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/*
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OneLoneCoder.com - Battle Royale Engine - Console User Interface
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License
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~~~~~~~
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One Lone Coder Console Game Engine Copyright (C) 2018 Javidx9
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This program comes with ABSOLUTELY NO WARRANTY.
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This is free software, and you are welcome to redistribute it
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under certain conditions; See license for details.
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GNU GPLv3
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~~~~~~~~~
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https://github.com/OneLoneCoder/videos/blob/master/LICENSE
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Author of Original Works
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~~~~~~~~~~~~~~~~~~~~~~~~
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Twitter: http://twitter.com/javidx9
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Blog: http://www.onelonecoder.com
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YouTube: http://www.youtube.com/javidx9
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Github: http://www.github.com/OneLoneCoder/videos
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Discord: https://discord.gg/WhwHUMV
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Twitch: http://www.twitch.tv/javidx9
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SoundCloud: https://www.soundcloud.com/onelonecoder
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*/
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#include "olcConsoleGameEngineOOP.h"
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olcConsoleGameEngineOOP::olcConsoleGameEngineOOP()
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{
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m_nScreenWidth = 80;
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m_nScreenHeight = 30;
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m_hConsole = GetStdHandle(STD_OUTPUT_HANDLE);
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m_hConsoleIn = GetStdHandle(STD_INPUT_HANDLE);
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memset(m_keyNewState, 0, 256 * sizeof(short));
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memset(m_keyOldState, 0, 256 * sizeof(short));
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memset(m_keys, 0, 256 * sizeof(sKeyState));
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m_mousePosX = 0;
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m_mousePosY = 0;
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m_bEnableSound = false;
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m_sAppName = L"Default";
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}
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olcConsoleGameEngineOOP::~olcConsoleGameEngineOOP()
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{
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SetConsoleActiveScreenBuffer(m_hOriginalConsole);
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delete[] m_bufScreen;
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}
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int olcConsoleGameEngineOOP::ConstructConsole(int width, int height, int fontw, int fonth)
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{
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if (m_hConsole == INVALID_HANDLE_VALUE)
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return Error(L"Bad Handle");
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m_nScreenWidth = width;
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m_nScreenHeight = height;
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// Update 13/09/2017 - It seems that the console behaves differently on some systems
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// and I'm unsure why this is. It could be to do with windows default settings, or
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// screen resolutions, or system languages. Unfortunately, MSDN does not offer much
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// by way of useful information, and so the resulting sequence is the reult of experiment
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// that seems to work in multiple cases.
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//
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// The problem seems to be that the SetConsoleXXX functions are somewhat circular and
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// fail depending on the state of the current console properties, i.e. you can't set
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// the buffer size until you set the screen size, but you can't change the screen size
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// until the buffer size is correct. This coupled with a precise ordering of calls
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// makes this procedure seem a little mystical :-P. Thanks to wowLinh for helping - Jx9
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// Change console visual size to a minimum so ScreenBuffer can shrink
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// below the actual visual size
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m_rectWindow = { 0, 0, 1, 1 };
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SetConsoleWindowInfo(m_hConsole, TRUE, &m_rectWindow);
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// Set the size of the screen buffer
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COORD coord = { (short)m_nScreenWidth, (short)m_nScreenHeight };
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if (!SetConsoleScreenBufferSize(m_hConsole, coord))
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Error(L"SetConsoleScreenBufferSize");
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// Assign screen buffer to the console
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if (!SetConsoleActiveScreenBuffer(m_hConsole))
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return Error(L"SetConsoleActiveScreenBuffer");
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// Set the font size now that the screen buffer has been assigned to the console
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CONSOLE_FONT_INFOEX cfi;
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cfi.cbSize = sizeof(cfi);
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cfi.nFont = 0;
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cfi.dwFontSize.X = fontw;
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cfi.dwFontSize.Y = fonth;
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cfi.FontFamily = FF_DONTCARE;
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cfi.FontWeight = FW_NORMAL;
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//wcscpy_s(cfi.FaceName, L"Lucida Console");
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//wcscpy_s(cfi.FaceName, L"Liberation Mono");
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wcscpy_s(cfi.FaceName, L"Consolas");
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//wcscpy_s(cfi.FaceName, L"Raster");
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if (!SetCurrentConsoleFontEx(m_hConsole, false, &cfi))
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return Error(L"SetCurrentConsoleFontEx");
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// Get screen buffer info and check the maximum allowed window size. Return
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// error if exceeded, so user knows their dimensions/fontsize are too large
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CONSOLE_SCREEN_BUFFER_INFO csbi;
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if (!GetConsoleScreenBufferInfo(m_hConsole, &csbi))
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return Error(L"GetConsoleScreenBufferInfo");
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if (m_nScreenHeight > csbi.dwMaximumWindowSize.Y)
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return Error(L"Screen Height / Font Height Too Big");
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if (m_nScreenWidth > csbi.dwMaximumWindowSize.X)
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return Error(L"Screen Width / Font Width Too Big");
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// Set Physical Console Window Size
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m_rectWindow = { 0, 0, (short)m_nScreenWidth - 1, (short)m_nScreenHeight - 1 };
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if (!SetConsoleWindowInfo(m_hConsole, TRUE, &m_rectWindow))
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return Error(L"SetConsoleWindowInfo");
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// Set flags to allow mouse input
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if (!SetConsoleMode(m_hConsoleIn, ENABLE_EXTENDED_FLAGS | ENABLE_WINDOW_INPUT | ENABLE_MOUSE_INPUT))
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return Error(L"SetConsoleMode");
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// Allocate memory for screen buffer
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m_bufScreen = new CHAR_INFO[m_nScreenWidth*m_nScreenHeight];
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memset(m_bufScreen, 0, sizeof(CHAR_INFO) * m_nScreenWidth * m_nScreenHeight);
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return 1;
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}
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void olcConsoleGameEngineOOP::Draw(int x, int y, wchar_t c, short col)
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{
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if (x >= 0 && x < m_nScreenWidth && y >= 0 && y < m_nScreenHeight)
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{
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m_bufScreen[y * m_nScreenWidth + x].Char.UnicodeChar = c;
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m_bufScreen[y * m_nScreenWidth + x].Attributes = col;
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}
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}
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void olcConsoleGameEngineOOP::Fill(int x1, int y1, int x2, int y2, wchar_t c, short col)
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{
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Clip(x1, y1);
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Clip(x2, y2);
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for (int x = x1; x < x2; x++)
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for (int y = y1; y < y2; y++)
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Draw(x, y, c, col);
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}
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void olcConsoleGameEngineOOP::DrawString(int x, int y, wstring c, short col)
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{
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for (size_t i = 0; i < c.size(); i++)
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{
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m_bufScreen[y * m_nScreenWidth + x + i].Char.UnicodeChar = c[i];
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m_bufScreen[y * m_nScreenWidth + x + i].Attributes = col;
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}
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}
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void olcConsoleGameEngineOOP::DrawStringAlpha(int x, int y, wstring c, short col)
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{
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for (size_t i = 0; i < c.size(); i++)
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{
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if (c[i] != L' ')
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{
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m_bufScreen[y * m_nScreenWidth + x + i].Char.UnicodeChar = c[i];
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m_bufScreen[y * m_nScreenWidth + x + i].Attributes = col;
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}
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}
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}
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void olcConsoleGameEngineOOP::Clip(int &x, int &y)
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{
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if (x < 0) x = 0;
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if (x >= m_nScreenWidth) x = m_nScreenWidth;
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if (y < 0) y = 0;
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if (y >= m_nScreenHeight) y = m_nScreenHeight;
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}
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void olcConsoleGameEngineOOP::DrawLine(int x1, int y1, int x2, int y2, wchar_t c, short col)
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{
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int x, y, dx, dy, dx1, dy1, px, py, xe, ye, i;
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dx = x2 - x1;
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dy = y2 - y1;
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dx1 = abs(dx);
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dy1 = abs(dy);
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px = 2 * dy1 - dx1;
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py = 2 * dx1 - dy1;
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if (dy1 <= dx1)
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{
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if (dx >= 0)
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{
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x = x1;
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y = y1;
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xe = x2;
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}
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else
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{
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x = x2;
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y = y2;
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xe = x1;
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}
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Draw(x, y, c, col);
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for (i = 0; x<xe; i++)
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{
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x = x + 1;
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if (px<0)
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px = px + 2 * dy1;
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else
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{
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if ((dx<0 && dy<0) || (dx>0 && dy>0))
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y = y + 1;
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else
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y = y - 1;
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px = px + 2 * (dy1 - dx1);
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}
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Draw(x, y, c, col);
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}
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}
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else
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{
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if (dy >= 0)
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{
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x = x1;
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y = y1;
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ye = y2;
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}
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else
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{
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x = x2;
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y = y2;
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ye = y1;
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}
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Draw(x, y, c, col);
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for (i = 0; y<ye; i++)
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{
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y = y + 1;
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if (py <= 0)
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py = py + 2 * dx1;
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else
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{
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if ((dx<0 && dy<0) || (dx>0 && dy>0))
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x = x + 1;
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else
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x = x - 1;
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py = py + 2 * (dx1 - dy1);
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}
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Draw(x, y, c, col);
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}
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}
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}
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void olcConsoleGameEngineOOP::DrawCircle(int xc, int yc, int r, wchar_t c, short col)
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{
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int x = 0;
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int y = r;
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int p = 3 - 2 * r;
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if (!r) return;
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while (y >= x) // only formulate 1/8 of circle
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{
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Draw(xc - x, yc - y, c, col);//upper left left
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Draw(xc - y, yc - x, c, col);//upper upper left
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Draw(xc + y, yc - x, c, col);//upper upper right
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Draw(xc + x, yc - y, c, col);//upper right right
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Draw(xc - x, yc + y, c, col);//lower left left
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Draw(xc - y, yc + x, c, col);//lower lower left
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Draw(xc + y, yc + x, c, col);//lower lower right
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Draw(xc + x, yc + y, c, col);//lower right right
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if (p < 0) p += 4 * x++ + 6;
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else p += 4 * (x++ - y--) + 10;
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}
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}
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void olcConsoleGameEngineOOP::FillCircle(int xc, int yc, int r, wchar_t c, short col)
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{
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// Taken from wikipedia
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int x = 0;
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int y = r;
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int p = 3 - 2 * r;
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if (!r) return;
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auto drawline = [&](int sx, int ex, int ny)
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{
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for (int i = sx; i < ex; i++)
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Draw(i, ny, c, col);
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};
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while (y >= x)
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{
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// Modified to draw scan-lines instead of edges
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drawline(xc - x, xc + x, yc - y);
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drawline(xc - y, xc + y, yc - x);
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drawline(xc - x, xc + x, yc + y);
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drawline(xc - y, xc + y, yc + x);
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if (p < 0) p += 4 * x++ + 6;
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else p += 4 * (x++ - y--) + 10;
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}
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};
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void olcConsoleGameEngineOOP::DrawSprite(int x, int y, olcSprite *sprite)
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{
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if (sprite == nullptr)
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return;
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for (int i = 0; i < sprite->nWidth; i++)
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{
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for (int j = 0; j < sprite->nHeight; j++)
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{
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if (sprite->GetGlyph(i, j) != L' ')
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Draw(x + i, y + j, sprite->GetGlyph(i, j), sprite->GetColour(i, j));
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}
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}
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}
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void olcConsoleGameEngineOOP::DrawPartialSprite(int x, int y, olcSprite *sprite, int ox, int oy, int w, int h)
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{
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if (sprite == nullptr)
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return;
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for (int i = 0; i < w; i++)
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{
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for (int j = 0; j < h; j++)
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{
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if (sprite->GetGlyph(i + ox, j + oy) != L' ')
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Draw(x + i, y + j, sprite->GetGlyph(i + ox, j + oy), sprite->GetColour(i + ox, j + oy));
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}
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}
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}
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void olcConsoleGameEngineOOP::DrawWireFrameModel(const vector<pair<float, float>> &vecModelCoordinates, float x, float y, float r, float s, short col, wchar_t c)
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{
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// pair.first = x coordinate
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// pair.second = y coordinate
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// Create translated model vector of coordinate pairs
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vector<pair<float, float>> vecTransformedCoordinates;
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int verts = vecModelCoordinates.size();
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vecTransformedCoordinates.resize(verts);
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// Rotate
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for (int i = 0; i < verts; i++)
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{
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vecTransformedCoordinates[i].first = vecModelCoordinates[i].first * cosf(r) - vecModelCoordinates[i].second * sinf(r);
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vecTransformedCoordinates[i].second = vecModelCoordinates[i].first * sinf(r) + vecModelCoordinates[i].second * cosf(r);
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}
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// Scale
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for (int i = 0; i < verts; i++)
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{
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vecTransformedCoordinates[i].first = vecTransformedCoordinates[i].first * s;
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vecTransformedCoordinates[i].second = vecTransformedCoordinates[i].second * s;
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}
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// Translate
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for (int i = 0; i < verts; i++)
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{
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vecTransformedCoordinates[i].first = vecTransformedCoordinates[i].first + x;
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vecTransformedCoordinates[i].second = vecTransformedCoordinates[i].second + y;
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}
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// Draw Closed Polygon
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for (int i = 0; i < verts + 1; i++)
|
|
|
|
{
|
|
|
|
int j = (i + 1);
|
|
|
|
DrawLine((int)vecTransformedCoordinates[i % verts].first, (int)vecTransformedCoordinates[i % verts].second,
|
|
|
|
(int)vecTransformedCoordinates[j % verts].first, (int)vecTransformedCoordinates[j % verts].second, c, col);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
void olcConsoleGameEngineOOP::Start()
|
|
|
|
{
|
|
|
|
m_bAtomActive = true;
|
|
|
|
|
|
|
|
// Star the thread
|
|
|
|
thread t = thread(&olcConsoleGameEngineOOP::GameThread, this);
|
|
|
|
|
|
|
|
// Wait for thread to be exited
|
|
|
|
t.join();
|
|
|
|
}
|
|
|
|
|
|
|
|
int olcConsoleGameEngineOOP::ScreenWidth()
|
|
|
|
{
|
|
|
|
return m_nScreenWidth;
|
|
|
|
}
|
|
|
|
|
|
|
|
int olcConsoleGameEngineOOP::ScreenHeight()
|
|
|
|
{
|
|
|
|
return m_nScreenHeight;
|
|
|
|
}
|
|
|
|
|
|
|
|
void olcConsoleGameEngineOOP::GameThread()
|
|
|
|
{
|
|
|
|
// Create user resources as part of this thread
|
|
|
|
if (!OnUserCreate())
|
|
|
|
m_bAtomActive = false;
|
|
|
|
|
|
|
|
// Check if sound system should be enabled
|
|
|
|
if (m_bEnableSound)
|
|
|
|
{
|
|
|
|
if (!CreateAudio())
|
|
|
|
{
|
|
|
|
m_bAtomActive = false; // Failed to create audio system
|
|
|
|
m_bEnableSound = false;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
auto tp1 = chrono::system_clock::now();
|
|
|
|
auto tp2 = chrono::system_clock::now();
|
|
|
|
|
|
|
|
while (m_bAtomActive)
|
|
|
|
{
|
|
|
|
// Run as fast as possible
|
|
|
|
while (m_bAtomActive)
|
|
|
|
{
|
|
|
|
// Handle Timing
|
|
|
|
tp2 = chrono::system_clock::now();
|
|
|
|
chrono::duration<float> elapsedTime = tp2 - tp1;
|
|
|
|
tp1 = tp2;
|
|
|
|
float fElapsedTime = elapsedTime.count();
|
|
|
|
|
|
|
|
// Handle Keyboard Input
|
|
|
|
for (int i = 0; i < 256; i++)
|
|
|
|
{
|
|
|
|
m_keyNewState[i] = GetAsyncKeyState(i);
|
|
|
|
|
|
|
|
m_keys[i].bPressed = false;
|
|
|
|
m_keys[i].bReleased = false;
|
|
|
|
|
|
|
|
if (m_keyNewState[i] != m_keyOldState[i])
|
|
|
|
{
|
|
|
|
if (m_keyNewState[i] & 0x8000)
|
|
|
|
{
|
|
|
|
m_keys[i].bPressed = !m_keys[i].bHeld;
|
|
|
|
m_keys[i].bHeld = true;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
m_keys[i].bReleased = true;
|
|
|
|
m_keys[i].bHeld = false;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
m_keyOldState[i] = m_keyNewState[i];
|
|
|
|
}
|
|
|
|
|
|
|
|
// Handle Mouse Input - Check for window events
|
|
|
|
INPUT_RECORD inBuf[32];
|
|
|
|
DWORD events = 0;
|
|
|
|
GetNumberOfConsoleInputEvents(m_hConsoleIn, &events);
|
|
|
|
if (events > 0)
|
|
|
|
ReadConsoleInput(m_hConsoleIn, inBuf, events, &events);
|
|
|
|
|
|
|
|
// Handle events - we only care about mouse clicks and movement
|
|
|
|
// for now
|
|
|
|
for (DWORD i = 0; i < events; i++)
|
|
|
|
{
|
|
|
|
switch (inBuf[i].EventType)
|
|
|
|
{
|
|
|
|
case FOCUS_EVENT:
|
|
|
|
{
|
|
|
|
m_bConsoleInFocus = inBuf[i].Event.FocusEvent.bSetFocus;
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
case MOUSE_EVENT:
|
|
|
|
{
|
|
|
|
switch (inBuf[i].Event.MouseEvent.dwEventFlags)
|
|
|
|
{
|
|
|
|
case MOUSE_MOVED:
|
|
|
|
{
|
|
|
|
m_mousePosX = inBuf[i].Event.MouseEvent.dwMousePosition.X;
|
|
|
|
m_mousePosY = inBuf[i].Event.MouseEvent.dwMousePosition.Y;
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
case 0:
|
|
|
|
{
|
|
|
|
for (int m = 0; m < 5; m++)
|
|
|
|
m_mouseNewState[m] = (inBuf[i].Event.MouseEvent.dwButtonState & (1 << m)) > 0;
|
|
|
|
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
default:
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
default:
|
|
|
|
break;
|
|
|
|
// We don't care just at the moment
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
for (int m = 0; m < 5; m++)
|
|
|
|
{
|
|
|
|
m_mouse[m].bPressed = false;
|
|
|
|
m_mouse[m].bReleased = false;
|
|
|
|
|
|
|
|
if (m_mouseNewState[m] != m_mouseOldState[m])
|
|
|
|
{
|
|
|
|
if (m_mouseNewState[m])
|
|
|
|
{
|
|
|
|
m_mouse[m].bPressed = true;
|
|
|
|
m_mouse[m].bHeld = true;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
m_mouse[m].bReleased = true;
|
|
|
|
m_mouse[m].bHeld = false;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
m_mouseOldState[m] = m_mouseNewState[m];
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// Handle Frame Update
|
|
|
|
if (!OnUserUpdate(fElapsedTime))
|
|
|
|
m_bAtomActive = false;
|
|
|
|
|
|
|
|
// Update Title & Present Screen Buffer
|
|
|
|
wchar_t s[256];
|
|
|
|
swprintf_s(s, 256, L"OneLoneCoder.com - Console Game Engine - %s - FPS: %3.2f - %d ", m_sAppName.c_str(), 1.0f / fElapsedTime, events);
|
|
|
|
SetConsoleTitle(s);
|
|
|
|
WriteConsoleOutput(m_hConsole, m_bufScreen, { (short)m_nScreenWidth, (short)m_nScreenHeight }, { 0,0 }, &m_rectWindow);
|
|
|
|
}
|
|
|
|
|
|
|
|
if (m_bEnableSound)
|
|
|
|
{
|
|
|
|
// Close and Clean up audio system
|
|
|
|
}
|
|
|
|
|
|
|
|
if (OnUserDestroy())
|
|
|
|
{
|
|
|
|
// User has permitted destroy, so exit and clean up
|
|
|
|
|
|
|
|
delete[] m_bufScreen;
|
|
|
|
SetConsoleActiveScreenBuffer(m_hOriginalConsole);
|
|
|
|
m_cvGameFinished.notify_one();
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
// User denied destroy for some reason, so continue running
|
|
|
|
m_bAtomActive = true;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// Optional for clean up
|
|
|
|
bool olcConsoleGameEngineOOP::OnUserDestroy()
|
|
|
|
{
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
int olcConsoleGameEngineOOP::Error(const wchar_t *msg)
|
|
|
|
{
|
|
|
|
wchar_t buf[256];
|
|
|
|
FormatMessage(FORMAT_MESSAGE_FROM_SYSTEM, NULL, GetLastError(), MAKELANGID(LANG_NEUTRAL, SUBLANG_DEFAULT), buf, 256, NULL);
|
|
|
|
SetConsoleActiveScreenBuffer(m_hOriginalConsole);
|
|
|
|
wprintf(L"ERROR: %s\n\t%s\n", msg, buf);
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
BOOL olcConsoleGameEngineOOP::CloseHandler(DWORD evt)
|
|
|
|
{
|
|
|
|
// Note this gets called in a seperate OS thread, so it must
|
|
|
|
// only exit when the game has finished cleaning up, or else
|
|
|
|
// the process will be killed before OnUserDestroy() has finished
|
|
|
|
if (evt == CTRL_CLOSE_EVENT)
|
|
|
|
{
|
|
|
|
m_bAtomActive = false;
|
|
|
|
|
|
|
|
// Wait for thread to be exited
|
|
|
|
unique_lock<mutex> ul(m_muxGame);
|
|
|
|
m_cvGameFinished.wait(ul);
|
|
|
|
}
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
unsigned int olcConsoleGameEngineOOP::LoadAudioSample(std::wstring sWavFile)
|
|
|
|
{
|
|
|
|
if (!m_bEnableSound)
|
|
|
|
return -1;
|
|
|
|
|
|
|
|
olcAudioSample a(sWavFile);
|
|
|
|
if (a.bSampleValid)
|
|
|
|
{
|
|
|
|
vecAudioSamples.push_back(a);
|
|
|
|
return vecAudioSamples.size();
|
|
|
|
}
|
|
|
|
else
|
|
|
|
return -1;
|
|
|
|
}
|
|
|
|
|
|
|
|
// Add sample 'id' to the mixers sounds to play list
|
|
|
|
void olcConsoleGameEngineOOP::PlaySample(int id, bool bLoop = false)
|
|
|
|
{
|
|
|
|
sCurrentlyPlayingSample a;
|
|
|
|
a.nAudioSampleID = id;
|
|
|
|
a.nSamplePosition = 0;
|
|
|
|
a.bFinished = false;
|
|
|
|
a.bLoop = bLoop;
|
|
|
|
listActiveSamples.push_back(a);
|
|
|
|
}
|
|
|
|
|
|
|
|
void StopSample(int id)
|
|
|
|
{
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
// The audio system uses by default a specific wave format
|
|
|
|
bool olcConsoleGameEngineOOP::CreateAudio(unsigned int nSampleRate, unsigned int nChannels,
|
|
|
|
unsigned int nBlocks, unsigned int nBlockSamples)
|
|
|
|
{
|
|
|
|
// Initialise Sound Engine
|
|
|
|
m_bAudioThreadActive = false;
|
|
|
|
m_nSampleRate = nSampleRate;
|
|
|
|
m_nChannels = nChannels;
|
|
|
|
m_nBlockCount = nBlocks;
|
|
|
|
m_nBlockSamples = nBlockSamples;
|
|
|
|
m_nBlockFree = m_nBlockCount;
|
|
|
|
m_nBlockCurrent = 0;
|
|
|
|
m_pBlockMemory = nullptr;
|
|
|
|
m_pWaveHeaders = nullptr;
|
|
|
|
|
|
|
|
// Device is available
|
|
|
|
WAVEFORMATEX waveFormat;
|
|
|
|
waveFormat.wFormatTag = WAVE_FORMAT_PCM;
|
|
|
|
waveFormat.nSamplesPerSec = m_nSampleRate;
|
|
|
|
waveFormat.wBitsPerSample = sizeof(short) * 8;
|
|
|
|
waveFormat.nChannels = m_nChannels;
|
|
|
|
waveFormat.nBlockAlign = (waveFormat.wBitsPerSample / 8) * waveFormat.nChannels;
|
|
|
|
waveFormat.nAvgBytesPerSec = waveFormat.nSamplesPerSec * waveFormat.nBlockAlign;
|
|
|
|
waveFormat.cbSize = 0;
|
|
|
|
|
|
|
|
// Open Device if valid
|
|
|
|
if (waveOutOpen(&m_hwDevice, WAVE_MAPPER, &waveFormat, (DWORD_PTR)waveOutProcWrap, (DWORD_PTR)this, CALLBACK_FUNCTION) != S_OK)
|
|
|
|
return DestroyAudio();
|
|
|
|
|
|
|
|
// Allocate Wave|Block Memory
|
|
|
|
m_pBlockMemory = new short[m_nBlockCount * m_nBlockSamples];
|
|
|
|
if (m_pBlockMemory == nullptr)
|
|
|
|
return DestroyAudio();
|
|
|
|
ZeroMemory(m_pBlockMemory, sizeof(short) * m_nBlockCount * m_nBlockSamples);
|
|
|
|
|
|
|
|
m_pWaveHeaders = new WAVEHDR[m_nBlockCount];
|
|
|
|
if (m_pWaveHeaders == nullptr)
|
|
|
|
return DestroyAudio();
|
|
|
|
ZeroMemory(m_pWaveHeaders, sizeof(WAVEHDR) * m_nBlockCount);
|
|
|
|
|
|
|
|
// Link headers to block memory
|
|
|
|
for (unsigned int n = 0; n < m_nBlockCount; n++)
|
|
|
|
{
|
|
|
|
m_pWaveHeaders[n].dwBufferLength = m_nBlockSamples * sizeof(short);
|
|
|
|
m_pWaveHeaders[n].lpData = (LPSTR)(m_pBlockMemory + (n * m_nBlockSamples));
|
|
|
|
}
|
|
|
|
|
|
|
|
m_bAudioThreadActive = true;
|
|
|
|
m_AudioThread = std::thread(&olcConsoleGameEngineOOP::AudioThread, this);
|
|
|
|
|
|
|
|
// Start the ball rolling with the sound delivery thread
|
|
|
|
std::unique_lock<std::mutex> lm(m_muxBlockNotZero);
|
|
|
|
m_cvBlockNotZero.notify_one();
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
// Stop and clean up audio system
|
|
|
|
bool olcConsoleGameEngineOOP::DestroyAudio()
|
|
|
|
{
|
|
|
|
m_bAudioThreadActive = false;
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
// Handler for soundcard request for more data
|
|
|
|
void olcConsoleGameEngineOOP::waveOutProc(HWAVEOUT hWaveOut, UINT uMsg, DWORD dwParam1, DWORD dwParam2)
|
|
|
|
{
|
|
|
|
if (uMsg != WOM_DONE) return;
|
|
|
|
m_nBlockFree++;
|
|
|
|
std::unique_lock<std::mutex> lm(m_muxBlockNotZero);
|
|
|
|
m_cvBlockNotZero.notify_one();
|
|
|
|
}
|
|
|
|
|
|
|
|
// Static wrapper for sound card handler
|
|
|
|
void CALLBACK olcConsoleGameEngineOOP::waveOutProcWrap(HWAVEOUT hWaveOut, UINT uMsg, DWORD dwInstance, DWORD dwParam1, DWORD dwParam2)
|
|
|
|
{
|
|
|
|
((olcConsoleGameEngineOOP*)dwInstance)->waveOutProc(hWaveOut, uMsg, dwParam1, dwParam2);
|
|
|
|
}
|
|
|
|
|
|
|
|
// Audio thread. This loop responds to requests from the soundcard to fill 'blocks'
|
|
|
|
// with audio data. If no requests are available it goes dormant until the sound
|
|
|
|
// card is ready for more data. The block is fille by the "user" in some manner
|
|
|
|
// and then issued to the soundcard.
|
|
|
|
void olcConsoleGameEngineOOP::AudioThread()
|
|
|
|
{
|
|
|
|
m_fGlobalTime = 0.0f;
|
|
|
|
float fTimeStep = 1.0f / (float)m_nSampleRate;
|
|
|
|
|
|
|
|
// Goofy hack to get maximum integer for a type at run-time
|
|
|
|
short nMaxSample = (short)pow(2, (sizeof(short) * 8) - 1) - 1;
|
|
|
|
float fMaxSample = (float)nMaxSample;
|
|
|
|
short nPreviousSample = 0;
|
|
|
|
|
|
|
|
while (m_bAudioThreadActive)
|
|
|
|
{
|
|
|
|
// Wait for block to become available
|
|
|
|
if (m_nBlockFree == 0)
|
|
|
|
{
|
|
|
|
std::unique_lock<std::mutex> lm(m_muxBlockNotZero);
|
|
|
|
while (m_nBlockFree == 0) // sometimes, Windows signals incorrectly
|
|
|
|
m_cvBlockNotZero.wait(lm);
|
|
|
|
}
|
|
|
|
|
|
|
|
// Block is here, so use it
|
|
|
|
m_nBlockFree--;
|
|
|
|
|
|
|
|
// Prepare block for processing
|
|
|
|
if (m_pWaveHeaders[m_nBlockCurrent].dwFlags & WHDR_PREPARED)
|
|
|
|
waveOutUnprepareHeader(m_hwDevice, &m_pWaveHeaders[m_nBlockCurrent], sizeof(WAVEHDR));
|
|
|
|
|
|
|
|
short nNewSample = 0;
|
|
|
|
int nCurrentBlock = m_nBlockCurrent * m_nBlockSamples;
|
|
|
|
|
|
|
|
auto clip = [](float fSample, float fMax)
|
|
|
|
{
|
|
|
|
if (fSample >= 0.0)
|
|
|
|
return fmin(fSample, fMax);
|
|
|
|
else
|
|
|
|
return fmax(fSample, -fMax);
|
|
|
|
};
|
|
|
|
|
|
|
|
for (unsigned int n = 0; n < m_nBlockSamples; n += m_nChannels)
|
|
|
|
{
|
|
|
|
// User Process
|
|
|
|
for (unsigned int c = 0; c < m_nChannels; c++)
|
|
|
|
{
|
|
|
|
nNewSample = (short)(clip(GetMixerOutput(c, m_fGlobalTime, fTimeStep), 1.0) * fMaxSample);
|
|
|
|
m_pBlockMemory[nCurrentBlock + n + c] = nNewSample;
|
|
|
|
nPreviousSample = nNewSample;
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}
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m_fGlobalTime = m_fGlobalTime + fTimeStep;
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}
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// Send block to sound device
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waveOutPrepareHeader(m_hwDevice, &m_pWaveHeaders[m_nBlockCurrent], sizeof(WAVEHDR));
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waveOutWrite(m_hwDevice, &m_pWaveHeaders[m_nBlockCurrent], sizeof(WAVEHDR));
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m_nBlockCurrent++;
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m_nBlockCurrent %= m_nBlockCount;
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}
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}
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// Overridden by user if they want to generate sound in real-time
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float olcConsoleGameEngineOOP::onUserSoundSample(int nChannel, float fGlobalTime, float fTimeStep)
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{
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return 0.0f;
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}
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// Overriden by user if they want to manipulate the sound before it is played
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float olcConsoleGameEngineOOP::onUserSoundFilter(int nChannel, float fGlobalTime, float fSample)
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|
{
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|
return fSample;
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}
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|
// The Sound Mixer - If the user wants to play many sounds simultaneously, and
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|
// perhaps the same sound overlapping itself, then you need a mixer, which
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|
// takes input from all sound sources for that audio frame. This mixer maintains
|
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|
// a list of sound locations for all concurrently playing audio samples. Instead
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|
// of duplicating audio data, we simply store the fact that a sound sample is in
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|
// use and an offset into its sample data. As time progresses we update this offset
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|
// until it is beyound the length of the sound sample it is attached to. At this
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|
// point we remove the playing souind from the list.
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|
//
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|
// Additionally, the users application may want to generate sound instead of just
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|
|
// playing audio clips (think a synthesizer for example) in whcih case we also
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|
|
// provide an "onUser..." event to allow the user to return a sound for that point
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|
// in time.
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|
//
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|
// Finally, before the sound is issued to the operating system for performing, the
|
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|
// user gets one final chance to "filter" the sound, perhaps changing the volume
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|
|
// or adding funky effects
|
|
|
|
float olcConsoleGameEngineOOP::GetMixerOutput(int nChannel, float fGlobalTime, float fTimeStep)
|
|
|
|
{
|
|
|
|
// Accumulate sample for this channel
|
|
|
|
float fMixerSample = 0.0f;
|
|
|
|
|
|
|
|
for (auto &s : listActiveSamples)
|
|
|
|
{
|
|
|
|
// Calculate sample position
|
|
|
|
s.nSamplePosition += (long)((float)vecAudioSamples[s.nAudioSampleID - 1].wavHeader.nSamplesPerSec * fTimeStep);
|
|
|
|
|
|
|
|
// If sample position is valid add to the mix
|
|
|
|
if (s.nSamplePosition < vecAudioSamples[s.nAudioSampleID - 1].nSamples)
|
|
|
|
fMixerSample += vecAudioSamples[s.nAudioSampleID - 1].fSample[(s.nSamplePosition * vecAudioSamples[s.nAudioSampleID - 1].nChannels) + nChannel];
|
|
|
|
else
|
|
|
|
s.bFinished = true; // Else sound has completed
|
|
|
|
}
|
|
|
|
|
|
|
|
// If sounds have completed then remove them
|
|
|
|
listActiveSamples.remove_if([](const sCurrentlyPlayingSample &s) {return s.bFinished; });
|
|
|
|
|
|
|
|
// The users application might be generating sound, so grab that if it exists
|
|
|
|
fMixerSample += onUserSoundSample(nChannel, fGlobalTime, fTimeStep);
|
|
|
|
|
|
|
|
// Return the sample via an optional user override to filter the sound
|
|
|
|
return onUserSoundFilter(nChannel, fGlobalTime, fMixerSample);
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
atomic<bool> olcConsoleGameEngineOOP::m_bAtomActive = false;
|
|
|
|
condition_variable olcConsoleGameEngineOOP::m_cvGameFinished;
|
|
|
|
mutex olcConsoleGameEngineOOP::m_muxGame;
|