Added Updated and New Versions of olcConsoleGameEngine

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Javidx9 7 years ago committed by GitHub
parent 375e33b5e0
commit b3045ee397
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  1. 530
      olcConsoleGameEngine.h
  2. 2066
      olcConsoleGameEngineGL.h
  3. 1626
      olcConsoleGameEngineGLOOP.cpp
  4. 619
      olcConsoleGameEngineGLOOP.h
  5. 807
      olcConsoleGameEngineOOP.cpp
  6. 601
      olcConsoleGameEngineOOP.h
  7. 1175
      olcConsoleGameEngineSDL.h

@ -2,6 +2,8 @@
OneLoneCoder.com - Command Line Game Engine OneLoneCoder.com - Command Line Game Engine
"Who needs a frame buffer?" - @Javidx9 "Who needs a frame buffer?" - @Javidx9
The Original & Best :P
License License
~~~~~~~ ~~~~~~~
One Lone Coder Console Game Engine Copyright (C) 2018 Javidx9 One Lone Coder Console Game Engine Copyright (C) 2018 Javidx9
@ -53,7 +55,7 @@ Shout Outs!
Thanks to cool people who helped with testing, bug-finding and fixing! Thanks to cool people who helped with testing, bug-finding and fixing!
wowLinh, JavaJack59, idkwid, kingtatgi, Return Null, CPP Guy, MaGetzUb wowLinh, JavaJack59, idkwid, kingtatgi, Return Null, CPP Guy, MaGetzUb
Last Updated: 27/05/2018 Last Updated: 02/07/2018
Usage: Usage:
~~~~~~ ~~~~~~
@ -105,12 +107,11 @@ http://www.twitch.tv/javidx9
*/ */
#pragma once #pragma once
#pragma comment(lib, "winmm.lib")
#ifndef UNICODE #ifndef UNICODE
#error Please enable UNICODE for your compiler! VS: Project Properties -> General -> \ #error 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 Character Set -> Use Unicode. Thanks! - Javidx9
#define UNICODE
#define _UNICODE
#endif #endif
#include <windows.h> #include <windows.h>
@ -122,10 +123,6 @@ Character Set -> Use Unicode. Thanks! For now, I'll try enabling it for you - Ja
#include <thread> #include <thread>
#include <atomic> #include <atomic>
#include <condition_variable> #include <condition_variable>
using namespace std;
enum COLOUR enum COLOUR
{ {
@ -184,7 +181,7 @@ public:
Create(w, h); Create(w, h);
} }
olcSprite(wstring sFile) olcSprite(std::wstring sFile)
{ {
if (!Load(sFile)) if (!Load(sFile))
Create(8, 8); Create(8, 8);
@ -194,14 +191,14 @@ public:
int nHeight = 0; int nHeight = 0;
private: private:
wchar_t *m_Glyphs = nullptr; short *m_Glyphs = nullptr;
short *m_Colours = nullptr; short *m_Colours = nullptr;
void Create(int w, int h) void Create(int w, int h)
{ {
nWidth = w; nWidth = w;
nHeight = h; nHeight = h;
m_Glyphs = new wchar_t[w*h]; m_Glyphs = new short[w*h];
m_Colours = new short[w*h]; m_Colours = new short[w*h];
for (int i = 0; i < w*h; i++) for (int i = 0; i < w*h; i++)
{ {
@ -211,7 +208,7 @@ private:
} }
public: public:
void SetGlyph(int x, int y, wchar_t c) void SetGlyph(int x, int y, short c)
{ {
if (x <0 || x >= nWidth || y < 0 || y >= nHeight) if (x <0 || x >= nWidth || y < 0 || y >= nHeight)
return; return;
@ -227,7 +224,7 @@ public:
m_Colours[y * nWidth + x] = c; m_Colours[y * nWidth + x] = c;
} }
wchar_t GetGlyph(int x, int y) short GetGlyph(int x, int y)
{ {
if (x <0 || x >= nWidth || y < 0 || y >= nHeight) if (x <0 || x >= nWidth || y < 0 || y >= nHeight)
return L' '; return L' ';
@ -243,7 +240,7 @@ public:
return m_Colours[y * nWidth + x]; return m_Colours[y * nWidth + x];
} }
wchar_t SampleGlyph(float x, float y) short SampleGlyph(float x, float y)
{ {
int sx = (int)(x * (float)nWidth); int sx = (int)(x * (float)nWidth);
int sy = (int)(y * (float)nHeight-1.0f); int sy = (int)(y * (float)nHeight-1.0f);
@ -263,7 +260,7 @@ public:
return m_Colours[sy * nWidth + sx]; return m_Colours[sy * nWidth + sx];
} }
bool Save(wstring sFile) bool Save(std::wstring sFile)
{ {
FILE *f = nullptr; FILE *f = nullptr;
_wfopen_s(&f, sFile.c_str(), L"wb"); _wfopen_s(&f, sFile.c_str(), L"wb");
@ -273,14 +270,14 @@ public:
fwrite(&nWidth, sizeof(int), 1, f); fwrite(&nWidth, sizeof(int), 1, f);
fwrite(&nHeight, sizeof(int), 1, f); fwrite(&nHeight, sizeof(int), 1, f);
fwrite(m_Colours, sizeof(short), nWidth * nHeight, f); fwrite(m_Colours, sizeof(short), nWidth * nHeight, f);
fwrite(m_Glyphs, sizeof(wchar_t), nWidth * nHeight, f); fwrite(m_Glyphs, sizeof(short), nWidth * nHeight, f);
fclose(f); fclose(f);
return true; return true;
} }
bool Load(wstring sFile) bool Load(std::wstring sFile)
{ {
delete[] m_Glyphs; delete[] m_Glyphs;
delete[] m_Colours; delete[] m_Colours;
@ -292,21 +289,19 @@ public:
if (f == nullptr) if (f == nullptr)
return false; return false;
fread(&nWidth, sizeof(int), 1, f); std::fread(&nWidth, sizeof(int), 1, f);
fread(&nHeight, sizeof(int), 1, f); std::fread(&nHeight, sizeof(int), 1, f);
Create(nWidth, nHeight); Create(nWidth, nHeight);
fread(m_Colours, sizeof(short), nWidth * nHeight, f); std::fread(m_Colours, sizeof(short), nWidth * nHeight, f);
fread(m_Glyphs, sizeof(wchar_t), nWidth * nHeight, f); std::fread(m_Glyphs, sizeof(short), nWidth * nHeight, f);
fclose(f); std::fclose(f);
return true; return true;
} }
}; };
class olcConsoleGameEngine class olcConsoleGameEngine
{ {
public: public:
@ -318,15 +313,22 @@ public:
m_hConsole = GetStdHandle(STD_OUTPUT_HANDLE); m_hConsole = GetStdHandle(STD_OUTPUT_HANDLE);
m_hConsoleIn = GetStdHandle(STD_INPUT_HANDLE); m_hConsoleIn = GetStdHandle(STD_INPUT_HANDLE);
memset(m_keyNewState, 0, 256 * sizeof(short)); std::memset(m_keyNewState, 0, 256 * sizeof(short));
memset(m_keyOldState, 0, 256 * sizeof(short)); std::memset(m_keyOldState, 0, 256 * sizeof(short));
memset(m_keys, 0, 256 * sizeof(sKeyState)); std::memset(m_keys, 0, 256 * sizeof(sKeyState));
m_mousePosX = 0; m_mousePosX = 0;
m_mousePosY = 0; m_mousePosY = 0;
m_bEnableSound = false;
m_sAppName = L"Default"; m_sAppName = L"Default";
} }
void EnableSound()
{
m_bEnableSound = true;
}
int ConstructConsole(int width, int height, int fontw, int fonth) int ConstructConsole(int width, int height, int fontw, int fonth)
{ {
if (m_hConsole == INVALID_HANDLE_VALUE) if (m_hConsole == INVALID_HANDLE_VALUE)
@ -377,10 +379,10 @@ public:
//if ((major > 6) || ((major == 6) && (minor >= 2) && (minor < 4))) //if ((major > 6) || ((major == 6) && (minor >= 2) && (minor < 4)))
// wcscpy_s(cfi.FaceName, L"Raster"); // Windows 8 :( // wcscpy_s(cfi.FaceName, L"Raster"); // Windows 8 :(
//else //else
wcscpy_s(cfi.FaceName, L"Lucida Console"); // Everything else :P // wcscpy_s(cfi.FaceName, L"Lucida Console"); // Everything else :P
//wcscpy_s(cfi.FaceName, L"Liberation Mono"); //wcscpy_s(cfi.FaceName, L"Liberation Mono");
//wcscpy_s(cfi.FaceName, L"Consolas"); wcscpy_s(cfi.FaceName, L"Consolas");
if (!SetCurrentConsoleFontEx(m_hConsole, false, &cfi)) if (!SetCurrentConsoleFontEx(m_hConsole, false, &cfi))
return Error(L"SetCurrentConsoleFontEx"); return Error(L"SetCurrentConsoleFontEx");
@ -411,7 +413,7 @@ public:
return 1; return 1;
} }
virtual void Draw(int x, int y, wchar_t c = 0x2588, short col = 0x000F) virtual void Draw(int x, int y, short c = 0x2588, short col = 0x000F)
{ {
if (x >= 0 && x < m_nScreenWidth && y >= 0 && y < m_nScreenHeight) if (x >= 0 && x < m_nScreenWidth && y >= 0 && y < m_nScreenHeight)
{ {
@ -420,7 +422,7 @@ public:
} }
} }
void Fill(int x1, int y1, int x2, int y2, wchar_t c = 0x2588, short col = 0x000F) void Fill(int x1, int y1, int x2, int y2, short c = 0x2588, short col = 0x000F)
{ {
Clip(x1, y1); Clip(x1, y1);
Clip(x2, y2); Clip(x2, y2);
@ -429,7 +431,7 @@ public:
Draw(x, y, c, col); Draw(x, y, c, col);
} }
void DrawString(int x, int y, wstring c, short col = 0x000F) void DrawString(int x, int y, std::wstring c, short col = 0x000F)
{ {
for (size_t i = 0; i < c.size(); i++) for (size_t i = 0; i < c.size(); i++)
{ {
@ -438,7 +440,7 @@ public:
} }
} }
void DrawStringAlpha(int x, int y, wstring c, short col = 0x000F) void DrawStringAlpha(int x, int y, std::wstring c, short col = 0x000F)
{ {
for (size_t i = 0; i < c.size(); i++) for (size_t i = 0; i < c.size(); i++)
{ {
@ -458,7 +460,7 @@ public:
if (y >= m_nScreenHeight) y = m_nScreenHeight; if (y >= m_nScreenHeight) y = m_nScreenHeight;
} }
void DrawLine(int x1, int y1, int x2, int y2, wchar_t c = 0x2588, short col = 0x000F) void DrawLine(int x1, int y1, int x2, int y2, short c = 0x2588, short col = 0x000F)
{ {
int x, y, dx, dy, dx1, dy1, px, py, xe, ye, i; int x, y, dx, dy, dx1, dy1, px, py, xe, ye, i;
dx = x2 - x1; dy = y2 - y1; dx = x2 - x1; dy = y2 - y1;
@ -510,7 +512,7 @@ public:
} }
} }
void DrawTriangle(int x1, int y1, int x2, int y2, int x3, int y3, 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)
{ {
DrawLine(x1, y1, x2, y2, c, col); DrawLine(x1, y1, x2, y2, c, col);
DrawLine(x2, y2, x3, y3, c, col); DrawLine(x2, y2, x3, y3, c, col);
@ -518,7 +520,7 @@ public:
} }
// https://www.avrfreaks.net/sites/default/files/triangles.c // https://www.avrfreaks.net/sites/default/files/triangles.c
void FillTriangle(int x1, int y1, int x2, int y2, int x3, int y3, wchar_t 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)
{ {
auto SWAP = [](int &x, int &y) { int t = x; x = y; y = t; }; auto SWAP = [](int &x, int &y) { int t = x; x = y; y = t; };
auto drawline = [&](int sx, int ex, int ny) { for (int i = sx; i <= ex; i++) Draw(i, ny, c, col); }; auto drawline = [&](int sx, int ex, int ny) { for (int i = sx; i <= ex; i++) Draw(i, ny, c, col); };
@ -655,48 +657,7 @@ public:
} }
} }
// Non-bresenham method void DrawCircle(int xc, int yc, int r, short c = 0x2588, short col = 0x000F)
/*void FillTriangle(int x1, int y1, int x2, int y2, int x3, int y3, wchar_t c = 0x2588, short col = 0x000F)
{
if ((x1 == x2 && x1 == x3) || (y1 == y2) && (y1 == y3))
return;
int tmp;
if (y2 < y1){ tmp = y1; y1 = y2; y2 = tmp; tmp = x1; x1 = x2; x2 = tmp; }
if (y3 < y1){ tmp = y1; y1 = y3; y3 = tmp; tmp = x1; x1 = x3; x3 = tmp; }
if (y3 < y2){ tmp = y2; y2 = y3; y3 = tmp; tmp = x2; x2 = x3; x3 = tmp; }
int dy1 = y2 - y1, dx1 = x2 - x1;
int dy2 = y3 - y1, dx2 = x3 - x1;
if (dy1)
{
for (int i = y1; i < y2; i++)
{
int ax = x1 + ((i - y1)*dx1) / dy1;
int bx = x1 + ((i - y1)*dx2) / dy2;
tmp = ax;
if (ax > bx) ax = bx, bx = tmp;
for (int j = ax; j < bx; j++) Draw(j, i, c, col);
}
}
dy1 = y3 - y2; dx1 = x3 - x2;
if (dy1)
{
for (int i = y2; i < y3; i++)
{
int ax = x2 + ((i - y2)*dx1) / dy1;
int bx = x1 + ((i - y1)*dx2) / dy2;
tmp = ax;
if (ax > bx) ax = bx, bx = tmp;
for (int j = ax; j < bx; j++) Draw(j, i, c, col);
}
}
}*/
void DrawCircle(int xc, int yc, int r, wchar_t c = 0x2588, short col = 0x000F)
{ {
int x = 0; int x = 0;
int y = r; int y = r;
@ -718,7 +679,7 @@ public:
} }
} }
void FillCircle(int xc, int yc, int r, wchar_t c = 0x2588, short col = 0x000F) void FillCircle(int xc, int yc, int r, short c = 0x2588, short col = 0x000F)
{ {
// Taken from wikipedia // Taken from wikipedia
int x = 0; int x = 0;
@ -774,13 +735,13 @@ public:
} }
} }
void DrawWireFrameModel(const vector<pair<float, float>> &vecModelCoordinates, float x, float y, float r = 0.0f, float s = 1.0f, short col = FG_WHITE) void DrawWireFrameModel(const std::vector<std::pair<float, float>> &vecModelCoordinates, float x, float y, float r = 0.0f, float s = 1.0f, short col = FG_WHITE, short c = PIXEL_SOLID)
{ {
// pair.first = x coordinate // pair.first = x coordinate
// pair.second = y coordinate // pair.second = y coordinate
// Create translated model vector of coordinate pairs // Create translated model vector of coordinate pairs
vector<pair<float, float>> vecTransformedCoordinates; std::vector<std::pair<float, float>> vecTransformedCoordinates;
int verts = vecModelCoordinates.size(); int verts = vecModelCoordinates.size();
vecTransformedCoordinates.resize(verts); vecTransformedCoordinates.resize(verts);
@ -810,7 +771,7 @@ public:
{ {
int j = (i + 1); int j = (i + 1);
DrawLine((int)vecTransformedCoordinates[i % verts].first, (int)vecTransformedCoordinates[i % verts].second, DrawLine((int)vecTransformedCoordinates[i % verts].first, (int)vecTransformedCoordinates[i % verts].second,
(int)vecTransformedCoordinates[j % verts].first, (int)vecTransformedCoordinates[j % verts].second, PIXEL_SOLID, col); (int)vecTransformedCoordinates[j % verts].first, (int)vecTransformedCoordinates[j % verts].second, c, col);
} }
} }
@ -822,11 +783,10 @@ public:
public: public:
void Start() void Start()
{ {
// Start the thread
m_bAtomActive = true; m_bAtomActive = true;
std::thread t = std::thread(&olcConsoleGameEngine::GameThread, this);
// Star the thread
thread t = thread(&olcConsoleGameEngine::GameThread, this);
// Wait for thread to be exited // Wait for thread to be exited
t.join(); t.join();
@ -846,11 +806,21 @@ private:
void GameThread() void GameThread()
{ {
// Create user resources as part of this thread // Create user resources as part of this thread
if (!OnUserCreate()) if (!OnUserCreate())
m_bAtomActive = false; m_bAtomActive = false;
auto tp1 = chrono::system_clock::now(); // Check if sound system should be enabled
auto tp2 = chrono::system_clock::now(); if (m_bEnableSound)
{
if (!CreateAudio())
{
m_bAtomActive = false; // Failed to create audio system
m_bEnableSound = false;
}
}
auto tp1 = std::chrono::system_clock::now();
auto tp2 = std::chrono::system_clock::now();
while (m_bAtomActive) while (m_bAtomActive)
{ {
@ -858,8 +828,8 @@ private:
while (m_bAtomActive) while (m_bAtomActive)
{ {
// Handle Timing // Handle Timing
tp2 = chrono::system_clock::now(); tp2 = std::chrono::system_clock::now();
chrono::duration<float> elapsedTime = tp2 - tp1; std::chrono::duration<float> elapsedTime = tp2 - tp1;
tp1 = tp2; tp1 = tp2;
float fElapsedTime = elapsedTime.count(); float fElapsedTime = elapsedTime.count();
@ -967,15 +937,20 @@ private:
// Update Title & Present Screen Buffer // Update Title & Present Screen Buffer
wchar_t s[256]; 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); swprintf_s(s, 256, L"OneLoneCoder.com - Console Game Engine - %s - FPS: %3.2f", m_sAppName.c_str(), 1.0f / fElapsedTime);
SetConsoleTitle(s); SetConsoleTitle(s);
WriteConsoleOutput(m_hConsole, m_bufScreen, { (short)m_nScreenWidth, (short)m_nScreenHeight }, { 0,0 }, &m_rectWindow); WriteConsoleOutput(m_hConsole, m_bufScreen, { (short)m_nScreenWidth, (short)m_nScreenHeight }, { 0,0 }, &m_rectWindow);
} }
if (m_bEnableSound)
{
// Close and Clean up audio system
}
// Allow the user to free resources if they have overrided the destroy function
if (OnUserDestroy()) if (OnUserDestroy())
{ {
// User has permitted destroy, so exit and clean up // User has permitted destroy, so exit and clean up
delete[] m_bufScreen; delete[] m_bufScreen;
SetConsoleActiveScreenBuffer(m_hOriginalConsole); SetConsoleActiveScreenBuffer(m_hOriginalConsole);
m_cvGameFinished.notify_one(); m_cvGameFinished.notify_one();
@ -990,15 +965,355 @@ private:
public: public:
// User MUST OVERRIDE THESE!! // User MUST OVERRIDE THESE!!
virtual bool OnUserCreate() = 0; virtual bool OnUserCreate() = 0;
virtual bool OnUserUpdate(float fElapsedTime) = 0; virtual bool OnUserUpdate(float fElapsedTime) = 0;
// Optional for clean up // Optional for clean up
virtual bool OnUserDestroy() virtual bool OnUserDestroy() { return true; }
protected: // Audio Engine =====================================================================
class olcAudioSample
{
public:
olcAudioSample()
{
}
olcAudioSample(std::wstring sWavFile)
{
// Load Wav file and convert to float format
FILE *f = nullptr;
_wfopen_s(&f, sWavFile.c_str(), L"rb");
if (f == nullptr)
return;
char dump[4];
std::fread(&dump, sizeof(char), 4, f); // Read "RIFF"
if (strncmp(dump, "RIFF", 4) != 0) return;
std::fread(&dump, sizeof(char), 4, f); // Not Interested
std::fread(&dump, sizeof(char), 4, f); // Read "WAVE"
if (strncmp(dump, "WAVE", 4) != 0) return;
// Read Wave description chunk
std::fread(&dump, sizeof(char), 4, f); // Read "fmt "
std::fread(&dump, sizeof(char), 4, f); // Not Interested
std::fread(&wavHeader, sizeof(WAVEFORMATEX) - 2, 1, f); // Read Wave Format Structure chunk
// Note the -2, because the structure has 2 bytes to indicate its own size
// which are not in the wav file
// Just check if wave format is compatible with olcCGE
if (wavHeader.wBitsPerSample != 16 || wavHeader.nSamplesPerSec != 44100)
{
std::fclose(f);
return;
}
// Search for audio data chunk
long nChunksize = 0;
std::fread(&dump, sizeof(char), 4, f); // Read chunk header
std::fread(&nChunksize, sizeof(long), 1, f); // Read chunk size
while (strncmp(dump, "data", 4) != 0)
{
// Not audio data, so just skip it
std::fseek(f, nChunksize, SEEK_CUR);
std::fread(&dump, sizeof(char), 4, f);
std::fread(&nChunksize, sizeof(long), 1, f);
}
// Finally got to data, so read it all in and convert to float samples
nSamples = nChunksize / (wavHeader.nChannels * (wavHeader.wBitsPerSample >> 3));
nChannels = wavHeader.nChannels;
// Create floating point buffer to hold audio sample
fSample = new float[nSamples * nChannels];
float *pSample = fSample;
// Read in audio data and normalise
for (long i = 0; i < nSamples; i++)
{
for (int c = 0; c < nChannels; c++)
{
short s = 0;
std::fread(&s, sizeof(short), 1, f);
*pSample = (float)s / (float)(MAXSHORT);
pSample++;
}
}
// All done, flag sound as valid
std::fclose(f);
bSampleValid = true;
}
WAVEFORMATEX wavHeader;
float *fSample = nullptr;
long nSamples = 0;
int nChannels = 0;
bool bSampleValid = false;
};
// This vector holds all loaded sound samples in memory
std::vector<olcAudioSample> vecAudioSamples;
// This structure represents a sound that is currently playing. It only
// holds the sound ID and where this instance of it is up to for its
// current playback
struct sCurrentlyPlayingSample
{
int nAudioSampleID = 0;
long nSamplePosition = 0;
bool bFinished = false;
bool bLoop = false;
};
std::list<sCurrentlyPlayingSample> listActiveSamples;
// Load a 16-bit WAVE file @ 44100Hz ONLY into memory. A sample ID
// number is returned if successful, otherwise -1
unsigned int LoadAudioSample(std::wstring sWavFile)
{
if (!m_bEnableSound)
return -1;
olcAudioSample a(sWavFile);
if (a.bSampleValid)
{
vecAudioSamples.push_back(a);
return vecAudioSamples.size();
}
else
return -1;
}
// Add sample 'id' to the mixers sounds to play list
void PlaySample(int id, bool bLoop = false)
{
listActiveSamples.push_back({ id, 0, false, bLoop });
}
void StopSample(int id)
{ {
}
// The audio system uses by default a specific wave format
bool CreateAudio(unsigned int nSampleRate = 44100, unsigned int nChannels = 1,
unsigned int nBlocks = 8, unsigned int nBlockSamples = 512)
{
// Initialise Sound Engine
m_bAudioThreadActive = false;
m_nSampleRate = nSampleRate;
m_nChannels = nChannels;
m_nBlockCount = nBlocks;
m_nBlockSamples = nBlockSamples;
m_nBlockFree = m_nBlockCount;
m_nBlockCurrent = 0;
m_pBlockMemory = nullptr;
m_pWaveHeaders = nullptr;
// Device is available
WAVEFORMATEX waveFormat;
waveFormat.wFormatTag = WAVE_FORMAT_PCM;
waveFormat.nSamplesPerSec = m_nSampleRate;
waveFormat.wBitsPerSample = sizeof(short) * 8;
waveFormat.nChannels = m_nChannels;
waveFormat.nBlockAlign = (waveFormat.wBitsPerSample / 8) * waveFormat.nChannels;
waveFormat.nAvgBytesPerSec = waveFormat.nSamplesPerSec * waveFormat.nBlockAlign;
waveFormat.cbSize = 0;
// Open Device if valid
if (waveOutOpen(&m_hwDevice, WAVE_MAPPER, &waveFormat, (DWORD_PTR)waveOutProcWrap, (DWORD_PTR)this, CALLBACK_FUNCTION) != S_OK)
return DestroyAudio();
// Allocate Wave|Block Memory
m_pBlockMemory = new short[m_nBlockCount * m_nBlockSamples];
if (m_pBlockMemory == nullptr)
return DestroyAudio();
ZeroMemory(m_pBlockMemory, sizeof(short) * m_nBlockCount * m_nBlockSamples);
m_pWaveHeaders = new WAVEHDR[m_nBlockCount];
if (m_pWaveHeaders == nullptr)
return DestroyAudio();
ZeroMemory(m_pWaveHeaders, sizeof(WAVEHDR) * m_nBlockCount);
// Link headers to block memory
for (unsigned int n = 0; n < m_nBlockCount; n++)
{
m_pWaveHeaders[n].dwBufferLength = m_nBlockSamples * sizeof(short);
m_pWaveHeaders[n].lpData = (LPSTR)(m_pBlockMemory + (n * m_nBlockSamples));
}
m_bAudioThreadActive = true;
m_AudioThread = std::thread(&olcConsoleGameEngine::AudioThread, this);
// Start the ball rolling with the sound delivery thread
std::unique_lock<std::mutex> lm(m_muxBlockNotZero);
m_cvBlockNotZero.notify_one();
return true; return true;
} }
// Stop and clean up audio system
bool DestroyAudio()
{
m_bAudioThreadActive = false;
return false;
}
// Handler for soundcard request for more data
void waveOutProc(HWAVEOUT hWaveOut, UINT uMsg, DWORD dwParam1, DWORD dwParam2)
{
if (uMsg != WOM_DONE) return;
m_nBlockFree++;
std::unique_lock<std::mutex> lm(m_muxBlockNotZero);
m_cvBlockNotZero.notify_one();
}
// Static wrapper for sound card handler
static void CALLBACK waveOutProcWrap(HWAVEOUT hWaveOut, UINT uMsg, DWORD dwInstance, DWORD dwParam1, DWORD dwParam2)
{
((olcConsoleGameEngine*)dwInstance)->waveOutProc(hWaveOut, uMsg, dwParam1, dwParam2);
}
// Audio thread. This loop responds to requests from the soundcard to fill 'blocks'
// with audio data. If no requests are available it goes dormant until the sound
// card is ready for more data. The block is fille by the "user" in some manner
// and then issued to the soundcard.
void AudioThread()
{
m_fGlobalTime = 0.0f;
float fTimeStep = 1.0f / (float)m_nSampleRate;
// Goofy hack to get maximum integer for a type at run-time
short nMaxSample = (short)pow(2, (sizeof(short) * 8) - 1) - 1;
float fMaxSample = (float)nMaxSample;
short nPreviousSample = 0;
while (m_bAudioThreadActive)
{
// Wait for block to become available
if (m_nBlockFree == 0)
{
std::unique_lock<std::mutex> lm(m_muxBlockNotZero);
while (m_nBlockFree == 0) // sometimes, Windows signals incorrectly
m_cvBlockNotZero.wait(lm);
}
// Block is here, so use it
m_nBlockFree--;
// Prepare block for processing
if (m_pWaveHeaders[m_nBlockCurrent].dwFlags & WHDR_PREPARED)
waveOutUnprepareHeader(m_hwDevice, &m_pWaveHeaders[m_nBlockCurrent], sizeof(WAVEHDR));
short nNewSample = 0;
int nCurrentBlock = m_nBlockCurrent * m_nBlockSamples;
auto clip = [](float fSample, float fMax)
{
if (fSample >= 0.0)
return fmin(fSample, fMax);
else
return fmax(fSample, -fMax);
};
for (unsigned int n = 0; n < m_nBlockSamples; n += m_nChannels)
{
// User Process
for (unsigned int c = 0; c < m_nChannels; c++)
{
nNewSample = (short)(clip(GetMixerOutput(c, m_fGlobalTime, fTimeStep), 1.0) * fMaxSample);
m_pBlockMemory[nCurrentBlock + n + c] = nNewSample;
nPreviousSample = nNewSample;
}
m_fGlobalTime = m_fGlobalTime + fTimeStep;
}
// Send block to sound device
waveOutPrepareHeader(m_hwDevice, &m_pWaveHeaders[m_nBlockCurrent], sizeof(WAVEHDR));
waveOutWrite(m_hwDevice, &m_pWaveHeaders[m_nBlockCurrent], sizeof(WAVEHDR));
m_nBlockCurrent++;
m_nBlockCurrent %= m_nBlockCount;
}
}
// Overridden by user if they want to generate sound in real-time
virtual float onUserSoundSample(int nChannel, float fGlobalTime, float fTimeStep)
{
return 0.0f;
}
// Overriden by user if they want to manipulate the sound before it is played
virtual float onUserSoundFilter(int nChannel, float fGlobalTime, float fSample)
{
return fSample;
}
// The Sound Mixer - If the user wants to play many sounds simultaneously, and
// perhaps the same sound overlapping itself, then you need a mixer, which
// takes input from all sound sources for that audio frame. This mixer maintains
// a list of sound locations for all concurrently playing audio samples. Instead
// of duplicating audio data, we simply store the fact that a sound sample is in
// use and an offset into its sample data. As time progresses we update this offset
// until it is beyound the length of the sound sample it is attached to. At this
// point we remove the playing souind from the list.
//
// Additionally, the users application may want to generate sound instead of just
// playing audio clips (think a synthesizer for example) in whcih case we also
// provide an "onUser..." event to allow the user to return a sound for that point
// in time.
//
// Finally, before the sound is issued to the operating system for performing, the
// user gets one final chance to "filter" the sound, perhaps changing the volume
// or adding funky effects
float GetMixerOutput(int nChannel, float fGlobalTime, float fTimeStep)
{
// Accumulate sample for this channel
float fMixerSample = 0.0f;
for (auto &s : listActiveSamples)
{
// Calculate sample position
s.nSamplePosition += (long)((float)vecAudioSamples[s.nAudioSampleID - 1].wavHeader.nSamplesPerSec * fTimeStep);
// If sample position is valid add to the mix
if (s.nSamplePosition < vecAudioSamples[s.nAudioSampleID - 1].nSamples)
fMixerSample += vecAudioSamples[s.nAudioSampleID - 1].fSample[(s.nSamplePosition * vecAudioSamples[s.nAudioSampleID - 1].nChannels) + nChannel];
else
s.bFinished = true; // Else sound has completed
}
// If sounds have completed then remove them
listActiveSamples.remove_if([](const sCurrentlyPlayingSample &s) {return s.bFinished; });
// The users application might be generating sound, so grab that if it exists
fMixerSample += onUserSoundSample(nChannel, fGlobalTime, fTimeStep);
// Return the sample via an optional user override to filter the sound
return onUserSoundFilter(nChannel, fGlobalTime, fMixerSample);
}
unsigned int m_nSampleRate;
unsigned int m_nChannels;
unsigned int m_nBlockCount;
unsigned int m_nBlockSamples;
unsigned int m_nBlockCurrent;
short* m_pBlockMemory = nullptr;
WAVEHDR *m_pWaveHeaders = nullptr;
HWAVEOUT m_hwDevice = nullptr;
std::thread m_AudioThread;
std::atomic<bool> m_bAudioThreadActive = false;
std::atomic<unsigned int> m_nBlockFree = 0;
std::condition_variable m_cvBlockNotZero;
std::mutex m_muxBlockNotZero;
std::atomic<float> m_fGlobalTime = 0.0f;
protected: protected:
@ -1041,7 +1356,7 @@ protected:
m_bAtomActive = false; m_bAtomActive = false;
// Wait for thread to be exited // Wait for thread to be exited
unique_lock<mutex> ul(m_muxGame); std::unique_lock<std::mutex> ul(m_muxGame);
m_cvGameFinished.wait(ul); m_cvGameFinished.wait(ul);
} }
return true; return true;
@ -1051,7 +1366,7 @@ protected:
int m_nScreenWidth; int m_nScreenWidth;
int m_nScreenHeight; int m_nScreenHeight;
CHAR_INFO *m_bufScreen; CHAR_INFO *m_bufScreen;
wstring m_sAppName; std::wstring m_sAppName;
HANDLE m_hOriginalConsole; HANDLE m_hOriginalConsole;
CONSOLE_SCREEN_BUFFER_INFO m_OriginalConsoleInfo; CONSOLE_SCREEN_BUFFER_INFO m_OriginalConsoleInfo;
HANDLE m_hConsole; HANDLE m_hConsole;
@ -1061,12 +1376,17 @@ protected:
short m_keyNewState[256] = { 0 }; short m_keyNewState[256] = { 0 };
bool m_mouseOldState[5] = { 0 }; bool m_mouseOldState[5] = { 0 };
bool m_mouseNewState[5] = { 0 }; bool m_mouseNewState[5] = { 0 };
bool m_bConsoleInFocus = true; bool m_bConsoleInFocus = true;
static atomic<bool> m_bAtomActive; bool m_bEnableSound = false;
static condition_variable m_cvGameFinished;
static mutex m_muxGame; // These need to be static because of the OnDestroy call the OS may make. The OS
// spawns a special thread just for that
static std::atomic<bool> m_bAtomActive;
static std::condition_variable m_cvGameFinished;
static std::mutex m_muxGame;
}; };
atomic<bool> olcConsoleGameEngine::m_bAtomActive(false); // Define our static variables
condition_variable olcConsoleGameEngine::m_cvGameFinished; std::atomic<bool> olcConsoleGameEngine::m_bAtomActive(false);
mutex olcConsoleGameEngine::m_muxGame; std::condition_variable olcConsoleGameEngine::m_cvGameFinished;
std::mutex olcConsoleGameEngine::m_muxGame;

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;
};

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