastSignificantSetBit(RedMask);
bit_scan_result GreenShift = FindLeastSignificantSetBit(GreenMask);
bit_scan_result BlueShift = FindLeastSignificantSetBit(BlueMask);
bit_scan_result AlphaShift = FindLeastSignificantSetBit(AlphaMask);
Assert(AlphaShift.Found);
Assert(RedShift.Found);
Assert(GreenShift.Found);
Assert(BlueShift.Found);
Assert(Header->Compression == 3);
u32 *SourceDest = Pixels;
for(s32 Y = 0;
Y < Header->Height;
Y++)
{
for(s32 X = 0;
X < Header->Width;
X++)
{
u32 C = *SourceDest;
u32 ConvertedColor = ((((C >> AlphaShift.Index) & 0xFF) << 24) |
(((C >> RedShift.Index) & 0xFF) << 16) |
(((C >> GreenShift.Index) & 0xFF) << 8) |
(((C >> BlueShift.Index) & 0xFF) << 0));
*SourceDest++ = ConvertedColor;
}
}
Result.Pixels = Pixels;
Result.Width = Header->Width;
Result.Height = Header->Height;
}
return Result;
}
internal void
DrawCharacter(game_offscreen_buffer *Buffer, u8 *FontBitmap,
int FontWidth, int FontHeight,
int XOffset, int YOffset,
color_rgb Color)
{
s32 MinX = 0;
s32 MinY = 0;
s32 MaxX = FontWidth;
s32 MaxY = FontHeight;
if(XOffset < 0)
{
MinX = -XOffset;
XOffset = 0;
}
if(YOffset < 0)
{
MinY = -YOffset;
YOffset = 0;
}
if(XOffset + FontWidth > Buffer->Width)
{
MaxX -= ((XOffset + FontWidth) - Buffer->Width);
}
if(YOffset + FontHeight > Buffer->Height)
{
MaxY -= ((YOffset + FontHeight) - Buffer->Height);
}
u8 *Row = (u8 *)(Buffer->Memory) +
(YOffset*Buffer->Pitch) +
(XOffset*Buffer->BytesPerPixel);
for(int Y = MinY;
Y < MaxY;
Y++)
{
u32 *Pixel = (u32 *)Row;
for(int X = MinX;
X < MaxX;
X++)
{
u8 Brightness = FontBitmap[Y*FontWidth+X];
u32 Value = ((0xFF << 24) |
((u32)(Color.R*Brightness) << 16) |
((u32)(Color.G*Brightness) << 8) |
((u32)(Color.B*Brightness) << 0));
*Pixel++ = Value;
}
Row += Buffer->Pitch;
}
}
internal void
DrawText(game_state *GameState, game_offscreen_buffer *Buffer,
r32 FontScale,
char *Text, u32 TextLen, v2 Offset, color_rgb Color)
{
for(u32 TextIndex = 0;
TextIndex < TextLen;
TextIndex++)
{
int CharAt = Text[TextIndex];
int FontWidth, FontHeight;
int AdvanceWidth, LeftSideBearing;
int X0, Y0, X1, Y1;
u8 *FontBitmap = 0;
// TODO(luca): Get rid of malloc.
FontBitmap = stbtt_GetCodepointBitmap(&GameState->FontInfo,
FontScale, FontScale,
CharAt,
&FontWidth, &FontHeight, 0, 0);
stbtt_GetCodepointBitmapBox(&GameState->FontInfo, CharAt,
FontScale, FontScale,
&X0, &Y0, &X1, &Y1);
r32 YOffset = Offset.Y + Y0;
stbtt_GetCodepointHMetrics(&GameState->FontInfo, CharAt, &AdvanceWidth, &LeftSideBearing);
r32 XOffset = Offset.X + LeftSideBearing*FontScale;
DrawCharacter(Buffer, FontBitmap, FontWidth, FontHeight, XOffset, YOffset, Color);
Offset.X += (AdvanceWidth*FontScale);
free(FontBitmap);
}
}
internal b32
ValidLetterCountInGuess(char *Word, char *Guess, char Letter)
{
b32 Valid = false;
int CountInGuess = 0;
int CountInWord = 0;
for(int ScanIndex = 0;
ScanIndex < WORDLE_LENGTH;
ScanIndex++)
{
if(Letter == Word[ScanIndex])
{
CountInWord++;
}
if(Letter == Guess[ScanIndex])
{
CountInGuess++;
}
}
Valid = (CountInGuess <= CountInWord);
return Valid;
}
extern "C" GAME_UPDATE_AND_RENDER(GameUpdateAndRender)
{
Assert((&Input->Controllers[0].Terminator - &Input->Controllers[0].Buttons[0]) ==
(ArrayCount(Input->Controllers[0].Buttons)));
Assert(sizeof(game_state) <= Memory->PermanentStorageSize);
game_state *GameState = (game_state *)Memory->PermanentStorage;
if(!Memory->IsInitialized)
{
debug_read_file_result File = Memory->DEBUGPlatformReadEntireFile(Thread, "../data/font.ttf");
if(stbtt_InitFont(&GameState->FontInfo, (u8 *)File.Contents, stbtt_GetFontOffsetForIndex((u8 *)File.Contents, 0)))
{
GameState->FontInfo.data = (u8 *)File.Contents;
int X0, Y0, X1, Y1;
v2 BoundingBox[2] = {};
stbtt_GetFontBoundingBox(&GameState->FontInfo, &X0, &Y0, &X1, &Y1);
GameState->FontBoundingBox[0] = v2{(r32)X0, (r32)Y0};
GameState->FontBoundingBox[1] = v2{(r32)X1, (r32)Y1};
stbtt_GetFontVMetrics(&GameState->FontInfo, &GameState->FontAscent, &GameState->FontDescent, &GameState->FontLineGap);
}
else
{
// TODO(luca): Logging
}
GameState->SelectedColor = SquareColor_Yellow;
GameState->ExportedPatternIndex = 0;
Memory->IsInitialized = true;
}
for(u32 ControllerIndex = 0;
ControllerIndex < ArrayCount(Input->Controllers);
ControllerIndex++)
{
game_controller_input *Controller = GetController(Input, ControllerIndex);
if(Controller->IsConnected)
{
if(Controller->IsAnalog)
{
}
else
{
if(WasPressed(Input->MouseButtons[PlatformMouseButton_Right]))
{
GameState->SelectedColor = (GameState->SelectedColor < SquareColor_Count- 1) ?
GameState->SelectedColor + 1: 0;
}
}
}
}
Assert(GameState->SelectedColor < SquareColor_Count);
r32 Width = 48.0f;
v2 Min = {0.0f, 0.0f};
v2 Max = {Width, Width};
v2 Padding = {2.0f, 2.0f};
v2 Base = {0.0f, 0.0f};
color_rgb ColorGray = {0.23f, 0.23f, 0.24f};
color_rgb ColorYellow = {0.71f, 0.62f, 0.23f};
color_rgb ColorGreen = {0.32f, 0.55f, 0.31f};
s32 Rows = 6;
s32 Columns = 5;
Base.X = 0.5f*(Buffer->Width - Columns*Width);
Base.Y = 0.5f*(Buffer->Height - Rows*Width);
s32 SelectedX = CeilReal32ToInt32((r32)(Input->MouseX - Base.X)/(r32)(Width + Padding.X)) - 1;
s32 SelectedY = CeilReal32ToInt32((r32)(Input->MouseY - Base.Y)/(r32)(Width + Padding.Y)) - 1;
Min.X = Base.X;
Min.Y = Base.Y;
for(s32 Y = 0;
Y < Rows;
Y++)
{
for(s32 X = 0;
X < Columns;
X++)
{
color_rgb Color = {1.0f, 1.0f, 0.0f};
Max = Min + Width;
if((X == SelectedX) &&
(Y == SelectedY))
{
if(Input->MouseButtons[PlatformMouseButton_Left].EndedDown)
{
GameState->PatternGrid[Y][X] = GameState->SelectedColor;
}
if(0) {}
else if(GameState->SelectedColor == 0)
{
Color = ColorGray;
}
else if(GameState->SelectedColor == 1)
{
Color = ColorYellow;
}
else if(GameState->SelectedColor == 2)
{
Color = ColorGreen;
}
DrawRectangle(Buffer, Min, Max, color_rgb{0.0f, 0.0f, 0.0f});
DrawRectangle(Buffer,
Min + Padding, Max - Padding,
Color);
}
else
{
u32 PatternValue = GameState->PatternGrid[Y][X];
if(0) {}
else if(PatternValue == SquareColor_Gray)
{
Color = ColorGray;
}
else if(PatternValue == SquareColor_Yellow)
{
Color = ColorYellow;
}
else if(PatternValue == SquareColor_Green)
{
Color = ColorGreen;
}
DrawRectangle(Buffer, Min, Max, Color);
}
Min.X += Padding.X + Width;
}
Min.X = Base.X;
Min.Y += Padding.Y + Width;
}
char Text[256] = {};
int TextLen = 0;
r32 FontScale = 0.0f;
r32 YAdvance = 0.0f;
r32 Baseline = 0.0f;
v2 TextOffset = {};
int AdvanceWidth = 0;
// Prepare drawing of the guesses.
FontScale = stbtt_ScaleForPixelHeight(&GameState->FontInfo, 24.0f);
YAdvance = FontScale*(GameState->FontAscent -
GameState->FontDescent +
GameState->FontLineGap);
Baseline = (GameState->FontAscent*FontScale);
TextOffset = v2{16.0f, 16.0f + Baseline};
{
char Text[] = "\"jumpy\"";
int TextLen = sizeof(Text) - 1;
DrawText(GameState, Buffer, FontScale, Text, TextLen, TextOffset + -v2{8.0f, 0.0f}, ColorYellow);
}
TextOffset.Y += YAdvance*2.0f;
//-Matche the pattern
char *Word = "jumpy";
debug_read_file_result File = Memory->DEBUGPlatformReadEntireFile(Thread, "../data/words.txt");
int WordsCount = File.ContentsSize / WORDLE_LENGTH;
if(File.Contents)
{
char *Words = (char *)File.Contents;
int PatternRowAt = 0;
int PatternRowsCount = 6;
for(int WordsIndex = 0;
((WordsIndex < WordsCount) &&
(PatternRowAt < PatternRowsCount));
WordsIndex++)
{
// Match the pattern's row against the guess.
// TODO(luca): Check if the guess == the word and skip it otherwise it would end the game.
int PatternMatches = 1;
char *Guess = &Words[WordsIndex*5];
for(int CharIndex = 0;
((CharIndex < WORDLE_LENGTH) &&
(PatternMatches));
CharIndex++)
{
char GuessCh = Guess[CharIndex];
int PatternValue = GameState->PatternGrid[PatternRowAt][CharIndex];
if(PatternValue == SquareColor_Green)
{
PatternMatches = (GuessCh == Word[CharIndex]);
}
else if(PatternValue == SquareColor_Yellow)
{
PatternMatches = 0;
for(int CharAt = 0;
CharAt < WORDLE_LENGTH;
CharAt++)
{
if(Word[CharAt] == GuessCh)
{
if(CharAt != CharIndex)
{
// TODO(luca): Should also check that position does not match.
PatternMatches = ValidLetterCountInGuess(Word, Guess, GuessCh);
}
else
{
PatternMatches = 0;
}
break;
}
}
}
// TODO(luca): Have one that can be either yellow/green
#if 0
else if(PatternValue == 1)
{
PatternMatches = 0;
for(int CharAt = 0;
CharAt < WORDLE_LENGTH;
CharAt++)
{
if(Word[CharAt] == GuessCh)
{
PatternMatches = ValidLetterCountInGuess(Word, Guess, GuessCh);
break;
}
}
}
#endif
else if(PatternValue == SquareColor_Gray)
{
PatternMatches = 1;
for(int CharAt = 0;
CharAt < WORDLE_LENGTH;
CharAt++)
{
if(Word[CharAt] == GuessCh)
{
PatternMatches = 0;
break;
}
}
}
}
if(PatternMatches)
{
DrawText(GameState, Buffer, FontScale,
Guess, WORDLE_LENGTH,
TextOffset, color_rgb{1.0f, 1.0f, 1.0f});
TextOffset.Y += YAdvance;
WordsIndex = 0;
PatternRowAt++;
}
}
}
Memory->DEBUGPlatformFreeFileMemory(Thread, File.Contents, File.ContentsSize);
}
extern "C" GAME_GET_SOUND_SAMPLES(GameGetSoundSamples)
{
game_state *GameState = (game_state *)Memory->PermanentStorage;
GameOutputSound(GameState, SoundBuffer);
}
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