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GameEngine.h
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GameEngine.h
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//Basic Game Engine
#pragma once
#pragma comment(lib, "winmm.lib")
#ifndef UNICODE
#error Please enable UNICODE for your compiler! In Visual Studio: Project Properties -> General -> \
Character Set -> Use Unicode.
#endif
#include <windows.h>
#include <iostream>
#include <chrono>
#include <vector>
#include <list>
#include <thread>
#include <atomic>
#include <condition_variable>
enum COLOUR //to add any required color
{
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,
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 //different pixel types
{
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:
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];
}
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 GameEngine
{
public:
GameEngine()
{
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));
int m_mousePosX = 0;
int m_mousePosY = 0;
m_bEnableSound = false;
m_sAppName = L"Default";
}
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;
// 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
// 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 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 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 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));
}
}
}
~GameEngine()
{
SetConsoleActiveScreenBuffer(m_hOriginalConsole);
delete[] m_bufScreen;
}
public:
void Start()
{
// Start the thread
m_bAtomActive = true;
std::thread t = std::thread(&GameEngine::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;
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"SJP FOE 5th Batch 2019/2020 - Group 33 - %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);
}
// 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: //experimental engine code for keyborad input (scrapped)
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: //possible error detectors
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> GameEngine::m_bAtomActive(false);
std::condition_variable GameEngine::m_cvGameFinished;
std::mutex GameEngine::m_muxGame;