// // File: gs_win32.cpp // Author: Peter Slattery // Creation Date: 2020-01-01 // #ifndef GS_WIN32_CPP #ifndef GS_WIN32_CPP struct win32_state { b32 Initialized; b32 Running; }; struct win32_opengl_window_info { s32 ColorBits; s32 AlphaBits; s32 DepthBits; HGLRC RenderContext; }; struct window { char* Name; char* ClassName; s32 Width; s32 Height; WNDPROC WindowEventHandler; WNDCLASS Class; HWND Handle; HDC DeviceContext; // TODO(peter): Make this a union? win32_opengl_window_info OpenGLInfo; }; struct handle_window_msg_result { b32 NeedsUpdate; #ifdef DEBUG char MessageType[128]; #endif }; global_variable win32_state GlobalWin32State; // Utility internal s32 Win32StringLength(char* String); internal s32 Win32ConcatStrings(s32 ALen, char* A, s32 BLen, char* B, s32 DestLen, char* Dest); // Windowing & Graphics struct win32_offscreen_buffer { texture_buffer Buffer; BITMAPINFO Info; }; LRESULT CALLBACK Win32HandleWindowsEvents (HWND WindowHandle, UINT Msg, WPARAM wParam, LPARAM lParam); internal handle_window_msg_result HandleWindowsMessage (HWND WindowHandle, MSG Message); internal void Win32UpdateWindowDimension(window* Window); internal void Win32ResizeDIBSection(win32_offscreen_buffer *Buffer, int Width, int Height); internal void Win32DisplayBufferInWindow(win32_offscreen_buffer* Buffer, window Window); // Memory internal PLATFORM_ALLOC(Win32Alloc); internal PLATFORM_FREE(Win32Free); internal PLATFORM_REALLOC(Win32Realloc); /// // Utils /// internal s32 Win32StringLength(char* String) { char* At = String; while (*At) { At++; }; return At - String; } internal s32 Win32ConcatStrings(s32 ALen, char* A, s32 BLen, char* B, s32 DestLen, char* Dest) { char* Dst = Dest; char* AAt = A; for (s32 a = 0; a < ALen; a++) { *Dst++ = *AAt++; } char* BAt = B; for (s32 b = 0; b < BLen; b++) { *Dst++ = *BAt++; } return Dst - Dest; } /// // Windowing /// internal window Win32CreateWindow (HINSTANCE HInstance, char* WindowName, s32 Width, s32 Height, WNDPROC WindowEventHandler) { window Result = {}; Result.Name = WindowName; Result.ClassName = WindowName; Result.Width = Width; Result.Height = Height; Result.WindowEventHandler = WindowEventHandler; Result.Class = {}; Result.Class.style = CS_HREDRAW | CS_VREDRAW; Result.Class.lpfnWndProc = WindowEventHandler; Result.Class.hInstance = HInstance; Result.Class.lpszClassName = WindowName; if (RegisterClass(&Result.Class)) { Result.Handle = CreateWindowEx( 0, Result.Class.lpszClassName, WindowName, WS_OVERLAPPEDWINDOW | WS_VISIBLE, CW_USEDEFAULT, CW_USEDEFAULT, Width, Height, 0, 0, HInstance, 0); Result.DeviceContext = GetDC(Result.Handle); } return Result; }; internal window PlatformCreateWindow (char* WindowName, s32 Width, s32 Height) { HINSTANCE HInstance = GetModuleHandle(NULL); return Win32CreateWindow(HInstance, WindowName, Width, Height, Win32HandleWindowsEvents); } internal void CreateOpenGLWindowContext (win32_opengl_window_info Info, window* Window) { // Setup pixel format { PIXELFORMATDESCRIPTOR PixelFormatDesc = { 0 }; // TODO: Program seems to work perfectly fine without all other params except dwFlags. // Can we skip other params for the sake of brevity? PixelFormatDesc.nSize = sizeof(PIXELFORMATDESCRIPTOR); PixelFormatDesc.nVersion = 1; PixelFormatDesc.dwFlags = PFD_SUPPORT_OPENGL | PFD_DRAW_TO_WINDOW | PFD_DOUBLEBUFFER; PixelFormatDesc.iPixelType = PFD_TYPE_RGBA;// TODO(Peter): include this in win32_opengl_window_info? PixelFormatDesc.cColorBits = Info.ColorBits; PixelFormatDesc.cAlphaBits = Info.AlphaBits; PixelFormatDesc.cDepthBits = Info.DepthBits; PixelFormatDesc.dwLayerMask = PFD_MAIN_PLANE; // TODO(Peter): include this in win32_opengl_window_info? // s32 PixelFormat = ChoosePixelFormat(Window->DeviceContext, &PixelFormatDesc); if (!PixelFormat) { InvalidCodePath; } // TODO: Log: Choose pixel format failed if (!SetPixelFormat(Window->DeviceContext, PixelFormat, &PixelFormatDesc)) { InvalidCodePath; } // TODO: Log: Set pixel format failed } // Create rendering context { // TODO: Create "proper" context? // https://www.opengl.org/wiki/Creating_an_OpenGL_Context_(WGL)#Proper_Context_Creation Info.RenderContext = wglCreateContext(Window->DeviceContext); wglMakeCurrent(Window->DeviceContext, Info.RenderContext); // TODO(Peter): do we want this? /* glGetIntegerv(GL_MAJOR_VERSION, ); glGetIntegerv(GL_MINOR_VERSION, ); (char*)glGetString(GL_VENDOR); (char*)glGetString(GL_RENDERER); */ } Window->OpenGLInfo = Info; } struct handle_window_event_result { LRESULT Result; b32 Handled; }; internal void Win32UpdateInputFrameMouseButtonState (input_frame* InputFrame, key_code KeyCode, int Win32VirtualKey) { InputFrame->KeysDown[KeyCode] = (GetKeyState(Win32VirtualKey) & (1 << 15)) != 0; } internal void Win32UpdateInputFrameMouseState (input_frame* InputFrame) { Win32UpdateInputFrameMouseButtonState(InputFrame, KeyCode_MouseLeftButton, VK_LBUTTON); Win32UpdateInputFrameMouseButtonState(InputFrame, KeyCode_MouseMiddleButton, VK_MBUTTON); Win32UpdateInputFrameMouseButtonState(InputFrame, KeyCode_MouseRightButton, VK_RBUTTON); // NOTE(Peter): If you decide to support extra mouse buttons, on windows the key codes are // VK_XBUTTON1 and VK_XBUTTON2 } internal void Win32UpdateInputFrameMouseWheelDelta (input_frame* InputFrame, MSG Message) { int MouseWheel = GET_WHEEL_DELTA_WPARAM(Message.wParam); InputFrame->MouseScroll = MouseWheel; } internal handle_window_event_result HandleWindowEventUnlessWouldUseDefault (HWND WindowHandle, UINT Msg, WPARAM wParam, LPARAM lParam) { handle_window_event_result Result = {}; Result.Handled = false; switch (Msg) { case WM_SIZE: { Result.Handled = true; }break; case WM_CLOSE: { Result.Result = DefWindowProc(WindowHandle, Msg, wParam, lParam); Result.Handled = true; }break; case WM_DESTROY: { GlobalWin32State.Running = false; Result.Handled = true; }break; case WM_PAINT: { PAINTSTRUCT PaintStruct; HDC DeviceContext; b32 PaintResult; DeviceContext = BeginPaint(WindowHandle, &PaintStruct); PaintResult = EndPaint(WindowHandle, &PaintStruct); Result.Handled = true; }break; } return Result; } LRESULT CALLBACK Win32HandleWindowsEvents ( HWND WindowHandle, UINT Msg, WPARAM wParam, LPARAM lParam ) { handle_window_event_result EventResult = HandleWindowEventUnlessWouldUseDefault( WindowHandle, Msg, wParam, lParam); if (!EventResult.Handled) { EventResult.Result = DefWindowProc(WindowHandle, Msg, wParam, lParam); } return EventResult.Result; } static key_code Win32GetKeyCode (int Win32VirtualKey, bool NumpadValid, bool TranslateToChar) { key_code Result = KeyCode_Invalid; if (Win32VirtualKey == VK_ESCAPE) { Result = KeyCode_Esc; } if (!TranslateToChar) { if (Win32VirtualKey == VK_SPACE) { Result = KeyCode_Space; } } if (Win32VirtualKey == VK_CAPITAL) { Result = KeyCode_CapsLock; } else if (Win32VirtualKey == VK_TAB) { Result = KeyCode_Tab; } else if (Win32VirtualKey == VK_LSHIFT) { Result = KeyCode_LeftShift; } else if (Win32VirtualKey == VK_RSHIFT) { Result = KeyCode_RightShift; } else if (Win32VirtualKey == VK_LCONTROL) { Result = KeyCode_LeftCtrl; } else if (Win32VirtualKey == VK_RCONTROL) { Result = KeyCode_RightCtrl; } // TODO(Peter): support the function key? //else if (Win32VirtualKey == VK_) { Result = KeyCode_Fn; } else if (Win32VirtualKey == VK_MENU) { Result = KeyCode_Alt; } else if (Win32VirtualKey == VK_PRIOR) { Result = KeyCode_PageUp; } else if (Win32VirtualKey == VK_NEXT) { Result = KeyCode_PageDown; } else if (Win32VirtualKey == VK_BACK) { Result = KeyCode_Backspace; } else if (Win32VirtualKey == VK_DELETE) { Result = KeyCode_Delete; } else if (Win32VirtualKey == VK_RETURN) { Result = KeyCode_Enter; } else if (Win32VirtualKey == VK_F1) { Result = KeyCode_F1; } else if (Win32VirtualKey == VK_F2) { Result = KeyCode_F2; } else if (Win32VirtualKey == VK_F3) { Result = KeyCode_F3; } else if (Win32VirtualKey == VK_F4) { Result = KeyCode_F4; } else if (Win32VirtualKey == VK_F5) { Result = KeyCode_F5; } else if (Win32VirtualKey == VK_F6) { Result = KeyCode_F6; } else if (Win32VirtualKey == VK_F7) { Result = KeyCode_F7; } else if (Win32VirtualKey == VK_F8) { Result = KeyCode_F8; } else if (Win32VirtualKey == VK_F9) { Result = KeyCode_F9; } else if (Win32VirtualKey == VK_F10) { Result = KeyCode_F10; } else if (Win32VirtualKey == VK_F11) { Result = KeyCode_F11; } else if (Win32VirtualKey == VK_F12) { Result = KeyCode_F12; } if (!TranslateToChar) { if (Win32VirtualKey == 0x30) { Result = KeyCode_0; } else if (Win32VirtualKey == 0x31) { Result = KeyCode_1; } else if (Win32VirtualKey == 0x32) { Result = KeyCode_2; } else if (Win32VirtualKey == 0x33) { Result = KeyCode_3; } else if (Win32VirtualKey == 0x34) { Result = KeyCode_4; } else if (Win32VirtualKey == 0x35) { Result = KeyCode_5; } else if (Win32VirtualKey == 0x36) { Result = KeyCode_6; } else if (Win32VirtualKey == 0x37) { Result = KeyCode_7; } else if (Win32VirtualKey == 0x38) { Result = KeyCode_8; } else if (Win32VirtualKey == 0x39) { Result = KeyCode_9; } else if (Win32VirtualKey == 0x41) { Result = KeyCode_A; } else if (Win32VirtualKey == 0x42) { Result = KeyCode_B; } else if (Win32VirtualKey == 0x43) { Result = KeyCode_C; } else if (Win32VirtualKey == 0x44) { Result = KeyCode_D; } else if (Win32VirtualKey == 0x45) { Result = KeyCode_E; } else if (Win32VirtualKey == 0x46) { Result = KeyCode_F; } else if (Win32VirtualKey == 0x47) { Result = KeyCode_G; } else if (Win32VirtualKey == 0x48) { Result = KeyCode_H; } else if (Win32VirtualKey == 0x49) { Result = KeyCode_I; } else if (Win32VirtualKey == 0x4A) { Result = KeyCode_J; } else if (Win32VirtualKey == 0x4B) { Result = KeyCode_K; } else if (Win32VirtualKey == 0x4C) { Result = KeyCode_L; } else if (Win32VirtualKey == 0x4D) { Result = KeyCode_M; } else if (Win32VirtualKey == 0x4E) { Result = KeyCode_N; } else if (Win32VirtualKey == 0x4F) { Result = KeyCode_O; } else if (Win32VirtualKey == 0x50) { Result = KeyCode_P; } else if (Win32VirtualKey == 0x51) { Result = KeyCode_Q; } else if (Win32VirtualKey == 0x52) { Result = KeyCode_R; } else if (Win32VirtualKey == 0x53) { Result = KeyCode_S; } else if (Win32VirtualKey == 0x54) { Result = KeyCode_T; } else if (Win32VirtualKey == 0x55) { Result = KeyCode_U; } else if (Win32VirtualKey == 0x56) { Result = KeyCode_V; } else if (Win32VirtualKey == 0x57) { Result = KeyCode_W; } else if (Win32VirtualKey == 0x58) { Result = KeyCode_X; } else if (Win32VirtualKey == 0x59) { Result = KeyCode_Y; } else if (Win32VirtualKey == 0x5A) { Result = KeyCode_Z; } } if (NumpadValid) { if (Win32VirtualKey == VK_NUMPAD0) { Result = KeyCode_Num0; } else if (Win32VirtualKey == VK_NUMPAD1) { Result = KeyCode_Num1; } else if (Win32VirtualKey == VK_NUMPAD2) { Result = KeyCode_Num2; } else if (Win32VirtualKey == VK_NUMPAD3) { Result = KeyCode_Num3; } else if (Win32VirtualKey == VK_NUMPAD4) { Result = KeyCode_Num4; } else if (Win32VirtualKey == VK_NUMPAD5) { Result = KeyCode_Num5; } else if (Win32VirtualKey == VK_NUMPAD6) { Result = KeyCode_Num6; } else if (Win32VirtualKey == VK_NUMPAD7) { Result = KeyCode_Num7; } else if (Win32VirtualKey == VK_NUMPAD8) { Result = KeyCode_Num8; } else if (Win32VirtualKey == VK_NUMPAD9) { Result = KeyCode_Num9; } } if (Win32VirtualKey == VK_UP) { Result = KeyCode_UpArrow; } else if (Win32VirtualKey == VK_DOWN) { Result = KeyCode_DownArrow; } else if (Win32VirtualKey == VK_LEFT) { Result = KeyCode_LeftArrow; } else if (Win32VirtualKey == VK_RIGHT) { Result = KeyCode_RightArrow; } return Result; } internal handle_window_msg_result HandleWindowsMessage ( HWND WindowHandle, MSG Message) { handle_window_msg_result Result = {}; Result.NeedsUpdate = 0; switch (Message.message) { case WM_HOTKEY: { }break; case WM_MOUSEWHEEL: { int MouseWheel = GET_WHEEL_DELTA_WPARAM(Message.wParam); /* Input.New->MouseScroll = MouseWheel; Result.NeedsUpdate = true; */ }break; case WM_LBUTTONDOWN: case WM_LBUTTONUP: case WM_MBUTTONDOWN: case WM_MBUTTONUP: case WM_RBUTTONDOWN: case WM_RBUTTONUP: { /* Input.New->KeyStates[KeyCode_MouseLeftButton] = (GetKeyState(VK_LBUTTON) & (1 << 15)) != 0; Input.New->KeyStates[KeyCode_MouseMiddleButton] = (GetKeyState(VK_MBUTTON) & (1 << 15)) != 0; Input.New->KeyStates[KeyCode_MouseRightButton] = (GetKeyState(VK_RBUTTON) & (1 << 15)) != 0; // NOTE(Peter): If you decide to support extra mouse buttons, on windows the key codes are // VK_XBUTTON1 and VK_XBUTTON2 if (KeyTransitionedDown(KeyCode_MouseLeftButton, Input)) { Input.MouseDownX = Input.New->MouseX; Input.MouseDownY = Input.New->MouseY; } Result.NeedsUpdate = true;*/ }break; case WM_MOUSEMOVE: { POINT MousePos; GetCursorPos(&MousePos); ScreenToClient(WindowHandle, &MousePos); /* Input.New->MouseX = MousePos.x; Input.New->MouseY = App.WindowHeight - MousePos.y; Result.NeedsUpdate = true; */ }break; case WM_SYSKEYDOWN: case WM_SYSKEYUP: case WM_KEYDOWN: case WM_KEYUP: { int VirtualKey = (int)Message.wParam; bool KeyDown = (Message.lParam & (1 << 31)) == 0; int KeyIndex = Win32GetKeyCode(VirtualKey, true, true); /* if (KeyIndex >= 0) { DEBUG_GET_MESSAGE_NAME(Result.MessageType, "WM_KEYEvent "); Input.New->KeyStates[KeyIndex] = KeyDown; Result.NeedsUpdate = true; } else { if (Input.TranslateInputToCharValues && KeyDown) { // NOTE(Peter): Took this out b/c we're translating the WM_CHAR messages // in the message pump, and if we do it here as well, character producing // key messages get put on the message queue twice TranslateMessage(&Message); DispatchMessage(&Message); } else { DEBUG_GET_MESSAGE_NAME(Result.MessageType, "WM_KEYEvent "); // NOTE(Peter): This is so that when you lift up a key that was generating a WM_CHAR, // the app still has a chance to respond to it. Result.NeedsUpdate = true; } } */ }break; case WM_CHAR: { /* char TranslatedChar = (char)Message.wParam; int KeyIndex = GetKeyIndexFromChar(TranslatedChar); if (KeyIndex >= 0) { // NOTE(Peter): Always setting this to true becuase windows is stupid and doesn't // pass the press/release bit through correctly. So now the KEYDOWN/KEYUP Messages above // only translate the message to a WM_CHAR message if its a key down. Since we clear all // keystates to false at the beginning of an input frame, this will make transitions // get registered correctly. Input.New->KeyStates[KeyIndex] = true; Result.NeedsUpdate = true; } else { printf("Translated Char Not Recognized: %c\n", TranslatedChar); } */ }break; default: { TranslateMessage(&Message); DispatchMessage(&Message); }break; } return Result; } internal void Win32UpdateWindowDimension(window* Window) { RECT ClientRect; GetClientRect(Window->Handle, &ClientRect); Window->Width = ClientRect.right - ClientRect.left; Window->Height = ClientRect.bottom - ClientRect.top; } internal void Win32ResizeDIBSection(win32_offscreen_buffer *Win32Buffer, int Width, int Height) { if(Win32Buffer->Buffer.Memory) { VirtualFree(Win32Buffer->Buffer.Memory, 0, MEM_RELEASE); } Win32Buffer->Buffer.Width = Width; Win32Buffer->Buffer.Height = Height; int BytesPerPixel = 4; Win32Buffer->Buffer.BytesPerPixel = BytesPerPixel; Win32Buffer->Info.bmiHeader.biSize = sizeof(Win32Buffer->Info.bmiHeader); Win32Buffer->Info.bmiHeader.biWidth = Win32Buffer->Buffer.Width; Win32Buffer->Info.bmiHeader.biHeight = -Win32Buffer->Buffer.Height; // Top down, not bottom up Win32Buffer->Info.bmiHeader.biPlanes = 1; Win32Buffer->Info.bmiHeader.biBitCount = 32; Win32Buffer->Info.bmiHeader.biCompression = BI_RGB; int BitmapMemorySize = (Win32Buffer->Buffer.Width * Win32Buffer->Buffer.Height)*BytesPerPixel; Win32Buffer->Buffer.Memory = (u8*)VirtualAlloc(0, BitmapMemorySize, MEM_RESERVE|MEM_COMMIT, PAGE_READWRITE); Win32Buffer->Buffer.Pitch = Width*BytesPerPixel; } internal void Win32DisplayBufferInWindow(win32_offscreen_buffer* Win32Buffer, window Window) { StretchDIBits(Window.DeviceContext, 0, 0, Win32Buffer->Buffer.Width, Win32Buffer->Buffer.Height, 0, 0, Win32Buffer->Buffer.Width, Win32Buffer->Buffer.Height, Win32Buffer->Buffer.Memory, &Win32Buffer->Info, DIB_RGB_COLORS, SRCCOPY); } ///////////////////////////////////////// // // Open GL // ///////////////////////////////////////// internal void OpenGLRenderTriBuffer (u8* Vertecies, s32 VertexElements, u8* UVs, s32 UVElements, u8* Colors, s32 ColorsElements, s32 TriCount) { glEnableClientState(GL_VERTEX_ARRAY); glVertexPointer(VertexElements, GL_FLOAT, VertexElements * sizeof(r32), Vertecies); glEnableClientState(GL_TEXTURE_COORD_ARRAY); glTexCoordPointer(UVElements, GL_FLOAT, UVElements * sizeof(r32), UVs); glEnableClientState(GL_COLOR_ARRAY); glColorPointer(ColorsElements, GL_FLOAT, ColorsElements * sizeof(r32), Colors); glDrawArrays(GL_TRIANGLES, 0, TriCount); glDisableClientState(GL_VERTEX_ARRAY); glDisableClientState(GL_TEXTURE_COORD_ARRAY); glDisableClientState(GL_COLOR_ARRAY); } internal void OpenGLDraw3DTri (v4 P0, v4 P1, v4 P2, v2 UV0, v2 UV1, v2 UV2, v4 C0, v4 C1, v4 C2) { glBegin(GL_TRIANGLES); glTexCoord2f(UV0.x, UV0.y); glColor4f(C0.r, C0.g, C0.b, C0.a); glVertex4f(P0.x, P0.y, P0.z, P0.w); glTexCoord2f(UV1.x, UV1.y); glColor4f(C1.r, C1.g, C1.b, C1.a); glVertex4f(P1.x, P1.y, P1.z, P1.w); glTexCoord2f(UV2.x, UV2.y); glColor4f(C2.r, C2.g, C2.b, C2.a); glVertex4f(P2.x, P2.y, P2.z, P2.w); glEnd(); } internal void OpenGLDraw2DTri (v2 P0, v2 P1, v2 P2, v2 UV0, v2 UV1, v2 UV2, v4 C0, v4 C1, v4 C2) { glBegin(GL_TRIANGLES); glTexCoord2f(UV0.x, UV0.y); glColor4f(C0.r, C0.g, C0.b, C0.a); glVertex2f(P0.x, P0.y); glTexCoord2f(UV1.x, UV1.y); glColor4f(C1.r, C1.g, C1.b, C1.a); glVertex2f(P1.x, P1.y); glTexCoord2f(UV2.x, UV2.y); glColor4f(C2.r, C2.g, C2.b, C2.a); glVertex2f(P2.x, P2.y); glEnd(); } internal void LoadModelView (r32 Matrix[16]) { glMatrixMode(GL_MODELVIEW); glLoadMatrixf(Matrix); } internal void LoadProjection (r32 Matrix[16]) { glMatrixMode(GL_PROJECTION); glLoadMatrixf(Matrix); } internal void ClearRenderBuffer () { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); } s32 NextTextureHandle = 1; internal s32 SubmitTexture (u8* Memory, s32 Width, s32 Height) { s32 TextureHandle = NextTextureHandle++; glBindTexture(GL_TEXTURE_2D, TextureHandle); glTexImage2D(GL_TEXTURE_2D, 0, // mip map level GL_RGBA8, Width, Height, 0, // border GL_RGBA, GL_UNSIGNED_BYTE, Memory); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP); glTexParameteri(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); return TextureHandle; } internal void BindTexture (s32 TextureHandle) { glBindTexture(GL_TEXTURE_2D, TextureHandle); } #define GS_WIN32_CPP #endif // GS_WIN32_CPP #define GS_WIN32_CPP #endif // GS_WIN32_CPP