/* OneLoneCoder.com - Command Line Game Engine "Who needs a frame buffer?" - @Javidx9 For the *nix and Mac users - like most Linux software, this may not be fully compatible or fully featured, and development will invariably lag behind the rest - sorry. I recommend compiling as follows, of course you need SDL from your vendor g++ thing.cpp -DUNICODE -I/usr/include/SDL2 -lSDL2 -lpthread -std=C++11 I'd like to explain how this version came about, because without the help of some awesome individuals, this would not be a thing! =========== IMPORTANT!!! PLEASE READ ========================================== Firstly, Thanks to Jack Clarke (JackOJC on Discord and Github). He had the idea of porting over the olcConsoleGameEngine to non-windows operating systems. Also big thanks to Gorbit99 for adding audio facilities and tidying up a lot of loose ends for this file. He developed a prototype which can be found here: https://github.com/Jackojc/olcNotSoConsoleGameEngine which really proved that it could be possible. I then added functionality to ensure that this header is 99% compatible with my existing code base, so almost all the videos I've made should be compatible with this version of the olcConsoleGameEngine, without modification. Finally I'd also like to thank MrBadNews on Discord for testing and finding many bugs, and creating workarounds, and Slavka on Discord for help debug SDL double buffering issues - stupid SDL :P Please remember I, javidx9, am not a Linux or SDL specialist. Therefore please report bugs, or ask for help on the Discord Server, as I probably don't use the same non-windows operating systems as you, and each have their own methods for building and installing. =============================================================================== 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: 01/07/2018 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; } 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 */ #include #pragma once #ifndef UNICODE #error Please enable UNICODE for your compiler! VS: Project Properties -> General -> \ Character Set -> Use Unicode. Thanks! For now, Ill try enabling it for you - Javidx9 #define UNICODE #define _UNICODE #endif #define __STDC_LIB_EXT1__ #define __STDC_WANT_LIB_EXT1__ 1 #define _CRT_SECURE_NO_WARNINGS // NOTE: You will need to have SDL2 installed on your machine for this to work // https://www.libsdl.org/download-2.0.php #ifdef _WIN32 #include #else #include #endif #undef main #include #include #include #include #include #include #include #include #include #define KEY_OFFSET 256 #define VK_SPACE SDL_SCANCODE_SPACE + KEY_OFFSET #define VK_BACK SDL_SCANCODE_BACKSPACE + KEY_OFFSET #define VK_DELETE SDL_SCANCODE_DELETE + KEY_OFFSET #define VK_HOME SDL_SCANCODE_HOME + KEY_OFFSET #define VK_END SDL_SCANCODE_END + KEY_OFFSET #define VK_RETURN SDL_SCANCODE_RETURN + KEY_OFFSET #define VK_TAB SDL_SCANCODE_TAB + KEY_OFFSET #define VK_INSERT SDL_SCANCODE_INSERT + KEY_OFFSET #define VK_LSHIFT SDL_SCANCODE_LSHIFT + KEY_OFFSET #define VK_RSHIFT SDL_SCANCODE_RSHIFT + KEY_OFFSET #define VK_LCONTROL SDL_SCANCODE_LCTRL + KEY_OFFSET #define VK_RCONTROL SDL_SCANCODE_RCTRL + KEY_OFFSET #define VK_PRIOR SDL_SCANCODE_PAGEUP + KEY_OFFSET #define VK_NEXT SDL_SCANCODE_PAGEDOWN + KEY_OFFSET #define VK_ESCAPE SDL_SCANCODE_ESCAPE + KEY_OFFSET #define VK_UP SDL_SCANCODE_UP + KEY_OFFSET #define VK_DOWN SDL_SCANCODE_DOWN + KEY_OFFSET #define VK_LEFT SDL_SCANCODE_LEFT + KEY_OFFSET #define VK_RIGHT SDL_SCANCODE_RIGHT + KEY_OFFSET #define VK_F1 SDL_SCANCODE_F1 + KEY_OFFSET #define VK_F2 SDL_SCANCODE_F2 + KEY_OFFSET #define VK_F3 SDL_SCANCODE_F3 + KEY_OFFSET #define VK_F4 SDL_SCANCODE_F4 + KEY_OFFSET #define VK_F5 SDL_SCANCODE_F5 + KEY_OFFSET #define VK_F6 SDL_SCANCODE_F6 + KEY_OFFSET #define VK_F7 SDL_SCANCODE_F7 + KEY_OFFSET #define VK_F8 SDL_SCANCODE_F8 + KEY_OFFSET #define VK_F9 SDL_SCANCODE_F9 + KEY_OFFSET #define VK_F10 SDL_SCANCODE_F10 + KEY_OFFSET #define VK_F11 SDL_SCANCODE_F11 + KEY_OFFSET #define VK_F12 SDL_SCANCODE_F12 + KEY_OFFSET struct CHAR_INFO { unsigned short glyph; short colour; }; 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, }; constexpr SDL_Color colour_lookup[] = { SDL_Color{ 0,0,0,255 }, // 0 SDL_Color{ 0,0,127,255 }, // 1 SDL_Color{ 0,127,0,255 }, // 2 SDL_Color{ 0,127,127,255 }, // 3 SDL_Color{ 127,0,0,255 }, // 4 SDL_Color{ 127,0,127,255 }, // 5 SDL_Color{ 127,127,0,255 }, // 6 SDL_Color{ 192,192,192,255 },// 7 SDL_Color{ 127,127,127,255 }, // 8 SDL_Color{ 0,0,255,255 }, // 9 SDL_Color{ 0,255,0,255 }, // A SDL_Color{ 0,255,255,255 }, // B SDL_Color{ 255,0,0,255 }, // C SDL_Color{ 255,0,255,255 }, // D SDL_Color{ 255,255,0,255 }, // E SDL_Color{ 255,255,255,255 },// F }; class olcSprite { public: olcSprite() { } olcSprite(int w, int h) { Create(w, h); } olcSprite(std::wstring sFile) { if (!Load(sFile)) Create(8, 8); } int nWidth = 0; int nHeight = 0; private: unsigned short *m_Glyphs = nullptr; short *m_Colours = nullptr; void Create(int w, int h) { nWidth = w; nHeight = h; m_Glyphs = new unsigned short[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(std::wstring sFile) { FILE *f = nullptr; char buff[256]; #ifdef _WIN32 size_t t; wcstombs_s(&t, buff, sFile.c_str(), 256); #else wcstombs(buff, sFile.c_str(), 256); #endif #ifdef _WIN32 fopen_s(&f, buff, "wb"); #else f = std::fopen(buff, "wb"); #endif 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(std::wstring sFile) { delete[] m_Glyphs; delete[] m_Colours; nWidth = 0; nHeight = 0; FILE *f = nullptr; char buff[256]; #ifdef _WIN32 size_t t; wcstombs_s(&t, buff, sFile.c_str(), 256); #else wcstombs(buff, sFile.c_str(), 256); #endif #ifdef _WIN32 fopen_s(&f, buff, "rb"); #else f = std::fopen(buff, "rb"); #endif 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; } }; int len = 0, done = 0, bits = 0, which = 0, sample_size = 0, position = 0, rate = 0; Sint16 *stream[2]; class olcConsoleGameEngine { public: olcConsoleGameEngine() { m_nScreenWidth = 80; m_nScreenHeight = 30; memset(m_keyNewState, 0, 512 * sizeof(bool)); memset(m_keyOldState, 0, 512 * sizeof(bool)); memset(m_keys._state, 0, 512 * sizeof(sKeyState)); m_mousePosX = 0; m_mousePosY = 0; m_sAppName = L"Default"; } int ConstructConsole(int width, int height, int fontw, int fonth) { m_nScreenWidth = width; m_nScreenHeight = height; m_nFontWidth = fontw; m_nFontHeight = fonth; // Allocate memory for screen buffer m_bufScreen[0] = new CHAR_INFO[m_nScreenWidth*m_nScreenHeight]; m_bufScreen[1] = new CHAR_INFO[m_nScreenWidth*m_nScreenHeight]; // NOTE(MrBadNewS): set buffers to zero, old way memset(m_bufScreen[0], 0, m_nScreenWidth*m_nScreenHeight * sizeof(CHAR_INFO)); memset(m_bufScreen[1], 0, m_nScreenWidth*m_nScreenHeight * sizeof(CHAR_INFO)); m_nCurrentBuffer = 0; return 1; } virtual void Draw(int x, int y, wchar_t c = PIXEL_SOLID, short col = 0x000F) { if (x >= 0 && x < m_nScreenWidth && y >= 0 && y < m_nScreenHeight) { m_bufScreen[m_nCurrentBuffer][y * m_nScreenWidth + x].glyph = c; m_bufScreen[m_nCurrentBuffer][y * m_nScreenWidth + x].colour = col; } } void Fill(int x1, int y1, int x2, int y2, wchar_t c = PIXEL_SOLID, 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, std::wstring c, short col = 0x000F) { for (size_t i = 0; i < c.size(); i++) { m_bufScreen[m_nCurrentBuffer][y * m_nScreenWidth + x + i].glyph = c[i]; m_bufScreen[m_nCurrentBuffer][y * m_nScreenWidth + x + i].colour = col; } } void DrawStringAlpha(int x, int y, std::wstring c, short col = 0x000F) { for (size_t i = 0; i < c.size(); i++) { if (c[i] != L' ') { m_bufScreen[m_nCurrentBuffer][y * m_nScreenWidth + x + i].glyph = c[i]; m_bufScreen[m_nCurrentBuffer][y * m_nScreenWidth + x + i].colour = 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 = PIXEL_SOLID, short col = 0x000F) { int x, y, dx, dy, dx1, dy1, px, py, xe, ye, i; dx = x2 - x1; dy = y2 - y1; dx1 = abs(dx); dy1 = abs(dy); px = 2 * dy1 - dx1; py = 2 * dx1 - dy1; if (dy1 <= dx1) { if (dx >= 0) { x = x1; y = y1; xe = x2; } else { x = x2; y = y2; xe = x1; } Draw(x, y, c, col); for (i = 0; x < xe; i++) { x = x + 1; if (px < 0) px = px + 2 * dy1; else { if ((dx < 0 && dy < 0) || (dx > 0 && dy > 0)) y = y + 1; else y = y - 1; px = px + 2 * (dy1 - dx1); } Draw(x, y, c, col); } } else { if (dy >= 0) { x = x1; y = y1; ye = y2; } else { x = x2; y = y2; ye = y1; } Draw(x, y, c, col); for (i = 0; y < ye; i++) { y = y + 1; if (py <= 0) py = py + 2 * dx1; else { if ((dx < 0 && dy < 0) || (dx > 0 && dy > 0)) x = x + 1; else x = x - 1; py = py + 2 * (dx1 - dy1); } Draw(x, y, c, col); } } } void DrawCircle(int xc, int yc, int r, wchar_t c = PIXEL_SOLID, short col = 0x000F) { int x = 0; int y = r; int p = 3 - 2 * r; if (!r) return; while (y >= x) // only formulate 1/8 of circle { Draw(xc - x, yc - y, c, col);//upper left left Draw(xc - y, yc - x, c, col);//upper upper left Draw(xc + y, yc - x, c, col);//upper upper right Draw(xc + x, yc - y, c, col);//upper right right Draw(xc - x, yc + y, c, col);//lower left left Draw(xc - y, yc + x, c, col);//lower lower left Draw(xc + y, yc + x, c, col);//lower lower right Draw(xc + x, yc + y, c, col);//lower right right if (p < 0) p += 4 * x++ + 6; else p += 4 * (x++ - y--) + 10; } } void FillCircle(int xc, int yc, int r, wchar_t c = PIXEL_SOLID, short col = 0x000F) { // Taken from wikipedia int x = 0; int y = r; int p = 3 - 2 * r; if (!r) return; auto drawline = [&](int sx, int ex, int ny) { for (int i = sx; i <= ex; i++) Draw(i, ny, c, col); }; while (y >= x) { // Modified to draw scan-lines instead of edges drawline(xc - x, xc + x, yc - y); drawline(xc - y, xc + y, yc - x); drawline(xc - x, xc + x, yc + y); drawline(xc - y, xc + y, yc + x); if (p < 0) p += 4 * x++ + 6; else p += 4 * (x++ - y--) + 10; } }; void DrawSprite(int x, int y, olcSprite *sprite) { if (sprite == nullptr) return; for (int i = 0; i < sprite->nWidth; i++) { for (int j = 0; j < sprite->nHeight; j++) { if (sprite->GetGlyph(i, j) != L' ') Draw(x + i, y + j, sprite->GetGlyph(i, j), sprite->GetColour(i, j)); } } } void DrawPartialSprite(int x, int y, olcSprite *sprite, int ox, int oy, int w, int h) { if (sprite == nullptr) return; for (int i = 0; i < w; i++) { for (int j = 0; j < h; j++) { if (sprite->GetGlyph(i + ox, j + oy) != L' ') Draw(x + i, y + j, sprite->GetGlyph(i + ox, j + oy), sprite->GetColour(i + ox, j + oy)); } } } void DrawWireFrameModel(const std::vector> &vecModelCoordinates, float x, float y, float r = 0.0f, float s = 1.0f, short col = FG_WHITE) { // pair.first = x coordinate // pair.second = y coordinate // Create translated model vector of coordinate pairs std::vector> vecTransformedCoordinates; int verts = vecModelCoordinates.size(); vecTransformedCoordinates.resize(verts); // Rotate for (int i = 0; i < verts; i++) { vecTransformedCoordinates[i].first = vecModelCoordinates[i].first * cosf(r) - vecModelCoordinates[i].second * sinf(r); vecTransformedCoordinates[i].second = vecModelCoordinates[i].first * sinf(r) + vecModelCoordinates[i].second * cosf(r); } // Scale for (int i = 0; i < verts; i++) { vecTransformedCoordinates[i].first = vecTransformedCoordinates[i].first * s; vecTransformedCoordinates[i].second = vecTransformedCoordinates[i].second * s; } // Translate for (int i = 0; i < verts; i++) { vecTransformedCoordinates[i].first = vecTransformedCoordinates[i].first + x; vecTransformedCoordinates[i].second = vecTransformedCoordinates[i].second + y; } // Draw Closed Polygon for (int i = 0; i < verts + 1; i++) { int j = (i + 1); DrawLine((int)vecTransformedCoordinates[i % verts].first, (int)vecTransformedCoordinates[i % verts].second, (int)vecTransformedCoordinates[j % verts].first, (int)vecTransformedCoordinates[j % verts].second, PIXEL_SOLID, col); } } ~olcConsoleGameEngine() { } public: void Start() { m_bAtomActive = true; // Start the thread std::thread t = std::thread(&olcConsoleGameEngine::GameThread, this); // Wait for thread to be exited t.join(); } int ScreenWidth() { return m_nScreenWidth; } int ScreenHeight() { return m_nScreenHeight; } private: void EnableSound() { m_bEnableSound = true; } void GameThread() { // Start SDL SDL_Init(SDL_INIT_VIDEO | SDL_INIT_EVENTS | SDL_INIT_AUDIO); char bufAppName[256]; #ifdef _WIN32 size_t t; wcstombs_s(&t, bufAppName, m_sAppName.c_str(), 256); #else wcstombs(bufAppName, m_sAppName.c_str(), 256); #endif // Create Window m_window = SDL_CreateWindow( bufAppName, SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, m_nScreenWidth * m_nFontWidth, m_nScreenHeight * m_nFontHeight, SDL_WINDOW_SHOWN ); // Create renderer m_render = SDL_CreateRenderer(m_window, -1, SDL_RENDERER_ACCELERATED | SDL_RENDERER_TARGETTEXTURE); // Now hear this, because its annoying! // On windows, SDL does not create a double buffer by default, which // permits incremental rendering, a frankly necessary feature which // is used extensively by tile renderers (such as this system) to // get the most performance. On My Linux VM its fine too. However // on Linux with HW, it caused a non-clear bug, as my incremental // framing method was rendering differences to successive buffers // in SDL causing all sorts of on screen artefacts. SDL - You're shit. m_screen = SDL_CreateTexture(m_render, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, m_nScreenWidth * m_nFontWidth, m_nScreenHeight * m_nFontHeight); // Load Font File LoadFontFile("./olcfont_consolas.bmp"); // Create user resources as part of this thread if (!OnUserCreate()) m_bAtomActive = false; auto tp1 = std::chrono::system_clock::now(); auto tp2 = std::chrono::system_clock::now(); while (m_bAtomActive) { // Run as fast as possible while (m_bAtomActive) { // Handle Timing tp2 = std::chrono::system_clock::now(); std::chrono::duration elapsedTime = tp2 - tp1; tp1 = tp2; float fElapsedTime = elapsedTime.count(); SDL_Event e; while (SDL_PollEvent(&e)) { switch (e.type) { case SDL_QUIT: m_bAtomActive = false; break; case SDL_KEYDOWN: { int k = e.key.keysym.scancode; // SDL Scancode m_keyNewState[k] = true; } break; case SDL_KEYUP: { int k = e.key.keysym.scancode; // SDL Scancode m_keyNewState[k] = false; } break; case SDL_MOUSEMOTION: { m_mousePosX = e.motion.x / m_nFontWidth; m_mousePosY = e.motion.y / m_nFontHeight; } break; case SDL_MOUSEBUTTONDOWN: { switch (e.button.button) { case SDL_BUTTON_LEFT: m_mouseNewState[0] = 1; break; case SDL_BUTTON_RIGHT: m_mouseNewState[1] = 1; break; case SDL_BUTTON_MIDDLE: m_mouseNewState[2] = 1; break; case SDL_BUTTON_X1: m_mouseNewState[3] = 1; break; case SDL_BUTTON_X2: m_mouseNewState[4] = 1; break; } } break; case SDL_MOUSEBUTTONUP: { switch (e.button.button) { case SDL_BUTTON_LEFT: m_mouseNewState[0] = 0; break; case SDL_BUTTON_RIGHT: m_mouseNewState[1] = 0; break; case SDL_BUTTON_MIDDLE: m_mouseNewState[2] = 0; break; case SDL_BUTTON_X1: m_mouseNewState[3] = 0; break; case SDL_BUTTON_X2: m_mouseNewState[4] = 0; break; } } break; } } // Handle Keyboard Input for (int k = 0; k < 512; k++) { m_keys._state[k].bPressed = false; m_keys._state[k].bReleased = false; if (m_keyNewState[k] != m_keyOldState[k]) { if (m_keyNewState[k] == true) { m_keys._state[k].bPressed = !m_keys._state[k].bHeld; m_keys._state[k].bHeld = true; } else { m_keys._state[k].bReleased = true; m_keys._state[k].bHeld = false; } } m_keyOldState[k] = m_keyNewState[k]; } 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 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 char s[256]; snprintf(s, 256, "OneLoneCoder.com - Console Game Engine (SDL) - %s - FPS: %3.2f", bufAppName, 1.0f / fElapsedTime); SDL_SetWindowTitle(m_window, s); // Render differences CHAR_INFO *buff_old, *buff_new; buff_new = m_bufScreen[m_nCurrentBuffer]; buff_old = m_bufScreen[(m_nCurrentBuffer + 1) % 2]; SDL_SetRenderTarget(m_render, m_screen); for (int x = 0; x < m_nScreenWidth; x++) { for (int y = 0; y < m_nScreenHeight; y++) { int i = y * m_nScreenWidth + x; if (buff_new[i].colour != buff_old[i].colour || buff_new[i].glyph != buff_old[i].glyph) { // Draw Cell int cx = (buff_new[i].glyph - 0) % 64; int cy = (buff_new[i].glyph - 0) / 64; // Draw Foreground int cidx = (buff_new[i].colour & 0x00F0) >> 4; //SDL_Rect src_bg = { (cidx+45) * 8, 88, 8, 8 }; SDL_Rect src_bg = { (cidx + 0) * 16, 0, 16, 16 }; SDL_Rect dst = { x * m_nFontWidth, y * m_nFontHeight, m_nFontWidth, m_nFontHeight }; SDL_SetTextureColorMod(m_fontFile, 255, 255, 255); SDL_SetTextureAlphaMod(m_fontFile, 255); SDL_RenderCopy(m_render, m_fontFile, &src_bg, &dst); // set colour of font SDL_Color fg_col = colour_lookup[buff_new[i].colour & 0x000F]; SDL_SetTextureColorMod(m_fontFile, fg_col.r, fg_col.g, fg_col.b); SDL_SetTextureAlphaMod(m_fontFile, fg_col.a); // Draw glyph SDL_Rect src_fg = { cx * (16), cy * (16), 16, 16 }; SDL_RenderCopy(m_render, m_fontFile, &src_fg, &dst); } } } // Present buffers SDL_SetRenderTarget(m_render, nullptr); SDL_RenderCopy(m_render, m_screen, nullptr, nullptr); SDL_RenderPresent(m_render); // Flip buffers m_nCurrentBuffer = (m_nCurrentBuffer + 1) % 2; } if (OnUserDestroy()) { // User has permitted destroy, so exit and clean up SDL_DestroyTexture(m_fontFile); SDL_DestroyRenderer(m_render); SDL_DestroyWindow(m_window); SDL_Quit(); delete[] m_bufScreen[0]; delete[] m_bufScreen[1]; m_cvGameFinished.notify_one(); } else { // User denied destroy for some reason, so continue running m_bAtomActive = true; } } } public: // User MUST OVERRIDE THESE!! virtual bool OnUserCreate() = 0; virtual bool OnUserUpdate(float fElapsedTime) = 0; // Optional for clean up virtual bool OnUserDestroy() { return true; } protected: struct sKeyState { bool bPressed; bool bReleased; bool bHeld; }; struct sKeyStateWrap { sKeyState _state[512]; public: sKeyState & operator[] (int nKeyID) { SDL_Scancode scode = SDL_SCANCODE_UNKNOWN; if (nKeyID > KEY_OFFSET) { int scode = (SDL_Scancode)nKeyID - KEY_OFFSET; return _state[scode]; } switch (nKeyID) { case L'A': scode = SDL_SCANCODE_A; break; case L'B': scode = SDL_SCANCODE_B; break; case L'C': scode = SDL_SCANCODE_C; break; case L'D': scode = SDL_SCANCODE_D; break; case L'E': scode = SDL_SCANCODE_E; break; case L'F': scode = SDL_SCANCODE_F; break; case L'G': scode = SDL_SCANCODE_G; break; case L'H': scode = SDL_SCANCODE_H; break; case L'I': scode = SDL_SCANCODE_I; break; case L'J': scode = SDL_SCANCODE_J; break; case L'K': scode = SDL_SCANCODE_K; break; case L'L': scode = SDL_SCANCODE_L; break; case L'M': scode = SDL_SCANCODE_M; break; case L'N': scode = SDL_SCANCODE_N; break; case L'O': scode = SDL_SCANCODE_O; break; case L'P': scode = SDL_SCANCODE_P; break; case L'Q': scode = SDL_SCANCODE_Q; break; case L'R': scode = SDL_SCANCODE_R; break; case L'S': scode = SDL_SCANCODE_S; break; case L'T': scode = SDL_SCANCODE_T; break; case L'U': scode = SDL_SCANCODE_U; break; case L'V': scode = SDL_SCANCODE_V; break; case L'W': scode = SDL_SCANCODE_W; break; case L'X': scode = SDL_SCANCODE_X; break; case L'Y': scode = SDL_SCANCODE_Y; break; case L'Z': scode = SDL_SCANCODE_Z; break; case L'0': scode = SDL_SCANCODE_0; break; case L'1': scode = SDL_SCANCODE_1; break; case L'2': scode = SDL_SCANCODE_2; break; case L'3': scode = SDL_SCANCODE_3; break; case L'4': scode = SDL_SCANCODE_4; break; case L'5': scode = SDL_SCANCODE_5; break; case L'6': scode = SDL_SCANCODE_6; break; case L'7': scode = SDL_SCANCODE_7; break; case L'8': scode = SDL_SCANCODE_8; break; case L'9': scode = SDL_SCANCODE_9; break; /*case L'\'': scode = SDL_SCANCODE_APOSTROPHE; break; case L'\\': scode = SDL_SCANCODE_BACKSLASH; break; case L',': scode = SDL_SCANCODE_COMMA; break; case L'=': scode = SDL_SCANCODE_EQUALS; break; case L'[': scode = SDL_SCANCODE_LEFTBRACKET; break; case L']': scode = SDL_SCANCODE_RIGHTBRACKET; break; case L'-': scode = SDL_SCANCODE_MINUS; break; case L'.': scode = SDL_SCANCODE_PERIOD; break; case L';': scode = SDL_SCANCODE_SEMICOLON; break; case L'/': scode = SDL_SCANCODE_SLASH; break;*/ default: scode = (SDL_Scancode)nKeyID; } return _state[scode]; } } m_keys; sKeyState m_mouse[5]; int m_mousePosX; int m_mousePosY; public: sKeyState GetKey(int nKeyID) { return m_keys[nKeyID]; } int GetMouseX() { return m_mousePosX; } int GetMouseY() { return m_mousePosY; } sKeyState GetMouse(int nMouseButtonID) { return m_mouse[nMouseButtonID]; } bool IsFocused() { return m_bConsoleInFocus; } protected: int Error(const wchar_t *msg) { wchar_t buf[256]; wprintf(L"ERROR: %s\n\t%s\n", msg, buf); return 0; } void LoadFontFile(const std::string& fname) { // Load image. SDL_Surface* temp = SDL_LoadBMP(fname.c_str()); if (temp == nullptr) { std::wcout << L"Please download the necessary bmp file too!\n"; throw 1; } // set color key to 255,0,255; this basically makes // it transparent. SDL_SetColorKey(temp, SDL_TRUE, SDL_MapRGB(temp->format, 255, 0, 255)); // Convert to texture. m_fontFile = SDL_CreateTextureFromSurface(m_render, temp); // Cleanup and return. SDL_FreeSurface(temp); } //static BOOL CloseHandler(DWORD evt) //{ // // Note this gets called in a seperate OS thread, so it must // // only exit when the game has finished cleaning up, or else // // the process will be killed before OnUserDestroy() has finished // if (evt == CTRL_CLOSE_EVENT) // { // m_bAtomActive = false; // // Wait for thread to be exited // unique_lock ul(m_muxGame); // m_cvGameFinished.wait(ul); // } // return true; //} protected: int m_nScreenWidth; int m_nScreenHeight; int m_nFontWidth; int m_nFontHeight; CHAR_INFO *m_bufScreen[2]; int m_nCurrentBuffer = 0; std::wstring m_sAppName; bool m_keyOldState[512] = { 0 }; bool m_keyNewState[512] = { 0 }; bool m_mouseOldState[5] = { 0 }; bool m_mouseNewState[5] = { 0 }; bool m_bConsoleInFocus = true; bool m_bEnableSound = false; static std::atomic m_bAtomActive; static std::condition_variable m_cvGameFinished; static std::mutex m_muxGame; private: SDL_Window* m_window; SDL_Renderer* m_render; SDL_Texture *m_screen; SDL_Texture* m_fontFile; protected: // Audio Engine ===================================================================== class olcAudioSample { public: olcAudioSample() { } olcAudioSample(std::string sWavFile, olcConsoleGameEngine &cge) { uint8_t *wavData; SDL_AudioSpec fileSpec; uint32_t streamLen = 0; if (!SDL_LoadWAV(sWavFile.c_str(), &fileSpec, (uint8_t **)&wavData, &streamLen)) { std::cout << "Couldn't load audio file!\n" << SDL_GetError() << '\n'; bSampleValid = false; return; } SDL_AudioCVT cvt; if (!SDL_BuildAudioCVT(&cvt, fileSpec.format, fileSpec.channels, fileSpec.freq, cge.sampleSpec.format, cge.sampleSpec.channels, cge.sampleSpec.freq)) { std::cout << "Failed to build cvt!\n" << SDL_GetError() << '\n'; bSampleValid = false; return; } cvt.buf = (uint8_t *)malloc(streamLen * cvt.len_mult); cvt.len = streamLen; memcpy(cvt.buf, wavData, streamLen); SDL_FreeWAV((uint8_t *)wavData); if (SDL_ConvertAudio(&cvt) == -1) { std::cout << "Failed to convert audio!\n" << SDL_GetError() << '\n'; bSampleValid = false; return; } fSample = (float *)cvt.buf; nSamples = cvt.len_cvt / sizeof(float) / cge.spec.channels; bSampleValid = true; } ~olcAudioSample() { SDL_FreeWAV((uint8_t *)fSample); } float *fSample; uint32_t nSamples = 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::string sWavFile) { if (!m_bEnableSound) return -1; olcAudioSample a(sWavFile, *this); 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) { sCurrentlyPlayingSample a; a.nAudioSampleID = id; a.nSamplePosition = 0; a.bFinished = false; a.bLoop = bLoop; listActiveSamples.push_back(a); } 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) { SDL_AudioSpec wanted; SDL_zero(wanted); wanted.channels = nChannels; wanted.format = AUDIO_S16; wanted.freq = nSampleRate; wanted.samples = nBlockSamples; wanted.userdata = this; wanted.callback = forwardCallback; SDL_zero(sampleSpec); sampleSpec.channels = nChannels; sampleSpec.format = AUDIO_F32; sampleSpec.freq = nSampleRate; sampleSpec.userdata = this; deviceID = SDL_OpenAudioDevice(NULL, 0, &wanted, &spec, 0); if (deviceID == 0) { std::cout << "Failed to open audio device!\n" << SDL_GetError() << '\n'; return false; } SDL_PauseAudioDevice(deviceID, 0); return true; } // Stop and clean up audio system bool DestroyAudio() { SDL_CloseAudioDevice(deviceID); return false; } static void forwardCallback(void *userdata, uint8_t *byteStream, int len) { static_cast(userdata)->AudioThread(userdata, byteStream, len); } // 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(void *userdata, uint8_t *byteStream, int len) { m_fGlobalTime = 0.0f; float fTimeStep = 1.0f / (float)spec.freq; // 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; // Prepare block for processing memset(byteStream, 0, len); int16_t *buf = (int16_t *)byteStream; auto clip = [](float fSample, float fMax) { if (fSample >= 0.0) return fmin(fSample, fMax); else return fmax(fSample, -fMax); }; uint32_t i = 0; for (unsigned int n = 0; n < len / sizeof(int16_t); n += spec.channels) { // User Process for (unsigned int c = 0; c < spec.channels; c++) { int16_t sample = (int16_t)(clip(GetMixerOutput(c, fTimeStep * i, fTimeStep), 1.0) * fMaxSample); buf[i] = sample; i++; } m_fGlobalTime = m_fGlobalTime + fTimeStep; } } // 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 which 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 if (nChannel == 0) s.nSamplePosition += (long)((float)spec.freq * 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 * spec.channels) + 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); return fMixerSample; } SDL_AudioDeviceID deviceID; SDL_AudioSpec spec, sampleSpec; //thx J. Random Programmer std::atomic m_fGlobalTime = {0.0f}; }; std::atomic olcConsoleGameEngine::m_bAtomActive(false); std::condition_variable olcConsoleGameEngine::m_cvGameFinished; std::mutex olcConsoleGameEngine::m_muxGame;