JacksEscape/types.c

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#include "types.h"
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#include "util/rand.h"
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#include <math.h>
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#include <stdio.h>
#include <stdlib.h>
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#ifdef WIN32_LEAN_AND_MEAN
#undef WIN32_LEAN_AND_MEAN
#endif
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#include <windows.h>
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#include <timeapi.h>
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static inline double dmin(double x, double y) {
return x < y ? x : y;
}
static inline double dmax(double x, double y) {
return x > y ? x : y;
}
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const double EPS = 1e-6;
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Vec2 vec2_Add(Vec2 x, Vec2 y) {
Vec2 result = {
.x = x.x + y.x,
.y = x.y + y.y};
return result;
}
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Vec2 vec2_Minus(Vec2 pos, Vec2 neg) {
Vec2 result = {
.x = pos.x - neg.x,
.y = pos.y - neg.y};
return result;
}
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Vec2 vec2_Scale(Vec2 v, double scale) {
Vec2 result = {
.x = v.x * scale,
.y = v.y * scale};
return result;
}
Vec2 vec2_Random(double minX, double maxX, double minY, double maxY) {
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Vec2 result = {
.x = minX + (maxX - minX) * rand_Double01(),
.y = minY + (maxY - minY) * rand_Double01()};
return result;
}
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bool box2_Intersects(const Box2 x, const Box2 y, Box2 *out_intersection) {
// Compute the min and max of the first rectangle on both axes
const double r1MinX = dmin(x.lefttop.x, x.lefttop.x + x.size.x);
const double r1MaxX = dmax(x.lefttop.x, x.lefttop.x + x.size.x);
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const double r1MinY = dmin(x.lefttop.y, x.lefttop.y + x.size.y);
const double r1MaxY = dmax(x.lefttop.y, x.lefttop.y + x.size.y);
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// Compute the min and max of the second rectangle on both axes
const double r2MinX = dmin(y.lefttop.x, y.lefttop.x + y.size.x);
const double r2MaxX = dmax(y.lefttop.x, y.lefttop.x + y.size.x);
const double r2MinY = dmin(y.lefttop.y, y.lefttop.y + y.size.y);
const double r2MaxY = dmax(y.lefttop.y, y.lefttop.y + y.size.y);
// Compute the intersection boundaries
const double interLeft = dmax(r1MinX, r2MinX);
const double interTop = dmax(r1MinY, r2MinY);
const double interRight = dmin(r1MaxX, r2MaxX);
const double interBottom = dmin(r1MaxY, r2MaxY);
// If the intersection is valid (positive non zero area), then there is an intersection
if ((interLeft < interRight) && (interTop < interBottom)) {
if (out_intersection) {
out_intersection->lefttop.x = interLeft;
out_intersection->lefttop.y = interTop;
out_intersection->size.x = interRight - interLeft;
out_intersection->size.y = interBottom - interTop;
}
return true;
} else {
return false;
}
}
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bool box2_Contains(const Box2 box, const Vec2 point) {
return box.lefttop.x < point.x &&
box.lefttop.x + box.size.x > point.x &&
box.lefttop.y < point.y &&
box.lefttop.y + box.size.y > point.y;
}
bool box2_NotZero(Box2 box) {
return box.size.x > EPS && box.size.y > EPS;
}
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Vec2 box2_Center(Box2 box) {
return vec2(
box.lefttop.x + box.size.x / 2.0,
box.lefttop.y + box.size.y / 2.0);
}
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Box2 box2_FromCenter(Vec2 center, Vec2 size) {
Box2 box = {
.size = size,
.lefttop = {
.x = center.x - size.x / 2.0,
.y = center.y - size.y / 2.0}};
return box;
}
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Box2 box2_Offset(Box2 box, Vec2 offset) {
box.lefttop = vec2_Add(box.lefttop, offset);
return box;
}
Box2 box2_OffsetX(Box2 box, double offsetX) {
box.lefttop.x += offsetX;
return box;
}
Box2 box2_OffsetY(Box2 box, double offsetY) {
box.lefttop.y += offsetY;
return box;
}
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static double freqInverse = 0.0;
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// https://stackoverflow.com/a/31411628
// "How to make thread sleep less than a millisecond on Windows"
typedef NTSTATUS(__stdcall *NtDelayExecution_Type)(BOOL Alertable, PLARGE_INTEGER DelayInterval);
typedef NTSTATUS(__stdcall *ZwSetTimerResolution_Type)(IN ULONG RequestedResolution, IN BOOLEAN Set, OUT PULONG ActualResolution);
static NtDelayExecution_Type NtDelayExecution;
static ZwSetTimerResolution_Type ZwSetTimerResolution;
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void duration_Sleep(const Duration t) {
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if (!NtDelayExecution) {
NtDelayExecution = (NtDelayExecution_Type)GetProcAddress(GetModuleHandleA("ntdll.dll"), "NtDelayExecution");
ZwSetTimerResolution = (ZwSetTimerResolution_Type)GetProcAddress(GetModuleHandleA("ntdll.dll"), "ZwSetTimerResolution");
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// Only run this once
ULONG actualResolution;
ZwSetTimerResolution(1, true, &actualResolution);
fprintf(stderr, "[duration_Sleep] ActualResolution was %u\n", actualResolution);
}
LARGE_INTEGER interval;
interval.QuadPart = t.microseconds * -10;
NtDelayExecution(false, &interval);
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}
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TimePoint time_Now() {
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// Reference: https://github.com/SFML/SFML/blob/2.6.x/src/SFML/System/Win32/ClockImpl.cpp
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if (freqInverse == 0.0) {
LARGE_INTEGER freq;
QueryPerformanceFrequency(&freq);
freqInverse = 1000000.0 / ((double)freq.QuadPart);
LARGE_INTEGER time;
QueryPerformanceCounter(&time);
fprintf(stderr, "[time_Now] Frequency=%llu, Epoch=%llu\n", freq.QuadPart, time.QuadPart);
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}
LARGE_INTEGER time;
QueryPerformanceCounter(&time);
TimePoint t = {.microseconds = (int64_t)(((double)time.QuadPart) * freqInverse)};
return t;
}
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TimePoint time_After(TimePoint now, Duration after) {
TimePoint p = {
.microseconds = now.microseconds + after.microseconds};
return p;
}
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Duration time_Since(TimePoint prev) {
return time_Difference(time_Now(), prev);
}
Duration time_Difference(TimePoint now, TimePoint prev) {
Duration d = {.microseconds = now.microseconds - prev.microseconds};
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return d;
}
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Duration time_Reset(TimePoint *prev) {
TimePoint now = time_Now();
Duration d = time_Difference(now, *prev);
*prev = now;
return d;
}