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#include "cRender.h"
cRender::cRender(char _backound, WORD _color, int _sx, int _sy)
{
bBlockRender = false; //If this Constructor is used, this instance is not inherited, thus render() doesn't need to be blocked
hstdout = GetStdHandle(STD_OUTPUT_HANDLE); //get handle
GetConsoleScreenBufferInfo(hstdout, &csbi); //get current console settings
wDefColor = csbi.wAttributes; //Get default console color
SetConsoleWindowSize(_sx + 1, _sy + 1); //set the windows size to _sx * _sy (+1 so no scrolling accurs)
cBackound = _backound;
wBackColor = _color;
sizeX = _sx;
sizeY = _sy;
//Initialize 2D array
cScreen = (char**)malloc(sizeof *cScreen * _sx);
for (int i = 0; i < _sx; i++)
cScreen[i] = (char*)malloc(sizeof *cScreen[i] * _sy);
wColor = (WORD**)malloc(sizeof *wColor * _sx);
for (int i = 0; i < _sx; i++)
wColor[i] = (WORD*)malloc(sizeof *wColor[i] * _sy);
clear(); //Init backround array
}
cRender::cRender() {}
cRender::~cRender()
{
//Free allocated memory
for (int i = 0; i < sizeX; i++) {
free(cScreen[i]);
free(wColor[i]);
}
free(cScreen);
free(wColor);
}
int cRender::drawPoint(char _c, sPos _pos, bool _overrideCollision, WORD _color)
{
if (_pos.x >= sizeX || _pos.y >= sizeY || _pos.x < 0 || _pos.y < 0)
return _ERR_COORDINATES_INVALID_;
if (cScreen[_pos.x][_pos.y] != cBackound && _overrideCollision != true) //detect Collsision
return _COLLISION_;
cScreen[_pos.x][_pos.y] = _c;
if (_color == _COL_DEFAULT) //_COL_DEFAULT is NOT a proper colorcode!
wColor[_pos.x][_pos.y] = wDefColor;
else
wColor[_pos.x][_pos.y] = _color;
return 0;
}
int cRender::drawLine(char _c, sPos _pos1, sPos _pos2, bool _overrideCollision, WORD _color)
{
if (_pos1.x == _pos2.x) { //Horizontal line
for (int i = _pos1.y; i <= _pos2.y; i++)
{
drawPoint(_c, sPos{_pos1.x, i}, _overrideCollision, _color);
}
}
else if (_pos1.y == _pos2.y) { //Vertical line
for (int i = _pos1.x; i <= _pos2.x; i++)
{
drawPoint(_c, sPos{ i, _pos1.y }, _overrideCollision, _color);
}
}
else { //Diagonal Line
int dX = _pos1.x - _pos2.x;
int dY = _pos1.y - _pos2.y;
float fGradient = (float)dY / (float)dX;
for (int i = 0; i <= abs(dX); i++)
{
drawPoint(_c, sPos{i + _pos1.x, (int)(i * fGradient + _pos1.y + 0.5)}, _overrideCollision, _color); //+0.5 for rounding error
}
}
return 0;
}
int cRender::drawText(string _s, sPos _pos, WORD _color)
{
for (int i = 0; i < _s.length(); i++)
{
drawPoint(_s[i], sPos{ i + _pos.x,_pos.y }, true, _color);
}
return 0;
}
int cRender::drawRectangle(char _border, char _fill, sPos _pos1, sPos _pos2, WORD _borderColor, WORD _fillColor)
{
//Draw the four outside lines
drawLine(_border, _pos1, sPos{ _pos1.x, _pos2.y }, true, _borderColor);
drawLine(_border, _pos1, sPos{ _pos2.x, _pos1.y }, true, _borderColor);
drawLine(_border, sPos{ _pos1.x, _pos2.y }, _pos2, true, _borderColor);
drawLine(_border, sPos{ _pos2.x, _pos1.y }, _pos2, true, _borderColor);
//Fill rectangle if _fill isn't NULL
if (_fill) {
for (int i = _pos1.y + 1; i < _pos2.y; i++) {
for (int o = _pos1.x + 1; o < _pos2.x; o++) {
drawPoint(_fill, sPos{ o,i }, true, _fillColor);
}
}
}
return 0;
}
int cRender::render(void)
{
SetConsoleCursorPosition(hstdout, COORD{ 0,0 }); //Set cursor position to be able to alter the image without the effect of it shifting to the top
if (bBlockRender)
return _ERR_RENDER_BLOCKED_BY_CHILD_;
for (int i = 0; i < sizeY; i++) {
for (int o = 0; o < sizeX; o++) {
SetConsoleTextAttribute(hstdout, wColor[o][i] | _COL_INTENSITY);
cout << cScreen[o][i];
}
cout << endl; //New Line Feed
}
return 0;
}
int cRender::clear(void)
{
for (int i = 0; i < sizeY; i++) {
for (int o = 0; o < sizeX; o++) {
cScreen[o][i] = cBackound;
wColor[o][i] = wBackColor;
}
}
return 0;
}
//Source: http://www.cplusplus.com/forum/windows/121444/
int cRender::SetConsoleWindowSize(int x, int y)
{
HANDLE h = GetStdHandle(STD_OUTPUT_HANDLE);
if (h == INVALID_HANDLE_VALUE)
return 1;
CONSOLE_SCREEN_BUFFER_INFO bufferInfo;
if (!GetConsoleScreenBufferInfo(h, &bufferInfo))
return 1;
SMALL_RECT& winInfo = bufferInfo.srWindow;
COORD windowSize = { winInfo.Right - winInfo.Left + 1, winInfo.Bottom - winInfo.Top + 1 };
if (windowSize.X > x || windowSize.Y > y)
{
// window size needs to be adjusted before the buffer size can be reduced.
SMALL_RECT info =
{
0, 0,
x < windowSize.X ? x - 1 : windowSize.X - 1,
y < windowSize.Y ? y - 1 : windowSize.Y - 1
};
if (!SetConsoleWindowInfo(h, TRUE, &info))
return 1;
}
COORD size = { x, y };
if (!SetConsoleScreenBufferSize(h, size))
return 1;
SMALL_RECT info = { 0, 0, x - 1, y - 1 };
if (!SetConsoleWindowInfo(h, TRUE, &info))
return 1;
}
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