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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
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One Lone Coder License
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~~~~~~~~~~~~~~~~~~~~~~
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- This software is Copyright (C) 2018 Javidx9
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- This is free software
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- This software comes with absolutely no warranty
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- The copyright holder is not liable or responsible for anything
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this software does or does not
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- You use this software at your own risk
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- You can distribute this software
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- You can modify this software
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- Redistribution of this software or a derivative of this software
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must attribute the Copyright holder named above, in a manner
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visible to the end user
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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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From Javidx9 :)
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~~~~~~~~~~~~~~~
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Hello! Ultimately I don't care what you use this for. It's intended to be
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educational, and perhaps to the oddly minded - a little bit of fun.
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Please hack this, change it and use it in any way you see fit. You acknowledge
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that I am not responsible for anything bad that happens as a result of
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your actions. However this code is protected by GNU GPLv3, see the license in the
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github repo. This means you must attribute me if you use it. You can view this
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license here: https://github.com/OneLoneCoder/videos/blob/master/LICENSE
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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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wowLinh, JavaJack59, idkwid, kingtatgi, Return Null, CPP Guy, MaGetzUb
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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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*/
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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 <windows.h>
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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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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(std::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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short *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 short[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, 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_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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short 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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short 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(std::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(short), 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(std::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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std::fread(&nWidth, sizeof(int), 1, f);
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std::fread(&nHeight, sizeof(int), 1, f);
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Create(nWidth, nHeight);
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std::fread(m_Colours, sizeof(short), nWidth * nHeight, f);
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std::fread(m_Glyphs, sizeof(short), nWidth * nHeight, f);
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std::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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std::memset(m_keyNewState, 0, 256 * sizeof(short));
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std::memset(m_keyOldState, 0, 256 * sizeof(short));
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std::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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void EnableSound()
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{
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m_bEnableSound = true;
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}
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int 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);
|
|
|
|
cfi.nFont = 0;
|
|
|
|
cfi.dwFontSize.X = fontw;
|
|
|
|
cfi.dwFontSize.Y = fonth;
|
|
|
|
cfi.FontFamily = FF_DONTCARE;
|
|
|
|
cfi.FontWeight = FW_NORMAL;
|
|
|
|
|
|
|
|
/* DWORD version = GetVersion();
|
|
|
|
DWORD major = (DWORD)(LOBYTE(LOWORD(version)));
|
|
|
|
DWORD minor = (DWORD)(HIBYTE(LOWORD(version)));*/
|
|
|
|
|
|
|
|
//if ((major > 6) || ((major == 6) && (minor >= 2) && (minor < 4)))
|
|
|
|
// wcscpy_s(cfi.FaceName, L"Raster"); // Windows 8 :(
|
|
|
|
//else
|
|
|
|
// wcscpy_s(cfi.FaceName, L"Lucida Console"); // Everything else :P
|
|
|
|
|
|
|
|
//wcscpy_s(cfi.FaceName, L"Liberation Mono");
|
|
|
|
wcscpy_s(cfi.FaceName, L"Consolas");
|
|
|
|
if (!SetCurrentConsoleFontEx(m_hConsole, false, &cfi))
|
|
|
|
return Error(L"SetCurrentConsoleFontEx");
|
|
|
|
|
|
|
|
// Get screen buffer info and check the maximum allowed window size. Return
|
|
|
|
// error if exceeded, so user knows their dimensions/fontsize are too large
|
|
|
|
CONSOLE_SCREEN_BUFFER_INFO csbi;
|
|
|
|
if (!GetConsoleScreenBufferInfo(m_hConsole, &csbi))
|
|
|
|
return Error(L"GetConsoleScreenBufferInfo");
|
|
|
|
if (m_nScreenHeight > csbi.dwMaximumWindowSize.Y)
|
|
|
|
return Error(L"Screen Height / Font Height Too Big");
|
|
|
|
if (m_nScreenWidth > csbi.dwMaximumWindowSize.X)
|
|
|
|
return Error(L"Screen Width / Font Width Too Big");
|
|
|
|
|
|
|
|
// Set Physical Console Window Size
|
|
|
|
m_rectWindow = { 0, 0, (short)m_nScreenWidth - 1, (short)m_nScreenHeight - 1 };
|
|
|
|
if (!SetConsoleWindowInfo(m_hConsole, TRUE, &m_rectWindow))
|
|
|
|
return Error(L"SetConsoleWindowInfo");
|
|
|
|
|
|
|
|
// Set flags to allow mouse input
|
|
|
|
if (!SetConsoleMode(m_hConsoleIn, ENABLE_EXTENDED_FLAGS | ENABLE_WINDOW_INPUT | ENABLE_MOUSE_INPUT))
|
|
|
|
return Error(L"SetConsoleMode");
|
|
|
|
|
|
|
|
// Allocate memory for screen buffer
|
|
|
|
m_bufScreen = new CHAR_INFO[m_nScreenWidth*m_nScreenHeight];
|
|
|
|
memset(m_bufScreen, 0, sizeof(CHAR_INFO) * m_nScreenWidth * m_nScreenHeight);
|
|
|
|
|
|
|
|
SetConsoleCtrlHandler((PHANDLER_ROUTINE)CloseHandler, TRUE);
|
|
|
|
return 1;
|
|
|
|
}
|
|
|
|
|
|
|
|
virtual void Draw(int x, int y, short c = 0x2588, short col = 0x000F)
|
|
|
|
{
|
|
|
|
if (x >= 0 && x < m_nScreenWidth && y >= 0 && y < m_nScreenHeight)
|
|
|
|
{
|
|
|
|
m_bufScreen[y * m_nScreenWidth + x].Char.UnicodeChar = c;
|
|
|
|
m_bufScreen[y * m_nScreenWidth + x].Attributes = col;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void Fill(int x1, int y1, int x2, int y2, short c = 0x2588, short col = 0x000F)
|
|
|
|
{
|
|
|
|
Clip(x1, y1);
|
|
|
|
Clip(x2, y2);
|
|
|
|
for (int x = x1; x < x2; x++)
|
|
|
|
for (int y = y1; y < y2; y++)
|
|
|
|
Draw(x, y, c, col);
|
|
|
|
}
|
|
|
|
|
|
|
|
void DrawString(int x, int y, std::wstring c, short col = 0x000F)
|
|
|
|
{
|
|
|
|
for (size_t i = 0; i < c.size(); i++)
|
|
|
|
{
|
|
|
|
m_bufScreen[y * m_nScreenWidth + x + i].Char.UnicodeChar = c[i];
|
|
|
|
m_bufScreen[y * m_nScreenWidth + x + i].Attributes = col;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void DrawStringAlpha(int x, int y, std::wstring c, short col = 0x000F)
|
|
|
|
{
|
|
|
|
for (size_t i = 0; i < c.size(); i++)
|
|
|
|
{
|
|
|
|
if (c[i] != L' ')
|
|
|
|
{
|
|
|
|
m_bufScreen[y * m_nScreenWidth + x + i].Char.UnicodeChar = c[i];
|
|
|
|
m_bufScreen[y * m_nScreenWidth + x + i].Attributes = col;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void Clip(int &x, int &y)
|
|
|
|
{
|
|
|
|
if (x < 0) x = 0;
|
|
|
|
if (x >= m_nScreenWidth) x = m_nScreenWidth;
|
|
|
|
if (y < 0) y = 0;
|
|
|
|
if (y >= m_nScreenHeight) y = m_nScreenHeight;
|
|
|
|
}
|
|
|
|
|
|
|
|
void DrawLine(int x1, int y1, int x2, int y2, short c = 0x2588, short col = 0x000F)
|
|
|
|
{
|
|
|
|
int x, y, dx, dy, dx1, dy1, px, py, xe, ye, i;
|
|
|
|
dx = x2 - x1; dy = y2 - y1;
|
|
|
|
dx1 = abs(dx); dy1 = abs(dy);
|
|
|
|
px = 2 * dy1 - dx1; py = 2 * dx1 - dy1;
|
|
|
|
if (dy1 <= dx1)
|
|
|
|
{
|
|
|
|
if (dx >= 0)
|
|
|
|
{ x = x1; y = y1; xe = x2; }
|
|
|
|
else
|
|
|
|
{ x = x2; y = y2; xe = x1;}
|
|
|
|
|
|
|
|
Draw(x, y, c, col);
|
|
|
|
|
|
|
|
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 DrawTriangle(int x1, int y1, int x2, int y2, int x3, int y3, short c = 0x2588, short col = 0x000F)
|
|
|
|
{
|
|
|
|
DrawLine(x1, y1, x2, y2, c, col);
|
|
|
|
DrawLine(x2, y2, x3, y3, c, col);
|
|
|
|
DrawLine(x3, y3, x1, y1, c, col);
|
|
|
|
}
|
|
|
|
|
|
|
|
// https://www.avrfreaks.net/sites/default/files/triangles.c
|
|
|
|
void FillTriangle(int x1, int y1, int x2, int y2, int x3, int y3, short c = 0x2588, short col = 0x000F)
|
|
|
|
{
|
|
|
|
auto SWAP = [](int &x, int &y) { int t = x; x = y; y = t; };
|
|
|
|
auto drawline = [&](int sx, int ex, int ny) { for (int i = sx; i <= ex; i++) Draw(i, ny, c, col); };
|
|
|
|
|
|
|
|
int t1x, t2x, y, minx, maxx, t1xp, t2xp;
|
|
|
|
bool changed1 = false;
|
|
|
|
bool changed2 = false;
|
|
|
|
int signx1, signx2, dx1, dy1, dx2, dy2;
|
|
|
|
int e1, e2;
|
|
|
|
// Sort vertices
|
|
|
|
if (y1>y2) { SWAP(y1, y2); SWAP(x1, x2); }
|
|
|
|
if (y1>y3) { SWAP(y1, y3); SWAP(x1, x3); }
|
|
|
|
if (y2>y3) { SWAP(y2, y3); SWAP(x2, x3); }
|
|
|
|
|
|
|
|
t1x = t2x = x1; y = y1; // Starting points
|
|
|
|
dx1 = (int)(x2 - x1); if (dx1<0) { dx1 = -dx1; signx1 = -1; }
|
|
|
|
else signx1 = 1;
|
|
|
|
dy1 = (int)(y2 - y1);
|
|
|
|
|
|
|
|
dx2 = (int)(x3 - x1); if (dx2<0) { dx2 = -dx2; signx2 = -1; }
|
|
|
|
else signx2 = 1;
|
|
|
|
dy2 = (int)(y3 - y1);
|
|
|
|
|
|
|
|
if (dy1 > dx1) { // swap values
|
|
|
|
SWAP(dx1, dy1);
|
|
|
|
changed1 = true;
|
|
|
|
}
|
|
|
|
if (dy2 > dx2) { // swap values
|
|
|
|
SWAP(dy2, dx2);
|
|
|
|
changed2 = true;
|
|
|
|
}
|
|
|
|
|
|
|
|
e2 = (int)(dx2 >> 1);
|
|
|
|
// Flat top, just process the second half
|
|
|
|
if (y1 == y2) goto next;
|
|
|
|
e1 = (int)(dx1 >> 1);
|
|
|
|
|
|
|
|
for (int i = 0; i < dx1;) {
|
|
|
|
t1xp = 0; t2xp = 0;
|
|
|
|
if (t1x<t2x) { minx = t1x; maxx = t2x; }
|
|
|
|
else { minx = t2x; maxx = t1x; }
|
|
|
|
// process first line until y value is about to change
|
|
|
|
while (i<dx1) {
|
|
|
|
i++;
|
|
|
|
e1 += dy1;
|
|
|
|
while (e1 >= dx1) {
|
|
|
|
e1 -= dx1;
|
|
|
|
if (changed1) t1xp = signx1;//t1x += signx1;
|
|
|
|
else goto next1;
|
|
|
|
}
|
|
|
|
if (changed1) break;
|
|
|
|
else t1x += signx1;
|
|
|
|
}
|
|
|
|
// Move line
|
|
|
|
next1:
|
|
|
|
// process second line until y value is about to change
|
|
|
|
while (1) {
|
|
|
|
e2 += dy2;
|
|
|
|
while (e2 >= dx2) {
|
|
|
|
e2 -= dx2;
|
|
|
|
if (changed2) t2xp = signx2;//t2x += signx2;
|
|
|
|
else goto next2;
|
|
|
|
}
|
|
|
|
if (changed2) break;
|
|
|
|
else t2x += signx2;
|
|
|
|
}
|
|
|
|
next2:
|
|
|
|
if (minx>t1x) minx = t1x; if (minx>t2x) minx = t2x;
|
|
|
|
if (maxx<t1x) maxx = t1x; if (maxx<t2x) maxx = t2x;
|
|
|
|
drawline(minx, maxx, y); // Draw line from min to max points found on the y
|
|
|
|
// Now increase y
|
|
|
|
if (!changed1) t1x += signx1;
|
|
|
|
t1x += t1xp;
|
|
|
|
if (!changed2) t2x += signx2;
|
|
|
|
t2x += t2xp;
|
|
|
|
y += 1;
|
|
|
|
if (y == y2) break;
|
|
|
|
|
|
|
|
}
|
|
|
|
next:
|
|
|
|
// Second half
|
|
|
|
dx1 = (int)(x3 - x2); if (dx1<0) { dx1 = -dx1; signx1 = -1; }
|
|
|
|
else signx1 = 1;
|
|
|
|
dy1 = (int)(y3 - y2);
|
|
|
|
t1x = x2;
|
|
|
|
|
|
|
|
if (dy1 > dx1) { // swap values
|
|
|
|
SWAP(dy1, dx1);
|
|
|
|
changed1 = true;
|
|
|
|
}
|
|
|
|
else changed1 = false;
|
|
|
|
|
|
|
|
e1 = (int)(dx1 >> 1);
|
|
|
|
|
|
|
|
for (int i = 0; i <= dx1; i++) {
|
|
|
|
t1xp = 0; t2xp = 0;
|
|
|
|
if (t1x<t2x) { minx = t1x; maxx = t2x; }
|
|
|
|
else { minx = t2x; maxx = t1x; }
|
|
|
|
// process first line until y value is about to change
|
|
|
|
while (i<dx1) {
|
|
|
|
e1 += dy1;
|
|
|
|
while (e1 >= dx1) {
|
|
|
|
e1 -= dx1;
|
|
|
|
if (changed1) { t1xp = signx1; break; }//t1x += signx1;
|
|
|
|
else goto next3;
|
|
|
|
}
|
|
|
|
if (changed1) break;
|
|
|
|
else t1x += signx1;
|
|
|
|
if (i<dx1) i++;
|
|
|
|
}
|
|
|
|
next3:
|
|
|
|
// process second line until y value is about to change
|
|
|
|
while (t2x != x3) {
|
|
|
|
e2 += dy2;
|
|
|
|
while (e2 >= dx2) {
|
|
|
|
e2 -= dx2;
|
|
|
|
if (changed2) t2xp = signx2;
|
|
|
|
else goto next4;
|
|
|
|
}
|
|
|
|
if (changed2) break;
|
|
|
|
else t2x += signx2;
|
|
|
|
}
|
|
|
|
next4:
|
|
|
|
|
|
|
|
if (minx>t1x) minx = t1x; if (minx>t2x) minx = t2x;
|
|
|
|
if (maxx<t1x) maxx = t1x; if (maxx<t2x) maxx = t2x;
|
|
|
|
drawline(minx, maxx, y);
|
|
|
|
if (!changed1) t1x += signx1;
|
|
|
|
t1x += t1xp;
|
|
|
|
if (!changed2) t2x += signx2;
|
|
|
|
t2x += t2xp;
|
|
|
|
y += 1;
|
|
|
|
if (y>y3) return;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void DrawCircle(int xc, int yc, int r, short c = 0x2588, short col = 0x000F)
|
|
|
|
{
|
|
|
|
int x = 0;
|
|
|
|
int y = r;
|
|
|
|
int p = 3 - 2 * r;
|
|
|
|
if (!r) return;
|
|
|
|
|
|
|
|
while (y >= x) // only formulate 1/8 of circle
|
|
|
|
{
|
|
|
|
Draw(xc - x, yc - y, c, col);//upper left left
|
|
|
|
Draw(xc - y, yc - x, c, col);//upper upper left
|
|
|
|
Draw(xc + y, yc - x, c, col);//upper upper right
|
|
|
|
Draw(xc + x, yc - y, c, col);//upper right right
|
|
|
|
Draw(xc - x, yc + y, c, col);//lower left left
|
|
|
|
Draw(xc - y, yc + x, c, col);//lower lower left
|
|
|
|
Draw(xc + y, yc + x, c, col);//lower lower right
|
|
|
|
Draw(xc + x, yc + y, c, col);//lower right right
|
|
|
|
if (p < 0) p += 4 * x++ + 6;
|
|
|
|
else p += 4 * (x++ - y--) + 10;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void FillCircle(int xc, int yc, int r, short c = 0x2588, short col = 0x000F)
|
|
|
|
{
|
|
|
|
// Taken from wikipedia
|
|
|
|
int x = 0;
|
|
|
|
int y = r;
|
|
|
|
int p = 3 - 2 * r;
|
|
|
|
if (!r) return;
|
|
|
|
|
|
|
|
auto drawline = [&](int sx, int ex, int ny)
|
|
|
|
{
|
|
|
|
for (int i = sx; i <= ex; i++)
|
|
|
|
Draw(i, ny, c, col);
|
|
|
|
};
|
|
|
|
|
|
|
|
while (y >= x)
|
|
|
|
{
|
|
|
|
// Modified to draw scan-lines instead of edges
|
|
|
|
drawline(xc - x, xc + x, yc - y);
|
|
|
|
drawline(xc - y, xc + y, yc - x);
|
|
|
|
drawline(xc - x, xc + x, yc + y);
|
|
|
|
drawline(xc - y, xc + y, yc + x);
|
|
|
|
if (p < 0) p += 4 * x++ + 6;
|
|
|
|
else p += 4 * (x++ - y--) + 10;
|
|
|
|
}
|
|
|
|
};
|
|
|
|
|
|
|
|
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));
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void DrawWireFrameModel(const std::vector<std::pair<float, float>> &vecModelCoordinates, float x, float y, float r = 0.0f, float s = 1.0f, short col = FG_WHITE, short c = PIXEL_SOLID)
|
|
|
|
{
|
|
|
|
// pair.first = x coordinate
|
|
|
|
// pair.second = y coordinate
|
|
|
|
|
|
|
|
// Create translated model vector of coordinate pairs
|
|
|
|
std::vector<std::pair<float, float>> vecTransformedCoordinates;
|
|
|
|
int verts = vecModelCoordinates.size();
|
|
|
|
vecTransformedCoordinates.resize(verts);
|
|
|
|
|
|
|
|
// Rotate
|
|
|
|
for (int i = 0; i < verts; i++)
|
|
|
|
{
|
|
|
|
vecTransformedCoordinates[i].first = vecModelCoordinates[i].first * cosf(r) - vecModelCoordinates[i].second * sinf(r);
|
|
|
|
vecTransformedCoordinates[i].second = vecModelCoordinates[i].first * sinf(r) + vecModelCoordinates[i].second * cosf(r);
|
|
|
|
}
|
|
|
|
|
|
|
|
// Scale
|
|
|
|
for (int i = 0; i < verts; i++)
|
|
|
|
{
|
|
|
|
vecTransformedCoordinates[i].first = vecTransformedCoordinates[i].first * s;
|
|
|
|
vecTransformedCoordinates[i].second = vecTransformedCoordinates[i].second * s;
|
|
|
|
}
|
|
|
|
|
|
|
|
// Translate
|
|
|
|
for (int i = 0; i < verts; i++)
|
|
|
|
{
|
|
|
|
vecTransformedCoordinates[i].first = vecTransformedCoordinates[i].first + x;
|
|
|
|
vecTransformedCoordinates[i].second = vecTransformedCoordinates[i].second + y;
|
|
|
|
}
|
|
|
|
|
|
|
|
// Draw Closed Polygon
|
|
|
|
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);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
~olcConsoleGameEngine()
|
|
|
|
{
|
|
|
|
SetConsoleActiveScreenBuffer(m_hOriginalConsole);
|
|
|
|
delete[] m_bufScreen;
|
|
|
|
}
|
|
|
|
|
|
|
|
public:
|
|
|
|
void Start()
|
|
|
|
{
|
|
|
|
// Start the thread
|
|
|
|
m_bAtomActive = true;
|
|
|
|
std::thread t = std::thread(&olcConsoleGameEngine::GameThread, this);
|
|
|
|
|
|
|
|
// Wait for thread to be exited
|
|
|
|
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())
|
|
|
|
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 = std::chrono::system_clock::now();
|
|
|
|
auto tp2 = std::chrono::system_clock::now();
|
|
|
|
|
|
|
|
while (m_bAtomActive)
|
|
|
|
{
|
|
|
|
// Run as fast as possible
|
|
|
|
while (m_bAtomActive)
|
|
|
|
{
|
|
|
|
// Handle Timing
|
|
|
|
tp2 = std::chrono::system_clock::now();
|
|
|
|
std::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", m_sAppName.c_str(), 1.0f / fElapsedTime);
|
|
|
|
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
|
|
|
|
}
|
|
|
|
|
|
|
|
// Allow the user to free resources if they have overrided the destroy function
|
|
|
|
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;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
public:
|
|
|
|
// User MUST OVERRIDE THESE!!
|
|
|
|
virtual bool OnUserCreate() = 0;
|
|
|
|
virtual bool OnUserUpdate(float fElapsedTime) = 0;
|
|
|
|
|
|
|
|
// Optional for clean up
|
|
|
|
virtual bool OnUserDestroy() { return true; }
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
protected: // Audio Engine =====================================================================
|
|
|
|
|
|
|
|
class olcAudioSample
|
|
|
|
{
|
|
|
|
public:
|
|
|
|
olcAudioSample()
|
|
|
|
{
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
olcAudioSample(std::wstring sWavFile)
|
|
|
|
{
|
|
|
|
// Load Wav file and convert to float format
|
|
|
|
FILE *f = nullptr;
|
|
|
|
_wfopen_s(&f, sWavFile.c_str(), L"rb");
|
|
|
|
if (f == nullptr)
|
|
|
|
return;
|
|
|
|
|
|
|
|
char dump[4];
|
|
|
|
std::fread(&dump, sizeof(char), 4, f); // Read "RIFF"
|
|
|
|
if (strncmp(dump, "RIFF", 4) != 0) return;
|
|
|
|
std::fread(&dump, sizeof(char), 4, f); // Not Interested
|
|
|
|
std::fread(&dump, sizeof(char), 4, f); // Read "WAVE"
|
|
|
|
if (strncmp(dump, "WAVE", 4) != 0) return;
|
|
|
|
|
|
|
|
// Read Wave description chunk
|
|
|
|
std::fread(&dump, sizeof(char), 4, f); // Read "fmt "
|
|
|
|
std::fread(&dump, sizeof(char), 4, f); // Not Interested
|
|
|
|
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)
|
|
|
|
{
|
|
|
|
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 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 CreateAudio(unsigned int nSampleRate = 44100, unsigned int nChannels = 1,
|
|
|
|
unsigned int nBlocks = 8, unsigned int nBlockSamples = 512)
|
|
|
|
{
|
|
|
|
// 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(&olcConsoleGameEngine::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 DestroyAudio()
|
|
|
|
{
|
|
|
|
m_bAudioThreadActive = false;
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
// Handler for soundcard request for more data
|
|
|
|
void 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
|
|
|
|
static void CALLBACK waveOutProcWrap(HWAVEOUT hWaveOut, UINT uMsg, DWORD dwInstance, DWORD dwParam1, DWORD dwParam2)
|
|
|
|
{
|
|
|
|
((olcConsoleGameEngine*)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 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;
|
|
|
|
}
|
|
|
|
|
|
|
|
m_fGlobalTime = m_fGlobalTime + fTimeStep;
|
|
|
|
}
|
|
|
|
|
|
|
|
// Send block to sound device
|
|
|
|
waveOutPrepareHeader(m_hwDevice, &m_pWaveHeaders[m_nBlockCurrent], sizeof(WAVEHDR));
|
|
|
|
waveOutWrite(m_hwDevice, &m_pWaveHeaders[m_nBlockCurrent], sizeof(WAVEHDR));
|
|
|
|
m_nBlockCurrent++;
|
|
|
|
m_nBlockCurrent %= m_nBlockCount;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// Overridden by user if they want to generate sound in real-time
|
|
|
|
virtual float onUserSoundSample(int nChannel, float fGlobalTime, float fTimeStep)
|
|
|
|
{
|
|
|
|
return 0.0f;
|
|
|
|
}
|
|
|
|
|
|
|
|
// Overriden by user if they want to manipulate the sound before it is played
|
|
|
|
virtual float onUserSoundFilter(int nChannel, float fGlobalTime, float fSample)
|
|
|
|
{
|
|
|
|
return 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)
|
|
|
|
{
|
|
|
|
// 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);
|
|
|
|
}
|
|
|
|
|
|
|
|
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;
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
protected:
|
|
|
|
|
|
|
|
|
|
|
|
struct sKeyState
|
|
|
|
{
|
|
|
|
bool bPressed;
|
|
|
|
bool bReleased;
|
|
|
|
bool bHeld;
|
|
|
|
} m_keys[256], m_mouse[5];
|
|
|
|
|
|
|
|
int m_mousePosX;
|
|
|
|
int m_mousePosY;
|
|
|
|
|
|
|
|
public:
|
|
|
|
sKeyState GetKey(int nKeyID){ return m_keys[nKeyID]; }
|
|
|
|
int GetMouseX() { return m_mousePosX; }
|
|
|
|
int GetMouseY() { return m_mousePosY; }
|
|
|
|
sKeyState GetMouse(int nMouseButtonID) { return m_mouse[nMouseButtonID]; }
|
|
|
|
bool IsFocused() { return m_bConsoleInFocus; }
|
|
|
|
|
|
|
|
|
|
|
|
protected:
|
|
|
|
int 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;
|
|
|
|
}
|
|
|
|
|
|
|
|
static BOOL 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
|
|
|
|
std::unique_lock<std::mutex> ul(m_muxGame);
|
|
|
|
m_cvGameFinished.wait(ul);
|
|
|
|
}
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
protected:
|
|
|
|
int m_nScreenWidth;
|
|
|
|
int m_nScreenHeight;
|
|
|
|
CHAR_INFO *m_bufScreen;
|
|
|
|
std::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;
|
|
|
|
|
|
|
|
// These need to be static because of the OnDestroy call the OS may make. The OS
|
|
|
|
// spawns a special thread just for that
|
|
|
|
static std::atomic<bool> m_bAtomActive;
|
|
|
|
static std::condition_variable m_cvGameFinished;
|
|
|
|
static std::mutex m_muxGame;
|
|
|
|
};
|
|
|
|
|
|
|
|
// Define our static variables
|
|
|
|
std::atomic<bool> olcConsoleGameEngine::m_bAtomActive(false);
|
|
|
|
std::condition_variable olcConsoleGameEngine::m_cvGameFinished;
|
|
|
|
std::mutex olcConsoleGameEngine::m_muxGame;
|