forked from OneLoneCoder/Javidx9
-
Notifications
You must be signed in to change notification settings - Fork 0
/
olcConsoleGameEngineSDL.h
1510 lines (1285 loc) · 40.2 KB
/
olcConsoleGameEngineSDL.h
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
/*
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 <fstream>
#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 <SDL.h>
#else
#include <SDL2/SDL.h>
#endif
#undef main
#include <stdio.h>
#include <iostream>
#include <chrono>
#include <vector>
#include <list>
#include <thread>
#include <atomic>
#include <condition_variable>
#include <string>
#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<std::pair<float, float>> &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<std::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, 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<float> 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];
}