Version 1.14

+ Static GDI initialiser for windows
+ 2D vector type
+ Sampling texels Accurately
+ Normalised mouse position
+ Pre-cache mouse position before frame update
+ Mouse wheel access
pull/113/head
Javidx9 6 years ago committed by GitHub
parent 35acfcd278
commit b3f124affd
  1. 396
      olcPixelGameEngine.h

@ -2,83 +2,73 @@
olcPixelGameEngine.h
+-------------------------------------------------------------+
| OneLoneCoder Pixel Game Engine v1.13 |
| OneLoneCoder Pixel Game Engine v1.14 |
| "Like the command prompt console one, but not..." - javidx9 |
+-------------------------------------------------------------+
What is this?
~~~~~~~~~~~~~
The olcConsoleGameEngine has been a surprsing and wonderful
success for me, and I'm delighted how people have reacted so
positively towards it, so thanks for that.
However, there are limitations that I simply cannot avoid.
Firstly, I need to maintain several different versions of
it to accommodate users on Windows7, 8, 10, Linux, Mac,
Visual Studio & Code::Blocks. Secondly, this year I've been
pushing the console to the limits of its graphical capabilities
and the effect is becoming underwhelming. The engine itself
is not slow at all, but the process that Windows uses to
draw the command prompt to the screen is, and worse still,
it's dynamic based upon the variation of character colours
and glyphs. Sadly I have no control over this, and recent
videos that are extremely graphical (for a command prompt :P )
have been dipping to unacceptable framerates. As the channel
has been popular with aspiring game developers, I'm concerned
that the visual appeal of the command prompt is perhaps
limited to us oldies, and I dont want to alienate younger
learners. Finally, I'd like to demonstrate many more
algorithms and image processing that exist in the graphical
domain, for which the console is insufficient.
For this reason, I have created olcPixelGameEngine! The look
and feel to the programmer is almost identical, so all of my
existing code from the videos is easily portable, and the
programmer uses this file in exactly the same way. But I've
decided that rather than just build a command prompt emulator,
that I would at least harness some modern(ish) portable
technologies.
As a result, the olcPixelGameEngine supports 32-bit colour, is
written in a cross-platform style, uses modern(ish) C++
conventions and most importantly, renders much much faster. I
will use this version when my applications are predominantly
graphics based, but use the console version when they are
predominantly text based - Don't worry, loads more command
prompt silliness to come yet, but evolution is important!!
The olcConsoleGameEngine has been a surprising and wonderful success for me,
and I'm delighted how people have reacted so positively towards it, so thanks
for that.
However, there are limitations that I simply cannot avoid. Firstly, I need to
maintain several different versions of it to accommodate users on Windows7,
8, 10, Linux, Mac, Visual Studio & Code::Blocks. Secondly, this year I've been
pushing the console to the limits of its graphical capabilities and the effect
is becoming underwhelming. The engine itself is not slow at all, but the process
that Windows uses to draw the command prompt to the screen is, and worse still,
it's dynamic based upon the variation of character colours and glyphs. Sadly
I have no control over this, and recent videos that are extremely graphical
(for a command prompt :P ) have been dipping to unacceptable framerates. As
the channel has been popular with aspiring game developers, I'm concerned that
the visual appeal of the command prompt is perhaps limited to us oldies, and I
dont want to alienate younger learners. Finally, I'd like to demonstrate many
more algorithms and image processing that exist in the graphical domain, for
which the console is insufficient.
For this reason, I have created olcPixelGameEngine! The look and feel to the
programmer is almost identical, so all of my existing code from the videos is
easily portable, and the programmer uses this file in exactly the same way. But
I've decided that rather than just build a command prompt emulator, that I
would at least harness some modern(ish) portable technologies.
As a result, the olcPixelGameEngine supports 32-bit colour, is written in a
cross-platform style, uses modern(ish) C++ conventions and most importantly,
renders much much faster. I will use this version when my applications are
predominantly graphics based, but use the console version when they are
predominantly text based - Don't worry, loads more command prompt silliness to
come yet, but evolution is important!!
License (OLC-3)
~~~~~~~~~~~~~~~
Copyright 2018 - 2019 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.
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
~~~~~
@ -116,17 +106,25 @@
in your build options, and add to your linker the following libraries:
user32 gdi32 opengl32 gdiplus
Ports
~~~~~
olc::PixelGameEngine has been ported and tested with varying degrees of
success to: WinXP, Win7, Win8, Win10, Various Linux, Rapberry 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 Eremiell, slavka, gurkanctn, Phantim,
JackOJC, KrossX, Huhlig, Dragoneye, Appa, JustinRichardsMusic, SliceNDice
Ralakus, Gorbit99, raoul & MagetzUb for advice, ideas and testing, and I'd like
to extend my appreciation to the 23K YouTube followers and 1.5K Discord server
members who give me the motivation to keep going with all this :D
Ralakus, Gorbit99, raoul, joshinils & MagetzUb for advice, ideas and
testing, and I'd like to extend my appreciation to the 36K YouTube followers
and 2.3K Discord server members who give me the motivation to keep
going with all this :D
Special thanks to those who bring gifts!
GnarGnarHead.......Domina
Gorbit99...........Bastion
Gorbit99...........Bastion, Ori & The Blind Forest
Special thanks to my Patreons too - I wont name you on here, but I've
certainly enjoyed my tea and flapjacks :D
@ -221,6 +219,7 @@
#include <fstream>
#include <map>
#include <functional>
#include <algorithm>
#undef min
#undef max
@ -264,16 +263,55 @@ namespace olc // All OneLoneCoder stuff will now exist in the "olc" namespace
NO_FILE = -1,
};
//==================================================================================
template <class T>
struct v2d_generic
{
T x = 0;
T y = 0;
inline v2d_generic() : x(0), y(0) { }
inline v2d_generic(T _x, T _y) : x(_x), y(_y) { }
inline v2d_generic(const v2d_generic& v) : x(v.x), y(v.y){ }
inline T mag() { return sqrt(x * x + y * y); }
inline v2d_generic norm() { T r = 1 / mag(); return v2d_generic(x*r, y*r); }
inline v2d_generic perp() { return v2d_generic(-y, x); }
inline T dot(const v2d_generic& rhs) { return this->x * rhs.x + this->y * rhs.y; }
inline T cross(const v2d_generic& rhs) { return this->x * rhs.y - this->y * rhs.x; }
inline v2d_generic operator + (const v2d_generic& rhs) { return v2d_generic(this->x + rhs.x, this->y + rhs.y);}
inline v2d_generic operator - (const v2d_generic& rhs) { return v2d_generic(this->x - rhs.x, this->y - rhs.y);}
inline v2d_generic operator * (const T& rhs) { return v2d_generic(this->x * rhs, this->y * rhs); }
inline v2d_generic operator / (const T& rhs) { return v2d_generic(this->x / rhs, this->y / rhs); }
inline v2d_generic& operator += (const v2d_generic& rhs) { this->x += rhs.x; this->y += rhs.y; return *this; }
inline v2d_generic& operator -= (const v2d_generic& rhs) { this->x -= rhs.x; this->y -= rhs.y; return *this; }
inline v2d_generic& operator *= (const T& rhs) { this->x *= rhs; this->y *= rhs; return *this; }
inline v2d_generic& operator /= (const T& rhs) { this->x /= rhs; this->y /= rhs; return *this; }
inline T& operator [] (std::size_t i) { return *((T*)this + i); /* <-- D'oh :( */ }
};
template<class T> inline v2d_generic<T> operator * (const float& lhs, const v2d_generic<T>& rhs) { return v2d_generic<T>(lhs * rhs.x, lhs * rhs.y); }
template<class T> inline v2d_generic<T> operator * (const double& lhs, const v2d_generic<T>& rhs){ return v2d_generic<T>(lhs * rhs.x, lhs * rhs.y); }
template<class T> inline v2d_generic<T> operator * (const int& lhs, const v2d_generic<T>& rhs) { return v2d_generic<T>(lhs * rhs.x, lhs * rhs.y); }
template<class T> inline v2d_generic<T> operator / (const float& lhs, const v2d_generic<T>& rhs) { return v2d_generic<T>(lhs / rhs.x, lhs / rhs.y); }
template<class T> inline v2d_generic<T> operator / (const double& lhs, const v2d_generic<T>& rhs){ return v2d_generic<T>(lhs / rhs.x, lhs / rhs.y); }
template<class T> inline v2d_generic<T> operator / (const int& lhs, const v2d_generic<T>& rhs) { return v2d_generic<T>(lhs / rhs.x, lhs / rhs.y); }
typedef v2d_generic<int> vi2d;
typedef v2d_generic<float> vf2d;
typedef v2d_generic<double> vd2d;
//=============================================================
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 tru for all frames between pressed and released events
bool bHeld = false; // Set true for all frames between pressed and released events
};
//=============================================================
class ResourcePack
{
@ -325,7 +363,7 @@ namespace olc // All OneLoneCoder stuff will now exist in the "olc" namespace
public:
void SetSampleMode(olc::Sprite::Mode mode = olc::Sprite::Mode::NORMAL);
Pixel GetPixel(int32_t x, int32_t y);
void SetPixel(int32_t x, int32_t y, Pixel p);
bool SetPixel(int32_t x, int32_t y, Pixel p);
Pixel Sample(float x, float y);
Pixel SampleBL(float u, float v);
@ -346,6 +384,7 @@ namespace olc // All OneLoneCoder stuff will now exist in the "olc" namespace
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,
@ -387,6 +426,8 @@ namespace olc // All OneLoneCoder stuff will now exist in the "olc" namespace
int32_t GetMouseX();
// Get Mouse Y coordinate in "pixel" space
int32_t GetMouseY();
// Get Mouse Wheel Delta
int32_t GetMouseWheel();
public: // Utility
// Returns the width of the screen in "pixels"
@ -418,7 +459,7 @@ namespace olc // All OneLoneCoder stuff will now exist in the "olc" namespace
void SetSubPixelOffset(float ox, float oy);
// Draws a single Pixel
virtual void Draw(int32_t x, int32_t y, Pixel p = olc::WHITE);
virtual bool Draw(int32_t x, int32_t y, 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);
// Draws a circle located at (x,y) with radius
@ -443,6 +484,8 @@ namespace olc // All OneLoneCoder stuff will now exist in the "olc" namespace
// Clears entire draw target to Pixel
void Clear(Pixel p);
void EnableFullScreen(bool bFullScreen, bool bMaintainAspect = true);
public: // Branding
std::string sAppName;
@ -455,8 +498,14 @@ namespace olc // All OneLoneCoder stuff will now exist in the "olc" namespace
uint32_t nScreenHeight = 240;
uint32_t nPixelWidth = 4;
uint32_t nPixelHeight = 4;
int32_t nMousePosX = 0;
int32_t nMousePosY = 0;
int32_t nMousePosX = 0;
int32_t nMousePosY = 0;
int32_t nMouseWheelDelta = 0;
int32_t nMousePosXcache = 0;
int32_t nMousePosYcache = 0;
int32_t nMouseWheelDeltaCache = 0;
int32_t nWindowWidth = 0;
int32_t nWindowHeight = 0;
float fPixelX = 1.0f;
float fPixelY = 1.0f;
float fSubPixelOffsetX = 0.0f;
@ -494,9 +543,12 @@ namespace olc // All OneLoneCoder stuff will now exist in the "olc" namespace
// Common initialisation 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);
bool olc_OpenGLCreate();
void olc_ConstructFontSheet();
#ifdef _WIN32
// Windows specific window handling
HWND olc_hWnd = nullptr;
@ -541,14 +593,6 @@ namespace olc // All OneLoneCoder stuff will now exist in the "olc" namespace
to including this file must have OLC_PGE_APPLICATION defined before it. This prevents
the definitions being duplicated.
Consider the following project structure:
Class1.h - Includes olcPixelGameEngine.h, overrides olc::PixelGameEngine
Class1.cpp - #define OLC_PGE_APPLICATION #include "Class1.h"
Class2.h - Includes Class1.h, which includes olcPixelGameEngine.h
Class2.cpp - #define OLC_PGE_APPLICATION #include "Class2.h"
main.cpp - Includes Class1.h and Class2.h
If all else fails, create a file called "olcPixelGameEngine.cpp" with the following
two lines. Then you can just #include "olcPixelGameEngine.h" as normal without worrying
about defining things. Dont forget to include that cpp file as part of your build!
@ -812,7 +856,7 @@ namespace olc
}
}
void Sprite::SetPixel(int32_t x, int32_t y, Pixel p)
bool Sprite::SetPixel(int32_t x, int32_t y, Pixel p)
{
#ifdef OLC_DBG_OVERDRAW
@ -820,13 +864,18 @@ namespace olc
#endif
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)
{
int32_t sx = (int32_t)((x * (float)width) - 0.5f);
int32_t sy = (int32_t)((y * (float)height) - 0.5f);
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);
}
@ -834,17 +883,17 @@ namespace olc
{
u = u * width - 0.5f;
v = v * height - 0.5f;
int x = (int)u;
int y = (int)v;
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(x, y);
olc::Pixel p2 = GetPixel(x+1, y);
olc::Pixel p3 = GetPixel(x, y+1);
olc::Pixel p4 = GetPixel(x+1, y+1);
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),
@ -1036,15 +1085,15 @@ namespace olc
return olc::FAIL;
// Load libraries required for PNG file interaction
#ifdef _WIN32
// Windows use GDI+
Gdiplus::GdiplusStartupInput startupInput;
ULONG_PTR token;
Gdiplus::GdiplusStartup(&token, &startupInput, NULL);
#else
// Linux use libpng
#endif
//#ifdef _WIN32
// // Windows use GDI+
// Gdiplus::GdiplusStartupInput startupInput;
// ULONG_PTR token;
// Gdiplus::GdiplusStartup(&token, &startupInput, NULL);
//#else
// // Linux use libpng
//
//#endif
// Start the thread
bAtomActive = true;
std::thread t = std::thread(&PixelGameEngine::EngineThread, this);
@ -1118,6 +1167,11 @@ namespace olc
return nMousePosY;
}
int32_t PixelGameEngine::GetMouseWheel()
{
return nMouseWheelDelta;
}
int32_t PixelGameEngine::ScreenWidth()
{
return nScreenWidth;
@ -1128,22 +1182,20 @@ namespace olc
return nScreenHeight;
}
void PixelGameEngine::Draw(int32_t x, int32_t y, Pixel p)
bool PixelGameEngine::Draw(int32_t x, int32_t y, Pixel p)
{
if (!pDrawTarget) return;
if (!pDrawTarget) return false;
if (nPixelMode == Pixel::NORMAL)
{
pDrawTarget->SetPixel(x, y, p);
return;
{
return pDrawTarget->SetPixel(x, y, p);
}
if (nPixelMode == Pixel::MASK)
{
if(p.a == 255)
pDrawTarget->SetPixel(x, y, p);
return;
return pDrawTarget->SetPixel(x, y, p);
}
if (nPixelMode == Pixel::ALPHA)
@ -1154,15 +1206,15 @@ namespace olc
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;
pDrawTarget->SetPixel(x, y, Pixel((uint8_t)r, (uint8_t)g, (uint8_t)b));
return;
return pDrawTarget->SetPixel(x, y, Pixel((uint8_t)r, (uint8_t)g, (uint8_t)b));
}
if (nPixelMode == Pixel::CUSTOM)
{
pDrawTarget->SetPixel(x, y, funcPixelMode(x, y, p, pDrawTarget->GetPixel(x, y)));
return;
return pDrawTarget->SetPixel(x, y, funcPixelMode(x, y, p, pDrawTarget->GetPixel(x, y)));
}
return false;
}
void PixelGameEngine::SetSubPixelOffset(float ox, float oy)
@ -1598,22 +1650,47 @@ namespace olc
{ return true; }
//////////////////////////////////////////////////////////////////
void PixelGameEngine::EnableFullScreen(bool bFullScreen, bool bMaintainAspect)
{
if(bFullScreen)
{
// Go full Screen
}
else
{
// Go back to window
}
}
void PixelGameEngine::olc_UpdateWindowSize(int32_t x, int32_t y)
{
nWindowWidth = x;
nWindowHeight = y;
}
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
nMousePosX = x / (int32_t)nPixelWidth;
nMousePosY = y / (int32_t)nPixelHeight;
if (nMousePosX >= (int32_t)nScreenWidth)
nMousePosX = nScreenWidth - 1;
if (nMousePosY >= (int32_t)nScreenHeight)
nMousePosY = nScreenHeight - 1;
if (nMousePosX < 0)
nMousePosX = 0;
if (nMousePosY < 0)
nMousePosY = 0;
nMousePosXcache = (int32_t)(((float)x / (float)nWindowWidth) * (float)nScreenWidth);
nMousePosYcache = (int32_t)(((float)y / (float)nWindowHeight) * (float)nScreenHeight);
if (nMousePosXcache >= (int32_t)nScreenWidth)
nMousePosXcache = nScreenWidth - 1;
if (nMousePosYcache >= (int32_t)nScreenHeight)
nMousePosYcache = nScreenHeight - 1;
if (nMousePosXcache < 0)
nMousePosXcache = 0;
if (nMousePosYcache < 0)
nMousePosYcache = 0;
}
void PixelGameEngine::EngineThread()
@ -1666,6 +1743,12 @@ namespace olc
XGetWindowAttributes(olc_Display, olc_Window, &gwa);
glViewport(0, 0, gwa.width, gwa.height);
}
else if (xev.type == ConfigureNotify)
{
XConfigureEvent xce = xev.xconfigure;
nWindowWidth = xce.width;
nWindowHeight = xce.height;
}
else if (xev.type == KeyPress)
{
KeySym sym = XLookupKeysym(&xev.xkey, 0);
@ -1678,11 +1761,25 @@ namespace olc
}
else if (xev.type == ButtonPress)
{
pMouseNewState[xev.xbutton.button-1] = true;
switch (xev.xbutton.button)
{
case 1: pMouseNewState[0] = true; break;
case 2: pMouseNewState[2] = true; break;
case 3: pMouseNewState[1] = true; break;
case 4: olc_UpdateMouseWheel(120); break;
case 5: olc_UpdateMouseWheel(-120); break;
default: break;
}
}
else if (xev.type == ButtonRelease)
{
pMouseNewState[xev.xbutton.button-1] = false;
switch (xev.xbutton.button)
{
case 1: pMouseNewState[0] = false; break;
case 2: pMouseNewState[2] = false; break;
case 3: pMouseNewState[1] = false; break;
default: break;
}
}
else if (xev.type == MotionNotify)
{
@ -1749,6 +1846,14 @@ namespace olc
pMouseOldState[i] = pMouseNewState[i];
}
// Cache mouse coordinates so they remain
// consistent during frame
nMousePosX = nMousePosXcache;
nMousePosY = nMousePosYcache;
nMouseWheelDelta = nMouseWheelDeltaCache;
nMouseWheelDeltaCache = 0;
#ifdef OLC_DBG_OVERDRAW
olc::Sprite::nOverdrawCount = 0;
#endif
@ -1823,6 +1928,21 @@ namespace olc
}
#ifdef _WIN32
// 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;
ULONG_PTR token;
Gdiplus::GdiplusStartup(&token, &startupInput, NULL);
};
} gdistartup;
#endif
void PixelGameEngine::olc_ConstructFontSheet()
{
@ -1904,6 +2024,7 @@ namespace olc
#endif
// 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;
@ -1955,7 +2076,7 @@ namespace olc
// Remove Frame cap
wglSwapInterval = (wglSwapInterval_t*)wglGetProcAddress("wglSwapIntervalEXT");
wglSwapInterval(0);
if (wglSwapInterval) wglSwapInterval(0);
return true;
}
@ -1975,11 +2096,21 @@ namespace olc
sge->olc_UpdateMouse(ix, iy);
return 0;
}
case WM_MOUSELEAVE: sge->bHasMouseFocus = false;
case WM_SIZE:
{
sge->olc_UpdateWindowSize(lParam & 0xFFFF, (lParam >> 16) & 0xFFFF);
return 0;
}
case WM_MOUSEWHEEL:
{
sge->olc_UpdateMouseWheel(GET_WHEEL_DELTA_WPARAM(wParam));
return 0;
}
case WM_MOUSELEAVE: sge->bHasMouseFocus = false; return 0;
case WM_SETFOCUS: sge->bHasInputFocus = true; return 0;
case WM_KILLFOCUS: sge->bHasInputFocus = false; return 0;
case WM_KEYDOWN: sge->pKeyNewState[mapKeys[(uint16_t)wParam]] = true; return 0;
case WM_KEYUP: sge->pKeyNewState[mapKeys[(uint16_t)wParam]] = false; return 0;
case WM_KEYDOWN: sge->pKeyNewState[mapKeys[wParam]] = true; return 0;
case WM_KEYUP: sge->pKeyNewState[mapKeys[wParam]] = false; return 0;
case WM_LBUTTONDOWN:sge->pMouseNewState[0] = true; return 0;
case WM_LBUTTONUP: sge->pMouseNewState[0] = false; return 0;
case WM_RBUTTONDOWN:sge->pMouseNewState[1] = true; return 0;
@ -1989,7 +2120,7 @@ namespace olc
case WM_CLOSE: bAtomActive = false; return 0;
case WM_DESTROY: PostQuitMessage(0); return 0;
}
return DefWindowProc(hWnd, uMsg, wParam, lParam);
return DefWindowProc(hWnd, uMsg, wParam, lParam);
}
#else
// Do the Linux stuff!
@ -2008,7 +2139,7 @@ namespace olc
olc_SetWindowAttribs.colormap = olc_ColourMap;
// Register which events we are interested in receiving
olc_SetWindowAttribs.event_mask = ExposureMask | KeyPressMask | KeyReleaseMask | ButtonPressMask | ButtonReleaseMask | PointerMotionMask | FocusChangeMask;
olc_SetWindowAttribs.event_mask = ExposureMask | KeyPressMask | KeyReleaseMask | ButtonPressMask | ButtonReleaseMask | PointerMotionMask | FocusChangeMask | StructureNotifyMask;
// Create the window
olc_Window = XCreateWindow(olc_Display, olc_WindowRoot, 30, 30, nScreenWidth * nPixelWidth, nScreenHeight * nPixelHeight, 0, olc_VisualInfo->depth, InputOutput, olc_VisualInfo->visual, CWColormap | CWEventMask, &olc_SetWindowAttribs);
@ -2020,6 +2151,7 @@ namespace olc
XStoreName(olc_Display, olc_Window, "OneLoneCoder.com - Pixel Game Engine");
// 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;

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