130 lines
2.6 KiB
C
130 lines
2.6 KiB
C
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#if !defined(TEST_ASSET_BUILDER_H)
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/* ========================================================================
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$File: $
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$Date: $
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$Revision: $
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$Creator: Casey Muratori $
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$Notice: (C) Copyright 2015 by Molly Rocket, Inc. All Rights Reserved. $
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======================================================================== */
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#include <stdio.h>
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#include <stdlib.h>
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#include <memory.h>
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#include "handmade_platform.h"
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#include "handmade_file_formats.h"
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#include "handmade_intrinsics.h"
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#include "handmade_math.h"
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#define ONE_PAST_MAX_FONT_CODEPOINT (0x10FFFF + 1)
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#define USE_FONTS_FROM_WINDOWS 1
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#if USE_FONTS_FROM_WINDOWS
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#include <windows.h>
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#define MAX_FONT_WIDTH 1024
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#define MAX_FONT_HEIGHT 1024
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global_variable VOID *GlobalFontBits;
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global_variable HDC GlobalFontDeviceContext;
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#else
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#define STB_TRUETYPE_IMPLEMENTATION
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#include "stb_truetype.h"
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#endif
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struct loaded_bitmap
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{
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int32 Width;
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int32 Height;
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int32 Pitch;
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void *Memory;
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void *Free;
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};
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struct loaded_font
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{
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HFONT Win32Handle;
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TEXTMETRIC TextMetric;
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r32 LineAdvance;
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hha_font_glyph *Glyphs;
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r32 *HorizontalAdvance;
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u32 MinCodePoint;
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u32 MaxCodePoint;
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u32 MaxGlyphCount;
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u32 GlyphCount;
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u32 *GlyphIndexFromCodePoint;
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u32 OnePastHighestCodepoint;
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};
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enum asset_type
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{
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AssetType_Sound,
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AssetType_Bitmap,
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AssetType_Font,
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AssetType_FontGlyph,
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};
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struct loaded_font;
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struct asset_source_font
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{
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loaded_font *Font;
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};
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struct asset_source_font_glyph
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{
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loaded_font *Font;
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u32 Codepoint;
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};
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struct asset_source_bitmap
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{
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char *FileName;
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};
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struct asset_source_sound
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{
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char *FileName;
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u32 FirstSampleIndex;
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};
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struct asset_source
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{
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asset_type Type;
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union
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{
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asset_source_bitmap Bitmap;
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asset_source_sound Sound;
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asset_source_font Font;
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asset_source_font_glyph Glyph;
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};
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};
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// TODO(casey): Are there larger numbers than 4096? Do we have evidence
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// in the natural world of things that can exist in quantities _larger_ than 4096?
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#define VERY_LARGE_NUMBER 4096 // NOTE(casey): 4096 should be enough for anybody
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struct game_assets
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{
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u32 TagCount;
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hha_tag Tags[VERY_LARGE_NUMBER];
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u32 AssetTypeCount;
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hha_asset_type AssetTypes[Asset_Count];
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u32 AssetCount;
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asset_source AssetSources[VERY_LARGE_NUMBER];
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hha_asset Assets[VERY_LARGE_NUMBER];
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hha_asset_type *DEBUGAssetType;
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u32 AssetIndex;
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};
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#define TEST_ASSET_BUILDER_H
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#endif
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