Implement TransformedView and Camera util

pull/28/head
sigonasr2 1 year ago
parent 6b9787d29b
commit 3dac286089
  1. 45
      Crawler/Crawler.vcxproj
  2. 19
      Crawler/Crawler.vcxproj.filters
  3. BIN
      Crawler/assets/nico-warrior.png
  4. BIN
      Crawler/assets/nico-warrior.xcf
  5. BIN
      Crawler/assets/slime.png
  6. 83
      Crawler/main.cpp
  7. 746
      Crawler/olcPGEX_TransformedView.h
  8. 6695
      Crawler/olcPixelGameEngine.h
  9. 212
      Crawler/olcUTIL_Animate2D.h
  10. 258
      Crawler/olcUTIL_Camera2D.h

@ -17,7 +17,6 @@
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@ -0,0 +1,83 @@
#define OLC_PGE_APPLICATION
#include "olcPixelGameEngine.h"
#include "olcUTIL_Camera2D.h"
#define OLC_PGEX_TRANSFORMEDVIEW
#include "olcPGEX_TransformedView.h"
using namespace olc;
using namespace olc::utils;
const vi2d WINDOW_SIZE={24*8,24*8};
struct Player{
vf2d pos;
float moveSpd;
Player(){};
Player(vf2d pos,float moveSpd):
pos(pos),moveSpd(moveSpd){};
};
class Crawler : public olc::PixelGameEngine
{
const vi2d WORLD_SIZE={64,64};
Camera2D camera;
TileTransformedView view;
Player player=Player{{},100};
public:
Crawler()
{
sAppName = "Crawler Concept";
}
public:
bool OnUserCreate() override
{
camera=Camera2D{WINDOW_SIZE};
camera.SetMode(olc::utils::Camera2D::Mode::LazyFollow);
camera.SetTarget(player.pos);
camera.SetWorldBoundary({0,0},WORLD_SIZE*24);
camera.EnableWorldBoundary(true);
view=TileTransformedView{GetScreenSize(),{1,1}};
return true;
}
bool OnUserUpdate(float fElapsedTime) override
{
if(GetKey(RIGHT).bHeld){
player.pos.x+=fElapsedTime*player.moveSpd;
}
if(GetKey(LEFT).bHeld){
player.pos.x-=fElapsedTime*player.moveSpd;
}
if(GetKey(UP).bHeld){
player.pos.y-=fElapsedTime*player.moveSpd;
}
if(GetKey(DOWN).bHeld){
player.pos.y+=fElapsedTime*player.moveSpd;
}
camera.Update(fElapsedTime);
view.SetWorldOffset(camera.GetViewPosition());
//view.HandlePanAndZoom();
// called once per frame
Clear(BLACK);
for (int x = view.GetTopLeftTile().x/24; x <= view.GetBottomRightTile().x/24; x++){
for (int y = view.GetTopLeftTile().y/24; y <= view.GetBottomRightTile().y/24; y++){
view.DrawRect(vi2d{x,y}*24,{24,24},DARK_GREY);
}
}
view.DrawCircle(player.pos,8);
return true;
}
};
int main()
{
Crawler demo;
if (demo.Construct(WINDOW_SIZE.x, WINDOW_SIZE.y, 4, 4))
demo.Start();
return 0;
}

@ -0,0 +1,746 @@
/*
olcPGEX_TransformedView.h
+-------------------------------------------------------------+
| OneLoneCoder Pixel Game Engine Extension |
| Transformed View v1.08 |
+-------------------------------------------------------------+
NOTE: UNDER ACTIVE DEVELOPMENT - THERE ARE BUGS/GLITCHES
What is this?
~~~~~~~~~~~~~
This extension provides drawing routines that are compatible with
changeable world and screen spaces. For example you can pan and
zoom, and all PGE drawing routines will automatically adopt the current
world scales and offsets.
License (OLC-3)
~~~~~~~~~~~~~~~
Copyright 2018 - 2022 OneLoneCoder.com
Redistribution and use in source and binary forms, with or without
modification, are permitted provided that the following conditions
are met:
1. Redistributions or derivations of source code must retain the above
copyright notice, this list of conditions and the following disclaimer.
2. Redistributions or derivative works in binary form must reproduce
the above copyright notice. This list of conditions and the following
disclaimer must be reproduced in the documentation and/or other
materials provided with the distribution.
3. Neither the name of the copyright holder nor the names of its
contributors may be used to endorse or promote products derived
from this software without specific prior written permission.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
Links
~~~~~
YouTube: https://www.youtube.com/javidx9
Discord: https://discord.gg/WhwHUMV
Twitter: https://www.twitter.com/javidx9
Twitch: https://www.twitch.tv/javidx9
GitHub: https://www.github.com/onelonecoder
Homepage: https://www.onelonecoder.com
Author
~~~~~~
David Barr, aka javidx9, <EFBFBD>OneLoneCoder 2019, 2020, 2021, 2022
Revisions:
1.00: Initial Release
1.01: Fix for rounding error when scaling to screen
1.02: Added DrawLineDecal for convenience
1.03: Removed std::floor from WorldToScreen()
Added HandlePanAndZoom(...) convenience function
Removed unused "range" facility in TileTransformView
1.04: Added DrawPolygonDecal() for arbitrary polygons
1.05: Clipped DrawSprite() to visible area, massive performance increase
1.06: Fixed error in DrawLine() - Thanks CraisyDaisyRecords (& Fern)!
1.07: +DrawRectDecal()
+GetPGE()
1.08: +DrawPolygonDecal() with tint overload, akin to PGE
*/
#pragma once
#ifndef OLC_PGEX_TRANSFORMEDVIEW_H
#define OLC_PGEX_TRANSFORMEDVIEW_H
#include "olcPixelGameEngine.h"
namespace olc
{
class TransformedView : public olc::PGEX
{
public:
TransformedView() = default;
virtual void Initialise(const olc::vi2d& vViewArea, const olc::vf2d& vPixelScale = { 1.0f, 1.0f });
olc::PixelGameEngine* GetPGE();
public:
void SetWorldOffset(const olc::vf2d& vOffset);
void MoveWorldOffset(const olc::vf2d& vDeltaOffset);
void SetWorldScale(const olc::vf2d& vScale);
void SetViewArea(const olc::vi2d& vViewArea);
olc::vf2d GetWorldTL() const;
olc::vf2d GetWorldBR() const;
olc::vf2d GetWorldVisibleArea() const;
void ZoomAtScreenPos(const float fDeltaZoom, const olc::vi2d& vPos);
void SetZoom(const float fZoom, const olc::vf2d& vPos);
void StartPan(const olc::vi2d& vPos);
void UpdatePan(const olc::vi2d& vPos);
void EndPan(const olc::vi2d& vPos);
const olc::vf2d& GetWorldOffset() const;
const olc::vf2d& GetWorldScale() const;
virtual olc::vf2d WorldToScreen(const olc::vf2d& vWorldPos) const;
virtual olc::vf2d ScreenToWorld(const olc::vf2d& vScreenPos) const;
virtual olc::vf2d ScaleToWorld(const olc::vf2d& vScreenSize) const;
virtual olc::vf2d ScaleToScreen(const olc::vf2d& vWorldSize) const;
virtual bool IsPointVisible(const olc::vf2d& vPos) const;
virtual bool IsRectVisible(const olc::vf2d& vPos, const olc::vf2d& vSize) const;
virtual void HandlePanAndZoom(const int nMouseButton = 2, const float fZoomRate = 0.1f, const bool bPan = true, const bool bZoom = true);
protected:
olc::vf2d m_vWorldOffset = { 0.0f, 0.0f };
olc::vf2d m_vWorldScale = { 1.0f, 1.0f };
olc::vf2d m_vRecipPixel = { 1.0f, 1.0f };
olc::vf2d m_vPixelScale = { 1.0f, 1.0f };
bool m_bPanning = false;
olc::vf2d m_vStartPan = { 0.0f, 0.0f };
olc::vi2d m_vViewArea;
public: // Hopefully, these should look familiar!
// Plots a single point
virtual bool Draw(float x, float y, olc::Pixel p = olc::WHITE);
bool Draw(const olc::vf2d& pos, olc::Pixel p = olc::WHITE);
// Draws a line from (x1,y1) to (x2,y2)
void DrawLine(float x1, float y1, float x2, float y2, olc::Pixel p = olc::WHITE, uint32_t pattern = 0xFFFFFFFF);
void DrawLine(const olc::vf2d& pos1, const olc::vf2d& pos2, olc::Pixel p = olc::WHITE, uint32_t pattern = 0xFFFFFFFF);
// Draws a circle located at (x,y) with radius
void DrawCircle(float x, float y, float radius, olc::Pixel p = olc::WHITE, uint8_t mask = 0xFF);
void DrawCircle(const olc::vf2d& pos, float radius, olc::Pixel p = olc::WHITE, uint8_t mask = 0xFF);
// Fills a circle located at (x,y) with radius
void FillCircle(float x, float y, float radius, olc::Pixel p = olc::WHITE);
void FillCircle(const olc::vf2d& pos, float radius, olc::Pixel p = olc::WHITE);
// Draws a rectangle at (x,y) to (x+w,y+h)
void DrawRect(float x, float y, float w, float h, olc::Pixel p = olc::WHITE);
void DrawRect(const olc::vf2d& pos, const olc::vf2d& size, olc::Pixel p = olc::WHITE);
// Fills a rectangle at (x,y) to (x+w,y+h)
void FillRect(float x, float y, float w, float h, olc::Pixel p = olc::WHITE);
void FillRect(const olc::vf2d& pos, const olc::vf2d& size, olc::Pixel p = olc::WHITE);
// Draws a triangle between points (x1,y1), (x2,y2) and (x3,y3)
void DrawTriangle(float x1, float y1, float x2, float y2, float x3, float y3, olc::Pixel p = olc::WHITE);
void DrawTriangle(const olc::vf2d& pos1, const olc::vf2d& pos2, const olc::vf2d& pos3, olc::Pixel p = olc::WHITE);
// Flat fills a triangle between points (x1,y1), (x2,y2) and (x3,y3)
void FillTriangle(float x1, float y1, float x2, float y2, float x3, float y3, olc::Pixel p = olc::WHITE);
void FillTriangle(const olc::vf2d& pos1, const olc::vf2d& pos2, const olc::vf2d& pos3, olc::Pixel p = olc::WHITE);
// Draws an entire sprite at location (x,y)
void DrawSprite(float x, float y, olc::Sprite* sprite, float scalex = 1, float scaley = 1, uint8_t flip = olc::Sprite::NONE);
void DrawSprite(const olc::vf2d& pos, olc::Sprite* sprite, const olc::vf2d& scale = { 1.0f, 1.0f }, uint8_t flip = olc::Sprite::NONE);
// Draws an area of a sprite at location (x,y), where the
// selected area is (ox,oy) to (ox+w,oy+h)
void DrawPartialSprite(float x, float y, Sprite* sprite, int32_t ox, int32_t oy, int32_t w, int32_t h, float scalex = 1, float scaley = 1, uint8_t flip = olc::Sprite::NONE);
void DrawPartialSprite(const olc::vf2d& pos, Sprite* sprite, const olc::vi2d& sourcepos, const olc::vi2d& size, const olc::vf2d& scale = { 1.0f, 1.0f }, uint8_t flip = olc::Sprite::NONE);
void DrawString(float x, float y, const std::string& sText, Pixel col, const olc::vf2d& scale);
void DrawString(const olc::vf2d& pos, const std::string& sText, const Pixel col, const olc::vf2d& scale);
// Draws a whole decal, with optional scale and tinting
void DrawDecal(const olc::vf2d& pos, olc::Decal* decal, const olc::vf2d& scale = { 1.0f,1.0f }, const olc::Pixel& tint = olc::WHITE);
// Draws a region of a decal, with optional scale and tinting
void DrawPartialDecal(const olc::vf2d& pos, olc::Decal* decal, const olc::vf2d& source_pos, const olc::vf2d& source_size, const olc::vf2d& scale = { 1.0f,1.0f }, const olc::Pixel& tint = olc::WHITE);
void DrawPartialDecal(const olc::vf2d& pos, const olc::vf2d& size, olc::Decal* decal, const olc::vf2d& source_pos, const olc::vf2d& source_size, const olc::Pixel& tint = olc::WHITE);
// Draws fully user controlled 4 vertices, pos(pixels), uv(pixels), colours
void DrawExplicitDecal(olc::Decal* decal, const olc::vf2d* pos, const olc::vf2d* uv, const olc::Pixel* col, uint32_t elements = 4);
//// Draws a decal with 4 arbitrary points, warping the texture to look "correct"
void DrawWarpedDecal(olc::Decal* decal, const olc::vf2d(&pos)[4], const olc::Pixel& tint = olc::WHITE);
void DrawWarpedDecal(olc::Decal* decal, const olc::vf2d* pos, const olc::Pixel& tint = olc::WHITE);
void DrawWarpedDecal(olc::Decal* decal, const std::array<olc::vf2d, 4>& pos, const olc::Pixel& tint = olc::WHITE);
//// As above, but you can specify a region of a decal source sprite
void DrawPartialWarpedDecal(olc::Decal* decal, const olc::vf2d(&pos)[4], const olc::vf2d& source_pos, const olc::vf2d& source_size, const olc::Pixel& tint = olc::WHITE);
void DrawPartialWarpedDecal(olc::Decal* decal, const olc::vf2d* pos, const olc::vf2d& source_pos, const olc::vf2d& source_size, const olc::Pixel& tint = olc::WHITE);
void DrawPartialWarpedDecal(olc::Decal* decal, const std::array<olc::vf2d, 4>& pos, const olc::vf2d& source_pos, const olc::vf2d& source_size, const olc::Pixel& tint = olc::WHITE);
//// Draws a decal rotated to specified angle, wit point of rotation offset
void DrawRotatedDecal(const olc::vf2d& pos, olc::Decal* decal, const float fAngle, const olc::vf2d& center = { 0.0f, 0.0f }, const olc::vf2d& scale = { 1.0f,1.0f }, const olc::Pixel& tint = olc::WHITE);
void DrawPartialRotatedDecal(const olc::vf2d& pos, olc::Decal* decal, const float fAngle, const olc::vf2d& center, const olc::vf2d& source_pos, const olc::vf2d& source_size, const olc::vf2d& scale = { 1.0f, 1.0f }, const olc::Pixel& tint = olc::WHITE);
// Draws a multiline string as a decal, with tiniting and scaling
void DrawStringDecal(const olc::vf2d& pos, const std::string& sText, const olc::Pixel col = olc::WHITE, const olc::vf2d& scale = { 1.0f, 1.0f });
void DrawStringPropDecal(const olc::vf2d& pos, const std::string& sText, const olc::Pixel col = olc::WHITE, const olc::vf2d& scale = { 1.0f, 1.0f });
// Draws a single shaded filled rectangle as a decal
void FillRectDecal(const olc::vf2d& pos, const olc::vf2d& size, const olc::Pixel col = olc::WHITE);
void DrawRectDecal(const olc::vf2d& pos, const olc::vf2d& size, const olc::Pixel col = olc::WHITE);
// Draws a corner shaded rectangle as a decal
void GradientFillRectDecal(const olc::vf2d& pos, const olc::vf2d& size, const olc::Pixel colTL, const olc::Pixel colBL, const olc::Pixel colBR, const olc::Pixel colTR);
// Draws an arbitrary convex textured polygon using GPU
void DrawPolygonDecal(olc::Decal* decal, const std::vector<olc::vf2d>& pos, const std::vector<olc::vf2d>& uv, const olc::Pixel tint = olc::WHITE);
void DrawLineDecal(const olc::vf2d& pos1, const olc::vf2d& pos2, Pixel p = olc::WHITE);
void DrawPolygonDecal(olc::Decal* decal, const std::vector<olc::vf2d>&pos, const std::vector<olc::vf2d>&uv, const std::vector<olc::Pixel> &tint);
void DrawPolygonDecal(olc::Decal* decal, const std::vector<olc::vf2d>& pos, const std::vector<olc::vf2d>& uv, const std::vector<olc::Pixel>& colours, const olc::Pixel tint);
#if defined(OLC_PGEX_SHADER)
// Shader Specific
void DrawDecal(olc::Shade& shader, const olc::vf2d & pos, olc::Decal * decal, const olc::vf2d & scale = { 1.0f,1.0f }, const olc::Pixel & tint = olc::WHITE);
void DrawPartialDecal(olc::Shade& shader, const olc::vf2d& pos, olc::Decal* decal, const olc::vf2d& source_pos, const olc::vf2d& source_size, const olc::vf2d& scale = { 1.0f,1.0f }, const olc::Pixel& tint = olc::WHITE);
void DrawPartialDecal(olc::Shade& shader, const olc::vf2d& pos, const olc::vf2d& size, olc::Decal* decal, const olc::vf2d& source_pos, const olc::vf2d& source_size, const olc::Pixel& tint = olc::WHITE);
#endif
};
class TileTransformedView : public TransformedView
{
public:
TileTransformedView() = default;
TileTransformedView(const olc::vi2d& vViewArea, const olc::vi2d& vTileSize);
public:
olc::vi2d GetTopLeftTile() const;
olc::vi2d GetBottomRightTile() const;
olc::vi2d GetVisibleTiles() const;
olc::vi2d GetTileUnderScreenPos(const olc::vi2d& vPos) const;
const olc::vi2d GetTileOffset() const;
};
}
#ifdef OLC_PGEX_TRANSFORMEDVIEW
#undef OLC_PGEX_TRANSFORMEDVIEW
namespace olc
{
olc::PixelGameEngine* TransformedView::GetPGE()
{
return pge;
}
void TransformedView::Initialise(const olc::vi2d& vViewArea, const olc::vf2d& vPixelScale)
{
SetViewArea(vViewArea);
SetWorldScale(vPixelScale);
m_vPixelScale = vPixelScale;
m_vRecipPixel = 1.0f / m_vPixelScale;
}
void TransformedView::SetWorldOffset(const olc::vf2d& vOffset)
{
m_vWorldOffset = vOffset;
}
void TransformedView::MoveWorldOffset(const olc::vf2d& vDeltaOffset)
{
m_vWorldOffset += vDeltaOffset;
}
void TransformedView::SetWorldScale(const olc::vf2d& vScale)
{
m_vWorldScale = vScale;
}
void TransformedView::SetViewArea(const olc::vi2d& vViewArea)
{
m_vViewArea = vViewArea;
}
olc::vf2d TransformedView::GetWorldTL() const
{
return TransformedView::ScreenToWorld({ 0,0 });
}
olc::vf2d TransformedView::GetWorldBR() const
{
return TransformedView::ScreenToWorld(m_vViewArea);
}
olc::vf2d TransformedView::GetWorldVisibleArea() const
{
return GetWorldBR() - GetWorldTL();
}
void TransformedView::ZoomAtScreenPos(const float fDeltaZoom, const olc::vi2d& vPos)
{
olc::vf2d vOffsetBeforeZoom = ScreenToWorld(vPos);
m_vWorldScale *= fDeltaZoom;
olc::vf2d vOffsetAfterZoom = ScreenToWorld(vPos);
m_vWorldOffset += vOffsetBeforeZoom - vOffsetAfterZoom;
}
void TransformedView::SetZoom(const float fZoom, const olc::vf2d& vPos)
{
olc::vf2d vOffsetBeforeZoom = ScreenToWorld(vPos);
m_vWorldScale = { fZoom, fZoom };
olc::vf2d vOffsetAfterZoom = ScreenToWorld(vPos);
m_vWorldOffset += vOffsetBeforeZoom - vOffsetAfterZoom;
}
void TransformedView::StartPan(const olc::vi2d& vPos)
{
m_bPanning = true;
m_vStartPan = olc::vf2d(vPos);
}
void TransformedView::UpdatePan(const olc::vi2d& vPos)
{
if (m_bPanning)
{
m_vWorldOffset -= (olc::vf2d(vPos) - m_vStartPan) / m_vWorldScale;
m_vStartPan = olc::vf2d(vPos);
}
}
void TransformedView::EndPan(const olc::vi2d& vPos)
{
UpdatePan(vPos);
m_bPanning = false;
}
const olc::vf2d& TransformedView::GetWorldOffset() const
{
return m_vWorldOffset;
}
const olc::vf2d& TransformedView::GetWorldScale() const
{
return m_vWorldScale;
}
olc::vf2d TransformedView::WorldToScreen(const olc::vf2d& vWorldPos) const
{
olc::vf2d vFloat = ((vWorldPos - m_vWorldOffset) * m_vWorldScale);
//vFloat = { std::floor(vFloat.x + 0.5f), std::floor(vFloat.y + 0.5f) };
return vFloat;
}
olc::vf2d TransformedView::ScreenToWorld(const olc::vf2d& vScreenPos) const
{
return (olc::vf2d(vScreenPos) / m_vWorldScale) + m_vWorldOffset;
}
olc::vf2d TransformedView::ScaleToWorld(const olc::vf2d& vScreenSize) const
{
return (olc::vf2d(vScreenSize) / m_vWorldScale);
}
olc::vf2d TransformedView::ScaleToScreen(const olc::vf2d& vWorldSize) const
{
//olc::vf2d vFloat = (vWorldSize * m_vWorldScale) + olc::vf2d(0.5f, 0.5f);
//return vFloat.floor();
return (vWorldSize * m_vWorldScale);
}
bool TransformedView::IsPointVisible(const olc::vf2d & vPos) const
{
olc::vi2d vScreen = WorldToScreen(vPos);
return vScreen.x >= 0 && vScreen.x < m_vViewArea.x&& vScreen.y >= 0 && vScreen.y < m_vViewArea.y;
}
bool TransformedView::IsRectVisible(const olc::vf2d& vPos, const olc::vf2d& vSize) const
{
olc::vi2d vScreenPos = WorldToScreen(vPos);
olc::vi2d vScreenSize = vSize * m_vWorldScale;
return (vScreenPos.x < 0 + m_vViewArea.x && vScreenPos.x + vScreenSize.x > 0 && vScreenPos.y < m_vViewArea.y&& vScreenPos.y + vScreenSize.y > 0);
}
void TransformedView::HandlePanAndZoom(const int nMouseButton, const float fZoomRate, const bool bPan, const bool bZoom)
{
const auto& vMousePos = pge->GetMousePos();
if (bPan)
{
if (pge->GetMouse(nMouseButton).bPressed) StartPan(vMousePos);
if (pge->GetMouse(nMouseButton).bHeld) UpdatePan(vMousePos);
if (pge->GetMouse(nMouseButton).bReleased) EndPan(vMousePos);
}
if (bZoom)
{
if (pge->GetMouseWheel() > 0) ZoomAtScreenPos(1.0f + fZoomRate, vMousePos);
if (pge->GetMouseWheel() < 0) ZoomAtScreenPos(1.0f - fZoomRate, vMousePos);
}
}
bool TransformedView::Draw(float x, float y, olc::Pixel p)
{
return Draw({ x, y }, p);
}
bool TransformedView::Draw(const olc::vf2d & pos, olc::Pixel p)
{
return pge->Draw(WorldToScreen(pos), p);
}
void TransformedView::DrawLine(float x1, float y1, float x2, float y2, olc::Pixel p, uint32_t pattern)
{
DrawLine({ x1, y1 }, { x2, y2 }, p, pattern);
}
void TransformedView::DrawLine(const olc::vf2d & pos1, const olc::vf2d & pos2, olc::Pixel p, uint32_t pattern)
{
pge->DrawLine(WorldToScreen(pos1), WorldToScreen(pos2), p, pattern);
}
void TransformedView::DrawCircle(float x, float y, float radius, olc::Pixel p, uint8_t mask)
{
DrawCircle({ x,y }, radius, p, mask);
}
void TransformedView::DrawCircle(const olc::vf2d & pos, float radius, olc::Pixel p, uint8_t mask)
{
pge->DrawCircle(WorldToScreen(pos), int32_t(radius * m_vWorldScale.x), p, mask);
}
void TransformedView::FillCircle(float x, float y, float radius, olc::Pixel p)
{
FillCircle({ x,y }, radius, p);
}
void TransformedView::FillCircle(const olc::vf2d & pos, float radius, olc::Pixel p)
{
pge->FillCircle(WorldToScreen(pos), int32_t(radius * m_vWorldScale.x), p);
}
void TransformedView::DrawRect(float x, float y, float w, float h, olc::Pixel p)
{
DrawRect({ x, y }, { w, h }, p);
}
void TransformedView::DrawRect(const olc::vf2d & pos, const olc::vf2d & size, olc::Pixel p)
{
pge->DrawRect(WorldToScreen(pos), ((size * m_vWorldScale) + olc::vf2d(0.5f, 0.5f)).floor(), p);
}
void TransformedView::FillRect(float x, float y, float w, float h, olc::Pixel p)
{
FillRect({ x, y }, { w, h }, p);
}
void TransformedView::FillRect(const olc::vf2d & pos, const olc::vf2d & size, olc::Pixel p)
{
pge->FillRect(WorldToScreen(pos), size * m_vWorldScale, p);
}
void TransformedView::DrawTriangle(float x1, float y1, float x2, float y2, float x3, float y3, olc::Pixel p)
{
DrawTriangle({ x1, y1 }, { x2, y2 }, { x3, y3 }, p);
}
void TransformedView::DrawTriangle(const olc::vf2d & pos1, const olc::vf2d & pos2, const olc::vf2d & pos3, olc::Pixel p)
{
pge->DrawTriangle(WorldToScreen(pos1), WorldToScreen(pos2), WorldToScreen(pos3), p);
}
void TransformedView::FillTriangle(float x1, float y1, float x2, float y2, float x3, float y3, olc::Pixel p)
{
FillTriangle({ x1, y1 }, { x2, y2 }, { x3, y3 }, p);
}
void TransformedView::FillTriangle(const olc::vf2d & pos1, const olc::vf2d & pos2, const olc::vf2d & pos3, olc::Pixel p)
{
pge->FillTriangle(WorldToScreen(pos1), WorldToScreen(pos2), WorldToScreen(pos3), p);
}
void TransformedView::DrawSprite(float x, float y, olc::Sprite* sprite, float scalex, float scaley, uint8_t flip)
{
DrawSprite({ x, y }, sprite, { scalex, scaley }, flip);
}
void TransformedView::DrawSprite(const olc::vf2d & pos, olc::Sprite * sprite, const olc::vf2d & scale, uint8_t flip)
{
olc::vf2d vSpriteSize = olc::vf2d(float(sprite->width), float(sprite->height));
if (IsRectVisible(pos, vSpriteSize * scale))
{
olc::vf2d vSpriteScaledSize = vSpriteSize * m_vRecipPixel * m_vWorldScale * scale;
olc::vi2d vPixel;
olc::vi2d vSpritePixelStart = WorldToScreen(pos);
olc::vi2d vSpritePixelEnd = WorldToScreen((vSpriteSize * scale) + pos);
olc::vi2d vScreenPixelStart = (vSpritePixelStart).max({0,0});
olc::vi2d vScreenPixelEnd = (vSpritePixelEnd).min({ pge->ScreenWidth(),pge->ScreenHeight() });
olc::vf2d vPixelStep = 1.0f / vSpriteScaledSize;
for (vPixel.y = vScreenPixelStart.y; vPixel.y < vScreenPixelEnd.y; vPixel.y++)
{
for (vPixel.x = vScreenPixelStart.x; vPixel.x < vScreenPixelEnd.x; vPixel.x++)
{
olc::vf2d vSample = olc::vf2d(vPixel - vSpritePixelStart) * vPixelStep;
pge->Draw(vPixel, sprite->Sample(vSample.x, vSample.y));
}
}
}
}
void TransformedView::DrawPartialSprite(float x, float y, Sprite* sprite, int32_t ox, int32_t oy, int32_t w, int32_t h, float scalex, float scaley, uint8_t flip)
{
DrawPartialSprite({ x,y }, sprite, { ox,oy }, { w, h }, { scalex, scaley }, flip);
}
void TransformedView::DrawPartialSprite(const olc::vf2d& pos, Sprite* sprite, const olc::vi2d& sourcepos, const olc::vi2d& size, const olc::vf2d& scale, uint8_t flip)
{
olc::vf2d vSpriteSize = size;
if (IsRectVisible(pos, size * scale))
{
olc::vf2d vSpriteScaledSize = olc::vf2d(size) * m_vRecipPixel * m_vWorldScale * scale;
olc::vf2d vSpritePixelStep = 1.0f / olc::vf2d(float(sprite->width), float(sprite->height));
olc::vi2d vPixel, vStart = WorldToScreen(pos), vEnd = vSpriteScaledSize + vStart;
olc::vf2d vScreenPixelStep = 1.0f / vSpriteScaledSize;
for (vPixel.y = vStart.y; vPixel.y < vEnd.y; vPixel.y++)
{
for (vPixel.x = vStart.x; vPixel.x < vEnd.x; vPixel.x++)
{
olc::vf2d vSample = ((olc::vf2d(vPixel - vStart) * vScreenPixelStep) * size * vSpritePixelStep) + olc::vf2d(sourcepos) * vSpritePixelStep;
pge->Draw(vPixel, sprite->Sample(vSample.x, vSample.y));
}
}
}
}
void TransformedView::DrawString(float x, float y, const std::string& sText, Pixel col, const olc::vf2d& scale)
{
DrawString({ x, y }, sText, col, scale);
}
void TransformedView::DrawString(const olc::vf2d& pos, const std::string& sText, const Pixel col, const olc::vf2d& scale)
{
olc::vf2d vOffset = { 0.0f, 0.0f };
Pixel::Mode m = pge->GetPixelMode();
auto StringPlot = [&col](const int x, const int y, const olc::Pixel& pSource, const olc::Pixel& pDest)
{
return pSource.r > 1 ? col : pDest;
};
pge->SetPixelMode(StringPlot);
for (auto c : sText)
{
if (c == '\n')
{
vOffset.x = 0.0f; vOffset.y += 8.0f * m_vRecipPixel.y * scale.y;
}
else
{
int32_t ox = ((c - 32) % 16) * 8;
int32_t oy = ((c - 32) / 16) * 8;
DrawPartialSprite(pos + vOffset, pge->GetFontSprite(), { ox, oy }, { 8, 8 }, scale);
vOffset.x += 8.0f * m_vRecipPixel.x * scale.x;
}
}
pge->SetPixelMode(m);
}
void TransformedView::DrawDecal(const olc::vf2d & pos, olc::Decal * decal, const olc::vf2d & scale, const olc::Pixel & tint)
{
pge->DrawDecal(WorldToScreen(pos), decal, scale * m_vWorldScale * m_vRecipPixel, tint);
}
void TransformedView::DrawPartialDecal(const olc::vf2d & pos, olc::Decal * decal, const olc::vf2d & source_pos, const olc::vf2d & source_size, const olc::vf2d & scale, const olc::Pixel & tint)
{
pge->DrawPartialDecal(WorldToScreen(pos), decal, source_pos, source_size, scale * m_vWorldScale * m_vRecipPixel, tint);
}
void TransformedView::DrawPartialDecal(const olc::vf2d & pos, const olc::vf2d & size, olc::Decal * decal, const olc::vf2d & source_pos, const olc::vf2d & source_size, const olc::Pixel & tint)
{
pge->DrawPartialDecal(WorldToScreen(pos), size * m_vWorldScale * m_vRecipPixel, decal, source_pos, source_size, tint);
}
void TransformedView::DrawExplicitDecal(olc::Decal* decal, const olc::vf2d* pos, const olc::vf2d* uv, const olc::Pixel* col, uint32_t elements)
{
std::vector<olc::vf2d> vTransformed(elements);
for (uint32_t n = 0; n < elements; n++)
vTransformed[n] = WorldToScreen(pos[n]);
pge->DrawExplicitDecal(decal, vTransformed.data(), uv, col, elements);
}
void TransformedView::DrawWarpedDecal(olc::Decal* decal, const olc::vf2d* pos, const olc::Pixel& tint)
{
std::array<olc::vf2d, 4> vTransformed =
{ {
WorldToScreen(pos[0]), WorldToScreen(pos[1]),
WorldToScreen(pos[2]), WorldToScreen(pos[3]),
} };
pge->DrawWarpedDecal(decal, vTransformed, tint);
}
void TransformedView::DrawWarpedDecal(olc::Decal* decal, const olc::vf2d(&pos)[4], const olc::Pixel& tint)
{
DrawWarpedDecal(decal, &pos[0], tint);
}
void TransformedView::DrawWarpedDecal(olc::Decal* decal, const std::array<olc::vf2d, 4>& pos, const olc::Pixel& tint)
{
DrawWarpedDecal(decal, pos.data(), tint);
}
void TransformedView::DrawPartialWarpedDecal(olc::Decal* decal, const olc::vf2d(&pos)[4], const olc::vf2d& source_pos, const olc::vf2d& source_size, const olc::Pixel& tint)
{
DrawPartialWarpedDecal(decal, &pos[0], source_pos, source_size, tint);
}
void TransformedView::DrawPartialWarpedDecal(olc::Decal* decal, const olc::vf2d* pos, const olc::vf2d& source_pos, const olc::vf2d& source_size, const olc::Pixel& tint)
{
std::array<olc::vf2d, 4> vTransformed =
{ {
WorldToScreen(pos[0]), WorldToScreen(pos[1]),
WorldToScreen(pos[2]), WorldToScreen(pos[3]),
} };
pge->DrawPartialWarpedDecal(decal, vTransformed, source_pos, source_size, tint);
}
void TransformedView::DrawPartialWarpedDecal(olc::Decal* decal, const std::array<olc::vf2d, 4>& pos, const olc::vf2d& source_pos, const olc::vf2d& source_size, const olc::Pixel& tint)
{
DrawPartialWarpedDecal(decal, pos.data(), source_pos, source_size, tint);
}
void TransformedView::DrawRotatedDecal(const olc::vf2d & pos, olc::Decal * decal, const float fAngle, const olc::vf2d & center, const olc::vf2d & scale, const olc::Pixel & tint)
{
pge->DrawRotatedDecal(WorldToScreen(pos), decal, fAngle, center, scale * m_vWorldScale * m_vRecipPixel, tint);
}
void TransformedView::DrawPartialRotatedDecal(const olc::vf2d & pos, olc::Decal * decal, const float fAngle, const olc::vf2d & center, const olc::vf2d & source_pos, const olc::vf2d & source_size, const olc::vf2d & scale, const olc::Pixel & tint)
{
pge->DrawPartialRotatedDecal(WorldToScreen(pos), decal, fAngle, center, source_pos, source_size, scale * m_vWorldScale * m_vRecipPixel, tint);
}
void TransformedView::DrawStringDecal(const olc::vf2d & pos, const std::string & sText, const olc::Pixel col, const olc::vf2d & scale)
{
pge->DrawStringDecal(WorldToScreen(pos), sText, col, scale * m_vWorldScale * m_vRecipPixel);
}
void TransformedView::DrawStringPropDecal(const olc::vf2d & pos, const std::string & sText, const olc::Pixel col, const olc::vf2d & scale )
{
pge->DrawStringPropDecal(WorldToScreen(pos), sText, col, scale * m_vWorldScale * m_vRecipPixel);
}
void TransformedView::FillRectDecal(const olc::vf2d & pos, const olc::vf2d & size, const olc::Pixel col)
{
pge->FillRectDecal(WorldToScreen(pos), (size * m_vWorldScale).ceil(), col);
}
void TransformedView::DrawRectDecal(const olc::vf2d& pos, const olc::vf2d& size, const olc::Pixel col)
{
pge->DrawRectDecal(WorldToScreen(pos), (size * m_vWorldScale).ceil(), col);
}
void TransformedView::DrawLineDecal(const olc::vf2d& pos1, const olc::vf2d& pos2, Pixel p)
{
pge->DrawLineDecal(WorldToScreen(pos1), WorldToScreen(pos2), p);
}
void TransformedView::GradientFillRectDecal(const olc::vf2d & pos, const olc::vf2d & size, const olc::Pixel colTL, const olc::Pixel colBL, const olc::Pixel colBR, const olc::Pixel colTR)
{
pge->GradientFillRectDecal(WorldToScreen(pos), size * m_vWorldScale, colTL, colBL, colBR, colTR);
}
void TransformedView::DrawPolygonDecal(olc::Decal* decal, const std::vector<olc::vf2d>& pos, const std::vector<olc::vf2d>& uv, const olc::Pixel tint)
{
std::vector<olc::vf2d> vTransformed(pos.size());
for (uint32_t n = 0; n < pos.size(); n++)
vTransformed[n] = WorldToScreen(pos[n]);
pge->DrawPolygonDecal(decal, vTransformed, uv, tint);
}
void TransformedView::DrawPolygonDecal(olc::Decal* decal, const std::vector<olc::vf2d>& pos, const std::vector<olc::vf2d>& uv, const std::vector<olc::Pixel> &tint)
{
std::vector<olc::vf2d> vTransformed(pos.size());
for (uint32_t n = 0; n < pos.size(); n++)
vTransformed[n] = WorldToScreen(pos[n]);
pge->DrawPolygonDecal(decal, vTransformed, uv, tint);
}
void TransformedView::DrawPolygonDecal(olc::Decal* decal, const std::vector<olc::vf2d>& pos, const std::vector<olc::vf2d>& uv, const std::vector<olc::Pixel>& colours, const olc::Pixel tint)
{
std::vector<olc::vf2d> vTransformed(pos.size());
for (uint32_t n = 0; n < pos.size(); n++)
vTransformed[n] = WorldToScreen(pos[n]);
pge->DrawPolygonDecal(decal, vTransformed, uv, colours, tint);
}
#if defined (OLC_PGEX_SHADER)
void TransformedView::DrawDecal(olc::Shade &shade, const olc::vf2d& pos, olc::Decal* decal, const olc::vf2d& scale, const olc::Pixel& tint)
{
shade.DrawDecal(WorldToScreen(pos), decal, scale * m_vWorldScale * m_vRecipPixel, tint);
}
void TransformedView::DrawPartialDecal(olc::Shade& shade, const olc::vf2d& pos, olc::Decal* decal, const olc::vf2d& source_pos, const olc::vf2d& source_size, const olc::vf2d& scale, const olc::Pixel& tint)
{
shade.DrawPartialDecal(WorldToScreen(pos), decal, source_pos, source_size, scale * m_vWorldScale * m_vRecipPixel, tint);
}
void TransformedView::DrawPartialDecal(olc::Shade& shade, const olc::vf2d& pos, const olc::vf2d& size, olc::Decal* decal, const olc::vf2d& source_pos, const olc::vf2d& source_size, const olc::Pixel& tint)
{
shade.DrawPartialDecal(WorldToScreen(pos), size * m_vWorldScale * m_vRecipPixel, decal, source_pos, source_size, tint);
}
#endif
/////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////
TileTransformedView::TileTransformedView(const olc::vi2d& vViewArea, const olc::vi2d& vTileSize)
{
Initialise(vViewArea, vTileSize);
}
olc::vi2d TileTransformedView::GetTopLeftTile() const
{
return ScreenToWorld({ 0,0 }).floor();
}
olc::vi2d TileTransformedView::GetBottomRightTile() const
{
return ScreenToWorld(m_vViewArea).ceil();
}
olc::vi2d TileTransformedView::GetVisibleTiles() const
{
return GetBottomRightTile() - GetTopLeftTile();
}
olc::vi2d TileTransformedView::GetTileUnderScreenPos(const olc::vi2d& vPos) const
{
return ScreenToWorld(vPos).floor();
}
const olc::vi2d TileTransformedView::GetTileOffset() const
{
return { int32_t((m_vWorldOffset.x - std::floor(m_vWorldOffset.x)) * m_vWorldScale.x),
int32_t((m_vWorldOffset.y - std::floor(m_vWorldOffset.y)) * m_vWorldScale.y) };
}
}
#endif
#endif

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/*
OneLoneCoder - Animate2D v1.00
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Handles animated Sprites efficiently
License (OLC-3)
~~~~~~~~~~~~~~~
Copyright 2018 - 2022 OneLoneCoder.com
Redistribution and use in source and binary forms, with or without
modification, are permitted provided that the following conditions
are met:
1. Redistributions or derivations of source code must retain the above
copyright notice, this list of conditions and the following disclaimer.
2. Redistributions or derivative works in binary form must reproduce
the above copyright notice. This list of conditions and the following
disclaimer must be reproduced in the documentation and/or other
materials provided with the distribution.
3. Neither the name of the copyright holder nor the names of its
contributors may be used to endorse or promote products derived
from this software without specific prior written permission.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
Links
~~~~~
YouTube: https://www.youtube.com/javidx9
Discord: https://discord.gg/WhwHUMV
Twitter: https://www.twitter.com/javidx9
Twitch: https://www.twitch.tv/javidx9
GitHub: https://www.github.com/onelonecoder
Homepage: https://www.onelonecoder.com
Author
~~~~~~
David Barr, aka javidx9, <EFBFBD>OneLoneCoder 2019, 2020, 2021, 2022
*/
#pragma once
#include "olcPixelGameEngine.h"
#include "utilities/olcUTIL_Geometry2D.h"
namespace olc::utils::Animate2D
{
// This class rerpresents a valid "frame" of an animation. It could be from any image source, and
// any location withing that image source. Once it's constructed, it's advised not to change it, as
// this likely indicates a usage bug.
//
// "Sourceless" frames are valid too - this is useful if you have a particular animation set, but
// want to apply it to a variety of sources, for example sprite maps with common layouts.
class Frame
{
public:
inline Frame(const olc::Renderable* gfxSource, const geom2d::rect<int32_t>& rectSource = { {0,0},{0,0} })
: gfxImageSource(gfxSource), rectFrameSource(rectSource)
{
// If no source rectangle specified then use whole image source. Ignore in the event
// that a frame is set up as source-less
if(gfxSource && rectFrameSource.size.x == 0)
rectFrameSource.size = gfxSource->Sprite()->Size();
}
inline const olc::Renderable* GetSourceImage() const
{
return gfxImageSource;
}
inline const geom2d::rect<int32_t>& GetSourceRect() const
{
return rectFrameSource;
}
private:
const olc::Renderable* gfxImageSource;
geom2d::rect<int32_t> rectFrameSource;
};
// Animation styles decide how the frames should be traversed in time
enum class Style : uint8_t
{
Repeat, // Cycle through, go back to beginning
OneShot, // Play once and suspend on final frame
PingPong, // Traverse through forwards, then backwards
Reverse, // Cycle through sequence backwards
};
class FrameSequence
{
public:
// Constructs a sequence of frames with a duration and a traversal style
inline FrameSequence(const float fFrameDuration = 0.1f, const Style nStyle = Style::Repeat)
{
m_fFrameDuration = fFrameDuration;
m_fFrameRate = 1.0f / m_fFrameDuration;
m_nStyle = nStyle;
}
// Adds a frame to this sequence
inline void AddFrame(const Frame& frame)
{
m_vFrames.emplace_back(frame);
}
// Returns a Frame Object for a given time into an animation
inline const Frame& GetFrame(const float fTime) const
{
return m_vFrames[ConvertTimeToFrame(fTime)];
}
private:
Style m_nStyle;
std::vector<Frame> m_vFrames;
float m_fFrameDuration = 0.1f;
float m_fFrameRate = 10.0f;
inline const size_t ConvertTimeToFrame(const float fTime) const
{
switch (m_nStyle)
{
case Style::Repeat:
return size_t(fTime * m_fFrameRate) % m_vFrames.size();
break;
case Style::OneShot:
return std::clamp(size_t(fTime * m_fFrameRate), size_t(0), m_vFrames.size() - 1);
break;
case Style::PingPong:
// TODO
break;
case Style::Reverse:
return (m_vFrames.size() - 1) - (size_t(fTime * m_fFrameRate) % m_vFrames.size());
break;
}
return 0;
}
};
// A Animate2D::State is a lightweight token that can be attached to things
// that are animated. Under normal circumstances, it is never updated manually
struct AnimationState
{
private:
size_t nIndex = 0;
float fTime = 0.0f;
template<typename StatesEnum>
friend class Animation;
};
// Animation object holds a group of frame sequences and can mutate an AnimationState token
template<typename StatesEnum>
class Animation
{
public:
Animation() = default;
// Change an animation state token to a new state
inline bool ChangeState(AnimationState& state, const StatesEnum& sStateName) const
{
size_t idx = m_mapStateIndices.at(sStateName);
if (state.nIndex != idx)
{
state.fTime = 0.0f;
state.nIndex = idx;
return true;
}
return false;
}
// Update an animation state token
inline void UpdateState(AnimationState& state, const float fElapsedTime) const
{
state.fTime += fElapsedTime;
}
public:
// Retrieve the frame information for a given animation state
inline const Frame& GetFrame(const AnimationState& state) const
{
return m_vSequences[state.nIndex].GetFrame(state.fTime);
}
public:
// Add a named Frame sequence as a state
inline void AddState(const StatesEnum& sStateName, const FrameSequence& sequence)
{
m_vSequences.emplace_back(sequence);
m_mapStateIndices[sStateName] = m_vSequences.size() - 1;
}
private:
std::vector<FrameSequence> m_vSequences;
std::unordered_map<StatesEnum, size_t> m_mapStateIndices;
};
}

@ -0,0 +1,258 @@
/*
OneLoneCoder - Camera2D v1.00
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
A 2D world camera with various modes
License (OLC-3)
~~~~~~~~~~~~~~~
Copyright 2018 - 2022 OneLoneCoder.com
Redistribution and use in source and binary forms, with or without
modification, are permitted provided that the following conditions
are met:
1. Redistributions or derivations of source code must retain the above
copyright notice, this list of conditions and the following disclaimer.
2. Redistributions or derivative works in binary form must reproduce
the above copyright notice. This list of conditions and the following
disclaimer must be reproduced in the documentation and/or other
materials provided with the distribution.
3. Neither the name of the copyright holder nor the names of its
contributors may be used to endorse or promote products derived
from this software without specific prior written permission.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
Links
~~~~~
YouTube: https://www.youtube.com/javidx9
Discord: https://discord.gg/WhwHUMV
Twitter: https://www.twitter.com/javidx9
Twitch: https://www.twitch.tv/javidx9
GitHub: https://www.github.com/onelonecoder
Homepage: https://www.onelonecoder.com
Author
~~~~~~
David Barr, aka javidx9, <EFBFBD>OneLoneCoder 2019, 2020, 2021, 2022
*/
#pragma once
#include "olcPixelGameEngine.h"
namespace olc::utils
{
class Camera2D
{
public:
enum class Mode : uint8_t
{
Simple, // No motion, just directly settable
EdgeMove, // Moves as target crosses boundary
LazyFollow, // Lazily follows the target
FixedScreens, // Moves statically between "screens"
};
public:
inline Camera2D() : m_pTarget(&m_vLocalTarget) {}
// Construct a camera with a viewable area size, and an optional starting position
inline Camera2D(const olc::vf2d& vViewSize, const olc::vf2d& vViewPos = { 0.0f, 0.0f }) : m_pTarget(&m_vLocalTarget)
{
m_vViewSize = vViewSize;
m_vViewPos = vViewPos;
}
// Set the operational mode of this camera
inline void SetMode(const Mode t)
{
m_nMode = t;
}
// Get the operational mode of this camera
inline Mode GetMode() const
{
return m_nMode;
}
// Get the position of the target being tracked by this camera
inline const olc::vf2d& GetTarget() const
{
return *m_pTarget;
}
// Get the position of the cameras focus point
inline const olc::vf2d& GetPosition() const
{
return m_vPosition;
}
// Get the top left of teh cameras visible area in world space
inline const olc::vf2d& GetViewPosition() const
{
return m_vViewPos;
}
// Get the camera's visible area
inline const olc::vf2d& GetViewSize() const
{
return m_vViewSize;
}
// Set tracked point via pointer
inline void SetTarget(olc::vf2d& vTarget)
{
m_pTarget = &vTarget;
}
// Set tracked point via const ref - {10, 35} for example
inline void SetTarget(const olc::vf2d&& vTarget)
{
m_vLocalTarget = vTarget;
m_pTarget = &m_vLocalTarget;
}
// Set world boundary rectangle
inline void SetWorldBoundary(const olc::vf2d& vPos, const olc::vf2d& vSize)
{
m_vWorldBoundaryPos = vPos;
m_vWorldBoundarySize = vSize;
}
// Instruct camera to respect world boundaries
inline void EnableWorldBoundary(const bool bEnable)
{
m_bWorldBoundary = bEnable;
}
// Are we using a world boundary?
inline bool IsWorldBoundaryEnabled() const
{
return m_bWorldBoundary;
}
// Get the world boundary rectangle position
inline const olc::vf2d& GetWorldBoundaryPosition() const
{
return m_vWorldBoundaryPos;
}
// Get the world boundary rectangle size
inline const olc::vf2d& GetWorldBoundarySize() const
{
return m_vWorldBoundarySize;
}
// Set the velocity at which the lazy follower reaches tracked point
inline void SetLazyFollowRate(const float fRate)
{
m_fLazyFollowRate = fRate;
}
// Get the velocity at which the lazy follower reaches tracked point
inline float GetLazyFollowRate() const
{
return m_fLazyFollowRate;
}
// Set distance from tracked point to start nudging screen
inline void SetEdgeTriggerDistance(const olc::vf2d& vEdge)
{
m_vEdgeTriggerDistance = vEdge;
}
// Return disance from tracked point that screen will nudge
inline const olc::vf2d& GetEdgeTriggerDistance() const
{
return m_vEdgeTriggerDistance;
}
// Update camera, animating if necessary, obeying world boundary rules
// returns true if target is visible
inline virtual bool Update(const float fElapsedTime)
{
switch (m_nMode)
{
case Mode::Simple:
{
m_vPosition = GetTarget();
}
break;
case Mode::EdgeMove:
{
olc::vf2d vOverlap = GetTarget() - m_vPosition;
if (vOverlap.x > m_vEdgeTriggerDistance.x) m_vPosition.x += vOverlap.x - m_vEdgeTriggerDistance.x;
if (vOverlap.x < -m_vEdgeTriggerDistance.x) m_vPosition.x += vOverlap.x + m_vEdgeTriggerDistance.x;
if (vOverlap.y > m_vEdgeTriggerDistance.y) m_vPosition.y += vOverlap.y - m_vEdgeTriggerDistance.y;
if (vOverlap.y < -m_vEdgeTriggerDistance.y) m_vPosition.y += vOverlap.y + m_vEdgeTriggerDistance.y;
}
break;
case Mode::LazyFollow:
{
m_vPosition += (GetTarget() - m_vPosition) * m_fLazyFollowRate * fElapsedTime;
}
break;
case Mode::FixedScreens:
{
m_vPosition = olc::vf2d(olc::vi2d(GetTarget() / m_vScreenSize) * olc::vi2d(m_vScreenSize)) + (m_vViewSize * 0.5f);
}
break;
}
// Make camera target the middle of the view
m_vViewPos = m_vPosition - (m_vViewSize * 0.5f);
// Clamp to World Boundary (if in place)
if (m_bWorldBoundary)
{
m_vViewPos = m_vViewPos.max(m_vWorldBoundaryPos).min(m_vWorldBoundaryPos + m_vWorldBoundarySize - m_vViewSize);
}
return GetTarget().x >= m_vViewPos.x && GetTarget().x < (m_vViewPos.x + m_vViewSize.x) &&
GetTarget().y >= m_vViewPos.y && GetTarget().y < (m_vViewPos.y + m_vViewSize.y);
}
protected:
// Position of camera focus point in the world
olc::vf2d m_vPosition;
// Rectangular size of camera viewing area
olc::vf2d m_vViewSize;
// Top left coordinate of camera viewing area
olc::vf2d m_vViewPos;
// Camera movement mode
Mode m_nMode = Mode::Simple;
// Target Vector2D object camera should follow (either ref or ptr)
olc::vf2d* m_pTarget = nullptr;
olc::vf2d m_vLocalTarget;
// World Boundary
bool m_bWorldBoundary = false;
olc::vf2d m_vWorldBoundaryPos = { 0.0f, 0.0f };
olc::vf2d m_vWorldBoundarySize = { 256.0f, 240.0f };
// Mode specific
olc::vf2d m_vEdgeTriggerDistance = { 1.0f, 1.0f };
float m_fLazyFollowRate = 4.0f;
olc::vi2d m_vScreenSize = { 16,15 };
};
}
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