Doing first project and it\'s tetris; Now I\'m doing the animation part, but I have a problem with clearing the screen, I\'ve tried :
void clrscr()
{
system(
system("cls")
executes a shell command to clear the screen. This is tremendously innefficient and definitievly not for game programming.
Unfortunately screen I/O is system dependent. As you refer to "cls" and not to "clear", I guess you're working with windows console:
If you have a function gotoxy()
, it's possible to position on one line after the other and print a lot of spaces. It's not ultra performant, but it's an approach. This SO question provides gotoxy()
alternatves, as it's a non-standard function.
This microsoft support recommendation provides a more performant alternative to clear the screen on Windows, using the winapi console functions such as GetConsoleScreenBufferInfo()
, FillConsoleOutputCharacter()
and SetConsoleCursorPosition()
.
Edit:
I understand that you use character based output, as you write a console app and not a full featured win32 graphic app.
You can then adapt the code provided above, by clearing only a part of the console:
void console_clear_region (int x, int y, int dx, int dy, char clearwith = ' ')
{
HANDLE hc = GetStdHandle(STD_OUTPUT_HANDLE); // get console handle
CONSOLE_SCREEN_BUFFER_INFO csbi; // screen buffer information
DWORD chars_written; // count successful output
GetConsoleScreenBufferInfo(hc, &csbi); // Get screen info & size
GetConsoleScreenBufferInfo(hc, &csbi); // Get current text display attributes
if (x + dx > csbi.dwSize.X) // verify maximum width and height
dx = csbi.dwSize.X - x; // and adjust if necessary
if (y + dy > csbi.dwSize.Y)
dy = csbi.dwSize.Y - y;
for (int j = 0; j < dy; j++) { // loop for the lines
COORD cursor = { x, y+j }; // start filling
// Fill the line part with a char (blank by default)
FillConsoleOutputCharacter(hc, TCHAR(clearwith),
dx, cursor, &chars_written);
// Change text attributes accordingly
FillConsoleOutputAttribute(hc, csbi.wAttributes,
dx, cursor, &chars_written);
}
COORD cursor = { x, y };
SetConsoleCursorPosition(hc, cursor); // set new cursor position
}
Edit 2:
And in addition, here two cusor positionning function that you can mix with standard cout output:
void console_gotoxy(int x, int y)
{
HANDLE hc = GetStdHandle(STD_OUTPUT_HANDLE); // get console handle
COORD cursor = { x, y };
SetConsoleCursorPosition(hc, cursor); // set new cursor position
}
void console_getxy(int& x, int& y)
{
HANDLE hc = GetStdHandle(STD_OUTPUT_HANDLE); // get console handle
CONSOLE_SCREEN_BUFFER_INFO csbi; // screen buffer information
GetConsoleScreenBufferInfo(hc, &csbi); // Get screen info & size
x = csbi.dwCursorPosition.X;
y = csbi.dwCursorPosition.Y;
}