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olcConsoleGameEngineSDL.h
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olcConsoleGameEngineSDL.h
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/*
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.
(You thought, Javid, you thought)
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. (Aww, haven't seen this 'til now)
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: 15/01/2019
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 (SDLK_SPACE & 0xffff) + KEY_OFFSET
#define VK_BACK (SDLK_BACKSPACE & 0xffff) + KEY_OFFSET
#define VK_DELETE (SDLK_DELETE & 0xffff) + KEY_OFFSET
#define VK_HOME (SDLK_HOME & 0xffff) + KEY_OFFSET
#define VK_END (SDLK_END & 0xffff) + KEY_OFFSET
#define VK_RETURN (SDLK_RETURN & 0xffff) + KEY_OFFSET
#define VK_TAB (SDLK_TAB & 0xffff) + KEY_OFFSET
#define VK_INSERT (SDLK_INSERT & 0xffff) + KEY_OFFSET
#define VK_LSHIFT (SDLK_LSHIFT & 0xffff) + KEY_OFFSET
#define VK_RSHIFT (SDLK_RSHIFT & 0xffff) + KEY_OFFSET
#define VK_LCONTROL (SDLK_LCTRL & 0xffff) + KEY_OFFSET
#define VK_RCONTROL (SDLK_RCTRL & 0xffff) + KEY_OFFSET
#define VK_PRIOR (SDLK_PAGEUP & 0xffff) + KEY_OFFSET
#define VK_NEXT (SDLK_PAGEDOWN & 0xffff) + KEY_OFFSET
#define VK_ESCAPE (SDLK_ESCAPE & 0xffff) + KEY_OFFSET
#define VK_UP (SDLK_UP & 0xffff) + KEY_OFFSET
#define VK_DOWN (SDLK_DOWN & 0xffff) + KEY_OFFSET
#define VK_LEFT (SDLK_LEFT & 0xffff) + KEY_OFFSET
#define VK_RIGHT (SDLK_RIGHT & 0xffff) + KEY_OFFSET
#define VK_F1 (SDLK_F1 & 0xffff) + KEY_OFFSET
#define VK_F2 (SDLK_F2 & 0xffff) + KEY_OFFSET
#define VK_F3 (SDLK_F3 & 0xffff) + KEY_OFFSET
#define VK_F4 (SDLK_F4 & 0xffff) + KEY_OFFSET
#define VK_F5 (SDLK_F5 & 0xffff) + KEY_OFFSET
#define VK_F6 (SDLK_F6 & 0xffff) + KEY_OFFSET
#define VK_F7 (SDLK_F7 & 0xffff) + KEY_OFFSET
#define VK_F8 (SDLK_F8 & 0xffff) + KEY_OFFSET
#define VK_F9 (SDLK_F9 & 0xffff) + KEY_OFFSET
#define VK_F10 (SDLK_F10 & 0xffff) + KEY_OFFSET
#define VK_F11 (SDLK_F11 & 0xffff) + KEY_OFFSET
#define VK_F12 (SDLK_F12 & 0xffff) + KEY_OFFSET
#define VK_MENU (SDLK_MENU & 0xffff) + 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);
}
~olcSprite() {
delete[] m_Glyphs;
delete[] m_Colours;
}
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)
{
std::string path(sFile.begin(), sFile.end());
#ifdef __APPLE__
std::ofstream f(path.c_str(), std::ios::out | std::ios::binary);
#else
std::ofstream f(sFile.c_str(), std::ios::out | std::ios::binary);
#endif
if (!f.is_open()) return false;
f.write((char*)&nWidth, sizeof(int));
f.write((char*)&nHeight, sizeof(int));
f.write((char*)m_Colours, sizeof(short) * nWidth * nHeight);
f.write((char*)m_Glyphs, sizeof(wchar_t) * nWidth * nHeight);
f.close();
return true;
}
bool Load(std::wstring sFile)
{
delete[] m_Glyphs;
delete[] m_Colours;
nWidth = 0;
nHeight = 0;
std::string path(sFile.begin(), sFile.end());
#ifdef __APPLE__
std::ifstream f(path.c_str(), std::ios::in | std::ios::binary);
#else
std::ifstream f(sFile.c_str(), std::ios::in | std::ios::binary);
#endif
if (!f.is_open()) return false;
// get file data
f.read((char*)&nWidth, sizeof(int));
f.read((char*)&nHeight, sizeof(int));
Create(nWidth, nHeight);
f.read((char*)m_Colours, sizeof(short) * nWidth * nHeight);
f.read((char*)m_Glyphs, sizeof(wchar_t) * nWidth * nHeight);
f.close();
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);
GameThread();
// 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.sym & 0xfff; // SDL keycode
m_keyNewState[k] = true;
}
break;
case SDL_KEYUP:
{
int k = e.key.keysym.sym & 0xfff; // SDL keycode
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 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: