PGE 2.20, Added Animate2D Utilities, and unleashed Geom2D as well, though work in progress

pull/300/head
Javidx9 2 years ago
parent c29acc74cc
commit f467e7dce2
  1. 278
      examples/TEST_Animate2D.cpp
  2. 226
      examples/TEST_QuickGUI.cpp
  3. 170
      extensions/olcPGEX_QuickGUI.h
  4. 17
      extensions/olcPGEX_TransformedView.h
  5. 47
      olcPixelGameEngine.h
  6. 212
      utilities/olcUTIL_Animate2D.h
  7. 20
      utilities/olcUTIL_Geometry2D.h

@ -0,0 +1,278 @@
/*
Example file for olcUTIL_Animate2D.h
License (OLC-3)
~~~~~~~~~~~~~~~
Copyright 2018 - 2022 OneLoneCoder.com
Redistribution and use in source and binary forms, with or without
modification, are permitted provided that the following conditions
are met:
1. Redistributions or derivations of source code must retain the above
copyright notice, this list of conditions and the following disclaimer.
2. Redistributions or derivative works in binary form must reproduce
the above copyright notice. This list of conditions and the following
disclaimer must be reproduced in the documentation and/or other
materials provided with the distribution.
3. Neither the name of the copyright holder nor the names of its
contributors may be used to endorse or promote products derived
from this software without specific prior written permission.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
Links
~~~~~
YouTube: https://www.youtube.com/javidx9
Discord: https://discord.gg/WhwHUMV
Twitter: https://www.twitter.com/javidx9
Twitch: https://www.twitch.tv/javidx9
GitHub: https://www.github.com/onelonecoder
Homepage: https://www.onelonecoder.com
Author
~~~~~~
David Barr, aka javidx9, ©OneLoneCoder 2019, 2020, 2021, 2022
*/
#define OLC_PGE_APPLICATION
#include "olcPixelGameEngine.h"
#include "utilities/olcUTIL_Animate2D.h"
class TEST_Animate2D : public olc::PixelGameEngine
{
public:
TEST_Animate2D()
{
sAppName = "Animate2D Utility Test";
}
// These are the states the dude can exist in, we'll need these for physics
// and animation. The physics side of things moves the dude around according to state,
// while the animator chooses the frames based upon state and time
enum class DudeState: uint8_t
{
WALK_N, WALK_S, WALK_E, WALK_W, IDLE_STAND, LAUGH, CHEER, YES, NO
};
// !! - IMPORTANT - !!
// The animation set
olc::utils::Animate2D::Animation<DudeState> animDude;
// One big sprite containing all the graphics
olc::Renderable gfxAll;
// Small object to reprsent a dude walking around doing things
struct sWalkingDude
{
// Which dude overall out of graophic?
int32_t id = 0;
// Where are they?
olc::vf2d pos;
// What are they doing?
DudeState UserState = DudeState::IDLE_STAND;
// For how long should they do it?
float fTick = 0.0f;
// !! - IMPORTANT - !!
// Animation Token - links this object's state to animator. Note
// there is no 'ownership' or memory issues here, this is a token
// that the animator can use to quickly get to where it needs
// in order to return frames upon request for this object.
olc::utils::Animate2D::AnimationState animstate;
};
// Introducing.... The dudes!
size_t nDudes = 500;
std::vector<sWalkingDude> vDudes;
public:
bool OnUserCreate() override
{
// For this appliaction I have a single image that contains
// 28x2 unique characters, each character contains 8 animations of 3
// frames each. Each frame is 26x36 pixels
gfxAll.Load("./assets/MegaSprite1.png");
// Thats A LOT of individual graphics, but they all follow a similar pattern
// because the asset was created usefully (take note certain popular asset creators)
// which means we can reuse the animation without needing to define it
// individually for all the "dudes" - the "cookie cutter" approach
// Manually construct sequences - gfxAll could in fact be nullptr for this
// application, but ive kept it here for convenience
olc::utils::Animate2D::FrameSequence anim_fs_walk_s;
anim_fs_walk_s.AddFrame({ &gfxAll, {{0,0}, {26,36}} });
anim_fs_walk_s.AddFrame({ &gfxAll, {{26,0}, {26,36}} });
anim_fs_walk_s.AddFrame({ &gfxAll, {{52,0}, {26,36}} });
olc::utils::Animate2D::FrameSequence anim_fs_walk_w;
anim_fs_walk_w.AddFrame({ &gfxAll, {{ 0,36}, {26,36}} });
anim_fs_walk_w.AddFrame({ &gfxAll, {{26,36}, {26,36}} });
anim_fs_walk_w.AddFrame({ &gfxAll, {{52,36}, {26,36}} });
olc::utils::Animate2D::FrameSequence anim_fs_walk_e;
anim_fs_walk_e.AddFrame({ &gfxAll, {{ 0,72}, {26,36}} });
anim_fs_walk_e.AddFrame({ &gfxAll, {{26,72}, {26,36}} });
anim_fs_walk_e.AddFrame({ &gfxAll, {{52,72}, {26,36}} });
olc::utils::Animate2D::FrameSequence anim_fs_walk_n;
anim_fs_walk_n.AddFrame({ &gfxAll, {{ 0,108}, {26,36}} });
anim_fs_walk_n.AddFrame({ &gfxAll, {{26,108}, {26,36}} });
anim_fs_walk_n.AddFrame({ &gfxAll, {{52,108}, {26,36}} });
olc::utils::Animate2D::FrameSequence anim_fs_yes;
anim_fs_yes.AddFrame({ &gfxAll, {{ 0,144}, {26,36}} });
anim_fs_yes.AddFrame({ &gfxAll, {{26,144}, {26,36}} });
anim_fs_yes.AddFrame({ &gfxAll, {{52,144}, {26,36}} });
olc::utils::Animate2D::FrameSequence anim_fs_no;
anim_fs_no.AddFrame({ &gfxAll, {{ 0,180}, {26,36}} });
anim_fs_no.AddFrame({ &gfxAll, {{26,180}, {26,36}} });
anim_fs_no.AddFrame({ &gfxAll, {{52,180}, {26,36}} });
olc::utils::Animate2D::FrameSequence anim_fs_laugh;
anim_fs_laugh.AddFrame({ &gfxAll, {{ 0,216}, {26,36}} });
anim_fs_laugh.AddFrame({ &gfxAll, {{26,216}, {26,36}} });
anim_fs_laugh.AddFrame({ &gfxAll, {{52,216}, {26,36}} });
olc::utils::Animate2D::FrameSequence anim_fs_cheer;
anim_fs_cheer.AddFrame({ &gfxAll, {{ 0,252}, {26,36}} });
anim_fs_cheer.AddFrame({ &gfxAll, {{26,252}, {26,36}} });
anim_fs_cheer.AddFrame({ &gfxAll, {{52,252}, {26,36}} });
// A special "idle" animation just consists of a single frame
olc::utils::Animate2D::FrameSequence anim_fs_idle;
anim_fs_idle.AddFrame({ &gfxAll, {{26,0}, {26,36}} });
// We have constructed teh individual sequences, now its time
// to add them to an animation, along with a state name/enum.
//
// I have chosen to use the enum shown earlier. You could use
// std::string too, which is conveninent if you need to display
// the states, though potentially far less performant
animDude.AddState(DudeState::WALK_S, anim_fs_walk_s);
animDude.AddState(DudeState::WALK_W, anim_fs_walk_w);
animDude.AddState(DudeState::WALK_E, anim_fs_walk_e);
animDude.AddState(DudeState::WALK_N, anim_fs_walk_n);
animDude.AddState(DudeState::IDLE_STAND, anim_fs_idle);
animDude.AddState(DudeState::YES, anim_fs_yes);
animDude.AddState(DudeState::NO, anim_fs_no);
animDude.AddState(DudeState::LAUGH, anim_fs_laugh);
animDude.AddState(DudeState::CHEER, anim_fs_cheer);
// Initialise the dudes
for (size_t n = 0; n < nDudes; n++)
{
sWalkingDude dude;
// Random dude
dude.id = rand() % (28 * 2);
// Begin in idle state, at random location
dude.UserState = DudeState::IDLE_STAND;
dude.pos = { float(rand() % ScreenWidth()), float(rand() % ScreenHeight()) };
// The animation token needs to be updated too
animDude.ChangeState(dude.animstate, dude.UserState);
vDudes.push_back(dude);
}
return true;
}
bool OnUserUpdate(float fElapsedTime) override
{
// Update Dudes
float fSpeed = 32.0f;
for (auto& dude : vDudes)
{
// If a dude's tick reaches 0, it will select a new state
dude.fTick -= fElapsedTime;
if (dude.fTick < 0.0f)
{
// Choose one out of the 9 randomly
int nAction = rand() % 9;
// Choose for how long it should do it in seconds
dude.fTick = (float(rand()) / float(RAND_MAX)) * 5.0f;
// Assign the state depending on the dice roll - (since enum
// we could cast here too, but, well, meh...)
if (nAction == 0) dude.UserState = DudeState::IDLE_STAND;
if (nAction == 1) dude.UserState = DudeState::WALK_S;
if (nAction == 2) dude.UserState = DudeState::WALK_N;
if (nAction == 3) dude.UserState = DudeState::WALK_E;
if (nAction == 4) dude.UserState = DudeState::WALK_W;
if (nAction == 5) dude.UserState = DudeState::YES;
if (nAction == 6) dude.UserState = DudeState::NO;
if (nAction == 7) dude.UserState = DudeState::LAUGH;
if (nAction == 8) dude.UserState = DudeState::CHEER;
// State has changed, so update animation token
// !! - IMPORTANT - !!
animDude.ChangeState(dude.animstate, dude.UserState);
}
// Update "physics", if walking move in that direction at speed
if (dude.UserState == DudeState::WALK_S) dude.pos += olc::vf2d(0, +1) * fSpeed * fElapsedTime;
if (dude.UserState == DudeState::WALK_N) dude.pos += olc::vf2d(0, -1) * fSpeed * fElapsedTime;
if (dude.UserState == DudeState::WALK_E) dude.pos += olc::vf2d(+1, 0) * fSpeed * fElapsedTime;
if (dude.UserState == DudeState::WALK_W) dude.pos += olc::vf2d(-1, 0) * fSpeed * fElapsedTime;
// If walk off screen, wrap around to other side
if (dude.pos.x > ScreenWidth()) dude.pos.x -= ScreenWidth();
if (dude.pos.y > ScreenHeight()) dude.pos.x -= ScreenHeight();
if (dude.pos.x < 0) dude.pos.x += ScreenWidth();
if (dude.pos.y < 0) dude.pos.y += ScreenHeight();
// Update animation token every frame
// !! - IMPORTANT - !!
animDude.UpdateState(dude.animstate, fElapsedTime);
}
// Render Dudes
for (const auto& dude : vDudes)
{
// Get the frame, this contains both source image and source location rectangle
// !! - IMPORTANT - !!
const auto& frame = animDude.GetFrame(dude.animstate);
// Thats cool, but there are 28x2 dudes on the sprite sheet, so using the ID, construct
// an offset to the correct dude
olc::vi2d vOffset = { (dude.id % 28) * 78, (dude.id / 28) * 288 };
// Use DrawPartialDecal to chop out the correct dude frm the image source
DrawPartialDecal(dude.pos, frame.GetSourceImage()->Decal(), frame.GetSourceRect().pos + vOffset, frame.GetSourceRect().size);
}
// That's it
return true;
}
};
int main()
{
TEST_Animate2D demo;
if (demo.Construct(640, 480, 2, 2))
demo.Start();
return 0;
}

@ -0,0 +1,226 @@
/*
Example file for olcPGEX_QuickGUI.h
License (OLC-3)
~~~~~~~~~~~~~~~
Copyright 2018 - 2022 OneLoneCoder.com
Redistribution and use in source and binary forms, with or without
modification, are permitted provided that the following conditions
are met:
1. Redistributions or derivations of source code must retain the above
copyright notice, this list of conditions and the following disclaimer.
2. Redistributions or derivative works in binary form must reproduce
the above copyright notice. This list of conditions and the following
disclaimer must be reproduced in the documentation and/or other
materials provided with the distribution.
3. Neither the name of the copyright holder nor the names of its
contributors may be used to endorse or promote products derived
from this software without specific prior written permission.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
Links
~~~~~
YouTube: https://www.youtube.com/javidx9
Discord: https://discord.gg/WhwHUMV
Twitter: https://www.twitter.com/javidx9
Twitch: https://www.twitch.tv/javidx9
GitHub: https://www.github.com/onelonecoder
Homepage: https://www.onelonecoder.com
Author
~~~~~~
David Barr, aka javidx9, ©OneLoneCoder 2019, 2020, 2021, 2022
*/
#define OLC_PGE_APPLICATION
#include "olcPixelGameEngine.h"
// PGEX Require the presence of olc::PixelGameEngine
#define OLC_PGEX_QUICKGUI
#include "extensions/olcPGEX_QuickGUI.h"
class olcDemo_QuickGUI : public olc::PixelGameEngine
{
public:
olcDemo_QuickGUI()
{
sAppName = "olcDemo_QuickGUI";
}
protected:
olc::QuickGUI::Manager guiManager;
olc::QuickGUI::Slider* guiSlider1 = nullptr;
olc::QuickGUI::Slider* guiSlider2 = nullptr;
olc::QuickGUI::Slider* guiSlider3 = nullptr;
olc::QuickGUI::Button* guiButton1 = nullptr;
olc::QuickGUI::Button* guiButton2 = nullptr;
olc::QuickGUI::Button* guiButton3 = nullptr;
olc::QuickGUI::Slider* guiThemeColourR = nullptr;
olc::QuickGUI::Slider* guiThemeColourG = nullptr;
olc::QuickGUI::Slider* guiThemeColourB = nullptr;
olc::QuickGUI::Label* guiLabelR = nullptr;
olc::QuickGUI::Label* guiLabelG = nullptr;
olc::QuickGUI::Label* guiLabelB = nullptr;
olc::QuickGUI::CheckBox* guiCheckBox1 = nullptr;
olc::QuickGUI::TextBox* guiTextBox1 = nullptr;
olc::QuickGUI::TextBox* guiTextBox2 = nullptr;
std::vector<std::string> listExample;
olc::QuickGUI::ListBox* guiListBox = nullptr;
public:
bool OnUserCreate() override
{
// Horizontal Slider
guiSlider1 = new olc::QuickGUI::Slider(guiManager,
{ 30.0f, 10.0f }, { 246.0f, 10.0f }, 0, 100, 50);
// Diagonal Slider!
guiSlider2 = new olc::QuickGUI::Slider(guiManager,
{ 20.0f, 20.0f }, { 120.0f, 120.0f }, 0, 100, 50);
// Vertical Slider
guiSlider3 = new olc::QuickGUI::Slider(guiManager,
{ 10.0f, 30.0f }, { 10.0f, 230.0f }, 0, 100, 50);
// Theme colour slider - Red
guiThemeColourR = new olc::QuickGUI::Slider(guiManager,
{ 150.0f, 30.0f }, { 246.0f, 30.0f }, 0, 255, 0);
// Theme colour slider - Green
guiThemeColourG = new olc::QuickGUI::Slider(guiManager,
{ 150.0f, 50.0f }, { 246.0f, 50.0f }, 0, 255, 0);
// Theme colour slider - Blue
guiThemeColourB = new olc::QuickGUI::Slider(guiManager,
{ 150.0f, 70.0f }, { 246.0f, 70.0f }, 0, 255, 128);
// Labels for theme colour sliders
guiLabelR = new olc::QuickGUI::Label(guiManager,
"Red:", { 80.0f, 22.0f }, { 50.0f, 16.0f });
guiLabelG = new olc::QuickGUI::Label(guiManager,
"Green:", { 80.0f, 42.0f }, { 50.0f, 16.0f });
guiLabelB = new olc::QuickGUI::Label(guiManager,
"Blue:", { 80.0f, 62.0f }, { 50.0f, 16.0f });
// Customize how the labels look
guiLabelB->nAlign = olc::QuickGUI::Label::Alignment::Right;
guiLabelG->nAlign = olc::QuickGUI::Label::Alignment::Right;
guiLabelG->bHasBorder = true;
guiLabelR->nAlign = olc::QuickGUI::Label::Alignment::Right;
guiLabelR->bHasBorder = true;
guiLabelR->bHasBackground = true;
// Some Buttons, 1 is just a thing, 2 has its text updated and 3 resets the theme
guiButton1 = new olc::QuickGUI::Button(guiManager,
"Button 1", { 30.0f, 150.0f }, { 100.0f, 16.0f });
guiButton2 = new olc::QuickGUI::Button(guiManager,
"Button 2", { 30.0f, 170.0f }, { 100.0f, 16.0f });
guiButton3 = new olc::QuickGUI::Button(guiManager,
"Reset Theme", { 30.0f, 190.0f }, { 100.0f, 16.0f });
// A CheckBox, switches between sprite or decal drawing
guiCheckBox1 = new olc::QuickGUI::CheckBox(guiManager,
"Use Decals", false, { 30.0f, 210.0f }, { 100.0f, 16.0f });
// TextBox, allows basic text entry
guiTextBox1 = new olc::QuickGUI::TextBox(guiManager,
"", { 150.0f, 140.0f }, { 100.0f, 16.0f });
guiTextBox2 = new olc::QuickGUI::TextBox(guiManager,
"0.04", { 150.0f, 160.0f }, { 100.0f, 16.0f });
listExample.push_back("Item 1");
listExample.push_back("Item 2");
listExample.push_back("Item 3");
listExample.push_back("Item 4");
listExample.push_back("Item 5");
listExample.push_back("Item 6");
guiListBox = new olc::QuickGUI::ListBox(guiManager,
listExample, { 150.0f, 180.0f }, { 100.0f, 54.0f });
// but but but.... waaaaaaaaahaaaaaaaa.... where do I delete these horrible
// pointers??? I just can't accept that addressable memory exists and it makes
// me feel really insecure!
//
// By default olc::QuickGUI::Manager will delete any Controls added to it, so you
// dont have to. If you must obfuscate your program with smart pointers, or require
// that you are in rage-control of your memory at all times, construct the Manager
// with false as the argument - then its all up to you buddy.
return true;
}
bool OnUserUpdate(float fElapsedTime) override
{
// We must update the manager at some point each frame. Values of controls
// are only valid AFTER this call to update()
guiManager.Update(this);
// Some silly examples...
// 001) The "theme colour" can be set from slider values
guiManager.colNormal = olc::Pixel(
uint8_t(guiThemeColourR->fValue),
uint8_t(guiThemeColourG->fValue),
uint8_t(guiThemeColourB->fValue));
// 002) Display Slider 1 value on Button 2
guiButton2->sText = "Button " + std::to_string(int32_t(guiSlider1->fValue));
// 003) Check if "Reset Theme" button is pressed, if it is, well, err...
if (guiButton3->bPressed)
{
// ...reset the theme! (which also updates the sliders)
guiThemeColourR->fValue = 0.0f;
guiThemeColourG->fValue = 0.0f;
guiThemeColourB->fValue = 128.0f;
}
// 004) Link Slider 2 and Slider 3 together
if(guiSlider2->bHeld)
guiSlider3->fValue = 100.0f - guiSlider2->fValue;
if (guiSlider3->bHeld)
guiSlider2->fValue = 100.0f - guiSlider3->fValue;
// Draw Stuff!
Clear(olc::BLACK);
// 005) Use checkbox to determine rendering mode
if (guiCheckBox1->bChecked)
guiManager.DrawDecal(this);
else
guiManager.Draw(this);
return true;
}
};
int main()
{
olcDemo_QuickGUI demo;
if (demo.Construct(256, 240, 4, 4))
demo.Start();
return 0;
}

@ -1,5 +1,5 @@
/*
OneLoneCoder - QuickGUI v1.00
OneLoneCoder - QuickGUI v1.01
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
A semi-immediate mode GUI for very simple GUI stuff.
Includes:
@ -55,6 +55,12 @@
~~~~~~
David Barr, aka javidx9, ©OneLoneCoder 2019, 2020, 2021, 2022
Changes
~~~~~~~
v1.01 +Moved Slider::fGrabRad into "theme"
+Manager::CopyThemeFrom() - copies theme attributes from a different manager
+ListBox - Displays a vector of strings
*/
#ifndef OLC_PGEX_QUICKGUI_H
@ -143,6 +149,10 @@ namespace olc::QuickGUI
float fHoverSpeedOn = 10.0f;
// Speed to transiton from Hover -> Normal
float fHoverSpeedOff = 4.0f;
// Size of grab handle
float fGrabRad = 8.0f;
// Copy all theme attributes into a different manager object
void CopyThemeFrom(const Manager& manager);
private:
// Should this manager call delete on the controls it opeerates?
@ -261,8 +271,7 @@ namespace olc::QuickGUI
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
@ -274,6 +283,38 @@ namespace olc::QuickGUI
void DrawDecal(olc::PixelGameEngine* pge) override;
};
class ListBox : public BaseControl
{
public:
ListBox(olc::QuickGUI::Manager& manager, // Associate with a Manager
std::vector<std::string>& vList,
const olc::vf2d& pos, // Location of list top-left
const olc::vf2d& size); // Size of list
// Position of list
olc::vf2d vPos;
// Size of list
olc::vf2d vSize;
// Show a border?
bool bHasBorder = true;
// Show a background?
bool bHasBackground = true;
public:
Slider *m_pSlider = nullptr;
Manager m_group;
size_t m_nVisibleItems = 0;
std::vector<std::string>& m_vList;
public:
size_t nSelectedItem = 0;
public: // BaseControl overrides
void Update(olc::PixelGameEngine* pge) override;
void Draw(olc::PixelGameEngine* pge) override;
void DrawDecal(olc::PixelGameEngine* pge) override;
};
}
@ -333,6 +374,19 @@ namespace olc::QuickGUI
{
for (auto& p : m_vControls) p->DrawDecal(pge);
}
void Manager::CopyThemeFrom(const Manager& manager)
{
this->colBorder = manager.colBorder;
this->colClick = manager.colClick;
this->colDisable = manager.colDisable;
this->colHover = manager.colHover;
this->colNormal = manager.colNormal;
this->colText = manager.colText;
this->fGrabRad = manager.fGrabRad;
this->fHoverSpeedOff = manager.fHoverSpeedOff;
this->fHoverSpeedOn = manager.fHoverSpeedOn;
}
#pragma endregion
#pragma region Label
@ -694,7 +748,7 @@ namespace olc::QuickGUI
else
{
olc::vf2d vSliderPos = vPosMin + (vPosMax - vPosMin) * ((fValue - fMin) / (fMax - fMin));
if ((vMouse - vSliderPos).mag2() <= int32_t(fGrabRad) * int32_t(fGrabRad))
if ((vMouse - vSliderPos).mag2() <= int32_t(m_manager.fGrabRad) * int32_t(m_manager.fGrabRad))
{
m_fTransition += fElapsedTime * m_manager.fHoverSpeedOn;
m_state = State::Hover;
@ -736,19 +790,19 @@ namespace olc::QuickGUI
switch (m_state)
{
case State::Disabled:
pge->FillCircle(vSliderPos, int32_t(fGrabRad), m_manager.colDisable);
pge->FillCircle(vSliderPos, int32_t(m_manager.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));
pge->FillCircle(vSliderPos, int32_t(m_manager.fGrabRad), olc::PixelLerp(m_manager.colNormal, m_manager.colHover, m_fTransition));
break;
case State::Click:
pge->FillCircle(vSliderPos, int32_t(fGrabRad), m_manager.colClick);
pge->FillCircle(vSliderPos, int32_t(m_manager.fGrabRad), m_manager.colClick);
break;
}
pge->DrawCircle(vSliderPos, int32_t(fGrabRad), m_manager.colBorder);
pge->DrawCircle(vSliderPos, int32_t(m_manager.fGrabRad), m_manager.colBorder);
}
void Slider::DrawDecal(olc::PixelGameEngine* pge)
@ -762,25 +816,117 @@ namespace olc::QuickGUI
switch (m_state)
{
case State::Disabled:
pge->FillRectDecal(vSliderPos - olc::vf2d(fGrabRad, fGrabRad), olc::vf2d(fGrabRad, fGrabRad) * 2.0f, m_manager.colDisable);
pge->FillRectDecal(vSliderPos - olc::vf2d(m_manager.fGrabRad, m_manager.fGrabRad), olc::vf2d(m_manager.fGrabRad, m_manager.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));
pge->FillRectDecal(vSliderPos - olc::vf2d(m_manager.fGrabRad, m_manager.fGrabRad), olc::vf2d(m_manager.fGrabRad, m_manager.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);
pge->FillRectDecal(vSliderPos - olc::vf2d(m_manager.fGrabRad, m_manager.fGrabRad), olc::vf2d(m_manager.fGrabRad, m_manager.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->FillRectDecal(vSliderPos - olc::vf2d(m_manager.fGrabRad, m_manager.fGrabRad), olc::vf2d(m_manager.fGrabRad, m_manager.fGrabRad) * 2.0f, m_manager.colBorder);
pge->SetDecalMode(olc::DecalMode::NORMAL);
}
#pragma endregion
#pragma region ListBox
ListBox::ListBox(olc::QuickGUI::Manager& manager, std::vector<std::string>& vList, const olc::vf2d& pos, const olc::vf2d& size)
: BaseControl(manager), m_vList(vList)
{
m_group.CopyThemeFrom(m_manager);
vPos = pos;
vSize = size;
m_pSlider = new Slider(m_group, { pos.x + size.x - m_manager.fGrabRad - 1, pos.y + m_manager.fGrabRad + 1 },
{ pos.x + size.x - m_manager.fGrabRad - 1, pos.y + size.y - m_manager.fGrabRad - 1 }, 0, float(m_vList.size()), 0);
}
void ListBox::Update(olc::PixelGameEngine* pge)
{
if (m_state == State::Disabled || !bVisible)
return;
olc::vf2d vMouse = pge->GetMousePos() - vPos + olc::vi2d(2,0);
if (pge->GetMouse(olc::Mouse::LEFT).bPressed)
{
if (vMouse.x >= 0 && vMouse.x < vSize.x - (m_group.fGrabRad * 2) && vMouse.y >= 0 && vMouse.y < vSize.y)
{
nSelectedItem = size_t(m_pSlider->fValue + vMouse.y / 10);
}
}
nSelectedItem = std::clamp(nSelectedItem, size_t(0), m_vList.size()-1);
m_pSlider->fMax = float(m_vList.size());
m_group.Update(pge);
}
void ListBox::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);
size_t idx0 = size_t(m_pSlider->fValue);
size_t idx1 = std::min(idx0 + size_t((vSize.y - 4) / 10), m_vList.size());
olc::vf2d vTextPos = vPos + olc::vf2d(2,2);
for (size_t idx = idx0; idx < idx1; idx++)
{
if (idx == nSelectedItem)
pge->FillRect(vTextPos - olc::vi2d(1,1), {int32_t(vSize.x - m_group.fGrabRad * 2), 10}, m_group.colHover);
pge->DrawStringProp(vTextPos, m_vList[idx]);
vTextPos.y += 10;
}
m_group.Draw(pge);
}
void ListBox::DrawDecal(olc::PixelGameEngine* pge)
{
if (!bVisible)
return;
if (bHasBackground)
pge->FillRectDecal(vPos + olc::vf2d(1, 1), vSize - olc::vf2d(2, 2), m_manager.colNormal);
size_t idx0 = size_t(m_pSlider->fValue);
size_t idx1 = std::min(idx0 + size_t((vSize.y - 4) / 10), m_vList.size());
olc::vf2d vTextPos = vPos + olc::vf2d(2, 2);
for (size_t idx = idx0; idx < idx1; idx++)
{
if (idx == nSelectedItem)
pge->FillRectDecal(vTextPos - olc::vi2d(1, 1), { vSize.x - m_group.fGrabRad * 2.0f, 10.0f }, m_group.colHover);
pge->DrawStringPropDecal(vTextPos, m_vList[idx]);
vTextPos.y += 10;
}
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);
}
m_group.DrawDecal(pge);
}
#pragma endregion
}
#endif // OLC_PGEX_QUICKGUI
#endif // OLC_PGEX_QUICKGUI_H

@ -3,7 +3,7 @@
+-------------------------------------------------------------+
| OneLoneCoder Pixel Game Engine Extension |
| Transformed View v1.06 |
| Transformed View v1.07 |
+-------------------------------------------------------------+
NOTE: UNDER ACTIVE DEVELOPMENT - THERE ARE BUGS/GLITCHES
@ -71,6 +71,8 @@
1.04: Added DrawPolygonDecal() for arbitrary polygons
1.05: Clipped DrawSprite() to visible area, massive performance increase
1.06: Fixed error in DrawLine() - Thanks CraisyDaisyRecords (& Fern)!
1.07: +DrawRectDecal()
+GetPGE()
*/
#pragma once
@ -89,6 +91,8 @@ namespace olc
TransformedView() = default;
virtual void Initialise(const olc::vi2d& vViewArea, const olc::vf2d& vPixelScale = { 1.0f, 1.0f });
olc::PixelGameEngine* GetPGE();
public:
void SetWorldOffset(const olc::vf2d& vOffset);
void MoveWorldOffset(const olc::vf2d& vDeltaOffset);
@ -179,6 +183,8 @@ namespace olc
void DrawStringPropDecal(const olc::vf2d& pos, const std::string& sText, const olc::Pixel col = olc::WHITE, const olc::vf2d& scale = { 1.0f, 1.0f });
// Draws a single shaded filled rectangle as a decal
void FillRectDecal(const olc::vf2d& pos, const olc::vf2d& size, const olc::Pixel col = olc::WHITE);
void DrawRectDecal(const olc::vf2d& pos, const olc::vf2d& size, const olc::Pixel col = olc::WHITE);
// Draws a corner shaded rectangle as a decal
void GradientFillRectDecal(const olc::vf2d& pos, const olc::vf2d& size, const olc::Pixel colTL, const olc::Pixel colBL, const olc::Pixel colBR, const olc::Pixel colTR);
// Draws an arbitrary convex textured polygon using GPU
@ -219,6 +225,10 @@ namespace olc
namespace olc
{
olc::PixelGameEngine* TransformedView::GetPGE()
{
return pge;
}
void TransformedView::Initialise(const olc::vi2d& vViewArea, const olc::vf2d& vPixelScale)
{
@ -627,6 +637,11 @@ namespace olc
pge->FillRectDecal(WorldToScreen(pos), (size * m_vWorldScale).ceil(), col);
}
void TransformedView::DrawRectDecal(const olc::vf2d& pos, const olc::vf2d& size, const olc::Pixel col)
{
pge->DrawRectDecal(WorldToScreen(pos), (size * m_vWorldScale).ceil(), col);
}
void TransformedView::DrawLineDecal(const olc::vf2d& pos1, const olc::vf2d& pos2, Pixel p)
{
pge->DrawLineDecal(WorldToScreen(pos1), WorldToScreen(pos2), p);

@ -3,7 +3,7 @@
olcPixelGameEngine.h
+-------------------------------------------------------------+
| OneLoneCoder Pixel Game Engine v2.19 |
| OneLoneCoder Pixel Game Engine v2.20 |
| "What do you need? Pixels... Lots of Pixels..." - javidx9 |
+-------------------------------------------------------------+
@ -187,6 +187,8 @@
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
@ -297,8 +299,10 @@
+ConsoleClear() - Clears built in command console output
+ConsoleOut() - Stream strings to command console output
+ConsoleCaptureStdOut() - Capture std::cout by redirecting to built-in console
+IsConsoleShowing() - Returns true if console is currently active
+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
!! 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 !!
@ -378,7 +382,7 @@ int main()
#include <cstring>
#pragma endregion
#define PGE_VER 219
#define PGE_VER 220
// O------------------------------------------------------------------------------O
// | COMPILER CONFIGURATION ODDITIES |
@ -771,6 +775,7 @@ namespace olc
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;
@ -980,6 +985,8 @@ namespace olc
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
@ -1074,6 +1081,7 @@ namespace olc
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);
@ -1506,6 +1514,11 @@ namespace olc
return spr;
}
olc::vi2d olc::Sprite::Size() const
{
return { width, height };
}
// O------------------------------------------------------------------------------O
// | olc::Decal IMPLEMENTATION |
// O------------------------------------------------------------------------------O
@ -1942,6 +1955,9 @@ namespace olc
const olc::vi2d& PixelGameEngine::GetScreenPixelSize() const
{ return vScreenPixelSize; }
const olc::vi2d& PixelGameEngine::GetScreenSize() const
{ return vScreenSize; }
const olc::vi2d& PixelGameEngine::GetWindowMouse() const
{ return vMouseWindowPos; }
@ -2665,7 +2681,12 @@ namespace olc
void PixelGameEngine::DrawLineDecal(const olc::vf2d& pos1, const olc::vf2d& pos2, Pixel p)
{
DecalInstance di;
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);
@ -2681,12 +2702,26 @@ namespace olc
di.tint[1] = p;
di.w[1] = 1.0f;
di.mode = olc::DecalMode::WIREFRAME;
vLayers[nTargetLayer].vecDecalInstance.push_back(di);
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 - olc::vf2d(0.375f, 0.375f)).ceil();
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} };

@ -0,0 +1,212 @@
/*
OneLoneCoder - Animate2D v1.00
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Handles animated Sprites efficiently
License (OLC-3)
~~~~~~~~~~~~~~~
Copyright 2018 - 2022 OneLoneCoder.com
Redistribution and use in source and binary forms, with or without
modification, are permitted provided that the following conditions
are met:
1. Redistributions or derivations of source code must retain the above
copyright notice, this list of conditions and the following disclaimer.
2. Redistributions or derivative works in binary form must reproduce
the above copyright notice. This list of conditions and the following
disclaimer must be reproduced in the documentation and/or other
materials provided with the distribution.
3. Neither the name of the copyright holder nor the names of its
contributors may be used to endorse or promote products derived
from this software without specific prior written permission.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
Links
~~~~~
YouTube: https://www.youtube.com/javidx9
Discord: https://discord.gg/WhwHUMV
Twitter: https://www.twitter.com/javidx9
Twitch: https://www.twitch.tv/javidx9
GitHub: https://www.github.com/onelonecoder
Homepage: https://www.onelonecoder.com
Author
~~~~~~
David Barr, aka javidx9, ©OneLoneCoder 2019, 2020, 2021, 2022
*/
#pragma once
#include "olcPixelGameEngine.h"
#include "utilities/olcUTIL_Geometry2D.h"
namespace olc::utils::Animate2D
{
// This class rerpresents a valid "frame" of an animation. It could be from any image source, and
// any location withing that image source. Once it's constructed, it's advised not to change it, as
// this likely indicates a usage bug.
//
// "Sourceless" frames are valid too - this is useful if you have a particular animation set, but
// want to apply it to a variety of sources, for example sprite maps with common layouts.
class Frame
{
public:
inline Frame(const olc::Renderable* gfxSource, const geom2d::rect<int32_t>& rectSource = { {0,0},{0,0} })
: gfxImageSource(gfxSource), rectFrameSource(rectSource)
{
// If no source rectangle specified then use whole image source. Ignore in the event
// that a frame is set up as source-less
if(gfxSource && rectFrameSource.size.x == 0)
rectFrameSource.size = gfxSource->Sprite()->Size();
}
inline const olc::Renderable* GetSourceImage() const
{
return gfxImageSource;
}
inline const geom2d::rect<int32_t>& GetSourceRect() const
{
return rectFrameSource;
}
private:
const olc::Renderable* gfxImageSource;
geom2d::rect<int32_t> rectFrameSource;
};
// Animation styles decide how the frames should be traversed in time
enum class Style : uint8_t
{
Repeat, // Cycle through, go back to beginning
OneShot, // Play once and suspend on final frame
PingPong, // Traverse through forwards, then backwards
Reverse, // Cycle through sequence backwards
};
class FrameSequence
{
public:
// Constructs a sequence of frames with a duration and a traversal style
inline FrameSequence(const float fFrameDuration = 0.1f, const Style nStyle = Style::Repeat)
{
m_fFrameDuration = fFrameDuration;
m_fFrameRate = 1.0f / m_fFrameDuration;
m_nStyle = nStyle;
}
// Adds a frame to this sequence
inline void AddFrame(const Frame& frame)
{
m_vFrames.emplace_back(frame);
}
// Returns a Frame Object for a given time into an animation
inline const Frame& GetFrame(const float fTime) const
{
return m_vFrames[ConvertTimeToFrame(fTime)];
}
private:
Style m_nStyle;
std::vector<Frame> m_vFrames;
float m_fFrameDuration = 0.1f;
float m_fFrameRate = 10.0f;
inline const size_t ConvertTimeToFrame(const float fTime) const
{
switch (m_nStyle)
{
case Style::Repeat:
return size_t(fTime * m_fFrameRate) % m_vFrames.size();
break;
case Style::OneShot:
return std::clamp(size_t(fTime * m_fFrameRate), size_t(0), m_vFrames.size() - 1);
break;
case Style::PingPong:
// TODO
break;
case Style::Reverse:
return (m_vFrames.size() - 1) - (size_t(fTime * m_fFrameRate) % m_vFrames.size());
break;
}
return 0;
}
};
// A Animate2D::State is a lightweight token that can be attached to things
// that are animated. Under normal circumstances, it is never updated manually
struct AnimationState
{
private:
size_t nIndex = 0;
float fTime = 0.0f;
template<typename StatesEnum>
friend class Animation;
};
// Animation object holds a group of frame sequences and can mutate an AnimationState token
template<typename StatesEnum>
class Animation
{
public:
Animation() = default;
// Change an animation state token to a new state
inline bool ChangeState(AnimationState& state, const StatesEnum& sStateName) const
{
size_t idx = m_mapStateIndices.at(sStateName);
if (state.nIndex != idx)
{
state.fTime = 0.0f;
state.nIndex = idx;
return true;
}
return false;
}
// Update an animation state token
inline void UpdateState(AnimationState& state, const float fElapsedTime) const
{
state.fTime += fElapsedTime;
}
public:
// Retrieve the frame information for a given animation state
inline const Frame& GetFrame(const AnimationState& state) const
{
return m_vSequences[state.nIndex].GetFrame(state.fTime);
}
public:
// Add a named Frame sequence as a state
inline void AddState(const StatesEnum& sStateName, const FrameSequence& sequence)
{
m_vSequences.emplace_back(sequence);
m_mapStateIndices[sStateName] = m_vSequences.size() - 1;
}
private:
std::vector<FrameSequence> m_vSequences;
std::unordered_map<StatesEnum, size_t> m_mapStateIndices;
};
}

@ -260,6 +260,12 @@ namespace olc::utils::geom2d
};
template<typename T>
struct polygon
{
std::vector<olc::v2d_generic<T>> vPoints;
};
// =========================================================================================================================
// Closest(shape, point) ===================================================================================================
@ -275,24 +281,26 @@ namespace olc::utils::geom2d
template<typename T1, typename T2>
inline olc::v2d_generic<T2> closest(const line<T1>& l, const olc::v2d_generic<T2>& p)
{
// TODO:
return olc::v2d_generic<T2>();
auto d = l.vector();
double u = std::clamp(double(d.dot(p - l.start) / d.mag2()), 0.0, 1.0);
return l.start + d * u;
}
// Returns closest point on circle to point
template<typename T1, typename T2>
inline olc::v2d_generic<T2> closest(const circle<T1>& c, const olc::v2d_generic<T2>& p)
{
// TODO:
return olc::v2d_generic<T2>();
return c.pos + (p - c.pos).norm() * c.radius;
}
// Returns closest point on rectangle to point
template<typename T1, typename T2>
inline olc::v2d_generic<T2> closest(const rect<T1>& r, const olc::v2d_generic<T2>& p)
{
// TODO:
return olc::v2d_generic<T2>();
// This could be a "constrain" function hmmmm
// TODO: Not quite what i wanted, should restrain to boundary
return olc::v2d_generic<T2>{ std::clamp(p.x, r.pos.x, r.pos.x + r.size.x), std::clamp(p.y, r.pos.y, r.pos.y + r.size.y) };
}
// Returns closest point on triangle to point

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