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602 lines
17 KiB
602 lines
17 KiB
6 years ago
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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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The Original & Best :P (in OOP form)
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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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Original works located at:
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https://www.github.com/onelonecoder
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https://www.onelonecoder.com
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https://www.youtube.com/javidx9
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GNU GPLv3
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https://github.com/OneLoneCoder/videos/blob/master/LICENSE
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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 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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Videos:
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~~~~~~
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Original: https://youtu.be/cWc0hgYwZyc
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Added mouse support: https://youtu.be/tdqc9hZhHxM
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Beginners Guide: https://youtu.be/u5BhrA8ED0o
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Shout Outs!
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~~~~~~~~~~~
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Thanks to cool people who helped with testing, bug-finding and fixing!
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YouTube: wowLinh, JavaJack59, idkwid, kingtatgi
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Last Updated: 02/07/2018
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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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http://www.youtube.com/javidx9
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Lots of programs to try:
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http://www.github.com/OneLoneCoder/videos
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Chat on the Discord server:
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https://discord.gg/WhwHUMV
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Be bored by Twitch:
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http://www.twitch.tv/javidx9
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bool IsWin8OrLater()
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{
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DWORD version = GetVersion();
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DWORD major = (DWORD) (LOBYTE(LOWORD(version)));
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DWORD minor = (DWORD) (HIBYTE(LOWORD(version)));
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return (major > 6) || ((major == 6) && (minor >= 2) && (minor < 4));
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}
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*/
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#pragma once
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#pragma comment(lib, "winmm.lib")
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#ifndef UNICODE
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#error Please enable UNICODE for your compiler! VS: Project Properties -> General -> \
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Character Set -> Use Unicode. Thanks! - Javidx9
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#endif
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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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#include <sstream>
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#include <streambuf>
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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, // Thanks MS :-/
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FG_DARK_GREY = 0x0008,
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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_DARK_GREY = 0x0080,
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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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wchar_t SampleGlyph(float x, float y)
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{
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int sx = (int)(x * (float)nWidth);
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int sy = (int)(y * (float)nHeight - 1.0f);
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if (sx <0 || sx >= nWidth || sy < 0 || sy >= nHeight)
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return L' ';
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else
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return m_Glyphs[sy * nWidth + sx];
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}
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short SampleColour(float x, float y)
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{
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int sx = (int)(x * (float)nWidth);
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int sy = (int)(y * (float)nHeight - 1.0f);
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if (sx <0 || sx >= nWidth || sy < 0 || sy >= nHeight)
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return FG_BLACK;
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else
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return m_Colours[sy * nWidth + sx];
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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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bool LoadFromResource(unsigned int id)
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{
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HRSRC res = FindResource(NULL, MAKEINTRESOURCE(id), RT_RCDATA);
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if (!res) return false;
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HGLOBAL res_handle = LoadResource(NULL, res);
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if (!res_handle) return false;
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char* res_data = (char*)LockResource(res_handle);
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DWORD res_size = SizeofResource(NULL, res);
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istringstream iss(res_data);
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istream *is = &iss;
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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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is->read((char*)&nWidth, sizeof(int) * 1);
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is->read((char*)&nHeight, sizeof(int) * 1);
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Create(nWidth, nHeight);
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iss.read((char*)m_Colours, sizeof(short) * nWidth * nHeight);
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iss.read((char*)m_Glyphs, sizeof(wchar_t) * nWidth * nHeight);
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return true;
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}
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};
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class olcConsoleGameEngineOOP
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{
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public:
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olcConsoleGameEngineOOP();
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~olcConsoleGameEngineOOP();
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public:
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int ConstructConsole(int width, int height, int fontw, int fonth);
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void Start();
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public:
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virtual void Draw(int x, int y, wchar_t c = 0x2588, short col = 0x000F);
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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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void DrawString(int x, int y, wstring c, short col = 0x000F);
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void DrawStringAlpha(int x, int y, wstring c, short col = 0x000F);
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void Clip(int &x, int &y);
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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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void DrawCircle(int xc, int yc, int r, wchar_t c = 0x2588, short col = 0x000F);
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void FillCircle(int xc, int yc, int r, wchar_t c = 0x2588, short col = 0x000F);
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void DrawSprite(int x, int y, olcSprite *sprite);
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void DrawPartialSprite(int x, int y, olcSprite *sprite, int ox, int oy, int w, int h);
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void DrawWireFrameModel(const vector<pair<float, float>> &vecModelCoordinates, float x, float y, float r = 0.0f, float s = 1.0f, short col = FG_WHITE, wchar_t c = PIXEL_SOLID);
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int ScreenWidth();
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int ScreenHeight();
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private:
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void GameThread();
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protected:
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// User MUST OVERRIDE THESE!!
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virtual bool OnUserCreate() = 0;
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virtual bool OnUserUpdate(float fElapsedTime) = 0;
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// Optional for clean up
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virtual bool OnUserDestroy();
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int Error(const wchar_t *msg);
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static BOOL CloseHandler(DWORD evt);
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protected:
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struct sKeyState
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{
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bool bPressed;
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bool bReleased;
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bool bHeld;
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} m_keys[256], m_mouse[5];
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int m_mousePosX;
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int m_mousePosY;
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public:
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sKeyState GetKey(int nKeyID) { return m_keys[nKeyID]; }
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int GetMouseX() { return m_mousePosX; }
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int GetMouseY() { return m_mousePosY; }
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sKeyState GetMouse(int nMouseButtonID) { return m_mouse[nMouseButtonID]; }
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bool IsFocused() { return m_bConsoleInFocus; }
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protected:
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class olcAudioSample
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{
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public:
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olcAudioSample()
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{
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}
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olcAudioSample(std::wstring sWavFile)
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{
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// Load Wav file and convert to float format
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FILE *f = nullptr;
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_wfopen_s(&f, sWavFile.c_str(), L"rb");
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if (f == nullptr)
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return;
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char dump[4];
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std::fread(&dump, sizeof(char), 4, f); // Read "RIFF"
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if (strncmp(dump, "RIFF", 4) != 0) return;
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std::fread(&dump, sizeof(char), 4, f); // Not Interested
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std::fread(&dump, sizeof(char), 4, f); // Read "WAVE"
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if (strncmp(dump, "WAVE", 4) != 0) return;
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// Read Wave description chunk
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std::fread(&dump, sizeof(char), 4, f); // Read "fmt "
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std::fread(&dump, sizeof(char), 4, f); // Not Interested
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||
|
std::fread(&wavHeader, sizeof(WAVEFORMATEX) - 2, 1, f); // Read Wave Format Structure chunk
|
||
|
// Note the -2, because the structure has 2 bytes to indicate its own size
|
||
|
// which are not in the wav file
|
||
|
|
||
|
// Just check if wave format is compatible with olcCGE
|
||
|
if (wavHeader.wBitsPerSample != 16 || wavHeader.nSamplesPerSec != 44100)
|
||
|
{
|
||
|
std::fclose(f);
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
// Search for audio data chunk
|
||
|
long nChunksize = 0;
|
||
|
std::fread(&dump, sizeof(char), 4, f); // Read chunk header
|
||
|
std::fread(&nChunksize, sizeof(long), 1, f); // Read chunk size
|
||
|
while (strncmp(dump, "data", 4) != 0)
|
||
|
{
|
||
|
// Not audio data, so just skip it
|
||
|
std::fseek(f, nChunksize, SEEK_CUR);
|
||
|
std::fread(&dump, sizeof(char), 4, f);
|
||
|
std::fread(&nChunksize, sizeof(long), 1, f);
|
||
|
}
|
||
|
|
||
|
// Finally got to data, so read it all in and convert to float samples
|
||
|
nSamples = nChunksize / (wavHeader.nChannels * (wavHeader.wBitsPerSample >> 3));
|
||
|
nChannels = wavHeader.nChannels;
|
||
|
|
||
|
// Create floating point buffer to hold audio sample
|
||
|
fSample = new float[nSamples * nChannels];
|
||
|
float *pSample = fSample;
|
||
|
|
||
|
// Read in audio data and normalise
|
||
|
for (long i = 0; i < nSamples; i++)
|
||
|
{
|
||
|
for (int c = 0; c < nChannels; c++)
|
||
|
{
|
||
|
short s = 0;
|
||
|
std::fread(&s, sizeof(short), 1, f);
|
||
|
*pSample = (float)s / (float)(MAXSHORT);
|
||
|
pSample++;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// All done, flag sound as valid
|
||
|
std::fclose(f);
|
||
|
bSampleValid = true;
|
||
|
}
|
||
|
|
||
|
WAVEFORMATEX wavHeader;
|
||
|
float *fSample = nullptr;
|
||
|
long nSamples = 0;
|
||
|
int nChannels = 0;
|
||
|
bool bSampleValid = false;
|
||
|
};
|
||
|
|
||
|
// This vector holds all loaded sound samples in memory
|
||
|
std::vector<olcAudioSample> vecAudioSamples;
|
||
|
|
||
|
// This structure represents a sound that is currently playing. It only
|
||
|
// holds the sound ID and where this instance of it is up to for its
|
||
|
// current playback
|
||
|
struct sCurrentlyPlayingSample
|
||
|
{
|
||
|
int nAudioSampleID = 0;
|
||
|
long nSamplePosition = 0;
|
||
|
bool bFinished = false;
|
||
|
bool bLoop = false;
|
||
|
};
|
||
|
std::list<sCurrentlyPlayingSample> listActiveSamples;
|
||
|
|
||
|
// Load a 16-bit WAVE file @ 44100Hz ONLY into memory. A sample ID
|
||
|
// number is returned if successful, otherwise -1
|
||
|
unsigned int LoadAudioSample(std::wstring sWavFile);
|
||
|
|
||
|
// Add sample 'id' to the mixers sounds to play list
|
||
|
void PlaySample(int id, bool bLoop = false);
|
||
|
|
||
|
void StopSample(int id);
|
||
|
|
||
|
// The audio system uses by default a specific wave format
|
||
|
bool CreateAudio(unsigned int nSampleRate = 44100, unsigned int nChannels = 1,
|
||
|
unsigned int nBlocks = 8, unsigned int nBlockSamples = 512);
|
||
|
|
||
|
// Stop and clean up audio system
|
||
|
bool DestroyAudio();
|
||
|
|
||
|
// Handler for soundcard request for more data
|
||
|
void waveOutProc(HWAVEOUT hWaveOut, UINT uMsg, DWORD dwParam1, DWORD dwParam2);
|
||
|
|
||
|
// Static wrapper for sound card handler
|
||
|
static void CALLBACK waveOutProcWrap(HWAVEOUT hWaveOut, UINT uMsg, DWORD dwInstance, DWORD dwParam1, DWORD 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 AudioThread();
|
||
|
|
||
|
// Overridden by user if they want to generate sound in real-time
|
||
|
virtual float onUserSoundSample(int nChannel, float fGlobalTime, float fTimeStep);
|
||
|
|
||
|
// Overriden by user if they want to manipulate the sound before it is played
|
||
|
virtual float onUserSoundFilter(int nChannel, float fGlobalTime, float fSample);
|
||
|
|
||
|
// The Sound Mixer - If the user wants to play many sounds simultaneously, and
|
||
|
// perhaps the same sound overlapping itself, then you need a mixer, which
|
||
|
// takes input from all sound sources for that audio frame. This mixer maintains
|
||
|
// a list of sound locations for all concurrently playing audio samples. Instead
|
||
|
// of duplicating audio data, we simply store the fact that a sound sample is in
|
||
|
// use and an offset into its sample data. As time progresses we update this offset
|
||
|
// until it is beyound the length of the sound sample it is attached to. At this
|
||
|
// point we remove the playing souind from the list.
|
||
|
//
|
||
|
// Additionally, the users application may want to generate sound instead of just
|
||
|
// playing audio clips (think a synthesizer for example) in whcih case we also
|
||
|
// provide an "onUser..." event to allow the user to return a sound for that point
|
||
|
// in time.
|
||
|
//
|
||
|
// Finally, before the sound is issued to the operating system for performing, the
|
||
|
// user gets one final chance to "filter" the sound, perhaps changing the volume
|
||
|
// or adding funky effects
|
||
|
float GetMixerOutput(int nChannel, float fGlobalTime, float fTimeStep);
|
||
|
|
||
|
protected:
|
||
|
int m_nScreenWidth;
|
||
|
int m_nScreenHeight;
|
||
|
CHAR_INFO *m_bufScreen;
|
||
|
wstring m_sAppName;
|
||
|
HANDLE m_hOriginalConsole;
|
||
|
CONSOLE_SCREEN_BUFFER_INFO m_OriginalConsoleInfo;
|
||
|
HANDLE m_hConsole;
|
||
|
HANDLE m_hConsoleIn;
|
||
|
SMALL_RECT m_rectWindow;
|
||
|
short m_keyOldState[256] = { 0 };
|
||
|
short m_keyNewState[256] = { 0 };
|
||
|
bool m_mouseOldState[5] = { 0 };
|
||
|
bool m_mouseNewState[5] = { 0 };
|
||
|
bool m_bConsoleInFocus = true;
|
||
|
|
||
|
bool m_bEnableSound = false;
|
||
|
unsigned int m_nSampleRate;
|
||
|
unsigned int m_nChannels;
|
||
|
unsigned int m_nBlockCount;
|
||
|
unsigned int m_nBlockSamples;
|
||
|
unsigned int m_nBlockCurrent;
|
||
|
short* m_pBlockMemory = nullptr;
|
||
|
WAVEHDR *m_pWaveHeaders = nullptr;
|
||
|
HWAVEOUT m_hwDevice = nullptr;
|
||
|
std::thread m_AudioThread;
|
||
|
std::atomic<bool> m_bAudioThreadActive = false;
|
||
|
std::atomic<unsigned int> m_nBlockFree = 0;
|
||
|
std::condition_variable m_cvBlockNotZero;
|
||
|
std::mutex m_muxBlockNotZero;
|
||
|
std::atomic<float> m_fGlobalTime = 0.0f;
|
||
|
|
||
|
static atomic<bool> m_bAtomActive;
|
||
|
static condition_variable m_cvGameFinished;
|
||
|
static mutex m_muxGame;
|
||
|
};
|
||
|
|