parent
375e33b5e0
commit
b3045ee397
File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
@ -0,0 +1,619 @@ |
|||||||
|
/*
|
||||||
|
OneLoneCoder.com - Command Line Game Engine |
||||||
|
"Who needs a frame buffer?" - @Javidx9 |
||||||
|
|
||||||
|
Mega Big Thanks to KrossX from the discord server for taking |
||||||
|
the time to develop an OpenGL wrapper for the olcConsoleGameEngine. |
||||||
|
|
||||||
|
If you have had difficulty getting consoles to look correct it |
||||||
|
could be due to your version of Windows. This version of the |
||||||
|
console game engine is for you! |
||||||
|
|
||||||
|
License |
||||||
|
~~~~~~~ |
||||||
|
One Lone Coder Console Game Engine Copyright (C) 2018 Javidx9 |
||||||
|
This program comes with ABSOLUTELY NO WARRANTY. |
||||||
|
This is free software, and you are welcome to redistribute it |
||||||
|
under certain conditions; See license for details. |
||||||
|
|
||||||
|
Original works located at: |
||||||
|
https://www.github.com/onelonecoder
|
||||||
|
https://www.onelonecoder.com
|
||||||
|
https://www.youtube.com/javidx9
|
||||||
|
GNU GPLv3 |
||||||
|
https://github.com/OneLoneCoder/videos/blob/master/LICENSE
|
||||||
|
|
||||||
|
From Javidx9 :) |
||||||
|
~~~~~~~~~~~~~~~ |
||||||
|
Hello! Ultimately I don't care what you use this for. It's intended to be |
||||||
|
educational, and perhaps to the oddly minded - a little bit of fun. |
||||||
|
Please hack this, change it and use it in any way you see fit. You acknowledge |
||||||
|
that I am not responsible for anything bad that happens as a result of |
||||||
|
your actions. However this code is protected by GNU GPLv3, see the license in the |
||||||
|
github repo. This means you must attribute me if you use it. You can view this |
||||||
|
license here: https://github.com/OneLoneCoder/videos/blob/master/LICENSE
|
||||||
|
Cheers! |
||||||
|
|
||||||
|
Background |
||||||
|
~~~~~~~~~~ |
||||||
|
If you've seen any of my videos - I like to do things using the windows console. It's quick |
||||||
|
and easy, and allows you to focus on just the code that matters - ideal when you're |
||||||
|
experimenting. Thing is, I have to keep doing the same initialisation and display code |
||||||
|
each time, so this class wraps that up. |
||||||
|
|
||||||
|
Author |
||||||
|
~~~~~~ |
||||||
|
Twitter: @javidx9 http://twitter.com/javidx9
|
||||||
|
Blog: http://www.onelonecoder.com
|
||||||
|
YouTube: http://www.youtube.com/javidx9
|
||||||
|
|
||||||
|
Videos: |
||||||
|
~~~~~~ |
||||||
|
Original: https://youtu.be/cWc0hgYwZyc
|
||||||
|
Added mouse support: https://youtu.be/tdqc9hZhHxM
|
||||||
|
Beginners Guide: https://youtu.be/u5BhrA8ED0o
|
||||||
|
|
||||||
|
Shout Outs! |
||||||
|
~~~~~~~~~~~ |
||||||
|
Thanks to cool people who helped with testing, bug-finding and fixing! |
||||||
|
wowLinh, JavaJack59, idkwid, kingtatgi, Return Null, CPP Guy |
||||||
|
|
||||||
|
Last Updated: 02/07/2018 |
||||||
|
|
||||||
|
Usage: |
||||||
|
~~~~~~ |
||||||
|
This class is abstract, so you must inherit from it. Override the OnUserCreate() function |
||||||
|
with all the stuff you need for your application (for thready reasons it's best to do |
||||||
|
this in this function and not your class constructor). Override the OnUserUpdate(float fElapsedTime) |
||||||
|
function with the good stuff, it gives you the elapsed time since the last call so you |
||||||
|
can modify your stuff dynamically. Both functions should return true, unless you need |
||||||
|
the application to close. |
||||||
|
|
||||||
|
int main() |
||||||
|
{ |
||||||
|
// Use olcConsoleGameEngine derived app
|
||||||
|
OneLoneCoder_Example game; |
||||||
|
// Create a console with resolution 160x100 characters
|
||||||
|
// Each character occupies 8x8 pixels
|
||||||
|
game.ConstructConsole(160, 100, 8, 8); |
||||||
|
// Start the engine!
|
||||||
|
game.Start(); |
||||||
|
return 0; |
||||||
|
} |
||||||
|
|
||||||
|
Input is also handled for you - interrogate the m_keys[] array with the virtual |
||||||
|
keycode you want to know about. bPressed is set for the frame the key is pressed down |
||||||
|
in, bHeld is set if the key is held down, bReleased is set for the frame the key |
||||||
|
is released in. The same applies to mouse! m_mousePosX and Y can be used to get |
||||||
|
the current cursor position, and m_mouse[1..5] returns the mouse buttons. |
||||||
|
The draw routines treat characters like pixels. By default they are set to white solid |
||||||
|
blocks - but you can draw any unicode character, using any of the colours listed below. |
||||||
|
|
||||||
|
There may be bugs! |
||||||
|
|
||||||
|
See my other videos for examples! |
||||||
|
http://www.youtube.com/javidx9
|
||||||
|
|
||||||
|
Lots of programs to try: |
||||||
|
http://www.github.com/OneLoneCoder/videos
|
||||||
|
|
||||||
|
Chat on the Discord server: |
||||||
|
https://discord.gg/WhwHUMV
|
||||||
|
|
||||||
|
Be bored by Twitch: |
||||||
|
http://www.twitch.tv/javidx9
|
||||||
|
*/ |
||||||
|
#pragma once |
||||||
|
|
||||||
|
#ifndef UNICODE |
||||||
|
#pragma message("Please enable UNICODE for your compiler! VS: Project Properties -> General -> \ |
||||||
|
Character Set -> Use Unicode. Thanks! For now, I'll try enabling it for you - Javidx9") |
||||||
|
#define UNICODE |
||||||
|
#define _UNICODE |
||||||
|
#endif |
||||||
|
|
||||||
|
#pragma comment(lib, "user32.lib") |
||||||
|
#pragma comment(lib, "gdi32.lib") |
||||||
|
#pragma comment(lib, "opengl32.lib") |
||||||
|
#pragma comment(lib, "winmm.lib") |
||||||
|
|
||||||
|
#include <windows.h> |
||||||
|
#include <gl/gl.h> |
||||||
|
#include <iostream> |
||||||
|
#include <chrono> |
||||||
|
#include <vector> |
||||||
|
#include <list> |
||||||
|
#include <thread> |
||||||
|
#include <atomic> |
||||||
|
#include <condition_variable> |
||||||
|
using namespace std; |
||||||
|
#define GL_GENERATE_MIPMAP 0x8191 |
||||||
|
#define GL_GENERATE_MIPMAP_HINT 0x8192 |
||||||
|
typedef BOOL(WINAPI wglSwapInterval_t) (int interval); |
||||||
|
|
||||||
|
|
||||||
|
enum COLOUR |
||||||
|
{ |
||||||
|
FG_BLACK = 0x0000, |
||||||
|
FG_DARK_BLUE = 0x0001, |
||||||
|
FG_DARK_GREEN = 0x0002, |
||||||
|
FG_DARK_CYAN = 0x0003, |
||||||
|
FG_DARK_RED = 0x0004, |
||||||
|
FG_DARK_MAGENTA = 0x0005, |
||||||
|
FG_DARK_YELLOW = 0x0006, |
||||||
|
FG_GREY = 0x0007, // Thanks MS :-/
|
||||||
|
FG_DARK_GREY = 0x0008, |
||||||
|
FG_BLUE = 0x0009, |
||||||
|
FG_GREEN = 0x000A, |
||||||
|
FG_CYAN = 0x000B, |
||||||
|
FG_RED = 0x000C, |
||||||
|
FG_MAGENTA = 0x000D, |
||||||
|
FG_YELLOW = 0x000E, |
||||||
|
FG_WHITE = 0x000F, |
||||||
|
BG_BLACK = 0x0000, |
||||||
|
BG_DARK_BLUE = 0x0010, |
||||||
|
BG_DARK_GREEN = 0x0020, |
||||||
|
BG_DARK_CYAN = 0x0030, |
||||||
|
BG_DARK_RED = 0x0040, |
||||||
|
BG_DARK_MAGENTA = 0x0050, |
||||||
|
BG_DARK_YELLOW = 0x0060, |
||||||
|
BG_GREY = 0x0070, |
||||||
|
BG_DARK_GREY = 0x0080, |
||||||
|
BG_BLUE = 0x0090, |
||||||
|
BG_GREEN = 0x00A0, |
||||||
|
BG_CYAN = 0x00B0, |
||||||
|
BG_RED = 0x00C0, |
||||||
|
BG_MAGENTA = 0x00D0, |
||||||
|
BG_YELLOW = 0x00E0, |
||||||
|
BG_WHITE = 0x00F0, |
||||||
|
}; |
||||||
|
enum PIXEL_TYPE |
||||||
|
{ |
||||||
|
PIXEL_SOLID = 0x2588, |
||||||
|
PIXEL_THREEQUARTERS = 0x2593, |
||||||
|
PIXEL_HALF = 0x2592, |
||||||
|
PIXEL_QUARTER = 0x2591, |
||||||
|
}; |
||||||
|
|
||||||
|
|
||||||
|
class olcSprite |
||||||
|
{ |
||||||
|
public: |
||||||
|
olcSprite() |
||||||
|
{ |
||||||
|
|
||||||
|
} |
||||||
|
|
||||||
|
olcSprite(int w, int h) |
||||||
|
{ |
||||||
|
Create(w, h); |
||||||
|
} |
||||||
|
|
||||||
|
olcSprite(wstring sFile) |
||||||
|
{ |
||||||
|
if (!Load(sFile)) |
||||||
|
Create(8, 8); |
||||||
|
} |
||||||
|
|
||||||
|
int nWidth = 0; |
||||||
|
int nHeight = 0; |
||||||
|
|
||||||
|
//Yer touching private things king!
|
||||||
|
//private:
|
||||||
|
wchar_t *m_Glyphs = nullptr; |
||||||
|
short *m_Colours = nullptr; |
||||||
|
|
||||||
|
private: |
||||||
|
void Create(int w, int h) |
||||||
|
{ |
||||||
|
nWidth = w; |
||||||
|
nHeight = h; |
||||||
|
m_Glyphs = new wchar_t[w*h]; |
||||||
|
m_Colours = new short[w*h]; |
||||||
|
for (int i = 0; i < w*h; i++) |
||||||
|
{ |
||||||
|
m_Glyphs[i] = L' '; |
||||||
|
m_Colours[i] = FG_BLACK; |
||||||
|
} |
||||||
|
} |
||||||
|
|
||||||
|
public: |
||||||
|
void SetGlyph(int x, int y, wchar_t c) |
||||||
|
{ |
||||||
|
if (x <0 || x >= nWidth || y < 0 || y >= nHeight) |
||||||
|
return; |
||||||
|
else |
||||||
|
m_Glyphs[y * nWidth + x] = c; |
||||||
|
} |
||||||
|
|
||||||
|
void SetColour(int x, int y, short c) |
||||||
|
{ |
||||||
|
if (x <0 || x >= nWidth || y < 0 || y >= nHeight) |
||||||
|
return; |
||||||
|
else |
||||||
|
m_Colours[y * nWidth + x] = c; |
||||||
|
} |
||||||
|
|
||||||
|
wchar_t GetGlyph(int x, int y) |
||||||
|
{ |
||||||
|
if (x <0 || x >= nWidth || y < 0 || y >= nHeight) |
||||||
|
return L' '; |
||||||
|
else |
||||||
|
return m_Glyphs[y * nWidth + x]; |
||||||
|
} |
||||||
|
|
||||||
|
short GetColour(int x, int y) |
||||||
|
{ |
||||||
|
if (x <0 || x >= nWidth || y < 0 || y >= nHeight) |
||||||
|
return FG_BLACK; |
||||||
|
else |
||||||
|
return m_Colours[y * nWidth + x]; |
||||||
|
} |
||||||
|
|
||||||
|
wchar_t SampleGlyph(float x, float y) |
||||||
|
{ |
||||||
|
int sx = (int)(x * (float)nWidth); |
||||||
|
int sy = (int)(y * (float)nHeight - 1.0f); |
||||||
|
if (sx <0 || sx >= nWidth || sy < 0 || sy >= nHeight) |
||||||
|
return L' '; |
||||||
|
else |
||||||
|
return m_Glyphs[sy * nWidth + sx]; |
||||||
|
} |
||||||
|
|
||||||
|
short SampleColour(float x, float y) |
||||||
|
{ |
||||||
|
int sx = (int)(x * (float)nWidth); |
||||||
|
int sy = (int)(y * (float)nHeight - 1.0f); |
||||||
|
if (sx <0 || sx >= nWidth || sy < 0 || sy >= nHeight) |
||||||
|
return FG_BLACK; |
||||||
|
else |
||||||
|
return m_Colours[sy * nWidth + sx]; |
||||||
|
} |
||||||
|
|
||||||
|
bool Save(wstring sFile) |
||||||
|
{ |
||||||
|
FILE *f = nullptr; |
||||||
|
_wfopen_s(&f, sFile.c_str(), L"wb"); |
||||||
|
if (f == nullptr) |
||||||
|
return false; |
||||||
|
|
||||||
|
fwrite(&nWidth, sizeof(int), 1, f); |
||||||
|
fwrite(&nHeight, sizeof(int), 1, f); |
||||||
|
fwrite(m_Colours, sizeof(short), nWidth * nHeight, f); |
||||||
|
fwrite(m_Glyphs, sizeof(wchar_t), nWidth * nHeight, f); |
||||||
|
|
||||||
|
fclose(f); |
||||||
|
|
||||||
|
return true; |
||||||
|
} |
||||||
|
|
||||||
|
bool Load(wstring sFile) |
||||||
|
{ |
||||||
|
delete[] m_Glyphs; |
||||||
|
delete[] m_Colours; |
||||||
|
nWidth = 0; |
||||||
|
nHeight = 0; |
||||||
|
|
||||||
|
FILE *f = nullptr; |
||||||
|
_wfopen_s(&f, sFile.c_str(), L"rb"); |
||||||
|
if (f == nullptr) |
||||||
|
return false; |
||||||
|
|
||||||
|
fread(&nWidth, sizeof(int), 1, f); |
||||||
|
fread(&nHeight, sizeof(int), 1, f); |
||||||
|
|
||||||
|
Create(nWidth, nHeight); |
||||||
|
|
||||||
|
fread(m_Colours, sizeof(short), nWidth * nHeight, f); |
||||||
|
fread(m_Glyphs, sizeof(wchar_t), nWidth * nHeight, f); |
||||||
|
|
||||||
|
fclose(f); |
||||||
|
return true; |
||||||
|
} |
||||||
|
|
||||||
|
}; |
||||||
|
|
||||||
|
class olcConsoleGameEngineGLOOP |
||||||
|
{ |
||||||
|
// Mega Thanks to KrossX for completely converting the olcConsoleGameEngine to OpenGL!
|
||||||
|
uint32_t m_ColourPalette[16] = // 0xAABBGGRR
|
||||||
|
{ |
||||||
|
0xFF000000, // BLACK
|
||||||
|
0xFF800000, // DARK_BLUE
|
||||||
|
0xFF008000, // DARK_GREEN
|
||||||
|
0xFF808000, // DARK_CYAN
|
||||||
|
0xFF000080, // DARK_RED
|
||||||
|
0xFF800080, // DARK_MAGENTA
|
||||||
|
0xFF008080, // DARK_YELLOW
|
||||||
|
0xFFC0C0C0, // GREY
|
||||||
|
0xFF808080, // DARK_GREY
|
||||||
|
0xFFFF0000, // BLUE
|
||||||
|
0xFF00FF00, // GREEN
|
||||||
|
0xFFFFFF00, // CYAN
|
||||||
|
0xFF0000FF, // RED
|
||||||
|
0xFFFF00FF, // MAGENTA
|
||||||
|
0xFF00FFFF, // YELLOW
|
||||||
|
0xFFFFFFFF // WHITE
|
||||||
|
}; |
||||||
|
|
||||||
|
void UpdateMousePosition(int x, int y); |
||||||
|
void ToggleFullscreen(HWND hWnd); |
||||||
|
void WindowResize(void); |
||||||
|
void WindowUpdateScale(void); |
||||||
|
int SetPixelFormatGL(void); |
||||||
|
static LRESULT CALLBACK olcWndProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam); |
||||||
|
HWND ConstructWindow(int width, int height); |
||||||
|
|
||||||
|
public: |
||||||
|
olcConsoleGameEngineGLOOP(); |
||||||
|
int ConstructConsole(int width, int height, int fontw, int fonth); |
||||||
|
virtual void Draw(int x, int y, wchar_t c = 0x2588, short col = 0x000F); |
||||||
|
void Fill(int x1, int y1, int x2, int y2, wchar_t c = 0x2588, short col = 0x000F); |
||||||
|
void DrawString(int x, int y, wstring c, short col = 0x000F); |
||||||
|
void DrawStringAlpha(int x, int y, wstring c, short col = 0x000F); |
||||||
|
void Clip(int &x, int &y); |
||||||
|
void DrawLine(int x1, int y1, int x2, int y2, wchar_t c = 0x2588, short col = 0x000F); |
||||||
|
void DrawCircle(int xc, int yc, int r, wchar_t c = 0x2588, short col = 0x000F); |
||||||
|
void DrawTriangle(int x1, int y1, int x2, int y2, int x3, int y3, short c = 0x2588, short col = 0x000F); |
||||||
|
void FillTriangle(int x1, int y1, int x2, int y2, int x3, int y3, short c = 0x2588, short col = 0x000F); |
||||||
|
void FillCircle(int xc, int yc, int r, wchar_t c = 0x2588, short col = 0x000F); |
||||||
|
void DrawSprite(int x, int y, olcSprite *sprite); |
||||||
|
void DrawPartialSprite(int x, int y, olcSprite *sprite, int ox, int oy, int w, int h); |
||||||
|
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); |
||||||
|
~olcConsoleGameEngineGLOOP(); |
||||||
|
|
||||||
|
|
||||||
|
void GenerateMipmapPow2(uint8_t *tex_new, uint8_t *tex_old, uint8_t *ref_alpha, int size); |
||||||
|
|
||||||
|
public: |
||||||
|
void Start(); |
||||||
|
int ScreenWidth(){ return m_nScreenWidth; } |
||||||
|
int ScreenHeight(){ return m_nScreenHeight; } |
||||||
|
|
||||||
|
private: |
||||||
|
void GameThread(); |
||||||
|
|
||||||
|
|
||||||
|
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); |
||||||
|
|
||||||
|
|
||||||
|
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; |
||||||
|
}; |
||||||
|
|
||||||
|
void EnableSound(); |
||||||
|
|
||||||
|
// This vector holds all loaded sound samples in memory
|
||||||
|
std::vector<olcAudioSample> vecAudioSamples; |
||||||
|
|
||||||
|
// This structure represents a sound that is currently playing. It only
|
||||||
|
// holds the sound ID and where this instance of it is up to for its
|
||||||
|
// current playback
|
||||||
|
struct sCurrentlyPlayingSample |
||||||
|
{ |
||||||
|
int nAudioSampleID = 0; |
||||||
|
long nSamplePosition = 0; |
||||||
|
bool bFinished = false; |
||||||
|
bool bLoop = false; |
||||||
|
}; |
||||||
|
std::list<sCurrentlyPlayingSample> listActiveSamples; |
||||||
|
|
||||||
|
// Load a 16-bit WAVE file @ 44100Hz ONLY into memory. A sample ID
|
||||||
|
// number is returned if successful, otherwise -1
|
||||||
|
unsigned int LoadAudioSample(std::wstring sWavFile); |
||||||
|
|
||||||
|
// Add sample 'id' to the mixers sounds to play list
|
||||||
|
void PlaySample(int id, bool bLoop = false); |
||||||
|
void StopSample(int id); |
||||||
|
|
||||||
|
// The audio system uses by default a specific wave format
|
||||||
|
bool CreateAudio(unsigned int nSampleRate = 44100, unsigned int nChannels = 1, |
||||||
|
unsigned int nBlocks = 8, unsigned int nBlockSamples = 512); |
||||||
|
|
||||||
|
// Stop and clean up audio system
|
||||||
|
bool DestroyAudio(); |
||||||
|
|
||||||
|
// Handler for soundcard request for more data
|
||||||
|
void waveOutProc(HWAVEOUT hWaveOut, UINT uMsg, DWORD dwParam1, DWORD dwParam2); |
||||||
|
|
||||||
|
// Static wrapper for sound card handler
|
||||||
|
static void CALLBACK waveOutProcWrap(HWAVEOUT hWaveOut, UINT uMsg, DWORD dwInstance, DWORD dwParam1, DWORD dwParam2); |
||||||
|
|
||||||
|
// Audio thread. This loop responds to requests from the soundcard to fill 'blocks'
|
||||||
|
// with audio data. If no requests are available it goes dormant until the sound
|
||||||
|
// card is ready for more data. The block is fille by the "user" in some manner
|
||||||
|
// and then issued to the soundcard.
|
||||||
|
void AudioThread(); |
||||||
|
|
||||||
|
// Overridden by user if they want to generate sound in real-time
|
||||||
|
virtual float onUserSoundSample(int nChannel, float fGlobalTime, float fTimeStep); |
||||||
|
|
||||||
|
|
||||||
|
// Overriden by user if they want to manipulate the sound before it is played
|
||||||
|
virtual float onUserSoundFilter(int nChannel, float fGlobalTime, float fSample); |
||||||
|
|
||||||
|
|
||||||
|
// The Sound Mixer - If the user wants to play many sounds simultaneously, and
|
||||||
|
// perhaps the same sound overlapping itself, then you need a mixer, which
|
||||||
|
// takes input from all sound sources for that audio frame. This mixer maintains
|
||||||
|
// a list of sound locations for all concurrently playing audio samples. Instead
|
||||||
|
// of duplicating audio data, we simply store the fact that a sound sample is in
|
||||||
|
// use and an offset into its sample data. As time progresses we update this offset
|
||||||
|
// until it is beyound the length of the sound sample it is attached to. At this
|
||||||
|
// point we remove the playing souind from the list.
|
||||||
|
//
|
||||||
|
// Additionally, the users application may want to generate sound instead of just
|
||||||
|
// playing audio clips (think a synthesizer for example) in whcih case we also
|
||||||
|
// provide an "onUser..." event to allow the user to return a sound for that point
|
||||||
|
// in time.
|
||||||
|
//
|
||||||
|
// Finally, before the sound is issued to the operating system for performing, the
|
||||||
|
// user gets one final chance to "filter" the sound, perhaps changing the volume
|
||||||
|
// or adding funky effects
|
||||||
|
float GetMixerOutput(int nChannel, float fGlobalTime, float fTimeStep); |
||||||
|
|
||||||
|
|
||||||
|
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; |
||||||
|
bool m_bEnableSound = false; |
||||||
|
|
||||||
|
protected: |
||||||
|
int m_nScreenWidth; |
||||||
|
int m_nScreenHeight; |
||||||
|
int m_nWindowWidth; |
||||||
|
int m_nWindowHeight; |
||||||
|
int m_nFontWidth; |
||||||
|
int m_nFontHeight; |
||||||
|
float m_fDrawScale; |
||||||
|
float m_fDrawOffsetX; |
||||||
|
float m_fDrawOffsetY; |
||||||
|
float *m_fVertexArray; |
||||||
|
uint32_t *m_uIndicesArray; |
||||||
|
uint32_t *m_uForegroundColorArray; |
||||||
|
uint32_t *m_uBackgroundColorArray; |
||||||
|
float *m_fTexCoordArray; |
||||||
|
CHAR_INFO *m_bufScreen; |
||||||
|
CHAR_INFO *m_bufScreen_old; |
||||||
|
uint8_t *m_bufMemory; |
||||||
|
wstring m_sAppName; |
||||||
|
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_bDoWindowUpdate = false; |
||||||
|
HWND m_hConsole = nullptr; |
||||||
|
HWND m_hWnd = nullptr; |
||||||
|
HDC m_hDevCtx = nullptr; |
||||||
|
HGLRC m_hRenCtx = nullptr; |
||||||
|
GLuint m_uFontTexture; |
||||||
|
static atomic<bool> m_bAtomActive; |
||||||
|
static condition_variable m_cvGameFinished; |
||||||
|
static mutex m_muxGame; |
||||||
|
}; |
@ -0,0 +1,807 @@ |
|||||||
|
/*
|
||||||
|
OneLoneCoder.com - Battle Royale Engine - Console User Interface |
||||||
|
|
||||||
|
License |
||||||
|
~~~~~~~ |
||||||
|
One Lone Coder Console Game Engine Copyright (C) 2018 Javidx9 |
||||||
|
This program comes with ABSOLUTELY NO WARRANTY. |
||||||
|
This is free software, and you are welcome to redistribute it |
||||||
|
under certain conditions; See license for details. |
||||||
|
|
||||||
|
GNU GPLv3 |
||||||
|
~~~~~~~~~ |
||||||
|
https://github.com/OneLoneCoder/videos/blob/master/LICENSE
|
||||||
|
|
||||||
|
Author of Original Works |
||||||
|
~~~~~~~~~~~~~~~~~~~~~~~~ |
||||||
|
Twitter: http://twitter.com/javidx9
|
||||||
|
Blog: http://www.onelonecoder.com
|
||||||
|
YouTube: http://www.youtube.com/javidx9
|
||||||
|
Github: http://www.github.com/OneLoneCoder/videos
|
||||||
|
Discord: https://discord.gg/WhwHUMV
|
||||||
|
Twitch: http://www.twitch.tv/javidx9
|
||||||
|
SoundCloud: https://www.soundcloud.com/onelonecoder
|
||||||
|
*/ |
||||||
|
|
||||||
|
#include "olcConsoleGameEngineOOP.h" |
||||||
|
|
||||||
|
olcConsoleGameEngineOOP::olcConsoleGameEngineOOP() |
||||||
|
{ |
||||||
|
m_nScreenWidth = 80; |
||||||
|
m_nScreenHeight = 30; |
||||||
|
|
||||||
|
m_hConsole = GetStdHandle(STD_OUTPUT_HANDLE); |
||||||
|
m_hConsoleIn = GetStdHandle(STD_INPUT_HANDLE); |
||||||
|
|
||||||
|
memset(m_keyNewState, 0, 256 * sizeof(short)); |
||||||
|
memset(m_keyOldState, 0, 256 * sizeof(short)); |
||||||
|
memset(m_keys, 0, 256 * sizeof(sKeyState)); |
||||||
|
m_mousePosX = 0; |
||||||
|
m_mousePosY = 0; |
||||||
|
|
||||||
|
m_bEnableSound = false; |
||||||
|
m_sAppName = L"Default"; |
||||||
|
} |
||||||
|
|
||||||
|
olcConsoleGameEngineOOP::~olcConsoleGameEngineOOP() |
||||||
|
{ |
||||||
|
SetConsoleActiveScreenBuffer(m_hOriginalConsole); |
||||||
|
delete[] m_bufScreen; |
||||||
|
} |
||||||
|
|
||||||
|
int olcConsoleGameEngineOOP::ConstructConsole(int width, int height, int fontw, int fonth) |
||||||
|
{ |
||||||
|
if (m_hConsole == INVALID_HANDLE_VALUE) |
||||||
|
return Error(L"Bad Handle"); |
||||||
|
|
||||||
|
m_nScreenWidth = width; |
||||||
|
m_nScreenHeight = height; |
||||||
|
|
||||||
|
// Update 13/09/2017 - It seems that the console behaves differently on some systems
|
||||||
|
// and I'm unsure why this is. It could be to do with windows default settings, or
|
||||||
|
// screen resolutions, or system languages. Unfortunately, MSDN does not offer much
|
||||||
|
// by way of useful information, and so the resulting sequence is the reult of experiment
|
||||||
|
// that seems to work in multiple cases.
|
||||||
|
//
|
||||||
|
// The problem seems to be that the SetConsoleXXX functions are somewhat circular and
|
||||||
|
// fail depending on the state of the current console properties, i.e. you can't set
|
||||||
|
// the buffer size until you set the screen size, but you can't change the screen size
|
||||||
|
// until the buffer size is correct. This coupled with a precise ordering of calls
|
||||||
|
// makes this procedure seem a little mystical :-P. Thanks to wowLinh for helping - Jx9
|
||||||
|
|
||||||
|
// Change console visual size to a minimum so ScreenBuffer can shrink
|
||||||
|
// below the actual visual size
|
||||||
|
m_rectWindow = { 0, 0, 1, 1 }; |
||||||
|
SetConsoleWindowInfo(m_hConsole, TRUE, &m_rectWindow); |
||||||
|
|
||||||
|
// Set the size of the screen buffer
|
||||||
|
COORD coord = { (short)m_nScreenWidth, (short)m_nScreenHeight }; |
||||||
|
if (!SetConsoleScreenBufferSize(m_hConsole, coord)) |
||||||
|
Error(L"SetConsoleScreenBufferSize"); |
||||||
|
|
||||||
|
// Assign screen buffer to the console
|
||||||
|
if (!SetConsoleActiveScreenBuffer(m_hConsole)) |
||||||
|
return Error(L"SetConsoleActiveScreenBuffer"); |
||||||
|
|
||||||
|
// Set the font size now that the screen buffer has been assigned to the console
|
||||||
|
CONSOLE_FONT_INFOEX cfi; |
||||||
|
cfi.cbSize = sizeof(cfi); |
||||||
|
cfi.nFont = 0; |
||||||
|
cfi.dwFontSize.X = fontw; |
||||||
|
cfi.dwFontSize.Y = fonth; |
||||||
|
cfi.FontFamily = FF_DONTCARE; |
||||||
|
cfi.FontWeight = FW_NORMAL; |
||||||
|
//wcscpy_s(cfi.FaceName, L"Lucida Console");
|
||||||
|
//wcscpy_s(cfi.FaceName, L"Liberation Mono");
|
||||||
|
wcscpy_s(cfi.FaceName, L"Consolas"); |
||||||
|
//wcscpy_s(cfi.FaceName, L"Raster");
|
||||||
|
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); |
||||||
|
|
||||||
|
return 1; |
||||||
|
} |
||||||
|
|
||||||
|
void olcConsoleGameEngineOOP::Draw(int x, int y, wchar_t c, short col) |
||||||
|
{ |
||||||
|
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 olcConsoleGameEngineOOP::Fill(int x1, int y1, int x2, int y2, wchar_t c, short col) |
||||||
|
{ |
||||||
|
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 olcConsoleGameEngineOOP::DrawString(int x, int y, wstring c, short col) |
||||||
|
{ |
||||||
|
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 olcConsoleGameEngineOOP::DrawStringAlpha(int x, int y, wstring c, short col) |
||||||
|
{ |
||||||
|
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 olcConsoleGameEngineOOP::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 olcConsoleGameEngineOOP::DrawLine(int x1, int y1, int x2, int y2, wchar_t c, short col) |
||||||
|
{ |
||||||
|
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 olcConsoleGameEngineOOP::DrawCircle(int xc, int yc, int r, wchar_t c, short col) |
||||||
|
{ |
||||||
|
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 olcConsoleGameEngineOOP::FillCircle(int xc, int yc, int r, wchar_t c, short col) |
||||||
|
{ |
||||||
|
// 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 olcConsoleGameEngineOOP::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 olcConsoleGameEngineOOP::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 olcConsoleGameEngineOOP::DrawWireFrameModel(const vector<pair<float, float>> &vecModelCoordinates, float x, float y, float r, float s, short col, wchar_t c) |
||||||
|
{ |
||||||
|
// 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, c, col); |
||||||
|
} |
||||||
|
} |
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
void olcConsoleGameEngineOOP::Start() |
||||||
|
{ |
||||||
|
m_bAtomActive = true; |
||||||
|
|
||||||
|
// Star the thread
|
||||||
|
thread t = thread(&olcConsoleGameEngineOOP::GameThread, this); |
||||||
|
|
||||||
|
// Wait for thread to be exited
|
||||||
|
t.join(); |
||||||
|
} |
||||||
|
|
||||||
|
int olcConsoleGameEngineOOP::ScreenWidth() |
||||||
|
{ |
||||||
|
return m_nScreenWidth; |
||||||
|
} |
||||||
|
|
||||||
|
int olcConsoleGameEngineOOP::ScreenHeight() |
||||||
|
{ |
||||||
|
return m_nScreenHeight; |
||||||
|
} |
||||||
|
|
||||||
|
void olcConsoleGameEngineOOP::GameThread() |
||||||
|
{ |
||||||
|
// Create user resources as part of this thread
|
||||||
|
if (!OnUserCreate()) |
||||||
|
m_bAtomActive = false; |
||||||
|
|
||||||
|
// Check if sound system should be enabled
|
||||||
|
if (m_bEnableSound) |
||||||
|
{ |
||||||
|
if (!CreateAudio()) |
||||||
|
{ |
||||||
|
m_bAtomActive = false; // Failed to create audio system
|
||||||
|
m_bEnableSound = false; |
||||||
|
} |
||||||
|
} |
||||||
|
|
||||||
|
auto tp1 = chrono::system_clock::now(); |
||||||
|
auto tp2 = chrono::system_clock::now(); |
||||||
|
|
||||||
|
while (m_bAtomActive) |
||||||
|
{ |
||||||
|
// Run as fast as possible
|
||||||
|
while (m_bAtomActive) |
||||||
|
{ |
||||||
|
// Handle Timing
|
||||||
|
tp2 = chrono::system_clock::now(); |
||||||
|
chrono::duration<float> elapsedTime = tp2 - tp1; |
||||||
|
tp1 = tp2; |
||||||
|
float fElapsedTime = elapsedTime.count(); |
||||||
|
|
||||||
|
// Handle Keyboard Input
|
||||||
|
for (int i = 0; i < 256; i++) |
||||||
|
{ |
||||||
|
m_keyNewState[i] = GetAsyncKeyState(i); |
||||||
|
|
||||||
|
m_keys[i].bPressed = false; |
||||||
|
m_keys[i].bReleased = false; |
||||||
|
|
||||||
|
if (m_keyNewState[i] != m_keyOldState[i]) |
||||||
|
{ |
||||||
|
if (m_keyNewState[i] & 0x8000) |
||||||
|
{ |
||||||
|
m_keys[i].bPressed = !m_keys[i].bHeld; |
||||||
|
m_keys[i].bHeld = true; |
||||||
|
} |
||||||
|
else |
||||||
|
{ |
||||||
|
m_keys[i].bReleased = true; |
||||||
|
m_keys[i].bHeld = false; |
||||||
|
} |
||||||
|
} |
||||||
|
|
||||||
|
m_keyOldState[i] = m_keyNewState[i]; |
||||||
|
} |
||||||
|
|
||||||
|
// Handle Mouse Input - Check for window events
|
||||||
|
INPUT_RECORD inBuf[32]; |
||||||
|
DWORD events = 0; |
||||||
|
GetNumberOfConsoleInputEvents(m_hConsoleIn, &events); |
||||||
|
if (events > 0) |
||||||
|
ReadConsoleInput(m_hConsoleIn, inBuf, events, &events); |
||||||
|
|
||||||
|
// Handle events - we only care about mouse clicks and movement
|
||||||
|
// for now
|
||||||
|
for (DWORD i = 0; i < events; i++) |
||||||
|
{ |
||||||
|
switch (inBuf[i].EventType) |
||||||
|
{ |
||||||
|
case FOCUS_EVENT: |
||||||
|
{ |
||||||
|
m_bConsoleInFocus = inBuf[i].Event.FocusEvent.bSetFocus; |
||||||
|
} |
||||||
|
break; |
||||||
|
|
||||||
|
case MOUSE_EVENT: |
||||||
|
{ |
||||||
|
switch (inBuf[i].Event.MouseEvent.dwEventFlags) |
||||||
|
{ |
||||||
|
case MOUSE_MOVED: |
||||||
|
{ |
||||||
|
m_mousePosX = inBuf[i].Event.MouseEvent.dwMousePosition.X; |
||||||
|
m_mousePosY = inBuf[i].Event.MouseEvent.dwMousePosition.Y; |
||||||
|
} |
||||||
|
break; |
||||||
|
|
||||||
|
case 0: |
||||||
|
{ |
||||||
|
for (int m = 0; m < 5; m++) |
||||||
|
m_mouseNewState[m] = (inBuf[i].Event.MouseEvent.dwButtonState & (1 << m)) > 0; |
||||||
|
|
||||||
|
} |
||||||
|
break; |
||||||
|
|
||||||
|
default: |
||||||
|
break; |
||||||
|
} |
||||||
|
} |
||||||
|
break; |
||||||
|
|
||||||
|
default: |
||||||
|
break; |
||||||
|
// We don't care just at the moment
|
||||||
|
} |
||||||
|
} |
||||||
|
|
||||||
|
for (int m = 0; m < 5; m++) |
||||||
|
{ |
||||||
|
m_mouse[m].bPressed = false; |
||||||
|
m_mouse[m].bReleased = false; |
||||||
|
|
||||||
|
if (m_mouseNewState[m] != m_mouseOldState[m]) |
||||||
|
{ |
||||||
|
if (m_mouseNewState[m]) |
||||||
|
{ |
||||||
|
m_mouse[m].bPressed = true; |
||||||
|
m_mouse[m].bHeld = true; |
||||||
|
} |
||||||
|
else |
||||||
|
{ |
||||||
|
m_mouse[m].bReleased = true; |
||||||
|
m_mouse[m].bHeld = false; |
||||||
|
} |
||||||
|
} |
||||||
|
|
||||||
|
m_mouseOldState[m] = m_mouseNewState[m]; |
||||||
|
} |
||||||
|
|
||||||
|
|
||||||
|
// Handle Frame Update
|
||||||
|
if (!OnUserUpdate(fElapsedTime)) |
||||||
|
m_bAtomActive = false; |
||||||
|
|
||||||
|
// Update Title & Present Screen Buffer
|
||||||
|
wchar_t s[256]; |
||||||
|
swprintf_s(s, 256, L"OneLoneCoder.com - Console Game Engine - %s - FPS: %3.2f - %d ", m_sAppName.c_str(), 1.0f / fElapsedTime, events); |
||||||
|
SetConsoleTitle(s); |
||||||
|
WriteConsoleOutput(m_hConsole, m_bufScreen, { (short)m_nScreenWidth, (short)m_nScreenHeight }, { 0,0 }, &m_rectWindow); |
||||||
|
} |
||||||
|
|
||||||
|
if (m_bEnableSound) |
||||||
|
{ |
||||||
|
// Close and Clean up audio system
|
||||||
|
} |
||||||
|
|
||||||
|
if (OnUserDestroy()) |
||||||
|
{ |
||||||
|
// User has permitted destroy, so exit and clean up
|
||||||
|
|
||||||
|
delete[] m_bufScreen; |
||||||
|
SetConsoleActiveScreenBuffer(m_hOriginalConsole); |
||||||
|
m_cvGameFinished.notify_one(); |
||||||
|
} |
||||||
|
else |
||||||
|
{ |
||||||
|
// User denied destroy for some reason, so continue running
|
||||||
|
m_bAtomActive = true; |
||||||
|
} |
||||||
|
} |
||||||
|
} |
||||||
|
|
||||||
|
|
||||||
|
// Optional for clean up
|
||||||
|
bool olcConsoleGameEngineOOP::OnUserDestroy() |
||||||
|
{ |
||||||
|
return true; |
||||||
|
} |
||||||
|
|
||||||
|
int olcConsoleGameEngineOOP::Error(const wchar_t *msg) |
||||||
|
{ |
||||||
|
wchar_t buf[256]; |
||||||
|
FormatMessage(FORMAT_MESSAGE_FROM_SYSTEM, NULL, GetLastError(), MAKELANGID(LANG_NEUTRAL, SUBLANG_DEFAULT), buf, 256, NULL); |
||||||
|
SetConsoleActiveScreenBuffer(m_hOriginalConsole); |
||||||
|
wprintf(L"ERROR: %s\n\t%s\n", msg, buf); |
||||||
|
return 0; |
||||||
|
} |
||||||
|
|
||||||
|
BOOL olcConsoleGameEngineOOP::CloseHandler(DWORD evt) |
||||||
|
{ |
||||||
|
// Note this gets called in a seperate OS thread, so it must
|
||||||
|
// only exit when the game has finished cleaning up, or else
|
||||||
|
// the process will be killed before OnUserDestroy() has finished
|
||||||
|
if (evt == CTRL_CLOSE_EVENT) |
||||||
|
{ |
||||||
|
m_bAtomActive = false; |
||||||
|
|
||||||
|
// Wait for thread to be exited
|
||||||
|
unique_lock<mutex> ul(m_muxGame); |
||||||
|
m_cvGameFinished.wait(ul); |
||||||
|
} |
||||||
|
return true; |
||||||
|
} |
||||||
|
|
||||||
|
unsigned int olcConsoleGameEngineOOP::LoadAudioSample(std::wstring sWavFile) |
||||||
|
{ |
||||||
|
if (!m_bEnableSound) |
||||||
|
return -1; |
||||||
|
|
||||||
|
olcAudioSample a(sWavFile); |
||||||
|
if (a.bSampleValid) |
||||||
|
{ |
||||||
|
vecAudioSamples.push_back(a); |
||||||
|
return vecAudioSamples.size(); |
||||||
|
} |
||||||
|
else |
||||||
|
return -1; |
||||||
|
} |
||||||
|
|
||||||
|
// Add sample 'id' to the mixers sounds to play list
|
||||||
|
void olcConsoleGameEngineOOP::PlaySample(int id, bool bLoop) |
||||||
|
{ |
||||||
|
listActiveSamples.push_back({ id, 0, false, bLoop }); |
||||||
|
} |
||||||
|
|
||||||
|
void StopSample(int id) |
||||||
|
{ |
||||||
|
|
||||||
|
} |
||||||
|
|
||||||
|
// The audio system uses by default a specific wave format
|
||||||
|
bool olcConsoleGameEngineOOP::CreateAudio(unsigned int nSampleRate, unsigned int nChannels, |
||||||
|
unsigned int nBlocks, unsigned int nBlockSamples) |
||||||
|
{ |
||||||
|
// Initialise Sound Engine
|
||||||
|
m_bAudioThreadActive = false; |
||||||
|
m_nSampleRate = nSampleRate; |
||||||
|
m_nChannels = nChannels; |
||||||
|
m_nBlockCount = nBlocks; |
||||||
|
m_nBlockSamples = nBlockSamples; |
||||||
|
m_nBlockFree = m_nBlockCount; |
||||||
|
m_nBlockCurrent = 0; |
||||||
|
m_pBlockMemory = nullptr; |
||||||
|
m_pWaveHeaders = nullptr; |
||||||
|
|
||||||
|
// Device is available
|
||||||
|
WAVEFORMATEX waveFormat; |
||||||
|
waveFormat.wFormatTag = WAVE_FORMAT_PCM; |
||||||
|
waveFormat.nSamplesPerSec = m_nSampleRate; |
||||||
|
waveFormat.wBitsPerSample = sizeof(short) * 8; |
||||||
|
waveFormat.nChannels = m_nChannels; |
||||||
|
waveFormat.nBlockAlign = (waveFormat.wBitsPerSample / 8) * waveFormat.nChannels; |
||||||
|
waveFormat.nAvgBytesPerSec = waveFormat.nSamplesPerSec * waveFormat.nBlockAlign; |
||||||
|
waveFormat.cbSize = 0; |
||||||
|
|
||||||
|
// Open Device if valid
|
||||||
|
if (waveOutOpen(&m_hwDevice, WAVE_MAPPER, &waveFormat, (DWORD_PTR)waveOutProcWrap, (DWORD_PTR)this, CALLBACK_FUNCTION) != S_OK) |
||||||
|
return DestroyAudio(); |
||||||
|
|
||||||
|
// Allocate Wave|Block Memory
|
||||||
|
m_pBlockMemory = new short[m_nBlockCount * m_nBlockSamples]; |
||||||
|
if (m_pBlockMemory == nullptr) |
||||||
|
return DestroyAudio(); |
||||||
|
ZeroMemory(m_pBlockMemory, sizeof(short) * m_nBlockCount * m_nBlockSamples); |
||||||
|
|
||||||
|
m_pWaveHeaders = new WAVEHDR[m_nBlockCount]; |
||||||
|
if (m_pWaveHeaders == nullptr) |
||||||
|
return DestroyAudio(); |
||||||
|
ZeroMemory(m_pWaveHeaders, sizeof(WAVEHDR) * m_nBlockCount); |
||||||
|
|
||||||
|
// Link headers to block memory
|
||||||
|
for (unsigned int n = 0; n < m_nBlockCount; n++) |
||||||
|
{ |
||||||
|
m_pWaveHeaders[n].dwBufferLength = m_nBlockSamples * sizeof(short); |
||||||
|
m_pWaveHeaders[n].lpData = (LPSTR)(m_pBlockMemory + (n * m_nBlockSamples)); |
||||||
|
} |
||||||
|
|
||||||
|
m_bAudioThreadActive = true; |
||||||
|
m_AudioThread = std::thread(&olcConsoleGameEngineOOP::AudioThread, this); |
||||||
|
|
||||||
|
// Start the ball rolling with the sound delivery thread
|
||||||
|
std::unique_lock<std::mutex> lm(m_muxBlockNotZero); |
||||||
|
m_cvBlockNotZero.notify_one(); |
||||||
|
return true; |
||||||
|
} |
||||||
|
|
||||||
|
// Stop and clean up audio system
|
||||||
|
bool olcConsoleGameEngineOOP::DestroyAudio() |
||||||
|
{ |
||||||
|
m_bAudioThreadActive = false; |
||||||
|
return false; |
||||||
|
} |
||||||
|
|
||||||
|
// Handler for soundcard request for more data
|
||||||
|
void olcConsoleGameEngineOOP::waveOutProc(HWAVEOUT hWaveOut, UINT uMsg, DWORD dwParam1, DWORD dwParam2) |
||||||
|
{ |
||||||
|
if (uMsg != WOM_DONE) return; |
||||||
|
m_nBlockFree++; |
||||||
|
std::unique_lock<std::mutex> lm(m_muxBlockNotZero); |
||||||
|
m_cvBlockNotZero.notify_one(); |
||||||
|
} |
||||||
|
|
||||||
|
// Static wrapper for sound card handler
|
||||||
|
void CALLBACK olcConsoleGameEngineOOP::waveOutProcWrap(HWAVEOUT hWaveOut, UINT uMsg, DWORD dwInstance, DWORD dwParam1, DWORD dwParam2) |
||||||
|
{ |
||||||
|
((olcConsoleGameEngineOOP*)dwInstance)->waveOutProc(hWaveOut, uMsg, dwParam1, dwParam2); |
||||||
|
} |
||||||
|
|
||||||
|
// Audio thread. This loop responds to requests from the soundcard to fill 'blocks'
|
||||||
|
// with audio data. If no requests are available it goes dormant until the sound
|
||||||
|
// card is ready for more data. The block is fille by the "user" in some manner
|
||||||
|
// and then issued to the soundcard.
|
||||||
|
void olcConsoleGameEngineOOP::AudioThread() |
||||||
|
{ |
||||||
|
m_fGlobalTime = 0.0f; |
||||||
|
float fTimeStep = 1.0f / (float)m_nSampleRate; |
||||||
|
|
||||||
|
// Goofy hack to get maximum integer for a type at run-time
|
||||||
|
short nMaxSample = (short)pow(2, (sizeof(short) * 8) - 1) - 1; |
||||||
|
float fMaxSample = (float)nMaxSample; |
||||||
|
short nPreviousSample = 0; |
||||||
|
|
||||||
|
while (m_bAudioThreadActive) |
||||||
|
{ |
||||||
|
// Wait for block to become available
|
||||||
|
if (m_nBlockFree == 0) |
||||||
|
{ |
||||||
|
std::unique_lock<std::mutex> lm(m_muxBlockNotZero); |
||||||
|
while (m_nBlockFree == 0) // sometimes, Windows signals incorrectly
|
||||||
|
m_cvBlockNotZero.wait(lm); |
||||||
|
} |
||||||
|
|
||||||
|
// Block is here, so use it
|
||||||
|
m_nBlockFree--; |
||||||
|
|
||||||
|
// Prepare block for processing
|
||||||
|
if (m_pWaveHeaders[m_nBlockCurrent].dwFlags & WHDR_PREPARED) |
||||||
|
waveOutUnprepareHeader(m_hwDevice, &m_pWaveHeaders[m_nBlockCurrent], sizeof(WAVEHDR)); |
||||||
|
|
||||||
|
short nNewSample = 0; |
||||||
|
int nCurrentBlock = m_nBlockCurrent * m_nBlockSamples; |
||||||
|
|
||||||
|
auto clip = [](float fSample, float fMax) |
||||||
|
{ |
||||||
|
if (fSample >= 0.0) |
||||||
|
return fmin(fSample, fMax); |
||||||
|
else |
||||||
|
return fmax(fSample, -fMax); |
||||||
|
}; |
||||||
|
|
||||||
|
for (unsigned int n = 0; n < m_nBlockSamples; n += m_nChannels) |
||||||
|
{ |
||||||
|
// User Process
|
||||||
|
for (unsigned int c = 0; c < m_nChannels; c++) |
||||||
|
{ |
||||||
|
nNewSample = (short)(clip(GetMixerOutput(c, m_fGlobalTime, fTimeStep), 1.0) * fMaxSample); |
||||||
|
m_pBlockMemory[nCurrentBlock + n + c] = nNewSample; |
||||||
|
nPreviousSample = nNewSample; |
||||||
|
} |
||||||
|
|
||||||
|
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
|
||||||
|
float olcConsoleGameEngineOOP::onUserSoundSample(int nChannel, float fGlobalTime, float fTimeStep) |
||||||
|
{ |
||||||
|
return 0.0f; |
||||||
|
} |
||||||
|
|
||||||
|
// Overriden by user if they want to manipulate the sound before it is played
|
||||||
|
float olcConsoleGameEngineOOP::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 olcConsoleGameEngineOOP::GetMixerOutput(int nChannel, float fGlobalTime, float fTimeStep) |
||||||
|
{ |
||||||
|
// Accumulate sample for this channel
|
||||||
|
float fMixerSample = 0.0f; |
||||||
|
|
||||||
|
for (auto &s : listActiveSamples) |
||||||
|
{ |
||||||
|
// Calculate sample position
|
||||||
|
s.nSamplePosition += (long)((float)vecAudioSamples[s.nAudioSampleID - 1].wavHeader.nSamplesPerSec * fTimeStep); |
||||||
|
|
||||||
|
// If sample position is valid add to the mix
|
||||||
|
if (s.nSamplePosition < vecAudioSamples[s.nAudioSampleID - 1].nSamples) |
||||||
|
fMixerSample += vecAudioSamples[s.nAudioSampleID - 1].fSample[(s.nSamplePosition * vecAudioSamples[s.nAudioSampleID - 1].nChannels) + nChannel]; |
||||||
|
else |
||||||
|
s.bFinished = true; // Else sound has completed
|
||||||
|
} |
||||||
|
|
||||||
|
// If sounds have completed then remove them
|
||||||
|
listActiveSamples.remove_if([](const sCurrentlyPlayingSample &s) {return s.bFinished; }); |
||||||
|
|
||||||
|
// The users application might be generating sound, so grab that if it exists
|
||||||
|
fMixerSample += onUserSoundSample(nChannel, fGlobalTime, fTimeStep); |
||||||
|
|
||||||
|
// Return the sample via an optional user override to filter the sound
|
||||||
|
return onUserSoundFilter(nChannel, fGlobalTime, fMixerSample); |
||||||
|
} |
||||||
|
|
||||||
|
|
||||||
|
atomic<bool> olcConsoleGameEngineOOP::m_bAtomActive = false; |
||||||
|
condition_variable olcConsoleGameEngineOOP::m_cvGameFinished; |
||||||
|
mutex olcConsoleGameEngineOOP::m_muxGame; |
@ -0,0 +1,601 @@ |
|||||||
|
/*
|
||||||
|
OneLoneCoder.com - Command Line Game Engine |
||||||
|
"Who needs a frame buffer?" - @Javidx9 |
||||||
|
|
||||||
|
The Original & Best :P (in OOP form) |
||||||
|
|
||||||
|
License |
||||||
|
~~~~~~~ |
||||||
|
One Lone Coder Console Game Engine Copyright (C) 2018 Javidx9 |
||||||
|
This program comes with ABSOLUTELY NO WARRANTY. |
||||||
|
This is free software, and you are welcome to redistribute it |
||||||
|
under certain conditions; See license for details. |
||||||
|
|
||||||
|
Original works located at: |
||||||
|
https://www.github.com/onelonecoder
|
||||||
|
https://www.onelonecoder.com
|
||||||
|
https://www.youtube.com/javidx9
|
||||||
|
|
||||||
|
GNU GPLv3 |
||||||
|
https://github.com/OneLoneCoder/videos/blob/master/LICENSE
|
||||||
|
|
||||||
|
Disclaimer |
||||||
|
~~~~~~~~~~ |
||||||
|
I don't care what you use this for. It's intended to be educational, and perhaps |
||||||
|
to the oddly minded - a little bit of fun. Please hack this, change it and use it |
||||||
|
in any way you see fit. BUT, you acknowledge that I am not responsible for anything |
||||||
|
bad that happens as a result of your actions. However, if good stuff happens, I |
||||||
|
would appreciate a shout out, or at least give the blog some publicity for me. |
||||||
|
Cheers! |
||||||
|
|
||||||
|
Background |
||||||
|
~~~~~~~~~~ |
||||||
|
If you've seen any of my videos - I like to do things using the windows console. It's quick |
||||||
|
and easy, and allows you to focus on just the code that matters - ideal when you're |
||||||
|
experimenting. Thing is, I have to keep doing the same initialisation and display code |
||||||
|
each time, so this class wraps that up. |
||||||
|
|
||||||
|
Author |
||||||
|
~~~~~~ |
||||||
|
Twitter: @javidx9 http://twitter.com/javidx9
|
||||||
|
Blog: http://www.onelonecoder.com
|
||||||
|
YouTube: http://www.youtube.com/javidx9
|
||||||
|
|
||||||
|
Videos: |
||||||
|
~~~~~~ |
||||||
|
Original: https://youtu.be/cWc0hgYwZyc
|
||||||
|
Added mouse support: https://youtu.be/tdqc9hZhHxM
|
||||||
|
Beginners Guide: https://youtu.be/u5BhrA8ED0o
|
||||||
|
|
||||||
|
Shout Outs! |
||||||
|
~~~~~~~~~~~ |
||||||
|
Thanks to cool people who helped with testing, bug-finding and fixing! |
||||||
|
YouTube: wowLinh, JavaJack59, idkwid, kingtatgi |
||||||
|
|
||||||
|
Last Updated: 02/07/2018 |
||||||
|
|
||||||
|
Usage: |
||||||
|
~~~~~~ |
||||||
|
This class is abstract, so you must inherit from it. Override the OnUserCreate() function |
||||||
|
with all the stuff you need for your application (for thready reasons it's best to do |
||||||
|
this in this function and not your class constructor). Override the OnUserUpdate(float fElapsedTime) |
||||||
|
function with the good stuff, it gives you the elapsed time since the last call so you |
||||||
|
can modify your stuff dynamically. Both functions should return true, unless you need |
||||||
|
the application to close. |
||||||
|
|
||||||
|
int main() |
||||||
|
{ |
||||||
|
// Use olcConsoleGameEngine derived app
|
||||||
|
OneLoneCoder_Example game; |
||||||
|
|
||||||
|
// Create a console with resolution 160x100 characters
|
||||||
|
// Each character occupies 8x8 pixels
|
||||||
|
game.ConstructConsole(160, 100, 8, 8); |
||||||
|
|
||||||
|
// Start the engine!
|
||||||
|
game.Start(); |
||||||
|
|
||||||
|
return 0; |
||||||
|
} |
||||||
|
|
||||||
|
Input is also handled for you - interrogate the m_keys[] array with the virtual |
||||||
|
keycode you want to know about. bPressed is set for the frame the key is pressed down |
||||||
|
in, bHeld is set if the key is held down, bReleased is set for the frame the key |
||||||
|
is released in. The same applies to mouse! m_mousePosX and Y can be used to get |
||||||
|
the current cursor position, and m_mouse[1..5] returns the mouse buttons. |
||||||
|
|
||||||
|
The draw routines treat characters like pixels. By default they are set to white solid |
||||||
|
blocks - but you can draw any unicode character, using any of the colours listed below. |
||||||
|
|
||||||
|
There may be bugs! |
||||||
|
|
||||||
|
See my other videos for examples! |
||||||
|
http://www.youtube.com/javidx9
|
||||||
|
|
||||||
|
Lots of programs to try: |
||||||
|
http://www.github.com/OneLoneCoder/videos
|
||||||
|
|
||||||
|
Chat on the Discord server: |
||||||
|
https://discord.gg/WhwHUMV
|
||||||
|
|
||||||
|
Be bored by Twitch: |
||||||
|
http://www.twitch.tv/javidx9
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
bool IsWin8OrLater() |
||||||
|
{ |
||||||
|
DWORD version = GetVersion(); |
||||||
|
DWORD major = (DWORD) (LOBYTE(LOWORD(version))); |
||||||
|
DWORD minor = (DWORD) (HIBYTE(LOWORD(version))); |
||||||
|
|
||||||
|
return (major > 6) || ((major == 6) && (minor >= 2) && (minor < 4)); |
||||||
|
} |
||||||
|
|
||||||
|
*/ |
||||||
|
|
||||||
|
#pragma once |
||||||
|
#pragma comment(lib, "winmm.lib") |
||||||
|
|
||||||
|
#ifndef UNICODE |
||||||
|
#error Please enable UNICODE for your compiler! VS: Project Properties -> General -> \ |
||||||
|
Character Set -> Use Unicode. Thanks! - Javidx9 |
||||||
|
#endif |
||||||
|
|
||||||
|
#include <iostream> |
||||||
|
#include <chrono> |
||||||
|
#include <vector> |
||||||
|
#include <list> |
||||||
|
#include <thread> |
||||||
|
#include <atomic> |
||||||
|
#include <condition_variable> |
||||||
|
#include <sstream> |
||||||
|
#include <streambuf> |
||||||
|
using namespace std; |
||||||
|
|
||||||
|
#include <windows.h> |
||||||
|
|
||||||
|
|
||||||
|
enum COLOUR |
||||||
|
{ |
||||||
|
FG_BLACK = 0x0000, |
||||||
|
FG_DARK_BLUE = 0x0001, |
||||||
|
FG_DARK_GREEN = 0x0002, |
||||||
|
FG_DARK_CYAN = 0x0003, |
||||||
|
FG_DARK_RED = 0x0004, |
||||||
|
FG_DARK_MAGENTA = 0x0005, |
||||||
|
FG_DARK_YELLOW = 0x0006, |
||||||
|
FG_GREY = 0x0007, // Thanks MS :-/
|
||||||
|
FG_DARK_GREY = 0x0008, |
||||||
|
FG_BLUE = 0x0009, |
||||||
|
FG_GREEN = 0x000A, |
||||||
|
FG_CYAN = 0x000B, |
||||||
|
FG_RED = 0x000C, |
||||||
|
FG_MAGENTA = 0x000D, |
||||||
|
FG_YELLOW = 0x000E, |
||||||
|
FG_WHITE = 0x000F, |
||||||
|
BG_BLACK = 0x0000, |
||||||
|
BG_DARK_BLUE = 0x0010, |
||||||
|
BG_DARK_GREEN = 0x0020, |
||||||
|
BG_DARK_CYAN = 0x0030, |
||||||
|
BG_DARK_RED = 0x0040, |
||||||
|
BG_DARK_MAGENTA = 0x0050, |
||||||
|
BG_DARK_YELLOW = 0x0060, |
||||||
|
BG_GREY = 0x0070, |
||||||
|
BG_DARK_GREY = 0x0080, |
||||||
|
BG_BLUE = 0x0090, |
||||||
|
BG_GREEN = 0x00A0, |
||||||
|
BG_CYAN = 0x00B0, |
||||||
|
BG_RED = 0x00C0, |
||||||
|
BG_MAGENTA = 0x00D0, |
||||||
|
BG_YELLOW = 0x00E0, |
||||||
|
BG_WHITE = 0x00F0, |
||||||
|
}; |
||||||
|
|
||||||
|
enum PIXEL_TYPE |
||||||
|
{ |
||||||
|
PIXEL_SOLID = 0x2588, |
||||||
|
PIXEL_THREEQUARTERS = 0x2593, |
||||||
|
PIXEL_HALF = 0x2592, |
||||||
|
PIXEL_QUARTER = 0x2591, |
||||||
|
}; |
||||||
|
|
||||||
|
class olcSprite |
||||||
|
{ |
||||||
|
public: |
||||||
|
olcSprite() |
||||||
|
{ |
||||||
|
|
||||||
|
} |
||||||
|
|
||||||
|
olcSprite(int w, int h) |
||||||
|
{ |
||||||
|
Create(w, h); |
||||||
|
} |
||||||
|
|
||||||
|
olcSprite(wstring sFile) |
||||||
|
{ |
||||||
|
if (!Load(sFile)) |
||||||
|
Create(8, 8); |
||||||
|
} |
||||||
|
|
||||||
|
int nWidth = 0; |
||||||
|
int nHeight = 0; |
||||||
|
|
||||||
|
private: |
||||||
|
wchar_t *m_Glyphs = nullptr; |
||||||
|
short *m_Colours = nullptr; |
||||||
|
|
||||||
|
void Create(int w, int h) |
||||||
|
{ |
||||||
|
nWidth = w; |
||||||
|
nHeight = h; |
||||||
|
m_Glyphs = new wchar_t[w*h]; |
||||||
|
m_Colours = new short[w*h]; |
||||||
|
for (int i = 0; i < w*h; i++) |
||||||
|
{ |
||||||
|
m_Glyphs[i] = L' '; |
||||||
|
m_Colours[i] = FG_BLACK; |
||||||
|
} |
||||||
|
} |
||||||
|
|
||||||
|
public: |
||||||
|
void SetGlyph(int x, int y, wchar_t c) |
||||||
|
{ |
||||||
|
if (x <0 || x >= nWidth || y < 0 || y >= nHeight) |
||||||
|
return; |
||||||
|
else |
||||||
|
m_Glyphs[y * nWidth + x] = c; |
||||||
|
} |
||||||
|
|
||||||
|
void SetColour(int x, int y, short c) |
||||||
|
{ |
||||||
|
if (x <0 || x >= nWidth || y < 0 || y >= nHeight) |
||||||
|
return; |
||||||
|
else |
||||||
|
m_Colours[y * nWidth + x] = c; |
||||||
|
} |
||||||
|
|
||||||
|
wchar_t GetGlyph(int x, int y) |
||||||
|
{ |
||||||
|
if (x <0 || x >= nWidth || y < 0 || y >= nHeight) |
||||||
|
return L' '; |
||||||
|
else |
||||||
|
return m_Glyphs[y * nWidth + x]; |
||||||
|
} |
||||||
|
|
||||||
|
short GetColour(int x, int y) |
||||||
|
{ |
||||||
|
if (x <0 || x >= nWidth || y < 0 || y >= nHeight) |
||||||
|
return FG_BLACK; |
||||||
|
else |
||||||
|
return m_Colours[y * nWidth + x]; |
||||||
|
} |
||||||
|
|
||||||
|
wchar_t SampleGlyph(float x, float y) |
||||||
|
{ |
||||||
|
int sx = (int)(x * (float)nWidth); |
||||||
|
int sy = (int)(y * (float)nHeight - 1.0f); |
||||||
|
if (sx <0 || sx >= nWidth || sy < 0 || sy >= nHeight) |
||||||
|
return L' '; |
||||||
|
else |
||||||
|
return m_Glyphs[sy * nWidth + sx]; |
||||||
|
} |
||||||
|
|
||||||
|
short SampleColour(float x, float y) |
||||||
|
{ |
||||||
|
int sx = (int)(x * (float)nWidth); |
||||||
|
int sy = (int)(y * (float)nHeight - 1.0f); |
||||||
|
if (sx <0 || sx >= nWidth || sy < 0 || sy >= nHeight) |
||||||
|
return FG_BLACK; |
||||||
|
else |
||||||
|
return m_Colours[sy * nWidth + sx]; |
||||||
|
} |
||||||
|
|
||||||
|
bool Save(wstring sFile) |
||||||
|
{ |
||||||
|
FILE *f = nullptr; |
||||||
|
_wfopen_s(&f, sFile.c_str(), L"wb"); |
||||||
|
if (f == nullptr) |
||||||
|
return false; |
||||||
|
|
||||||
|
fwrite(&nWidth, sizeof(int), 1, f); |
||||||
|
fwrite(&nHeight, sizeof(int), 1, f); |
||||||
|
fwrite(m_Colours, sizeof(short), nWidth * nHeight, f); |
||||||
|
fwrite(m_Glyphs, sizeof(wchar_t), nWidth * nHeight, f); |
||||||
|
|
||||||
|
fclose(f); |
||||||
|
|
||||||
|
return true; |
||||||
|
} |
||||||
|
|
||||||
|
bool Load(wstring sFile) |
||||||
|
{ |
||||||
|
delete[] m_Glyphs; |
||||||
|
delete[] m_Colours; |
||||||
|
nWidth = 0; |
||||||
|
nHeight = 0; |
||||||
|
|
||||||
|
FILE *f = nullptr; |
||||||
|
_wfopen_s(&f, sFile.c_str(), L"rb"); |
||||||
|
if (f == nullptr) |
||||||
|
return false; |
||||||
|
|
||||||
|
fread(&nWidth, sizeof(int), 1, f); |
||||||
|
fread(&nHeight, sizeof(int), 1, f); |
||||||
|
|
||||||
|
Create(nWidth, nHeight); |
||||||
|
|
||||||
|
fread(m_Colours, sizeof(short), nWidth * nHeight, f); |
||||||
|
fread(m_Glyphs, sizeof(wchar_t), nWidth * nHeight, f); |
||||||
|
|
||||||
|
fclose(f); |
||||||
|
return true; |
||||||
|
} |
||||||
|
|
||||||
|
bool LoadFromResource(unsigned int id) |
||||||
|
{ |
||||||
|
HRSRC res = FindResource(NULL, MAKEINTRESOURCE(id), RT_RCDATA); |
||||||
|
if (!res) return false; |
||||||
|
|
||||||
|
HGLOBAL res_handle = LoadResource(NULL, res); |
||||||
|
if (!res_handle) return false; |
||||||
|
|
||||||
|
char* res_data = (char*)LockResource(res_handle); |
||||||
|
DWORD res_size = SizeofResource(NULL, res); |
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
istringstream iss(res_data); |
||||||
|
istream *is = &iss; |
||||||
|
|
||||||
|
delete[] m_Glyphs; |
||||||
|
delete[] m_Colours; |
||||||
|
nWidth = 0; |
||||||
|
nHeight = 0; |
||||||
|
|
||||||
|
is->read((char*)&nWidth, sizeof(int) * 1); |
||||||
|
is->read((char*)&nHeight, sizeof(int) * 1); |
||||||
|
|
||||||
|
Create(nWidth, nHeight); |
||||||
|
|
||||||
|
iss.read((char*)m_Colours, sizeof(short) * nWidth * nHeight);
|
||||||
|
iss.read((char*)m_Glyphs, sizeof(wchar_t) * nWidth * nHeight); |
||||||
|
|
||||||
|
|
||||||
|
return true; |
||||||
|
} |
||||||
|
|
||||||
|
}; |
||||||
|
|
||||||
|
|
||||||
|
class olcConsoleGameEngineOOP |
||||||
|
{ |
||||||
|
public: |
||||||
|
olcConsoleGameEngineOOP(); |
||||||
|
~olcConsoleGameEngineOOP(); |
||||||
|
|
||||||
|
public: |
||||||
|
int ConstructConsole(int width, int height, int fontw, int fonth); |
||||||
|
void Start(); |
||||||
|
|
||||||
|
public: |
||||||
|
virtual void Draw(int x, int y, wchar_t c = 0x2588, short col = 0x000F); |
||||||
|
void Fill(int x1, int y1, int x2, int y2, wchar_t c = 0x2588, short col = 0x000F); |
||||||
|
void DrawString(int x, int y, wstring c, short col = 0x000F); |
||||||
|
void DrawStringAlpha(int x, int y, wstring c, short col = 0x000F); |
||||||
|
void Clip(int &x, int &y); |
||||||
|
void DrawLine(int x1, int y1, int x2, int y2, wchar_t c = 0x2588, short col = 0x000F); |
||||||
|
void DrawCircle(int xc, int yc, int r, wchar_t c = 0x2588, short col = 0x000F); |
||||||
|
void FillCircle(int xc, int yc, int r, wchar_t c = 0x2588, short col = 0x000F); |
||||||
|
void DrawSprite(int x, int y, olcSprite *sprite); |
||||||
|
void DrawPartialSprite(int x, int y, olcSprite *sprite, int ox, int oy, int w, int h); |
||||||
|
void DrawWireFrameModel(const vector<pair<float, float>> &vecModelCoordinates, float x, float y, float r = 0.0f, float s = 1.0f, short col = FG_WHITE, wchar_t c = PIXEL_SOLID); |
||||||
|
int ScreenWidth(); |
||||||
|
int ScreenHeight(); |
||||||
|
|
||||||
|
private: |
||||||
|
void GameThread(); |
||||||
|
|
||||||
|
protected: |
||||||
|
// User MUST OVERRIDE THESE!!
|
||||||
|
virtual bool OnUserCreate() = 0; |
||||||
|
virtual bool OnUserUpdate(float fElapsedTime) = 0; |
||||||
|
|
||||||
|
// Optional for clean up
|
||||||
|
virtual bool OnUserDestroy(); |
||||||
|
|
||||||
|
|
||||||
|
int Error(const wchar_t *msg); |
||||||
|
static BOOL CloseHandler(DWORD evt); |
||||||
|
|
||||||
|
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: |
||||||
|
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); |
||||||
|
|
||||||
|
// Add sample 'id' to the mixers sounds to play list
|
||||||
|
void PlaySample(int id, bool bLoop = false); |
||||||
|
|
||||||
|
void StopSample(int id); |
||||||
|
|
||||||
|
// The audio system uses by default a specific wave format
|
||||||
|
bool CreateAudio(unsigned int nSampleRate = 44100, unsigned int nChannels = 1, |
||||||
|
unsigned int nBlocks = 8, unsigned int nBlockSamples = 512); |
||||||
|
|
||||||
|
// Stop and clean up audio system
|
||||||
|
bool DestroyAudio(); |
||||||
|
|
||||||
|
// Handler for soundcard request for more data
|
||||||
|
void waveOutProc(HWAVEOUT hWaveOut, UINT uMsg, DWORD dwParam1, DWORD dwParam2); |
||||||
|
|
||||||
|
// Static wrapper for sound card handler
|
||||||
|
static void CALLBACK waveOutProcWrap(HWAVEOUT hWaveOut, UINT uMsg, DWORD dwInstance, DWORD dwParam1, DWORD dwParam2); |
||||||
|
|
||||||
|
// Audio thread. This loop responds to requests from the soundcard to fill 'blocks'
|
||||||
|
// with audio data. If no requests are available it goes dormant until the sound
|
||||||
|
// card is ready for more data. The block is fille by the "user" in some manner
|
||||||
|
// and then issued to the soundcard.
|
||||||
|
void AudioThread(); |
||||||
|
|
||||||
|
// Overridden by user if they want to generate sound in real-time
|
||||||
|
virtual float onUserSoundSample(int nChannel, float fGlobalTime, float fTimeStep); |
||||||
|
|
||||||
|
// Overriden by user if they want to manipulate the sound before it is played
|
||||||
|
virtual float onUserSoundFilter(int nChannel, float fGlobalTime, float fSample); |
||||||
|
|
||||||
|
// The Sound Mixer - If the user wants to play many sounds simultaneously, and
|
||||||
|
// perhaps the same sound overlapping itself, then you need a mixer, which
|
||||||
|
// takes input from all sound sources for that audio frame. This mixer maintains
|
||||||
|
// a list of sound locations for all concurrently playing audio samples. Instead
|
||||||
|
// of duplicating audio data, we simply store the fact that a sound sample is in
|
||||||
|
// use and an offset into its sample data. As time progresses we update this offset
|
||||||
|
// until it is beyound the length of the sound sample it is attached to. At this
|
||||||
|
// point we remove the playing souind from the list.
|
||||||
|
//
|
||||||
|
// Additionally, the users application may want to generate sound instead of just
|
||||||
|
// playing audio clips (think a synthesizer for example) in whcih case we also
|
||||||
|
// provide an "onUser..." event to allow the user to return a sound for that point
|
||||||
|
// in time.
|
||||||
|
//
|
||||||
|
// Finally, before the sound is issued to the operating system for performing, the
|
||||||
|
// user gets one final chance to "filter" the sound, perhaps changing the volume
|
||||||
|
// or adding funky effects
|
||||||
|
float GetMixerOutput(int nChannel, float fGlobalTime, float fTimeStep); |
||||||
|
|
||||||
|
protected: |
||||||
|
int m_nScreenWidth; |
||||||
|
int m_nScreenHeight; |
||||||
|
CHAR_INFO *m_bufScreen; |
||||||
|
wstring m_sAppName; |
||||||
|
HANDLE m_hOriginalConsole; |
||||||
|
CONSOLE_SCREEN_BUFFER_INFO m_OriginalConsoleInfo; |
||||||
|
HANDLE m_hConsole; |
||||||
|
HANDLE m_hConsoleIn; |
||||||
|
SMALL_RECT m_rectWindow; |
||||||
|
short m_keyOldState[256] = { 0 }; |
||||||
|
short m_keyNewState[256] = { 0 }; |
||||||
|
bool m_mouseOldState[5] = { 0 }; |
||||||
|
bool m_mouseNewState[5] = { 0 }; |
||||||
|
bool m_bConsoleInFocus = true; |
||||||
|
|
||||||
|
bool m_bEnableSound = false; |
||||||
|
unsigned int m_nSampleRate; |
||||||
|
unsigned int m_nChannels; |
||||||
|
unsigned int m_nBlockCount; |
||||||
|
unsigned int m_nBlockSamples; |
||||||
|
unsigned int m_nBlockCurrent; |
||||||
|
short* m_pBlockMemory = nullptr; |
||||||
|
WAVEHDR *m_pWaveHeaders = nullptr; |
||||||
|
HWAVEOUT m_hwDevice = nullptr; |
||||||
|
std::thread m_AudioThread; |
||||||
|
std::atomic<bool> m_bAudioThreadActive = false; |
||||||
|
std::atomic<unsigned int> m_nBlockFree = 0; |
||||||
|
std::condition_variable m_cvBlockNotZero; |
||||||
|
std::mutex m_muxBlockNotZero; |
||||||
|
std::atomic<float> m_fGlobalTime = 0.0f; |
||||||
|
|
||||||
|
static atomic<bool> m_bAtomActive; |
||||||
|
static condition_variable m_cvGameFinished; |
||||||
|
static mutex m_muxGame; |
||||||
|
}; |
||||||
|
|
File diff suppressed because it is too large
Load Diff
Loading…
Reference in new issue