parent
3c2d01859a
commit
b586979c23
@ -0,0 +1,220 @@ |
||||
/*
|
||||
OneLoneCoder.com - Recursive Backtracker Maze Algorithm |
||||
"Get lost..." - @Javidx9 |
||||
|
||||
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 |
||||
~~~~~~~~~~ |
||||
I really like perfect algorithms. This one shows how to generate a maze that guarantees |
||||
all cells can reach all other cells, it just may take some time to get there. I introduce |
||||
stacks, and show how the algorithm generates the maze visually. |
||||
|
||||
Author |
||||
~~~~~~ |
||||
Twitter: @javidx9 |
||||
Blog: www.onelonecoder.com |
||||
|
||||
Video: |
||||
~~~~~~ |
||||
https://youtu.be/Y37-gB83HKE
|
||||
|
||||
Last Updated: 10/07/2017 |
||||
*/ |
||||
|
||||
#include <iostream> |
||||
#include <stack> |
||||
using namespace std; |
||||
|
||||
#include "olcConsoleGameEngine.h" |
||||
|
||||
class OneLoneCoder_Maze : public olcConsoleGameEngine |
||||
{ |
||||
public: |
||||
OneLoneCoder_Maze() |
||||
{ |
||||
m_sAppName = L"MAZE"; |
||||
} |
||||
|
||||
private:
|
||||
int m_nMazeWidth; |
||||
int m_nMazeHeight; |
||||
int *m_maze; |
||||
|
||||
|
||||
// Some bit fields for convenience
|
||||
enum
|
||||
{ |
||||
CELL_PATH_N = 0x01, |
||||
CELL_PATH_E = 0x02, |
||||
CELL_PATH_S = 0x04, |
||||
CELL_PATH_W = 0x08, |
||||
CELL_VISITED = 0x10, |
||||
}; |
||||
|
||||
|
||||
// Algorithm variables
|
||||
int m_nVisitedCells;
|
||||
stack<pair<int, int>> m_stack; // (x, y) coordinate pairs
|
||||
int m_nPathWidth; |
||||
|
||||
|
||||
protected: |
||||
// Called by olcConsoleGameEngine
|
||||
virtual bool OnUserCreate() |
||||
{ |
||||
// Maze parameters
|
||||
m_nMazeWidth = 40; |
||||
m_nMazeHeight = 25;
|
||||
m_maze = new int[m_nMazeWidth * m_nMazeHeight]; |
||||
memset(m_maze, 0x00, m_nMazeWidth * m_nMazeHeight * sizeof(int)); |
||||
m_nPathWidth = 3; |
||||
|
||||
// Choose a starting cell
|
||||
int x = rand() % m_nMazeWidth; |
||||
int y = rand() % m_nMazeHeight; |
||||
m_stack.push(make_pair(x, y)); |
||||
m_maze[y * m_nMazeWidth + x] = CELL_VISITED; |
||||
m_nVisitedCells = 1; |
||||
|
||||
return true; |
||||
} |
||||
|
||||
// Called by olcConsoleGameEngine
|
||||
virtual bool OnUserUpdate(float fElapsedTime) |
||||
{ |
||||
// Slow down for animation
|
||||
this_thread::sleep_for(10ms); |
||||
|
||||
// Little lambda function to calculate index in a readable way
|
||||
auto offset = [&](int x, int y) |
||||
{ |
||||
return (m_stack.top().second + y) * m_nMazeWidth + (m_stack.top().first + x); |
||||
}; |
||||
|
||||
// Do Maze Algorithm
|
||||
if (m_nVisitedCells < m_nMazeWidth * m_nMazeHeight) |
||||
{ |
||||
// Create a set of unvisted neighbours
|
||||
vector<int> neighbours; |
||||
|
||||
// North neighbour
|
||||
if (m_stack.top().second > 0 && (m_maze[offset(0, -1)] & CELL_VISITED) == 0) |
||||
neighbours.push_back(0); |
||||
// East neighbour
|
||||
if (m_stack.top().first < m_nMazeWidth - 1 && (m_maze[offset(1, 0)] & CELL_VISITED) == 0) |
||||
neighbours.push_back(1); |
||||
// South neighbour
|
||||
if (m_stack.top().second < m_nMazeHeight - 1 && (m_maze[offset(0, 1)] & CELL_VISITED) == 0) |
||||
neighbours.push_back(2); |
||||
// West neighbour
|
||||
if (m_stack.top().first > 0 && (m_maze[offset(-1, 0)] & CELL_VISITED) == 0) |
||||
neighbours.push_back(3); |
||||
|
||||
// Are there any neighbours available?
|
||||
if (!neighbours.empty()) |
||||
{ |
||||
// Choose one available neighbour at random
|
||||
int next_cell_dir = neighbours[rand() % neighbours.size()]; |
||||
|
||||
// Create a path between the neighbour and the current cell
|
||||
switch (next_cell_dir) |
||||
{ |
||||
case 0: // North
|
||||
m_maze[offset(0, -1)] |= CELL_VISITED | CELL_PATH_S; |
||||
m_maze[offset(0, 0)] |= CELL_PATH_N; |
||||
m_stack.push(make_pair((m_stack.top().first + 0), (m_stack.top().second - 1))); |
||||
break; |
||||
|
||||
case 1: // East
|
||||
m_maze[offset(+1, 0)] |= CELL_VISITED | CELL_PATH_W; |
||||
m_maze[offset( 0, 0)] |= CELL_PATH_E; |
||||
m_stack.push(make_pair((m_stack.top().first + 1), (m_stack.top().second + 0))); |
||||
break; |
||||
|
||||
case 2: // South
|
||||
m_maze[offset(0, +1)] |= CELL_VISITED | CELL_PATH_N; |
||||
m_maze[offset(0, 0)] |= CELL_PATH_S; |
||||
m_stack.push(make_pair((m_stack.top().first + 0), (m_stack.top().second + 1))); |
||||
break; |
||||
|
||||
case 3: // West
|
||||
m_maze[offset(-1, 0)] |= CELL_VISITED | CELL_PATH_E; |
||||
m_maze[offset( 0, 0)] |= CELL_PATH_W; |
||||
m_stack.push(make_pair((m_stack.top().first - 1), (m_stack.top().second + 0))); |
||||
break; |
||||
|
||||
} |
||||
|
||||
m_nVisitedCells++; |
||||
} |
||||
else |
||||
{ |
||||
// No available neighbours so backtrack!
|
||||
m_stack.pop(); |
||||
} |
||||
} |
||||
|
||||
|
||||
// === DRAWING STUFF ===
|
||||
|
||||
// Clear Screen by drawing 'spaces' everywhere
|
||||
Fill(0, 0, ScreenWidth(), ScreenHeight(), L' '); |
||||
|
||||
// Draw Maze
|
||||
for (int x = 0; x < m_nMazeWidth; x++) |
||||
{ |
||||
for (int y = 0; y < m_nMazeHeight; y++) |
||||
{ |
||||
// Each cell is inflated by m_nPathWidth, so fill it in
|
||||
for (int py = 0; py < m_nPathWidth; py++) |
||||
for (int px = 0; px < m_nPathWidth; px++) |
||||
{ |
||||
if (m_maze[y * m_nMazeWidth + x] & CELL_VISITED) |
||||
Draw(x * (m_nPathWidth + 1) + px, y * (m_nPathWidth + 1) + py, PIXEL_SOLID, FG_WHITE); // Draw Cell
|
||||
else |
||||
Draw(x * (m_nPathWidth + 1) + px, y * (m_nPathWidth + 1) + py, PIXEL_SOLID, FG_BLUE); // Draw Cell
|
||||
} |
||||
|
||||
// Draw passageways between cells
|
||||
for (int p = 0; p < m_nPathWidth; p++) |
||||
{ |
||||
if (m_maze[y * m_nMazeWidth + x] & CELL_PATH_S) |
||||
Draw(x * (m_nPathWidth + 1) + p, y * (m_nPathWidth + 1) + m_nPathWidth); // Draw South Passage
|
||||
|
||||
if (m_maze[y * m_nMazeWidth + x] & CELL_PATH_E) |
||||
Draw(x * (m_nPathWidth + 1) + m_nPathWidth, y * (m_nPathWidth + 1) + p); // Draw East Passage
|
||||
} |
||||
} |
||||
} |
||||
|
||||
// Draw Unit - the top of the stack
|
||||
for (int py = 0; py < m_nPathWidth; py++) |
||||
for (int px = 0; px < m_nPathWidth; px++) |
||||
Draw(m_stack.top().first * (m_nPathWidth + 1) + px, m_stack.top().second * (m_nPathWidth + 1) + py, 0x2588, FG_GREEN); // Draw Cell
|
||||
|
||||
|
||||
return true; |
||||
} |
||||
}; |
||||
|
||||
|
||||
int main() |
||||
{ |
||||
// Seed random number generator
|
||||
srand(clock()); |
||||
|
||||
// Use olcConsoleGameEngine derived app
|
||||
OneLoneCoder_Maze game; |
||||
game.ConstructConsole(160, 100, 8, 8); |
||||
game.Start(); |
||||
|
||||
return 0; |
||||
} |
@ -0,0 +1,421 @@ |
||||
/*
|
||||
OneLoneCoder.com - Command Line Game Engine |
||||
"Who needs a frame buffer?" - @Javidx9 |
||||
|
||||
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 |
||||
Blog: www.onelonecoder.com |
||||
|
||||
Video: |
||||
~~~~~~ |
||||
https://youtu.be/cWc0hgYwZyc
|
||||
|
||||
Last Updated: 10/07/2017 |
||||
|
||||
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 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! |
||||
|
||||
*/ |
||||
|
||||
#pragma once |
||||
|
||||
#include <iostream> |
||||
#include <chrono> |
||||
#include <vector> |
||||
#include <list> |
||||
#include <thread> |
||||
#include <atomic> |
||||
#include <condition_variable> |
||||
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, |
||||
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_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_HALF = 0x2592, |
||||
}; |
||||
|
||||
|
||||
class olcConsoleGameEngine |
||||
{ |
||||
public: |
||||
olcConsoleGameEngine() |
||||
{ |
||||
m_nScreenWidth = 80; |
||||
m_nScreenHeight = 30; |
||||
|
||||
m_hConsole = GetStdHandle(STD_OUTPUT_HANDLE); |
||||
m_keyNewState = new short[256]; |
||||
m_keyOldState = new short[256]; |
||||
memset(m_keyNewState, 0, 256 * sizeof(short)); |
||||
memset(m_keyOldState, 0, 256 * sizeof(short)); |
||||
|
||||
memset(m_keys, 0, 256 * sizeof(sKeyState)); |
||||
|
||||
|
||||
m_sAppName = L"Default"; |
||||
|
||||
} |
||||
|
||||
int ConstructConsole(int width, int height, int fontw = 12, int fonth = 12) |
||||
{ |
||||
m_nScreenWidth = width; |
||||
m_nScreenHeight = height; |
||||
|
||||
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"Consolas"); |
||||
|
||||
if (!SetCurrentConsoleFontEx(m_hConsole, false, &cfi)) |
||||
return Error(L"SetCurrentConsoleFontEx"); |
||||
|
||||
COORD coordLargest = GetLargestConsoleWindowSize(m_hConsole); |
||||
if (m_nScreenHeight > coordLargest.Y) |
||||
return Error(L"Game Height Too Big"); |
||||
if (m_nScreenWidth > coordLargest.X) |
||||
return Error(L"Game Width Too Big"); |
||||
|
||||
COORD buffer = { (short)m_nScreenWidth, (short)m_nScreenHeight }; |
||||
if (!SetConsoleScreenBufferSize(m_hConsole, buffer)) |
||||
Error(L"SetConsoleScreenBufferSize"); |
||||
|
||||
m_rectWindow = { 0, 0, (short)m_nScreenWidth - 1, (short)m_nScreenHeight - 1 }; |
||||
if (!SetConsoleWindowInfo(m_hConsole, TRUE, &m_rectWindow)) |
||||
Error(L"SetConsoleWindowInfo"); |
||||
|
||||
m_bufScreen = new CHAR_INFO[m_nScreenWidth*m_nScreenHeight]; |
||||
|
||||
return 1; |
||||
} |
||||
|
||||
void Draw(int x, int y, wchar_t c = 0x2588, short col = 0x000F) |
||||
{ |
||||
if (x >= 0 && x < m_nScreenWidth && y >= 0 && y < m_nScreenHeight) |
||||
{ |
||||
m_bufScreen[y * m_nScreenWidth + x].Char.UnicodeChar = c; |
||||
m_bufScreen[y * m_nScreenWidth + x].Attributes = col; |
||||
} |
||||
} |
||||
|
||||
void Fill(int x1, int y1, int x2, int y2, wchar_t c = 0x2588, short col = 0x000F) |
||||
{ |
||||
Clip(x1, y1); |
||||
Clip(x2, y2); |
||||
for (int x = x1; x < x2; x++) |
||||
for (int y = y1; y < y2; y++) |
||||
Draw(x, y, c, col); |
||||
} |
||||
|
||||
void DrawString(int x, int y, wstring c, short col = 0x000F) |
||||
{ |
||||
for (size_t i = 0; i < c.size(); i++) |
||||
{ |
||||
m_bufScreen[y * m_nScreenWidth + x + i].Char.UnicodeChar = c[i]; |
||||
m_bufScreen[y * m_nScreenWidth + x + i].Attributes = col; |
||||
} |
||||
} |
||||
|
||||
void Clip(int &x, int &y) |
||||
{ |
||||
if (x < 0) x = 0; |
||||
if (x >= m_nScreenWidth) x = m_nScreenWidth; |
||||
if (y < 0) y = 0; |
||||
if (y >= m_nScreenHeight) y = m_nScreenHeight; |
||||
} |
||||
|
||||
void DrawLine(int x1, int y1, int x2, int y2, wchar_t c = 0x2588, short col = 0x000F) |
||||
{ |
||||
int x, y, dx, dy, dx1, dy1, px, py, xe, ye, i; |
||||
dx = x2 - x1; |
||||
dy = y2 - y1; |
||||
dx1 = abs(dx); |
||||
dy1 = abs(dy); |
||||
px = 2 * dy1 - dx1; |
||||
py = 2 * dx1 - dy1; |
||||
if (dy1 <= dx1) |
||||
{ |
||||
if (dx >= 0) |
||||
{ |
||||
x = x1; |
||||
y = y1; |
||||
xe = x2; |
||||
} |
||||
else |
||||
{ |
||||
x = x2; |
||||
y = y2; |
||||
xe = x1; |
||||
} |
||||
Draw(x, y, c, col); |
||||
for (i = 0; x<xe; i++) |
||||
{ |
||||
x = x + 1; |
||||
if (px<0) |
||||
px = px + 2 * dy1; |
||||
else |
||||
{ |
||||
if ((dx<0 && dy<0) || (dx>0 && dy>0)) |
||||
y = y + 1; |
||||
else |
||||
y = y - 1; |
||||
px = px + 2 * (dy1 - dx1); |
||||
} |
||||
Draw(x, y, c, col); |
||||
} |
||||
} |
||||
else |
||||
{ |
||||
if (dy >= 0) |
||||
{ |
||||
x = x1; |
||||
y = y1; |
||||
ye = y2; |
||||
} |
||||
else |
||||
{ |
||||
x = x2; |
||||
y = y2; |
||||
ye = y1; |
||||
} |
||||
Draw(x, y, c, col); |
||||
for (i = 0; y<ye; i++) |
||||
{ |
||||
y = y + 1; |
||||
if (py <= 0) |
||||
py = py + 2 * dx1; |
||||
else |
||||
{ |
||||
if ((dx<0 && dy<0) || (dx>0 && dy>0)) |
||||
x = x + 1; |
||||
else |
||||
x = x - 1; |
||||
py = py + 2 * (dx1 - dy1); |
||||
} |
||||
Draw(x, y, c, col); |
||||
} |
||||
} |
||||
} |
||||
|
||||
|
||||
|
||||
~olcConsoleGameEngine() |
||||
{ |
||||
SetConsoleActiveScreenBuffer(m_hOriginalConsole); |
||||
delete[] m_bufScreen; |
||||
} |
||||
|
||||
public: |
||||
void Start() |
||||
{ |
||||
m_bAtomActive = true; |
||||
|
||||
// Star the thread
|
||||
thread t = thread(&olcConsoleGameEngine::GameThread, this); |
||||
|
||||
// Wait for thread to be exited
|
||||
m_cvGameFinished.wait(unique_lock<mutex>(m_muxGame)); |
||||
|
||||
// Tidy up
|
||||
t.join(); |
||||
} |
||||
|
||||
int ScreenWidth() |
||||
{ |
||||
return m_nScreenWidth; |
||||
} |
||||
|
||||
int ScreenHeight()
|
||||
{ |
||||
return m_nScreenHeight; |
||||
} |
||||
|
||||
private: |
||||
void GameThread() |
||||
{ |
||||
// Create user resources as part of this thread
|
||||
if (!OnUserCreate()) |
||||
return; |
||||
|
||||
auto tp1 = chrono::system_clock::now(); |
||||
auto tp2 = chrono::system_clock::now(); |
||||
|
||||
// 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 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 Frame Update
|
||||
if (!OnUserUpdate(fElapsedTime)) |
||||
m_bAtomActive = false; |
||||
|
||||
// Update Title & Present Screen Buffer
|
||||
wchar_t s[128]; |
||||
swprintf_s(s, 128, L"OneLoneCoder.com - Console Game Engine - %s - FPS: %3.2f ", m_sAppName.c_str(), 1.0f / fElapsedTime); |
||||
SetConsoleTitle(s); |
||||
WriteConsoleOutput(m_hConsole, m_bufScreen, { (short)m_nScreenWidth, (short)m_nScreenHeight }, { 0,0 }, &m_rectWindow); |
||||
} |
||||
|
||||
m_cvGameFinished.notify_one(); |
||||
} |
||||
|
||||
public: |
||||
// User MUST OVERRIDE THESE!!
|
||||
virtual bool OnUserCreate() = 0; |
||||
virtual bool OnUserUpdate(float fElapsedTime) = 0;
|
||||
|
||||
|
||||
protected: |
||||
int m_nScreenWidth; |
||||
int m_nScreenHeight; |
||||
CHAR_INFO *m_bufScreen; |
||||
atomic<bool> m_bAtomActive; |
||||
condition_variable m_cvGameFinished; |
||||
mutex m_muxGame; |
||||
wstring m_sAppName; |
||||
|
||||
struct sKeyState |
||||
{ |
||||
bool bPressed; |
||||
bool bReleased; |
||||
bool bHeld; |
||||
} m_keys[256]; |
||||
|
||||
|
||||
protected: |
||||
int Error(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 -1; |
||||
} |
||||
|
||||
private: |
||||
HANDLE m_hOriginalConsole; |
||||
CONSOLE_SCREEN_BUFFER_INFO m_OriginalConsoleInfo; |
||||
HANDLE m_hConsole; |
||||
SMALL_RECT m_rectWindow; |
||||
short *m_keyOldState; |
||||
short *m_keyNewState; |
||||
}; |
Loading…
Reference in new issue