Halt
Hardware accelerated terminal
HALT: Hardware Accelerated Terminal

Introduction

Halt is the third iteration in a series of projects to emulate the look and feel of a terminal window. Its main purpose is to be used by games that seek to recreate classic roguelike experiences, but because of its flexibility it can be used for other projects as well. Halt is written in C++ and uses OpenGL with the GLEW library. It is a simple, abstract renderer that allows the user to take the rendered results from the library and use them however he wants, whether it be rendering straight to the backbuffer or to an off-screen texture so that it can be used elsewhere.

Compilation

Compiling the Halt library is up to you. I can only guarantee that the library works on Windows for now, but it should theoretically work on other platforms as I make no platform-specific calls anywhere in library code. I have done what I can to make the examples work in any compiler. Setting up your compiler is, once again, up to you.

Dependencies

Halt itself requires the following libraries:

Dependencies

The examples require the following libraries:

Usage

In order to use Halt, you will need an OpenGL 3.0 compatible context. There are multiple ways to do this, but you will have to determine which way suits your needs best. The examples use SDL to create the OpenGL context and handle window messages. Alternatively, you can use SFML and perhaps Allegro. Once the OpenGL context is created, you need to include Halt.h and initialize Halt:

halt::Initialize();

Then you are free to create a halt::Terminal and use it as you like. Consult the examples and this documentation for more detailed information.

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