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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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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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YouTube: wowLinh, JavaJack59, idkwid, kingtatgi, huhlig
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Last Updated: 05/03/2018
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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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#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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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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};
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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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memset(m_keyNewState, 0, 256 * sizeof(short));
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memset(m_keyOldState, 0, 256 * sizeof(short));
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memset(m_keys, 0, 256 * sizeof(sKeyState));
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m_mousePosX = 0;
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m_mousePosY = 0;
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m_sAppName = L"Default";
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}
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int ConstructConsole(int width, int height, int fontw, int fonth)
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{
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if (m_hConsole == INVALID_HANDLE_VALUE)
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return Error(L"Bad Handle");
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m_nScreenWidth = width;
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m_nScreenHeight = height;
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// Update 13/09/2017 - It seems that the console behaves differently on some systems
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// and I'm unsure why this is. It could be to do with windows default settings, or
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// screen resolutions, or system languages. Unfortunately, MSDN does not offer much
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// by way of useful information, and so the resulting sequence is the reult of experiment
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// that seems to work in multiple cases.
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//
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// The problem seems to be that the SetConsoleXXX functions are somewhat circular and
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// fail depending on the state of the current console properties, i.e. you can't set
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// the buffer size until you set the screen size, but you can't change the screen size
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// until the buffer size is correct. This coupled with a precise ordering of calls
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// makes this procedure seem a little mystical :-P. Thanks to wowLinh for helping - Jx9
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// Change console visual size to a minimum so ScreenBuffer can shrink
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// below the actual visual size
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m_rectWindow = { 0, 0, 1, 1 };
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SetConsoleWindowInfo(m_hConsole, TRUE, &m_rectWindow);
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// Set the size of the screen buffer
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COORD coord = { (short)m_nScreenWidth, (short)m_nScreenHeight };
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if (!SetConsoleScreenBufferSize(m_hConsole, coord))
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Error(L"SetConsoleScreenBufferSize");
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// Assign screen buffer to the console
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if (!SetConsoleActiveScreenBuffer(m_hConsole))
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return Error(L"SetConsoleActiveScreenBuffer");
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// Set the font size now that the screen buffer has been assigned to the console
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CONSOLE_FONT_INFOEX cfi;
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cfi.cbSize = sizeof(cfi);
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cfi.nFont = 0;
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cfi.dwFontSize.X = fontw;
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cfi.dwFontSize.Y = fonth;
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cfi.FontFamily = FF_DONTCARE;
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cfi.FontWeight = FW_NORMAL;
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//wcscpy_s(cfi.FaceName, L"Liberation Mono");
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wcscpy_s(cfi.FaceName, L"Consolas");
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if (!SetCurrentConsoleFontEx(m_hConsole, false, &cfi))
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return Error(L"SetCurrentConsoleFontEx");
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// Get screen buffer info and check the maximum allowed window size. Return
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// error if exceeded, so user knows their dimensions/fontsize are too large
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CONSOLE_SCREEN_BUFFER_INFO csbi;
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if (!GetConsoleScreenBufferInfo(m_hConsole, &csbi))
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return Error(L"GetConsoleScreenBufferInfo");
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|
|
if (m_nScreenHeight > csbi.dwMaximumWindowSize.Y)
|
|
|
|
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);
|
|
|
|
|
|
|
|
return 1;
|
|
|
|
}
|
|
|
|
|
|
|
|
virtual void Draw(int x, int y, wchar_t 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, wchar_t 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, 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, 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, wchar_t 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 DrawCircle(int xc, int yc, int r, wchar_t 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, wchar_t 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 vector<pair<float, float>> &vecModelCoordinates, float x, float y, float r = 0.0f, float s = 1.0f, short col = FG_WHITE)
|
|
|
|
{
|
|
|
|
// pair.first = x coordinate
|
|
|
|
// pair.second = y coordinate
|
|
|
|
|
|
|
|
// Create translated model vector of coordinate pairs
|
|
|
|
vector<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, PIXEL_SOLID, col);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
~olcConsoleGameEngine()
|
|
|
|
{
|
|
|
|
SetConsoleActiveScreenBuffer(m_hOriginalConsole);
|
|
|
|
delete[] m_bufScreen;
|
|
|
|
}
|
|
|
|
|
|
|
|
public:
|
|
|
|
void Start()
|
|
|
|
{
|
|
|
|
m_bAtomActive = true;
|
|
|
|
|
|
|
|
// Star the thread
|
|
|
|
thread t = thread(&olcConsoleGameEngine::GameThread, this);
|
|
|
|
|
|
|
|
// Wait for thread to be exited
|
|
|
|
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;
|
|
|
|
|
|
|
|
auto tp1 = chrono::system_clock::now();
|
|
|
|
auto tp2 = chrono::system_clock::now();
|
|
|
|
|
|
|
|
while (m_bAtomActive)
|
|
|
|
{
|
|
|
|
// Run as fast as possible
|
|
|
|
while (m_bAtomActive)
|
|
|
|
{
|
|
|
|
// Handle Timing
|
|
|
|
tp2 = chrono::system_clock::now();
|
|
|
|
chrono::duration<float> elapsedTime = tp2 - tp1;
|
|
|
|
tp1 = tp2;
|
|
|
|
float fElapsedTime = elapsedTime.count();
|
|
|
|
|
|
|
|
// Handle Keyboard Input
|
|
|
|
for (int i = 0; i < 256; i++)
|
|
|
|
{
|
|
|
|
m_keyNewState[i] = GetAsyncKeyState(i);
|
|
|
|
|
|
|
|
m_keys[i].bPressed = false;
|
|
|
|
m_keys[i].bReleased = false;
|
|
|
|
|
|
|
|
if (m_keyNewState[i] != m_keyOldState[i])
|
|
|
|
{
|
|
|
|
if (m_keyNewState[i] & 0x8000)
|
|
|
|
{
|
|
|
|
m_keys[i].bPressed = !m_keys[i].bHeld;
|
|
|
|
m_keys[i].bHeld = true;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
m_keys[i].bReleased = true;
|
|
|
|
m_keys[i].bHeld = false;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
m_keyOldState[i] = m_keyNewState[i];
|
|
|
|
}
|
|
|
|
|
|
|
|
// Handle Mouse Input - Check for window events
|
|
|
|
INPUT_RECORD inBuf[32];
|
|
|
|
DWORD events = 0;
|
|
|
|
GetNumberOfConsoleInputEvents(m_hConsoleIn, &events);
|
|
|
|
if (events > 0)
|
|
|
|
ReadConsoleInput(m_hConsoleIn, inBuf, events, &events);
|
|
|
|
|
|
|
|
// Handle events - we only care about mouse clicks and movement
|
|
|
|
// for now
|
|
|
|
for (DWORD i = 0; i < events; i++)
|
|
|
|
{
|
|
|
|
switch (inBuf[i].EventType)
|
|
|
|
{
|
|
|
|
case FOCUS_EVENT:
|
|
|
|
{
|
|
|
|
m_bConsoleInFocus = inBuf[i].Event.FocusEvent.bSetFocus;
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
case MOUSE_EVENT:
|
|
|
|
{
|
|
|
|
switch (inBuf[i].Event.MouseEvent.dwEventFlags)
|
|
|
|
{
|
|
|
|
case MOUSE_MOVED:
|
|
|
|
{
|
|
|
|
m_mousePosX = inBuf[i].Event.MouseEvent.dwMousePosition.X;
|
|
|
|
m_mousePosY = inBuf[i].Event.MouseEvent.dwMousePosition.Y;
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
case 0:
|
|
|
|
{
|
|
|
|
for (int m = 0; m < 5; m++)
|
|
|
|
m_mouseNewState[m] = (inBuf[i].Event.MouseEvent.dwButtonState & (1 << m)) > 0;
|
|
|
|
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
default:
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
default:
|
|
|
|
break;
|
|
|
|
// We don't care just at the moment
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
for (int m = 0; m < 5; m++)
|
|
|
|
{
|
|
|
|
m_mouse[m].bPressed = false;
|
|
|
|
m_mouse[m].bReleased = false;
|
|
|
|
|
|
|
|
if (m_mouseNewState[m] != m_mouseOldState[m])
|
|
|
|
{
|
|
|
|
if (m_mouseNewState[m])
|
|
|
|
{
|
|
|
|
m_mouse[m].bPressed = true;
|
|
|
|
m_mouse[m].bHeld = true;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
m_mouse[m].bReleased = true;
|
|
|
|
m_mouse[m].bHeld = false;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
m_mouseOldState[m] = m_mouseNewState[m];
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// Handle Frame Update
|
|
|
|
if (!OnUserUpdate(fElapsedTime))
|
|
|
|
m_bAtomActive = false;
|
|
|
|
|
|
|
|
// Update Title & Present Screen Buffer
|
|
|
|
wchar_t s[256];
|
|
|
|
swprintf_s(s, 256, L"OneLoneCoder.com - Console Game Engine - %s - FPS: %3.2f - %d ", m_sAppName.c_str(), 1.0f / fElapsedTime, events);
|
|
|
|
SetConsoleTitle(s);
|
|
|
|
WriteConsoleOutput(m_hConsole, m_bufScreen, { (short)m_nScreenWidth, (short)m_nScreenHeight }, { 0,0 }, &m_rectWindow);
|
|
|
|
}
|
|
|
|
|
|
|
|
if (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:
|
|
|
|
|
|
|
|
|
|
|
|
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
|
|
|
|
unique_lock<mutex> ul(m_muxGame);
|
|
|
|
m_cvGameFinished.wait(ul);
|
|
|
|
}
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
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;
|
|
|
|
static atomic<bool> m_bAtomActive;
|
|
|
|
static condition_variable m_cvGameFinished;
|
|
|
|
static mutex m_muxGame;
|
|
|
|
};
|
|
|
|
|
|
|
|
atomic<bool> olcConsoleGameEngine::m_bAtomActive = false;
|
|
|
|
condition_variable olcConsoleGameEngine::m_cvGameFinished;
|
|
|
|
mutex olcConsoleGameEngine::m_muxGame;
|