视频:https://www.bilibili.com/video/BV14z4y1r7wX?p=4&t=717
代码:https://github.com/OneLoneCoder/videos/blob/master/OneLoneCoder_RetroArcadeRacer.cpp
目录
一、预览图
二、代码过程
三、完整代码
一、预览图
左图是做出来的效果,右图是视频中的效果。可能是控制台方面的原因显示效果有差别。
二、代码过程
2.1 场地绘制
使用两层循环,绘制赛场颜色。(绿色草地,红色路边,灰色跑道)
// Draw Track - Each row is split into grass, clip-board and track
for (int y = 0; y < ScreenHeight() / 2; y++)
for (int x = 0; x < ScreenWidth(); x++)
{
float fMiddlePoint = 0.5f;
float fRoadWidth = 0.6f;
float fClipWidth = fRoadWidth * 0.15f;
fRoadWidth *= 0.5f;//对称
// 各部分的边界
int nLeftGrass = (fMiddlePoint - fRoadWidth - fClipWidth) * ScreenWidth();
int nLeftClip = (fMiddlePoint - fRoadWidth) * ScreenWidth();
int nRightClip = (fMiddlePoint + fRoadWidth) * ScreenWidth();
int nRightGrass = (fMiddlePoint + fRoadWidth + fClipWidth) * ScreenWidth();
int nRow = ScreenHeight() / 2 + y; //y是从0(顶部)开始的,向下平移一半屏幕高度。
// Draw the row segments
if (x >= 0 && x < nLeftGrass)
Draw(x, nRow, PIXEL_SOLID, FG_GREEN);
if (x >= nLeftGrass && x < nLeftClip)
Draw(x, nRow, PIXEL_SOLID, FG_RED);
if (x >= nLeftClip && x < nRightClip)
Draw(x, nRow, PIXEL_SOLID, FG_GREY);
if (x >= nRightClip && x < nRightGrass)
Draw(x, nRow, PIXEL_SOLID, FG_RED);
if (x >= nRightGrass && x < ScreenWidth())
Draw(x, nRow, PIXEL_SOLID, FG_GREEN);
}
2.2 存储汽车信息
DrawStringAlpha(nCarPos, 80, L" ||####|| ");
DrawStringAlpha(nCarPos, 81, L" ## ");
DrawStringAlpha(nCarPos, 82, L" #### ");
DrawStringAlpha(nCarPos, 83, L" #### ");
DrawStringAlpha(nCarPos, 84, L"||| #### |||");
DrawStringAlpha(nCarPos, 85, L"|||########|||");
DrawStringAlpha(nCarPos, 86, L"||| #### |||");
2.3 产生汽车向前跑的画面
将路的宽度与汽车位置关联,离汽车越远,路越狭窄。
###更新草的颜色来产生车运动的效果
int nGrassColour = sinf(20.0f * powf(1.0f - fPerspective, 3) + fDistance*0.1f) >0.0f?FG_GREEN:FG_DARK_GREEN;
2.4 描述跑道
使用曲率,距离描述一段跑道,整个跑道由多端跑道组成。
.
中点和曲率关联,让弯曲的道路产生弯曲的视觉效果(但是为什么是这个函数,我没有理解)
float fMiddlePoint = 0.5f + fCurvature*powf((1.0f-fPerspective),2); //中点
2.5 让玩家能够左右移动(成为真正的游戏)
(新增变量玩家曲率,轨道曲率,根据曲率差可以改变汽车位置)
2.6 完善
增加背景,计时等。
三、完整代码
RetroArcadeRacer.cpp
#include <iostream>
#include <string>
using namespace std;
#include "olcConsoleGameEngine.h"
class OneLoneCode_FormulaOLC : public olcConsoleGameEngine
{
public :
OneLoneCode_FormulaOLC()
{
m_sAppName = L"Formula OLC";
}
private:
float fCarPos = 0.0f; //汽车位置
float fDistance = 0.0f; //距离
float fSpeed = 0.0f; //汽车速度
float fCurvature = 0.0f; //曲率
float fTrackCurvature = 0.0f;//轨道曲率
float fPlayerCurvature = 0.0f;//玩家曲率
float fTrackDistance = 0.0f; //轨道距离
float fCurrentLapTime = 0.0f;//当前花费时间
vector<pair<float, float>> vecTrack; //曲率,距离
list<float> listLapTimes; //记录每一圈用时的列表
protected:
//初始化游戏
virtual bool OnUserCreate()
{
vecTrack.push_back(make_pair(0.0f, 10.0f)); // Short section for start/finish line
vecTrack.push_back(make_pair(0.0f, 200.0f));
vecTrack.push_back(make_pair(1.0f, 200.0f));
vecTrack.push_back(make_pair(0.0f, 400.0f));
vecTrack.push_back(make_pair(-1.0f, 100.0f));
vecTrack.push_back(make_pair(0.0f, 200.0f));
vecTrack.push_back(make_pair(-1.0f, 200.0f));
vecTrack.push_back(make_pair(1.0f, 200.0f));
vecTrack.push_back(make_pair(0.0f, 200.0f));
vecTrack.push_back(make_pair(0.2f, 500.0f));
vecTrack.push_back(make_pair(0.0f, 200.0f));
for (auto t : vecTrack)
fTrackDistance += t.second;
listLapTimes = { 0,0,0,0,0 };
return true;
}
//更新游戏
virtual bool OnUserUpdate(float fElapsedTime)
{
//↑按键响应
if (m_keys[VK_UP].bHeld)
fSpeed += 2.0f* fElapsedTime;
else
fSpeed -= 1.0f* fElapsedTime;
int nCarDirection = 0;
//←→按键响应
if (m_keys[VK_LEFT].bHeld)
{
fPlayerCurvature -= 0.7f * fElapsedTime;
nCarDirection = -1;
}
if (m_keys[VK_RIGHT].bHeld)
{
fPlayerCurvature += 0.7f * fElapsedTime;
nCarDirection = 1;
}
//玩家曲率和轨道曲率相差大于0.8(偏离轨道)时,进行速度修正
if (fabs(fPlayerCurvature - fTrackCurvature) >= 0.8f)
fSpeed -= 5.0f * fElapsedTime;
if (fSpeed < 0.0f) fSpeed = 0.0f;
if (fSpeed > 1.0f) fSpeed = 1.0f;
//距离更新
fDistance += (70.0f * fSpeed) * fElapsedTime;
//在轨道上的位置
float fOffset = 0;
int nTrackSection = 0; //位于轨道的第n节
//更新时间
fCurrentLapTime += fElapsedTime;
//循环车道
if (fDistance >= fTrackDistance)
{
fDistance -= fTrackDistance;
listLapTimes.push_front(fCurrentLapTime);
listLapTimes.pop_back();
fCurrentLapTime = 0.0f;
}
while (nTrackSection < vecTrack.size() && fOffset <= fDistance)
{
fOffset += vecTrack[nTrackSection].second;
nTrackSection++;
}
float fTargetCurvature = vecTrack[nTrackSection - 1].first; //目标路段曲率
float fTrackCurveDiff = (fTargetCurvature - fCurvature) * fElapsedTime*fSpeed;//目标曲率和实际的差值
// 更新曲率
fCurvature += fTrackCurveDiff;
// 更新轨道曲率
fTrackCurvature += (fCurvature)* fElapsedTime * fSpeed;
//空白填充
Fill(0, 0, ScreenWidth(), ScreenHeight(), L' ', 0);
// 天空(固定位置)
for (int y = 0; y < ScreenHeight() / 2; y++)
for (int x = 0; x < ScreenWidth(); x++)
Draw(x, y, y < ScreenHeight() / 4 ? PIXEL_HALF : PIXEL_SOLID, FG_DARK_BLUE);
// 风景(山的高度根据轨道曲率改变)
for (int x = 0; x < ScreenWidth(); x++)
{
int nHillHeight = (int)(fabs(sinf(x * 0.01f + fTrackCurvature) * 16.0f));
for (int y = (ScreenHeight() / 2) - nHillHeight; y < ScreenHeight() / 2; y++)
Draw(x, y, PIXEL_SOLID, FG_DARK_YELLOW);
}
//赛道
for (int y = 0; y < ScreenHeight() / 2; y++)
{
for (int x = 0; x < ScreenWidth(); x++)
{
float fPerspective = (float)y / (ScreenHeight() / 2.0f); //视角,范围从0到1
float fMiddlePoint = 0.5f + fCurvature*powf((1.0f-fPerspective),2); //中点
float fRoadWidth = 0.1f + fPerspective * 0.8f; //路宽
float fClipWidth = fRoadWidth * 0.15f;//围栏宽
fRoadWidth *= 0.5f;
//计算跑道各部分的边界(草、围栏)
int nLeftGrass = (fMiddlePoint - fRoadWidth - fClipWidth)*ScreenWidth();
int nLeftClip = (fMiddlePoint - fRoadWidth) * ScreenWidth();
int nRightClip = (fMiddlePoint + fRoadWidth) * ScreenWidth();
int nRightGrass = (fMiddlePoint + fRoadWidth + fClipWidth)*ScreenWidth();
int nRow = ScreenHeight() / 2 + y; //注意到y是从0(顶部)开始,而我们需要从中间开始绘制,故向下偏移一半屏幕
//草、围栏、路的颜色
int nGrassColour = sinf(20.0f * powf(1.0f - fPerspective, 3) + fDistance*0.1f) >0.0f?FG_GREEN:FG_DARK_GREEN;
int nClipColour = sinf(80.0f * powf(1.0f - fPerspective,2) + fDistance * 0.1f) > 0.0f ? FG_RED : FG_WHITE;
int nRoadColour = (nTrackSection - 1) == 0 ? FG_WHITE : FG_GREY;
if (x >= 0 && x < nLeftGrass)
Draw(x, nRow, PIXEL_SOLID, nGrassColour); //草
if (x >= nLeftGrass && x < nLeftClip)
Draw(x, nRow, PIXEL_SOLID, nClipColour);
if (x >= nLeftClip && x < nRightClip)
Draw(x, nRow, PIXEL_SOLID, nRoadColour);
if (x >= nRightClip && x < nRightGrass)
Draw(x, nRow, PIXEL_SOLID, nClipColour);
if (x >= nRightGrass && x < ScreenWidth())
Draw(x, nRow, PIXEL_SOLID, nGrassColour);
}
}
//画车
fCarPos = fPlayerCurvature - fTrackCurvature;//根据曲率差挑战车的左右位置
int nCarPos = ScreenWidth() / 2 + ((int)(ScreenWidth()*fCarPos) / 2.0f) - 7;
//根据车的不同动作绘制不同形状的车
switch (nCarDirection)
{
case 0:
DrawStringAlpha(nCarPos, 80, L" ||####|| ");
DrawStringAlpha(nCarPos, 81, L" ## ");
DrawStringAlpha(nCarPos, 82, L" #### ");
DrawStringAlpha(nCarPos, 83, L" #### ");
DrawStringAlpha(nCarPos, 84, L"||| #### |||");
DrawStringAlpha(nCarPos, 85, L"|||########|||");
DrawStringAlpha(nCarPos, 86, L"||| #### |||");
break;
case +1:
DrawStringAlpha(nCarPos, 80, L" //####//");
DrawStringAlpha(nCarPos, 81, L" ## ");
DrawStringAlpha(nCarPos, 82, L" #### ");
DrawStringAlpha(nCarPos, 83, L" #### ");
DrawStringAlpha(nCarPos, 84, L"/// #### ");
DrawStringAlpha(nCarPos, 85, L"//#######///O ");
DrawStringAlpha(nCarPos, 86, L"/// #### ");
break;
case -1:
DrawStringAlpha(nCarPos, 80, L"\\\\####\\\\ ");
DrawStringAlpha(nCarPos, 81, L" ## ");
DrawStringAlpha(nCarPos, 82, L" #### ");
DrawStringAlpha(nCarPos, 83, L" #### ");
DrawStringAlpha(nCarPos, 84, L" \\\\\\\\#### \\\\\\");
DrawStringAlpha(nCarPos, 85, L" O\\\\\\#######\\\\");
DrawStringAlpha(nCarPos, 86, L" \\\\\\\\ #### \\\\\\");
break;
}
// 状态栏显示
DrawString(0, 0, L"Distance: " + to_wstring(fDistance));
DrawString(0, 1, L"Target Curvature: " + to_wstring(fCurvature));
DrawString(0, 2, L"Player Curvature: " + to_wstring(fPlayerCurvature));
DrawString(0, 3, L"Player Speed : " + to_wstring(fSpeed));
DrawString(0, 4, L"Track Curvature : " + to_wstring(fTrackCurvature));
//时间格式转换
auto disp_time = [](float t)
{
int nMinutes = t / 60.0f;
int nSeconds = t - (nMinutes *60.0f);
int nMilliSeconds = (t - (float)nSeconds) * 1000.0f;
return to_wstring(nMinutes) + L"," + to_wstring(nSeconds) + L":" + to_wstring(nMilliSeconds);
};
DrawString(10, 8, disp_time(fCurrentLapTime));
//显示最近5圈时间
int j = 10;
for (auto L : listLapTimes)
{
DrawString(10, j, disp_time(L));
j++;
}
return true;
}
};
int main()
{
OneLoneCode_FormulaOLC game;
game.ConstructConsole(160, 100, 8, 8);
game.Start();
return 0;
}
olcConsoleGameEngine.h
/*
OneLoneCoder.com - Command Line Game Engine
"Who needs a frame buffer?" - @Javidx9
The Original & Best :P
One Lone Coder License
~~~~~~~~~~~~~~~~~~~~~~
- This software is Copyright (C) 2018 Javidx9
- This is free software
- This software comes with absolutely no warranty
- The copyright holder is not liable or responsible for anything
this software does or does not
- You use this software at your own risk
- You can distribute this software
- You can modify this software
- Redistribution of this software or a derivative of this software
must attribute the Copyright holder named above, in a manner
visible to the end user
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, MaGetzUb
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
*/
#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 <windows.h>
#include <iostream>
#include <chrono>
#include <vector>
#include <list>
#include <thread>
#include <atomic>
#include <condition_variable>
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(std::wstring sFile)
{
if (!Load(sFile))
Create(8, 8);
}
int nWidth = 0;
int nHeight = 0;
private:
short *m_Glyphs = nullptr;
short *m_Colours = nullptr;
void Create(int w, int h)
{
nWidth = w;
nHeight = h;
m_Glyphs = new 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, short 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;
}
short 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];
}
short 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;
_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(short), 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;
_wfopen_s(&f, sFile.c_str(), L"rb");
if (f == nullptr)
return false;
std::fread(&nWidth, sizeof(int), 1, f);
std::fread(&nHeight, sizeof(int), 1, f);
Create(nWidth, nHeight);
std::fread(m_Colours, sizeof(short), nWidth * nHeight, f);
std::fread(m_Glyphs, sizeof(short), nWidth * nHeight, f);
std::fclose(f);
return true;
}
};
class olcConsoleGameEngine
{
public:
olcConsoleGameEngine()
{
m_nScreenWidth = 80;
m_nScreenHeight = 30;
m_hConsole = GetStdHandle(STD_OUTPUT_HANDLE);
m_hConsoleIn = GetStdHandle(STD_INPUT_HANDLE);
std::memset(m_keyNewState, 0, 256 * sizeof(short));
std::memset(m_keyOldState, 0, 256 * sizeof(short));
std::memset(m_keys, 0, 256 * sizeof(sKeyState));
m_mousePosX = 0;
m_mousePosY = 0;
m_bEnableSound = false;
m_sAppName = L"Default";
}
void EnableSound()
{
m_bEnableSound = true;
}
int ConstructConsole(int width, int height, int fontw, int fonth)
{
if (m_hConsole == INVALID_HANDLE_VALUE)
return Error(L"Bad Handle");
m_nScreenWidth = width;
m_nScreenHeight = height;
// Update 13/09/2017 - It seems that the console behaves differently on some systems
// and I'm unsure why this is. It could be to do with windows default settings, or
// screen resolutions, or system languages. Unfortunately, MSDN does not offer much
// by way of useful information, and so the resulting sequence is the reult of experiment
// that seems to work in multiple cases.
//
// The problem seems to be that the SetConsoleXXX functions are somewhat circular and
// fail depending on the state of the current console properties, i.e. you can't set
// the buffer size until you set the screen size, but you can't change the screen size
// until the buffer size is correct. This coupled with a precise ordering of calls
// makes this procedure seem a little mystical :-P. Thanks to wowLinh for helping - Jx9
// Change console visual size to a minimum so ScreenBuffer can shrink
// below the actual visual size
m_rectWindow = { 0, 0, 1, 1 };
SetConsoleWindowInfo(m_hConsole, TRUE, &m_rectWindow);
// Set the size of the screen buffer
COORD coord = { (short)m_nScreenWidth, (short)m_nScreenHeight };
if (!SetConsoleScreenBufferSize(m_hConsole, coord))
Error(L"SetConsoleScreenBufferSize");
// Assign screen buffer to the console
if (!SetConsoleActiveScreenBuffer(m_hConsole))
return Error(L"SetConsoleActiveScreenBuffer");
// Set the font size now that the screen buffer has been assigned to the console
CONSOLE_FONT_INFOEX cfi;
cfi.cbSize = sizeof(cfi);
cfi.nFont = 0;
cfi.dwFontSize.X = fontw;
cfi.dwFontSize.Y = fonth;
cfi.FontFamily = FF_DONTCARE;
cfi.FontWeight = FW_NORMAL;
/* DWORD version = GetVersion();
DWORD major = (DWORD)(LOBYTE(LOWORD(version)));
DWORD minor = (DWORD)(HIBYTE(LOWORD(version)));*/
//if ((major > 6) || ((major == 6) && (minor >= 2) && (minor < 4)))
// wcscpy_s(cfi.FaceName, L"Raster"); // Windows 8 :(
//else
// wcscpy_s(cfi.FaceName, L"Lucida Console"); // Everything else :P
//wcscpy_s(cfi.FaceName, L"Liberation Mono");
wcscpy_s(cfi.FaceName, L"Consolas");
if (!SetCurrentConsoleFontEx(m_hConsole, false, &cfi))
return Error(L"SetCurrentConsoleFontEx");
// Get screen buffer info and check the maximum allowed window size. Return
// error if exceeded, so user knows their dimensions/fontsize are too large
CONSOLE_SCREEN_BUFFER_INFO csbi;
if (!GetConsoleScreenBufferInfo(m_hConsole, &csbi))
return Error(L"GetConsoleScreenBufferInfo");
if (m_nScreenHeight > csbi.dwMaximumWindowSize.Y)
return Error(L"Screen Height / Font Height Too Big");
if (m_nScreenWidth > csbi.dwMaximumWindowSize.X)
return Error(L"Screen Width / Font Width Too Big");
// Set Physical Console Window Size
m_rectWindow = { 0, 0, (short)m_nScreenWidth - 1, (short)m_nScreenHeight - 1 };
if (!SetConsoleWindowInfo(m_hConsole, TRUE, &m_rectWindow))
return Error(L"SetConsoleWindowInfo");
// Set flags to allow mouse input
if (!SetConsoleMode(m_hConsoleIn, ENABLE_EXTENDED_FLAGS | ENABLE_WINDOW_INPUT | ENABLE_MOUSE_INPUT))
return Error(L"SetConsoleMode");
// Allocate memory for screen buffer
m_bufScreen = new CHAR_INFO[m_nScreenWidth*m_nScreenHeight];
memset(m_bufScreen, 0, sizeof(CHAR_INFO) * m_nScreenWidth * m_nScreenHeight);
SetConsoleCtrlHandler((PHANDLER_ROUTINE)CloseHandler, TRUE);
return 1;
}
virtual void Draw(int x, int y, short c = 0x2588, short col = 0x000F)
{
if (x >= 0 && x < m_nScreenWidth && y >= 0 && y < m_nScreenHeight)
{
m_bufScreen[y * m_nScreenWidth + x].Char.UnicodeChar = c;
m_bufScreen[y * m_nScreenWidth + x].Attributes = col;
}
}
void Fill(int x1, int y1, int x2, int y2, short c = 0x2588, short col = 0x000F)
{
Clip(x1, y1);
Clip(x2, y2);
for (int x = x1; x < x2; x++)
for (int y = y1; y < y2; y++)
Draw(x, y, c, col);
}
void DrawString(int x, int y, std::wstring c, short col = 0x000F)
{
for (size_t i = 0; i < c.size(); i++)
{
m_bufScreen[y * m_nScreenWidth + x + i].Char.UnicodeChar = c[i];
m_bufScreen[y * m_nScreenWidth + x + i].Attributes = col;
}
}
void 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[y * m_nScreenWidth + x + i].Char.UnicodeChar = c[i];
m_bufScreen[y * m_nScreenWidth + x + i].Attributes = col;
}
}
}
void Clip(int &x, int &y)
{
if (x < 0) x = 0;
if (x >= m_nScreenWidth) x = m_nScreenWidth;
if (y < 0) y = 0;
if (y >= m_nScreenHeight) y = m_nScreenHeight;
}
void DrawLine(int x1, int y1, int x2, int y2, short c = 0x2588, short col = 0x000F)
{
int x, y, dx, dy, dx1, dy1, px, py, xe, ye, i;
dx = x2 - x1; dy = y2 - y1;
dx1 = abs(dx); dy1 = abs(dy);
px = 2 * dy1 - dx1; py = 2 * dx1 - dy1;
if (dy1 <= dx1)
{
if (dx >= 0)
{
x = x1; y = y1; xe = x2;
}
else
{
x = x2; y = y2; xe = x1;
}
Draw(x, y, c, col);
for (i = 0; x < xe; i++)
{
x = x + 1;
if (px < 0)
px = px + 2 * dy1;
else
{
if ((dx < 0 && dy < 0) || (dx > 0 && dy > 0)) y = y + 1; else y = y - 1;
px = px + 2 * (dy1 - dx1);
}
Draw(x, y, c, col);
}
}
else
{
if (dy >= 0)
{
x = x1; y = y1; ye = y2;
}
else
{
x = x2; y = y2; ye = y1;
}
Draw(x, y, c, col);
for (i = 0; y < ye; i++)
{
y = y + 1;
if (py <= 0)
py = py + 2 * dx1;
else
{
if ((dx < 0 && dy < 0) || (dx > 0 && dy > 0)) x = x + 1; else x = x - 1;
py = py + 2 * (dx1 - dy1);
}
Draw(x, y, c, col);
}
}
}
void DrawTriangle(int x1, int y1, int x2, int y2, int x3, int y3, short c = 0x2588, short col = 0x000F)
{
DrawLine(x1, y1, x2, y2, c, col);
DrawLine(x2, y2, x3, y3, c, col);
DrawLine(x3, y3, x1, y1, c, col);
}
// https://www.avrfreaks.net/sites/default/files/triangles.c
void FillTriangle(int x1, int y1, int x2, int y2, int x3, int y3, short c = 0x2588, short col = 0x000F)
{
auto SWAP = [](int &x, int &y) { int t = x; x = y; y = t; };
auto drawline = [&](int sx, int ex, int ny) { for (int i = sx; i <= ex; i++) Draw(i, ny, c, col); };
int t1x, t2x, y, minx, maxx, t1xp, t2xp;
bool changed1 = false;
bool changed2 = false;
int signx1, signx2, dx1, dy1, dx2, dy2;
int e1, e2;
// Sort vertices
if (y1 > y2) { SWAP(y1, y2); SWAP(x1, x2); }
if (y1 > y3) { SWAP(y1, y3); SWAP(x1, x3); }
if (y2 > y3) { SWAP(y2, y3); SWAP(x2, x3); }
t1x = t2x = x1; y = y1; // Starting points
dx1 = (int)(x2 - x1); if (dx1 < 0) { dx1 = -dx1; signx1 = -1; }
else signx1 = 1;
dy1 = (int)(y2 - y1);
dx2 = (int)(x3 - x1); if (dx2 < 0) { dx2 = -dx2; signx2 = -1; }
else signx2 = 1;
dy2 = (int)(y3 - y1);
if (dy1 > dx1) { // swap values
SWAP(dx1, dy1);
changed1 = true;
}
if (dy2 > dx2) { // swap values
SWAP(dy2, dx2);
changed2 = true;
}
e2 = (int)(dx2 >> 1);
// Flat top, just process the second half
if (y1 == y2) goto next;
e1 = (int)(dx1 >> 1);
for (int i = 0; i < dx1;) {
t1xp = 0; t2xp = 0;
if (t1x < t2x) { minx = t1x; maxx = t2x; }
else { minx = t2x; maxx = t1x; }
// process first line until y value is about to change
while (i < dx1) {
i++;
e1 += dy1;
while (e1 >= dx1) {
e1 -= dx1;
if (changed1) t1xp = signx1;//t1x += signx1;
else goto next1;
}
if (changed1) break;
else t1x += signx1;
}
// Move line
next1:
// process second line until y value is about to change
while (1) {
e2 += dy2;
while (e2 >= dx2) {
e2 -= dx2;
if (changed2) t2xp = signx2;//t2x += signx2;
else goto next2;
}
if (changed2) break;
else t2x += signx2;
}
next2:
if (minx > t1x) minx = t1x; if (minx > t2x) minx = t2x;
if (maxx < t1x) maxx = t1x; if (maxx < t2x) maxx = t2x;
drawline(minx, maxx, y); // Draw line from min to max points found on the y
// Now increase y
if (!changed1) t1x += signx1;
t1x += t1xp;
if (!changed2) t2x += signx2;
t2x += t2xp;
y += 1;
if (y == y2) break;
}
next:
// Second half
dx1 = (int)(x3 - x2); if (dx1 < 0) { dx1 = -dx1; signx1 = -1; }
else signx1 = 1;
dy1 = (int)(y3 - y2);
t1x = x2;
if (dy1 > dx1) { // swap values
SWAP(dy1, dx1);
changed1 = true;
}
else changed1 = false;
e1 = (int)(dx1 >> 1);
for (int i = 0; i <= dx1; i++) {
t1xp = 0; t2xp = 0;
if (t1x < t2x) { minx = t1x; maxx = t2x; }
else { minx = t2x; maxx = t1x; }
// process first line until y value is about to change
while (i < dx1) {
e1 += dy1;
while (e1 >= dx1) {
e1 -= dx1;
if (changed1) { t1xp = signx1; break; }//t1x += signx1;
else goto next3;
}
if (changed1) break;
else t1x += signx1;
if (i < dx1) i++;
}
next3:
// process second line until y value is about to change
while (t2x != x3) {
e2 += dy2;
while (e2 >= dx2) {
e2 -= dx2;
if (changed2) t2xp = signx2;
else goto next4;
}
if (changed2) break;
else t2x += signx2;
}
next4:
if (minx > t1x) minx = t1x; if (minx > t2x) minx = t2x;
if (maxx < t1x) maxx = t1x; if (maxx < t2x) maxx = t2x;
drawline(minx, maxx, y);
if (!changed1) t1x += signx1;
t1x += t1xp;
if (!changed2) t2x += signx2;
t2x += t2xp;
y += 1;
if (y > y3) return;
}
}
void DrawCircle(int xc, int yc, int r, short c = 0x2588, 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, short c = 0x2588, 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, short c = PIXEL_SOLID)
{
// 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, c, col);
}
}
~olcConsoleGameEngine()
{
SetConsoleActiveScreenBuffer(m_hOriginalConsole);
delete[] m_bufScreen;
}
public:
void Start()
{
// Start the thread
m_bAtomActive = true;
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 GameThread()
{
// Create user resources as part of this thread
if (!OnUserCreate())
m_bAtomActive = false;
// Check if sound system should be enabled
if (m_bEnableSound)
{
if (!CreateAudio())
{
m_bAtomActive = false; // Failed to create audio system
m_bEnableSound = 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();
// Handle Keyboard Input
for (int i = 0; i < 256; i++)
{
m_keyNewState[i] = GetAsyncKeyState(i);
m_keys[i].bPressed = false;
m_keys[i].bReleased = false;
if (m_keyNewState[i] != m_keyOldState[i])
{
if (m_keyNewState[i] & 0x8000)
{
m_keys[i].bPressed = !m_keys[i].bHeld;
m_keys[i].bHeld = true;
}
else
{
m_keys[i].bReleased = true;
m_keys[i].bHeld = false;
}
}
m_keyOldState[i] = m_keyNewState[i];
}
// Handle 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
wchar_t s[256];
swprintf_s(s, 256, L"OneLoneCoder.com - Console Game Engine - %s - FPS: %3.2f", m_sAppName.c_str(), 1.0f / fElapsedTime);
SetConsoleTitle(s);
WriteConsoleOutput(m_hConsole, m_bufScreen, { (short)m_nScreenWidth, (short)m_nScreenHeight }, { 0,0 }, &m_rectWindow);
}
if (m_bEnableSound)
{
// Close and Clean up audio system
}
// Allow the user to free resources if they have overrided the destroy function
if (OnUserDestroy())
{
// User has permitted destroy, so exit and clean up
delete[] m_bufScreen;
SetConsoleActiveScreenBuffer(m_hOriginalConsole);
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: // Audio Engine =====================================================================
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<olcAudioSample> 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<sCurrentlyPlayingSample> 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)
{
if (!m_bEnableSound)
return -1;
olcAudioSample a(sWavFile);
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)
{
// Initialise Sound Engine
m_bAudioThreadActive = false;
m_nSampleRate = nSampleRate;
m_nChannels = nChannels;
m_nBlockCount = nBlocks;
m_nBlockSamples = nBlockSamples;
m_nBlockFree = m_nBlockCount;
m_nBlockCurrent = 0;
m_pBlockMemory = nullptr;
m_pWaveHeaders = nullptr;
// Device is available
WAVEFORMATEX waveFormat;
waveFormat.wFormatTag = WAVE_FORMAT_PCM;
waveFormat.nSamplesPerSec = m_nSampleRate;
waveFormat.wBitsPerSample = sizeof(short) * 8;
waveFormat.nChannels = m_nChannels;
waveFormat.nBlockAlign = (waveFormat.wBitsPerSample / 8) * waveFormat.nChannels;
waveFormat.nAvgBytesPerSec = waveFormat.nSamplesPerSec * waveFormat.nBlockAlign;
waveFormat.cbSize = 0;
// Open Device if valid
if (waveOutOpen(&m_hwDevice, WAVE_MAPPER, &waveFormat, (DWORD_PTR)waveOutProcWrap, (DWORD_PTR)this, CALLBACK_FUNCTION) != S_OK)
return DestroyAudio();
// Allocate Wave|Block Memory
m_pBlockMemory = new short[m_nBlockCount * m_nBlockSamples];
if (m_pBlockMemory == nullptr)
return DestroyAudio();
ZeroMemory(m_pBlockMemory, sizeof(short) * m_nBlockCount * m_nBlockSamples);
m_pWaveHeaders = new WAVEHDR[m_nBlockCount];
if (m_pWaveHeaders == nullptr)
return DestroyAudio();
ZeroMemory(m_pWaveHeaders, sizeof(WAVEHDR) * m_nBlockCount);
// Link headers to block memory
for (unsigned int n = 0; n < m_nBlockCount; n++)
{
m_pWaveHeaders[n].dwBufferLength = m_nBlockSamples * sizeof(short);
m_pWaveHeaders[n].lpData = (LPSTR)(m_pBlockMemory + (n * m_nBlockSamples));
}
m_bAudioThreadActive = true;
m_AudioThread = std::thread(&olcConsoleGameEngine::AudioThread, this);
// Start the ball rolling with the sound delivery thread
std::unique_lock<std::mutex> lm(m_muxBlockNotZero);
m_cvBlockNotZero.notify_one();
return true;
}
// Stop and clean up audio system
bool DestroyAudio()
{
m_bAudioThreadActive = false;
return false;
}
// Handler for soundcard request for more data
void waveOutProc(HWAVEOUT hWaveOut, UINT uMsg, DWORD dwParam1, DWORD dwParam2)
{
if (uMsg != WOM_DONE) return;
m_nBlockFree++;
std::unique_lock<std::mutex> lm(m_muxBlockNotZero);
m_cvBlockNotZero.notify_one();
}
// Static wrapper for sound card handler
static void CALLBACK waveOutProcWrap(HWAVEOUT hWaveOut, UINT uMsg, DWORD dwInstance, DWORD dwParam1, DWORD dwParam2)
{
((olcConsoleGameEngine*)dwInstance)->waveOutProc(hWaveOut, uMsg, dwParam1, 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()
{
m_fGlobalTime = 0.0f;
float fTimeStep = 1.0f / (float)m_nSampleRate;
// 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;
while (m_bAudioThreadActive)
{
// Wait for block to become available
if (m_nBlockFree == 0)
{
std::unique_lock<std::mutex> lm(m_muxBlockNotZero);
while (m_nBlockFree == 0) // sometimes, Windows signals incorrectly
m_cvBlockNotZero.wait(lm);
}
// Block is here, so use it
m_nBlockFree--;
// Prepare block for processing
if (m_pWaveHeaders[m_nBlockCurrent].dwFlags & WHDR_PREPARED)
waveOutUnprepareHeader(m_hwDevice, &m_pWaveHeaders[m_nBlockCurrent], sizeof(WAVEHDR));
short nNewSample = 0;
int nCurrentBlock = m_nBlockCurrent * m_nBlockSamples;
auto clip = [](float fSample, float fMax)
{
if (fSample >= 0.0)
return fmin(fSample, fMax);
else
return fmax(fSample, -fMax);
};
for (unsigned int n = 0; n < m_nBlockSamples; n += m_nChannels)
{
// User Process
for (unsigned int c = 0; c < m_nChannels; c++)
{
nNewSample = (short)(clip(GetMixerOutput(c, m_fGlobalTime, fTimeStep), 1.0) * fMaxSample);
m_pBlockMemory[nCurrentBlock + n + c] = nNewSample;
nPreviousSample = nNewSample;
}
m_fGlobalTime = m_fGlobalTime + fTimeStep;
}
// Send block to sound device
waveOutPrepareHeader(m_hwDevice, &m_pWaveHeaders[m_nBlockCurrent], sizeof(WAVEHDR));
waveOutWrite(m_hwDevice, &m_pWaveHeaders[m_nBlockCurrent], sizeof(WAVEHDR));
m_nBlockCurrent++;
m_nBlockCurrent %= m_nBlockCount;
}
}
// 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 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)
{
// Accumulate sample for this channel
float fMixerSample = 0.0f;
for (auto &s : listActiveSamples)
{
// Calculate sample position
s.nSamplePosition += (long)((float)vecAudioSamples[s.nAudioSampleID - 1].wavHeader.nSamplesPerSec * 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 * vecAudioSamples[s.nAudioSampleID - 1].nChannels) + 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);
}
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<bool> m_bAudioThreadActive = false;
std::atomic<unsigned int> m_nBlockFree = 0;
std::condition_variable m_cvBlockNotZero;
std::mutex m_muxBlockNotZero;
std::atomic<float> m_fGlobalTime = 0.0f;
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:
int Error(const wchar_t *msg)
{
wchar_t buf[256];
FormatMessage(FORMAT_MESSAGE_FROM_SYSTEM, NULL, GetLastError(), MAKELANGID(LANG_NEUTRAL, SUBLANG_DEFAULT), buf, 256, NULL);
SetConsoleActiveScreenBuffer(m_hOriginalConsole);
wprintf(L"ERROR: %s\n\t%s\n", msg, buf);
return 0;
}
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
std::unique_lock<std::mutex> ul(m_muxGame);
m_cvGameFinished.wait(ul);
}
return true;
}
protected:
int m_nScreenWidth;
int m_nScreenHeight;
CHAR_INFO *m_bufScreen;
std::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;
// These need to be static because of the OnDestroy call the OS may make. The OS
// spawns a special thread just for that
static std::atomic<bool> m_bAtomActive;
static std::condition_variable m_cvGameFinished;
static std::mutex m_muxGame;
};
// Define our static variables
std::atomic<bool> olcConsoleGameEngine::m_bAtomActive(false);
std::condition_variable olcConsoleGameEngine::m_cvGameFinished;
std::mutex olcConsoleGameEngine::m_muxGame;