fixes for vs
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2
src/.gitignore
vendored
2
src/.gitignore
vendored
@@ -33,3 +33,5 @@
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# build dirs
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cmake-build/
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out/
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.vs/
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@@ -7,7 +7,7 @@
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#include <bx/string.h>
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#include <bgfx/bgfx.h>
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//#define VISUAL_STUDIO
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#define VISUAL_STUDIO
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typedef void (*Startup)(void*);
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typedef void (*Update)();
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@@ -16,7 +16,7 @@ typedef void (*Shutdown)();
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constexpr UINT WM_CUSTOM_DLL_CHANGE = WM_USER + 1;
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#ifdef VISUAL_STUDIO
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const char* DLLPath = "Debug/PuzGame.dll";
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const char* DLLPath = "PuzGame2.dll";
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#else
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const char* DLLPath = "libPuzGame.dll";
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#endif
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@@ -166,7 +166,7 @@ bool ReloadDLL()
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}
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#ifdef VISUAL_STUDIO
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Shutdown ShutdownReloaded = (Shutdown)GetProcAddress(DevData.GameLib, "_ZN4Game8ShutdownEv");
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Shutdown ShutdownReloaded = (Shutdown)GetProcAddress(DevData.GameLib, "?Shutdown@Game@@YAXXZ");
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#else
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Shutdown ShutdownReloaded = (Shutdown)GetProcAddress(DevData.GameLib, "_ZN4Game8ShutdownEv");
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#endif
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@@ -189,6 +189,11 @@ int main()
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HWND window = InitWindow();
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if (window == NULL) return 1;
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char PathBuf[512]{ 0 };
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GetCurrentDirectory(sizeof(PathBuf), PathBuf);
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printf("Current path: %s", PathBuf);
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if (!ReloadDLL()) return 1;
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DWORD fileWatcherThreadId = 0;
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@@ -9,6 +9,8 @@ namespace
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void Log(const char *format, ...)
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{
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va_list args;
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va_start(args, format);
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bx::snprintf(LineBuffer, sizeof(LineBuffer), "%s\n", format);
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bx::printf(LineBuffer, args);
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bx::vprintf(LineBuffer, args);
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va_end(args);
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}
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@@ -83,7 +83,9 @@ namespace Game
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filePath.join(fileName);
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bx::FileReader fileReader;
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bgfx::ShaderHandle result = bgfx::createShader(loadMem(&fileReader, filePath.getCPtr()));
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const bgfx::Memory* mem = loadMem(&fileReader, filePath.getCPtr());
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if (mem == nullptr) return {};
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bgfx::ShaderHandle result = bgfx::createShader(mem);
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return result;
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}
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}
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@@ -97,8 +99,8 @@ namespace Game
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init.platformData.nwh = (void*)window;
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init.platformData.ndt = nullptr;
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init.platformData.type = bgfx::NativeWindowHandleType::Default;
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init.resolution.width = 1920;
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init.resolution.height = 1080;
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init.resolution.width = State.WindowWidth;
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init.resolution.height = State.WindowHeight;
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init.resolution.reset = BGFX_RESET_VSYNC;
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if (!bgfx::init(init))
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{
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@@ -173,7 +175,6 @@ namespace Game
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bgfx::setIndexBuffer(IndexBuffer);
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bgfx::setState(state);
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// Submit primitive for rendering to view 0.
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bgfx::submit(0, Shader);
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}
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bgfx::dbgTextPrintf(1, 1, 0x0F, "Time: %f", time);
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