/* 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 #include #include #include #include #include #include #include #include using namespace std; #include 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> &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 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 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 m_bAudioThreadActive = false; std::atomic m_nBlockFree = 0; std::condition_variable m_cvBlockNotZero; std::mutex m_muxBlockNotZero; std::atomic m_fGlobalTime = 0.0f; static atomic m_bAtomActive; static condition_variable m_cvGameFinished; static mutex m_muxGame; };