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AoC2022_Day16/pixelGameEngine.h

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216 KiB

2 years ago
#pragma region license_and_help
/*
olcPixelGameEngine.h
+-------------------------------------------------------------+
| OneLoneCoder Pixel Game Engine v2.20 |
| "What do you need? Pixels... Lots of Pixels..." - javidx9 |
+-------------------------------------------------------------+
What is this?
~~~~~~~~~~~~~
olc::PixelGameEngine is a single file, cross platform graphics and userinput
framework used for games, visualisations, algorithm exploration and learning.
It was developed by YouTuber "javidx9" as an assistive tool for many of his
videos. The goal of this project is to provide high speed graphics with
minimal project setup complexity, to encourage new programmers, younger people,
and anyone else that wants to make fun things.
However, olc::PixelGameEngine is not a toy! It is a powerful and fast utility
capable of delivering high resolution, high speed, high quality applications
which behave the same way regardless of the operating system or platform.
This file provides the core utility set of the olc::PixelGameEngine, including
window creation, keyboard/mouse input, main game thread, timing, pixel drawing
routines, image/sprite loading and drawing routines, and a bunch of utility
types to make rapid development of games/visualisations possible.
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
https://www.youtube.com/javidx9extra
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
Patreon: https://www.patreon.com/javidx9
Community: https://community.onelonecoder.com
Compiling in Linux
~~~~~~~~~~~~~~~~~~
You will need a modern C++ compiler, so update yours!
To compile use the command:
g++ -o YourProgName YourSource.cpp -lX11 -lGL -lpthread -lpng -lstdc++fs -std=c++17
On some Linux configurations, the frame rate is locked to the refresh
rate of the monitor. This engine tries to unlock it but may not be
able to, in which case try launching your program like this:
vblank_mode=0 ./YourProgName
Compiling in Code::Blocks on Windows
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Well I wont judge you, but make sure your Code::Blocks installation
is really up to date - you may even consider updating your C++ toolchain
to use MinGW32-W64.
Guide for installing recent GCC for Windows:
https://www.msys2.org/
Guide for configuring code::blocks:
https://solarianprogrammer.com/2019/11/05/install-gcc-windows/
https://solarianprogrammer.com/2019/11/16/install-codeblocks-gcc-windows-build-c-cpp-fortran-programs/
Add these libraries to "Linker Options":
user32 gdi32 opengl32 gdiplus Shlwapi dwmapi stdc++fs
Set these compiler options: -std=c++17
Compiling on Mac - EXPERIMENTAL! PROBABLY HAS BUGS
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Yes yes, people use Macs for C++ programming! Who knew? Anyway, enough
arguing, thanks to Mumflr the PGE is now supported on Mac. Now I know nothing
about Mac, so if you need support, I suggest checking out the instructions
here: https://github.com/MumflrFumperdink/olcPGEMac
clang++ -arch x86_64 -std=c++17 -mmacosx-version-min=10.15 -Wall -framework OpenGL
-framework GLUT -framework Carbon -lpng YourSource.cpp -o YourProgName
Compiling with Emscripten (New & Experimental)
~~~~~~~~~~~~~~~~~~~~~~~~~
Emscripten compiler will turn your awesome C++ PixelGameEngine project into WASM!
This means you can run your application in teh browser, great for distributing
and submission in to jams and things! It's a bit new at the moment.
em++ -std=c++17 -O2 -s ALLOW_MEMORY_GROWTH=1 -s MAX_WEBGL_VERSION=2 -s MIN_WEBGL_VERSION=2 -s USE_LIBPNG=1 ./YourSource.cpp -o pge.html
Using stb_image.h
~~~~~~~~~~~~~~~~~
The PGE will load png images by default (with help from libpng on non-windows systems).
However, the excellent "stb_image.h" can be used instead, supporting a variety of
image formats, and has no library dependence - something we like at OLC studios ;)
To use stb_image.h, make sure it's in your code base, and simply:
#define OLC_IMAGE_STB
Before including the olcPixelGameEngine.h header file. stb_image.h works on many systems
and can be downloaded here: https://github.com/nothings/stb/blob/master/stb_image.h
Multiple cpp file projects?
~~~~~~~~~~~~~~~~~~~~~~~~~~~
As a single header solution, the OLC_PGE_APPLICATION definition is used to
insert the engine implementation at a project location of your choosing.
The simplest way to setup multifile projects is to create a file called
"olcPixelGameEngine.cpp" which includes the following:
#define OLC_PGE_APPLICATION
#include "olcPixelGameEngine.h"
That's all it should include. You can also include PGEX includes and
defines in here too. With this in place, you dont need to
#define OLC_PGE_APPLICATION anywhere, and can simply include this
header file as an when you need to.
Ports
~~~~~
olc::PixelGameEngine has been ported and tested with varying degrees of
success to: WinXP, Win7, Win8, Win10, Various Linux, Raspberry Pi,
Chromebook, Playstation Portable (PSP) and Nintendo Switch. If you are
interested in the details of these ports, come and visit the Discord!
Thanks
~~~~~~
I'd like to extend thanks to Ian McKay, Bispoo, Eremiell, slavka, Kwizatz77, gurkanctn, Phantim,
IProgramInCPP, JackOJC, KrossX, Huhlig, Dragoneye, Appa, JustinRichardsMusic, SliceNDice,
dandistine, Ralakus, Gorbit99, raoul, joshinils, benedani, Moros1138, Alexio, SaladinAkara
& MagetzUb for advice, ideas and testing, and I'd like to extend my appreciation to the
250K YouTube followers, 80+ Patreons, 4.8K Twitch followers and 10K Discord server members
who give me the motivation to keep going with all this :D
Significant Contributors: @Moros1138, @SaladinAkara, @MaGetzUb, @slavka,
@Dragoneye, @Gorbit99, @dandistine & @Mumflr
Special thanks to those who bring gifts!
GnarGnarHead.......Domina
Gorbit99...........Bastion, Ori & The Blind Forest, Terraria, Spelunky 2, Skully
Marti Morta........Gris
Danicron...........Terraria
SaladinAkara.......Aseprite, Inside, Quern: Undying Thoughts, Outer Wilds
AlterEgo...........Final Fantasy XII - The Zodiac Age
SlicEnDicE.........Noita, Inside
TGD................Voucher Gift
Dragoneye..........Lucas Arts Adventure Game Pack
Anonymous Pirate...Return To Monkey Island
Special thanks to my Patreons too - I wont name you on here, but I've
certainly enjoyed my tea and flapjacks :D
Author
~~~~~~
David Barr, aka javidx9, <EFBFBD>OneLoneCoder 2018, 2019, 2020, 2021, 2022
*/
#pragma endregion
#pragma region version_history
/*
2.01: Made renderer and platform static for multifile projects
2.02: Added Decal destructor, optimised Pixel constructor
2.03: Added FreeBSD flags, Added DrawStringDecal()
2.04: Windows Full-Screen bug fixed
2.05: +DrawPartialWarpedDecal() - draws a warped decal from a subset image
+DrawPartialRotatedDecal() - draws a rotated decal from a subset image
2.06: +GetTextSize() - returns area occupied by multiline string
+GetWindowSize() - returns actual window size
+GetElapsedTime() - returns last calculated fElapsedTime
+GetWindowMouse() - returns actual mouse location in window
+DrawExplicitDecal() - bow-chikka-bow-bow
+DrawPartialDecal(pos, size) - draws a partial decal to specified area
+FillRectDecal() - draws a flat shaded rectangle as a decal
+GradientFillRectDecal() - draws a rectangle, with unique colour corners
+Modified DrawCircle() & FillCircle() - Thanks IanM-Matrix1 (#PR121)
+Gone someway to appeasing pedants
2.07: +GetPixelSize() - returns user specified pixel size
+GetScreenPixelSize() - returns actual size in monitor pixels
+Pixel Cohesion Mode (flag in Construct()) - disallows arbitrary window scaling
+Working VSYNC in Windows windowed application - now much smoother
+Added string conversion for olc::vectors
+Added comparator operators for olc::vectors
+Added DestroyWindow() on windows platforms for serial PGE launches
+Added GetMousePos() to stop TarriestPython whinging
2.08: Fix SetScreenSize() aspect ratio pre-calculation
Fix DrawExplicitDecal() - stupid oversight with multiple decals
Disabled olc::Sprite copy constructor
+olc::Sprite Duplicate() - produces a new clone of the sprite
+olc::Sprite Duplicate(pos, size) - produces a new sprite from the region defined
+Unary operators for vectors
+More pedant mollification - Thanks TheLandfill
+ImageLoader modules - user selectable image handling core, gdi+, libpng, stb_image
+Mac Support via GLUT - thanks Mumflr!
2.09: Fix olc::Renderable Image load error - Thanks MaGetzUb & Zij-IT for finding and moaning about it
Fix file rejection in image loaders when using resource packs
Tidied Compiler defines per platform - Thanks slavka
+Pedant fixes, const correctness in parts
+DecalModes - Normal, Additive, Multiplicative blend modes
+Pixel Operators & Lerping
+Filtered Decals - If you hate pixels, then erase this file
+DrawStringProp(), GetTextSizeProp(), DrawStringPropDecal() - Draws non-monospaced font
2.10: Fix PixelLerp() - oops my bad, lerped the wrong way :P
Fix "Shader" support for strings - thanks Megarev for crying about it
Fix GetTextSizeProp() - Height was just plain wrong...
+vec2d operator overloads (element wise *=, /=)
+vec2d comparison operators... :| yup... hmmmm...
+vec2d ceil(), floor(), min(), max() functions - surprising how often I do it manually
+DrawExplicitDecal(... uint32_t elements) - complete control over convex polygons and lines
+DrawPolygonDecal() - to keep Bispoo happy, required significant rewrite of EVERYTHING, but hey ho
+Complete rewrite of decal renderer
+OpenGL 3.3 Renderer (also supports Raspberry Pi)
+PGEX Break-In Hooks - with a push from Dandistine
+Wireframe Decal Mode - For debug overlays
2.11: Made PGEX hooks optional - (provide true to super constructor)
2.12: Fix for MinGW compiler non-compliance :( - why is its sdk structure different?? why???
2.13: +GetFontSprite() - allows access to font data
2.14: Fix WIN32 Definition reshuffle
Fix DrawPartialDecal() - messed up dimension during renderer experiment, didnt remove junk code, thanks Alexio
Fix? Strange error regarding GDI+ Image Loader not knowing about COM, SDK change?
2.15: Big Reformat
+WASM Platform (via Emscripten) - Big Thanks to OLC Community - See Platform for details
+Sample Mode for Decals
+Made olc_ConfigureSystem() accessible
+Added OLC_----_CUSTOM_EX for externalised platforms, renderers and image loaders
=Refactored olc::Sprite pixel data store
-Deprecating LoadFromPGESprFile()
-Deprecating SaveToPGESprFile()
Fix Pixel -= operator (thanks Au Lit)
2.16: FIX Emscripten JS formatting in VS IDE (thanks Moros)
+"Headless" Mode
+DrawLineDecal()
+Mouse Button Constants
+Move Constructor for olc::Renderable
+Polar/Cartesian conversion for v2d_generic
+DrawRotatedStringDecal()/DrawRotatedStringPropDecal() (thanks Oso-Grande/Sopadeoso (PR #209))
=Using olc::Renderable for layer surface
+Major Mac and GLUT Update (thanks Mumflr)
2.17: +Clipping for DrawLine() functions
+Reintroduced sub-pixel decals
+Modified DrawPartialDecal() to quantise and correctly sample from tile atlasses
+olc::Sprite::GetPixel() - Clamp Mode
2.18: +Option to not "dirty" layers with SetDrawTarget() - Thanks TerasKasi!
=Detection for Mac M1, fix for scroll wheel interrogation - Thanks ruarq!
2.19: Textual Input(of)course Edition!
=Built in font is now olc::Renderable
+EnablePixelTransfer() - Gate if layer content transfers occur (speedup in decal only apps)
+TextEntryEnable() - Enables/Disables text entry mode
+TextEntryGetString() - Gets the current accumulated string in text entry mode
+TextEntryGetCursor() - Gets the current cursor position in text entry mode
+IsTextEntryEnabled() - Returns true if text entry mode is activated
+OnTextEntryComplete() - Override is called when user presses "ENTER" in text entry mode
+Potential for regional keyboard mappings - needs volunteers to do this
+ConsoleShow() - Opens built in command console
+ConsoleClear() - Clears built in command console output
+ConsoleOut() - Stream strings to command console output
+ConsoleCaptureStdOut() - Capture std::cout by redirecting to built-in console
+OnConsoleCommand() - Override is called when command is entered into built in console
2.20: +DrawRectDecal() - Keeps OneSketchyGuy quiet
+GetScreenSize()
+olc::Sprite::Size() - returns size of sprite in vector format
SIG Updates:
The following additions are included in Sig's version of the PGE header (this is a sig version)
+GetAnyKey() - Returns when a key is activated
+GetAnyKeyPress() - Returns when a key is pressed down (and if a keyboard key, which key it was)
!! 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 !!
*/
#pragma endregion
#pragma region hello_world_example
// O------------------------------------------------------------------------------O
// | Example "Hello World" Program (main.cpp) |
// O------------------------------------------------------------------------------O
/*
#define OLC_PGE_APPLICATION
#include "olcPixelGameEngine.h"
// Override base class with your custom functionality
class Example : public olc::PixelGameEngine
{
public:
Example()
{
// Name your application
sAppName = "Example";
}
public:
bool OnUserCreate() override
{
// Called once at the start, so create things here
return true;
}
bool OnUserUpdate(float fElapsedTime) override
{
// Called once per frame, draws random coloured pixels
for (int x = 0; x < ScreenWidth(); x++)
for (int y = 0; y < ScreenHeight(); y++)
Draw(x, y, olc::Pixel(rand() % 256, rand() % 256, rand() % 256));
return true;
}
};
int main()
{
Example demo;
if (demo.Construct(256, 240, 4, 4))
demo.Start();
return 0;
}
*/
#pragma endregion
#ifndef OLC_PGE_DEF
#define OLC_PGE_DEF
#pragma region std_includes
// O------------------------------------------------------------------------------O
// | STANDARD INCLUDES |
// O------------------------------------------------------------------------------O
#include <cmath>
#include <cstdint>
#include <string>
#include <iostream>
#include <streambuf>
#include <sstream>
#include <chrono>
#include <vector>
#include <list>
#include <thread>
#include <atomic>
#include <fstream>
#include <map>
#include <functional>
#include <algorithm>
#include <array>
#include <cstring>
#pragma endregion
#define PGE_VER 220
// O------------------------------------------------------------------------------O
// | COMPILER CONFIGURATION ODDITIES |
// O------------------------------------------------------------------------------O
#pragma region compiler_config
#define USE_EXPERIMENTAL_FS
#if defined(_WIN32)
#if _MSC_VER >= 1920 && _MSVC_LANG >= 201703L
#undef USE_EXPERIMENTAL_FS
#endif
#endif
#if defined(__linux__) || defined(__MINGW32__) || defined(__EMSCRIPTEN__) || defined(__FreeBSD__) || defined(__APPLE__)
#if __cplusplus >= 201703L
#undef USE_EXPERIMENTAL_FS
#endif
#endif
#if !defined(OLC_KEYBOARD_UK)
#define OLC_KEYBOARD_UK
#endif
#if defined(USE_EXPERIMENTAL_FS) || defined(FORCE_EXPERIMENTAL_FS)
// C++14
#define _SILENCE_EXPERIMENTAL_FILESYSTEM_DEPRECATION_WARNING
#include <experimental/filesystem>
namespace _gfs = std::experimental::filesystem::v1;
#else
// C++17
#include <filesystem>
namespace _gfs = std::filesystem;
#endif
#if defined(UNICODE) || defined(_UNICODE)
#define olcT(s) L##s
#else
#define olcT(s) s
#endif
#define UNUSED(x) (void)(x)
// O------------------------------------------------------------------------------O
// | PLATFORM SELECTION CODE, Thanks slavka! |
// O------------------------------------------------------------------------------O
// Platform
#if !defined(OLC_PLATFORM_WINAPI) && !defined(OLC_PLATFORM_X11) && !defined(OLC_PLATFORM_GLUT) && !defined(OLC_PLATFORM_EMSCRIPTEN)
#if !defined(OLC_PLATFORM_CUSTOM_EX)
#if defined(_WIN32)
#define OLC_PLATFORM_WINAPI
#endif
#if defined(__linux__) || defined(__FreeBSD__)
#define OLC_PLATFORM_X11
#endif
#if defined(__APPLE__)
#define GL_SILENCE_DEPRECATION
#define OLC_PLATFORM_GLUT
#endif
#if defined(__EMSCRIPTEN__)
#define OLC_PLATFORM_EMSCRIPTEN
#endif
#endif
#endif
// Start Situation
#if defined(OLC_PLATFORM_GLUT) || defined(OLC_PLATFORM_EMSCRIPTEN)
#define PGE_USE_CUSTOM_START
#endif
// Renderer
#if !defined(OLC_GFX_OPENGL10) && !defined(OLC_GFX_OPENGL33) && !defined(OLC_GFX_DIRECTX10)
#if !defined(OLC_GFX_CUSTOM_EX)
#if defined(OLC_PLATFORM_EMSCRIPTEN)
#define OLC_GFX_OPENGL33
#else
#define OLC_GFX_OPENGL10
#endif
#endif
#endif
// Image loader
#if !defined(OLC_IMAGE_STB) && !defined(OLC_IMAGE_GDI) && !defined(OLC_IMAGE_LIBPNG)
#if !defined(OLC_IMAGE_CUSTOM_EX)
#if defined(_WIN32)
#define OLC_IMAGE_GDI
#endif
#if defined(__linux__) || defined(__APPLE__) || defined(__FreeBSD__) || defined(__EMSCRIPTEN__)
#define OLC_IMAGE_LIBPNG
#endif
#endif
#endif
// O------------------------------------------------------------------------------O
// | PLATFORM-SPECIFIC DEPENDENCIES |
// O------------------------------------------------------------------------------O
#if !defined(OLC_PGE_HEADLESS)
#if defined(OLC_PLATFORM_WINAPI)
#define _WINSOCKAPI_ // Thanks Cornchipss
#if !defined(VC_EXTRALEAN)
#define VC_EXTRALEAN
#endif
#if !defined(NOMINMAX)
#define NOMINMAX
#endif
// In Code::Blocks
#if !defined(_WIN32_WINNT)
#ifdef HAVE_MSMF
#define _WIN32_WINNT 0x0600 // Windows Vista
#else
#define _WIN32_WINNT 0x0500 // Windows 2000
#endif
#endif
#include <windows.h>
#undef _WINSOCKAPI_
#endif
#if defined(OLC_PLATFORM_X11)
namespace X11
{
#include <X11/X.h>
#include <X11/Xlib.h>
}
#endif
#if defined(OLC_PLATFORM_GLUT)
#if defined(__linux__)
#include <GL/glut.h>
#include <GL/freeglut_ext.h>
#endif
#if defined(__APPLE__)
#include <GLUT/glut.h>
#include <objc/message.h>
#include <objc/NSObjCRuntime.h>
#endif
#endif
#endif
#pragma endregion
// O------------------------------------------------------------------------------O
// | olcPixelGameEngine INTERFACE DECLARATION |
// O------------------------------------------------------------------------------O
#pragma region pge_declaration
namespace olc
{
class PixelGameEngine;
class Sprite;
// Pixel Game Engine Advanced Configuration
constexpr uint8_t nMouseButtons = 5;
constexpr uint8_t nDefaultAlpha = 0xFF;
constexpr uint32_t nDefaultPixel = (nDefaultAlpha << 24);
constexpr uint8_t nTabSizeInSpaces = 4;
enum rcode { FAIL = 0, OK = 1, NO_FILE = -1 };
// O------------------------------------------------------------------------------O
// | olc::Pixel - Represents a 32-Bit RGBA colour |
// O------------------------------------------------------------------------------O
struct Pixel
{
union
{
uint32_t n = nDefaultPixel;
struct { uint8_t r; uint8_t g; uint8_t b; uint8_t a; };
};
enum Mode { NORMAL, MASK, ALPHA, CUSTOM };
Pixel();
Pixel(uint8_t red, uint8_t green, uint8_t blue, uint8_t alpha = nDefaultAlpha);
Pixel(uint32_t p);
Pixel& operator = (const Pixel& v) = default;
bool operator ==(const Pixel& p) const;
bool operator !=(const Pixel& p) const;
Pixel operator * (const float i) const;
Pixel operator / (const float i) const;
Pixel& operator *=(const float i);
Pixel& operator /=(const float i);
Pixel operator + (const Pixel& p) const;
Pixel operator - (const Pixel& p) const;
Pixel& operator +=(const Pixel& p);
Pixel& operator -=(const Pixel& p);
Pixel inv() const;
};
Pixel PixelF(float red, float green, float blue, float alpha = 1.0f);
Pixel PixelLerp(const olc::Pixel& p1, const olc::Pixel& p2, float t);
// O------------------------------------------------------------------------------O
// | USEFUL CONSTANTS |
// O------------------------------------------------------------------------------O
static const Pixel
GREY(192, 192, 192), DARK_GREY(128, 128, 128), VERY_DARK_GREY(64, 64, 64),
RED(255, 0, 0), DARK_RED(128, 0, 0), VERY_DARK_RED(64, 0, 0),
YELLOW(255, 255, 0), DARK_YELLOW(128, 128, 0), VERY_DARK_YELLOW(64, 64, 0),
GREEN(0, 255, 0), DARK_GREEN(0, 128, 0), VERY_DARK_GREEN(0, 64, 0),
CYAN(0, 255, 255), DARK_CYAN(0, 128, 128), VERY_DARK_CYAN(0, 64, 64),
BLUE(0, 0, 255), DARK_BLUE(0, 0, 128), VERY_DARK_BLUE(0, 0, 64),
MAGENTA(255, 0, 255), DARK_MAGENTA(128, 0, 128), VERY_DARK_MAGENTA(64, 0, 64),
WHITE(255, 255, 255), BLACK(0, 0, 0), BLANK(0, 0, 0, 0);
// Thanks to scripticuk and others for updating the key maps
// NOTE: The GLUT platform will need updating, open to contributions ;)
enum Key
{
NONE,
A, B, C, D, E, F, G, H, I, J, K, L, M, N, O, P, Q, R, S, T, U, V, W, X, Y, Z,
K0, K1, K2, K3, K4, K5, K6, K7, K8, K9,
F1, F2, F3, F4, F5, F6, F7, F8, F9, F10, F11, F12,
UP, DOWN, LEFT, RIGHT,
SPACE, TAB, SHIFT, CTRL, INS, DEL, HOME, END, PGUP, PGDN,
BACK, ESCAPE, RETURN, ENTER, PAUSE, SCROLL,
NP0, NP1, NP2, NP3, NP4, NP5, NP6, NP7, NP8, NP9,
NP_MUL, NP_DIV, NP_ADD, NP_SUB, NP_DECIMAL, PERIOD,
EQUALS, COMMA, MINUS,
OEM_1, OEM_2, OEM_3, OEM_4, OEM_5, OEM_6, OEM_7, OEM_8,
CAPS_LOCK, ENUM_END
};
namespace Mouse
{
static constexpr int32_t LEFT = 0;
static constexpr int32_t RIGHT = 1;
static constexpr int32_t MIDDLE = 2;
};
// O------------------------------------------------------------------------------O
// | olc::HWButton - Represents the state of a hardware button (mouse/key/joy) |
// O------------------------------------------------------------------------------O
struct HWButton
{
bool bPressed = false; // Set once during the frame the event occurs
bool bReleased = false; // Set once during the frame the event occurs
bool bHeld = false; // Set true for all frames between pressed and released events
};
// O------------------------------------------------------------------------------O
// | olc::vX2d - A generic 2D vector type |
// O------------------------------------------------------------------------------O
#if !defined(OLC_IGNORE_VEC2D)
template <class T>
struct v2d_generic
{
T x = 0;
T y = 0;
v2d_generic() : x(0), y(0) {}
v2d_generic(T _x, T _y) : x(_x), y(_y) {}
v2d_generic(const v2d_generic& v) : x(v.x), y(v.y) {}
v2d_generic& operator=(const v2d_generic& v) = default;
T mag() const { return T(std::sqrt(x * x + y * y)); }
T mag2() const { return x * x + y * y; }
v2d_generic norm() const { T r = 1 / mag(); return v2d_generic(x * r, y * r); }
v2d_generic perp() const { return v2d_generic(-y, x); }
v2d_generic floor() const { return v2d_generic(std::floor(x), std::floor(y)); }
v2d_generic ceil() const { return v2d_generic(std::ceil(x), std::ceil(y)); }
v2d_generic max(const v2d_generic& v) const { return v2d_generic(std::max(x, v.x), std::max(y, v.y)); }
v2d_generic min(const v2d_generic& v) const { return v2d_generic(std::min(x, v.x), std::min(y, v.y)); }
v2d_generic cart() { return { std::cos(y) * x, std::sin(y) * x }; }
v2d_generic polar() { return { mag(), std::atan2(y, x) }; }
T dot(const v2d_generic& rhs) const { return this->x * rhs.x + this->y * rhs.y; }
T cross(const v2d_generic& rhs) const { return this->x * rhs.y - this->y * rhs.x; }
v2d_generic operator + (const v2d_generic& rhs) const { return v2d_generic(this->x + rhs.x, this->y + rhs.y); }
v2d_generic operator - (const v2d_generic& rhs) const { return v2d_generic(this->x - rhs.x, this->y - rhs.y); }
v2d_generic operator * (const T& rhs) const { return v2d_generic(this->x * rhs, this->y * rhs); }
v2d_generic operator * (const v2d_generic& rhs) const { return v2d_generic(this->x * rhs.x, this->y * rhs.y); }
v2d_generic operator / (const T& rhs) const { return v2d_generic(this->x / rhs, this->y / rhs); }
v2d_generic operator / (const v2d_generic& rhs) const { return v2d_generic(this->x / rhs.x, this->y / rhs.y); }
v2d_generic& operator += (const v2d_generic& rhs) { this->x += rhs.x; this->y += rhs.y; return *this; }
v2d_generic& operator -= (const v2d_generic& rhs) { this->x -= rhs.x; this->y -= rhs.y; return *this; }
v2d_generic& operator *= (const T& rhs) { this->x *= rhs; this->y *= rhs; return *this; }
v2d_generic& operator /= (const T& rhs) { this->x /= rhs; this->y /= rhs; return *this; }
v2d_generic& operator *= (const v2d_generic& rhs) { this->x *= rhs.x; this->y *= rhs.y; return *this; }
v2d_generic& operator /= (const v2d_generic& rhs) { this->x /= rhs.x; this->y /= rhs.y; return *this; }
v2d_generic operator + () const { return { +x, +y }; }
v2d_generic operator - () const { return { -x, -y }; }
bool operator == (const v2d_generic& rhs) const { return (this->x == rhs.x && this->y == rhs.y); }
bool operator != (const v2d_generic& rhs) const { return (this->x != rhs.x || this->y != rhs.y); }
const std::string str() const { return std::string("(") + std::to_string(this->x) + "," + std::to_string(this->y) + ")"; }
friend std::ostream& operator << (std::ostream& os, const v2d_generic& rhs) { os << rhs.str(); return os; }
operator v2d_generic<int32_t>() const { return { static_cast<int32_t>(this->x), static_cast<int32_t>(this->y) }; }
operator v2d_generic<float>() const { return { static_cast<float>(this->x), static_cast<float>(this->y) }; }
operator v2d_generic<double>() const { return { static_cast<double>(this->x), static_cast<double>(this->y) }; }
};
// Note: joshinils has some good suggestions here, but they are complicated to implement at this moment,
// however they will appear in a future version of PGE
template<class T> inline v2d_generic<T> operator * (const float& lhs, const v2d_generic<T>& rhs)
{ return v2d_generic<T>((T)(lhs * (float)rhs.x), (T)(lhs * (float)rhs.y)); }
template<class T> inline v2d_generic<T> operator * (const double& lhs, const v2d_generic<T>& rhs)
{ return v2d_generic<T>((T)(lhs * (double)rhs.x), (T)(lhs * (double)rhs.y)); }
template<class T> inline v2d_generic<T> operator * (const int& lhs, const v2d_generic<T>& rhs)
{ return v2d_generic<T>((T)(lhs * (int)rhs.x), (T)(lhs * (int)rhs.y)); }
template<class T> inline v2d_generic<T> operator / (const float& lhs, const v2d_generic<T>& rhs)
{ return v2d_generic<T>((T)(lhs / (float)rhs.x), (T)(lhs / (float)rhs.y)); }
template<class T> inline v2d_generic<T> operator / (const double& lhs, const v2d_generic<T>& rhs)
{ return v2d_generic<T>((T)(lhs / (double)rhs.x), (T)(lhs / (double)rhs.y)); }
template<class T> inline v2d_generic<T> operator / (const int& lhs, const v2d_generic<T>& rhs)
{ return v2d_generic<T>((T)(lhs / (int)rhs.x), (T)(lhs / (int)rhs.y)); }
// To stop dandistine crying...
template<class T, class U> inline bool operator < (const v2d_generic<T>& lhs, const v2d_generic<U>& rhs)
{ return lhs.y < rhs.y || (lhs.y == rhs.y && lhs.x < rhs.x); }
template<class T, class U> inline bool operator > (const v2d_generic<T>& lhs, const v2d_generic<U>& rhs)
{ return lhs.y > rhs.y || (lhs.y == rhs.y && lhs.x > rhs.x); }
typedef v2d_generic<int32_t> vi2d;
typedef v2d_generic<uint32_t> vu2d;
typedef v2d_generic<float> vf2d;
typedef v2d_generic<double> vd2d;
#endif
// O------------------------------------------------------------------------------O
// | olc::ResourcePack - A virtual scrambled filesystem to pack your assets into |
// O------------------------------------------------------------------------------O
struct ResourceBuffer : public std::streambuf
{
ResourceBuffer(std::ifstream& ifs, uint32_t offset, uint32_t size);
std::vector<char> vMemory;
};
class ResourcePack : public std::streambuf
{
public:
ResourcePack();
~ResourcePack();
bool AddFile(const std::string& sFile);
bool LoadPack(const std::string& sFile, const std::string& sKey);
bool SavePack(const std::string& sFile, const std::string& sKey);
ResourceBuffer GetFileBuffer(const std::string& sFile);
bool Loaded();
private:
struct sResourceFile { uint32_t nSize; uint32_t nOffset; };
std::map<std::string, sResourceFile> mapFiles;
std::ifstream baseFile;
std::vector<char> scramble(const std::vector<char>& data, const std::string& key);
std::string makeposix(const std::string& path);
};
class ImageLoader
{
public:
ImageLoader() = default;
virtual ~ImageLoader() = default;
virtual olc::rcode LoadImageResource(olc::Sprite* spr, const std::string& sImageFile, olc::ResourcePack* pack) = 0;
virtual olc::rcode SaveImageResource(olc::Sprite* spr, const std::string& sImageFile) = 0;
};
// O------------------------------------------------------------------------------O
// | olc::Sprite - An image represented by a 2D array of olc::Pixel |
// O------------------------------------------------------------------------------O
class Sprite
{
public:
Sprite();
Sprite(const std::string& sImageFile, olc::ResourcePack* pack = nullptr);
Sprite(int32_t w, int32_t h);
Sprite(const olc::Sprite&) = delete;
~Sprite();
public:
olc::rcode LoadFromFile(const std::string& sImageFile, olc::ResourcePack* pack = nullptr);
public:
int32_t width = 0;
int32_t height = 0;
enum Mode { NORMAL, PERIODIC, CLAMP };
enum Flip { NONE = 0, HORIZ = 1, VERT = 2 };
public:
void SetSampleMode(olc::Sprite::Mode mode = olc::Sprite::Mode::NORMAL);
Pixel GetPixel(int32_t x, int32_t y) const;
bool SetPixel(int32_t x, int32_t y, Pixel p);
Pixel GetPixel(const olc::vi2d& a) const;
bool SetPixel(const olc::vi2d& a, Pixel p);
Pixel Sample(float x, float y) const;
Pixel SampleBL(float u, float v) const;
Pixel* GetData();
olc::Sprite* Duplicate();
olc::Sprite* Duplicate(const olc::vi2d& vPos, const olc::vi2d& vSize);
olc::vi2d Size() const;
std::vector<olc::Pixel> pColData;
Mode modeSample = Mode::NORMAL;
static std::unique_ptr<olc::ImageLoader> loader;
};
// O------------------------------------------------------------------------------O
// | olc::Decal - A GPU resident storage of an olc::Sprite |
// O------------------------------------------------------------------------------O
class Decal
{
public:
Decal(olc::Sprite* spr, bool filter = false, bool clamp = true);
Decal(const uint32_t nExistingTextureResource, olc::Sprite* spr);
virtual ~Decal();
void Update();
void UpdateSprite();
public: // But dont touch
int32_t id = -1;
olc::Sprite* sprite = nullptr;
olc::vf2d vUVScale = { 1.0f, 1.0f };
};
enum class DecalMode
{
NORMAL,
ADDITIVE,
MULTIPLICATIVE,
STENCIL,
ILLUMINATE,
WIREFRAME,
MODEL3D,
};
enum class DecalStructure
{
LINE,
FAN,
STRIP,
LIST
};
// O------------------------------------------------------------------------------O
// | olc::Renderable - Convenience class to keep a sprite and decal together |
// O------------------------------------------------------------------------------O
class Renderable
{
public:
Renderable() = default;
Renderable(Renderable&& r) : pSprite(std::move(r.pSprite)), pDecal(std::move(r.pDecal)) {}
Renderable(const Renderable&) = delete;
olc::rcode Load(const std::string& sFile, ResourcePack* pack = nullptr, bool filter = false, bool clamp = true);
void Create(uint32_t width, uint32_t height, bool filter = false, bool clamp = true);
olc::Decal* Decal() const;
olc::Sprite* Sprite() const;
private:
std::unique_ptr<olc::Sprite> pSprite = nullptr;
std::unique_ptr<olc::Decal> pDecal = nullptr;
};
// O------------------------------------------------------------------------------O
// | Auxilliary components internal to engine |
// O------------------------------------------------------------------------------O
struct DecalInstance
{
olc::Decal* decal = nullptr;
std::vector<olc::vf2d> pos;
std::vector<olc::vf2d> uv;
std::vector<float> w;
std::vector<olc::Pixel> tint;
olc::DecalMode mode = olc::DecalMode::NORMAL;
olc::DecalStructure structure = olc::DecalStructure::FAN;
uint32_t points = 0;
};
struct LayerDesc
{
olc::vf2d vOffset = { 0, 0 };
olc::vf2d vScale = { 1, 1 };
bool bShow = false;
bool bUpdate = false;
olc::Renderable pDrawTarget;
uint32_t nResID = 0;
std::vector<DecalInstance> vecDecalInstance;
olc::Pixel tint = olc::WHITE;
std::function<void()> funcHook = nullptr;
};
class Renderer
{
public:
virtual ~Renderer() = default;
virtual void PrepareDevice() = 0;
virtual olc::rcode CreateDevice(std::vector<void*> params, bool bFullScreen, bool bVSYNC) = 0;
virtual olc::rcode DestroyDevice() = 0;
virtual void DisplayFrame() = 0;
virtual void PrepareDrawing() = 0;
virtual void SetDecalMode(const olc::DecalMode& mode) = 0;
virtual void DrawLayerQuad(const olc::vf2d& offset, const olc::vf2d& scale, const olc::Pixel tint) = 0;
virtual void DrawDecal(const olc::DecalInstance& decal) = 0;
virtual uint32_t CreateTexture(const uint32_t width, const uint32_t height, const bool filtered = false, const bool clamp = true) = 0;
virtual void UpdateTexture(uint32_t id, olc::Sprite* spr) = 0;
virtual void ReadTexture(uint32_t id, olc::Sprite* spr) = 0;
virtual uint32_t DeleteTexture(const uint32_t id) = 0;
virtual void ApplyTexture(uint32_t id) = 0;
virtual void UpdateViewport(const olc::vi2d& pos, const olc::vi2d& size) = 0;
virtual void ClearBuffer(olc::Pixel p, bool bDepth) = 0;
static olc::PixelGameEngine* ptrPGE;
};
class Platform
{
public:
virtual ~Platform() = default;
virtual olc::rcode ApplicationStartUp() = 0;
virtual olc::rcode ApplicationCleanUp() = 0;
virtual olc::rcode ThreadStartUp() = 0;
virtual olc::rcode ThreadCleanUp() = 0;
virtual olc::rcode CreateGraphics(bool bFullScreen, bool bEnableVSYNC, const olc::vi2d& vViewPos, const olc::vi2d& vViewSize) = 0;
virtual olc::rcode CreateWindowPane(const olc::vi2d& vWindowPos, olc::vi2d& vWindowSize, bool bFullScreen) = 0;
virtual olc::rcode SetWindowTitle(const std::string& s) = 0;
virtual olc::rcode StartSystemEventLoop() = 0;
virtual olc::rcode HandleSystemEvent() = 0;
static olc::PixelGameEngine* ptrPGE;
};
class PGEX;
// The Static Twins (plus one)
static std::unique_ptr<Renderer> renderer;
static std::unique_ptr<Platform> platform;
static std::map<size_t, uint8_t> mapKeys;
// O------------------------------------------------------------------------------O
// | olc::PixelGameEngine - The main BASE class for your application |
// O------------------------------------------------------------------------------O
class PixelGameEngine
{
public:
PixelGameEngine();
virtual ~PixelGameEngine();
public:
olc::rcode Construct(int32_t screen_w, int32_t screen_h, int32_t pixel_w, int32_t pixel_h,
bool full_screen = false, bool vsync = false, bool cohesion = false);
olc::rcode Start();
public: // User Override Interfaces
// Called once on application startup, use to load your resources
virtual bool OnUserCreate();
// Called every frame, and provides you with a time per frame value
virtual bool OnUserUpdate(float fElapsedTime);
// Called once on application termination, so you can be one clean coder
virtual bool OnUserDestroy();
virtual void GetAnyKey();
virtual void GetAnyKeyPress(olc::Key pressedKey);
// Called when a text entry is confirmed with "enter" key
virtual void OnTextEntryComplete(const std::string& sText);
// Called when a console command is executed
virtual bool OnConsoleCommand(const std::string& sCommand);
public: // Hardware Interfaces
// Returns true if window is currently in focus
bool IsFocused() const;
// Get the state of a specific keyboard button
HWButton GetKey(Key k) const;
// Get the state of a specific mouse button
HWButton GetMouse(uint32_t b) const;
// Get Mouse X coordinate in "pixel" space
int32_t GetMouseX() const;
// Get Mouse Y coordinate in "pixel" space
int32_t GetMouseY() const;
// Get Mouse Wheel Delta
int32_t GetMouseWheel() const;
// Get the mouse in window space
const olc::vi2d& GetWindowMouse() const;
// Gets the mouse as a vector to keep Tarriest happy
const olc::vi2d& GetMousePos() const;
static const std::map<size_t, uint8_t>& GetKeyMap() { return mapKeys; }
public: // Utility
// Returns the width of the screen in "pixels"
int32_t ScreenWidth() const;
// Returns the height of the screen in "pixels"
int32_t ScreenHeight() const;
// Returns the width of the currently selected drawing target in "pixels"
int32_t GetDrawTargetWidth() const;
// Returns the height of the currently selected drawing target in "pixels"
int32_t GetDrawTargetHeight() const;
// Returns the currently active draw target
olc::Sprite* GetDrawTarget() const;
// Resize the primary screen sprite
void SetScreenSize(int w, int h);
// Specify which Sprite should be the target of drawing functions, use nullptr
// to specify the primary screen
void SetDrawTarget(Sprite* target);
// Gets the current Frames Per Second
uint32_t GetFPS() const;
// Gets last update of elapsed time
float GetElapsedTime() const;
// Gets Actual Window size
const olc::vi2d& GetWindowSize() const;
// Gets pixel scale
const olc::vi2d& GetPixelSize() const;
// Gets actual pixel scale
const olc::vi2d& GetScreenPixelSize() const;
// Gets "screen" size
const olc::vi2d& GetScreenSize() const;
public: // CONFIGURATION ROUTINES
// Layer targeting functions
void SetDrawTarget(uint8_t layer, bool bDirty = true);
void EnableLayer(uint8_t layer, bool b);
void SetLayerOffset(uint8_t layer, const olc::vf2d& offset);
void SetLayerOffset(uint8_t layer, float x, float y);
void SetLayerScale(uint8_t layer, const olc::vf2d& scale);
void SetLayerScale(uint8_t layer, float x, float y);
void SetLayerTint(uint8_t layer, const olc::Pixel& tint);
void SetLayerCustomRenderFunction(uint8_t layer, std::function<void()> f);
std::vector<LayerDesc>& GetLayers();
uint32_t CreateLayer();
// Change the pixel mode for different optimisations
// olc::Pixel::NORMAL = No transparency
// olc::Pixel::MASK = Transparent if alpha is < 255
// olc::Pixel::ALPHA = Full transparency
void SetPixelMode(Pixel::Mode m);
Pixel::Mode GetPixelMode();
// Use a custom blend function
void SetPixelMode(std::function<olc::Pixel(const int x, const int y, const olc::Pixel& pSource, const olc::Pixel& pDest)> pixelMode);
// Change the blend factor from between 0.0f to 1.0f;
void SetPixelBlend(float fBlend);
public: // DRAWING ROUTINES
// Draws a single Pixel
virtual bool Draw(int32_t x, int32_t y, Pixel p = olc::WHITE);
bool Draw(const olc::vi2d& pos, Pixel p = olc::WHITE);
// Draws a line from (x1,y1) to (x2,y2)
void DrawLine(int32_t x1, int32_t y1, int32_t x2, int32_t y2, Pixel p = olc::WHITE, uint32_t pattern = 0xFFFFFFFF);
void DrawLine(const olc::vi2d& pos1, const olc::vi2d& pos2, Pixel p = olc::WHITE, uint32_t pattern = 0xFFFFFFFF);
// Draws a circle located at (x,y) with radius
void DrawCircle(int32_t x, int32_t y, int32_t radius, Pixel p = olc::WHITE, uint8_t mask = 0xFF);
void DrawCircle(const olc::vi2d& pos, int32_t radius, Pixel p = olc::WHITE, uint8_t mask = 0xFF);
// Fills a circle located at (x,y) with radius
void FillCircle(int32_t x, int32_t y, int32_t radius, Pixel p = olc::WHITE);
void FillCircle(const olc::vi2d& pos, int32_t radius, Pixel p = olc::WHITE);
// Draws a rectangle at (x,y) to (x+w,y+h)
void DrawRect(int32_t x, int32_t y, int32_t w, int32_t h, Pixel p = olc::WHITE);
void DrawRect(const olc::vi2d& pos, const olc::vi2d& size, Pixel p = olc::WHITE);
// Fills a rectangle at (x,y) to (x+w,y+h)
void FillRect(int32_t x, int32_t y, int32_t w, int32_t h, Pixel p = olc::WHITE);
void FillRect(const olc::vi2d& pos, const olc::vi2d& size, Pixel p = olc::WHITE);
// Draws a triangle between points (x1,y1), (x2,y2) and (x3,y3)
void DrawTriangle(int32_t x1, int32_t y1, int32_t x2, int32_t y2, int32_t x3, int32_t y3, Pixel p = olc::WHITE);
void DrawTriangle(const olc::vi2d& pos1, const olc::vi2d& pos2, const olc::vi2d& pos3, Pixel p = olc::WHITE);
// Flat fills a triangle between points (x1,y1), (x2,y2) and (x3,y3)
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);
// 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);
void DrawSprite(const olc::vi2d& pos, Sprite* sprite, uint32_t scale = 1, 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(int32_t x, int32_t y, Sprite* sprite, int32_t ox, int32_t oy, int32_t w, int32_t h, uint32_t scale = 1, uint8_t flip = olc::Sprite::NONE);
void DrawPartialSprite(const olc::vi2d& pos, Sprite* sprite, const olc::vi2d& sourcepos, const olc::vi2d& size, uint32_t scale = 1, uint8_t flip = olc::Sprite::NONE);
// Draws a single line of text - traditional monospaced
void DrawString(int32_t x, int32_t y, const std::string& sText, Pixel col = olc::WHITE, uint32_t scale = 1);
void DrawString(const olc::vi2d& pos, const std::string& sText, Pixel col = olc::WHITE, uint32_t scale = 1);
olc::vi2d GetTextSize(const std::string& s);
// Draws a single line of text - non-monospaced
void DrawStringProp(int32_t x, int32_t y, const std::string& sText, Pixel col = olc::WHITE, uint32_t scale = 1);
void DrawStringProp(const olc::vi2d& pos, const std::string& sText, Pixel col = olc::WHITE, uint32_t scale = 1);
olc::vi2d GetTextSizeProp(const std::string& s);
// Decal Quad functions
void SetDecalMode(const olc::DecalMode& mode);
void SetDecalStructure(const olc::DecalStructure& structure);
// 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 Pixel col = olc::WHITE, const olc::vf2d& scale = { 1.0f, 1.0f });
void DrawStringPropDecal(const olc::vf2d& pos, const std::string& sText, const Pixel col = olc::WHITE, const olc::vf2d& scale = { 1.0f, 1.0f });
// Draws a single shaded filled rectangle as a decal
void DrawRectDecal(const olc::vf2d& pos, const olc::vf2d& size, const olc::Pixel col = olc::WHITE);
void FillRectDecal(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 DrawPolygonDecal(olc::Decal* decal, const std::vector<olc::vf2d>& pos, const std::vector<float>& depth, const std::vector<olc::vf2d>& uv, const olc::Pixel tint = 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);
// Draws a line in Decal Space
void DrawLineDecal(const olc::vf2d& pos1, const olc::vf2d& pos2, Pixel p = olc::WHITE);
void DrawRotatedStringDecal(const olc::vf2d& pos, const std::string& sText, const float fAngle, const olc::vf2d& center = { 0.0f, 0.0f }, const olc::Pixel col = olc::WHITE, const olc::vf2d& scale = { 1.0f, 1.0f });
void DrawRotatedStringPropDecal(const olc::vf2d& pos, const std::string& sText, const float fAngle, const olc::vf2d& center = { 0.0f, 0.0f }, const olc::Pixel col = olc::WHITE, const olc::vf2d& scale = { 1.0f, 1.0f });
// Clears entire draw target to Pixel
void Clear(Pixel p);
// Clears the rendering back buffer
void ClearBuffer(Pixel p, bool bDepth = true);
// Returns the font image
olc::Sprite* GetFontSprite();
// Clip a line segment to visible area
bool ClipLineToScreen(olc::vi2d& in_p1, olc::vi2d& in_p2);
// Dont allow PGE to mark layers as dirty, so pixel graphics don't update
void EnablePixelTransfer(const bool bEnable = true);
// Command Console Routines
void ConsoleShow(const olc::Key &keyExit, bool bSuspendTime = true);
bool IsConsoleShowing() const;
void ConsoleClear();
std::stringstream& ConsoleOut();
void ConsoleCaptureStdOut(const bool bCapture);
// Text Entry Routines
void TextEntryEnable(const bool bEnable, const std::string& sText = "");
std::string TextEntryGetString() const;
int32_t TextEntryGetCursor() const;
bool IsTextEntryEnabled() const;
private:
void UpdateTextEntry();
void UpdateConsole();
public:
// Experimental Lightweight 3D Routines ================
#ifdef OLC_ENABLE_EXPERIMENTAL
// Set Manual View Matrix
void LW3D_View(const std::array<float, 16>& m);
// Set Manual World Matrix
void LW3D_World(const std::array<float, 16>& m);
// Set Manual Projection Matrix
void LW3D_Projection(const std::array<float, 16>& m);
// Draws a vector of vertices, interprted as individual triangles
void LW3D_DrawTriangles(olc::Decal* decal, const std::vector<std::array<float,3>>& pos, const std::vector<olc::vf2d>& tex, const std::vector<olc::Pixel>& col);
void LW3D_ModelTranslate(const float x, const float y, const float z);
// Camera convenience functions
void LW3D_SetCameraAtTarget(const float fEyeX, const float fEyeY, const float fEyeZ,
const float fTargetX, const float fTargetY, const float fTargetZ,
const float fUpX = 0.0f, const float fUpY = 1.0f, const float fUpZ = 0.0f);
void LW3D_SetCameraAlongDirection(const float fEyeX, const float fEyeY, const float fEyeZ,
const float fDirX, const float fDirY, const float fDirZ,
const float fUpX = 0.0f, const float fUpY = 1.0f, const float fUpZ = 0.0f);
// 3D Rendering Flags
void LW3D_EnableDepthTest(const bool bEnableDepth);
void LW3D_EnableBackfaceCulling(const bool bEnableCull);
#endif
public: // Branding
std::string sAppName;
private: // Inner mysterious workings
olc::Sprite* pDrawTarget = nullptr;
Pixel::Mode nPixelMode = Pixel::NORMAL;
float fBlendFactor = 1.0f;
olc::vi2d vScreenSize = { 256, 240 };
olc::vf2d vInvScreenSize = { 1.0f / 256.0f, 1.0f / 240.0f };
olc::vi2d vPixelSize = { 4, 4 };
olc::vi2d vScreenPixelSize = { 4, 4 };
olc::vi2d vMousePos = { 0, 0 };
int32_t nMouseWheelDelta = 0;
olc::vi2d vMousePosCache = { 0, 0 };
olc::vi2d vMouseWindowPos = { 0, 0 };
int32_t nMouseWheelDeltaCache = 0;
olc::vi2d vWindowSize = { 0, 0 };
olc::vi2d vViewPos = { 0, 0 };
olc::vi2d vViewSize = { 0,0 };
bool bFullScreen = false;
olc::vf2d vPixel = { 1.0f, 1.0f };
bool bHasInputFocus = false;
bool bHasMouseFocus = false;
bool bEnableVSYNC = false;
float fFrameTimer = 1.0f;
float fLastElapsed = 0.0f;
int nFrameCount = 0;
bool bSuspendTextureTransfer = false;
Renderable fontRenderable;
std::vector<LayerDesc> vLayers;
uint8_t nTargetLayer = 0;
uint32_t nLastFPS = 0;
bool bPixelCohesion = false;
DecalMode nDecalMode = DecalMode::NORMAL;
DecalStructure nDecalStructure = DecalStructure::FAN;
std::function<olc::Pixel(const int x, const int y, const olc::Pixel&, const olc::Pixel&)> funcPixelMode;
std::chrono::time_point<std::chrono::system_clock> m_tp1, m_tp2;
std::vector<olc::vi2d> vFontSpacing;
// Command Console Specific
bool bConsoleShow = false;
bool bConsoleSuspendTime = false;
olc::Key keyConsoleExit = olc::Key::F1;
std::stringstream ssConsoleOutput;
std::streambuf* sbufOldCout = nullptr;
olc::vi2d vConsoleSize;
olc::vi2d vConsoleCursor = { 0,0 };
olc::vf2d vConsoleCharacterScale = { 1.0f, 2.0f };
std::vector<std::string> sConsoleLines;
std::list<std::string> sCommandHistory;
std::list<std::string>::iterator sCommandHistoryIt;
// Text Entry Specific
bool bTextEntryEnable = false;
std::string sTextEntryString = "";
int32_t nTextEntryCursor = 0;
std::vector<std::tuple<olc::Key, std::string, std::string>> vKeyboardMap;
// State of keyboard
bool pKeyNewState[256] = { 0 };
bool pKeyOldState[256] = { 0 };
HWButton pKeyboardState[256] = { 0 };
// State of mouse
bool pMouseNewState[nMouseButtons] = { 0 };
bool pMouseOldState[nMouseButtons] = { 0 };
HWButton pMouseState[nMouseButtons] = { 0 };
// The main engine thread
void EngineThread();
// If anything sets this flag to false, the engine
// "should" shut down gracefully
static std::atomic<bool> bAtomActive;
public:
// "Break In" Functions
void olc_UpdateMouse(int32_t x, int32_t y);
void olc_UpdateMouseWheel(int32_t delta);
void olc_UpdateWindowSize(int32_t x, int32_t y);
void olc_UpdateViewport();
void olc_ConstructFontSheet();
void olc_CoreUpdate();
void olc_PrepareEngine();
void olc_UpdateMouseState(int32_t button, bool state);
void olc_UpdateKeyState(int32_t key, bool state);
void olc_UpdateMouseFocus(bool state);
void olc_UpdateKeyFocus(bool state);
void olc_Terminate();
void olc_Reanimate();
bool olc_IsRunning();
// At the very end of this file, chooses which
// components to compile
virtual void olc_ConfigureSystem();
// NOTE: Items Here are to be deprecated, I have left them in for now
// in case you are using them, but they will be removed.
// olc::vf2d vSubPixelOffset = { 0.0f, 0.0f };
public: // PGEX Stuff
friend class PGEX;
void pgex_Register(olc::PGEX* pgex);
private:
std::vector<olc::PGEX*> vExtensions;
};
// O------------------------------------------------------------------------------O
// | PGE EXTENSION BASE CLASS - Permits access to PGE functions from extension |
// O------------------------------------------------------------------------------O
class PGEX
{
friend class olc::PixelGameEngine;
public:
PGEX(bool bHook = false);
protected:
virtual void OnBeforeUserCreate();
virtual void OnAfterUserCreate();
virtual bool OnBeforeUserUpdate(float &fElapsedTime);
virtual void OnAfterUserUpdate(float fElapsedTime);
protected:
static PixelGameEngine* pge;
};
}
#pragma endregion
#endif // OLC_PGE_DEF
// O------------------------------------------------------------------------------O
// | START OF OLC_PGE_APPLICATION |
// O------------------------------------------------------------------------------O
#ifdef OLC_PGE_APPLICATION
#undef OLC_PGE_APPLICATION
// O------------------------------------------------------------------------------O
// | olcPixelGameEngine INTERFACE IMPLEMENTATION (CORE) |
// | Note: The core implementation is platform independent |
// O------------------------------------------------------------------------------O
#pragma region pge_implementation
namespace olc
{
// O------------------------------------------------------------------------------O
// | olc::Pixel IMPLEMENTATION |
// O------------------------------------------------------------------------------O
Pixel::Pixel()
{ r = 0; g = 0; b = 0; a = nDefaultAlpha; }
Pixel::Pixel(uint8_t red, uint8_t green, uint8_t blue, uint8_t alpha)
{ n = red | (green << 8) | (blue << 16) | (alpha << 24); } // Thanks jarekpelczar
Pixel::Pixel(uint32_t p)
{ n = p; }
bool Pixel::operator==(const Pixel& p) const
{ return n == p.n; }
bool Pixel::operator!=(const Pixel& p) const
{ return n != p.n; }
Pixel Pixel::operator * (const float i) const
{
float fR = std::min(255.0f, std::max(0.0f, float(r) * i));
float fG = std::min(255.0f, std::max(0.0f, float(g) * i));
float fB = std::min(255.0f, std::max(0.0f, float(b) * i));
return Pixel(uint8_t(fR), uint8_t(fG), uint8_t(fB), a);
}
Pixel Pixel::operator / (const float i) const
{
float fR = std::min(255.0f, std::max(0.0f, float(r) / i));
float fG = std::min(255.0f, std::max(0.0f, float(g) / i));
float fB = std::min(255.0f, std::max(0.0f, float(b) / i));
return Pixel(uint8_t(fR), uint8_t(fG), uint8_t(fB), a);
}
Pixel& Pixel::operator *=(const float i)
{
this->r = uint8_t(std::min(255.0f, std::max(0.0f, float(r) * i)));
this->g = uint8_t(std::min(255.0f, std::max(0.0f, float(g) * i)));
this->b = uint8_t(std::min(255.0f, std::max(0.0f, float(b) * i)));
return *this;
}
Pixel& Pixel::operator /=(const float i)
{
this->r = uint8_t(std::min(255.0f, std::max(0.0f, float(r) / i)));
this->g = uint8_t(std::min(255.0f, std::max(0.0f, float(g) / i)));
this->b = uint8_t(std::min(255.0f, std::max(0.0f, float(b) / i)));
return *this;
}
Pixel Pixel::operator + (const Pixel& p) const
{
uint8_t nR = uint8_t(std::min(255, std::max(0, int(r) + int(p.r))));
uint8_t nG = uint8_t(std::min(255, std::max(0, int(g) + int(p.g))));
uint8_t nB = uint8_t(std::min(255, std::max(0, int(b) + int(p.b))));
return Pixel(nR, nG, nB, a);
}
Pixel Pixel::operator - (const Pixel& p) const
{
uint8_t nR = uint8_t(std::min(255, std::max(0, int(r) - int(p.r))));
uint8_t nG = uint8_t(std::min(255, std::max(0, int(g) - int(p.g))));
uint8_t nB = uint8_t(std::min(255, std::max(0, int(b) - int(p.b))));
return Pixel(nR, nG, nB, a);
}
Pixel& Pixel::operator += (const Pixel& p)
{
this->r = uint8_t(std::min(255, std::max(0, int(r) + int(p.r))));
this->g = uint8_t(std::min(255, std::max(0, int(g) + int(p.g))));
this->b = uint8_t(std::min(255, std::max(0, int(b) + int(p.b))));
return *this;
}
Pixel& Pixel::operator -= (const Pixel& p) // Thanks Au Lit
{
this->r = uint8_t(std::min(255, std::max(0, int(r) - int(p.r))));
this->g = uint8_t(std::min(255, std::max(0, int(g) - int(p.g))));
this->b = uint8_t(std::min(255, std::max(0, int(b) - int(p.b))));
return *this;
}
Pixel Pixel::inv() const
{
uint8_t nR = uint8_t(std::min(255, std::max(0, 255 - int(r))));
uint8_t nG = uint8_t(std::min(255, std::max(0, 255 - int(g))));
uint8_t nB = uint8_t(std::min(255, std::max(0, 255 - int(b))));
return Pixel(nR, nG, nB, a);
}
Pixel PixelF(float red, float green, float blue, float alpha)
{ return Pixel(uint8_t(red * 255.0f), uint8_t(green * 255.0f), uint8_t(blue * 255.0f), uint8_t(alpha * 255.0f)); }
Pixel PixelLerp(const olc::Pixel& p1, const olc::Pixel& p2, float t)
{ return (p2 * t) + p1 * (1.0f - t); }
// O------------------------------------------------------------------------------O
// | olc::Sprite IMPLEMENTATION |
// O------------------------------------------------------------------------------O
Sprite::Sprite()
{ width = 0; height = 0; }
Sprite::Sprite(const std::string& sImageFile, olc::ResourcePack* pack)
{ LoadFromFile(sImageFile, pack); }
Sprite::Sprite(int32_t w, int32_t h)
{
width = w; height = h;
pColData.resize(width * height);
pColData.resize(width * height, nDefaultPixel);
}
Sprite::~Sprite()
{ pColData.clear(); }
void Sprite::SetSampleMode(olc::Sprite::Mode mode)
{ modeSample = mode; }
Pixel Sprite::GetPixel(const olc::vi2d& a) const
{ return GetPixel(a.x, a.y); }
bool Sprite::SetPixel(const olc::vi2d& a, Pixel p)
{ return SetPixel(a.x, a.y, p); }
Pixel Sprite::GetPixel(int32_t x, int32_t y) const
{
if (modeSample == olc::Sprite::Mode::NORMAL)
{
if (x >= 0 && x < width && y >= 0 && y < height)
return pColData[y * width + x];
else
return Pixel(0, 0, 0, 0);
}
else
{
if (modeSample == olc::Sprite::Mode::PERIODIC)
return pColData[abs(y % height) * width + abs(x % width)];
else
return pColData[std::max(0, std::min(y, height-1)) * width + std::max(0, std::min(x, width-1))];
}
}
bool Sprite::SetPixel(int32_t x, int32_t y, Pixel p)
{
if (x >= 0 && x < width && y >= 0 && y < height)
{
pColData[y * width + x] = p;
return true;
}
else
return false;
}
Pixel Sprite::Sample(float x, float y) const
{
int32_t sx = std::min((int32_t)((x * (float)width)), width - 1);
int32_t sy = std::min((int32_t)((y * (float)height)), height - 1);
return GetPixel(sx, sy);
}
Pixel Sprite::SampleBL(float u, float v) const
{
u = u * width - 0.5f;
v = v * height - 0.5f;
int x = (int)floor(u); // cast to int rounds toward zero, not downward
int y = (int)floor(v); // Thanks @joshinils
float u_ratio = u - x;
float v_ratio = v - y;
float u_opposite = 1 - u_ratio;
float v_opposite = 1 - v_ratio;
olc::Pixel p1 = GetPixel(std::max(x, 0), std::max(y, 0));
olc::Pixel p2 = GetPixel(std::min(x + 1, (int)width - 1), std::max(y, 0));
olc::Pixel p3 = GetPixel(std::max(x, 0), std::min(y + 1, (int)height - 1));
olc::Pixel p4 = GetPixel(std::min(x + 1, (int)width - 1), std::min(y + 1, (int)height - 1));
return olc::Pixel(
(uint8_t)((p1.r * u_opposite + p2.r * u_ratio) * v_opposite + (p3.r * u_opposite + p4.r * u_ratio) * v_ratio),
(uint8_t)((p1.g * u_opposite + p2.g * u_ratio) * v_opposite + (p3.g * u_opposite + p4.g * u_ratio) * v_ratio),
(uint8_t)((p1.b * u_opposite + p2.b * u_ratio) * v_opposite + (p3.b * u_opposite + p4.b * u_ratio) * v_ratio));
}
Pixel* Sprite::GetData()
{ return pColData.data(); }
olc::rcode Sprite::LoadFromFile(const std::string& sImageFile, olc::ResourcePack* pack)
{
UNUSED(pack);
return loader->LoadImageResource(this, sImageFile, pack);
}
olc::Sprite* Sprite::Duplicate()
{
olc::Sprite* spr = new olc::Sprite(width, height);
std::memcpy(spr->GetData(), GetData(), width * height * sizeof(olc::Pixel));
spr->modeSample = modeSample;
return spr;
}
olc::Sprite* Sprite::Duplicate(const olc::vi2d& vPos, const olc::vi2d& vSize)
{
olc::Sprite* spr = new olc::Sprite(vSize.x, vSize.y);
for (int y = 0; y < vSize.y; y++)
for (int x = 0; x < vSize.x; x++)
spr->SetPixel(x, y, GetPixel(vPos.x + x, vPos.y + y));
return spr;
}
olc::vi2d olc::Sprite::Size() const
{
return { width, height };
}
// O------------------------------------------------------------------------------O
// | olc::Decal IMPLEMENTATION |
// O------------------------------------------------------------------------------O
Decal::Decal(olc::Sprite* spr, bool filter, bool clamp)
{
id = -1;
if (spr == nullptr) return;
sprite = spr;
id = renderer->CreateTexture(sprite->width, sprite->height, filter, clamp);
Update();
}
Decal::Decal(const uint32_t nExistingTextureResource, olc::Sprite* spr)
{
if (spr == nullptr) return;
id = nExistingTextureResource;
}
void Decal::Update()
{
if (sprite == nullptr) return;
vUVScale = { 1.0f / float(sprite->width), 1.0f / float(sprite->height) };
renderer->ApplyTexture(id);
renderer->UpdateTexture(id, sprite);
}
void Decal::UpdateSprite()
{
if (sprite == nullptr) return;
renderer->ApplyTexture(id);
renderer->ReadTexture(id, sprite);
}
Decal::~Decal()
{
if (id != -1)
{
renderer->DeleteTexture(id);
id = -1;
}
}
void Renderable::Create(uint32_t width, uint32_t height, bool filter, bool clamp)
{
pSprite = std::make_unique<olc::Sprite>(width, height);
pDecal = std::make_unique<olc::Decal>(pSprite.get(), filter, clamp);
}
olc::rcode Renderable::Load(const std::string& sFile, ResourcePack* pack, bool filter, bool clamp)
{
pSprite = std::make_unique<olc::Sprite>();
if (pSprite->LoadFromFile(sFile, pack) == olc::rcode::OK)
{
pDecal = std::make_unique<olc::Decal>(pSprite.get(), filter, clamp);
return olc::rcode::OK;
}
else
{
pSprite.release();
pSprite = nullptr;
return olc::rcode::NO_FILE;
}
}
olc::Decal* Renderable::Decal() const
{ return pDecal.get(); }
olc::Sprite* Renderable::Sprite() const
{ return pSprite.get(); }
// O------------------------------------------------------------------------------O
// | olc::ResourcePack IMPLEMENTATION |
// O------------------------------------------------------------------------------O
//=============================================================
// Resource Packs - Allows you to store files in one large
// scrambled file - Thanks MaGetzUb for debugging a null char in std::stringstream bug
ResourceBuffer::ResourceBuffer(std::ifstream& ifs, uint32_t offset, uint32_t size)
{
vMemory.resize(size);
ifs.seekg(offset); ifs.read(vMemory.data(), vMemory.size());
setg(vMemory.data(), vMemory.data(), vMemory.data() + size);
}
ResourcePack::ResourcePack() { }
ResourcePack::~ResourcePack() { baseFile.close(); }
bool ResourcePack::AddFile(const std::string& sFile)
{
const std::string file = makeposix(sFile);
if (_gfs::exists(file))
{
sResourceFile e;
e.nSize = (uint32_t)_gfs::file_size(file);
e.nOffset = 0; // Unknown at this stage
mapFiles[file] = e;
return true;
}
return false;
}
bool ResourcePack::LoadPack(const std::string& sFile, const std::string& sKey)
{
// Open the resource file
baseFile.open(sFile, std::ifstream::binary);
if (!baseFile.is_open()) return false;
// 1) Read Scrambled index
uint32_t nIndexSize = 0;
baseFile.read((char*)&nIndexSize, sizeof(uint32_t));
std::vector<char> buffer(nIndexSize);
for (uint32_t j = 0; j < nIndexSize; j++)
buffer[j] = baseFile.get();
std::vector<char> decoded = scramble(buffer, sKey);
size_t pos = 0;
auto read = [&decoded, &pos](char* dst, size_t size) {
memcpy((void*)dst, (const void*)(decoded.data() + pos), size);
pos += size;
};
auto get = [&read]() -> int { char c; read(&c, 1); return c; };
// 2) Read Map
uint32_t nMapEntries = 0;
read((char*)&nMapEntries, sizeof(uint32_t));
for (uint32_t i = 0; i < nMapEntries; i++)
{
uint32_t nFilePathSize = 0;
read((char*)&nFilePathSize, sizeof(uint32_t));
std::string sFileName(nFilePathSize, ' ');
for (uint32_t j = 0; j < nFilePathSize; j++)
sFileName[j] = get();
sResourceFile e;
read((char*)&e.nSize, sizeof(uint32_t));
read((char*)&e.nOffset, sizeof(uint32_t));
mapFiles[sFileName] = e;
}
// Don't close base file! we will provide a stream
// pointer when the file is requested
return true;
}
bool ResourcePack::SavePack(const std::string& sFile, const std::string& sKey)
{
// Create/Overwrite the resource file
std::ofstream ofs(sFile, std::ofstream::binary);
if (!ofs.is_open()) return false;
// Iterate through map
uint32_t nIndexSize = 0; // Unknown for now
ofs.write((char*)&nIndexSize, sizeof(uint32_t));
uint32_t nMapSize = uint32_t(mapFiles.size());
ofs.write((char*)&nMapSize, sizeof(uint32_t));
for (auto& e : mapFiles)
{
// Write the path of the file
size_t nPathSize = e.first.size();
ofs.write((char*)&nPathSize, sizeof(uint32_t));
ofs.write(e.first.c_str(), nPathSize);
// Write the file entry properties
ofs.write((char*)&e.second.nSize, sizeof(uint32_t));
ofs.write((char*)&e.second.nOffset, sizeof(uint32_t));
}
// 2) Write the individual Data
std::streampos offset = ofs.tellp();
nIndexSize = (uint32_t)offset;
for (auto& e : mapFiles)
{
// Store beginning of file offset within resource pack file
e.second.nOffset = (uint32_t)offset;
// Load the file to be added
std::vector<uint8_t> vBuffer(e.second.nSize);
std::ifstream i(e.first, std::ifstream::binary);
i.read((char*)vBuffer.data(), e.second.nSize);
i.close();
// Write the loaded file into resource pack file
ofs.write((char*)vBuffer.data(), e.second.nSize);
offset += e.second.nSize;
}
// 3) Scramble Index
std::vector<char> stream;
auto write = [&stream](const char* data, size_t size) {
size_t sizeNow = stream.size();
stream.resize(sizeNow + size);
memcpy(stream.data() + sizeNow, data, size);
};
// Iterate through map
write((char*)&nMapSize, sizeof(uint32_t));
for (auto& e : mapFiles)
{
// Write the path of the file
size_t nPathSize = e.first.size();
write((char*)&nPathSize, sizeof(uint32_t));
write(e.first.c_str(), nPathSize);
// Write the file entry properties
write((char*)&e.second.nSize, sizeof(uint32_t));
write((char*)&e.second.nOffset, sizeof(uint32_t));
}
std::vector<char> sIndexString = scramble(stream, sKey);
uint32_t nIndexStringLen = uint32_t(sIndexString.size());
// 4) Rewrite Map (it has been updated with offsets now)
// at start of file
ofs.seekp(0, std::ios::beg);
ofs.write((char*)&nIndexStringLen, sizeof(uint32_t));
ofs.write(sIndexString.data(), nIndexStringLen);
ofs.close();
return true;
}
ResourceBuffer ResourcePack::GetFileBuffer(const std::string& sFile)
{ return ResourceBuffer(baseFile, mapFiles[sFile].nOffset, mapFiles[sFile].nSize); }
bool ResourcePack::Loaded()
{ return baseFile.is_open(); }
std::vector<char> ResourcePack::scramble(const std::vector<char>& data, const std::string& key)
{
if (key.empty()) return data;
std::vector<char> o;
size_t c = 0;
for (auto s : data) o.push_back(s ^ key[(c++) % key.size()]);
return o;
};
std::string ResourcePack::makeposix(const std::string& path)
{
std::string o;
for (auto s : path) o += std::string(1, s == '\\' ? '/' : s);
return o;
};
// O------------------------------------------------------------------------------O
// | olc::PixelGameEngine IMPLEMENTATION |
// O------------------------------------------------------------------------------O
PixelGameEngine::PixelGameEngine()
{
sAppName = "Undefined";
olc::PGEX::pge = this;
// Bring in relevant Platform & Rendering systems depending
// on compiler parameters
olc_ConfigureSystem();
}
PixelGameEngine::~PixelGameEngine()
{}
olc::rcode PixelGameEngine::Construct(int32_t screen_w, int32_t screen_h, int32_t pixel_w, int32_t pixel_h, bool full_screen, bool vsync, bool cohesion)
{
bPixelCohesion = cohesion;
vScreenSize = { screen_w, screen_h };
vInvScreenSize = { 1.0f / float(screen_w), 1.0f / float(screen_h) };
vPixelSize = { pixel_w, pixel_h };
vWindowSize = vScreenSize * vPixelSize;
bFullScreen = full_screen;
bEnableVSYNC = vsync;
vPixel = 2.0f / vScreenSize;
if (vPixelSize.x <= 0 || vPixelSize.y <= 0 || vScreenSize.x <= 0 || vScreenSize.y <= 0)
return olc::FAIL;
return olc::OK;
}
void PixelGameEngine::SetScreenSize(int w, int h)
{
vScreenSize = { w, h };
vInvScreenSize = { 1.0f / float(w), 1.0f / float(h) };
for (auto& layer : vLayers)
{
layer.pDrawTarget.Create(vScreenSize.x, vScreenSize.y);
layer.bUpdate = true;
}
SetDrawTarget(nullptr);
renderer->ClearBuffer(olc::BLACK, true);
renderer->DisplayFrame();
renderer->ClearBuffer(olc::BLACK, true);
renderer->UpdateViewport(vViewPos, vViewSize);
}
#if !defined(PGE_USE_CUSTOM_START)
olc::rcode PixelGameEngine::Start()
{
if (platform->ApplicationStartUp() != olc::OK) return olc::FAIL;
// Construct the window
if (platform->CreateWindowPane({ 30,30 }, vWindowSize, bFullScreen) != olc::OK) return olc::FAIL;
olc_UpdateWindowSize(vWindowSize.x, vWindowSize.y);
// Start the thread
bAtomActive = true;
std::thread t = std::thread(&PixelGameEngine::EngineThread, this);
// Some implementations may form an event loop here
platform->StartSystemEventLoop();
// Wait for thread to be exited
t.join();
if (platform->ApplicationCleanUp() != olc::OK) return olc::FAIL;
return olc::OK;
}
#endif
void PixelGameEngine::SetDrawTarget(Sprite* target)
{
if (target)
{
pDrawTarget = target;
}
else
{
nTargetLayer = 0;
pDrawTarget = vLayers[0].pDrawTarget.Sprite();
}
}
void PixelGameEngine::SetDrawTarget(uint8_t layer, bool bDirty)
{
if (layer < vLayers.size())
{
pDrawTarget = vLayers[layer].pDrawTarget.Sprite();
vLayers[layer].bUpdate = bDirty;
nTargetLayer = layer;
}
}
void PixelGameEngine::EnableLayer(uint8_t layer, bool b)
{ if (layer < vLayers.size()) vLayers[layer].bShow = b; }
void PixelGameEngine::SetLayerOffset(uint8_t layer, const olc::vf2d& offset)
{ SetLayerOffset(layer, offset.x, offset.y); }
void PixelGameEngine::SetLayerOffset(uint8_t layer, float x, float y)
{ if (layer < vLayers.size()) vLayers[layer].vOffset = { x, y }; }
void PixelGameEngine::SetLayerScale(uint8_t layer, const olc::vf2d& scale)
{ SetLayerScale(layer, scale.x, scale.y); }
void PixelGameEngine::SetLayerScale(uint8_t layer, float x, float y)
{ if (layer < vLayers.size()) vLayers[layer].vScale = { x, y }; }
void PixelGameEngine::SetLayerTint(uint8_t layer, const olc::Pixel& tint)
{ if (layer < vLayers.size()) vLayers[layer].tint = tint; }
void PixelGameEngine::SetLayerCustomRenderFunction(uint8_t layer, std::function<void()> f)
{ if (layer < vLayers.size()) vLayers[layer].funcHook = f; }
std::vector<LayerDesc>& PixelGameEngine::GetLayers()
{ return vLayers; }
uint32_t PixelGameEngine::CreateLayer()
{
LayerDesc ld;
ld.pDrawTarget.Create(vScreenSize.x, vScreenSize.y);
vLayers.push_back(std::move(ld));
return uint32_t(vLayers.size()) - 1;
}
Sprite* PixelGameEngine::GetDrawTarget() const
{ return pDrawTarget; }
int32_t PixelGameEngine::GetDrawTargetWidth() const
{
if (pDrawTarget)
return pDrawTarget->width;
else
return 0;
}
int32_t PixelGameEngine::GetDrawTargetHeight() const
{
if (pDrawTarget)
return pDrawTarget->height;
else
return 0;
}
uint32_t PixelGameEngine::GetFPS() const
{ return nLastFPS; }
bool PixelGameEngine::IsFocused() const
{ return bHasInputFocus; }
HWButton PixelGameEngine::GetKey(Key k) const
{ return pKeyboardState[k]; }
HWButton PixelGameEngine::GetMouse(uint32_t b) const
{ return pMouseState[b]; }
int32_t PixelGameEngine::GetMouseX() const
{ return vMousePos.x; }
int32_t PixelGameEngine::GetMouseY() const
{ return vMousePos.y; }
const olc::vi2d& PixelGameEngine::GetMousePos() const
{ return vMousePos; }
int32_t PixelGameEngine::GetMouseWheel() const
{ return nMouseWheelDelta; }
int32_t PixelGameEngine::ScreenWidth() const
{ return vScreenSize.x; }
int32_t PixelGameEngine::ScreenHeight() const
{ return vScreenSize.y; }
float PixelGameEngine::GetElapsedTime() const
{ return fLastElapsed; }
const olc::vi2d& PixelGameEngine::GetWindowSize() const
{ return vWindowSize; }
const olc::vi2d& PixelGameEngine::GetPixelSize() const
{ return vPixelSize; }
const olc::vi2d& PixelGameEngine::GetScreenPixelSize() const
{ return vScreenPixelSize; }
const olc::vi2d& PixelGameEngine::GetScreenSize() const
{ return vScreenSize; }
const olc::vi2d& PixelGameEngine::GetWindowMouse() const
{ return vMouseWindowPos; }
bool PixelGameEngine::Draw(const olc::vi2d& pos, Pixel p)
{ return Draw(pos.x, pos.y, p); }
// This is it, the critical function that plots a pixel
bool PixelGameEngine::Draw(int32_t x, int32_t y, Pixel p)
{
if (!pDrawTarget) return false;
if (nPixelMode == Pixel::NORMAL)
{
return pDrawTarget->SetPixel(x, y, p);
}
if (nPixelMode == Pixel::MASK)
{
if (p.a == 255)
return pDrawTarget->SetPixel(x, y, p);
}
if (nPixelMode == Pixel::ALPHA)
{
Pixel d = pDrawTarget->GetPixel(x, y);
float a = (float)(p.a / 255.0f) * fBlendFactor;
float c = 1.0f - a;
float r = a * (float)p.r + c * (float)d.r;
float g = a * (float)p.g + c * (float)d.g;
float b = a * (float)p.b + c * (float)d.b;
return pDrawTarget->SetPixel(x, y, Pixel((uint8_t)r, (uint8_t)g, (uint8_t)b/*, (uint8_t)(p.a * fBlendFactor)*/));
}
if (nPixelMode == Pixel::CUSTOM)
{
return pDrawTarget->SetPixel(x, y, funcPixelMode(x, y, p, pDrawTarget->GetPixel(x, y)));
}
return false;
}
void PixelGameEngine::DrawLine(const olc::vi2d& pos1, const olc::vi2d& pos2, Pixel p, uint32_t pattern)
{ DrawLine(pos1.x, pos1.y, pos2.x, pos2.y, p, pattern); }
void PixelGameEngine::DrawLine(int32_t x1, int32_t y1, int32_t x2, int32_t y2, Pixel p, uint32_t pattern)
{
int x, y, dx, dy, dx1, dy1, px, py, xe, ye, i;
dx = x2 - x1; dy = y2 - y1;
auto rol = [&](void) { pattern = (pattern << 1) | (pattern >> 31); return pattern & 1; };
olc::vi2d p1(x1, y1), p2(x2, y2);
//if (!ClipLineToScreen(p1, p2))
// return;
x1 = p1.x; y1 = p1.y;
x2 = p2.x; y2 = p2.y;
// straight lines idea by gurkanctn
if (dx == 0) // Line is vertical
{
if (y2 < y1) std::swap(y1, y2);
for (y = y1; y <= y2; y++) if (rol()) Draw(x1, y, p);
return;
}
if (dy == 0) // Line is horizontal
{
if (x2 < x1) std::swap(x1, x2);
for (x = x1; x <= x2; x++) if (rol()) Draw(x, y1, p);
return;
}
// Line is Funk-aye
dx1 = abs(dx); dy1 = abs(dy);
px = 2 * dy1 - dx1; py = 2 * dx1 - dy1;
if (dy1 <= dx1)
{
if (dx >= 0)
{
x = x1; y = y1; xe = x2;
}
else
{
x = x2; y = y2; xe = x1;
}
if (rol()) Draw(x, y, p);
for (i = 0; x < xe; i++)
{
x = x + 1;
if (px < 0)
px = px + 2 * dy1;
else
{
if ((dx < 0 && dy < 0) || (dx > 0 && dy > 0)) y = y + 1; else y = y - 1;
px = px + 2 * (dy1 - dx1);
}
if (rol()) Draw(x, y, p);
}
}
else
{
if (dy >= 0)
{
x = x1; y = y1; ye = y2;
}
else
{
x = x2; y = y2; ye = y1;
}
if (rol()) Draw(x, y, p);
for (i = 0; y < ye; i++)
{
y = y + 1;
if (py <= 0)
py = py + 2 * dx1;
else
{
if ((dx < 0 && dy < 0) || (dx > 0 && dy > 0)) x = x + 1; else x = x - 1;
py = py + 2 * (dx1 - dy1);
}
if (rol()) Draw(x, y, p);
}
}
}
void PixelGameEngine::DrawCircle(const olc::vi2d& pos, int32_t radius, Pixel p, uint8_t mask)
{ DrawCircle(pos.x, pos.y, radius, p, mask); }
void PixelGameEngine::DrawCircle(int32_t x, int32_t y, int32_t radius, Pixel p, uint8_t mask)
{ // Thanks to IanM-Matrix1 #PR121
if (radius < 0 || x < -radius || y < -radius || x - GetDrawTargetWidth() > radius || y - GetDrawTargetHeight() > radius)
return;
if (radius > 0)
{
int x0 = 0;
int y0 = radius;
int d = 3 - 2 * radius;
while (y0 >= x0) // only formulate 1/8 of circle
{
// Draw even octants
if (mask & 0x01) Draw(x + x0, y - y0, p);// Q6 - upper right right
if (mask & 0x04) Draw(x + y0, y + x0, p);// Q4 - lower lower right
if (mask & 0x10) Draw(x - x0, y + y0, p);// Q2 - lower left left
if (mask & 0x40) Draw(x - y0, y - x0, p);// Q0 - upper upper left
if (x0 != 0 && x0 != y0)
{
if (mask & 0x02) Draw(x + y0, y - x0, p);// Q7 - upper upper right
if (mask & 0x08) Draw(x + x0, y + y0, p);// Q5 - lower right right
if (mask & 0x20) Draw(x - y0, y + x0, p);// Q3 - lower lower left
if (mask & 0x80) Draw(x - x0, y - y0, p);// Q1 - upper left left
}
if (d < 0)
d += 4 * x0++ + 6;
else
d += 4 * (x0++ - y0--) + 10;
}
}
else
Draw(x, y, p);
}
void PixelGameEngine::FillCircle(const olc::vi2d& pos, int32_t radius, Pixel p)
{ FillCircle(pos.x, pos.y, radius, p); }
void PixelGameEngine::FillCircle(int32_t x, int32_t y, int32_t radius, Pixel p)
{ // Thanks to IanM-Matrix1 #PR121
if (radius < 0 || x < -radius || y < -radius || x - GetDrawTargetWidth() > radius || y - GetDrawTargetHeight() > radius)
return;
if (radius > 0)
{
int x0 = 0;
int y0 = radius;
int d = 3 - 2 * radius;
auto drawline = [&](int sx, int ex, int y)
{
for (int x = sx; x <= ex; x++)
Draw(x, y, p);
};
while (y0 >= x0)
{
drawline(x - y0, x + y0, y - x0);
if (x0 > 0) drawline(x - y0, x + y0, y + x0);
if (d < 0)
d += 4 * x0++ + 6;
else
{
if (x0 != y0)
{
drawline(x - x0, x + x0, y - y0);
drawline(x - x0, x + x0, y + y0);
}
d += 4 * (x0++ - y0--) + 10;
}
}
}
else
Draw(x, y, p);
}
void PixelGameEngine::DrawRect(const olc::vi2d& pos, const olc::vi2d& size, Pixel p)
{ DrawRect(pos.x, pos.y, size.x, size.y, p); }
void PixelGameEngine::DrawRect(int32_t x, int32_t y, int32_t w, int32_t h, Pixel p)
{
DrawLine(x, y, x + w, y, p);
DrawLine(x + w, y, x + w, y + h, p);
DrawLine(x + w, y + h, x, y + h, p);
DrawLine(x, y + h, x, y, p);
}
void PixelGameEngine::Clear(Pixel p)
{
int pixels = GetDrawTargetWidth() * GetDrawTargetHeight();
Pixel* m = GetDrawTarget()->GetData();
for (int i = 0; i < pixels; i++) m[i] = p;
}
void PixelGameEngine::ClearBuffer(Pixel p, bool bDepth)
{ renderer->ClearBuffer(p, bDepth); }
olc::Sprite* PixelGameEngine::GetFontSprite()
{ return fontRenderable.Sprite(); }
bool PixelGameEngine::ClipLineToScreen(olc::vi2d& in_p1, olc::vi2d& in_p2)
{
// https://en.wikipedia.org/wiki/Cohen%E2%80%93Sutherland_algorithm
static constexpr int SEG_I = 0b0000, SEG_L = 0b0001, SEG_R = 0b0010, SEG_B = 0b0100, SEG_T = 0b1000;
auto Segment = [&vScreenSize = vScreenSize](const olc::vi2d& v)
{
int i = SEG_I;
if (v.x < 0) i |= SEG_L; else if (v.x > vScreenSize.x) i |= SEG_R;
if (v.y < 0) i |= SEG_B; else if (v.y > vScreenSize.y) i |= SEG_T;
return i;
};
int s1 = Segment(in_p1), s2 = Segment(in_p2);
while (true)
{
if (!(s1 | s2)) return true;
else if (s1 & s2) return false;
else
{
int s3 = s2 > s1 ? s2 : s1;
olc::vi2d n;
if (s3 & SEG_T) { n.x = in_p1.x + (in_p2.x - in_p1.x) * (vScreenSize.y - in_p1.y) / (in_p2.y - in_p1.y); n.y = vScreenSize.y; }
else if (s3 & SEG_B) { n.x = in_p1.x + (in_p2.x - in_p1.x) * (0 - in_p1.y) / (in_p2.y - in_p1.y); n.y = 0; }
else if (s3 & SEG_R) { n.x = vScreenSize.x; n.y = in_p1.y + (in_p2.y - in_p1.y) * (vScreenSize.x - in_p1.x) / (in_p2.x - in_p1.x); }
else if (s3 & SEG_L) { n.x = 0; n.y = in_p1.y + (in_p2.y - in_p1.y) * (0 - in_p1.x) / (in_p2.x - in_p1.x); }
if (s3 == s1) { in_p1 = n; s1 = Segment(in_p1); }
else { in_p2 = n; s2 = Segment(in_p2); }
}
}
return true;
}
void PixelGameEngine::EnablePixelTransfer(const bool bEnable)
{
bSuspendTextureTransfer = !bEnable;
}
void PixelGameEngine::FillRect(const olc::vi2d& pos, const olc::vi2d& size, Pixel p)
{ FillRect(pos.x, pos.y, size.x, size.y, p); }
void PixelGameEngine::FillRect(int32_t x, int32_t y, int32_t w, int32_t h, Pixel p)
{
int32_t x2 = x + w;
int32_t y2 = y + h;
if (x < 0) x = 0;
if (x >= (int32_t)GetDrawTargetWidth()) x = (int32_t)GetDrawTargetWidth();
if (y < 0) y = 0;
if (y >= (int32_t)GetDrawTargetHeight()) y = (int32_t)GetDrawTargetHeight();
if (x2 < 0) x2 = 0;
if (x2 >= (int32_t)GetDrawTargetWidth()) x2 = (int32_t)GetDrawTargetWidth();
if (y2 < 0) y2 = 0;
if (y2 >= (int32_t)GetDrawTargetHeight()) y2 = (int32_t)GetDrawTargetHeight();
for (int i = x; i < x2; i++)
for (int j = y; j < y2; j++)
Draw(i, j, p);
}
void PixelGameEngine::DrawTriangle(const olc::vi2d& pos1, const olc::vi2d& pos2, const olc::vi2d& pos3, Pixel p)
{ DrawTriangle(pos1.x, pos1.y, pos2.x, pos2.y, pos3.x, pos3.y, p); }
void PixelGameEngine::DrawTriangle(int32_t x1, int32_t y1, int32_t x2, int32_t y2, int32_t x3, int32_t y3, Pixel p)
{
DrawLine(x1, y1, x2, y2, p);
DrawLine(x2, y2, x3, y3, p);
DrawLine(x3, y3, x1, y1, p);
}
void PixelGameEngine::FillTriangle(const olc::vi2d& pos1, const olc::vi2d& pos2, const olc::vi2d& pos3, Pixel p)
{ FillTriangle(pos1.x, pos1.y, pos2.x, pos2.y, pos3.x, pos3.y, p); }
// https://www.avrfreaks.net/sites/default/files/triangles.c
void PixelGameEngine::FillTriangle(int32_t x1, int32_t y1, int32_t x2, int32_t y2, int32_t x3, int32_t y3, Pixel p)
{
auto drawline = [&](int sx, int ex, int ny) { for (int i = sx; i <= ex; i++) Draw(i, ny, p); };
int t1x, t2x, y, minx, maxx, t1xp, t2xp;
bool changed1 = false;
bool changed2 = false;
int signx1, signx2, dx1, dy1, dx2, dy2;
int e1, e2;
// Sort vertices
if (y1 > y2) { std::swap(y1, y2); std::swap(x1, x2); }
if (y1 > y3) { std::swap(y1, y3); std::swap(x1, x3); }
if (y2 > y3) { std::swap(y2, y3); std::swap(x2, x3); }
t1x = t2x = x1; y = y1; // Starting points
dx1 = (int)(x2 - x1);
if (dx1 < 0) { dx1 = -dx1; signx1 = -1; }
else signx1 = 1;
dy1 = (int)(y2 - y1);
dx2 = (int)(x3 - x1);
if (dx2 < 0) { dx2 = -dx2; signx2 = -1; }
else signx2 = 1;
dy2 = (int)(y3 - y1);
if (dy1 > dx1) { std::swap(dx1, dy1); changed1 = true; }
if (dy2 > dx2) { std::swap(dy2, dx2); changed2 = true; }
e2 = (int)(dx2 >> 1);
// Flat top, just process the second half
if (y1 == y2) goto next;
e1 = (int)(dx1 >> 1);
for (int i = 0; i < dx1;) {
t1xp = 0; t2xp = 0;
if (t1x < t2x) { minx = t1x; maxx = t2x; }
else { minx = t2x; maxx = t1x; }
// process first line until y value is about to change
while (i < dx1) {
i++;
e1 += dy1;
while (e1 >= dx1) {
e1 -= dx1;
if (changed1) t1xp = signx1;//t1x += signx1;
else goto next1;
}
if (changed1) break;
else t1x += signx1;
}
// Move line
next1:
// process second line until y value is about to change
while (1) {
e2 += dy2;
while (e2 >= dx2) {
e2 -= dx2;
if (changed2) t2xp = signx2;//t2x += signx2;
else goto next2;
}
if (changed2) break;
else t2x += signx2;
}
next2:
if (minx > t1x) minx = t1x;
if (minx > t2x) minx = t2x;
if (maxx < t1x) maxx = t1x;
if (maxx < t2x) maxx = t2x;
drawline(minx, maxx, y); // Draw line from min to max points found on the y
// Now increase y
if (!changed1) t1x += signx1;
t1x += t1xp;
if (!changed2) t2x += signx2;
t2x += t2xp;
y += 1;
if (y == y2) break;
}
next:
// Second half
dx1 = (int)(x3 - x2); if (dx1 < 0) { dx1 = -dx1; signx1 = -1; }
else signx1 = 1;
dy1 = (int)(y3 - y2);
t1x = x2;
if (dy1 > dx1) { // swap values
std::swap(dy1, dx1);
changed1 = true;
}
else changed1 = false;
e1 = (int)(dx1 >> 1);
for (int i = 0; i <= dx1; i++) {
t1xp = 0; t2xp = 0;
if (t1x < t2x) { minx = t1x; maxx = t2x; }
else { minx = t2x; maxx = t1x; }
// process first line until y value is about to change
while (i < dx1) {
e1 += dy1;
while (e1 >= dx1) {
e1 -= dx1;
if (changed1) { t1xp = signx1; break; }//t1x += signx1;
else goto next3;
}
if (changed1) break;
else t1x += signx1;
if (i < dx1) i++;
}
next3:
// process second line until y value is about to change
while (t2x != x3) {
e2 += dy2;
while (e2 >= dx2) {
e2 -= dx2;
if (changed2) t2xp = signx2;
else goto next4;
}
if (changed2) break;
else t2x += signx2;
}
next4:
if (minx > t1x) minx = t1x;
if (minx > t2x) minx = t2x;
if (maxx < t1x) maxx = t1x;
if (maxx < t2x) maxx = t2x;
drawline(minx, maxx, y);
if (!changed1) t1x += signx1;
t1x += t1xp;
if (!changed2) t2x += signx2;
t2x += t2xp;
y += 1;
if (y > y3) return;
}
}
void PixelGameEngine::DrawSprite(const olc::vi2d& pos, Sprite* sprite, uint32_t scale, uint8_t flip)
{ DrawSprite(pos.x, pos.y, sprite, scale, flip); }
void PixelGameEngine::DrawSprite(int32_t x, int32_t y, Sprite* sprite, uint32_t scale, uint8_t flip)
{
if (sprite == nullptr)
return;
int32_t fxs = 0, fxm = 1, fx = 0;
int32_t fys = 0, fym = 1, fy = 0;
if (flip & olc::Sprite::Flip::HORIZ) { fxs = sprite->width - 1; fxm = -1; }
if (flip & olc::Sprite::Flip::VERT) { fys = sprite->height - 1; fym = -1; }
if (scale > 1)
{
fx = fxs;
for (int32_t i = 0; i < sprite->width; i++, fx += fxm)
{
fy = fys;
for (int32_t j = 0; j < sprite->height; j++, fy += fym)
for (uint32_t is = 0; is < scale; is++)
for (uint32_t js = 0; js < scale; js++)
Draw(x + (i * scale) + is, y + (j * scale) + js, sprite->GetPixel(fx, fy));
}
}
else
{
fx = fxs;
for (int32_t i = 0; i < sprite->width; i++, fx += fxm)
{
fy = fys;
for (int32_t j = 0; j < sprite->height; j++, fy += fym)
Draw(x + i, y + j, sprite->GetPixel(fx, fy));
}
}
}
void PixelGameEngine::DrawPartialSprite(const olc::vi2d& pos, Sprite* sprite, const olc::vi2d& sourcepos, const olc::vi2d& size, uint32_t scale, uint8_t flip)
{ DrawPartialSprite(pos.x, pos.y, sprite, sourcepos.x, sourcepos.y, size.x, size.y, scale, flip); }
void PixelGameEngine::DrawPartialSprite(int32_t x, int32_t y, Sprite* sprite, int32_t ox, int32_t oy, int32_t w, int32_t h, uint32_t scale, uint8_t flip)
{
if (sprite == nullptr)
return;
int32_t fxs = 0, fxm = 1, fx = 0;
int32_t fys = 0, fym = 1, fy = 0;
if (flip & olc::Sprite::Flip::HORIZ) { fxs = w - 1; fxm = -1; }
if (flip & olc::Sprite::Flip::VERT) { fys = h - 1; fym = -1; }
if (scale > 1)
{
fx = fxs;
for (int32_t i = 0; i < w; i++, fx += fxm)
{
fy = fys;
for (int32_t j = 0; j < h; j++, fy += fym)
for (uint32_t is = 0; is < scale; is++)
for (uint32_t js = 0; js < scale; js++)
Draw(x + (i * scale) + is, y + (j * scale) + js, sprite->GetPixel(fx + ox, fy + oy));
}
}
else
{
fx = fxs;
for (int32_t i = 0; i < w; i++, fx += fxm)
{
fy = fys;
for (int32_t j = 0; j < h; j++, fy += fym)
Draw(x + i, y + j, sprite->GetPixel(fx + ox, fy + oy));
}
}
}
void PixelGameEngine::SetDecalMode(const olc::DecalMode& mode)
{ nDecalMode = mode; }
void PixelGameEngine::SetDecalStructure(const olc::DecalStructure& structure)
{ nDecalStructure = structure; }
void PixelGameEngine::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)
{
olc::vf2d vScreenSpacePos =
{
(pos.x * vInvScreenSize.x) * 2.0f - 1.0f,
-((pos.y * vInvScreenSize.y) * 2.0f - 1.0f)
};
olc::vf2d vScreenSpaceDim =
{
((pos.x + source_size.x * scale.x) * vInvScreenSize.x) * 2.0f - 1.0f,
-(((pos.y + source_size.y * scale.y) * vInvScreenSize.y) * 2.0f - 1.0f)
};
olc::vf2d vWindow = olc::vf2d(vViewSize);
olc::vf2d vQuantisedPos = ((vScreenSpacePos * vWindow) + olc::vf2d(0.5f, 0.5f)).floor() / vWindow;
olc::vf2d vQuantisedDim = ((vScreenSpaceDim * vWindow) + olc::vf2d(0.5f, -0.5f)).ceil() / vWindow;
DecalInstance di;
di.points = 4;
di.decal = decal;
di.tint = { tint, tint, tint, tint };
di.pos = { { vQuantisedPos.x, vQuantisedPos.y }, { vQuantisedPos.x, vQuantisedDim.y }, { vQuantisedDim.x, vQuantisedDim.y }, { vQuantisedDim.x, vQuantisedPos.y } };
olc::vf2d uvtl = (source_pos + olc::vf2d(0.0001f, 0.0001f)) * decal->vUVScale;
olc::vf2d uvbr = (source_pos + source_size - olc::vf2d(0.0001f, 0.0001f)) * decal->vUVScale;
di.uv = { { uvtl.x, uvtl.y }, { uvtl.x, uvbr.y }, { uvbr.x, uvbr.y }, { uvbr.x, uvtl.y } };
di.w = { 1,1,1,1 };
di.mode = nDecalMode;
di.structure = nDecalStructure;
vLayers[nTargetLayer].vecDecalInstance.push_back(di);
}
void PixelGameEngine::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::vf2d vScreenSpacePos =
{
(pos.x * vInvScreenSize.x) * 2.0f - 1.0f,
((pos.y * vInvScreenSize.y) * 2.0f - 1.0f) * -1.0f
};
olc::vf2d vScreenSpaceDim =
{
vScreenSpacePos.x + (2.0f * size.x * vInvScreenSize.x),
vScreenSpacePos.y - (2.0f * size.y * vInvScreenSize.y)
};
DecalInstance di;
di.points = 4;
di.decal = decal;
di.tint = { tint, tint, tint, tint };
di.pos = { { vScreenSpacePos.x, vScreenSpacePos.y }, { vScreenSpacePos.x, vScreenSpaceDim.y }, { vScreenSpaceDim.x, vScreenSpaceDim.y }, { vScreenSpaceDim.x, vScreenSpacePos.y } };
olc::vf2d uvtl = (source_pos) * decal->vUVScale;
olc::vf2d uvbr = uvtl + ((source_size) * decal->vUVScale);
di.uv = { { uvtl.x, uvtl.y }, { uvtl.x, uvbr.y }, { uvbr.x, uvbr.y }, { uvbr.x, uvtl.y } };
di.w = { 1,1,1,1 };
di.mode = nDecalMode;
di.structure = nDecalStructure;
vLayers[nTargetLayer].vecDecalInstance.push_back(di);
}
void PixelGameEngine::DrawDecal(const olc::vf2d& pos, olc::Decal* decal, const olc::vf2d& scale, const olc::Pixel& tint)
{
olc::vf2d vScreenSpacePos =
{
(pos.x * vInvScreenSize.x) * 2.0f - 1.0f,
((pos.y * vInvScreenSize.y) * 2.0f - 1.0f) * -1.0f
};
olc::vf2d vScreenSpaceDim =
{
vScreenSpacePos.x + (2.0f * (float(decal->sprite->width) * vInvScreenSize.x)) * scale.x,
vScreenSpacePos.y - (2.0f * (float(decal->sprite->height) * vInvScreenSize.y)) * scale.y
};
DecalInstance di;
di.decal = decal;
di.points = 4;
di.tint = { tint, tint, tint, tint };
di.pos = { { vScreenSpacePos.x, vScreenSpacePos.y }, { vScreenSpacePos.x, vScreenSpaceDim.y }, { vScreenSpaceDim.x, vScreenSpaceDim.y }, { vScreenSpaceDim.x, vScreenSpacePos.y } };
di.uv = { { 0.0f, 0.0f}, {0.0f, 1.0f}, {1.0f, 1.0f}, {1.0f, 0.0f} };
di.w = { 1, 1, 1, 1 };
di.mode = nDecalMode;
di.structure = nDecalStructure;
vLayers[nTargetLayer].vecDecalInstance.push_back(di);
}
void PixelGameEngine::DrawExplicitDecal(olc::Decal* decal, const olc::vf2d* pos, const olc::vf2d* uv, const olc::Pixel* col, uint32_t elements)
{
DecalInstance di;
di.decal = decal;
di.pos.resize(elements);
di.uv.resize(elements);
di.w.resize(elements);
di.tint.resize(elements);
di.points = elements;
for (uint32_t i = 0; i < elements; i++)
{
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.tint[i] = col[i];
di.w[i] = 1.0f;
}
di.mode = nDecalMode;
di.structure = nDecalStructure;
vLayers[nTargetLayer].vecDecalInstance.push_back(di);
}
void PixelGameEngine::DrawPolygonDecal(olc::Decal* decal, const std::vector<olc::vf2d>& pos, const std::vector<olc::vf2d>& uv, const olc::Pixel tint)
{
DecalInstance di;
di.decal = decal;
di.points = uint32_t(pos.size());
di.pos.resize(di.points);
di.uv.resize(di.points);
di.w.resize(di.points);
di.tint.resize(di.points);
for (uint32_t i = 0; i < di.points; i++)
{
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.tint[i] = tint;
di.w[i] = 1.0f;
}
di.mode = nDecalMode;
di.structure = nDecalStructure;
vLayers[nTargetLayer].vecDecalInstance.push_back(di);
}
void PixelGameEngine::DrawPolygonDecal(olc::Decal* decal, const std::vector<olc::vf2d>& pos, const std::vector<olc::vf2d>& uv, const std::vector<olc::Pixel> &tint)
{
DecalInstance di;
di.decal = decal;
di.points = uint32_t(pos.size());
di.pos.resize(di.points);
di.uv.resize(di.points);
di.w.resize(di.points);
di.tint.resize(di.points);
for (uint32_t i = 0; i < di.points; i++)
{
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.tint[i] = tint[i];
di.w[i] = 1.0f;
}
di.mode = nDecalMode;
di.structure = nDecalStructure;
vLayers[nTargetLayer].vecDecalInstance.push_back(di);
}
void PixelGameEngine::DrawPolygonDecal(olc::Decal* decal, const std::vector<olc::vf2d>& pos, const std::vector<float>& depth, const std::vector<olc::vf2d>& uv, const olc::Pixel tint)
{
DecalInstance di;
di.decal = decal;
di.points = uint32_t(pos.size());
di.pos.resize(di.points);
di.uv.resize(di.points);
di.w.resize(di.points);
di.tint.resize(di.points);
for (uint32_t i = 0; i < di.points; i++)
{
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.tint[i] = tint;
di.w[i] = 1.0f;
}
di.mode = nDecalMode;
di.structure = nDecalStructure;
vLayers[nTargetLayer].vecDecalInstance.push_back(di);
}
#ifdef OLC_ENABLE_EXPERIMENTAL
// Lightweight 3D
void PixelGameEngine::LW3D_DrawTriangles(olc::Decal* decal, const std::vector<std::array<float, 3>>& pos, const std::vector<olc::vf2d>& tex, const std::vector<olc::Pixel>& col)
{
DecalInstance di;
di.decal = decal;
di.points = uint32_t(pos.size());
di.pos.resize(di.points);
di.uv.resize(di.points);
di.w.resize(di.points);
di.tint.resize(di.points);
for (uint32_t i = 0; i < di.points; i++)
{
di.pos[i] = { pos[i][0], pos[i][1] };
di.w[i] = pos[i][2];
di.uv[i] = tex[i];
di.tint[i] = col[i];
}
di.mode = DecalMode::MODEL3D;
vLayers[nTargetLayer].vecDecalInstance.push_back(di);
}
#endif
void PixelGameEngine::DrawLineDecal(const olc::vf2d& pos1, const olc::vf2d& pos2, Pixel p)
{
auto m = nDecalMode;
nDecalMode = olc::DecalMode::WIREFRAME;
DrawPolygonDecal(nullptr, { pos1, pos2 }, { {0, 0}, {0,0} }, p);
nDecalMode = m;
/*DecalInstance di;
di.decal = nullptr;
di.points = uint32_t(2);
di.pos.resize(di.points);
di.uv.resize(di.points);
di.w.resize(di.points);
di.tint.resize(di.points);
di.pos[0] = { (pos1.x * vInvScreenSize.x) * 2.0f - 1.0f, ((pos1.y * vInvScreenSize.y) * 2.0f - 1.0f) * -1.0f };
di.uv[0] = { 0.0f, 0.0f };
di.tint[0] = p;
di.w[0] = 1.0f;
di.pos[1] = { (pos2.x * vInvScreenSize.x) * 2.0f - 1.0f, ((pos2.y * vInvScreenSize.y) * 2.0f - 1.0f) * -1.0f };
di.uv[1] = { 0.0f, 0.0f };
di.tint[1] = p;
di.w[1] = 1.0f;
di.mode = olc::DecalMode::WIREFRAME;
di.structure = nDecalStructure;
vLayers[nTargetLayer].vecDecalInstance.push_back(di);*/
}
void PixelGameEngine::DrawRectDecal(const olc::vf2d& pos, const olc::vf2d& size, const olc::Pixel col)
{
auto m = nDecalMode;
SetDecalMode(olc::DecalMode::WIREFRAME);
olc::vf2d vNewSize = size;// (size - olc::vf2d(0.375f, 0.375f)).ceil();
std::array<olc::vf2d, 4> points = { { {pos}, {pos.x, pos.y + vNewSize.y}, {pos + vNewSize}, {pos.x + vNewSize.x, pos.y} } };
std::array<olc::vf2d, 4> uvs = { {{0,0},{0,0},{0,0},{0,0}} };
std::array<olc::Pixel, 4> cols = { {col, col, col, col} };
DrawExplicitDecal(nullptr, points.data(), uvs.data(), cols.data(), 4);
SetDecalMode(m);
}
void PixelGameEngine::FillRectDecal(const olc::vf2d& pos, const olc::vf2d& size, const olc::Pixel col)
{
olc::vf2d vNewSize = size;// (size - olc::vf2d(0.375f, 0.375f)).ceil();
std::array<olc::vf2d, 4> points = { { {pos}, {pos.x, pos.y + vNewSize.y}, {pos + vNewSize}, {pos.x + vNewSize.x, pos.y} } };
std::array<olc::vf2d, 4> uvs = { {{0,0},{0,0},{0,0},{0,0}} };
std::array<olc::Pixel, 4> cols = { {col, col, col, col} };
DrawExplicitDecal(nullptr, points.data(), uvs.data(), cols.data(), 4);
}
void PixelGameEngine::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)
{
std::array<olc::vf2d, 4> points = { { {pos}, {pos.x, pos.y + size.y}, {pos + size}, {pos.x + size.x, pos.y} } };
std::array<olc::vf2d, 4> uvs = { {{0,0},{0,0},{0,0},{0,0}} };
std::array<olc::Pixel, 4> cols = { {colTL, colBL, colBR, colTR} };
DrawExplicitDecal(nullptr, points.data(), uvs.data(), cols.data(), 4);
}
void PixelGameEngine::DrawRotatedDecal(const olc::vf2d& pos, olc::Decal* decal, const float fAngle, const olc::vf2d& center, const olc::vf2d& scale, const olc::Pixel& tint)
{
DecalInstance di;
di.decal = decal;
di.pos.resize(4);
di.uv = { { 0.0f, 0.0f}, {0.0f, 1.0f}, {1.0f, 1.0f}, {1.0f, 0.0f} };
di.w = { 1, 1, 1, 1 };
di.tint = { tint, tint, tint, tint };
di.points = 4;
di.pos[0] = (olc::vf2d(0.0f, 0.0f) - center) * scale;
di.pos[1] = (olc::vf2d(0.0f, float(decal->sprite->height)) - center) * scale;
di.pos[2] = (olc::vf2d(float(decal->sprite->width), float(decal->sprite->height)) - center) * scale;
di.pos[3] = (olc::vf2d(float(decal->sprite->width), 0.0f) - center) * scale;
float c = cos(fAngle), s = sin(fAngle);
for (int i = 0; i < 4; i++)
{
di.pos[i] = pos + olc::vf2d(di.pos[i].x * c - di.pos[i].y * s, di.pos[i].x * s + di.pos[i].y * c);
di.pos[i] = di.pos[i] * vInvScreenSize * 2.0f - olc::vf2d(1.0f, 1.0f);
di.pos[i].y *= -1.0f;
di.w[i] = 1;
}
di.mode = nDecalMode;
di.structure = nDecalStructure;
vLayers[nTargetLayer].vecDecalInstance.push_back(di);
}
void PixelGameEngine::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)
{
DecalInstance di;
di.decal = decal;
di.points = 4;
di.tint = { tint, tint, tint, tint };
di.w = { 1, 1, 1, 1 };
di.pos.resize(4);
di.pos[0] = (olc::vf2d(0.0f, 0.0f) - center) * scale;
di.pos[1] = (olc::vf2d(0.0f, source_size.y) - center) * scale;
di.pos[2] = (olc::vf2d(source_size.x, source_size.y) - center) * scale;
di.pos[3] = (olc::vf2d(source_size.x, 0.0f) - center) * scale;
float c = cos(fAngle), s = sin(fAngle);
for (int i = 0; i < 4; i++)
{
di.pos[i] = pos + olc::vf2d(di.pos[i].x * c - di.pos[i].y * s, di.pos[i].x * s + di.pos[i].y * c);
di.pos[i] = di.pos[i] * vInvScreenSize * 2.0f - olc::vf2d(1.0f, 1.0f);
di.pos[i].y *= -1.0f;
}
olc::vf2d uvtl = source_pos * decal->vUVScale;
olc::vf2d uvbr = uvtl + (source_size * decal->vUVScale);
di.uv = { { uvtl.x, uvtl.y }, { uvtl.x, uvbr.y }, { uvbr.x, uvbr.y }, { uvbr.x, uvtl.y } };
di.mode = nDecalMode;
di.structure = nDecalStructure;
vLayers[nTargetLayer].vecDecalInstance.push_back(di);
}
void PixelGameEngine::DrawPartialWarpedDecal(olc::Decal* decal, const olc::vf2d* pos, const olc::vf2d& source_pos, const olc::vf2d& source_size, const olc::Pixel& tint)
{
DecalInstance di;
di.points = 4;
di.decal = decal;
di.tint = { tint, tint, tint, tint };
di.w = { 1, 1, 1, 1 };
di.pos.resize(4);
di.uv = { { 0.0f, 0.0f}, {0.0f, 1.0f}, {1.0f, 1.0f}, {1.0f, 0.0f} };
olc::vf2d center;
float rd = ((pos[2].x - pos[0].x) * (pos[3].y - pos[1].y) - (pos[3].x - pos[1].x) * (pos[2].y - pos[0].y));
if (rd != 0)
{
olc::vf2d uvtl = source_pos * decal->vUVScale;
olc::vf2d uvbr = uvtl + (source_size * decal->vUVScale);
di.uv = { { uvtl.x, uvtl.y }, { uvtl.x, uvbr.y }, { uvbr.x, uvbr.y }, { uvbr.x, uvtl.y } };
rd = 1.0f / rd;
float rn = ((pos[3].x - pos[1].x) * (pos[0].y - pos[1].y) - (pos[3].y - pos[1].y) * (pos[0].x - pos[1].x)) * rd;
float sn = ((pos[2].x - pos[0].x) * (pos[0].y - pos[1].y) - (pos[2].y - pos[0].y) * (pos[0].x - pos[1].x)) * rd;
if (!(rn < 0.f || rn > 1.f || sn < 0.f || sn > 1.f)) center = pos[0] + rn * (pos[2] - pos[0]);
float d[4]; for (int i = 0; i < 4; i++) d[i] = (pos[i] - center).mag();
for (int i = 0; i < 4; i++)
{
float q = d[i] == 0.0f ? 1.0f : (d[i] + d[(i + 2) & 3]) / d[(i + 2) & 3];
di.uv[i] *= q; di.w[i] *= q;
di.pos[i] = { (pos[i].x * vInvScreenSize.x) * 2.0f - 1.0f, ((pos[i].y * vInvScreenSize.y) * 2.0f - 1.0f) * -1.0f };
}
di.mode = nDecalMode;
di.structure = nDecalStructure;
vLayers[nTargetLayer].vecDecalInstance.push_back(di);
}
}
void PixelGameEngine::DrawWarpedDecal(olc::Decal* decal, const olc::vf2d* pos, const olc::Pixel& tint)
{
// Thanks Nathan Reed, a brilliant article explaining whats going on here
// http://www.reedbeta.com/blog/quadrilateral-interpolation-part-1/
DecalInstance di;
di.points = 4;
di.decal = decal;
di.tint = { tint, tint, tint, tint };
di.w = { 1, 1, 1, 1 };
di.pos.resize(4);
di.uv = { { 0.0f, 0.0f}, {0.0f, 1.0f}, {1.0f, 1.0f}, {1.0f, 0.0f} };
olc::vf2d center;
float rd = ((pos[2].x - pos[0].x) * (pos[3].y - pos[1].y) - (pos[3].x - pos[1].x) * (pos[2].y - pos[0].y));
if (rd != 0)
{
rd = 1.0f / rd;
float rn = ((pos[3].x - pos[1].x) * (pos[0].y - pos[1].y) - (pos[3].y - pos[1].y) * (pos[0].x - pos[1].x)) * rd;
float sn = ((pos[2].x - pos[0].x) * (pos[0].y - pos[1].y) - (pos[2].y - pos[0].y) * (pos[0].x - pos[1].x)) * rd;
if (!(rn < 0.f || rn > 1.f || sn < 0.f || sn > 1.f)) center = pos[0] + rn * (pos[2] - pos[0]);
float d[4]; for (int i = 0; i < 4; i++) d[i] = (pos[i] - center).mag();
for (int i = 0; i < 4; i++)
{
float q = d[i] == 0.0f ? 1.0f : (d[i] + d[(i + 2) & 3]) / d[(i + 2) & 3];
di.uv[i] *= q; di.w[i] *= q;
di.pos[i] = { (pos[i].x * vInvScreenSize.x) * 2.0f - 1.0f, ((pos[i].y * vInvScreenSize.y) * 2.0f - 1.0f) * -1.0f };
}
di.mode = nDecalMode;
di.structure = nDecalStructure;
vLayers[nTargetLayer].vecDecalInstance.push_back(di);
}
}
void PixelGameEngine::DrawWarpedDecal(olc::Decal* decal, const std::array<olc::vf2d, 4>& pos, const olc::Pixel& tint)
{ DrawWarpedDecal(decal, pos.data(), tint); }
void PixelGameEngine::DrawWarpedDecal(olc::Decal* decal, const olc::vf2d(&pos)[4], const olc::Pixel& tint)
{ DrawWarpedDecal(decal, &pos[0], tint); }
void PixelGameEngine::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 PixelGameEngine::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 PixelGameEngine::DrawStringDecal(const olc::vf2d& pos, const std::string& sText, const Pixel col, const olc::vf2d& scale)
{
olc::vf2d spos = { 0.0f, 0.0f };
for (auto c : sText)
{
if (c == '\n')
{
spos.x = 0; spos.y += 8.0f * scale.y;
}
else if (c == '\t')
{
spos.x += 8.0f * float(nTabSizeInSpaces) * scale.x;
}
else
{
int32_t ox = (c - 32) % 16;
int32_t oy = (c - 32) / 16;
DrawPartialDecal(pos + spos, fontRenderable.Decal(), {float(ox) * 8.0f, float(oy) * 8.0f}, {8.0f, 8.0f}, scale, col);
spos.x += 8.0f * scale.x;
}
}
}
void PixelGameEngine::DrawStringPropDecal(const olc::vf2d& pos, const std::string& sText, const Pixel col, const olc::vf2d& scale)
{
olc::vf2d spos = { 0.0f, 0.0f };
for (auto c : sText)
{
if (c == '\n')
{
spos.x = 0; spos.y += 8.0f * scale.y;
}
else if (c == '\t')
{
spos.x += 8.0f * float(nTabSizeInSpaces) * scale.x;
}
else
{
int32_t ox = (c - 32) % 16;
int32_t oy = (c - 32) / 16;
DrawPartialDecal(pos + spos, fontRenderable.Decal(), { float(ox) * 8.0f + float(vFontSpacing[c - 32].x), float(oy) * 8.0f }, { float(vFontSpacing[c - 32].y), 8.0f }, scale, col);
spos.x += float(vFontSpacing[c - 32].y) * scale.x;
}
}
}
// Thanks Oso-Grande/Sopadeoso For these awesom and stupidly clever Text Rotation routines... duh XD
void PixelGameEngine::DrawRotatedStringDecal(const olc::vf2d& pos, const std::string& sText, const float fAngle, const olc::vf2d& center, const Pixel col, const olc::vf2d& scale)
{
olc::vf2d spos = center;
for (auto c : sText)
{
if (c == '\n')
{
spos.x = center.x; spos.y -= 8.0f;
}
else if (c == '\t')
{
spos.x += 8.0f * float(nTabSizeInSpaces) * scale.x;
}
else
{
int32_t ox = (c - 32) % 16;
int32_t oy = (c - 32) / 16;
DrawPartialRotatedDecal(pos, fontRenderable.Decal(), fAngle, spos, { float(ox) * 8.0f, float(oy) * 8.0f }, { 8.0f, 8.0f }, scale, col);
spos.x -= 8.0f;
}
}
}
void PixelGameEngine::DrawRotatedStringPropDecal(const olc::vf2d& pos, const std::string& sText, const float fAngle, const olc::vf2d& center, const Pixel col, const olc::vf2d& scale)
{
olc::vf2d spos = center;
for (auto c : sText)
{
if (c == '\n')
{
spos.x = center.x; spos.y -= 8.0f;
}
else if (c == '\t')
{
spos.x += 8.0f * float(nTabSizeInSpaces) * scale.x;
}
else
{
int32_t ox = (c - 32) % 16;
int32_t oy = (c - 32) / 16;
DrawPartialRotatedDecal(pos, fontRenderable.Decal(), fAngle, spos, { float(ox) * 8.0f + float(vFontSpacing[c - 32].x), float(oy) * 8.0f }, { float(vFontSpacing[c - 32].y), 8.0f }, scale, col);
spos.x -= float(vFontSpacing[c - 32].y);
}
}
}
olc::vi2d PixelGameEngine::GetTextSize(const std::string& s)
{
olc::vi2d size = { 0,1 };
olc::vi2d pos = { 0,1 };
for (auto c : s)
{
if (c == '\n') { pos.y++; pos.x = 0; }
else if (c == '\t') { pos.x += nTabSizeInSpaces; }
else pos.x++;
size.x = std::max(size.x, pos.x);
size.y = std::max(size.y, pos.y);
}
return size * 8;
}
void PixelGameEngine::DrawString(const olc::vi2d& pos, const std::string& sText, Pixel col, uint32_t scale)
{ DrawString(pos.x, pos.y, sText, col, scale); }
void PixelGameEngine::DrawString(int32_t x, int32_t y, const std::string& sText, Pixel col, uint32_t scale)
{
int32_t sx = 0;
int32_t sy = 0;
Pixel::Mode m = nPixelMode;
// Thanks @tucna, spotted bug with col.ALPHA :P
if (m != Pixel::CUSTOM) // Thanks @Megarev, required for "shaders"
{
if (col.a != 255) SetPixelMode(Pixel::ALPHA);
else SetPixelMode(Pixel::MASK);
}
for (auto c : sText)
{
if (c == '\n')
{
sx = 0; sy += 8 * scale;
}
else if (c == '\t')
{
sx += 8 * nTabSizeInSpaces * scale;
}
else
{
int32_t ox = (c - 32) % 16;
int32_t oy = (c - 32) / 16;
if (scale > 1)
{
for (uint32_t i = 0; i < 8; i++)
for (uint32_t j = 0; j < 8; j++)
if (fontRenderable.Sprite()->GetPixel(i + ox * 8, j + oy * 8).r > 0)
for (uint32_t is = 0; is < scale; is++)
for (uint32_t js = 0; js < scale; js++)
Draw(x + sx + (i * scale) + is, y + sy + (j * scale) + js, col);
}
else
{
for (uint32_t i = 0; i < 8; i++)
for (uint32_t j = 0; j < 8; j++)
if (fontRenderable.Sprite()->GetPixel(i + ox * 8, j + oy * 8).r > 0)
Draw(x + sx + i, y + sy + j, col);
}
sx += 8 * scale;
}
}
SetPixelMode(m);
}
olc::vi2d PixelGameEngine::GetTextSizeProp(const std::string& s)
{
olc::vi2d size = { 0,1 };
olc::vi2d pos = { 0,1 };
for (auto c : s)
{
if (c == '\n') { pos.y += 1; pos.x = 0; }
else if (c == '\t') { pos.x += nTabSizeInSpaces * 8; }
else pos.x += vFontSpacing[c - 32].y;
size.x = std::max(size.x, pos.x);
size.y = std::max(size.y, pos.y);
}
size.y *= 8;
return size;
}
void PixelGameEngine::DrawStringProp(const olc::vi2d& pos, const std::string& sText, Pixel col, uint32_t scale)
{ DrawStringProp(pos.x, pos.y, sText, col, scale); }
void PixelGameEngine::DrawStringProp(int32_t x, int32_t y, const std::string& sText, Pixel col, uint32_t scale)
{
int32_t sx = 0;
int32_t sy = 0;
Pixel::Mode m = nPixelMode;
if (m != Pixel::CUSTOM)
{
if (col.a != 255) SetPixelMode(Pixel::ALPHA);
else SetPixelMode(Pixel::MASK);
}
for (auto c : sText)
{
if (c == '\n')
{
sx = 0; sy += 8 * scale;
}
else if (c == '\t')
{
sx += 8 * nTabSizeInSpaces * scale;
}
else
{
int32_t ox = (c - 32) % 16;
int32_t oy = (c - 32) / 16;
if (scale > 1)
{
for (int32_t i = 0; i < vFontSpacing[c - 32].y; i++)
for (int32_t j = 0; j < 8; j++)
if (fontRenderable.Sprite()->GetPixel(i + ox * 8 + vFontSpacing[c - 32].x, j + oy * 8).r > 0)
for (int32_t is = 0; is < int(scale); is++)
for (int32_t js = 0; js < int(scale); js++)
Draw(x + sx + (i * scale) + is, y + sy + (j * scale) + js, col);
}
else
{
for (int32_t i = 0; i < vFontSpacing[c - 32].y; i++)
for (int32_t j = 0; j < 8; j++)
if (fontRenderable.Sprite()->GetPixel(i + ox * 8 + vFontSpacing[c - 32].x, j + oy * 8).r > 0)
Draw(x + sx + i, y + sy + j, col);
}
sx += vFontSpacing[c - 32].y * scale;
}
}
SetPixelMode(m);
}
void PixelGameEngine::SetPixelMode(Pixel::Mode m)
{ nPixelMode = m; }
Pixel::Mode PixelGameEngine::GetPixelMode()
{ return nPixelMode; }
void PixelGameEngine::SetPixelMode(std::function<olc::Pixel(const int x, const int y, const olc::Pixel&, const olc::Pixel&)> pixelMode)
{
funcPixelMode = pixelMode;
nPixelMode = Pixel::Mode::CUSTOM;
}
void PixelGameEngine::SetPixelBlend(float fBlend)
{
fBlendFactor = fBlend;
if (fBlendFactor < 0.0f) fBlendFactor = 0.0f;
if (fBlendFactor > 1.0f) fBlendFactor = 1.0f;
}
std::stringstream& PixelGameEngine::ConsoleOut()
{ return ssConsoleOutput; }
bool PixelGameEngine::IsConsoleShowing() const
{ return bConsoleShow; }
void PixelGameEngine::ConsoleShow(const olc::Key& keyExit, bool bSuspendTime)
{
if (bConsoleShow)
return;
bConsoleShow = true;
bConsoleSuspendTime = bSuspendTime;
TextEntryEnable(true);
keyConsoleExit = keyExit;
pKeyboardState[keyConsoleExit].bHeld = false;
pKeyboardState[keyConsoleExit].bPressed = false;
pKeyboardState[keyConsoleExit].bReleased = true;
}
void PixelGameEngine::ConsoleClear()
{ sConsoleLines.clear(); }
void PixelGameEngine::ConsoleCaptureStdOut(const bool bCapture)
{
if(bCapture)
sbufOldCout = std::cout.rdbuf(ssConsoleOutput.rdbuf());
else
std::cout.rdbuf(sbufOldCout);
}
void PixelGameEngine::UpdateConsole()
{
if (GetKey(keyConsoleExit).bPressed)
{
TextEntryEnable(false);
bConsoleSuspendTime = false;
bConsoleShow = false;
return;
}
// Keep Console sizes based in real screen dimensions
vConsoleCharacterScale = olc::vf2d(1.0f, 2.0f) / (olc::vf2d(vViewSize) * vInvScreenSize);
vConsoleSize = (vViewSize / olc::vi2d(8, 16)) - olc::vi2d(2, 4);
// If console has changed size, simply reset it
if (vConsoleSize.y != sConsoleLines.size())
{
vConsoleCursor = { 0,0 };
sConsoleLines.clear();
sConsoleLines.resize(vConsoleSize.y);
}
auto TypeCharacter = [&](const char c)
{
if (c >= 32 && c < 127)
{
sConsoleLines[vConsoleCursor.y].append(1, c);
vConsoleCursor.x++;
}
if( c == '\n' || vConsoleCursor.x >= vConsoleSize.x)
{
vConsoleCursor.y++; vConsoleCursor.x = 0;
}
if (vConsoleCursor.y >= vConsoleSize.y)
{
vConsoleCursor.y = vConsoleSize.y - 1;
for (size_t i = 1; i < vConsoleSize.y; i++)
sConsoleLines[i - 1] = sConsoleLines[i];
sConsoleLines[vConsoleCursor.y].clear();
}
};
// Empty out "std::cout", parsing as we go
while (ssConsoleOutput.rdbuf()->sgetc() != -1)
{
char c = ssConsoleOutput.rdbuf()->sbumpc();
TypeCharacter(c);
}
// Draw Shadow
GradientFillRectDecal({ 0,0 }, olc::vf2d(vScreenSize), olc::PixelF(0, 0, 0.5f, 0.5f), olc::PixelF(0, 0, 0.25f, 0.5f), olc::PixelF(0, 0, 0.25f, 0.5f), olc::PixelF(0, 0, 0.25f, 0.5f));
// Draw the console buffer
SetDecalMode(olc::DecalMode::NORMAL);
for (int32_t nLine = 0; nLine < vConsoleSize.y; nLine++)
DrawStringDecal(olc::vf2d( 1, 1 + float(nLine) ) * vConsoleCharacterScale * 8.0f, sConsoleLines[nLine], olc::WHITE, vConsoleCharacterScale);
// Draw Input State
FillRectDecal(olc::vf2d(1 + float((TextEntryGetCursor() + 1)), 1 + float((vConsoleSize.y - 1))) * vConsoleCharacterScale * 8.0f, olc::vf2d(8, 8) * vConsoleCharacterScale, olc::DARK_CYAN);
DrawStringDecal(olc::vf2d(1, 1 + float((vConsoleSize.y - 1))) * vConsoleCharacterScale * 8.0f, std::string(">") + TextEntryGetString(), olc::YELLOW, vConsoleCharacterScale);
}
void PixelGameEngine::TextEntryEnable(const bool bEnable, const std::string& sText)
{
if (bEnable)
{
nTextEntryCursor = int32_t(sText.size());
sTextEntryString = sText;
bTextEntryEnable = true;
}
else
{
bTextEntryEnable = false;
}
}
std::string PixelGameEngine::TextEntryGetString() const
{ return sTextEntryString; }
int32_t PixelGameEngine::TextEntryGetCursor() const
{ return nTextEntryCursor; }
bool PixelGameEngine::IsTextEntryEnabled() const
{ return bTextEntryEnable; }
void PixelGameEngine::UpdateTextEntry()
{
// Check for typed characters
for (const auto& key : vKeyboardMap)
if (GetKey(std::get<0>(key)).bPressed)
{
sTextEntryString.insert(nTextEntryCursor, GetKey(olc::Key::SHIFT).bHeld ? std::get<2>(key) : std::get<1>(key));
nTextEntryCursor++;
}
// Check for command characters
if (GetKey(olc::Key::LEFT).bPressed)
nTextEntryCursor = std::max(0, nTextEntryCursor - 1);
if (GetKey(olc::Key::RIGHT).bPressed)
nTextEntryCursor = std::min(int32_t(sTextEntryString.size()), nTextEntryCursor + 1);
if (GetKey(olc::Key::BACK).bPressed && nTextEntryCursor > 0)
{
sTextEntryString.erase(nTextEntryCursor-1, 1);
nTextEntryCursor = std::max(0, nTextEntryCursor - 1);
}
if (GetKey(olc::Key::DEL).bPressed && nTextEntryCursor < sTextEntryString.size())
sTextEntryString.erase(nTextEntryCursor, 1);
if (GetKey(olc::Key::UP).bPressed)
{
if (!sCommandHistory.empty())
{
if (sCommandHistoryIt != sCommandHistory.begin())
sCommandHistoryIt--;
nTextEntryCursor = int32_t(sCommandHistoryIt->size());
sTextEntryString = *sCommandHistoryIt;
}
}
if (GetKey(olc::Key::DOWN).bPressed)
{
if (!sCommandHistory.empty())
{
if (sCommandHistoryIt != sCommandHistory.end())
{
sCommandHistoryIt++;
if (sCommandHistoryIt != sCommandHistory.end())
{
nTextEntryCursor = int32_t(sCommandHistoryIt->size());
sTextEntryString = *sCommandHistoryIt;
}
else
{
nTextEntryCursor = 0;
sTextEntryString = "";
}
}
}
}
if (GetKey(olc::Key::ENTER).bPressed)
{
if (bConsoleShow)
{
std::cout << ">" + sTextEntryString + "\n";
if (OnConsoleCommand(sTextEntryString))
{
sCommandHistory.push_back(sTextEntryString);
sCommandHistoryIt = sCommandHistory.end();
}
sTextEntryString.clear();
nTextEntryCursor = 0;
}
else
{
OnTextEntryComplete(sTextEntryString);
TextEntryEnable(false);
}
}
}
// User must override these functions as required. I have not made
// them abstract because I do need a default behaviour to occur if
// they are not overwritten
bool PixelGameEngine::OnUserCreate()
{ return false; }
bool PixelGameEngine::OnUserUpdate(float fElapsedTime)
{ UNUSED(fElapsedTime); return false; }
bool PixelGameEngine::OnUserDestroy()
{ return true; }
void PixelGameEngine::GetAnyKey(){};
void PixelGameEngine::GetAnyKeyPress(olc::Key pressedKey){};
void PixelGameEngine::OnTextEntryComplete(const std::string& sText) { UNUSED(sText); }
bool PixelGameEngine::OnConsoleCommand(const std::string& sCommand) { UNUSED(sCommand); return false; }
// Externalised API
void PixelGameEngine::olc_UpdateViewport()
{
int32_t ww = vScreenSize.x * vPixelSize.x;
int32_t wh = vScreenSize.y * vPixelSize.y;
float wasp = (float)ww / (float)wh;
if (bPixelCohesion)
{
vScreenPixelSize = (vWindowSize / vScreenSize);
vViewSize = (vWindowSize / vScreenSize) * vScreenSize;
}
else
{
vViewSize.x = (int32_t)vWindowSize.x;
vViewSize.y = (int32_t)((float)vViewSize.x / wasp);
if (vViewSize.y > vWindowSize.y)
{
vViewSize.y = vWindowSize.y;
vViewSize.x = (int32_t)((float)vViewSize.y * wasp);
}
}
vViewPos = (vWindowSize - vViewSize) / 2;
}
void PixelGameEngine::olc_UpdateWindowSize(int32_t x, int32_t y)
{
vWindowSize = { x, y };
olc_UpdateViewport();
}
void PixelGameEngine::olc_UpdateMouseWheel(int32_t delta)
{ nMouseWheelDeltaCache += delta; }
void PixelGameEngine::olc_UpdateMouse(int32_t x, int32_t y)
{
// Mouse coords come in screen space
// But leave in pixel space
bHasMouseFocus = true;
vMouseWindowPos = { x, y };
// Full Screen mode may have a weird viewport we must clamp to
x -= vViewPos.x;
y -= vViewPos.y;
vMousePosCache.x = (int32_t)(((float)x / (float)(vWindowSize.x - (vViewPos.x * 2)) * (float)vScreenSize.x));
vMousePosCache.y = (int32_t)(((float)y / (float)(vWindowSize.y - (vViewPos.y * 2)) * (float)vScreenSize.y));
if (vMousePosCache.x >= (int32_t)vScreenSize.x) vMousePosCache.x = vScreenSize.x - 1;
if (vMousePosCache.y >= (int32_t)vScreenSize.y) vMousePosCache.y = vScreenSize.y - 1;
if (vMousePosCache.x < 0) vMousePosCache.x = 0;
if (vMousePosCache.y < 0) vMousePosCache.y = 0;
}
void PixelGameEngine::olc_UpdateMouseState(int32_t button, bool state)
{ pMouseNewState[button] = state; }
void PixelGameEngine::olc_UpdateKeyState(int32_t key, bool state)
{ pKeyNewState[key] = state; }
void PixelGameEngine::olc_UpdateMouseFocus(bool state)
{ bHasMouseFocus = state; }
void PixelGameEngine::olc_UpdateKeyFocus(bool state)
{ bHasInputFocus = state; }
void PixelGameEngine::olc_Reanimate()
{ bAtomActive = true; }
bool PixelGameEngine::olc_IsRunning()
{ return bAtomActive; }
void PixelGameEngine::olc_Terminate()
{ bAtomActive = false; }
void PixelGameEngine::EngineThread()
{
// Allow platform to do stuff here if needed, since its now in the
// context of this thread
if (platform->ThreadStartUp() == olc::FAIL) return;
// Do engine context specific initialisation
olc_PrepareEngine();
// Create user resources as part of this thread
for (auto& ext : vExtensions) ext->OnBeforeUserCreate();
if (!OnUserCreate()) bAtomActive = false;
for (auto& ext : vExtensions) ext->OnAfterUserCreate();
while (bAtomActive)
{
// Run as fast as possible
while (bAtomActive) { olc_CoreUpdate(); }
// Allow the user to free resources if they have overrided the destroy function
if (!OnUserDestroy())
{
// User denied destroy for some reason, so continue running
bAtomActive = true;
}
}
platform->ThreadCleanUp();
}
void PixelGameEngine::olc_PrepareEngine()
{
// Start OpenGL, the context is owned by the game thread
if (platform->CreateGraphics(bFullScreen, bEnableVSYNC, vViewPos, vViewSize) == olc::FAIL) return;
// Construct default font sheet
olc_ConstructFontSheet();
// Create Primary Layer "0"
CreateLayer();
vLayers[0].bUpdate = true;
vLayers[0].bShow = true;
SetDrawTarget(nullptr);
m_tp1 = std::chrono::system_clock::now();
m_tp2 = std::chrono::system_clock::now();
}
void PixelGameEngine::olc_CoreUpdate()
{
// Handle Timing
m_tp2 = std::chrono::system_clock::now();
std::chrono::duration<float> elapsedTime = m_tp2 - m_tp1;
m_tp1 = m_tp2;
// Our time per frame coefficient
float fElapsedTime = elapsedTime.count();
fLastElapsed = fElapsedTime;
if (bConsoleSuspendTime)
fElapsedTime = 0.0f;
// Some platforms will need to check for events
platform->HandleSystemEvent();
// Compare hardware input states from previous frame
auto ScanHardware = [&](HWButton* pKeys, bool* pStateOld, bool* pStateNew, uint32_t nKeyCount,bool keyboard=true)
{
bool pressed=false;
int key;
for (uint32_t i = 0; i < nKeyCount; i++)
{
pKeys[i].bPressed = false;
pKeys[i].bReleased = false;
if (pStateNew[i] != pStateOld[i])
{
if (pStateNew[i])
{
pressed=true;
key=i;
pKeys[i].bPressed = !pKeys[i].bHeld;
pKeys[i].bHeld = true;
}
else
{
pKeys[i].bReleased = true;
pKeys[i].bHeld = false;
}
GetAnyKey();
}
pStateOld[i] = pStateNew[i];
}
if (pressed) {
if (keyboard) {GetAnyKeyPress((olc::Key)key);}
else {GetAnyKeyPress(olc::Key::NONE);}
}
};
ScanHardware(pKeyboardState, pKeyOldState, pKeyNewState, 256);
ScanHardware(pMouseState, pMouseOldState, pMouseNewState, nMouseButtons, false);
// Cache mouse coordinates so they remain consistent during frame
vMousePos = vMousePosCache;
nMouseWheelDelta = nMouseWheelDeltaCache;
nMouseWheelDeltaCache = 0;
if (bTextEntryEnable)
{
UpdateTextEntry();
}
// Handle Frame Update
bool bExtensionBlockFrame = false;
for (auto& ext : vExtensions) bExtensionBlockFrame |= ext->OnBeforeUserUpdate(fElapsedTime);
if (!bExtensionBlockFrame)
{
if (!OnUserUpdate(fElapsedTime)) bAtomActive = false;
}
for (auto& ext : vExtensions) ext->OnAfterUserUpdate(fElapsedTime);
if (bConsoleShow)
{
SetDrawTarget((uint8_t)0);
UpdateConsole();
}
// Display Frame
renderer->UpdateViewport(vViewPos, vViewSize);
renderer->ClearBuffer(olc::BLACK, true);
// Layer 0 must always exist
vLayers[0].bUpdate = true;
vLayers[0].bShow = true;
SetDecalMode(DecalMode::NORMAL);
renderer->PrepareDrawing();
for (auto layer = vLayers.rbegin(); layer != vLayers.rend(); ++layer)
{
if (layer->bShow)
{
if (layer->funcHook == nullptr)
{
renderer->ApplyTexture(layer->pDrawTarget.Decal()->id);
if (!bSuspendTextureTransfer && layer->bUpdate)
{
layer->pDrawTarget.Decal()->Update();
layer->bUpdate = false;
}
renderer->DrawLayerQuad(layer->vOffset, layer->vScale, layer->tint);
// Display Decals in order for this layer
for (auto& decal : layer->vecDecalInstance)
renderer->DrawDecal(decal);
layer->vecDecalInstance.clear();
}
else
{
// Mwa ha ha.... Have Fun!!!
layer->funcHook();
}
}
}
// Present Graphics to screen
renderer->DisplayFrame();
// Update Title Bar
fFrameTimer += fElapsedTime;
nFrameCount++;
if (fFrameTimer >= 1.0f)
{
nLastFPS = nFrameCount;
fFrameTimer -= 1.0f;
std::string sTitle = "OneLoneCoder.com - Pixel Game Engine - " + sAppName + " - FPS: " + std::to_string(nFrameCount);
platform->SetWindowTitle(sTitle);
nFrameCount = 0;
}
}
void PixelGameEngine::olc_ConstructFontSheet()
{
std::string data;
data += "?Q`0001oOch0o01o@F40o0<AGD4090LAGD<090@A7ch0?00O7Q`0600>00000000";
data += "O000000nOT0063Qo4d8>?7a14Gno94AA4gno94AaOT0>o3`oO400o7QN00000400";
data += "Of80001oOg<7O7moBGT7O7lABET024@aBEd714AiOdl717a_=TH013Q>00000000";
data += "720D000V?V5oB3Q_HdUoE7a9@DdDE4A9@DmoE4A;Hg]oM4Aj8S4D84@`00000000";
data += "OaPT1000Oa`^13P1@AI[?g`1@A=[OdAoHgljA4Ao?WlBA7l1710007l100000000";
data += "ObM6000oOfMV?3QoBDD`O7a0BDDH@5A0BDD<@5A0BGeVO5ao@CQR?5Po00000000";
data += "Oc``000?Ogij70PO2D]??0Ph2DUM@7i`2DTg@7lh2GUj?0TO0C1870T?00000000";
data += "70<4001o?P<7?1QoHg43O;`h@GT0@:@LB@d0>:@hN@L0@?aoN@<0O7ao0000?000";
data += "OcH0001SOglLA7mg24TnK7ln24US>0PL24U140PnOgl0>7QgOcH0K71S0000A000";
data += "00H00000@Dm1S007@DUSg00?OdTnH7YhOfTL<7Yh@Cl0700?@Ah0300700000000";
data += "<008001QL00ZA41a@6HnI<1i@FHLM81M@@0LG81?O`0nC?Y7?`0ZA7Y300080000";
data += "O`082000Oh0827mo6>Hn?Wmo?6HnMb11MP08@C11H`08@FP0@@0004@000000000";
data += "00P00001Oab00003OcKP0006@6=PMgl<@440MglH@000000`@000001P00000000";
data += "Ob@8@@00Ob@8@Ga13R@8Mga172@8?PAo3R@827QoOb@820@0O`0007`0000007P0";
data += "O`000P08Od400g`<3V=P0G`673IP0`@3>1`00P@6O`P00g`<O`000GP800000000";
data += "?P9PL020O`<`N3R0@E4HC7b0@ET<ATB0@@l6C4B0O`H3N7b0?P01L3R000000020";
fontRenderable.Create(128, 48);
int px = 0, py = 0;
for (size_t b = 0; b < 1024; b += 4)
{
uint32_t sym1 = (uint32_t)data[b + 0] - 48;
uint32_t sym2 = (uint32_t)data[b + 1] - 48;
uint32_t sym3 = (uint32_t)data[b + 2] - 48;
uint32_t sym4 = (uint32_t)data[b + 3] - 48;
uint32_t r = sym1 << 18 | sym2 << 12 | sym3 << 6 | sym4;
for (int i = 0; i < 24; i++)
{
int k = r & (1 << i) ? 255 : 0;
fontRenderable.Sprite()->SetPixel(px, py, olc::Pixel(k, k, k, k));
if (++py == 48) { px++; py = 0; }
}
}
fontRenderable.Decal()->Update();
constexpr std::array<uint8_t, 96> vSpacing = { {
0x03,0x25,0x16,0x08,0x07,0x08,0x08,0x04,0x15,0x15,0x08,0x07,0x15,0x07,0x24,0x08,
0x08,0x17,0x08,0x08,0x08,0x08,0x08,0x08,0x08,0x08,0x24,0x15,0x06,0x07,0x16,0x17,
0x08,0x08,0x08,0x08,0x08,0x08,0x08,0x08,0x08,0x17,0x08,0x08,0x17,0x08,0x08,0x08,
0x08,0x08,0x08,0x08,0x17,0x08,0x08,0x08,0x08,0x17,0x08,0x15,0x08,0x15,0x08,0x08,
0x24,0x18,0x17,0x17,0x17,0x17,0x17,0x17,0x17,0x33,0x17,0x17,0x33,0x18,0x17,0x17,
0x17,0x17,0x17,0x17,0x07,0x17,0x17,0x18,0x18,0x17,0x17,0x07,0x33,0x07,0x08,0x00, } };
for (auto c : vSpacing) vFontSpacing.push_back({ c >> 4, c & 15 });
// UK Standard Layout
#ifdef OLC_KEYBOARD_UK
vKeyboardMap =
{
{olc::Key::A, "a", "A"}, {olc::Key::B, "b", "B"}, {olc::Key::C, "c", "C"}, {olc::Key::D, "d", "D"}, {olc::Key::E, "e", "E"},
{olc::Key::F, "f", "F"}, {olc::Key::G, "g", "G"}, {olc::Key::H, "h", "H"}, {olc::Key::I, "i", "I"}, {olc::Key::J, "j", "J"},
{olc::Key::K, "k", "K"}, {olc::Key::L, "l", "L"}, {olc::Key::M, "m", "M"}, {olc::Key::N, "n", "N"}, {olc::Key::O, "o", "O"},
{olc::Key::P, "p", "P"}, {olc::Key::Q, "q", "Q"}, {olc::Key::R, "r", "R"}, {olc::Key::S, "s", "S"}, {olc::Key::T, "t", "T"},
{olc::Key::U, "u", "U"}, {olc::Key::V, "v", "V"}, {olc::Key::W, "w", "W"}, {olc::Key::X, "x", "X"}, {olc::Key::Y, "y", "Y"},
{olc::Key::Z, "z", "Z"},
{olc::Key::K0, "0", ")"}, {olc::Key::K1, "1", "!"}, {olc::Key::K2, "2", "\""}, {olc::Key::K3, "3", "#"}, {olc::Key::K4, "4", "$"},
{olc::Key::K5, "5", "%"}, {olc::Key::K6, "6", "^"}, {olc::Key::K7, "7", "&"}, {olc::Key::K8, "8", "*"}, {olc::Key::K9, "9", "("},
{olc::Key::NP0, "0", "0"}, {olc::Key::NP1, "1", "1"}, {olc::Key::NP2, "2", "2"}, {olc::Key::NP3, "3", "3"}, {olc::Key::NP4, "4", "4"},
{olc::Key::NP5, "5", "5"}, {olc::Key::NP6, "6", "6"}, {olc::Key::NP7, "7", "7"}, {olc::Key::NP8, "8", "8"}, {olc::Key::NP9, "9", "9"},
{olc::Key::NP_MUL, "*", "*"}, {olc::Key::NP_DIV, "/", "/"}, {olc::Key::NP_ADD, "+", "+"}, {olc::Key::NP_SUB, "-", "-"}, {olc::Key::NP_DECIMAL, ".", "."},
{olc::Key::PERIOD, ".", ">"}, {olc::Key::EQUALS, "=", "+"}, {olc::Key::COMMA, ",", "<"}, {olc::Key::MINUS, "-", "_"}, {olc::Key::SPACE, " ", " "},
{olc::Key::OEM_1, ";", ":"}, {olc::Key::OEM_2, "/", "?"}, {olc::Key::OEM_3, "\'", "@"}, {olc::Key::OEM_4, "[", "{"},
{olc::Key::OEM_5, "\\", "|"}, {olc::Key::OEM_6, "]", "}"}, {olc::Key::OEM_7, "#", "~"},
// {olc::Key::TAB, "\t", "\t"}
};
#endif
}
void PixelGameEngine::pgex_Register(olc::PGEX* pgex)
{
if (std::find(vExtensions.begin(), vExtensions.end(), pgex) == vExtensions.end())
vExtensions.push_back(pgex);
}
PGEX::PGEX(bool bHook) { if(bHook) pge->pgex_Register(this); }
void PGEX::OnBeforeUserCreate() {}
void PGEX::OnAfterUserCreate() {}
bool PGEX::OnBeforeUserUpdate(float& fElapsedTime) { return false; }
void PGEX::OnAfterUserUpdate(float fElapsedTime) {}
// Need a couple of statics as these are singleton instances
// read from multiple locations
std::atomic<bool> PixelGameEngine::bAtomActive{ false };
olc::PixelGameEngine* olc::PGEX::pge = nullptr;
olc::PixelGameEngine* olc::Platform::ptrPGE = nullptr;
olc::PixelGameEngine* olc::Renderer::ptrPGE = nullptr;
std::unique_ptr<ImageLoader> olc::Sprite::loader = nullptr;
};
#pragma endregion
// O------------------------------------------------------------------------------O
// | olcPixelGameEngine Renderers - the draw-y bits |
// O------------------------------------------------------------------------------O
#if !defined(OLC_PGE_HEADLESS)
#pragma region renderer_ogl10
// O------------------------------------------------------------------------------O
// | START RENDERER: OpenGL 1.0 (the original, the best...) |
// O------------------------------------------------------------------------------O
#if defined(OLC_GFX_OPENGL10)
#if defined(OLC_PLATFORM_WINAPI)
#include <dwmapi.h>
#include <GL/gl.h>
#if !defined(__MINGW32__)
#pragma comment(lib, "Dwmapi.lib")
#endif
typedef BOOL(WINAPI wglSwapInterval_t) (int interval);
static wglSwapInterval_t* wglSwapInterval = nullptr;
typedef HDC glDeviceContext_t;
typedef HGLRC glRenderContext_t;
#endif
#if defined(__linux__) || defined(__FreeBSD__)
#include <GL/gl.h>
#endif
#if defined(OLC_PLATFORM_X11)
namespace X11
{
#include <GL/glx.h>
}
typedef int(glSwapInterval_t)(X11::Display* dpy, X11::GLXDrawable drawable, int interval);
static glSwapInterval_t* glSwapIntervalEXT;
typedef X11::GLXContext glDeviceContext_t;
typedef X11::GLXContext glRenderContext_t;
#endif
#if defined(__APPLE__)
#define GL_SILENCE_DEPRECATION
#include <OpenGL/OpenGL.h>
#include <OpenGL/gl.h>
#include <OpenGL/glu.h>
#endif
namespace olc
{
class Renderer_OGL10 : public olc::Renderer
{
private:
#if defined(OLC_PLATFORM_GLUT)
bool mFullScreen = false;
#else
glDeviceContext_t glDeviceContext = 0;
glRenderContext_t glRenderContext = 0;
#endif
bool bSync = false;
olc::DecalMode nDecalMode = olc::DecalMode(-1); // Thanks Gusgo & Bispoo
olc::DecalStructure nDecalStructure = olc::DecalStructure(-1);
#if defined(OLC_PLATFORM_X11)
X11::Display* olc_Display = nullptr;
X11::Window* olc_Window = nullptr;
X11::XVisualInfo* olc_VisualInfo = nullptr;
#endif
public:
void PrepareDevice() override
{
#if defined(OLC_PLATFORM_GLUT)
//glutInit has to be called with main() arguments, make fake ones
int argc = 0;
char* argv[1] = { (char*)"" };
glutInit(&argc, argv);
glutInitWindowPosition(0, 0);
glutInitWindowSize(512, 512);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH | GLUT_RGBA);
// Creates the window and the OpenGL context for it
glutCreateWindow("OneLoneCoder.com - Pixel Game Engine");
glEnable(GL_TEXTURE_2D); // Turn on texturing
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
#endif
}
olc::rcode CreateDevice(std::vector<void*> params, bool bFullScreen, bool bVSYNC) override
{
#if defined(OLC_PLATFORM_WINAPI)
// Create Device Context
glDeviceContext = GetDC((HWND)(params[0]));
PIXELFORMATDESCRIPTOR pfd =
{
sizeof(PIXELFORMATDESCRIPTOR), 1,
PFD_DRAW_TO_WINDOW | PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER,
PFD_TYPE_RGBA, 32, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
PFD_MAIN_PLANE, 0, 0, 0, 0
};
int pf = 0;
if (!(pf = ChoosePixelFormat(glDeviceContext, &pfd))) return olc::FAIL;
SetPixelFormat(glDeviceContext, pf, &pfd);
if (!(glRenderContext = wglCreateContext(glDeviceContext))) return olc::FAIL;
wglMakeCurrent(glDeviceContext, glRenderContext);
// Remove Frame cap
wglSwapInterval = (wglSwapInterval_t*)wglGetProcAddress("wglSwapIntervalEXT");
if (wglSwapInterval && !bVSYNC) wglSwapInterval(0);
bSync = bVSYNC;
#endif
#if defined(OLC_PLATFORM_X11)
using namespace X11;
// Linux has tighter coupling between OpenGL and X11, so we store
// various "platform" handles in the renderer
olc_Display = (X11::Display*)(params[0]);
olc_Window = (X11::Window*)(params[1]);
olc_VisualInfo = (X11::XVisualInfo*)(params[2]);
glDeviceContext = glXCreateContext(olc_Display, olc_VisualInfo, nullptr, GL_TRUE);
glXMakeCurrent(olc_Display, *olc_Window, glDeviceContext);
XWindowAttributes gwa;
XGetWindowAttributes(olc_Display, *olc_Window, &gwa);
glViewport(0, 0, gwa.width, gwa.height);
glSwapIntervalEXT = nullptr;
glSwapIntervalEXT = (glSwapInterval_t*)glXGetProcAddress((unsigned char*)"glXSwapIntervalEXT");
if (glSwapIntervalEXT == nullptr && !bVSYNC)
{
printf("NOTE: Could not disable VSYNC, glXSwapIntervalEXT() was not found!\n");
printf(" Don't worry though, things will still work, it's just the\n");
printf(" frame rate will be capped to your monitors refresh rate - javidx9\n");
}
if (glSwapIntervalEXT != nullptr && !bVSYNC)
glSwapIntervalEXT(olc_Display, *olc_Window, 0);
#endif
#if defined(OLC_PLATFORM_GLUT)
mFullScreen = bFullScreen;
if (!bVSYNC)
{
#if defined(__APPLE__)
GLint sync = 0;
CGLContextObj ctx = CGLGetCurrentContext();
if (ctx) CGLSetParameter(ctx, kCGLCPSwapInterval, &sync);
#endif
}
#else
glEnable(GL_TEXTURE_2D); // Turn on texturing
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
#endif
return olc::rcode::OK;
}
olc::rcode DestroyDevice() override
{
#if defined(OLC_PLATFORM_WINAPI)
wglDeleteContext(glRenderContext);
#endif
#if defined(OLC_PLATFORM_X11)
glXMakeCurrent(olc_Display, None, NULL);
glXDestroyContext(olc_Display, glDeviceContext);
#endif
#if defined(OLC_PLATFORM_GLUT)
glutDestroyWindow(glutGetWindow());
#endif
return olc::rcode::OK;
}
void DisplayFrame() override
{
#if defined(OLC_PLATFORM_WINAPI)
SwapBuffers(glDeviceContext);
if (bSync) DwmFlush(); // Woooohooooooo!!!! SMOOOOOOOTH!
#endif
#if defined(OLC_PLATFORM_X11)
X11::glXSwapBuffers(olc_Display, *olc_Window);
#endif
#if defined(OLC_PLATFORM_GLUT)
glutSwapBuffers();
#endif
}
void PrepareDrawing() override
{
//ClearBuffer(olc::GREEN, true);
glEnable(GL_BLEND);
nDecalMode = DecalMode::NORMAL;
nDecalStructure = DecalStructure::FAN;
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
}
void SetDecalMode(const olc::DecalMode& mode)
{
if (mode != nDecalMode)
{
switch (mode)
{
case olc::DecalMode::NORMAL:
case olc::DecalMode::MODEL3D:
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
break;
case olc::DecalMode::ADDITIVE:
glBlendFunc(GL_SRC_ALPHA, GL_ONE);
break;
case olc::DecalMode::MULTIPLICATIVE:
glBlendFunc(GL_DST_COLOR, GL_ONE_MINUS_SRC_ALPHA);
break;
case olc::DecalMode::STENCIL:
glBlendFunc(GL_ZERO, GL_SRC_ALPHA);
break;
case olc::DecalMode::ILLUMINATE:
glBlendFunc(GL_ONE_MINUS_SRC_ALPHA, GL_SRC_ALPHA);
break;
case olc::DecalMode::WIREFRAME:
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
break;
}
nDecalMode = mode;
}
}
void DrawLayerQuad(const olc::vf2d& offset, const olc::vf2d& scale, const olc::Pixel tint) override
{
glBegin(GL_QUADS);
glColor4ub(tint.r, tint.g, tint.b, tint.a);
glTexCoord2f(0.0f * scale.x + offset.x, 1.0f * scale.y + offset.y);
glVertex3f(-1.0f /*+ vSubPixelOffset.x*/, -1.0f /*+ vSubPixelOffset.y*/, 0.0f);
glTexCoord2f(0.0f * scale.x + offset.x, 0.0f * scale.y + offset.y);
glVertex3f(-1.0f /*+ vSubPixelOffset.x*/, 1.0f /*+ vSubPixelOffset.y*/, 0.0f);
glTexCoord2f(1.0f * scale.x + offset.x, 0.0f * scale.y + offset.y);
glVertex3f(1.0f /*+ vSubPixelOffset.x*/, 1.0f /*+ vSubPixelOffset.y*/, 0.0f);
glTexCoord2f(1.0f * scale.x + offset.x, 1.0f * scale.y + offset.y);
glVertex3f(1.0f /*+ vSubPixelOffset.x*/, -1.0f /*+ vSubPixelOffset.y*/, 0.0f);
glEnd();
}
void DrawDecal(const olc::DecalInstance& decal) override
{
SetDecalMode(decal.mode);
if (decal.decal == nullptr)
glBindTexture(GL_TEXTURE_2D, 0);
else
glBindTexture(GL_TEXTURE_2D, decal.decal->id);
if (nDecalMode == DecalMode::MODEL3D)
{
#ifdef OLC_ENABLE_EXPERIMENTAL
glMatrixMode(GL_PROJECTION); glPushMatrix();
glMatrixMode(GL_MODELVIEW); glPushMatrix();
glEnable(GL_DEPTH_TEST);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glFrustum(-1.0f, 1.0f, -1.0f, 1.0f, 1, 1000);
#pragma comment (lib, "winmm.lib")
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glTranslatef(0, -40, -200);
glRotatef(float(clock()) * 0.1f, 1, 0, 0);
glRotatef(float(clock()) * 0.1f * 2, 0, 1, 0);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glBegin(GL_TRIANGLES);
// Render as 3D Spatial Entity
for (uint32_t n = 0; n < decal.points; n++)
{
glColor4ub(decal.tint[n].r, decal.tint[n].g, decal.tint[n].b, decal.tint[n].a);
glTexCoord2f(decal.uv[n].x, decal.uv[n].y);
glVertex3f(decal.pos[n].x, decal.pos[n].y, decal.w[n]);
}
glEnd();
glMatrixMode(GL_PROJECTION); glPopMatrix();
glMatrixMode(GL_MODELVIEW); glPopMatrix();
glDisable(GL_DEPTH_TEST);
#endif
}
else
{
if (nDecalMode == DecalMode::WIREFRAME)
glBegin(GL_LINE_LOOP);
else
{
if(decal.structure == olc::DecalStructure::FAN)
glBegin(GL_TRIANGLE_FAN);
else if(decal.structure == olc::DecalStructure::STRIP)
glBegin(GL_TRIANGLE_STRIP);
else if(decal.structure == olc::DecalStructure::LIST)
glBegin(GL_TRIANGLES);
}
// Render as 2D Spatial entity
for (uint32_t n = 0; n < decal.points; n++)
{
glColor4ub(decal.tint[n].r, decal.tint[n].g, decal.tint[n].b, decal.tint[n].a);
glTexCoord4f(decal.uv[n].x, decal.uv[n].y, 0.0f, decal.w[n]);
glVertex2f(decal.pos[n].x, decal.pos[n].y);
}
glEnd();
}
//glDisable(GL_DEPTH_TEST);
}
uint32_t CreateTexture(const uint32_t width, const uint32_t height, const bool filtered, const bool clamp) override
{
UNUSED(width);
UNUSED(height);
uint32_t id = 0;
glGenTextures(1, &id);
glBindTexture(GL_TEXTURE_2D, id);
if (filtered)
{
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
}
else
{
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
}
if (clamp)
{
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
}
else
{
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
}
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
return id;
}
uint32_t DeleteTexture(const uint32_t id) override
{
glDeleteTextures(1, &id);
return id;
}
void UpdateTexture(uint32_t id, olc::Sprite* spr) override
{
UNUSED(id);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, spr->width, spr->height, 0, GL_RGBA, GL_UNSIGNED_BYTE, spr->GetData());
}
void ReadTexture(uint32_t id, olc::Sprite* spr) override
{
glReadPixels(0, 0, spr->width, spr->height, GL_RGBA, GL_UNSIGNED_BYTE, spr->GetData());
}
void ApplyTexture(uint32_t id) override
{
glBindTexture(GL_TEXTURE_2D, id);
}
void ClearBuffer(olc::Pixel p, bool bDepth) override
{
glClearColor(float(p.r) / 255.0f, float(p.g) / 255.0f, float(p.b) / 255.0f, float(p.a) / 255.0f);
glClear(GL_COLOR_BUFFER_BIT);
if (bDepth) glClear(GL_DEPTH_BUFFER_BIT);
}
void UpdateViewport(const olc::vi2d& pos, const olc::vi2d& size) override
{
glViewport(pos.x, pos.y, size.x, size.y);
}
};
}
#endif
// O------------------------------------------------------------------------------O
// | END RENDERER: OpenGL 1.0 (the original, the best...) |
// O------------------------------------------------------------------------------O
#pragma endregion
#pragma region renderer_ogl33
// O------------------------------------------------------------------------------O
// | START RENDERER: OpenGL 3.3 (3.0 es) (sh-sh-sh-shaders....) |
// O------------------------------------------------------------------------------O
#if defined(OLC_GFX_OPENGL33)
#if defined(OLC_PLATFORM_WINAPI)
#include <dwmapi.h>
#include <gl/GL.h>
#if !defined(__MINGW32__)
#pragma comment(lib, "Dwmapi.lib")
#endif
typedef void __stdcall locSwapInterval_t(GLsizei n);
typedef HDC glDeviceContext_t;
typedef HGLRC glRenderContext_t;
#define CALLSTYLE __stdcall
#define OGL_LOAD(t, n) (t*)wglGetProcAddress(#n)
#endif
#if defined(__linux__) || defined(__FreeBSD__)
#include <GL/gl.h>
#endif
#if defined(OLC_PLATFORM_X11)
namespace X11
{
#include <GL/glx.h>
}
typedef int(locSwapInterval_t)(X11::Display* dpy, X11::GLXDrawable drawable, int interval);
typedef X11::GLXContext glDeviceContext_t;
typedef X11::GLXContext glRenderContext_t;
#define CALLSTYLE
#define OGL_LOAD(t, n) (t*)glXGetProcAddress((unsigned char*)#n);
#endif
#if defined(__APPLE__)
#define GL_SILENCE_DEPRECATION
#include <OpenGL/OpenGL.h>
#include <OpenGL/gl.h>
#include <OpenGL/glu.h>
#endif
#if defined(OLC_PLATFORM_EMSCRIPTEN)
#include <EGL/egl.h>
#include <GLES2/gl2.h>
#define GL_GLEXT_PROTOTYPES
#include <GLES2/gl2ext.h>
#include <emscripten/emscripten.h>
#define CALLSTYLE
typedef EGLBoolean(locSwapInterval_t)(EGLDisplay display, EGLint interval);
#define GL_CLAMP GL_CLAMP_TO_EDGE
#define OGL_LOAD(t, n) n;
#endif
namespace olc
{
typedef char GLchar;
typedef ptrdiff_t GLsizeiptr;
typedef GLuint CALLSTYLE locCreateShader_t(GLenum type);
typedef GLuint CALLSTYLE locCreateProgram_t(void);
typedef void CALLSTYLE locDeleteShader_t(GLuint shader);
#if defined(OLC_PLATFORM_EMSCRIPTEN)
typedef void CALLSTYLE locShaderSource_t(GLuint shader, GLsizei count, const GLchar* const* string, const GLint* length);
#else
typedef void CALLSTYLE locShaderSource_t(GLuint shader, GLsizei count, const GLchar** string, const GLint* length);
#endif
typedef void CALLSTYLE locCompileShader_t(GLuint shader);
typedef void CALLSTYLE locLinkProgram_t(GLuint program);
typedef void CALLSTYLE locDeleteProgram_t(GLuint program);
typedef void CALLSTYLE locAttachShader_t(GLuint program, GLuint shader);
typedef void CALLSTYLE locBindBuffer_t(GLenum target, GLuint buffer);
typedef void CALLSTYLE locBufferData_t(GLenum target, GLsizeiptr size, const void* data, GLenum usage);
typedef void CALLSTYLE locGenBuffers_t(GLsizei n, GLuint* buffers);
typedef void CALLSTYLE locVertexAttribPointer_t(GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const void* pointer);
typedef void CALLSTYLE locEnableVertexAttribArray_t(GLuint index);
typedef void CALLSTYLE locUseProgram_t(GLuint program);
typedef void CALLSTYLE locBindVertexArray_t(GLuint array);
typedef void CALLSTYLE locGenVertexArrays_t(GLsizei n, GLuint* arrays);
typedef void CALLSTYLE locGetShaderInfoLog_t(GLuint shader, GLsizei bufSize, GLsizei* length, GLchar* infoLog);
constexpr size_t OLC_MAX_VERTS = 128;
class Renderer_OGL33 : public olc::Renderer
{
private:
#if defined(OLC_PLATFORM_EMSCRIPTEN)
EGLDisplay olc_Display;
EGLConfig olc_Config;
EGLContext olc_Context;
EGLSurface olc_Surface;
#endif
#if defined(OLC_PLATFORM_GLUT)
bool mFullScreen = false;
#else
#if !defined(OLC_PLATFORM_EMSCRIPTEN)
glDeviceContext_t glDeviceContext = 0;
glRenderContext_t glRenderContext = 0;
#endif
#endif
bool bSync = false;
olc::DecalMode nDecalMode = olc::DecalMode(-1); // Thanks Gusgo & Bispoo
#if defined(OLC_PLATFORM_X11)
X11::Display* olc_Display = nullptr;
X11::Window* olc_Window = nullptr;
X11::XVisualInfo* olc_VisualInfo = nullptr;
#endif
private:
locCreateShader_t* locCreateShader = nullptr;
locShaderSource_t* locShaderSource = nullptr;
locCompileShader_t* locCompileShader = nullptr;
locDeleteShader_t* locDeleteShader = nullptr;
locCreateProgram_t* locCreateProgram = nullptr;
locDeleteProgram_t* locDeleteProgram = nullptr;
locLinkProgram_t* locLinkProgram = nullptr;
locAttachShader_t* locAttachShader = nullptr;
locBindBuffer_t* locBindBuffer = nullptr;
locBufferData_t* locBufferData = nullptr;
locGenBuffers_t* locGenBuffers = nullptr;
locVertexAttribPointer_t* locVertexAttribPointer = nullptr;
locEnableVertexAttribArray_t* locEnableVertexAttribArray = nullptr;
locUseProgram_t* locUseProgram = nullptr;
locBindVertexArray_t* locBindVertexArray = nullptr;
locGenVertexArrays_t* locGenVertexArrays = nullptr;
locSwapInterval_t* locSwapInterval = nullptr;
locGetShaderInfoLog_t* locGetShaderInfoLog = nullptr;
uint32_t m_nFS = 0;
uint32_t m_nVS = 0;
uint32_t m_nQuadShader = 0;
uint32_t m_vbQuad = 0;
uint32_t m_vaQuad = 0;
struct locVertex
{
float pos[3];
olc::vf2d tex;
olc::Pixel col;
};
locVertex pVertexMem[OLC_MAX_VERTS];
olc::Renderable rendBlankQuad;
public:
void PrepareDevice() override
{
#if defined(OLC_PLATFORM_GLUT)
//glutInit has to be called with main() arguments, make fake ones
int argc = 0;
char* argv[1] = { (char*)"" };
glutInit(&argc, argv);
glutInitWindowPosition(0, 0);
glutInitWindowSize(512, 512);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH | GLUT_RGBA);
// Creates the window and the OpenGL context for it
glutCreateWindow("OneLoneCoder.com - Pixel Game Engine");
glEnable(GL_TEXTURE_2D); // Turn on texturing
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
#endif
}
olc::rcode CreateDevice(std::vector<void*> params, bool bFullScreen, bool bVSYNC) override
{
// Create OpenGL Context
#if defined(OLC_PLATFORM_WINAPI)
// Create Device Context
glDeviceContext = GetDC((HWND)(params[0]));
PIXELFORMATDESCRIPTOR pfd =
{
sizeof(PIXELFORMATDESCRIPTOR), 1,
PFD_DRAW_TO_WINDOW | PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER,
PFD_TYPE_RGBA, 32, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
PFD_MAIN_PLANE, 0, 0, 0, 0
};
int pf = 0;
if (!(pf = ChoosePixelFormat(glDeviceContext, &pfd))) return olc::FAIL;
SetPixelFormat(glDeviceContext, pf, &pfd);
if (!(glRenderContext = wglCreateContext(glDeviceContext))) return olc::FAIL;
wglMakeCurrent(glDeviceContext, glRenderContext);
// Set Vertical Sync
locSwapInterval = OGL_LOAD(locSwapInterval_t, "wglSwapIntervalEXT");
if (locSwapInterval && !bVSYNC) locSwapInterval(0);
bSync = bVSYNC;
#endif
#if defined(OLC_PLATFORM_X11)
using namespace X11;
// Linux has tighter coupling between OpenGL and X11, so we store
// various "platform" handles in the renderer
olc_Display = (X11::Display*)(params[0]);
olc_Window = (X11::Window*)(params[1]);
olc_VisualInfo = (X11::XVisualInfo*)(params[2]);
glDeviceContext = glXCreateContext(olc_Display, olc_VisualInfo, nullptr, GL_TRUE);
glXMakeCurrent(olc_Display, *olc_Window, glDeviceContext);
XWindowAttributes gwa;
XGetWindowAttributes(olc_Display, *olc_Window, &gwa);
glViewport(0, 0, gwa.width, gwa.height);
locSwapInterval = OGL_LOAD(locSwapInterval_t, "glXSwapIntervalEXT");
if (locSwapInterval == nullptr && !bVSYNC)
{
printf("NOTE: Could not disable VSYNC, glXSwapIntervalEXT() was not found!\n");
printf(" Don't worry though, things will still work, it's just the\n");
printf(" frame rate will be capped to your monitors refresh rate - javidx9\n");
}
if (locSwapInterval != nullptr && !bVSYNC)
locSwapInterval(olc_Display, *olc_Window, 0);
#endif
#if defined(OLC_PLATFORM_EMSCRIPTEN)
EGLint const attribute_list[] = { EGL_RED_SIZE, 8, EGL_GREEN_SIZE, 8, EGL_BLUE_SIZE, 8, EGL_ALPHA_SIZE, 8, EGL_NONE };
EGLint const context_config[] = { EGL_CONTEXT_CLIENT_VERSION , 2, EGL_NONE };
EGLint num_config;
olc_Display = eglGetDisplay(EGL_DEFAULT_DISPLAY);
eglInitialize(olc_Display, nullptr, nullptr);
eglChooseConfig(olc_Display, attribute_list, &olc_Config, 1, &num_config);
/* create an EGL rendering context */
olc_Context = eglCreateContext(olc_Display, olc_Config, EGL_NO_CONTEXT, context_config);
olc_Surface = eglCreateWindowSurface(olc_Display, olc_Config, NULL, nullptr);
eglMakeCurrent(olc_Display, olc_Surface, olc_Surface, olc_Context);
//eglSwapInterval is currently a NOP, plement anyways in case it becomes supported
locSwapInterval = &eglSwapInterval;
locSwapInterval(olc_Display, bVSYNC ? 1 : 0);
#endif
#if defined(OLC_PLATFORM_GLUT)
mFullScreen = bFullScreen;
if (!bVSYNC)
{
#if defined(__APPLE__)
GLint sync = 0;
CGLContextObj ctx = CGLGetCurrentContext();
if (ctx) CGLSetParameter(ctx, kCGLCPSwapInterval, &sync);
#endif
}
#else
#if !defined(OLC_PLATFORM_EMSCRIPTEN)
glEnable(GL_TEXTURE_2D); // Turn on texturing
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
#endif
#endif
// Load External OpenGL Functions
locCreateShader = OGL_LOAD(locCreateShader_t, glCreateShader);
locCompileShader = OGL_LOAD(locCompileShader_t, glCompileShader);
locShaderSource = OGL_LOAD(locShaderSource_t, glShaderSource);
locDeleteShader = OGL_LOAD(locDeleteShader_t, glDeleteShader);
locCreateProgram = OGL_LOAD(locCreateProgram_t, glCreateProgram);
locDeleteProgram = OGL_LOAD(locDeleteProgram_t, glDeleteProgram);
locLinkProgram = OGL_LOAD(locLinkProgram_t, glLinkProgram);
locAttachShader = OGL_LOAD(locAttachShader_t, glAttachShader);
locBindBuffer = OGL_LOAD(locBindBuffer_t, glBindBuffer);
locBufferData = OGL_LOAD(locBufferData_t, glBufferData);
locGenBuffers = OGL_LOAD(locGenBuffers_t, glGenBuffers);
locVertexAttribPointer = OGL_LOAD(locVertexAttribPointer_t, glVertexAttribPointer);
locEnableVertexAttribArray = OGL_LOAD(locEnableVertexAttribArray_t, glEnableVertexAttribArray);
locUseProgram = OGL_LOAD(locUseProgram_t, glUseProgram);
locGetShaderInfoLog = OGL_LOAD(locGetShaderInfoLog_t, glGetShaderInfoLog);
#if !defined(OLC_PLATFORM_EMSCRIPTEN)
locBindVertexArray = OGL_LOAD(locBindVertexArray_t, glBindVertexArray);
locGenVertexArrays = OGL_LOAD(locGenVertexArrays_t, glGenVertexArrays);
#else
locBindVertexArray = glBindVertexArrayOES;
locGenVertexArrays = glGenVertexArraysOES;
#endif
// Load & Compile Quad Shader - assumes no errors
m_nFS = locCreateShader(0x8B30);
const GLchar* strFS =
#if defined(__arm__) || defined(OLC_PLATFORM_EMSCRIPTEN)
"#version 300 es\n"
"precision mediump float;"
#else
"#version 330 core\n"
#endif
"out vec4 pixel;\n""in vec2 oTex;\n"
"in vec4 oCol;\n""uniform sampler2D sprTex;\n""void main(){pixel = texture(sprTex, oTex) * oCol;}";
locShaderSource(m_nFS, 1, &strFS, NULL);
locCompileShader(m_nFS);
m_nVS = locCreateShader(0x8B31);
const GLchar* strVS =
#if defined(__arm__) || defined(OLC_PLATFORM_EMSCRIPTEN)
"#version 300 es\n"
"precision mediump float;"
#else
"#version 330 core\n"
#endif
"layout(location = 0) in vec3 aPos;\n""layout(location = 1) in vec2 aTex;\n"
"layout(location = 2) in vec4 aCol;\n""out vec2 oTex;\n""out vec4 oCol;\n"
"void main(){ float p = 1.0 / aPos.z; gl_Position = p * vec4(aPos.x, aPos.y, 0.0, 1.0); oTex = p * aTex; oCol = aCol;}";
locShaderSource(m_nVS, 1, &strVS, NULL);
locCompileShader(m_nVS);
m_nQuadShader = locCreateProgram();
locAttachShader(m_nQuadShader, m_nFS);
locAttachShader(m_nQuadShader, m_nVS);
locLinkProgram(m_nQuadShader);
// Create Quad
locGenBuffers(1, &m_vbQuad);
locGenVertexArrays(1, &m_vaQuad);
locBindVertexArray(m_vaQuad);
locBindBuffer(0x8892, m_vbQuad);
locVertex verts[OLC_MAX_VERTS];
locBufferData(0x8892, sizeof(locVertex) * OLC_MAX_VERTS, verts, 0x88E0);
locVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(locVertex), 0); locEnableVertexAttribArray(0);
locVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(locVertex), (void*)(3 * sizeof(float))); locEnableVertexAttribArray(1);
locVertexAttribPointer(2, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(locVertex), (void*)(5 * sizeof(float))); locEnableVertexAttribArray(2);
locBindBuffer(0x8892, 0);
locBindVertexArray(0);
// Create blank texture for spriteless decals
rendBlankQuad.Create(1, 1);
rendBlankQuad.Sprite()->GetData()[0] = olc::WHITE;
rendBlankQuad.Decal()->Update();
return olc::rcode::OK;
}
olc::rcode DestroyDevice() override
{
#if defined(OLC_PLATFORM_WINAPI)
wglDeleteContext(glRenderContext);
#endif
#if defined(OLC_PLATFORM_X11)
glXMakeCurrent(olc_Display, None, NULL);
glXDestroyContext(olc_Display, glDeviceContext);
#endif
#if defined(OLC_PLATFORM_GLUT)
glutDestroyWindow(glutGetWindow());
#endif
#if defined(OLC_PLATFORM_EMSCRIPTEN)
eglMakeCurrent(olc_Display, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT);
eglDestroyContext(olc_Display, olc_Context);
eglDestroySurface(olc_Display, olc_Surface);
eglTerminate(olc_Display);
olc_Display = EGL_NO_DISPLAY;
olc_Surface = EGL_NO_SURFACE;
olc_Context = EGL_NO_CONTEXT;
#endif
return olc::rcode::OK;
}
void DisplayFrame() override
{
#if defined(OLC_PLATFORM_WINAPI)
SwapBuffers(glDeviceContext);
if (bSync) DwmFlush(); // Woooohooooooo!!!! SMOOOOOOOTH!
#endif
#if defined(OLC_PLATFORM_X11)
X11::glXSwapBuffers(olc_Display, *olc_Window);
#endif
#if defined(OLC_PLATFORM_GLUT)
glutSwapBuffers();
#endif
#if defined(OLC_PLATFORM_EMSCRIPTEN)
eglSwapBuffers(olc_Display, olc_Surface);
#endif
}
void PrepareDrawing() override
{
glEnable(GL_BLEND);
nDecalMode = DecalMode::NORMAL;
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
locUseProgram(m_nQuadShader);
locBindVertexArray(m_vaQuad);
#if defined(OLC_PLATFORM_EMSCRIPTEN)
locVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(locVertex), 0); locEnableVertexAttribArray(0);
locVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(locVertex), (void*)(3 * sizeof(float))); locEnableVertexAttribArray(1);
locVertexAttribPointer(2, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(locVertex), (void*)(5 * sizeof(float))); locEnableVertexAttribArray(2);
#endif
}
void SetDecalMode(const olc::DecalMode& mode) override
{
if (mode != nDecalMode)
{
switch (mode)
{
case olc::DecalMode::NORMAL: glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); break;
case olc::DecalMode::ADDITIVE: glBlendFunc(GL_SRC_ALPHA, GL_ONE); break;
case olc::DecalMode::MULTIPLICATIVE: glBlendFunc(GL_DST_COLOR, GL_ONE_MINUS_SRC_ALPHA); break;
case olc::DecalMode::STENCIL: glBlendFunc(GL_ZERO, GL_SRC_ALPHA); break;
case olc::DecalMode::ILLUMINATE: glBlendFunc(GL_ONE_MINUS_SRC_ALPHA, GL_SRC_ALPHA); break;
case olc::DecalMode::WIREFRAME: glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); break;
}
nDecalMode = mode;
}
}
void DrawLayerQuad(const olc::vf2d& offset, const olc::vf2d& scale, const olc::Pixel tint) override
{
locBindBuffer(0x8892, m_vbQuad);
locVertex verts[4] = {
{{-1.0f, -1.0f, 1.0}, {0.0f * scale.x + offset.x, 1.0f * scale.y + offset.y}, tint},
{{+1.0f, -1.0f, 1.0}, {1.0f * scale.x + offset.x, 1.0f * scale.y + offset.y}, tint},
{{-1.0f, +1.0f, 1.0}, {0.0f * scale.x + offset.x, 0.0f * scale.y + offset.y}, tint},
{{+1.0f, +1.0f, 1.0}, {1.0f * scale.x + offset.x, 0.0f * scale.y + offset.y}, tint},
};
locBufferData(0x8892, sizeof(locVertex) * 4, verts, 0x88E0);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
}
void DrawDecal(const olc::DecalInstance& decal) override
{
SetDecalMode(decal.mode);
if (decal.decal == nullptr)
glBindTexture(GL_TEXTURE_2D, rendBlankQuad.Decal()->id);
else
glBindTexture(GL_TEXTURE_2D, decal.decal->id);
locBindBuffer(0x8892, m_vbQuad);
for (uint32_t i = 0; i < decal.points; i++)
pVertexMem[i] = { { decal.pos[i].x, decal.pos[i].y, decal.w[i] }, { decal.uv[i].x, decal.uv[i].y }, decal.tint[i] };
locBufferData(0x8892, sizeof(locVertex) * decal.points, pVertexMem, 0x88E0);
if (nDecalMode == DecalMode::WIREFRAME)
glDrawArrays(GL_LINE_LOOP, 0, decal.points);
else
glDrawArrays(GL_TRIANGLE_FAN, 0, decal.points);
}
uint32_t CreateTexture(const uint32_t width, const uint32_t height, const bool filtered, const bool clamp) override
{
UNUSED(width);
UNUSED(height);
uint32_t id = 0;
glGenTextures(1, &id);
glBindTexture(GL_TEXTURE_2D, id);
if (filtered)
{
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
}
else
{
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
}
if (clamp)
{
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
}
else
{
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
}
#if !defined(OLC_PLATFORM_EMSCRIPTEN)
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
#endif
return id;
}
uint32_t DeleteTexture(const uint32_t id) override
{
glDeleteTextures(1, &id);
return id;
}
void UpdateTexture(uint32_t id, olc::Sprite* spr) override
{
UNUSED(id);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, spr->width, spr->height, 0, GL_RGBA, GL_UNSIGNED_BYTE, spr->GetData());
}
void ReadTexture(uint32_t id, olc::Sprite* spr) override
{
glReadPixels(0, 0, spr->width, spr->height, GL_RGBA, GL_UNSIGNED_BYTE, spr->GetData());
}
void ApplyTexture(uint32_t id) override
{
glBindTexture(GL_TEXTURE_2D, id);
}
void ClearBuffer(olc::Pixel p, bool bDepth) override
{
glClearColor(float(p.r) / 255.0f, float(p.g) / 255.0f, float(p.b) / 255.0f, float(p.a) / 255.0f);
glClear(GL_COLOR_BUFFER_BIT);
if (bDepth) glClear(GL_DEPTH_BUFFER_BIT);
}
void UpdateViewport(const olc::vi2d& pos, const olc::vi2d& size) override
{
glViewport(pos.x, pos.y, size.x, size.y);
}
};
}
#endif
// O------------------------------------------------------------------------------O
// | END RENDERER: OpenGL 3.3 (3.0 es) (sh-sh-sh-shaders....) |
// O------------------------------------------------------------------------------O
#pragma endregion
// O------------------------------------------------------------------------------O
// | olcPixelGameEngine Image loaders |
// O------------------------------------------------------------------------------O
#pragma region image_gdi
// O------------------------------------------------------------------------------O
// | START IMAGE LOADER: GDI+, Windows Only, always exists, a little slow |
// O------------------------------------------------------------------------------O
#if defined(OLC_IMAGE_GDI)
#define min(a, b) ((a < b) ? a : b)
#define max(a, b) ((a > b) ? a : b)
#include <objidl.h>
#include <gdiplus.h>
#if defined(__MINGW32__) // Thanks Gusgo & Dandistine, but c'mon mingw!! wtf?!
#include <gdiplus/gdiplusinit.h>
#else
#include <gdiplusinit.h>
#endif
#include <shlwapi.h>
#undef min
#undef max
#if !defined(__MINGW32__)
#pragma comment(lib, "gdiplus.lib")
#pragma comment(lib, "Shlwapi.lib")
#endif
namespace olc
{
// Thanks @MaGetzUb for this, which allows sprites to be defined
// at construction, by initialising the GDI subsystem
static class GDIPlusStartup
{
public:
GDIPlusStartup()
{
Gdiplus::GdiplusStartupInput startupInput;
GdiplusStartup(&token, &startupInput, NULL);
}
ULONG_PTR token;
~GDIPlusStartup()
{
// Well, MarcusTU thought this was important :D
Gdiplus::GdiplusShutdown(token);
}
} gdistartup;
class ImageLoader_GDIPlus : public olc::ImageLoader
{
private:
std::wstring ConvertS2W(std::string s)
{
#ifdef __MINGW32__
wchar_t* buffer = new wchar_t[s.length() + 1];
mbstowcs(buffer, s.c_str(), s.length());
buffer[s.length()] = L'\0';
#else
int count = MultiByteToWideChar(CP_UTF8, 0, s.c_str(), -1, NULL, 0);
wchar_t* buffer = new wchar_t[count];
MultiByteToWideChar(CP_UTF8, 0, s.c_str(), -1, buffer, count);
#endif
std::wstring w(buffer);
delete[] buffer;
return w;
}
public:
ImageLoader_GDIPlus() : ImageLoader()
{}
olc::rcode LoadImageResource(olc::Sprite* spr, const std::string& sImageFile, olc::ResourcePack* pack) override
{
// clear out existing sprite
spr->pColData.clear();
// Open file
UNUSED(pack);
Gdiplus::Bitmap* bmp = nullptr;
if (pack != nullptr)
{
// Load sprite from input stream
ResourceBuffer rb = pack->GetFileBuffer(sImageFile);
bmp = Gdiplus::Bitmap::FromStream(SHCreateMemStream((BYTE*)rb.vMemory.data(), UINT(rb.vMemory.size())));
}
else
{
// Check file exists
if (!_gfs::exists(sImageFile)) return olc::rcode::NO_FILE;
// Load sprite from file
bmp = Gdiplus::Bitmap::FromFile(ConvertS2W(sImageFile).c_str());
}
if (bmp->GetLastStatus() != Gdiplus::Ok) return olc::rcode::FAIL;
spr->width = bmp->GetWidth();
spr->height = bmp->GetHeight();
spr->pColData.resize(spr->width * spr->height);
for (int y = 0; y < spr->height; y++)
for (int x = 0; x < spr->width; x++)
{
Gdiplus::Color c;
bmp->GetPixel(x, y, &c);
spr->SetPixel(x, y, olc::Pixel(c.GetRed(), c.GetGreen(), c.GetBlue(), c.GetAlpha()));
}
delete bmp;
return olc::rcode::OK;
}
olc::rcode SaveImageResource(olc::Sprite* spr, const std::string& sImageFile) override
{
return olc::rcode::OK;
}
};
}
#endif
// O------------------------------------------------------------------------------O
// | END IMAGE LOADER: GDI+ |
// O------------------------------------------------------------------------------O
#pragma endregion
#pragma region image_libpng
// O------------------------------------------------------------------------------O
// | START IMAGE LOADER: libpng, default on linux, requires -lpng (libpng-dev) |
// O------------------------------------------------------------------------------O
#if defined(OLC_IMAGE_LIBPNG)
#include <png.h>
namespace olc
{
void pngReadStream(png_structp pngPtr, png_bytep data, png_size_t length)
{
png_voidp a = png_get_io_ptr(pngPtr);
((std::istream*)a)->read((char*)data, length);
}
class ImageLoader_LibPNG : public olc::ImageLoader
{
public:
ImageLoader_LibPNG() : ImageLoader()
{}
olc::rcode LoadImageResource(olc::Sprite* spr, const std::string& sImageFile, olc::ResourcePack* pack) override
{
UNUSED(pack);
// clear out existing sprite
spr->pColData.clear();
////////////////////////////////////////////////////////////////////////////
// Use libpng, Thanks to Guillaume Cottenceau
// https://gist.github.com/niw/5963798
// Also reading png from streams
// http://www.piko3d.net/tutorials/libpng-tutorial-loading-png-files-from-streams/
png_structp png;
png_infop info;
auto loadPNG = [&]()
{
png_read_info(png, info);
png_byte color_type;
png_byte bit_depth;
png_bytep* row_pointers;
spr->width = png_get_image_width(png, info);
spr->height = png_get_image_height(png, info);
color_type = png_get_color_type(png, info);
bit_depth = png_get_bit_depth(png, info);
if (bit_depth == 16) png_set_strip_16(png);
if (color_type == PNG_COLOR_TYPE_PALETTE) png_set_palette_to_rgb(png);
if (color_type == PNG_COLOR_TYPE_GRAY && bit_depth < 8) png_set_expand_gray_1_2_4_to_8(png);
if (png_get_valid(png, info, PNG_INFO_tRNS)) png_set_tRNS_to_alpha(png);
if (color_type == PNG_COLOR_TYPE_RGB || color_type == PNG_COLOR_TYPE_GRAY || color_type == PNG_COLOR_TYPE_PALETTE)
png_set_filler(png, 0xFF, PNG_FILLER_AFTER);
if (color_type == PNG_COLOR_TYPE_GRAY || color_type == PNG_COLOR_TYPE_GRAY_ALPHA)
png_set_gray_to_rgb(png);
png_read_update_info(png, info);
row_pointers = (png_bytep*)malloc(sizeof(png_bytep) * spr->height);
for (int y = 0; y < spr->height; y++) {
row_pointers[y] = (png_byte*)malloc(png_get_rowbytes(png, info));
}
png_read_image(png, row_pointers);
////////////////////////////////////////////////////////////////////////////
// Create sprite array
spr->pColData.resize(spr->width * spr->height);
// Iterate through image rows, converting into sprite format
for (int y = 0; y < spr->height; y++)
{
png_bytep row = row_pointers[y];
for (int x = 0; x < spr->width; x++)
{
png_bytep px = &(row[x * 4]);
spr->SetPixel(x, y, Pixel(px[0], px[1], px[2], px[3]));
}
}
for (int y = 0; y < spr->height; y++) // Thanks maksym33
free(row_pointers[y]);
free(row_pointers);
png_destroy_read_struct(&png, &info, nullptr);
};
png = png_create_read_struct(PNG_LIBPNG_VER_STRING, NULL, NULL, NULL);
if (!png) goto fail_load;
info = png_create_info_struct(png);
if (!info) goto fail_load;
if (setjmp(png_jmpbuf(png))) goto fail_load;
if (pack == nullptr)
{
FILE* f = fopen(sImageFile.c_str(), "rb");
if (!f) return olc::rcode::NO_FILE;
png_init_io(png, f);
loadPNG();
fclose(f);
}
else
{
ResourceBuffer rb = pack->GetFileBuffer(sImageFile);
std::istream is(&rb);
png_set_read_fn(png, (png_voidp)&is, pngReadStream);
loadPNG();
}
return olc::rcode::OK;
fail_load:
spr->width = 0;
spr->height = 0;
spr->pColData.clear();
return olc::rcode::FAIL;
}
olc::rcode SaveImageResource(olc::Sprite* spr, const std::string& sImageFile) override
{
return olc::rcode::OK;
}
};
}
#endif
// O------------------------------------------------------------------------------O
// | END IMAGE LOADER: |
// O------------------------------------------------------------------------------O
#pragma endregion
#pragma region image_stb
// O------------------------------------------------------------------------------O
// | START IMAGE LOADER: stb_image.h, all systems, very fast |
// O------------------------------------------------------------------------------O
// Thanks to Sean Barrett - https://github.com/nothings/stb/blob/master/stb_image.h
// MIT License - Copyright(c) 2017 Sean Barrett
// Note you need to download the above file into your project folder, and
// #define OLC_IMAGE_STB
// #define OLC_PGE_APPLICATION
// #include "olcPixelGameEngine.h"
#if defined(OLC_IMAGE_STB)
#define STB_IMAGE_IMPLEMENTATION
#include "stb_image.h"
namespace olc
{
class ImageLoader_STB : public olc::ImageLoader
{
public:
ImageLoader_STB() : ImageLoader()
{}
olc::rcode LoadImageResource(olc::Sprite* spr, const std::string& sImageFile, olc::ResourcePack* pack) override
{
UNUSED(pack);
// clear out existing sprite
spr->pColData.clear();
// Open file
stbi_uc* bytes = nullptr;
int w = 0, h = 0, cmp = 0;
if (pack != nullptr)
{
ResourceBuffer rb = pack->GetFileBuffer(sImageFile);
bytes = stbi_load_from_memory((unsigned char*)rb.vMemory.data(), rb.vMemory.size(), &w, &h, &cmp, 4);
}
else
{
// Check file exists
if (!_gfs::exists(sImageFile)) return olc::rcode::NO_FILE;
bytes = stbi_load(sImageFile.c_str(), &w, &h, &cmp, 4);
}
if (!bytes) return olc::rcode::FAIL;
spr->width = w; spr->height = h;
spr->pColData.resize(spr->width * spr->height);
std::memcpy(spr->pColData.data(), bytes, spr->width * spr->height * 4);
delete[] bytes;
return olc::rcode::OK;
}
olc::rcode SaveImageResource(olc::Sprite* spr, const std::string& sImageFile) override
{
return olc::rcode::OK;
}
};
}
#endif
// O------------------------------------------------------------------------------O
// | START IMAGE LOADER: stb_image.h |
// O------------------------------------------------------------------------------O
#pragma endregion
// O------------------------------------------------------------------------------O
// | olcPixelGameEngine Platforms |
// O------------------------------------------------------------------------------O
#pragma region platform_windows
// O------------------------------------------------------------------------------O
// | START PLATFORM: MICROSOFT WINDOWS XP, VISTA, 7, 8, 10 |
// O------------------------------------------------------------------------------O
#if defined(OLC_PLATFORM_WINAPI)
#if defined(_WIN32) && !defined(__MINGW32__)
#pragma comment(lib, "user32.lib") // Visual Studio Only
#pragma comment(lib, "gdi32.lib") // For other Windows Compilers please add
#pragma comment(lib, "opengl32.lib") // these libs to your linker input
#endif
namespace olc
{
class Platform_Windows : public olc::Platform
{
private:
HWND olc_hWnd = nullptr;
std::wstring wsAppName;
std::wstring ConvertS2W(std::string s)
{
#ifdef __MINGW32__
wchar_t* buffer = new wchar_t[s.length() + 1];
mbstowcs(buffer, s.c_str(), s.length());
buffer[s.length()] = L'\0';
#else
int count = MultiByteToWideChar(CP_UTF8, 0, s.c_str(), -1, NULL, 0);
wchar_t* buffer = new wchar_t[count];
MultiByteToWideChar(CP_UTF8, 0, s.c_str(), -1, buffer, count);
#endif
std::wstring w(buffer);
delete[] buffer;
return w;
}
public:
virtual olc::rcode ApplicationStartUp() override { return olc::rcode::OK; }
virtual olc::rcode ApplicationCleanUp() override { return olc::rcode::OK; }
virtual olc::rcode ThreadStartUp() override { return olc::rcode::OK; }
virtual olc::rcode ThreadCleanUp() override
{
renderer->DestroyDevice();
PostMessage(olc_hWnd, WM_DESTROY, 0, 0);
return olc::OK;
}
virtual olc::rcode CreateGraphics(bool bFullScreen, bool bEnableVSYNC, const olc::vi2d& vViewPos, const olc::vi2d& vViewSize) override
{
if (renderer->CreateDevice({ olc_hWnd }, bFullScreen, bEnableVSYNC) == olc::rcode::OK)
{
renderer->UpdateViewport(vViewPos, vViewSize);
return olc::rcode::OK;
}
else
return olc::rcode::FAIL;
}
virtual olc::rcode CreateWindowPane(const olc::vi2d& vWindowPos, olc::vi2d& vWindowSize, bool bFullScreen) override
{
WNDCLASS wc;
wc.hIcon = LoadIcon(NULL, IDI_APPLICATION);
wc.hCursor = LoadCursor(NULL, IDC_ARROW);
wc.style = CS_HREDRAW | CS_VREDRAW | CS_OWNDC;
wc.hInstance = GetModuleHandle(nullptr);
wc.lpfnWndProc = olc_WindowEvent;
wc.cbClsExtra = 0;
wc.cbWndExtra = 0;
wc.lpszMenuName = nullptr;
wc.hbrBackground = nullptr;
wc.lpszClassName = olcT("OLC_PIXEL_GAME_ENGINE");
RegisterClass(&wc);
// Define window furniture
DWORD dwExStyle = WS_EX_APPWINDOW | WS_EX_WINDOWEDGE;
DWORD dwStyle = WS_CAPTION | WS_SYSMENU | WS_VISIBLE | WS_THICKFRAME;
olc::vi2d vTopLeft = vWindowPos;
// Handle Fullscreen
if (bFullScreen)
{
dwExStyle = 0;
dwStyle = WS_VISIBLE | WS_POPUP;
HMONITOR hmon = MonitorFromWindow(olc_hWnd, MONITOR_DEFAULTTONEAREST);
MONITORINFO mi = { sizeof(mi) };
if (!GetMonitorInfo(hmon, &mi)) return olc::rcode::FAIL;
vWindowSize = { mi.rcMonitor.right, mi.rcMonitor.bottom };
vTopLeft.x = 0;
vTopLeft.y = 0;
}
// Keep client size as requested
RECT rWndRect = { 0, 0, vWindowSize.x, vWindowSize.y };
AdjustWindowRectEx(&rWndRect, dwStyle, FALSE, dwExStyle);
int width = rWndRect.right - rWndRect.left;
int height = rWndRect.bottom - rWndRect.top;
olc_hWnd = CreateWindowEx(dwExStyle, olcT("OLC_PIXEL_GAME_ENGINE"), olcT(""), dwStyle,
vTopLeft.x, vTopLeft.y, width, height, NULL, NULL, GetModuleHandle(nullptr), this);
// Create Keyboard Mapping
mapKeys[0x00] = Key::NONE;
mapKeys[0x41] = Key::A; mapKeys[0x42] = Key::B; mapKeys[0x43] = Key::C; mapKeys[0x44] = Key::D; mapKeys[0x45] = Key::E;
mapKeys[0x46] = Key::F; mapKeys[0x47] = Key::G; mapKeys[0x48] = Key::H; mapKeys[0x49] = Key::I; mapKeys[0x4A] = Key::J;
mapKeys[0x4B] = Key::K; mapKeys[0x4C] = Key::L; mapKeys[0x4D] = Key::M; mapKeys[0x4E] = Key::N; mapKeys[0x4F] = Key::O;
mapKeys[0x50] = Key::P; mapKeys[0x51] = Key::Q; mapKeys[0x52] = Key::R; mapKeys[0x53] = Key::S; mapKeys[0x54] = Key::T;
mapKeys[0x55] = Key::U; mapKeys[0x56] = Key::V; mapKeys[0x57] = Key::W; mapKeys[0x58] = Key::X; mapKeys[0x59] = Key::Y;
mapKeys[0x5A] = Key::Z;
mapKeys[VK_F1] = Key::F1; mapKeys[VK_F2] = Key::F2; mapKeys[VK_F3] = Key::F3; mapKeys[VK_F4] = Key::F4;
mapKeys[VK_F5] = Key::F5; mapKeys[VK_F6] = Key::F6; mapKeys[VK_F7] = Key::F7; mapKeys[VK_F8] = Key::F8;
mapKeys[VK_F9] = Key::F9; mapKeys[VK_F10] = Key::F10; mapKeys[VK_F11] = Key::F11; mapKeys[VK_F12] = Key::F12;
mapKeys[VK_DOWN] = Key::DOWN; mapKeys[VK_LEFT] = Key::LEFT; mapKeys[VK_RIGHT] = Key::RIGHT; mapKeys[VK_UP] = Key::UP;
//mapKeys[VK_RETURN] = Key::ENTER;// mapKeys[VK_RETURN] = Key::RETURN;
mapKeys[VK_BACK] = Key::BACK; mapKeys[VK_ESCAPE] = Key::ESCAPE; mapKeys[VK_RETURN] = Key::ENTER; mapKeys[VK_PAUSE] = Key::PAUSE;
mapKeys[VK_SCROLL] = Key::SCROLL; mapKeys[VK_TAB] = Key::TAB; mapKeys[VK_DELETE] = Key::DEL; mapKeys[VK_HOME] = Key::HOME;
mapKeys[VK_END] = Key::END; mapKeys[VK_PRIOR] = Key::PGUP; mapKeys[VK_NEXT] = Key::PGDN; mapKeys[VK_INSERT] = Key::INS;
mapKeys[VK_SHIFT] = Key::SHIFT; mapKeys[VK_CONTROL] = Key::CTRL;
mapKeys[VK_SPACE] = Key::SPACE;
mapKeys[0x30] = Key::K0; mapKeys[0x31] = Key::K1; mapKeys[0x32] = Key::K2; mapKeys[0x33] = Key::K3; mapKeys[0x34] = Key::K4;
mapKeys[0x35] = Key::K5; mapKeys[0x36] = Key::K6; mapKeys[0x37] = Key::K7; mapKeys[0x38] = Key::K8; mapKeys[0x39] = Key::K9;
mapKeys[VK_NUMPAD0] = Key::NP0; mapKeys[VK_NUMPAD1] = Key::NP1; mapKeys[VK_NUMPAD2] = Key::NP2; mapKeys[VK_NUMPAD3] = Key::NP3; mapKeys[VK_NUMPAD4] = Key::NP4;
mapKeys[VK_NUMPAD5] = Key::NP5; mapKeys[VK_NUMPAD6] = Key::NP6; mapKeys[VK_NUMPAD7] = Key::NP7; mapKeys[VK_NUMPAD8] = Key::NP8; mapKeys[VK_NUMPAD9] = Key::NP9;
mapKeys[VK_MULTIPLY] = Key::NP_MUL; mapKeys[VK_ADD] = Key::NP_ADD; mapKeys[VK_DIVIDE] = Key::NP_DIV; mapKeys[VK_SUBTRACT] = Key::NP_SUB; mapKeys[VK_DECIMAL] = Key::NP_DECIMAL;
// Thanks scripticuk
mapKeys[VK_OEM_1] = Key::OEM_1; // On US and UK keyboards this is the ';:' key
mapKeys[VK_OEM_2] = Key::OEM_2; // On US and UK keyboards this is the '/?' key
mapKeys[VK_OEM_3] = Key::OEM_3; // On US keyboard this is the '~' key
mapKeys[VK_OEM_4] = Key::OEM_4; // On US and UK keyboards this is the '[{' key
mapKeys[VK_OEM_5] = Key::OEM_5; // On US keyboard this is '\|' key.
mapKeys[VK_OEM_6] = Key::OEM_6; // On US and UK keyboards this is the ']}' key
mapKeys[VK_OEM_7] = Key::OEM_7; // On US keyboard this is the single/double quote key. On UK, this is the single quote/@ symbol key
mapKeys[VK_OEM_8] = Key::OEM_8; // miscellaneous characters. Varies by keyboard
mapKeys[VK_OEM_PLUS] = Key::EQUALS; // the '+' key on any keyboard
mapKeys[VK_OEM_COMMA] = Key::COMMA; // the comma key on any keyboard
mapKeys[VK_OEM_MINUS] = Key::MINUS; // the minus key on any keyboard
mapKeys[VK_OEM_PERIOD] = Key::PERIOD; // the period key on any keyboard
mapKeys[VK_CAPITAL] = Key::CAPS_LOCK;
return olc::OK;
}
virtual olc::rcode SetWindowTitle(const std::string& s) override
{
#ifdef UNICODE
SetWindowText(olc_hWnd, ConvertS2W(s).c_str());
#else
SetWindowText(olc_hWnd, s.c_str());
#endif
return olc::OK;
}
virtual olc::rcode StartSystemEventLoop() override
{
MSG msg;
while (GetMessage(&msg, NULL, 0, 0) > 0)
{
TranslateMessage(&msg);
DispatchMessage(&msg);
}
return olc::OK;
}
virtual olc::rcode HandleSystemEvent() override { return olc::rcode::FAIL; }
// Windows Event Handler - this is statically connected to the windows event system
static LRESULT CALLBACK olc_WindowEvent(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam)
{
switch (uMsg)
{
case WM_MOUSEMOVE:
{
// Thanks @ForAbby (Discord)
uint16_t x = lParam & 0xFFFF; uint16_t y = (lParam >> 16) & 0xFFFF;
int16_t ix = *(int16_t*)&x; int16_t iy = *(int16_t*)&y;
ptrPGE->olc_UpdateMouse(ix, iy);
return 0;
}
case WM_SIZE: ptrPGE->olc_UpdateWindowSize(lParam & 0xFFFF, (lParam >> 16) & 0xFFFF); return 0;
case WM_MOUSEWHEEL: ptrPGE->olc_UpdateMouseWheel(GET_WHEEL_DELTA_WPARAM(wParam)); return 0;
case WM_MOUSELEAVE: ptrPGE->olc_UpdateMouseFocus(false); return 0;
case WM_SETFOCUS: ptrPGE->olc_UpdateKeyFocus(true); return 0;
case WM_KILLFOCUS: ptrPGE->olc_UpdateKeyFocus(false); return 0;
case WM_KEYDOWN: ptrPGE->olc_UpdateKeyState(mapKeys[wParam], true); return 0;
case WM_KEYUP: ptrPGE->olc_UpdateKeyState(mapKeys[wParam], false); return 0;
case WM_SYSKEYDOWN: ptrPGE->olc_UpdateKeyState(mapKeys[wParam], true); return 0;
case WM_SYSKEYUP: ptrPGE->olc_UpdateKeyState(mapKeys[wParam], false); return 0;
case WM_LBUTTONDOWN:ptrPGE->olc_UpdateMouseState(0, true); return 0;
case WM_LBUTTONUP: ptrPGE->olc_UpdateMouseState(0, false); return 0;
case WM_RBUTTONDOWN:ptrPGE->olc_UpdateMouseState(1, true); return 0;
case WM_RBUTTONUP: ptrPGE->olc_UpdateMouseState(1, false); return 0;
case WM_MBUTTONDOWN:ptrPGE->olc_UpdateMouseState(2, true); return 0;
case WM_MBUTTONUP: ptrPGE->olc_UpdateMouseState(2, false); return 0;
case WM_CLOSE: ptrPGE->olc_Terminate(); return 0;
case WM_DESTROY: PostQuitMessage(0); DestroyWindow(hWnd); return 0;
}
return DefWindowProc(hWnd, uMsg, wParam, lParam);
}
};
}
#endif
// O------------------------------------------------------------------------------O
// | END PLATFORM: MICROSOFT WINDOWS XP, VISTA, 7, 8, 10 |
// O------------------------------------------------------------------------------O
#pragma endregion
#pragma region platform_linux
// O------------------------------------------------------------------------------O
// | START PLATFORM: LINUX |
// O------------------------------------------------------------------------------O
#if defined(OLC_PLATFORM_X11)
namespace olc
{
class Platform_Linux : public olc::Platform
{
private:
X11::Display* olc_Display = nullptr;
X11::Window olc_WindowRoot;
X11::Window olc_Window;
X11::XVisualInfo* olc_VisualInfo;
X11::Colormap olc_ColourMap;
X11::XSetWindowAttributes olc_SetWindowAttribs;
public:
virtual olc::rcode ApplicationStartUp() override
{
return olc::rcode::OK;
}
virtual olc::rcode ApplicationCleanUp() override
{
XDestroyWindow(olc_Display, olc_Window);
return olc::rcode::OK;
}
virtual olc::rcode ThreadStartUp() override
{
return olc::rcode::OK;
}
virtual olc::rcode ThreadCleanUp() override
{
renderer->DestroyDevice();
return olc::OK;
}
virtual olc::rcode CreateGraphics(bool bFullScreen, bool bEnableVSYNC, const olc::vi2d& vViewPos, const olc::vi2d& vViewSize) override
{
if (renderer->CreateDevice({ olc_Display, &olc_Window, olc_VisualInfo }, bFullScreen, bEnableVSYNC) == olc::rcode::OK)
{
renderer->UpdateViewport(vViewPos, vViewSize);
return olc::rcode::OK;
}
else
return olc::rcode::FAIL;
}
virtual olc::rcode CreateWindowPane(const olc::vi2d& vWindowPos, olc::vi2d& vWindowSize, bool bFullScreen) override
{
using namespace X11;
XInitThreads();
// Grab the deafult display and window
olc_Display = XOpenDisplay(NULL);
olc_WindowRoot = DefaultRootWindow(olc_Display);
// Based on the display capabilities, configure the appearance of the window
GLint olc_GLAttribs[] = { GLX_RGBA, GLX_DEPTH_SIZE, 24, GLX_DOUBLEBUFFER, None };
olc_VisualInfo = glXChooseVisual(olc_Display, 0, olc_GLAttribs);
olc_ColourMap = XCreateColormap(olc_Display, olc_WindowRoot, olc_VisualInfo->visual, AllocNone);
olc_SetWindowAttribs.colormap = olc_ColourMap;
// Register which events we are interested in receiving
olc_SetWindowAttribs.event_mask = ExposureMask | KeyPressMask | KeyReleaseMask |
ButtonPressMask | ButtonReleaseMask | PointerMotionMask | FocusChangeMask | StructureNotifyMask;
// Create the window
olc_Window = XCreateWindow(olc_Display, olc_WindowRoot, vWindowPos.x, vWindowPos.y,
vWindowSize.x, vWindowSize.y,
0, olc_VisualInfo->depth, InputOutput, olc_VisualInfo->visual,
CWColormap | CWEventMask, &olc_SetWindowAttribs);
Atom wmDelete = XInternAtom(olc_Display, "WM_DELETE_WINDOW", true);
XSetWMProtocols(olc_Display, olc_Window, &wmDelete, 1);
XMapWindow(olc_Display, olc_Window);
XStoreName(olc_Display, olc_Window, "OneLoneCoder.com - Pixel Game Engine");
if (bFullScreen) // Thanks DragonEye, again :D
{
Atom wm_state;
Atom fullscreen;
wm_state = XInternAtom(olc_Display, "_NET_WM_STATE", False);
fullscreen = XInternAtom(olc_Display, "_NET_WM_STATE_FULLSCREEN", False);
XEvent xev{ 0 };
xev.type = ClientMessage;
xev.xclient.window = olc_Window;
xev.xclient.message_type = wm_state;
xev.xclient.format = 32;
xev.xclient.data.l[0] = (bFullScreen ? 1 : 0); // the action (0: off, 1: on, 2: toggle)
xev.xclient.data.l[1] = fullscreen; // first property to alter
xev.xclient.data.l[2] = 0; // second property to alter
xev.xclient.data.l[3] = 0; // source indication
XMapWindow(olc_Display, olc_Window);
XSendEvent(olc_Display, DefaultRootWindow(olc_Display), False,
SubstructureRedirectMask | SubstructureNotifyMask, &xev);
XFlush(olc_Display);
XWindowAttributes gwa;
XGetWindowAttributes(olc_Display, olc_Window, &gwa);
vWindowSize.x = gwa.width;
vWindowSize.y = gwa.height;
}
// Create Keyboard Mapping
mapKeys[0x00] = Key::NONE;
mapKeys[0x61] = Key::A; mapKeys[0x62] = Key::B; mapKeys[0x63] = Key::C; mapKeys[0x64] = Key::D; mapKeys[0x65] = Key::E;
mapKeys[0x66] = Key::F; mapKeys[0x67] = Key::G; mapKeys[0x68] = Key::H; mapKeys[0x69] = Key::I; mapKeys[0x6A] = Key::J;
mapKeys[0x6B] = Key::K; mapKeys[0x6C] = Key::L; mapKeys[0x6D] = Key::M; mapKeys[0x6E] = Key::N; mapKeys[0x6F] = Key::O;
mapKeys[0x70] = Key::P; mapKeys[0x71] = Key::Q; mapKeys[0x72] = Key::R; mapKeys[0x73] = Key::S; mapKeys[0x74] = Key::T;
mapKeys[0x75] = Key::U; mapKeys[0x76] = Key::V; mapKeys[0x77] = Key::W; mapKeys[0x78] = Key::X; mapKeys[0x79] = Key::Y;
mapKeys[0x7A] = Key::Z;
mapKeys[XK_F1] = Key::F1; mapKeys[XK_F2] = Key::F2; mapKeys[XK_F3] = Key::F3; mapKeys[XK_F4] = Key::F4;
mapKeys[XK_F5] = Key::F5; mapKeys[XK_F6] = Key::F6; mapKeys[XK_F7] = Key::F7; mapKeys[XK_F8] = Key::F8;
mapKeys[XK_F9] = Key::F9; mapKeys[XK_F10] = Key::F10; mapKeys[XK_F11] = Key::F11; mapKeys[XK_F12] = Key::F12;
mapKeys[XK_Down] = Key::DOWN; mapKeys[XK_Left] = Key::LEFT; mapKeys[XK_Right] = Key::RIGHT; mapKeys[XK_Up] = Key::UP;
mapKeys[XK_KP_Enter] = Key::ENTER; mapKeys[XK_Return] = Key::ENTER;
mapKeys[XK_BackSpace] = Key::BACK; mapKeys[XK_Escape] = Key::ESCAPE; mapKeys[XK_Linefeed] = Key::ENTER; mapKeys[XK_Pause] = Key::PAUSE;
mapKeys[XK_Scroll_Lock] = Key::SCROLL; mapKeys[XK_Tab] = Key::TAB; mapKeys[XK_Delete] = Key::DEL; mapKeys[XK_Home] = Key::HOME;
mapKeys[XK_End] = Key::END; mapKeys[XK_Page_Up] = Key::PGUP; mapKeys[XK_Page_Down] = Key::PGDN; mapKeys[XK_Insert] = Key::INS;
mapKeys[XK_Shift_L] = Key::SHIFT; mapKeys[XK_Shift_R] = Key::SHIFT; mapKeys[XK_Control_L] = Key::CTRL; mapKeys[XK_Control_R] = Key::CTRL;
mapKeys[XK_space] = Key::SPACE; mapKeys[XK_period] = Key::PERIOD;
mapKeys[XK_0] = Key::K0; mapKeys[XK_1] = Key::K1; mapKeys[XK_2] = Key::K2; mapKeys[XK_3] = Key::K3; mapKeys[XK_4] = Key::K4;
mapKeys[XK_5] = Key::K5; mapKeys[XK_6] = Key::K6; mapKeys[XK_7] = Key::K7; mapKeys[XK_8] = Key::K8; mapKeys[XK_9] = Key::K9;
mapKeys[XK_KP_0] = Key::NP0; mapKeys[XK_KP_1] = Key::NP1; mapKeys[XK_KP_2] = Key::NP2; mapKeys[XK_KP_3] = Key::NP3; mapKeys[XK_KP_4] = Key::NP4;
mapKeys[XK_KP_5] = Key::NP5; mapKeys[XK_KP_6] = Key::NP6; mapKeys[XK_KP_7] = Key::NP7; mapKeys[XK_KP_8] = Key::NP8; mapKeys[XK_KP_9] = Key::NP9;
mapKeys[XK_KP_Multiply] = Key::NP_MUL; mapKeys[XK_KP_Add] = Key::NP_ADD; mapKeys[XK_KP_Divide] = Key::NP_DIV; mapKeys[XK_KP_Subtract] = Key::NP_SUB; mapKeys[XK_KP_Decimal] = Key::NP_DECIMAL;
// These keys vary depending on the keyboard. I've included comments for US and UK keyboard layouts
mapKeys[XK_semicolon] = Key::OEM_1; // On US and UK keyboards this is the ';:' key
mapKeys[XK_slash] = Key::OEM_2; // On US and UK keyboards this is the '/?' key
mapKeys[XK_asciitilde] = Key::OEM_3; // On US keyboard this is the '~' key
mapKeys[XK_bracketleft] = Key::OEM_4; // On US and UK keyboards this is the '[{' key
mapKeys[XK_backslash] = Key::OEM_5; // On US keyboard this is '\|' key.
mapKeys[XK_bracketright] = Key::OEM_6; // On US and UK keyboards this is the ']}' key
mapKeys[XK_apostrophe] = Key::OEM_7; // On US keyboard this is the single/double quote key. On UK, this is the single quote/@ symbol key
mapKeys[XK_numbersign] = Key::OEM_8; // miscellaneous characters. Varies by keyboard. I believe this to be the '#~' key on UK keyboards
mapKeys[XK_equal] = Key::EQUALS; // the '+' key on any keyboard
mapKeys[XK_comma] = Key::COMMA; // the comma key on any keyboard
mapKeys[XK_minus] = Key::MINUS; // the minus key on any keyboard
mapKeys[XK_Caps_Lock] = Key::CAPS_LOCK;
return olc::OK;
}
virtual olc::rcode SetWindowTitle(const std::string& s) override
{
X11::XStoreName(olc_Display, olc_Window, s.c_str());
return olc::OK;
}
virtual olc::rcode StartSystemEventLoop() override
{
return olc::OK;
}
virtual olc::rcode HandleSystemEvent() override
{
using namespace X11;
// Handle Xlib Message Loop - we do this in the
// same thread that OpenGL was created so we dont
// need to worry too much about multithreading with X11
XEvent xev;
while (XPending(olc_Display))
{
XNextEvent(olc_Display, &xev);
if (xev.type == Expose)
{
XWindowAttributes gwa;
XGetWindowAttributes(olc_Display, olc_Window, &gwa);
ptrPGE->olc_UpdateWindowSize(gwa.width, gwa.height);
}
else if (xev.type == ConfigureNotify)
{
XConfigureEvent xce = xev.xconfigure;
ptrPGE->olc_UpdateWindowSize(xce.width, xce.height);
}
else if (xev.type == KeyPress)
{
KeySym sym = XLookupKeysym(&xev.xkey, 0);
ptrPGE->olc_UpdateKeyState(mapKeys[sym], true);
XKeyEvent* e = (XKeyEvent*)&xev; // Because DragonEye loves numpads
XLookupString(e, NULL, 0, &sym, NULL);
ptrPGE->olc_UpdateKeyState(mapKeys[sym], true);
}
else if (xev.type == KeyRelease)
{
KeySym sym = XLookupKeysym(&xev.xkey, 0);
ptrPGE->olc_UpdateKeyState(mapKeys[sym], false);
XKeyEvent* e = (XKeyEvent*)&xev;
XLookupString(e, NULL, 0, &sym, NULL);
ptrPGE->olc_UpdateKeyState(mapKeys[sym], false);
}
else if (xev.type == ButtonPress)
{
switch (xev.xbutton.button)
{
case 1: ptrPGE->olc_UpdateMouseState(0, true); break;
case 2: ptrPGE->olc_UpdateMouseState(2, true); break;
case 3: ptrPGE->olc_UpdateMouseState(1, true); break;
case 4: ptrPGE->olc_UpdateMouseWheel(120); break;
case 5: ptrPGE->olc_UpdateMouseWheel(-120); break;
default: break;
}
}
else if (xev.type == ButtonRelease)
{
switch (xev.xbutton.button)
{
case 1: ptrPGE->olc_UpdateMouseState(0, false); break;
case 2: ptrPGE->olc_UpdateMouseState(2, false); break;
case 3: ptrPGE->olc_UpdateMouseState(1, false); break;
default: break;
}
}
else if (xev.type == MotionNotify)
{
ptrPGE->olc_UpdateMouse(xev.xmotion.x, xev.xmotion.y);
}
else if (xev.type == FocusIn)
{
ptrPGE->olc_UpdateKeyFocus(true);
}
else if (xev.type == FocusOut)
{
ptrPGE->olc_UpdateKeyFocus(false);
}
else if (xev.type == ClientMessage)
{
ptrPGE->olc_Terminate();
}
}
return olc::OK;
}
};
}
#endif
// O------------------------------------------------------------------------------O
// | END PLATFORM: LINUX |
// O------------------------------------------------------------------------------O
#pragma endregion
#pragma region platform_glut
// O------------------------------------------------------------------------------O
// | START PLATFORM: GLUT (used to make it simple for Apple) |
// O------------------------------------------------------------------------------O
//
// VERY IMPORTANT!!! The Apple port was originally created by @Mumflr (discord)
// and the repo for the development of this project can be found here:
// https://github.com/MumflrFumperdink/olcPGEMac which contains maccy goodness
// and support on how to setup your build environment.
//
// "MASSIVE MASSIVE THANKS TO MUMFLR" - Javidx9
#if defined(OLC_PLATFORM_GLUT)
namespace olc {
class Platform_GLUT : public olc::Platform
{
public:
static std::atomic<bool>* bActiveRef;
virtual olc::rcode ApplicationStartUp() override {
return olc::rcode::OK;
}
virtual olc::rcode ApplicationCleanUp() override
{
return olc::rcode::OK;
}
virtual olc::rcode ThreadStartUp() override
{
return olc::rcode::OK;
}
virtual olc::rcode ThreadCleanUp() override
{
renderer->DestroyDevice();
return olc::OK;
}
virtual olc::rcode CreateGraphics(bool bFullScreen, bool bEnableVSYNC, const olc::vi2d& vViewPos, const olc::vi2d& vViewSize) override
{
if (renderer->CreateDevice({}, bFullScreen, bEnableVSYNC) == olc::rcode::OK)
{
renderer->UpdateViewport(vViewPos, vViewSize);
return olc::rcode::OK;
}
else
return olc::rcode::FAIL;
}
static void ExitMainLoop() {
if (!ptrPGE->OnUserDestroy()) {
*bActiveRef = true;
return;
}
platform->ThreadCleanUp();
platform->ApplicationCleanUp();
exit(0);
}
#if defined(__APPLE__)
static void scrollWheelUpdate(id selff, SEL _sel, id theEvent) {
static const SEL deltaYSel = sel_registerName("deltaY");
#if defined(__aarch64__) // Thanks ruarq!
double deltaY = ((double (*)(id, SEL))objc_msgSend)(theEvent, deltaYSel);
#else
double deltaY = ((double (*)(id, SEL))objc_msgSend_fpret)(theEvent, deltaYSel);
#endif
for (int i = 0; i < abs(deltaY); i++) {
if (deltaY > 0) {
ptrPGE->olc_UpdateMouseWheel(-1);
}
else if (deltaY < 0) {
ptrPGE->olc_UpdateMouseWheel(1);
}
}
}
#endif
static void ThreadFunct() {
#if defined(__APPLE__)
static bool hasEnabledCocoa = false;
if (!hasEnabledCocoa) {
// Objective-C Wizardry
Class NSApplicationClass = objc_getClass("NSApplication");
// NSApp = [NSApplication sharedApplication]
SEL sharedApplicationSel = sel_registerName("sharedApplication");
id NSApp = ((id(*)(Class, SEL))objc_msgSend)(NSApplicationClass, sharedApplicationSel);
// window = [NSApp mainWindow]
SEL mainWindowSel = sel_registerName("mainWindow");
id window = ((id(*)(id, SEL))objc_msgSend)(NSApp, mainWindowSel);
// [window setStyleMask: NSWindowStyleMaskClosable | ~NSWindowStyleMaskResizable]
SEL setStyleMaskSel = sel_registerName("setStyleMask:");
((void (*)(id, SEL, NSUInteger))objc_msgSend)(window, setStyleMaskSel, 7);
hasEnabledCocoa = true;
}
#endif
if (!*bActiveRef) {
ExitMainLoop();
return;
}
glutPostRedisplay();
}
static void DrawFunct() {
ptrPGE->olc_CoreUpdate();
}
virtual olc::rcode CreateWindowPane(const olc::vi2d& vWindowPos, olc::vi2d& vWindowSize, bool bFullScreen) override
{
#if defined(__APPLE__)
Class GLUTViewClass = objc_getClass("GLUTView");
SEL scrollWheelSel = sel_registerName("scrollWheel:");
bool resultAddMethod = class_addMethod(GLUTViewClass, scrollWheelSel, (IMP)scrollWheelUpdate, "v@:@");
assert(resultAddMethod);
#endif
renderer->PrepareDevice();
if (bFullScreen)
{
vWindowSize.x = glutGet(GLUT_SCREEN_WIDTH);
vWindowSize.y = glutGet(GLUT_SCREEN_HEIGHT);
glutFullScreen();
}
else
{
if (vWindowSize.x > glutGet(GLUT_SCREEN_WIDTH) || vWindowSize.y > glutGet(GLUT_SCREEN_HEIGHT))
{
perror("ERROR: The specified window dimensions do not fit on your screen\n");
return olc::FAIL;
}
glutReshapeWindow(vWindowSize.x, vWindowSize.y - 1);
}
// Create Keyboard Mapping
mapKeys[0x00] = Key::NONE;
mapKeys['A'] = Key::A; mapKeys['B'] = Key::B; mapKeys['C'] = Key::C; mapKeys['D'] = Key::D; mapKeys['E'] = Key::E;
mapKeys['F'] = Key::F; mapKeys['G'] = Key::G; mapKeys['H'] = Key::H; mapKeys['I'] = Key::I; mapKeys['J'] = Key::J;
mapKeys['K'] = Key::K; mapKeys['L'] = Key::L; mapKeys['M'] = Key::M; mapKeys['N'] = Key::N; mapKeys['O'] = Key::O;
mapKeys['P'] = Key::P; mapKeys['Q'] = Key::Q; mapKeys['R'] = Key::R; mapKeys['S'] = Key::S; mapKeys['T'] = Key::T;
mapKeys['U'] = Key::U; mapKeys['V'] = Key::V; mapKeys['W'] = Key::W; mapKeys['X'] = Key::X; mapKeys['Y'] = Key::Y;
mapKeys['Z'] = Key::Z;
mapKeys[GLUT_KEY_F1] = Key::F1; mapKeys[GLUT_KEY_F2] = Key::F2; mapKeys[GLUT_KEY_F3] = Key::F3; mapKeys[GLUT_KEY_F4] = Key::F4;
mapKeys[GLUT_KEY_F5] = Key::F5; mapKeys[GLUT_KEY_F6] = Key::F6; mapKeys[GLUT_KEY_F7] = Key::F7; mapKeys[GLUT_KEY_F8] = Key::F8;
mapKeys[GLUT_KEY_F9] = Key::F9; mapKeys[GLUT_KEY_F10] = Key::F10; mapKeys[GLUT_KEY_F11] = Key::F11; mapKeys[GLUT_KEY_F12] = Key::F12;
mapKeys[GLUT_KEY_DOWN] = Key::DOWN; mapKeys[GLUT_KEY_LEFT] = Key::LEFT; mapKeys[GLUT_KEY_RIGHT] = Key::RIGHT; mapKeys[GLUT_KEY_UP] = Key::UP;
mapKeys[13] = Key::ENTER;
mapKeys[127] = Key::BACK; mapKeys[27] = Key::ESCAPE;
mapKeys[9] = Key::TAB; mapKeys[GLUT_KEY_HOME] = Key::HOME;
mapKeys[GLUT_KEY_END] = Key::END; mapKeys[GLUT_KEY_PAGE_UP] = Key::PGUP; mapKeys[GLUT_KEY_PAGE_DOWN] = Key::PGDN; mapKeys[GLUT_KEY_INSERT] = Key::INS;
mapKeys[32] = Key::SPACE; mapKeys[46] = Key::PERIOD;
mapKeys[48] = Key::K0; mapKeys[49] = Key::K1; mapKeys[50] = Key::K2; mapKeys[51] = Key::K3; mapKeys[52] = Key::K4;
mapKeys[53] = Key::K5; mapKeys[54] = Key::K6; mapKeys[55] = Key::K7; mapKeys[56] = Key::K8; mapKeys[57] = Key::K9;
// NOTE: MISSING KEYS :O
glutKeyboardFunc([](unsigned char key, int x, int y) -> void {
switch (glutGetModifiers()) {
case 0: //This is when there are no modifiers
if ('a' <= key && key <= 'z') key -= 32;
break;
case GLUT_ACTIVE_SHIFT:
ptrPGE->olc_UpdateKeyState(Key::SHIFT, true);
break;
case GLUT_ACTIVE_CTRL:
if ('a' <= key && key <= 'z') key -= 32;
ptrPGE->olc_UpdateKeyState(Key::CTRL, true);
break;
case GLUT_ACTIVE_ALT:
if ('a' <= key && key <= 'z') key -= 32;
break;
}
if (mapKeys[key])
ptrPGE->olc_UpdateKeyState(mapKeys[key], true);
});
glutKeyboardUpFunc([](unsigned char key, int x, int y) -> void {
switch (glutGetModifiers()) {
case 0: //This is when there are no modifiers
if ('a' <= key && key <= 'z') key -= 32;
break;
case GLUT_ACTIVE_SHIFT:
ptrPGE->olc_UpdateKeyState(Key::SHIFT, false);
break;
case GLUT_ACTIVE_CTRL:
if ('a' <= key && key <= 'z') key -= 32;
ptrPGE->olc_UpdateKeyState(Key::CTRL, false);
break;
case GLUT_ACTIVE_ALT:
if ('a' <= key && key <= 'z') key -= 32;
//No ALT in PGE
break;
}
if (mapKeys[key])
ptrPGE->olc_UpdateKeyState(mapKeys[key], false);
});
//Special keys
glutSpecialFunc([](int key, int x, int y) -> void {
if (mapKeys[key])
ptrPGE->olc_UpdateKeyState(mapKeys[key], true);
});
glutSpecialUpFunc([](int key, int x, int y) -> void {
if (mapKeys[key])
ptrPGE->olc_UpdateKeyState(mapKeys[key], false);
});
glutMouseFunc([](int button, int state, int x, int y) -> void {
switch (button) {
case GLUT_LEFT_BUTTON:
if (state == GLUT_UP) ptrPGE->olc_UpdateMouseState(0, false);
else if (state == GLUT_DOWN) ptrPGE->olc_UpdateMouseState(0, true);
break;
case GLUT_MIDDLE_BUTTON:
if (state == GLUT_UP) ptrPGE->olc_UpdateMouseState(2, false);
else if (state == GLUT_DOWN) ptrPGE->olc_UpdateMouseState(2, true);
break;
case GLUT_RIGHT_BUTTON:
if (state == GLUT_UP) ptrPGE->olc_UpdateMouseState(1, false);
else if (state == GLUT_DOWN) ptrPGE->olc_UpdateMouseState(1, true);
break;
}
});
auto mouseMoveCall = [](int x, int y) -> void {
ptrPGE->olc_UpdateMouse(x, y);
};
glutMotionFunc(mouseMoveCall);
glutPassiveMotionFunc(mouseMoveCall);
glutEntryFunc([](int state) -> void {
if (state == GLUT_ENTERED) ptrPGE->olc_UpdateKeyFocus(true);
else if (state == GLUT_LEFT) ptrPGE->olc_UpdateKeyFocus(false);
});
glutDisplayFunc(DrawFunct);
glutIdleFunc(ThreadFunct);
return olc::OK;
}
virtual olc::rcode SetWindowTitle(const std::string& s) override
{
glutSetWindowTitle(s.c_str());
return olc::OK;
}
virtual olc::rcode StartSystemEventLoop() override {
glutMainLoop();
return olc::OK;
}
virtual olc::rcode HandleSystemEvent() override
{
return olc::OK;
}
};
std::atomic<bool>* Platform_GLUT::bActiveRef{ nullptr };
//Custom Start
olc::rcode PixelGameEngine::Start()
{
if (platform->ApplicationStartUp() != olc::OK) return olc::FAIL;
// Construct the window
if (platform->CreateWindowPane({ 30,30 }, vWindowSize, bFullScreen) != olc::OK) return olc::FAIL;
olc_UpdateWindowSize(vWindowSize.x, vWindowSize.y);
if (platform->ThreadStartUp() == olc::FAIL) return olc::FAIL;
olc_PrepareEngine();
if (!OnUserCreate()) return olc::FAIL;
Platform_GLUT::bActiveRef = &bAtomActive;
glutWMCloseFunc(Platform_GLUT::ExitMainLoop);
bAtomActive = true;
platform->StartSystemEventLoop();
//This code will not even be run but why not
if (platform->ApplicationCleanUp() != olc::OK) return olc::FAIL;
return olc::OK;
}
}
#endif
// O------------------------------------------------------------------------------O
// | END PLATFORM: GLUT |
// O------------------------------------------------------------------------------O
#pragma endregion
#pragma region platform_emscripten
// O------------------------------------------------------------------------------O
// | START PLATFORM: Emscripten - Totally Game Changing... |
// O------------------------------------------------------------------------------O
//
// Firstly a big mega thank you to members of the OLC Community for sorting this
// out. Making a browser compatible version has been a priority for quite some
// time, but I lacked the expertise to do it. This awesome feature is possible
// because a group of former strangers got together and formed friendships over
// their shared passion for code. If anything demonstrates how powerful helping
// each other can be, it's this. - Javidx9
// Emscripten Platform: MaGetzUb, Moros1138, Slavka, Dandistine, Gorbit99, Bispoo
// also: Ishidex, Gusgo99, SlicEnDicE, Alexio
#if defined(OLC_PLATFORM_EMSCRIPTEN)
#include <emscripten/html5.h>
#include <emscripten/key_codes.h>
extern "C"
{
EMSCRIPTEN_KEEPALIVE inline int olc_OnPageUnload()
{ olc::platform->ApplicationCleanUp(); return 0; }
}
namespace olc
{
class Platform_Emscripten : public olc::Platform
{
public:
virtual olc::rcode ApplicationStartUp() override
{ return olc::rcode::OK; }
virtual olc::rcode ApplicationCleanUp() override
{ ThreadCleanUp(); return olc::rcode::OK; }
virtual olc::rcode ThreadStartUp() override
{ return olc::rcode::OK; }
virtual olc::rcode ThreadCleanUp() override
{ renderer->DestroyDevice(); return olc::OK; }
virtual olc::rcode CreateGraphics(bool bFullScreen, bool bEnableVSYNC, const olc::vi2d& vViewPos, const olc::vi2d& vViewSize) override
{
if (renderer->CreateDevice({}, bFullScreen, bEnableVSYNC) == olc::rcode::OK)
{
renderer->UpdateViewport(vViewPos, vViewSize);
return olc::rcode::OK;
}
else
return olc::rcode::FAIL;
}
virtual olc::rcode CreateWindowPane(const olc::vi2d& vWindowPos, olc::vi2d& vWindowSize, bool bFullScreen) override
{
emscripten_set_canvas_element_size("#canvas", vWindowSize.x, vWindowSize.y);
mapKeys[DOM_PK_UNKNOWN] = Key::NONE;
mapKeys[DOM_PK_A] = Key::A; mapKeys[DOM_PK_B] = Key::B; mapKeys[DOM_PK_C] = Key::C; mapKeys[DOM_PK_D] = Key::D;
mapKeys[DOM_PK_E] = Key::E; mapKeys[DOM_PK_F] = Key::F; mapKeys[DOM_PK_G] = Key::G; mapKeys[DOM_PK_H] = Key::H;
mapKeys[DOM_PK_I] = Key::I; mapKeys[DOM_PK_J] = Key::J; mapKeys[DOM_PK_K] = Key::K; mapKeys[DOM_PK_L] = Key::L;
mapKeys[DOM_PK_M] = Key::M; mapKeys[DOM_PK_N] = Key::N; mapKeys[DOM_PK_O] = Key::O; mapKeys[DOM_PK_P] = Key::P;
mapKeys[DOM_PK_Q] = Key::Q; mapKeys[DOM_PK_R] = Key::R; mapKeys[DOM_PK_S] = Key::S; mapKeys[DOM_PK_T] = Key::T;
mapKeys[DOM_PK_U] = Key::U; mapKeys[DOM_PK_V] = Key::V; mapKeys[DOM_PK_W] = Key::W; mapKeys[DOM_PK_X] = Key::X;
mapKeys[DOM_PK_Y] = Key::Y; mapKeys[DOM_PK_Z] = Key::Z;
mapKeys[DOM_PK_0] = Key::K0; mapKeys[DOM_PK_1] = Key::K1; mapKeys[DOM_PK_2] = Key::K2;
mapKeys[DOM_PK_3] = Key::K3; mapKeys[DOM_PK_4] = Key::K4; mapKeys[DOM_PK_5] = Key::K5;
mapKeys[DOM_PK_6] = Key::K6; mapKeys[DOM_PK_7] = Key::K7; mapKeys[DOM_PK_8] = Key::K8;
mapKeys[DOM_PK_9] = Key::K9;
mapKeys[DOM_PK_F1] = Key::F1; mapKeys[DOM_PK_F2] = Key::F2; mapKeys[DOM_PK_F3] = Key::F3; mapKeys[DOM_PK_F4] = Key::F4;
mapKeys[DOM_PK_F5] = Key::F5; mapKeys[DOM_PK_F6] = Key::F6; mapKeys[DOM_PK_F7] = Key::F7; mapKeys[DOM_PK_F8] = Key::F8;
mapKeys[DOM_PK_F9] = Key::F9; mapKeys[DOM_PK_F10] = Key::F10; mapKeys[DOM_PK_F11] = Key::F11; mapKeys[DOM_PK_F12] = Key::F12;
mapKeys[DOM_PK_ARROW_UP] = Key::UP; mapKeys[DOM_PK_ARROW_DOWN] = Key::DOWN;
mapKeys[DOM_PK_ARROW_LEFT] = Key::LEFT; mapKeys[DOM_PK_ARROW_RIGHT] = Key::RIGHT;
mapKeys[DOM_PK_SPACE] = Key::SPACE; mapKeys[DOM_PK_TAB] = Key::TAB;
mapKeys[DOM_PK_SHIFT_LEFT] = Key::SHIFT; mapKeys[DOM_PK_SHIFT_RIGHT] = Key::SHIFT;
mapKeys[DOM_PK_CONTROL_LEFT] = Key::CTRL; mapKeys[DOM_PK_CONTROL_RIGHT] = Key::CTRL;
mapKeys[DOM_PK_INSERT] = Key::INS; mapKeys[DOM_PK_DELETE] = Key::DEL; mapKeys[DOM_PK_HOME] = Key::HOME;
mapKeys[DOM_PK_END] = Key::END; mapKeys[DOM_PK_PAGE_UP] = Key::PGUP; mapKeys[DOM_PK_PAGE_DOWN] = Key::PGDN;
mapKeys[DOM_PK_BACKSPACE] = Key::BACK; mapKeys[DOM_PK_ESCAPE] = Key::ESCAPE;
mapKeys[DOM_PK_ENTER] = Key::ENTER; mapKeys[DOM_PK_NUMPAD_EQUAL] = Key::EQUALS;
mapKeys[DOM_PK_NUMPAD_ENTER] = Key::ENTER; mapKeys[DOM_PK_PAUSE] = Key::PAUSE;
mapKeys[DOM_PK_SCROLL_LOCK] = Key::SCROLL;
mapKeys[DOM_PK_NUMPAD_0] = Key::NP0; mapKeys[DOM_PK_NUMPAD_1] = Key::NP1; mapKeys[DOM_PK_NUMPAD_2] = Key::NP2;
mapKeys[DOM_PK_NUMPAD_3] = Key::NP3; mapKeys[DOM_PK_NUMPAD_4] = Key::NP4; mapKeys[DOM_PK_NUMPAD_5] = Key::NP5;
mapKeys[DOM_PK_NUMPAD_6] = Key::NP6; mapKeys[DOM_PK_NUMPAD_7] = Key::NP7; mapKeys[DOM_PK_NUMPAD_8] = Key::NP8;
mapKeys[DOM_PK_NUMPAD_9] = Key::NP9;
mapKeys[DOM_PK_NUMPAD_MULTIPLY] = Key::NP_MUL; mapKeys[DOM_PK_NUMPAD_DIVIDE] = Key::NP_DIV;
mapKeys[DOM_PK_NUMPAD_ADD] = Key::NP_ADD; mapKeys[DOM_PK_NUMPAD_SUBTRACT] = Key::NP_SUB;
mapKeys[DOM_PK_NUMPAD_DECIMAL] = Key::NP_DECIMAL;
mapKeys[DOM_PK_PERIOD] = Key::PERIOD; mapKeys[DOM_PK_EQUAL] = Key::EQUALS;
mapKeys[DOM_PK_COMMA] = Key::COMMA; mapKeys[DOM_PK_MINUS] = Key::MINUS;
mapKeys[DOM_PK_CAPS_LOCK] = Key::CAPS_LOCK;
mapKeys[DOM_PK_SEMICOLON] = Key::OEM_1; mapKeys[DOM_PK_SLASH] = Key::OEM_2; mapKeys[DOM_PK_BACKQUOTE] = Key::OEM_3;
mapKeys[DOM_PK_BRACKET_LEFT] = Key::OEM_4; mapKeys[DOM_PK_BACKSLASH] = Key::OEM_5; mapKeys[DOM_PK_BRACKET_RIGHT] = Key::OEM_6;
mapKeys[DOM_PK_QUOTE] = Key::OEM_7; mapKeys[DOM_PK_BACKSLASH] = Key::OEM_8;
// Keyboard Callbacks
emscripten_set_keydown_callback("#canvas", 0, 1, keyboard_callback);
emscripten_set_keyup_callback("#canvas", 0, 1, keyboard_callback);
// Mouse Callbacks
emscripten_set_wheel_callback("#canvas", 0, 1, wheel_callback);
emscripten_set_mousedown_callback("#canvas", 0, 1, mouse_callback);
emscripten_set_mouseup_callback("#canvas", 0, 1, mouse_callback);
emscripten_set_mousemove_callback("#canvas", 0, 1, mouse_callback);
// Touch Callbacks
emscripten_set_touchstart_callback("#canvas", 0, 1, touch_callback);
emscripten_set_touchmove_callback("#canvas", 0, 1, touch_callback);
emscripten_set_touchend_callback("#canvas", 0, 1, touch_callback);
// Canvas Focus Callbacks
emscripten_set_blur_callback("#canvas", 0, 1, focus_callback);
emscripten_set_focus_callback("#canvas", 0, 1, focus_callback);
#pragma warning disable format
EM_ASM( window.onunload = Module._olc_OnPageUnload; );
// IMPORTANT! - Sorry About This...
//
// In order to handle certain browser based events, such as resizing and
// going to full screen, we have to effectively inject code into the container
// running the PGE. Yes, I vomited about 11 times too when the others were
// convincing me this is the future. Well, this isnt the future, and if it
// were to be, I want no part of what must be a miserable distopian free
// for all of anarchic code injection to get rudimentary events like "Resize()".
//
// Wake up people! Of course theres a spoon. There has to be to keep feeding
// the giant web baby.
// Fullscreen and Resize Observers
EM_ASM({
// cache for reuse
Module._olc_EmscriptenShellCss = "width: 100%; height: 70vh; margin-left: auto; margin-right: auto;";
// width / height = aspect ratio
Module._olc_WindowAspectRatio = $0 / $1;
Module.canvas.parentNode.addEventListener("resize", function(e) {
if (e.defaultPrevented) { e.stopPropagation(); return; }
var viewWidth = e.detail.width;
var viewHeight = e.detail.width / Module._olc_WindowAspectRatio;
if (viewHeight > e.detail.height)
{
viewHeight = e.detail.height;
viewWidth = e.detail.height * Module._olc_WindowAspectRatio;
}
if (Module.canvas.parentNode.className == 'emscripten_border')
Module.canvas.parentNode.style.cssText = Module._olc_EmscriptenShellCss + " width: " + viewWidth.toString() + "px; height: " + viewHeight.toString() + "px;";
Module.canvas.setAttribute("width", viewWidth);
Module.canvas.setAttribute("height", viewHeight);
if (document.fullscreenElement != null)
{
var top = (e.detail.height - viewHeight) / 2;
var left = (e.detail.width - viewWidth) / 2;
Module.canvas.style.position = "fixed";
Module.canvas.style.top = top.toString() + "px";
Module.canvas.style.left = left.toString() + "px";
Module.canvas.style.width = "";
Module.canvas.style.height = "";
}
// trigger PGE update
Module._olc_PGE_UpdateWindowSize(viewWidth, viewHeight);
// this is really only needed when enter/exiting fullscreen
Module.canvas.focus();
// prevent this event from ever affecting the document beyond this element
e.stopPropagation();
});
// helper function to prevent repeating the same code everywhere
Module._olc_ResizeCanvas = function()
{
// yes, we still have to wait, sigh..
setTimeout(function()
{
// if default template, stretch width as well
if (Module.canvas.parentNode.className == 'emscripten_border')
Module.canvas.parentNode.style.cssText = Module._olc_EmscriptenShellCss;
// override it's styling so we can get it's stretched size
Module.canvas.style.cssText = "width: 100%; height: 100%; outline: none;";
// setup custom resize event
var resizeEvent = new CustomEvent('resize',
{
detail: {
width: Module.canvas.clientWidth,
height : Module.canvas.clientHeight
},
bubbles : true,
cancelable : true
});
// trigger custom resize event on canvas element
Module.canvas.dispatchEvent(resizeEvent);
}, 50);
};
// Disable Refresh Gesture on mobile
document.body.style.cssText += " overscroll-behavior-y: contain;";
if (Module.canvas.parentNode.className == 'emscripten_border')
{
// force body to have no margin in emscripten's minimal shell
document.body.style.margin = "0";
Module.canvas.parentNode.style.cssText = Module._olc_EmscriptenShellCss;
}
Module._olc_ResizeCanvas();
// observe and react to resizing of the container element
var resizeObserver = new ResizeObserver(function(entries) {Module._olc_ResizeCanvas();}).observe(Module.canvas.parentNode);
// observe and react to changes that occur when entering/exiting fullscreen
var mutationObserver = new MutationObserver(function(mutationsList, observer)
{
// a change has occurred, let's check them out!
for (var i = 0; i < mutationsList.length; i++)
{
// cycle through all of the newly added elements
for (var j = 0; j < mutationsList[i].addedNodes.length; j++)
{
// if this element is a our canvas, trigger resize
if (mutationsList[i].addedNodes[j].id == 'canvas')
Module._olc_ResizeCanvas();
}
}
}).observe(Module.canvas.parentNode,
{
attributes: false,
childList : true,
subtree : false
});
// add resize listener on window
window.addEventListener("resize", function(e) { Module._olc_ResizeCanvas(); });
}, vWindowSize.x, vWindowSize.y); // Fullscreen and Resize Observers
#pragma warning restore format
return olc::rcode::OK;
}
// Interface PGE's UpdateWindowSize, for use in Javascript
void UpdateWindowSize(int width, int height)
{
ptrPGE->olc_UpdateWindowSize(width, height);
}
//TY Gorbit
static EM_BOOL focus_callback(int eventType, const EmscriptenFocusEvent* focusEvent, void* userData)
{
if (eventType == EMSCRIPTEN_EVENT_BLUR)
{
ptrPGE->olc_UpdateKeyFocus(false);
ptrPGE->olc_UpdateMouseFocus(false);
}
else if (eventType == EMSCRIPTEN_EVENT_FOCUS)
{
ptrPGE->olc_UpdateKeyFocus(true);
ptrPGE->olc_UpdateMouseFocus(true);
}
return 0;
}
//TY Moros
static EM_BOOL keyboard_callback(int eventType, const EmscriptenKeyboardEvent* e, void* userData)
{
if (eventType == EMSCRIPTEN_EVENT_KEYDOWN)
ptrPGE->olc_UpdateKeyState(mapKeys[emscripten_compute_dom_pk_code(e->code)], true);
// THANK GOD!! for this compute function. And thanks Dandistine for pointing it out!
if (eventType == EMSCRIPTEN_EVENT_KEYUP)
ptrPGE->olc_UpdateKeyState(mapKeys[emscripten_compute_dom_pk_code(e->code)], false);
//Consume keyboard events so that keys like F1 and F5 don't do weird things
return EM_TRUE;
}
//TY Moros
static EM_BOOL wheel_callback(int eventType, const EmscriptenWheelEvent* e, void* userData)
{
if (eventType == EMSCRIPTEN_EVENT_WHEEL)
ptrPGE->olc_UpdateMouseWheel(-1 * e->deltaY);
return EM_TRUE;
}
//TY Bispoo
static EM_BOOL touch_callback(int eventType, const EmscriptenTouchEvent* e, void* userData)
{
// Move
if (eventType == EMSCRIPTEN_EVENT_TOUCHMOVE)
{
ptrPGE->olc_UpdateMouse(e->touches->targetX, e->touches->targetY);
}
// Start
if (eventType == EMSCRIPTEN_EVENT_TOUCHSTART)
{
ptrPGE->olc_UpdateMouse(e->touches->targetX, e->touches->targetY);
ptrPGE->olc_UpdateMouseState(0, true);
}
// End
if (eventType == EMSCRIPTEN_EVENT_TOUCHEND)
{
ptrPGE->olc_UpdateMouseState(0, false);
}
return EM_TRUE;
}
//TY Moros
static EM_BOOL mouse_callback(int eventType, const EmscriptenMouseEvent* e, void* userData)
{
//Mouse Movement
if (eventType == EMSCRIPTEN_EVENT_MOUSEMOVE)
ptrPGE->olc_UpdateMouse(e->targetX, e->targetY);
//Mouse button press
if (e->button == 0) // left click
{
if (eventType == EMSCRIPTEN_EVENT_MOUSEDOWN)
ptrPGE->olc_UpdateMouseState(0, true);
else if (eventType == EMSCRIPTEN_EVENT_MOUSEUP)
ptrPGE->olc_UpdateMouseState(0, false);
}
if (e->button == 2) // right click
{
if (eventType == EMSCRIPTEN_EVENT_MOUSEDOWN)
ptrPGE->olc_UpdateMouseState(1, true);
else if (eventType == EMSCRIPTEN_EVENT_MOUSEUP)
ptrPGE->olc_UpdateMouseState(1, false);
}
if (e->button == 1) // middle click
{
if (eventType == EMSCRIPTEN_EVENT_MOUSEDOWN)
ptrPGE->olc_UpdateMouseState(2, true);
else if (eventType == EMSCRIPTEN_EVENT_MOUSEUP)
ptrPGE->olc_UpdateMouseState(2, false);
//at the moment only middle mouse needs to consume events.
return EM_TRUE;
}
return EM_FALSE;
}
virtual olc::rcode SetWindowTitle(const std::string& s) override
{ emscripten_set_window_title(s.c_str()); return olc::OK; }
virtual olc::rcode StartSystemEventLoop() override
{ return olc::OK; }
virtual olc::rcode HandleSystemEvent() override
{ return olc::OK; }
static void MainLoop()
{
olc::Platform::ptrPGE->olc_CoreUpdate();
if (!ptrPGE->olc_IsRunning())
{
if (ptrPGE->OnUserDestroy())
{
emscripten_cancel_main_loop();
platform->ApplicationCleanUp();
}
else
{
ptrPGE->olc_Reanimate();
}
}
}
};
//Emscripten needs a special Start function
//Much of this is usually done in EngineThread, but that isn't used here
olc::rcode PixelGameEngine::Start()
{
if (platform->ApplicationStartUp() != olc::OK) return olc::FAIL;
// Construct the window
if (platform->CreateWindowPane({ 30,30 }, vWindowSize, bFullScreen) != olc::OK) return olc::FAIL;
olc_UpdateWindowSize(vWindowSize.x, vWindowSize.y);
// Some implementations may form an event loop here
if (platform->ThreadStartUp() == olc::FAIL) return olc::FAIL;
// Do engine context specific initialisation
olc_PrepareEngine();
// Consider the "thread" started
bAtomActive = true;
// Create user resources as part of this thread
for (auto& ext : vExtensions) ext->OnBeforeUserCreate();
if (!OnUserCreate()) bAtomActive = false;
for (auto& ext : vExtensions) ext->OnAfterUserCreate();
platform->StartSystemEventLoop();
//This causes a heap memory corruption in Emscripten for some reason
//Platform_Emscripten::bActiveRef = &bAtomActive;
emscripten_set_main_loop(&Platform_Emscripten::MainLoop, 0, 1);
// Wait for thread to be exited
if (platform->ApplicationCleanUp() != olc::OK) return olc::FAIL;
return olc::OK;
}
}
extern "C"
{
EMSCRIPTEN_KEEPALIVE inline void olc_PGE_UpdateWindowSize(int width, int height)
{
emscripten_set_canvas_element_size("#canvas", width, height);
// Thanks slavka
((olc::Platform_Emscripten*)olc::platform.get())->UpdateWindowSize(width, height);
}
}
#endif
// O------------------------------------------------------------------------------O
// | END PLATFORM: Emscripten |
// O------------------------------------------------------------------------------O
#pragma endregion
#endif // Headless
// O------------------------------------------------------------------------------O
// | olcPixelGameEngine Auto-Configuration |
// O------------------------------------------------------------------------------O
#pragma region pge_config
namespace olc
{
void PixelGameEngine::olc_ConfigureSystem()
{
#if !defined(OLC_PGE_HEADLESS)
#if defined(OLC_IMAGE_GDI)
olc::Sprite::loader = std::make_unique<olc::ImageLoader_GDIPlus>();
#endif
#if defined(OLC_IMAGE_LIBPNG)
olc::Sprite::loader = std::make_unique<olc::ImageLoader_LibPNG>();
#endif
#if defined(OLC_IMAGE_STB)
olc::Sprite::loader = std::make_unique<olc::ImageLoader_STB>();
#endif
#if defined(OLC_IMAGE_CUSTOM_EX)
olc::Sprite::loader = std::make_unique<OLC_IMAGE_CUSTOM_EX>();
#endif
#if defined(OLC_PLATFORM_WINAPI)
platform = std::make_unique<olc::Platform_Windows>();
#endif
#if defined(OLC_PLATFORM_X11)
platform = std::make_unique<olc::Platform_Linux>();
#endif
#if defined(OLC_PLATFORM_GLUT)
platform = std::make_unique<olc::Platform_GLUT>();
#endif
#if defined(OLC_PLATFORM_EMSCRIPTEN)
platform = std::make_unique<olc::Platform_Emscripten>();
#endif
#if defined(OLC_PLATFORM_CUSTOM_EX)
platform = std::make_unique<OLC_PLATFORM_CUSTOM_EX>();
#endif
#if defined(OLC_GFX_OPENGL10)
renderer = std::make_unique<olc::Renderer_OGL10>();
#endif
#if defined(OLC_GFX_OPENGL33)
renderer = std::make_unique<olc::Renderer_OGL33>();
#endif
#if defined(OLC_GFX_OPENGLES2)
renderer = std::make_unique<olc::Renderer_OGLES2>();
#endif
#if defined(OLC_GFX_DIRECTX10)
renderer = std::make_unique<olc::Renderer_DX10>();
#endif
#if defined(OLC_GFX_DIRECTX11)
renderer = std::make_unique<olc::Renderer_DX11>();
#endif
#if defined(OLC_GFX_CUSTOM_EX)
renderer = std::make_unique<OLC_RENDERER_CUSTOM_EX>();
#endif
// Associate components with PGE instance
platform->ptrPGE = this;
renderer->ptrPGE = this;
#else
olc::Sprite::loader = nullptr;
platform = nullptr;
renderer = nullptr;
#endif
}
}
#pragma endregion
#endif // End OLC_PGE_APPLICATION
// O------------------------------------------------------------------------------O
// | END OF OLC_PGE_APPLICATION |
// O------------------------------------------------------------------------------O