Update to v2.24 of the PGE.

pull/29/head
sigonasr2 11 months ago
parent 20928b6867
commit 0d95dec2a7
  1. 19
      Adventures in Lestoria/olcPixelGameEngine.h

@ -3,7 +3,7 @@
olcPixelGameEngine.h olcPixelGameEngine.h
+-------------------------------------------------------------+ +-------------------------------------------------------------+
| OneLoneCoder Pixel Game Engine v2.23 | | OneLoneCoder Pixel Game Engine v2.24 |
| "What do you need? Pixels... Lots of Pixels..." - javidx9 | | "What do you need? Pixels... Lots of Pixels..." - javidx9 |
+-------------------------------------------------------------+ +-------------------------------------------------------------+
@ -197,11 +197,11 @@ Anonymous Pirate...Return To Monkey Island
Special thanks to my Patreons too - I wont name you on here, but I've Special thanks to my Patreons too - I wont name you on here, but I've
certainly enjoyed my tea and flapjacks :D certainly enjoyed my tea and flapjacks :D
- In Memory of SaladinAkara 25.06.2023 -
Author Author
~~~~~~ ~~~~~~
David Barr, aka javidx9, (c) OneLoneCoder 2018, 2019, 2020, 2021, 2022 David Barr, aka javidx9, (c) OneLoneCoder 2018, 2019, 2020, 2021, 2022, 2023, 2024
*/ */
#pragma endregion #pragma endregion
@ -322,6 +322,7 @@ Fix Pixel -= operator (thanks Au Lit)
2.22: = Fix typo on dragged file buffers for unicode builds 2.22: = Fix typo on dragged file buffers for unicode builds
2.23: Fixed Emscripten host sizing errors - Thanks Moros 2.23: Fixed Emscripten host sizing errors - Thanks Moros
Fixed v2d_generic.clamp() function Fixed v2d_generic.clamp() function
2.24: Fix FillTexturedTriangle() to remove const-ref
!! Apple Platforms will not see these updates immediately - Sorry, I dont have a mac to test... !! !! Apple Platforms will not see these updates immediately - Sorry, I dont have a mac to test... !!
!! Volunteers willing to help appreciated, though PRs are manually integrated with credit !! !! Volunteers willing to help appreciated, though PRs are manually integrated with credit !!
@ -404,7 +405,7 @@ return 0;
#include "olcUTIL_Geometry2D.h" #include "olcUTIL_Geometry2D.h"
#pragma endregion #pragma endregion
#define PGE_VER 223 #define PGE_VER 224
// O------------------------------------------------------------------------------O // O------------------------------------------------------------------------------O
// | COMPILER CONFIGURATION ODDITIES | // | COMPILER CONFIGURATION ODDITIES |
@ -1115,7 +1116,7 @@ namespace olc
void FillTriangle(int32_t x1, int32_t y1, int32_t x2, int32_t y2, int32_t x3, int32_t y3, Pixel p = olc::WHITE); void FillTriangle(int32_t x1, int32_t y1, int32_t x2, int32_t y2, int32_t x3, int32_t y3, Pixel p = olc::WHITE);
void FillTriangle(const olc::vi2d& pos1, const olc::vi2d& pos2, const olc::vi2d& pos3, Pixel p = olc::WHITE); void FillTriangle(const olc::vi2d& pos1, const olc::vi2d& pos2, const olc::vi2d& pos3, Pixel p = olc::WHITE);
// Fill a textured and coloured triangle // Fill a textured and coloured triangle
void FillTexturedTriangle(const std::vector<olc::vf2d>& vPoints, std::vector<olc::vf2d> vTex, std::vector<olc::Pixel> vColour, olc::Sprite* sprTex); void FillTexturedTriangle(std::vector<olc::vf2d> vPoints, std::vector<olc::vf2d> vTex, std::vector<olc::Pixel> vColour, olc::Sprite* sprTex);
void FillTexturedPolygon(const std::vector<olc::vf2d>& vPoints, const std::vector<olc::vf2d>& vTex, const std::vector<olc::Pixel>& vColour, olc::Sprite* sprTex, olc::DecalStructure structure = olc::DecalStructure::LIST); void FillTexturedPolygon(const std::vector<olc::vf2d>& vPoints, const std::vector<olc::vf2d>& vTex, const std::vector<olc::Pixel>& vColour, olc::Sprite* sprTex, olc::DecalStructure structure = olc::DecalStructure::LIST);
// Draws an entire sprite at location (x,y) // Draws an entire sprite at location (x,y)
void DrawSprite(int32_t x, int32_t y, Sprite* sprite, uint32_t scale = 1, uint8_t flip = olc::Sprite::NONE, std::function<Pixel(Pixel&)>colorFunc=[](Pixel&in){return in;}); void DrawSprite(int32_t x, int32_t y, Sprite* sprite, uint32_t scale = 1, uint8_t flip = olc::Sprite::NONE, std::function<Pixel(Pixel&)>colorFunc=[](Pixel&in){return in;});
@ -2311,8 +2312,8 @@ namespace olc
auto rol = [&](void) { pattern = (pattern << 1) | (pattern >> 31); return pattern & 1; }; auto rol = [&](void) { pattern = (pattern << 1) | (pattern >> 31); return pattern & 1; };
olc::vi2d p1(x1, y1), p2(x2, y2); olc::vi2d p1(x1, y1), p2(x2, y2);
//if (!ClipLineToScreen(p1, p2)) if (!ClipLineToScreen(p1, p2))
// return; return;
x1 = p1.x; y1 = p1.y; x1 = p1.x; y1 = p1.y;
x2 = p2.x; y2 = p2.y; x2 = p2.x; y2 = p2.y;
@ -2706,7 +2707,7 @@ namespace olc
} }
} }
void PixelGameEngine::FillTexturedTriangle(const std::vector<olc::vf2d>& vPoints, std::vector<olc::vf2d> vTex, std::vector<olc::Pixel> vColour, olc::Sprite* sprTex) void PixelGameEngine::FillTexturedTriangle(std::vector<olc::vf2d> vPoints, std::vector<olc::vf2d> vTex, std::vector<olc::Pixel> vColour, olc::Sprite* sprTex)
{ {
olc::vi2d p1 = vPoints[0]; olc::vi2d p1 = vPoints[0];
olc::vi2d p2 = vPoints[1]; olc::vi2d p2 = vPoints[1];
@ -3149,7 +3150,7 @@ namespace olc
di.pos[i] = { (pos[i].x * vInvScreenSize.x) * 2.0f - 1.0f, ((pos[i].y * vInvScreenSize.y) * 2.0f - 1.0f) * -1.0f }; di.pos[i] = { (pos[i].x * vInvScreenSize.x) * 2.0f - 1.0f, ((pos[i].y * vInvScreenSize.y) * 2.0f - 1.0f) * -1.0f };
di.uv[i] = uv[i]; di.uv[i] = uv[i];
di.tint[i] = tint; di.tint[i] = tint;
di.w[i] = 1.0f; di.w[i] = depth[i];
} }
di.mode = nDecalMode; di.mode = nDecalMode;
di.structure = nDecalStructure; di.structure = nDecalStructure;

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