Example Implemented from video

Co-authored-by: sigonasr2 <sigonasr2@gmail.com>
master
sigonasr2 2 years ago
parent 1864f2de70
commit 17ec1e06df
  1. 8
      Block.cpp
  2. 14
      Block.h
  3. BIN
      C++ProjectTemplate
  4. 75
      C++ProjectTemplate.html
  5. 1
      C++ProjectTemplate.js
  6. BIN
      C++ProjectTemplate.wasm
  7. 0
      Path.cpp
  8. 0
      Path.h
  9. 33
      README.md
  10. BIN
      a.out
  11. BIN
      art/black.png
  12. BIN
      art/blue.png
  13. BIN
      art/car.png
  14. BIN
      art/cars.png
  15. BIN
      art/grass.png
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      art/green.png
  17. BIN
      art/hills.png
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      art/old/car 2.png
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      art/old/car0.png
  20. BIN
      art/old/car1.png
  21. BIN
      art/old/car2.png
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      art/old/checker0.png
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      art/old/curb.png
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      art/old/curb0.png
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      art/old/grass/grass0.png
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      art/old/grass/grass1.png
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      art/old/grass/grass2.png
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      art/old/grass/grass3.png
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      art/old/grass/grass4.png
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      art/old/grass/grass5.png
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      art/old/road0.png
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      art/old/road1.png
  33. BIN
      art/old/title/title 0.png
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      art/old/title/title 1.png
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      art/old/title/title 2.png
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      art/old/title/title 2b.png
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      art/old/title/title 7b.png
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      art/orange.png
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      art/purple.png
  51. BIN
      art/red.png
  52. BIN
      art/road.png
  53. BIN
      art/start.png
  54. BIN
      art/title.png
  55. BIN
      art/title.psd
  56. BIN
      art/white.png
  57. BIN
      baseboard.png
  58. BIN
      border.png
  59. 75
      buildtemplate.html
  60. BIN
      car.png
  61. BIN
      circulardevice.png
  62. BIN
      co2.png
  63. BIN
      coloredside.png
  64. 53
      config.hpp
  65. 33
      data.lua
  66. BIN
      dependentClasses.zip
  67. BIN
      dirtblock.png
  68. 1321
      forward.hpp
  69. BIN
      grass.png
  70. BIN
      hills.png
  71. BIN
      lightup.png
  72. 255
      main.cpp
  73. 0
      olcPixelGameEngine.h
  74. 1024
      olcutils.h
  75. 786
      quickgui.h
  76. BIN
      road.png
  77. 28907
      sol.hpp
  78. 53
      sol/config.hpp
  79. BIN
      start.png

@ -1,8 +0,0 @@
#include "Block.h"
Block::Block(int x, int y, int R, int B, int G)
{
X = x;
Y = y;
color = std::make_tuple(R, G, B);
}

@ -1,14 +0,0 @@
#pragma once
#include <tuple>
class Block
{
public:
Block(){};
Block(int x, int y, int R, int B, int G);
void display(float CameraX, float CameraY, float Zoom);
private:
int X;
int Y;
std::tuple<int, int, int> color;
};

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<!doctype html>
<html lang="en-us">
<head>
<meta name="viewport" content="width=device-width, initial-scale=1">
<meta charset="utf-8">
<meta http-equiv="Content-Type" content="text/html; charset=utf-8">
<title>Emscripten-Generated Code</title>
<style>
html,body { width: 100%; height: 100%; }
body { font-family: arial; margin: 0; padding: 0; background: #000; }
.emscripten { padding-right: 0; margin-left: auto; margin-right: auto; display: block; }
div.emscripten_border { border: none; }
/* the canvas *must not* have any border or padding, or mouse coords will be wrong */
canvas.emscripten { border: 0px none; background-color: black; }
</style>
</head>
<body>
<canvas class="emscripten" id="canvas" oncontextmenu="event.preventDefault()" tabindex=-1></canvas>
<script type='text/javascript'>
var Module = {
preRun: [],
postRun: [],
canvas: (function() {
var canvas = document.getElementById('canvas');
// As a default initial behavior, pop up an alert when webgl context is lost. To make your
// application robust, you may want to override this behavior before shipping!
// See http://www.khronos.org/registry/webgl/specs/latest/1.0/#5.15.2
canvas.addEventListener("webglcontextlost", function(e) { alert('WebGL context lost. You will need to reload the page.'); e.preventDefault(); }, false);
return canvas;
})(),
};
</script>
<script async type="text/javascript" src="C++ProjectTemplate.js"></script>
<script type="text/javascript">
Module.canvas.addEventListener("resize", (e) => {
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;
}
// update dom attributes
Module.canvas.setAttribute("width", viewWidth);
Module.canvas.setAttribute("height", viewHeight);
var top = (e.detail.height - viewHeight) / 2;
var left = (e.detail.width - viewWidth) / 2;
// update styles
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);
// ensure canvas has focus
Module.canvas.focus();
e.preventDefault();
});
</script>
</body>
</html>

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This repository contains general build scripts and pipelines for all languages that I incorporate in my projects. The goal is to provide an easy retrieval and update system for the project. Each script will be a shell script containing the following template:
```bash
#Short description about what I do
#Language[Folder]
# #The script's code goes in here.
# rm -Rf out/*
# javac -Xlint:unchecked -cp ${PROJECT_DIR}/.. -d ${OUT_DIR} ${PROJECT_DIR}/*.java
# printf "\n\n\nRunning Program...\n\n"
# cd $OUT_DIR
# java ${MAIN_CLASS} "$@"
# ../scripts/clean.sh
```
Each language will be in the following structure:
```
-<Language>
--<scripts>
---[script files.sh]
```
The `sig` script will display by default any scripts in the `scripts` folder, therefore when creating a project, copy over the scripts folder of the desired language into your project then the `sig` script handles the rest appropriately. If your project requires multiple languages and build setups, then you can use the `sig2` command, which has an additional parameter to specify the language when running it. When setting up a multi-language setup, you'll just copy the entire folder to include the programming language itself. So a multi-language project structure may look something like this:
```
-C
--scripts
---build.sh
---clean.sh
---make.sh
-Java
--scripts
---build.sh
---clean.sh
---jar.sh
```

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<!doctype html>
<html lang="en-us">
<head>
<meta name="viewport" content="width=device-width, initial-scale=1">
<meta charset="utf-8">
<meta http-equiv="Content-Type" content="text/html; charset=utf-8">
<title>Emscripten-Generated Code</title>
<style>
html,body { width: 100%; height: 100%; }
body { font-family: arial; margin: 0; padding: 0; background: #000; }
.emscripten { padding-right: 0; margin-left: auto; margin-right: auto; display: block; }
div.emscripten_border { border: none; }
/* the canvas *must not* have any border or padding, or mouse coords will be wrong */
canvas.emscripten { border: 0px none; background-color: black; }
</style>
</head>
<body>
<canvas class="emscripten" id="canvas" oncontextmenu="event.preventDefault()" tabindex=-1></canvas>
<script type='text/javascript'>
var Module = {
preRun: [],
postRun: [],
canvas: (function() {
var canvas = document.getElementById('canvas');
// As a default initial behavior, pop up an alert when webgl context is lost. To make your
// application robust, you may want to override this behavior before shipping!
// See http://www.khronos.org/registry/webgl/specs/latest/1.0/#5.15.2
canvas.addEventListener("webglcontextlost", function(e) { alert('WebGL context lost. You will need to reload the page.'); e.preventDefault(); }, false);
return canvas;
})(),
};
</script>
<script async type="text/javascript" src="_REPLACEME_"></script>
<script type="text/javascript">
Module.canvas.addEventListener("resize", (e) => {
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;
}
// update dom attributes
Module.canvas.setAttribute("width", viewWidth);
Module.canvas.setAttribute("height", viewHeight);
var top = (e.detail.height - viewHeight) / 2;
var left = (e.detail.width - viewWidth) / 2;
// update styles
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);
// ensure canvas has focus
Module.canvas.focus();
e.preventDefault();
});
</script>
</body>
</html>

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// The MIT License (MIT)
// Copyright (c) 2013-2020 Rapptz, ThePhD and contributors
// Permission is hereby granted, free of charge, to any person obtaining a copy of
// this software and associated documentation files (the "Software"), to deal in
// the Software without restriction, including without limitation the rights to
// use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of
// the Software, and to permit persons to whom the Software is furnished to do so,
// subject to the following conditions:
// The above copyright notice and this permission notice shall be included in all
// copies or substantial portions of the Software.
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
// FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
// COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
// IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
// CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
// This file was generated with a script.
// Generated 2022-10-23 03:24:40.304940 UTC
// This header was generated with sol v3.3.0 (revision 0386513a)
// https://github.com/ThePhD/sol2
#ifndef SOL_SINGLE_CONFIG_HPP
#define SOL_SINGLE_CONFIG_HPP
// beginning of sol/config.hpp
/* Base, empty configuration file!
To override, place a file in your include paths of the form:
. (your include path here)
| sol (directory, or equivalent)
| config.hpp (your config.hpp file)
So that when sol2 includes the file
#include <sol/config.hpp>
it gives you the configuration values you desire. Configuration values can be
seen in the safety.rst of the doc/src, or at
https://sol2.readthedocs.io/en/latest/safety.html ! You can also pass them through
the build system, or the command line options of your compiler.
*/
// end of sol/config.hpp
#endif // SOL_SINGLE_CONFIG_HPP

@ -1,33 +0,0 @@
return
{
Name = "Weapon", -- used for Engine::GetResearch()
offset = {0,0},
Icon =
{
FileName = "Assets/Research/Icons/WeaponUpgradeIcon.png",--Maybe Have multi_Icon based on lvl of upgrade?
size = {32,32},
FileSize = {64,64}
},
Parameters =
{
Oncer = false, --Only get one upgrade
InitialCost = 120,
CostScale = 2, --How Much more it costs per upgrade??? Use Math Equation
ResearchTime = 22 --Seconds
},
Requirements =
{
Buildings = {"Castle","StoneTower"}
},
Reward =
{
Stats =
{
Damage = 5,
Armor = 5,
Health = 10,
MoveSpeed= 4
},
Unlocks = {"Archer"}
}
}

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#define OLC_PGE_APPLICATION
#include "pixelGameEngine.h"
#include "olcutils.h"
#include "olcPixelGameEngine.h"
using namespace olc;
enum state{
TITLE_SCREEN,
RUNNING_GAME,
WIN_GAME,
LOSE_GAME
};
class Example : public olc::PixelGameEngine
{
float ballx = 200;
float bally = 200;
float ballXSpd = -80;
float ballYSpd = 80;
float ballRadius = 10;
float paddlex = 20;
float paddley;
float paddleWidth = 30;
float paddleHeight = 100;
float enemyPaddleX = 20;
float enemyPaddleY;
float enemyPaddleWidth = 30;
float enemyPaddleHeight = 100;
int playerScore = 0;
int enemyScore = 0;
state GameState = TITLE_SCREEN;
public:
Example()
{
@ -13,67 +38,183 @@ public:
}
public:
bool RayVsRect(const vf2d ray_origin, const vf2d ray_dir, const olc::utils::geom2d::rect<float> target, vf2d&contact_point, vf2d&contact_normal, float&t_hit_near){
contact_normal = { 0, 0 };
contact_point = { 0, 0 };
vf2d t_near = {(target.pos.x - ray_origin.x) / ray_dir.x, (target.pos.y - ray_origin.y) / ray_dir.y};
vf2d t_far = {(target.pos.x + target.size.x - ray_origin.x) / ray_dir.x, (target.pos.y + target.size.y - ray_origin.y) / ray_dir.y};
if (t_near.x > t_far.x) {float b; b = t_near.x; t_near.x = t_far.x; t_far.x = b;};
if (t_near.y > t_far.y) {float b; b = t_near.y; t_near.y = t_far.y; t_far.y = b;};
if (t_near.x > t_far.y || t_near.y > t_far.x) return false;
t_hit_near = fmax(t_near.x, t_near.y);
float t_hit_far = fmin(t_far.x, t_far.y);
if (t_hit_far < 0) return false;
contact_point.x = ray_origin.x + t_hit_near * ray_dir.x;
contact_point.y = ray_origin.y + t_hit_near * ray_dir.y;
if (t_near.x > t_near.y)
if ( 1.0f / ray_dir.x < 0)
contact_normal = { 1, 0 };
else
contact_normal = { -1, 0};
else
if ( t_near.x < t_near.y)
if ( 1.0f / ray_dir.y < 0)
contact_normal = { 0, 1 };
else
contact_normal = { 0, -1 };
return true;
}
vf2d originPoint={16,16};
bool OnUserCreate() override
{
// Called once at the start, so create things here
paddley = ScreenHeight()/2;
enemyPaddleX = ScreenWidth()-20;
enemyPaddleY = ScreenHeight()/2;
srand(time(NULL));
return true;
}
bool OnUserUpdate(float fElapsedTime) override
{
vf2d velocity={(GetKey(D).bHeld-GetKey(A).bHeld)*20*fElapsedTime,(GetKey(S).bHeld-GetKey(W).bHeld)*20*fElapsedTime};
vf2d contact_point;
vf2d contact_normal;
float t_hit_near;
Clear(Pixel(64,64,255));
if (!olc::utils::geom2d::overlaps(olc::utils::geom2d::circle<float>{originPoint+velocity,5},olc::utils::geom2d::rect<float>{{32,32},{64,32}})) {
originPoint+=velocity;
DrawCircle(originPoint,5);
} else {
DrawCircle(originPoint,5,RED);
}
DrawLine(originPoint,GetMousePos());
DrawRect({32,32},{64,32},RayVsRect(originPoint, GetMousePos()-originPoint, olc::utils::geom2d::rect<float>{{32,32},{64,32}},contact_point,contact_normal,t_hit_near)&&t_hit_near<1?YELLOW:WHITE);
// called once per frame
Clear(olc::VERY_DARK_GREY);
if (GameState == TITLE_SCREEN) {
std::string titleText = "PONG";
std::string spacebarText = "Press <SPACE> to Begin!";
DrawString(ScreenWidth() / 2 - GetTextSize(titleText).x/2*6, 80 - GetTextSize(titleText).y/2*6, titleText, olc::BLACK, 6);
DrawString(ScreenWidth() / 2 - GetTextSize(spacebarText).x/2*3, 240 - GetTextSize(spacebarText).y/2*3, spacebarText, olc::BLACK, 3);
if (GetKey(olc::SPACE).bPressed) {
GameState = RUNNING_GAME;
playerScore = 0;
enemyScore = 0;
}
} else
if (GameState == WIN_GAME) {
Clear(olc::DARK_BLUE);
std::string winText = "YOU WIN!";
std::string spacebarText = "Press <SPACE> to Play Again!";
DrawString(ScreenWidth() / 2 - GetTextSize(winText).x/2*6, 80 - GetTextSize(winText).y/2*6, winText, olc::WHITE, 6);
DrawString(ScreenWidth() / 2 - GetTextSize(spacebarText).x/2*2, 240 - GetTextSize(spacebarText).y/2*2, spacebarText, olc::WHITE, 2);
if (GetKey(olc::SPACE).bPressed) {
GameState = TITLE_SCREEN;
}
} else
if (GameState == LOSE_GAME) {
Clear(olc::DARK_RED);
std::string loseText = "YOU LOSE!";
std::string spacebarText = "Press <SPACE> to Play Again!";
DrawString(ScreenWidth() / 2 - GetTextSize(loseText).x/2*6, 80 - GetTextSize(loseText).y/2*6, loseText, olc::WHITE, 6);
DrawString(ScreenWidth() / 2 - GetTextSize(spacebarText).x/2*2, 240 - GetTextSize(spacebarText).y/2*2, spacebarText, olc::WHITE, 2);
if (GetKey(olc::SPACE).bPressed) {
GameState = TITLE_SCREEN;
}
} else
if (GameState == RUNNING_GAME) {
ballx += ballXSpd * fElapsedTime; // move the ball horizontally
bally += ballYSpd * fElapsedTime; // move the ball vertically
//Related to Ball Horizontal Collision Checking
float ballLeft = ballx - ballRadius;
float ballRight = ballx + ballRadius;
float paddleRight = paddlex + paddleWidth/2;
float enemyPaddleLeft = enemyPaddleX - enemyPaddleWidth/2;
//Related to Ball Vertical Collision Checking
float ballTop = bally - ballRadius;
float ballBottom = bally + ballRadius;
float paddleTop = paddley - paddleHeight/2;
float paddleBottom = paddley + paddleHeight/2;
float enemyPaddleTop = enemyPaddleY - enemyPaddleHeight/2;
float enemyPaddleBottom = enemyPaddleY + enemyPaddleHeight/2;
if (
ballLeft < paddleRight &&
ballTop < paddleBottom &&
ballBottom > paddleTop
) { //If the ball collides with the paddle.
ballXSpd *= -1.1;
ballYSpd *= 1.1;
ballx=paddleRight+ballRadius;
}
if (
ballRight > enemyPaddleLeft &&
ballTop < enemyPaddleBottom &&
ballBottom > enemyPaddleTop
) { //If the ball collides with the paddle.
ballXSpd *= -1.1;
ballYSpd *= 1.1;
ballx=enemyPaddleLeft-ballRadius;
}
if (ballBottom > ScreenHeight()) { //If the ball touches the bottom edge, reverse its Y direction.
ballYSpd *= -1;
bally = ScreenHeight()-ballRadius;
}
if ( //If the ball touches the top edge, reverse its Y direction.
ballTop < 0
) {
ballYSpd *= -1;
bally = ballRadius;
}
if (ballRight > ScreenWidth()) { //If the ball touches the right edge, award a point to the player.
playerScore += 1;
ballx = ScreenWidth()/2;
bally = ScreenHeight()/2;
ballXSpd = 80;
ballYSpd = 80;
int randomNumber = rand() % 2; //Get a random number that is 0 or 1.
if (randomNumber == 0) {
ballXSpd *= -1;
}
randomNumber = rand() % 2;
if (randomNumber == 0) {
ballYSpd *= -1;
}
}
if (ballLeft < 0) { //If the ball touches the left edge, award a point to the enemy.
enemyScore += 1;
ballx = ScreenWidth()/2;
bally = ScreenHeight()/2;
ballXSpd = 80;
ballYSpd = 80;
int randomNumber = rand() % 2; //Get a random number that is 0 or 1.
if (randomNumber == 0) {
ballXSpd *= -1;
}
randomNumber = rand() % 2;
if (randomNumber == 0) {
ballYSpd *= -1;
}
}
if (GetKey(olc::UP).bHeld) {
paddley -= 120 * fElapsedTime; //move the paddle up at 120 pixels / s
}
if (GetKey(olc::DOWN).bHeld) {
paddley += 120 * fElapsedTime; //move the paddle down at 120 pixels / s
}
if (bally < enemyPaddleY) {
enemyPaddleY -= 100 * fElapsedTime;
}
if (bally > enemyPaddleY) {
enemyPaddleY += 100 * fElapsedTime;
}
if (playerScore >= 5) {
GameState = WIN_GAME;
}
if (enemyScore >= 5) {
GameState = LOSE_GAME;
}
DrawCircle(ballx,bally,ballRadius,olc::YELLOW);
FillRect(paddlex - paddleWidth/2, paddley - paddleHeight/2, paddleWidth, paddleHeight, olc::GREEN); //Draw a paddle centered at the paddle position.
FillRect(enemyPaddleX - enemyPaddleWidth/2, enemyPaddleY - enemyPaddleHeight/2, enemyPaddleWidth, enemyPaddleHeight, olc::DARK_RED); //Draw a paddle centered at the paddle position.
DrawString(30,30,std::to_string(playerScore),olc::WHITE,4);
std::string enemyScoreText = std::to_string(enemyScore);
DrawString(ScreenWidth() - 30 - GetTextSize(enemyScoreText).x*4 , 30, enemyScoreText,olc::WHITE, 4);
}
return true;
}
};
@ -82,7 +223,7 @@ public:
int main()
{
Example demo;
if (demo.Construct(128, 120, 8, 8))
if (demo.Construct(640, 480, 4, 4))
demo.Start();
return 0;

File diff suppressed because it is too large Load Diff

@ -1,786 +0,0 @@
/*
OneLoneCoder - QuickGUI v1.00
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
A semi-immediate mode GUI for very simple GUI stuff.
Includes:
Label - Displays a single-line string
TextBox - Click to enter/edit single-line text
Button - A clickable labelled rectangle
CheckBox - A clickable labelled rectangle that retains state
Slider - An omnidirectional draggable handle between two values
License (OLC-3)
~~~~~~~~~~~~~~~
Copyright 2018 - 2021 OneLoneCoder.com
Redistribution and use in source and binary forms, with or without
modification, are permitted provided that the following conditions
are met:
1. Redistributions or derivations of source code must retain the above
copyright notice, this list of conditions and the following disclaimer.
2. Redistributions or derivative works in binary form must reproduce
the above copyright notice. This list of conditions and the following
disclaimer must be reproduced in the documentation and/or other
materials provided with the distribution.
3. Neither the name of the copyright holder nor the names of its
contributors may be used to endorse or promote products derived
from this software without specific prior written permission.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
Links
~~~~~
YouTube: https://www.youtube.com/javidx9
Discord: https://discord.gg/WhwHUMV
Twitter: https://www.twitter.com/javidx9
Twitch: https://www.twitch.tv/javidx9
GitHub: https://www.github.com/onelonecoder
Homepage: https://www.onelonecoder.com
Author
~~~~~~
David Barr, aka javidx9, ©OneLoneCoder 2019, 2020, 2021, 2022
*/
#ifndef OLC_PGEX_QUICKGUI_H
#define OLC_PGEX_QUICKGUI_H
#include "pixelGameEngine.h"
namespace olc::QuickGUI
{
class Manager;
// Virtual base class for all controls
class BaseControl
{
public:
BaseControl(olc::QuickGUI::Manager& manager);
virtual ~BaseControl();
public:
// Switches the control on/off
void Enable(const bool bEnable);
// Sets whether or not the control is interactive/displayed
bool bVisible = true;
// True on single frame control begins being manipulated
bool bPressed = false;
// True on all frames control is under user manipulation
bool bHeld = false;
// True on single frame control ceases being manipulated
bool bReleased = false;
public:
// Updates the controls behvaiour
virtual void Update(olc::PixelGameEngine* pge) = 0;
// Draws the control using "sprite" based CPU operations
virtual void Draw(olc::PixelGameEngine* pge) = 0;
// Draws the control using "decal" based GPU operations
virtual void DrawDecal(olc::PixelGameEngine* pge) = 0;
protected:
// Controls are related to a manager, where the theme resides
// and control groups can be implemented
olc::QuickGUI::Manager& m_manager;
// All controls exists in one of four states
// Disabled - Greyed out and not interactive
// Normal - interactive and operational
// Hover - currently under the users mouse focus
// Click - user is interacting with the control
enum class State { Disabled, Normal, Hover, Click } m_state = State::Normal;
// To add a "swish" to things, controls can fade between states
float m_fTransition = 0.0;
};
// A QuickGUI::Manager acts as a convenient grouping of controls
class Manager
{
public:
// Construct Manager, bCleanUpForMe will automatically DELETE any controls
// given to this manager via AddControl() if true
Manager(const bool bCleanUpForMe = true);
virtual ~Manager();
public:
// Add a gui element derived form BaseControl to this manager
void AddControl(BaseControl* control);
// Updates all controls this manager operates
void Update(olc::PixelGameEngine* pge);
// Draws as "sprite" all controls this manager operates
void Draw(olc::PixelGameEngine* pge);
// Draws as "decal" all controls this manager operates
void DrawDecal(olc::PixelGameEngine* pge);
public: // This managers "Theme" can be set here
// Various element colours
olc::Pixel colNormal = olc::DARK_BLUE;
olc::Pixel colHover = olc::BLUE;
olc::Pixel colClick = olc::CYAN;
olc::Pixel colDisable = olc::DARK_GREY;
olc::Pixel colBorder = olc::WHITE;
olc::Pixel colText = olc::WHITE;
// Speed to transiton from Normal -> Hover
float fHoverSpeedOn = 10.0f;
// Speed to transiton from Hover -> Normal
float fHoverSpeedOff = 4.0f;
private:
// Should this manager call delete on the controls it opeerates?
bool m_bEraseControlsOnDestroy = true;
// Container of controls
std::vector<BaseControl*> m_vControls;
};
// Creates a Label Control - it's just text!
class Label : public BaseControl
{
public:
Label(olc::QuickGUI::Manager& manager, // Associate with a Manager
const std::string& text, // Text to display
const olc::vf2d& pos, // Location of label top-left
const olc::vf2d& size); // Size of label
public:
// Position of button
olc::vf2d vPos;
// Size of button
olc::vf2d vSize;
// Text displayed on button
std::string sText;
// Show a border?
bool bHasBorder = false;
// Show a background?
bool bHasBackground = false;
// Where should the text be positioned?
enum class Alignment
{Left, Centre, Right} nAlign = Alignment::Centre;
public: // BaseControl overrides
void Update(olc::PixelGameEngine* pge) override;
void Draw(olc::PixelGameEngine* pge) override;
void DrawDecal(olc::PixelGameEngine* pge) override;
};
class TextBox : public Label
{
public:
TextBox(olc::QuickGUI::Manager& manager, // Associate with a Manager
const std::string& text, // Text to display
const olc::vf2d& pos, // Location of text box top-left
const olc::vf2d& size); // Size of text box
public: // BaseControl overrides
void Update(olc::PixelGameEngine* pge) override;
void Draw(olc::PixelGameEngine* pge) override;
void DrawDecal(olc::PixelGameEngine* pge) override;
protected:
bool m_bTextEdit = false;
};
// Creates a Button Control - a clickable, labelled rectangle
class Button : public BaseControl
{
public:
Button(olc::QuickGUI::Manager& manager, // Associate with a Manager
const std::string& text, // Text to display
const olc::vf2d& pos, // Location of button top-left
const olc::vf2d& size); // Size of button
public:
// Position of button
olc::vf2d vPos;
// Size of button
olc::vf2d vSize;
// Text displayed on button
std::string sText;
public: // BaseControl overrides
void Update(olc::PixelGameEngine* pge) override;
void Draw(olc::PixelGameEngine* pge) override;
void DrawDecal(olc::PixelGameEngine* pge) override;
};
// Creates a Button Control - a clickable, labelled rectangle
class CheckBox : public Button
{
public:
CheckBox(olc::QuickGUI::Manager& manager, // Associate with a Manager
const std::string& text, // Text to display
const bool check, // Is checked or not?
const olc::vf2d& pos, // Location of button top-left
const olc::vf2d& size); // Size of button
public:
bool bChecked = false;
public: // BaseControl overrides
void Update(olc::PixelGameEngine* pge) override;
void Draw(olc::PixelGameEngine* pge) override;
void DrawDecal(olc::PixelGameEngine* pge) override;
};
// Creates a Slider Control - a grabbable handle that slides between two locations
class Slider : public BaseControl
{
public:
Slider(olc::QuickGUI::Manager& manager, // Associate with a Manager
const olc::vf2d& posmin, // Screen location of "minimum"
const olc::vf2d& posmax, // Screen location of "maximum"
const float valmin, // Value of minimum
const float valmax, // Value of maximum
const float value); // Starting value
public:
// Minium value
float fMin = -100.0f;
// Maximum value
float fMax = +100.0f;
// Current value
float fValue = 0.0f;
// Size of grab handle
float fGrabRad = 8.0f;
// Location of minimum/start
olc::vf2d vPosMin;
// Location of maximum/end
olc::vf2d vPosMax;
public: // BaseControl overrides
void Update(olc::PixelGameEngine* pge) override;
void Draw(olc::PixelGameEngine* pge) override;
void DrawDecal(olc::PixelGameEngine* pge) override;
};
}
#ifdef OLC_PGEX_QUICKGUI
#undef OLC_PGEX_QUICKGUI
namespace olc::QuickGUI
{
#pragma region BaseControl
BaseControl::BaseControl(olc::QuickGUI::Manager& manager) : m_manager(manager)
{
m_manager.AddControl(this);
}
BaseControl::~BaseControl()
{
}
void BaseControl::Enable(const bool bEnable)
{
m_state = bEnable ? State::Normal : State::Disabled;
}
#pragma endregion
#pragma region Manager
Manager::Manager(const bool bCleanUpForMe)
{
m_bEraseControlsOnDestroy = bCleanUpForMe;
}
Manager::~Manager()
{
if (m_bEraseControlsOnDestroy)
for (auto& p : m_vControls)
delete p;
m_vControls.clear();
}
void Manager::AddControl(BaseControl* control)
{
m_vControls.push_back(control);
}
void Manager::Update(olc::PixelGameEngine* pge)
{
for (auto& p : m_vControls) p->Update(pge);
}
void Manager::Draw(olc::PixelGameEngine* pge)
{
for (auto& p : m_vControls) p->Draw(pge);
}
void Manager::DrawDecal(olc::PixelGameEngine* pge)
{
for (auto& p : m_vControls) p->DrawDecal(pge);
}
#pragma endregion
#pragma region Label
Label::Label(olc::QuickGUI::Manager& manager, const std::string& text, const olc::vf2d& pos, const olc::vf2d& size)
: BaseControl(manager)
{
vPos = pos; vSize = size; sText = text;
}
void Label::Update(olc::PixelGameEngine* pge)
{
}
void Label::Draw(olc::PixelGameEngine* pge)
{
if (!bVisible)
return;
if (bHasBackground)
{
pge->FillRect(vPos + olc::vf2d(1, 1), vSize - olc::vf2d(2, 2), m_manager.colNormal);
}
if(bHasBorder)
pge->DrawRect(vPos, vSize - olc::vf2d(1, 1), m_manager.colBorder);
olc::vf2d vText = pge->GetTextSizeProp(sText);
switch (nAlign)
{
case Alignment::Left:
pge->DrawStringProp(olc::vf2d( vPos.x + 2.0f, vPos.y + (vSize.y - vText.y) * 0.5f ), sText, m_manager.colText);
break;
case Alignment::Centre:
pge->DrawStringProp(vPos + (vSize - vText) * 0.5f, sText, m_manager.colText);
break;
case Alignment::Right:
pge->DrawStringProp(olc::vf2d{ vPos.x + vSize.x - vText.x - 2.0f, vPos.y + (vSize.y - vText.y) * 0.5f }, sText, m_manager.colText);
break;
}
}
void Label::DrawDecal(olc::PixelGameEngine* pge)
{
if (!bVisible)
return;
if (bHasBackground)
{
pge->FillRectDecal(vPos + olc::vf2d(1, 1), vSize - olc::vf2d(2, 2), m_manager.colNormal);
}
if (bHasBorder)
{
pge->SetDecalMode(olc::DecalMode::WIREFRAME);
pge->FillRectDecal(vPos + olc::vf2d(1, 1), vSize - olc::vf2d(2,2), m_manager.colBorder);
pge->SetDecalMode(olc::DecalMode::NORMAL);
}
olc::vf2d vText = pge->GetTextSizeProp(sText);
switch (nAlign)
{
case Alignment::Left:
pge->DrawStringPropDecal({ vPos.x + 2.0f, vPos.y + (vSize.y - vText.y) * 0.5f }, sText, m_manager.colText);
break;
case Alignment::Centre:
pge->DrawStringPropDecal(vPos + (vSize - vText) * 0.5f, sText, m_manager.colText);
break;
case Alignment::Right:
pge->DrawStringPropDecal({ vPos.x + vSize.x - vText.x - 2.0f, vPos.y + (vSize.y - vText.y) * 0.5f }, sText, m_manager.colText);
break;
}
}
#pragma endregion
#pragma region TextBox
TextBox::TextBox(olc::QuickGUI::Manager& manager, const std::string& text, const olc::vf2d& pos, const olc::vf2d& size)
: Label(manager, text, pos, size)
{
nAlign = Alignment::Left;
bHasBorder = true;
bHasBackground = false;
}
void TextBox::Update(olc::PixelGameEngine* pge)
{
if (m_state == State::Disabled || !bVisible)
return;
bPressed = false;
bReleased = false;
olc::vf2d vMouse = pge->GetMousePos();
if (vMouse.x >= vPos.x && vMouse.x < vPos.x + vSize.x &&
vMouse.y >= vPos.y && vMouse.y < vPos.y + vSize.y)
{
// Released inside box does nothing to me, but i may have
// to finish off the neighbours... oo err
bReleased = pge->GetMouse(olc::Mouse::LEFT).bReleased;
if (bReleased && pge->IsTextEntryEnabled() && !m_bTextEdit)
{
pge->TextEntryEnable(false);
}
bPressed = pge->GetMouse(olc::Mouse::LEFT).bPressed;
if (bPressed && !pge->IsTextEntryEnabled() && !m_bTextEdit)
{
pge->TextEntryEnable(true, sText);
m_bTextEdit = true;
}
bHeld = pge->GetMouse(olc::Mouse::LEFT).bHeld;
}
else
{
// Released outside box
bReleased = pge->GetMouse(olc::Mouse::LEFT).bReleased;
if (bReleased && m_bTextEdit)
{
sText = pge->TextEntryGetString();
pge->TextEntryEnable(false);
m_bTextEdit = false;
}
}
if (m_bTextEdit && pge->IsTextEntryEnabled())
sText = pge->TextEntryGetString();
}
void TextBox::Draw(olc::PixelGameEngine* pge)
{
if (!bVisible)
return;
if (bHasBackground)
{
pge->FillRect(vPos + olc::vf2d(1, 1), vSize - olc::vf2d(2, 2), m_manager.colNormal);
}
if (bHasBorder)
pge->DrawRect(vPos, vSize - olc::vf2d(1, 1), m_manager.colBorder);
if (m_bTextEdit && pge->IsTextEntryEnabled())
{
// Draw Cursor
int32_t i = pge->TextEntryGetCursor();
olc::vf2d vCursorPos = pge->GetTextSizeProp(sText.substr(0, i));
pge->FillRect(olc::vf2d(vPos.x + 2.0f + vCursorPos.x, (vPos.y + (vSize.y - 10.0f) * 0.5f)), { 2, 10 }, m_manager.colText);
}
// Draw Text
olc::vf2d vText = pge->GetTextSizeProp(sText);
pge->DrawStringProp(olc::vf2d(vPos.x + 2.0f, vPos.y + (vSize.y - vText.y) * 0.5f), sText, m_manager.colText);
}
void TextBox::DrawDecal(olc::PixelGameEngine* pge)
{
if (!bVisible)
return;
if (bHasBackground)
{
pge->FillRectDecal(vPos + olc::vf2d(1, 1), vSize - olc::vf2d(2, 2), m_manager.colNormal);
}
if (bHasBorder)
{
pge->SetDecalMode(olc::DecalMode::WIREFRAME);
pge->FillRectDecal(vPos + olc::vf2d(1, 1), vSize - olc::vf2d(2, 2), m_manager.colBorder);
pge->SetDecalMode(olc::DecalMode::NORMAL);
}
if (m_bTextEdit && pge->IsTextEntryEnabled())
{
// Draw Cursor
int32_t i = pge->TextEntryGetCursor();
olc::vf2d vCursorPos = pge->GetTextSizeProp(sText.substr(0, i));
pge->FillRectDecal(olc::vf2d(vPos.x + 2.0f + vCursorPos.x, (vPos.y + (vSize.y - 10.0f) * 0.5f)), { 2, 10 }, m_manager.colText);
}
// Draw Text
olc::vf2d vText = pge->GetTextSizeProp(sText);
pge->DrawStringPropDecal(olc::vf2d(vPos.x + 2.0f, vPos.y + (vSize.y - vText.y) * 0.5f), sText, m_manager.colText);
}
#pragma endregion
#pragma region Button
Button::Button(olc::QuickGUI::Manager& manager, const std::string& text, const olc::vf2d& pos, const olc::vf2d& size)
: BaseControl(manager)
{
vPos = pos; vSize = size; sText = text;
}
void Button::Update(olc::PixelGameEngine* pge)
{
if (m_state == State::Disabled || !bVisible)
return;
bPressed = false;
bReleased = false;
float fElapsedTime = pge->GetElapsedTime();
olc::vf2d vMouse = pge->GetMousePos();
if (m_state != State::Click)
{
if (vMouse.x >= vPos.x && vMouse.x < vPos.x + vSize.x &&
vMouse.y >= vPos.y && vMouse.y < vPos.y + vSize.y)
{
m_fTransition += fElapsedTime * m_manager.fHoverSpeedOn;
m_state = State::Hover;
bPressed = pge->GetMouse(olc::Mouse::LEFT).bPressed;
if (bPressed)
{
m_state = State::Click;
}
bHeld = pge->GetMouse(olc::Mouse::LEFT).bHeld;
}
else
{
m_fTransition -= fElapsedTime * m_manager.fHoverSpeedOff;
m_state = State::Normal;
}
}
else
{
bHeld = pge->GetMouse(olc::Mouse::LEFT).bHeld;
bReleased = pge->GetMouse(olc::Mouse::LEFT).bReleased;
if (bReleased) m_state = State::Normal;
}
m_fTransition = std::clamp(m_fTransition, 0.0f, 1.0f);
}
void Button::Draw(olc::PixelGameEngine* pge)
{
if (!bVisible)
return;
switch (m_state)
{
case State::Disabled:
pge->FillRect(vPos, vSize, m_manager.colDisable);
break;
case State::Normal:
case State::Hover:
pge->FillRect(vPos, vSize, olc::PixelLerp(m_manager.colNormal, m_manager.colHover, m_fTransition));
break;
case State::Click:
pge->FillRect(vPos, vSize, m_manager.colClick);
break;
}
pge->DrawRect(vPos, vSize - olc::vf2d(1, 1), m_manager.colBorder);
olc::vf2d vText = pge->GetTextSizeProp(sText);
pge->DrawStringProp(vPos + (vSize - vText) * 0.5f, sText, m_manager.colText);
}
void Button::DrawDecal(olc::PixelGameEngine* pge)
{
if (!bVisible)
return;
switch (m_state)
{
case State::Disabled:
pge->FillRectDecal(vPos + olc::vf2d(1, 1), vSize - olc::vf2d(2, 2), m_manager.colDisable);
break;
case State::Normal:
case State::Hover:
pge->FillRectDecal(vPos + olc::vf2d(1, 1), vSize - olc::vf2d(2, 2), olc::PixelLerp(m_manager.colNormal, m_manager.colHover, m_fTransition));
break;
case State::Click:
pge->FillRectDecal(vPos + olc::vf2d(1, 1), vSize - olc::vf2d(2, 2), m_manager.colClick);
break;
}
pge->SetDecalMode(olc::DecalMode::WIREFRAME);
pge->FillRectDecal(vPos + olc::vf2d(1, 1), vSize - olc::vf2d(2, 2), m_manager.colBorder);
pge->SetDecalMode(olc::DecalMode::NORMAL);
olc::vf2d vText = pge->GetTextSizeProp(sText);
pge->DrawStringPropDecal(vPos + (vSize - vText) * 0.5f, sText, m_manager.colText);
}
#pragma endregion
#pragma region CheckBox
CheckBox::CheckBox(olc::QuickGUI::Manager& manager, const std::string& text, const bool check, const olc::vf2d& pos, const olc::vf2d& size)
: Button(manager, text, pos, size)
{
bChecked = check;
}
void CheckBox::Update(olc::PixelGameEngine* pge)
{
if (m_state == State::Disabled || !bVisible)
return;
Button::Update(pge);
if (bPressed) bChecked = !bChecked;
}
void CheckBox::Draw(olc::PixelGameEngine* pge)
{
if (!bVisible)
return;
Button::Draw(pge);
if (bChecked)
pge->DrawRect(vPos + olc::vf2d(2, 2), vSize - olc::vi2d(4, 4), m_manager.colBorder);
}
void CheckBox::DrawDecal(olc::PixelGameEngine* pge)
{
if (!bVisible)
return;
Button::DrawDecal(pge);
pge->SetDecalMode(olc::DecalMode::WIREFRAME);
pge->FillRectDecal(vPos + olc::vf2d(2,2), vSize - olc::vf2d(4, 4), m_manager.colBorder);
pge->SetDecalMode(olc::DecalMode::NORMAL);
olc::vf2d vText = pge->GetTextSizeProp(sText);
pge->DrawStringPropDecal(vPos + (vSize - vText) * 0.5f, sText, m_manager.colText);
}
#pragma endregion
#pragma region Slider
Slider::Slider(olc::QuickGUI::Manager& manager, const olc::vf2d& posmin, const olc::vf2d& posmax, const float valmin, const float valmax, const float value)
: BaseControl(manager)
{
vPosMin = posmin; vPosMax = posmax; fMin = valmin; fMax = valmax; fValue = value;
}
void Slider::Update(olc::PixelGameEngine* pge)
{
if (m_state == State::Disabled || !bVisible)
return;
float fElapsedTime = pge->GetElapsedTime();
olc::vf2d vMouse = pge->GetMousePos();
bHeld = false;
if (m_state == State::Click)
{
olc::vf2d d = vPosMax - vPosMin;
float u = d.dot(vMouse - vPosMin) / d.mag2();
fValue = u * (fMax - fMin) + fMin;
bHeld = true;
}
else
{
olc::vf2d vSliderPos = vPosMin + (vPosMax - vPosMin) * ((fValue - fMin) / (fMax - fMin));
if ((vMouse - vSliderPos).mag2() <= int32_t(fGrabRad) * int32_t(fGrabRad))
{
m_fTransition += fElapsedTime * m_manager.fHoverSpeedOn;
m_state = State::Hover;
if (pge->GetMouse(olc::Mouse::LEFT).bPressed)
{
m_state = State::Click;
bPressed = true;
}
}
else
m_state = State::Normal;
}
if (pge->GetMouse(olc::Mouse::LEFT).bReleased)
{
m_state = State::Normal;
bReleased = true;
}
if (m_state == State::Normal)
{
m_fTransition -= fElapsedTime * m_manager.fHoverSpeedOff;
m_state = State::Normal;
bHeld = false;
}
fValue = std::clamp(fValue, fMin, fMax);
m_fTransition = std::clamp(m_fTransition, 0.0f, 1.0f);
}
void Slider::Draw(olc::PixelGameEngine* pge)
{
if (!bVisible)
return;
pge->DrawLine(vPosMin, vPosMax, m_manager.colBorder);
olc::vf2d vSliderPos = vPosMin + (vPosMax - vPosMin) * ((fValue - fMin) / (fMax - fMin));
switch (m_state)
{
case State::Disabled:
pge->FillCircle(vSliderPos, int32_t(fGrabRad), m_manager.colDisable);
break;
case State::Normal:
case State::Hover:
pge->FillCircle(vSliderPos, int32_t(fGrabRad), olc::PixelLerp(m_manager.colNormal, m_manager.colHover, m_fTransition));
break;
case State::Click:
pge->FillCircle(vSliderPos, int32_t(fGrabRad), m_manager.colClick);
break;
}
pge->DrawCircle(vSliderPos, int32_t(fGrabRad), m_manager.colBorder);
}
void Slider::DrawDecal(olc::PixelGameEngine* pge)
{
if (!bVisible)
return;
pge->DrawLineDecal(vPosMin, vPosMax, m_manager.colBorder);
olc::vf2d vSliderPos = vPosMin + (vPosMax - vPosMin) * ((fValue - fMin) / (fMax - fMin));
switch (m_state)
{
case State::Disabled:
pge->FillRectDecal(vSliderPos - olc::vf2d(fGrabRad, fGrabRad), olc::vf2d(fGrabRad, fGrabRad) * 2.0f, m_manager.colDisable);
break;
case State::Normal:
case State::Hover:
pge->FillRectDecal(vSliderPos - olc::vf2d(fGrabRad, fGrabRad), olc::vf2d(fGrabRad, fGrabRad) * 2.0f, olc::PixelLerp(m_manager.colNormal, m_manager.colHover, m_fTransition));
break;
case State::Click:
pge->FillRectDecal(vSliderPos - olc::vf2d(fGrabRad, fGrabRad), olc::vf2d(fGrabRad, fGrabRad) * 2.0f, m_manager.colClick);
break;
}
pge->SetDecalMode(olc::DecalMode::WIREFRAME);
pge->FillRectDecal(vSliderPos - olc::vf2d(fGrabRad, fGrabRad), olc::vf2d(fGrabRad, fGrabRad) * 2.0f, m_manager.colBorder);
pge->SetDecalMode(olc::DecalMode::NORMAL);
}
#pragma endregion
}
#endif // OLC_PGEX_QUICKGUI
#endif // OLC_PGEX_QUICKGUI_H

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sol.hpp

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// The MIT License (MIT)
// Copyright (c) 2013-2020 Rapptz, ThePhD and contributors
// Permission is hereby granted, free of charge, to any person obtaining a copy of
// this software and associated documentation files (the "Software"), to deal in
// the Software without restriction, including without limitation the rights to
// use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of
// the Software, and to permit persons to whom the Software is furnished to do so,
// subject to the following conditions:
// The above copyright notice and this permission notice shall be included in all
// copies or substantial portions of the Software.
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
// FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
// COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
// IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
// CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
// This file was generated with a script.
// Generated 2022-06-25 08:14:19.336233 UTC
// This header was generated with sol v3.3.0 (revision eba86625)
// https://github.com/ThePhD/sol2
#ifndef SOL_SINGLE_CONFIG_HPP
#define SOL_SINGLE_CONFIG_HPP
// beginning of sol/config.hpp
/* Base, empty configuration file!
To override, place a file in your include paths of the form:
. (your include path here)
| sol (directory, or equivalent)
| config.hpp (your config.hpp file)
So that when sol2 includes the file
#include <sol/config.hpp>
it gives you the configuration values you desire. Configuration values can be
seen in the safety.rst of the doc/src, or at
https://sol2.readthedocs.io/en/latest/safety.html ! You can also pass them through
the build system, or the command line options of your compiler.
*/
// end of sol/config.hpp
#endif // SOL_SINGLE_CONFIG_HPP

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