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/*
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OneLoneCoder.com - Command Line Game Engine
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"Who needs a frame buffer?" - @Javidx9
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Disclaimer
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~~~~~~~~~~
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I don't care what you use this for. It's intended to be educational, and perhaps
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to the oddly minded - a little bit of fun. Please hack this, change it and use it
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in any way you see fit. BUT, you acknowledge that I am not responsible for anything
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bad that happens as a result of your actions. However, if good stuff happens, I
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would appreciate a shout out, or at least give the blog some publicity for me.
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Cheers!
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Background
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~~~~~~~~~~
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If you've seen any of my videos - I like to do things using the windows console. It's quick
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and easy, and allows you to focus on just the code that matters - ideal when you're
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experimenting. Thing is, I have to keep doing the same initialisation and display code
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each time, so this class wraps that up.
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Author
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~~~~~~
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Twitter: @javidx9
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Blog: www.onelonecoder.com
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Video:
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~~~~~~
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https://youtu.be/cWc0hgYwZyc
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Added mouse support: https://youtu.be/tdqc9hZhHxM
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Last Updated: 30/08/2017
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Usage:
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~~~~~~
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This class is abstract, so you must inherit from it. Override the OnUserCreate() function
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with all the stuff you need for your application (for thready reasons it's best to do
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this in this function and not your class constructor). Override the OnUserUpdate(float fElapsedTime)
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function with the good stuff, it gives you the elapsed time since the last call so you
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can modify your stuff dynamically. Both functions should return true, unless you need
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the application to close.
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int main()
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{
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// Use olcConsoleGameEngine derived app
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OneLoneCoder_Example game;
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// Create a console with resolution 160x100 characters
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// Each character occupies 8x8 pixels
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game.ConstructConsole(160, 100, 8, 8);
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// Start the engine!
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game.Start();
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return 0;
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}
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Input is also handled for you - interrogate the m_keys[] array with the virtual
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keycode you want to know about. bPressed is set for the frame the key is pressed down
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in, bHeld is set if the key is held down, bReleased is set for the frame the key
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is released in. The same applies to mouse! m_mousePosX and Y can be used to get
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the current cursor position, and m_mouse[1..5] returns the mouse buttons.
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The draw routines treat characters like pixels. By default they are set to white solid
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blocks - but you can draw any unicode character, using any of the colours listed below.
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There may be bugs!
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See my other videos for examples!
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*/
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#pragma once
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#include <iostream>
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#include <chrono>
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#include <vector>
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#include <list>
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#include <thread>
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#include <atomic>
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#include <condition_variable>
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using namespace std;
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#include <windows.h>
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enum COLOUR
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{
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FG_BLACK = 0x0000,
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FG_DARK_BLUE = 0x0001,
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FG_DARK_GREEN = 0x0002,
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FG_DARK_CYAN = 0x0003,
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FG_DARK_RED = 0x0004,
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FG_DARK_MAGENTA = 0x0005,
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FG_DARK_YELLOW = 0x0006,
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FG_GREY = 0x0007,
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FG_BLUE = 0x0009,
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FG_GREEN = 0x000A,
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FG_CYAN = 0x000B,
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FG_RED = 0x000C,
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FG_MAGENTA = 0x000D,
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FG_YELLOW = 0x000E,
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FG_WHITE = 0x000F,
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BG_BLACK = 0x0000,
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BG_DARK_BLUE = 0x0010,
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BG_DARK_GREEN = 0x0020,
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BG_DARK_CYAN = 0x0030,
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BG_DARK_RED = 0x0040,
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BG_DARK_MAGENTA = 0x0050,
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BG_DARK_YELLOW = 0x0060,
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BG_GREY = 0x0070,
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BG_BLUE = 0x0090,
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BG_GREEN = 0x00A0,
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BG_CYAN = 0x00B0,
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BG_RED = 0x00C0,
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BG_MAGENTA = 0x00D0,
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BG_YELLOW = 0x00E0,
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BG_WHITE = 0x00F0,
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};
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enum PIXEL_TYPE
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{
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PIXEL_SOLID = 0x2588,
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PIXEL_THREEQUARTERS = 0x2593,
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PIXEL_HALF = 0x2592,
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PIXEL_QUARTER = 0x2591,
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};
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class olcSprite
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{
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public:
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olcSprite()
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{
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}
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olcSprite(int w, int h)
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{
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Create(w, h);
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}
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olcSprite(wstring sFile)
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{
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if (!Load(sFile))
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Create(8, 8);
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}
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int nWidth = 0;
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int nHeight = 0;
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private:
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wchar_t *m_Glyphs = nullptr;
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short *m_Colours = nullptr;
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void Create(int w, int h)
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{
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nWidth = w;
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nHeight = h;
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m_Glyphs = new wchar_t[w*h];
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m_Colours = new short[w*h];
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for (int i = 0; i < w*h; i++)
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{
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m_Glyphs[i] = L' ';
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m_Colours[i] = FG_BLACK;
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}
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}
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public:
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void SetGlyph(int x, int y, wchar_t c)
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{
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if (x <0 || x > nWidth || y < 0 || y > nHeight)
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return;
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else
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m_Glyphs[y * nWidth + x] = c;
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}
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void SetColour(int x, int y, short c)
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{
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if (x <0 || x > nWidth || y < 0 || y > nHeight)
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return;
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else
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m_Colours[y * nWidth + x] = c;
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}
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wchar_t GetGlyph(int x, int y)
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{
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if (x <0 || x > nWidth || y < 0 || y > nHeight)
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return L' ';
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else
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return m_Glyphs[y * nWidth + x];
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}
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short GetColour(int x, int y)
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{
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if (x <0 || x > nWidth || y < 0 || y > nHeight)
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return FG_BLACK;
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else
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return m_Colours[y * nWidth + x];
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}
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bool Save(wstring sFile)
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{
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FILE *f = nullptr;
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_wfopen_s(&f, sFile.c_str(), L"wb");
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if (f == nullptr)
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return false;
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fwrite(&nWidth, sizeof(int), 1, f);
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fwrite(&nHeight, sizeof(int), 1, f);
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fwrite(m_Colours, sizeof(short), nWidth * nHeight, f);
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fwrite(m_Glyphs, sizeof(wchar_t), nWidth * nHeight, f);
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fclose(f);
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return true;
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}
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bool Load(wstring sFile)
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{
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delete[] m_Glyphs;
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delete[] m_Colours;
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nWidth = 0;
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nHeight = 0;
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FILE *f = nullptr;
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_wfopen_s(&f, sFile.c_str(), L"rb");
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if (f == nullptr)
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return false;
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fread(&nWidth, sizeof(int), 1, f);
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fread(&nHeight, sizeof(int), 1, f);
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Create(nWidth, nHeight);
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fread(m_Colours, sizeof(short), nWidth * nHeight, f);
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fread(m_Glyphs, sizeof(wchar_t), nWidth * nHeight, f);
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fclose(f);
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return true;
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}
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};
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class olcConsoleGameEngine
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{
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public:
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olcConsoleGameEngine()
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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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m_keyNewState = new short[256];
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m_keyOldState = new short[256];
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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_sAppName = L"Default";
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}
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int ConstructConsole(int width, int height, int fontw = 12, int fonth = 12)
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{
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m_nScreenWidth = width;
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m_nScreenHeight = height;
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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"Consolas");
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if (!SetCurrentConsoleFontEx(m_hConsole, false, &cfi))
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return Error(L"SetCurrentConsoleFontEx");
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COORD coordLargest = GetLargestConsoleWindowSize(m_hConsole);
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if (m_nScreenHeight > coordLargest.Y)
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return Error(L"Game Height Too Big");
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if (m_nScreenWidth > coordLargest.X)
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return Error(L"Game Width Too Big");
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COORD buffer = { (short)m_nScreenWidth, (short)m_nScreenHeight };
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if (!SetConsoleScreenBufferSize(m_hConsole, buffer))
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return Error(L"SetConsoleScreenBufferSize");
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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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m_bufScreen = new CHAR_INFO[m_nScreenWidth*m_nScreenHeight];
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return 1;
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}
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virtual void Draw(int x, int y, wchar_t c = 0x2588, short col = 0x000F)
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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 Fill(int x1, int y1, int x2, int y2, wchar_t c = 0x2588, short col = 0x000F)
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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 DrawString(int x, int y, wstring c, short col = 0x000F)
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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 DrawStringAlpha(int x, int y, wstring c, short col = 0x000F)
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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 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 DrawLine(int x1, int y1, int x2, int y2, wchar_t c = 0x2588, short col = 0x000F)
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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++)
|
|
|
|
{
|
|
|
|
x = x + 1;
|
|
|
|
if (px<0)
|
|
|
|
px = px + 2 * dy1;
|
|
|
|
else
|
|
|
|
{
|
|
|
|
if ((dx<0 && dy<0) || (dx>0 && dy>0))
|
|
|
|
y = y + 1;
|
|
|
|
else
|
|
|
|
y = y - 1;
|
|
|
|
px = px + 2 * (dy1 - dx1);
|
|
|
|
}
|
|
|
|
Draw(x, y, c, col);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
if (dy >= 0)
|
|
|
|
{
|
|
|
|
x = x1;
|
|
|
|
y = y1;
|
|
|
|
ye = y2;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
x = x2;
|
|
|
|
y = y2;
|
|
|
|
ye = y1;
|
|
|
|
}
|
|
|
|
Draw(x, y, c, col);
|
|
|
|
for (i = 0; y<ye; i++)
|
|
|
|
{
|
|
|
|
y = y + 1;
|
|
|
|
if (py <= 0)
|
|
|
|
py = py + 2 * dx1;
|
|
|
|
else
|
|
|
|
{
|
|
|
|
if ((dx<0 && dy<0) || (dx>0 && dy>0))
|
|
|
|
x = x + 1;
|
|
|
|
else
|
|
|
|
x = x - 1;
|
|
|
|
py = py + 2 * (dx1 - dy1);
|
|
|
|
}
|
|
|
|
Draw(x, y, c, col);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void DrawSprite(int x, int y, olcSprite *sprite)
|
|
|
|
{
|
|
|
|
if (sprite == nullptr)
|
|
|
|
return;
|
|
|
|
|
|
|
|
for (int i = 0; i < sprite->nWidth; i++)
|
|
|
|
{
|
|
|
|
for (int j = 0; j < sprite->nHeight; j++)
|
|
|
|
{
|
|
|
|
if (sprite->GetGlyph(i, j) != L' ')
|
|
|
|
Draw(x + i, y + j, sprite->GetGlyph(i, j), sprite->GetColour(i, j));
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void DrawPartialSprite(int x, int y, olcSprite *sprite, int ox, int oy, int w, int h)
|
|
|
|
{
|
|
|
|
if (sprite == nullptr)
|
|
|
|
return;
|
|
|
|
|
|
|
|
for (int i = 0; i < w; i++)
|
|
|
|
{
|
|
|
|
for (int j = 0; j < h; j++)
|
|
|
|
{
|
|
|
|
if (sprite->GetGlyph(i+ox, j+oy) != L' ')
|
|
|
|
Draw(x + i, y + j, sprite->GetGlyph(i+ox, j+oy), sprite->GetColour(i+ox, j+oy));
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
~olcConsoleGameEngine()
|
|
|
|
{
|
|
|
|
SetConsoleActiveScreenBuffer(m_hOriginalConsole);
|
|
|
|
delete[] m_bufScreen;
|
|
|
|
}
|
|
|
|
|
|
|
|
public:
|
|
|
|
void Start()
|
|
|
|
{
|
|
|
|
m_bAtomActive = true;
|
|
|
|
|
|
|
|
// Star the thread
|
|
|
|
thread t = thread(&olcConsoleGameEngine::GameThread, this);
|
|
|
|
|
|
|
|
// Wait for thread to be exited
|
|
|
|
m_cvGameFinished.wait(unique_lock<mutex>(m_muxGame));
|
|
|
|
|
|
|
|
// Tidy up
|
|
|
|
t.join();
|
|
|
|
}
|
|
|
|
|
|
|
|
int ScreenWidth()
|
|
|
|
{
|
|
|
|
return m_nScreenWidth;
|
|
|
|
}
|
|
|
|
|
|
|
|
int ScreenHeight()
|
|
|
|
{
|
|
|
|
return m_nScreenHeight;
|
|
|
|
}
|
|
|
|
|
|
|
|
private:
|
|
|
|
void GameThread()
|
|
|
|
{
|
|
|
|
// Create user resources as part of this thread
|
|
|
|
if (!OnUserCreate())
|
|
|
|
return;
|
|
|
|
|
|
|
|
auto tp1 = chrono::system_clock::now();
|
|
|
|
auto tp2 = chrono::system_clock::now();
|
|
|
|
|
|
|
|
// 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 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[128];
|
|
|
|
swprintf_s(s, 128, 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);
|
|
|
|
}
|
|
|
|
|
|
|
|
m_cvGameFinished.notify_one();
|
|
|
|
}
|
|
|
|
|
|
|
|
public:
|
|
|
|
// User MUST OVERRIDE THESE!!
|
|
|
|
virtual bool OnUserCreate() = 0;
|
|
|
|
virtual bool OnUserUpdate(float fElapsedTime) = 0;
|
|
|
|
|
|
|
|
|
|
|
|
protected:
|
|
|
|
int m_nScreenWidth;
|
|
|
|
int m_nScreenHeight;
|
|
|
|
CHAR_INFO *m_bufScreen;
|
|
|
|
atomic<bool> m_bAtomActive;
|
|
|
|
condition_variable m_cvGameFinished;
|
|
|
|
mutex m_muxGame;
|
|
|
|
wstring m_sAppName;
|
|
|
|
|
|
|
|
struct sKeyState
|
|
|
|
{
|
|
|
|
bool bPressed;
|
|
|
|
bool bReleased;
|
|
|
|
bool bHeld;
|
|
|
|
} m_keys[256], m_mouse[5];
|
|
|
|
|
|
|
|
int m_mousePosX;
|
|
|
|
int m_mousePosY;
|
|
|
|
|
|
|
|
|
|
|
|
protected:
|
|
|
|
int Error(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 -1;
|
|
|
|
}
|
|
|
|
|
|
|
|
private:
|
|
|
|
HANDLE m_hOriginalConsole;
|
|
|
|
CONSOLE_SCREEN_BUFFER_INFO m_OriginalConsoleInfo;
|
|
|
|
HANDLE m_hConsole;
|
|
|
|
HANDLE m_hConsoleIn;
|
|
|
|
SMALL_RECT m_rectWindow;
|
|
|
|
short *m_keyOldState;
|
|
|
|
short *m_keyNewState;
|
|
|
|
bool m_mouseOldState[5];
|
|
|
|
bool m_mouseNewState[5];
|
|
|
|
};
|