/* olcPixelGameEngine.h +-------------------------------------------------------------+ | OneLoneCoder Pixel Game Engine v1.9 | | "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!! License (OLC-3) ~~~~~~~~~~~~~~~ Copyright 2018 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 Relevant Videos ~~~~~~~~~~~~~~~ https://youtu.be/kRH6oJLFYxY Introducing olcPixelGameEngine Compiling in Linux ~~~~~~~~~~~~~~~~~~ You will need a modern C++ compiler, so update yours! To compile use the command: g++ -o YourProgName YourSource.cpp -lX11 -lGL -lpthread -lpng On some Linux configurations, the frame rate is locked to the refresh rate of the monitor. This engine tries to unlock it but may not be able to, in which case try launching your program like this: vblank_mode=0 ./YourProgName Compiling in Code::Blocks on Windows ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Well I wont judge you, but make sure your Code::Blocks installation is really up to date - you may even consider updating your C++ toolchain to use MinGW32-W64, so google this. You will also need to enable C++14 in your build options, and add to your linker the following libraries: user32 gdi32 opengl32 gdiplus Thanks ~~~~~~ I'd like to extend thanks to Eremiell, slavka, gurkanctn, Phantim, JackOJC, KrossX, Huhlig, Dragoneye, Appa, JustinRichardsMusic, SliceNDice & MagetzUb for advice, ideas and testing, and I'd like to extend my appreciation to the 14K YouTube followers and 1K 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 Author ~~~~~~ David Barr, aka javidx9, ŠOneLoneCoder 2018 */ ////////////////////////////////////////////////////////////////////////////////////////// /* Example Usage (main.cpp) #define OLC_PGE_APPLICATION #include "olcPixelGameEngine.h" // Override base class with your custom functionality class Example : public olc::PixelGameEngine { public: Example() { sAppName = "Example"; } public: bool OnUserCreate() override { // Called once at the start, so create things here return true; } bool OnUserUpdate(float fElapsedTime) override { // called once per frame, draws random coloured pixels for (int x = 0; x < ScreenWidth(); x++) for (int y = 0; y < ScreenHeight(); y++) Draw(x, y, olc::Pixel(rand() % 255, rand() % 255, rand()% 255)); return true; } }; int main() { Example demo; if (demo.Construct(256, 240, 4, 4)) demo.Start(); return 0; } */ #ifndef OLC_PGE_DEF #define OLC_PGE_DEF #ifdef _WIN32 // Link to libraries #ifndef __MINGW32__ #pragma comment(lib, "user32.lib") // Visual Studio Only #pragma comment(lib, "gdi32.lib") // For other Windows Compilers please add #pragma comment(lib, "opengl32.lib") // these libs to your linker input #pragma comment(lib, "gdiplus.lib") #else // In Code::Blocks, Select C++14 in your build options, and add the // following libs to your linker: user32 gdi32 opengl32 gdiplus #endif // Include WinAPI #include #include // OpenGL Extension #include typedef BOOL(WINAPI wglSwapInterval_t) (int interval); static wglSwapInterval_t *wglSwapInterval; #else #include #include #include #include #include typedef int(glSwapInterval_t) (Display *dpy, GLXDrawable drawable, int interval); static glSwapInterval_t *glSwapIntervalEXT; #endif // Standard includes #include #include #include #include #include #include #include #include #include #include #include #include #include #undef min #undef max namespace olc // All OneLoneCoder stuff will now exist in the "olc" namespace { struct Pixel { union { uint32_t n = 0xFF000000; struct { uint8_t r; uint8_t g; uint8_t b; uint8_t a; }; }; Pixel(); Pixel(uint8_t red, uint8_t green, uint8_t blue, uint8_t alpha = 255); Pixel(uint32_t p); enum Mode { NORMAL, MASK, ALPHA, CUSTOM }; }; // Some constants for symbolic naming of Pixels static const Pixel WHITE(255, 255, 255), GREY(192, 192, 192), DARK_GREY(128, 128, 128), VERY_DARK_GREY(64, 64, 64), RED(255, 0, 0), DARK_RED(128, 0, 0), VERY_DARK_RED(64, 0, 0), YELLOW(255, 255, 0), DARK_YELLOW(128, 128, 0), VERY_DARK_YELLOW(64, 64, 0), GREEN(0, 255, 0), DARK_GREEN(0, 128, 0), VERY_DARK_GREEN(0, 64, 0), CYAN(0, 255, 255), DARK_CYAN(0, 128, 128), VERY_DARK_CYAN(0, 64, 64), BLUE(0, 0, 255), DARK_BLUE(0, 0, 128), VERY_DARK_BLUE(0, 0, 64), MAGENTA(255, 0, 255), DARK_MAGENTA(128, 0, 128), VERY_DARK_MAGENTA(64, 0, 64), BLACK(0, 0, 0), BLANK(0, 0, 0, 0); enum rcode { FAIL = 0, OK = 1, NO_FILE = -1, }; //============================================================= 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 }; //============================================================= // A bitmap-like structure that stores a 2D array of Pixels class Sprite { public: Sprite(); Sprite(std::string sImageFile); Sprite(int32_t w, int32_t h); ~Sprite(); public: olc::rcode LoadFromFile(std::string sImageFile); olc::rcode LoadFromSprFile(std::string sImageFile); public: int32_t width = 0; int32_t height = 0; enum Mode { NORMAL, PERIODIC }; 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); Pixel Sample(float x, float y); Pixel* GetData(); private: Pixel *pColData = nullptr; Mode modeSample = Mode::NORMAL; #ifdef OLC_DBG_OVERDRAW public: static int nOverdrawCount; #endif }; //============================================================= enum Key { A, B, C, D, E, F, G, H, I, J, K, L, M, N, O, P, Q, R, S, T, U, V, W, X, Y, Z, K0, K1, K2, K3, K4, K5, K6, K7, K8, K9, F1, F2, F3, F4, F5, F6, F7, F8, F9, F10, F11, F12, UP, DOWN, LEFT, RIGHT, SPACE, TAB, SHIFT, CTRL, INS, DEL, HOME, END, PGUP, PGDN, BACK, ESCAPE, ENTER, PAUSE, SCROLL, }; //============================================================= class PixelGameEngine { public: PixelGameEngine(); public: olc::rcode Construct(uint32_t screen_w, uint32_t screen_h, uint32_t pixel_w, uint32_t pixel_h); olc::rcode Start(); public: // Override Interfaces // Called once on application startup, use to load your resources virtual bool OnUserCreate(); // Called every frame, and provides you with a time per frame value virtual bool OnUserUpdate(float fElapsedTime); // Called once on application termination, so you can be a clean coder virtual bool OnUserDestroy(); public: // Hardware Interfaces // Returns true if window is currently in focus bool IsFocused(); // Get the state of a specific keyboard button HWButton GetKey(Key k); // Get the state of a specific mouse button HWButton GetMouse(uint32_t b); // Get Mouse X coordinate in "pixel" space int32_t GetMouseX(); // Get Mouse Y coordinate in "pixel" space int32_t GetMouseY(); public: // Utility // Returns the width of the screen in "pixels" int32_t ScreenWidth(); // Returns the height of the screen in "pixels" int32_t ScreenHeight(); // Returns the width of the currently selected drawing target in "pixels" int32_t GetDrawTargetWidth(); // Returns the height of the currently selected drawing target in "pixels" int32_t GetDrawTargetHeight(); // Returns the currently active draw target Sprite* GetDrawTarget(); public: // Draw Routines // Specify which Sprite should be the target of drawing functions, use nullptr // to specify the primary screen void SetDrawTarget(Sprite *target); // Change the pixel mode for different optimisations // olc::Pixel::NORMAL = No transparency // olc::Pixel::MASK = Transparent if alpha is < 255 // olc::Pixel::ALPHA = Full transparency void SetPixelMode(Pixel::Mode m); // Use a custom blend function void SetPixelMode(std::function pixelMode); // Change the blend factor form between 0.0f to 1.0f; void SetPixelBlend(float fBlend); // Offset texels by sub-pixel amount (advanced, do not use) void SetSubPixelOffset(float ox, float oy); // Draws a single Pixel virtual void 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 void DrawCircle(int32_t x, int32_t y, int32_t radius, Pixel p = olc::WHITE); // Fills a circle located at (x,y) with radius void FillCircle(int32_t x, int32_t y, int32_t radius, Pixel p = olc::WHITE); // Draws a rectangle at (x,y) to (x+w,y+h) void DrawRect(int32_t x, int32_t y, int32_t w, int32_t h, Pixel p = olc::WHITE); // Fills a rectangle at (x,y) to (x+w,y+h) void FillRect(int32_t x, int32_t y, int32_t w, int32_t h, Pixel p = olc::WHITE); // Draws a triangle between points (x1,y1), (x2,y2) and (x3,y3) void DrawTriangle(int32_t x1, int32_t y1, int32_t x2, int32_t y2, int32_t x3, int32_t y3, Pixel p = olc::WHITE); // Flat fills a triangle between points (x1,y1), (x2,y2) and (x3,y3) void FillTriangle(int32_t x1, int32_t y1, int32_t x2, int32_t y2, int32_t x3, int32_t y3, Pixel p = olc::WHITE); // Draws an entire sprite at location (x,y) void DrawSprite(int32_t x, int32_t y, Sprite *sprite, uint32_t scale = 1); // Draws an area of a sprite at location (x,y), where the // selected area is (ox,oy) to (ox+w,oy+h) void DrawPartialSprite(int32_t x, int32_t y, Sprite *sprite, int32_t ox, int32_t oy, int32_t w, int32_t h, uint32_t scale = 1); // Draws a single line of text void DrawString(int32_t x, int32_t y, std::string sText, Pixel col = olc::WHITE, uint32_t scale = 1); // Clears entire draw target to Pixel void Clear(Pixel p); public: // Branding std::string sAppName; private: // Inner mysterious workings Sprite *pDefaultDrawTarget = nullptr; Sprite *pDrawTarget = nullptr; Pixel::Mode nPixelMode = Pixel::NORMAL; float fBlendFactor = 1.0f; uint32_t nScreenWidth = 256; uint32_t nScreenHeight = 240; uint32_t nPixelWidth = 4; uint32_t nPixelHeight = 4; uint32_t nMousePosX = 0; uint32_t nMousePosY = 0; float fPixelX = 1.0f; float fPixelY = 1.0f; float fSubPixelOffsetX = 0.0f; float fSubPixelOffsetY = 0.0f; bool bHasInputFocus = false; float fFrameTimer = 1.0f; int nFrameCount = 0; Sprite *fontSprite = nullptr; std::function funcPixelMode; static std::map mapKeys; bool pKeyNewState[256]{ 0 }; bool pKeyOldState[256]{ 0 }; HWButton pKeyboardState[256]; bool pMouseNewState[5]{ 0 }; bool pMouseOldState[5]{ 0 }; HWButton pMouseState[5]; #ifdef _WIN32 HDC glDeviceContext = nullptr; HGLRC glRenderContext = nullptr; #else GLXContext glDeviceContext = nullptr; GLXContext glRenderContext = nullptr; #endif GLuint glBuffer; void EngineThread(); // If anything sets this flag to false, the engine // "should" shut down gracefully static std::atomic bAtomActive; // Common initialisation functions void olc_UpdateMouse(uint32_t x, uint32_t y); bool olc_OpenGLCreate(); void olc_ConstructFontSheet(); #ifdef _WIN32 // Windows specific window handling HWND olc_hWnd = nullptr; HWND olc_WindowCreate(); std::wstring wsAppName; static LRESULT CALLBACK olc_WindowEvent(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam); #else // Non-Windows specific window handling Display* olc_Display = nullptr; Window olc_WindowRoot; Window olc_Window; XVisualInfo* olc_VisualInfo; Colormap olc_ColourMap; XSetWindowAttributes olc_SetWindowAttribs; Display* olc_WindowCreate(); #endif }; class PGEX { friend class olc::PixelGameEngine; protected: static PixelGameEngine* pge; }; //============================================================= } #endif // OLC_PGE_DEF /* Object Oriented Mode ~~~~~~~~~~~~~~~~~~~~ If the olcPixelGameEngine.h is called from several sources it can cause multiple definitions of objects. To prevent this, ONLY ONE of the pathways 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 of this is a bit too confusing, you can split this file in two! Everything below this comment block can go into olcPixelGameEngineOOP.cpp and everything above it can go into olcPixelGameEngineOOP.h */ #ifdef OLC_PGE_APPLICATION #undef OLC_PGE_APPLICATION namespace olc { Pixel::Pixel() { r = 0; g = 0; b = 0; a = 255; } Pixel::Pixel(uint8_t red, uint8_t green, uint8_t blue, uint8_t alpha) { r = red; g = green; b = blue; a = alpha; } Pixel::Pixel(uint32_t p) { n = p; } //========================================================== std::wstring ConvertS2W(std::string s) { #ifdef _WIN32 int count = MultiByteToWideChar(CP_UTF8, 0, s.c_str(), -1, NULL, 0); wchar_t* buffer = new wchar_t[count]; MultiByteToWideChar(CP_UTF8, 0, s.c_str(), -1, buffer, count); std::wstring w(buffer); delete[] buffer; return w; #endif //#ifdef __MINGW32__ // wchar_t *buffer = new wchar_t[sImageFile.length() + 1]; // mbstowcs(buffer, sImageFile.c_str(), sImageFile.length()); // buffer[sImageFile.length()] = L'\0'; // wsImageFile = buffer; // delete[] buffer; //#else } Sprite::Sprite() { pColData = nullptr; width = 0; height = 0; } Sprite::Sprite(std::string sImageFile) { LoadFromFile(sImageFile); } Sprite::Sprite(int32_t w, int32_t h) { if(pColData) delete[] pColData; width = w; height = h; pColData = new Pixel[width * height]; for (int32_t i = 0; i < width*height; i++) pColData[i] = Pixel(); } Sprite::~Sprite() { if (pColData) delete pColData; } olc::rcode Sprite::LoadFromSprFile(std::string sImageFile) { return olc::FAIL; } olc::rcode Sprite::LoadFromFile(std::string sImageFile) { #ifdef _WIN32 // Use GDI+ std::wstring wsImageFile; #ifdef __MINGW32__ wchar_t *buffer = new wchar_t[sImageFile.length() + 1]; mbstowcs(buffer, sImageFile.c_str(), sImageFile.length()); buffer[sImageFile.length()] = L'\0'; wsImageFile = buffer; delete [] buffer; #else wsImageFile = ConvertS2W(sImageFile); #endif Gdiplus::Bitmap *bmp = Gdiplus::Bitmap::FromFile(wsImageFile.c_str()); if (bmp == nullptr) return olc::NO_FILE; width = bmp->GetWidth(); height = bmp->GetHeight(); pColData = new Pixel[width * height]; for(int x=0; xGetPixel(x, y, &c); SetPixel(x, y, Pixel(c.GetRed(), c.GetGreen(), c.GetBlue(), c.GetAlpha())); } delete bmp; return olc::OK; #else //////////////////////////////////////////////////////////////////////////// // Use libpng, Thanks to Guillaume Cottenceau // https://gist.github.com/niw/5963798 png_structp png; png_infop info; FILE *f = fopen(sImageFile.c_str(), "rb"); if (!f) return olc::NO_FILE; png = png_create_read_struct(PNG_LIBPNG_VER_STRING, NULL, NULL, NULL); if (!png) goto fail_load; info = png_create_info_struct(png); if (!info) goto fail_load; if (setjmp(png_jmpbuf(png))) goto fail_load; png_init_io(png, f); png_read_info(png, info); png_byte color_type; png_byte bit_depth; png_bytep *row_pointers; width = png_get_image_width(png, info); height = png_get_image_height(png, info); color_type = png_get_color_type(png, info); bit_depth = png_get_bit_depth(png, info); #ifdef _DEBUG std::cout << "Loading PNG: " << sImageFile << "\n"; std::cout << "W:" << width << " H:" << height << " D:" << (int)bit_depth << "\n"; #endif if (bit_depth == 16) png_set_strip_16(png); if (color_type == PNG_COLOR_TYPE_PALETTE) png_set_palette_to_rgb(png); if (color_type == PNG_COLOR_TYPE_GRAY && bit_depth < 8) png_set_expand_gray_1_2_4_to_8(png); if (png_get_valid(png, info, PNG_INFO_tRNS)) png_set_tRNS_to_alpha(png); if (color_type == PNG_COLOR_TYPE_RGB || color_type == PNG_COLOR_TYPE_GRAY || color_type == PNG_COLOR_TYPE_PALETTE) png_set_filler(png, 0xFF, PNG_FILLER_AFTER); if (color_type == PNG_COLOR_TYPE_GRAY || color_type == PNG_COLOR_TYPE_GRAY_ALPHA) png_set_gray_to_rgb(png); png_read_update_info(png, info); row_pointers = (png_bytep*)malloc(sizeof(png_bytep) * height); for (int y = 0; y < height; y++) { row_pointers[y] = (png_byte*)malloc(png_get_rowbytes(png, info)); } png_read_image(png, row_pointers); //////////////////////////////////////////////////////////////////////////// // Create sprite array pColData = new Pixel[width * height]; // Iterate through image rows, converting into sprite format for (int y = 0; y < height; y++) { png_bytep row = row_pointers[y]; for (int x = 0; x < width; x++) { png_bytep px = &(row[x * 4]); SetPixel(x, y, Pixel(px[0], px[1], px[2], px[3])); } } fclose(f); return olc::OK; fail_load: width = 0; height = 0; fclose(f); pColData = nullptr; return olc::FAIL; #endif } void Sprite::SetSampleMode(olc::Sprite::Mode mode) { modeSample = mode; } Pixel Sprite::GetPixel(int32_t x, int32_t y) { if (modeSample == olc::Sprite::Mode::NORMAL) { if (x >= 0 && x < width && y >= 0 && y < height) return pColData[y*width + x]; else return Pixel(0, 0, 0, 0); } else { return pColData[(y%height)*width + (x%width)]; } } void Sprite::SetPixel(int32_t x, int32_t y, Pixel p) { #ifdef OLC_DBG_OVERDRAW nOverdrawCount++; #endif if (x >= 0 && x < width && y >= 0 && y < height) pColData[y*width + x] = p; } Pixel Sprite::Sample(float x, float y) { int32_t sx = (int32_t)(x * (float)width); int32_t sy = (int32_t)(y * (float)height); return GetPixel(sx, sy); } Pixel* Sprite::GetData() { return pColData; } //========================================================== PixelGameEngine::PixelGameEngine() { sAppName = "Undefined"; olc::PGEX::pge = this; } olc::rcode PixelGameEngine::Construct(uint32_t screen_w, uint32_t screen_h, uint32_t pixel_w, uint32_t pixel_h) { nScreenWidth = screen_w; nScreenHeight = screen_h; nPixelWidth = pixel_w; nPixelHeight = pixel_h; fPixelX = 2.0f / (float)(nScreenWidth); fPixelY = 2.0f / (float)(nScreenHeight); if (nPixelWidth == 0 || nPixelHeight == 0 || nScreenWidth == 0 || nScreenHeight == 0) return olc::FAIL; #ifdef _WIN32 #ifdef UNICODE #ifndef __MINGW32__ wsAppName = ConvertS2W(sAppName); #endif #endif #endif // Load the default font sheet olc_ConstructFontSheet(); // Create a sprite that represents the primary drawing target pDefaultDrawTarget = new Sprite(nScreenWidth, nScreenHeight); SetDrawTarget(nullptr); return olc::OK; } olc::rcode PixelGameEngine::Start() { // Construct the window if (!olc_WindowCreate()) 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 // Start the thread bAtomActive = true; std::thread t = std::thread(&PixelGameEngine::EngineThread, this); #ifdef _WIN32 // Handle Windows Message Loop MSG msg; while (GetMessage(&msg, NULL, 0, 0) > 0) { TranslateMessage(&msg); DispatchMessage(&msg); } #endif // Wait for thread to be exited t.join(); return olc::OK; } void PixelGameEngine::SetDrawTarget(Sprite *target) { if (target) pDrawTarget = target; else pDrawTarget = pDefaultDrawTarget; } Sprite* PixelGameEngine::GetDrawTarget() { return pDrawTarget; } int32_t PixelGameEngine::GetDrawTargetWidth() { if (pDrawTarget) return pDrawTarget->width; else return 0; } int32_t PixelGameEngine::GetDrawTargetHeight() { if (pDrawTarget) return pDrawTarget->height; else return 0; } bool PixelGameEngine::IsFocused() { return bHasInputFocus; } HWButton PixelGameEngine::GetKey(Key k) { return pKeyboardState[k]; } HWButton PixelGameEngine::GetMouse(uint32_t b) { return pMouseState[b]; } int32_t PixelGameEngine::GetMouseX() { return nMousePosX; } int32_t PixelGameEngine::GetMouseY() { return nMousePosY; } int32_t PixelGameEngine::ScreenWidth() { return nScreenWidth; } int32_t PixelGameEngine::ScreenHeight() { return nScreenHeight; } void PixelGameEngine::Draw(int32_t x, int32_t y, Pixel p) { if (!pDrawTarget) return; if (nPixelMode == Pixel::NORMAL) { pDrawTarget->SetPixel(x, y, p); return; } if (nPixelMode == Pixel::MASK) { if(p.a == 255) pDrawTarget->SetPixel(x, y, p); return; } if (nPixelMode == Pixel::ALPHA) { Pixel d = pDrawTarget->GetPixel(x, y); float a = (float)(p.a / 255.0f) * fBlendFactor; float c = 1.0f - a; float r = a * (float)p.r + c * (float)d.r; float g = a * (float)p.g + c * (float)d.g; float b = a * (float)p.b + c * (float)d.b; pDrawTarget->SetPixel(x, y, Pixel((uint8_t)r, (uint8_t)g, (uint8_t)b)); return; } if (nPixelMode == Pixel::CUSTOM) { pDrawTarget->SetPixel(x, y, funcPixelMode(x, y, p, pDrawTarget->GetPixel(x, y))); return; } } void PixelGameEngine::SetSubPixelOffset(float ox, float oy) { fSubPixelOffsetX = ox * fPixelX; fSubPixelOffsetY = oy * fPixelY; } void PixelGameEngine::DrawLine(int32_t x1, int32_t y1, int32_t x2, int32_t y2, Pixel p) { int x, y, dx, dy, dx1, dy1, px, py, xe, ye, i; dx = x2 - x1; dy = y2 - y1; // straight lines idea by gurkanctn if (dx == 0) // Line is vertical { if (y2 < y1) std::swap(y1, y2); for (y = y1; y < y2; y++) Draw(x1, y, p); return; } if (dy == 0) // Line is horizontal { if (x2 < x1) std::swap(x1, x2); for (x = x1; x < x2; x++) Draw(x, y1, p); return; } // Line is Funk-aye dx1 = abs(dx); dy1 = abs(dy); px = 2 * dy1 - dx1; py = 2 * dx1 - dy1; if (dy1 <= dx1) { if (dx >= 0) { x = x1; y = y1; xe = x2; } else { x = x2; y = y2; xe = x1; } Draw(x, y, p); for (i = 0; x0 && dy>0)) y = y + 1; else y = y - 1; px = px + 2 * (dy1 - dx1); } Draw(x, y, p); } } else { if (dy >= 0) { x = x1; y = y1; ye = y2; } else { x = x2; y = y2; ye = y1; } Draw(x, y, p); for (i = 0; y0 && dy>0)) x = x + 1; else x = x - 1; py = py + 2 * (dx1 - dy1); } Draw(x, y, p); } } } void PixelGameEngine::DrawCircle(int32_t x, int32_t y, int32_t radius, Pixel p) { int x0 = 0; int y0 = radius; int d = 3 - 2 * radius; if (!radius) return; while (y0 >= x0) // only formulate 1/8 of circle { Draw(x - x0, y - y0, p);//upper left left Draw(x - y0, y - x0, p);//upper upper left Draw(x + y0, y - x0, p);//upper upper right Draw(x + x0, y - y0, p);//upper right right Draw(x - x0, y + y0, p);//lower left left Draw(x - y0, y + x0, p);//lower lower left Draw(x + y0, y + x0, p);//lower lower right Draw(x + x0, y + y0, p);//lower right right if (d < 0) d += 4 * x0++ + 6; else d += 4 * (x0++ - y0--) + 10; } } void PixelGameEngine::FillCircle(int32_t x, int32_t y, int32_t radius, Pixel p) { // Taken from wikipedia int x0 = 0; int y0 = radius; int d = 3 - 2 * radius; if (!radius) return; auto drawline = [&](int sx, int ex, int ny) { for (int i = sx; i <= ex; i++) Draw(i, ny, p); }; while (y0 >= x0) { // Modified to draw scan-lines instead of edges drawline(x - x0, x + x0, y - y0); drawline(x - y0, x + y0, y - x0); drawline(x - x0, x + x0, y + y0); drawline(x - y0, x + y0, y + x0); if (d < 0) d += 4 * x0++ + 6; else d += 4 * (x0++ - y0--) + 10; } } void PixelGameEngine::DrawRect(int32_t x, int32_t y, int32_t w, int32_t h, Pixel p) { DrawLine(x, y, x+w, y, p); DrawLine(x+w, y, x+w, y+h, p); DrawLine(x+w, y+h, x, y+h, p); DrawLine(x, y+h, x, y, p); } void PixelGameEngine::Clear(Pixel p) { int pixels = GetDrawTargetWidth() * GetDrawTargetHeight(); Pixel* m = GetDrawTarget()->GetData(); for (int i = 0; i < pixels; i++) m[i] = p; #ifdef OLC_DBG_OVERDRAW olc::Sprite::nOverdrawCount += pixels; #endif } void PixelGameEngine::FillRect(int32_t x, int32_t y, int32_t w, int32_t h, Pixel p) { int32_t x2 = x + w; int32_t y2 = y + h; if (x < 0) x = 0; if (x >= (int32_t)nScreenWidth) x = (int32_t)nScreenWidth; if (y < 0) y = 0; if (y >= (int32_t)nScreenHeight) y = (int32_t)nScreenHeight; if (x2 < 0) x2 = 0; if (x2 >= (int32_t)nScreenWidth) x2 = (int32_t)nScreenWidth; if (y2 < 0) y2 = 0; if (y2 >= (int32_t)nScreenHeight) y2 = (int32_t)nScreenHeight; for (int i = x; i < x2; i++) for (int j = y; j < y2; j++) Draw(i, j, p); } void PixelGameEngine::DrawTriangle(int32_t x1, int32_t y1, int32_t x2, int32_t y2, int32_t x3, int32_t y3, Pixel p) { DrawLine(x1, y1, x2, y2, p); DrawLine(x2, y2, x3, y3, p); DrawLine(x3, y3, x1, y1, p); } // https://www.avrfreaks.net/sites/default/files/triangles.c void PixelGameEngine::FillTriangle(int32_t x1, int32_t y1, int32_t x2, int32_t y2, int32_t x3, int32_t y3, Pixel p) { auto SWAP = [](int &x, int &y) { int t = x; x = y; y = t; }; auto drawline = [&](int sx, int ex, int ny) { for (int i = sx; i <= ex; i++) Draw(i, ny, p); }; int t1x, t2x, y, minx, maxx, t1xp, t2xp; bool changed1 = false; bool changed2 = false; int signx1, signx2, dx1, dy1, dx2, dy2; int e1, e2; // Sort vertices if (y1>y2) { SWAP(y1, y2); SWAP(x1, x2); } if (y1>y3) { SWAP(y1, y3); SWAP(x1, x3); } if (y2>y3) { SWAP(y2, y3); SWAP(x2, x3); } t1x = t2x = x1; y = y1; // Starting points dx1 = (int)(x2 - x1); if (dx1<0) { dx1 = -dx1; signx1 = -1; } else signx1 = 1; dy1 = (int)(y2 - y1); dx2 = (int)(x3 - x1); if (dx2<0) { dx2 = -dx2; signx2 = -1; } else signx2 = 1; dy2 = (int)(y3 - y1); if (dy1 > dx1) { // swap values SWAP(dx1, dy1); changed1 = true; } if (dy2 > dx2) { // swap values SWAP(dy2, dx2); changed2 = true; } e2 = (int)(dx2 >> 1); // Flat top, just process the second half if (y1 == y2) goto next; e1 = (int)(dx1 >> 1); for (int i = 0; i < dx1;) { t1xp = 0; t2xp = 0; if (t1x= dx1) { e1 -= dx1; if (changed1) t1xp = signx1;//t1x += signx1; else goto next1; } if (changed1) break; else t1x += signx1; } // Move line next1: // process second line until y value is about to change while (1) { e2 += dy2; while (e2 >= dx2) { e2 -= dx2; if (changed2) t2xp = signx2;//t2x += signx2; else goto next2; } if (changed2) break; else t2x += signx2; } next2: if (minx>t1x) minx = t1x; if (minx>t2x) minx = t2x; if (maxx dx1) { // swap values SWAP(dy1, dx1); changed1 = true; } else changed1 = false; e1 = (int)(dx1 >> 1); for (int i = 0; i <= dx1; i++) { t1xp = 0; t2xp = 0; if (t1x= dx1) { e1 -= dx1; if (changed1) { t1xp = signx1; break; }//t1x += signx1; else goto next3; } if (changed1) break; else t1x += signx1; if (i= dx2) { e2 -= dx2; if (changed2) t2xp = signx2; else goto next4; } if (changed2) break; else t2x += signx2; } next4: if (minx>t1x) minx = t1x; if (minx>t2x) minx = t2x; if (maxxy3) return; } } void PixelGameEngine::DrawSprite(int32_t x, int32_t y, Sprite *sprite, uint32_t scale) { if (sprite == nullptr) return; if (scale > 1) { for (int32_t i = 0; i < sprite->width; i++) for (int32_t j = 0; j < sprite->height; j++) for (uint32_t is = 0; is < scale; is++) for (uint32_t js = 0; js < scale; js++) Draw(x + (i*scale) + is, y + (j*scale) + js, sprite->GetPixel(i, j)); } else { for (int32_t i = 0; i < sprite->width; i++) for (int32_t j = 0; j < sprite->height; j++) Draw(x + i, y + j, sprite->GetPixel(i, j)); } } void PixelGameEngine::DrawPartialSprite(int32_t x, int32_t y, Sprite *sprite, int32_t ox, int32_t oy, int32_t w, int32_t h, uint32_t scale) { if (sprite == nullptr) return; if (scale > 1) { for (int32_t i = 0; i < w; i++) for (int32_t j = 0; j < h; j++) for (uint32_t is = 0; is < scale; is++) for (uint32_t js = 0; js < scale; js++) Draw(x + (i*scale) + is, y + (j*scale) + js, sprite->GetPixel(i + ox, j + oy)); } else { for (int32_t i = 0; i < w; i++) for (int32_t j = 0; j < h; j++) Draw(x + i, y + j, sprite->GetPixel(i + ox, j + oy)); } } void PixelGameEngine::DrawString(int32_t x, int32_t y, std::string sText, Pixel col, uint32_t scale) { int32_t sx = 0; int32_t sy = 0; Pixel::Mode m = nPixelMode; if(col.ALPHA != 255) SetPixelMode(Pixel::ALPHA); else SetPixelMode(Pixel::MASK); for (auto c : sText) { if (c == '\n') { sx = 0; sy += 8 * scale; } else { int32_t ox = (c - 32) % 16; int32_t oy = (c - 32) / 16; if (scale > 1) { for (uint32_t i = 0; i < 8; i++) for (uint32_t j = 0; j < 8; j++) if (fontSprite->GetPixel(i + ox * 8, j + oy * 8).r > 0) for (uint32_t is = 0; is < scale; is++) for (uint32_t js = 0; js < scale; js++) Draw(x + sx + (i*scale) + is, y + sy + (j*scale) + js, col); } else { for (uint32_t i = 0; i < 8; i++) for (uint32_t j = 0; j < 8; j++) if (fontSprite->GetPixel(i + ox * 8, j + oy * 8).r > 0) Draw(x + sx + i, y + sy + j, col); } sx += 8 * scale; } } SetPixelMode(m); } void PixelGameEngine::SetPixelMode(Pixel::Mode m) { nPixelMode = m; } void PixelGameEngine::SetPixelMode(std::function pixelMode) { funcPixelMode = pixelMode; nPixelMode = Pixel::Mode::CUSTOM; } void PixelGameEngine::SetPixelBlend(float fBlend) { fBlendFactor = fBlend; if (fBlendFactor < 0.0f) fBlendFactor = 0.0f; if (fBlendFactor > 1.0f) fBlendFactor = 1.0f; } // User must override these functions as required. I have not made // them abstract because I do need a default behaviour to occur if // they are not overwritten bool PixelGameEngine::OnUserCreate() { return false; } bool PixelGameEngine::OnUserUpdate(float fElapsedTime) { return false; } bool PixelGameEngine::OnUserDestroy() { return true; } ////////////////////////////////////////////////////////////////// void PixelGameEngine::olc_UpdateMouse(uint32_t x, uint32_t y) { // Mouse coords come in screen space // But leave in pixel space nMousePosX = x / nPixelWidth; nMousePosY = y / nPixelHeight; if (nMousePosX < 0) nMousePosX = 0; if (nMousePosY < 0) nMousePosY = 0; if (nMousePosX >= nScreenWidth) nMousePosX = nScreenWidth-1; if (nMousePosY >= nScreenHeight) nMousePosY = nScreenHeight-1; } void PixelGameEngine::EngineThread() { // Start OpenGL, the context is owned by the game thread olc_OpenGLCreate(); // Create Screen Texture - disable filtering glEnable(GL_TEXTURE_2D); glGenTextures(1, &glBuffer); glBindTexture(GL_TEXTURE_2D, glBuffer); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, nScreenWidth, nScreenHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, pDefaultDrawTarget->GetData()); // Create user resources as part of this thread if (!OnUserCreate()) bAtomActive = false; auto tp1 = std::chrono::system_clock::now(); auto tp2 = std::chrono::system_clock::now(); while (bAtomActive) { // Run as fast as possible while (bAtomActive) { // Handle Timing tp2 = std::chrono::system_clock::now(); std::chrono::duration elapsedTime = tp2 - tp1; tp1 = tp2; // Our time per frame coefficient float fElapsedTime = elapsedTime.count(); #ifndef _WIN32 // Handle Xlib Message Loop - we do this in the // same thread that OpenGL was created so we dont // need to worry too much about multithreading with X11 XEvent xev; while (XPending(olc_Display)) { XNextEvent(olc_Display, &xev); if (xev.type == Expose) { XWindowAttributes gwa; XGetWindowAttributes(olc_Display, olc_Window, &gwa); glViewport(0, 0, gwa.width, gwa.height); } else if (xev.type == KeyPress) { KeySym sym = XLookupKeysym(&xev.xkey, 0); pKeyNewState[mapKeys[sym]] = true; } else if (xev.type == KeyRelease) { KeySym sym = XLookupKeysym(&xev.xkey, 0); pKeyNewState[mapKeys[sym]] = false; } else if (xev.type == ButtonPress) { pMouseNewState[xev.xbutton.button-1] = true; } else if (xev.type == ButtonRelease) { pMouseNewState[xev.xbutton.button-1] = false; } else if (xev.type == MotionNotify) { olc_UpdateMouse(xev.xmotion.x, xev.xmotion.y); } else if (xev.type == FocusIn) { bHasInputFocus = true; } else if (xev.type == FocusOut) { bHasInputFocus = false; } else if (xev.type == ClientMessage) { bAtomActive = false; } } #endif // Handle User Input - Keyboard for (int i = 0; i < 256; i++) { pKeyboardState[i].bPressed = false; pKeyboardState[i].bReleased = false; if (pKeyNewState[i] != pKeyOldState[i]) { if (pKeyNewState[i]) { pKeyboardState[i].bPressed = !pKeyboardState[i].bHeld; pKeyboardState[i].bHeld = true; } else { pKeyboardState[i].bReleased = true; pKeyboardState[i].bHeld = false; } } pKeyOldState[i] = pKeyNewState[i]; } // Handle User Input - Mouse for (int i = 0; i < 5; i++) { pMouseState[i].bPressed = false; pMouseState[i].bReleased = false; if (pMouseNewState[i] != pMouseOldState[i]) { if (pMouseNewState[i]) { pMouseState[i].bPressed = !pMouseState[i].bHeld; pMouseState[i].bHeld = true; } else { pMouseState[i].bReleased = true; pMouseState[i].bHeld = false; } } pMouseOldState[i] = pMouseNewState[i]; } #ifdef OLC_DBG_OVERDRAW olc::Sprite::nOverdrawCount = 0; #endif // Handle Frame Update if (!OnUserUpdate(fElapsedTime)) bAtomActive = false; // Display Graphics // TODO: This is a bit slow (especially in debug, but 100x faster in release mode???) // Copy pixel array into texture glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, nScreenWidth, nScreenHeight, GL_RGBA, GL_UNSIGNED_BYTE, pDefaultDrawTarget->GetData()); // Display texture on screen glBegin(GL_QUADS); glTexCoord2f(0.0, 1.0); glVertex3f(-1.0f + (fSubPixelOffsetX), -1.0f + (fSubPixelOffsetY), 0.0f); glTexCoord2f(0.0, 0.0); glVertex3f(-1.0f + (fSubPixelOffsetX), 1.0f + (fSubPixelOffsetY), 0.0f); glTexCoord2f(1.0, 0.0); glVertex3f( 1.0f + (fSubPixelOffsetX), 1.0f + (fSubPixelOffsetY), 0.0f); glTexCoord2f(1.0, 1.0); glVertex3f( 1.0f + (fSubPixelOffsetX), -1.0f + (fSubPixelOffsetY), 0.0f); glEnd(); // Present Graphics to screen #ifdef _WIN32 SwapBuffers(glDeviceContext); #else glXSwapBuffers(olc_Display, olc_Window); #endif // Update Title Bar fFrameTimer += fElapsedTime; nFrameCount++; if (fFrameTimer >= 1.0f) { fFrameTimer -= 1.0f; std::string sTitle = "OneLoneCoder.com - Pixel Game Engine - " + sAppName + " - FPS: " + std::to_string(nFrameCount); #ifdef _WIN32 #ifdef UNICODE SetWindowText(olc_hWnd, ConvertS2W(sTitle).c_str()); #else SetWindowText(olc_hWnd, sTitle.c_str()); #endif #else XStoreName(olc_Display, olc_Window, sTitle.c_str()); #endif nFrameCount = 0; } } // Allow the user to free resources if they have overrided the destroy function if (OnUserDestroy()) { // User has permitted destroy, so exit and clean up } else { // User denied destroy for some reason, so continue running bAtomActive = true; } } #ifdef _WIN32 wglDeleteContext(glRenderContext); PostMessage(olc_hWnd, WM_DESTROY, 0, 0); #else glXMakeCurrent(olc_Display, None, NULL); glXDestroyContext(olc_Display, glDeviceContext); XDestroyWindow(olc_Display, olc_Window); XCloseDisplay(olc_Display); #endif } void PixelGameEngine::olc_ConstructFontSheet() { std::string data; data += "?Q`0001oOch0o01o@F40o000000000"; data += "O000000nOT0063Qo4d8>?7a14Gno94AA4gno94AaOT0>o3`oO400o7QN00000400"; data += "Of80001oOg<7O7moBGT7O7lABET024@aBEd714AiOdl717a_=TH013Q>00000000"; data += "720D000V?V5oB3Q_HdUoE7a9@DdDE4A9@DmoE4A;Hg]oM4Aj8S4D84@`00000000"; data += "OaPT1000Oa`^13P1@AI[?g`1@A=[OdAoHgljA4Ao?WlBA7l1710007l100000000"; data += "ObM6000oOfMV?3QoBDD`O7a0BDDH@5A0BDD<@5A0BGeVO5ao@CQR?5Po00000000"; data += "Oc``000?Ogij70PO2D]??0Ph2DUM@7i`2DTg@7lh2GUj?0TO0C1870T?00000000"; data += "70<4001o?P<7?1QoHg43O;`h@GT0@:@LB@d0>:@hN@L0@?aoN@<0O7ao0000?000"; data += "OcH0001SOglLA7mg24TnK7ln24US>0PL24U140PnOgl0>7QgOcH0K71S0000A000"; data += "00H00000@Dm1S007@DUSg00?OdTnH7YhOfTL<7Yh@Cl0700?@Ah0300700000000"; data += "<008001QL00ZA41a@6HnI<1i@FHLM81M@@0LG81?O`0nC?Y7?`0ZA7Y300080000"; data += "O`082000Oh0827mo6>Hn?Wmo?6HnMb11MP08@C11H`08@FP0@@0004@000000000"; data += "00P00001Oab00003OcKP0006@6=PMgl<@440MglH@000000`@000001P00000000"; data += "Ob@8@@00Ob@8@Ga13R@8Mga172@8?PAo3R@827QoOb@820@0O`0007`0000007P0"; data += "O`000P08Od400g`<3V=P0G`673IP0`@3>1`00P@6O`P00g`SetPixel(px, py, olc::Pixel(k, k, k, k)); if (++py == 48) { px++; py = 0; } } } } #ifdef _WIN32 HWND PixelGameEngine::olc_WindowCreate() { WNDCLASS wc; wc.hIcon = LoadIcon(NULL, IDI_APPLICATION); wc.hCursor = LoadCursor(NULL, IDC_ARROW); wc.style = CS_HREDRAW | CS_VREDRAW | CS_OWNDC; wc.hInstance = GetModuleHandle(nullptr); wc.lpfnWndProc = olc_WindowEvent; wc.cbClsExtra = 0; wc.cbWndExtra = 0; wc.lpszMenuName = nullptr; wc.hbrBackground = nullptr; #ifdef UNICODE wc.lpszClassName = L"OLC_PIXEL_GAME_ENGINE"; #else wc.lpszClassName = "OLC_PIXEL_GAME_ENGINE"; #endif RegisterClass(&wc); // Define window furniture DWORD dwExStyle = WS_EX_APPWINDOW | WS_EX_WINDOWEDGE; DWORD dwStyle = WS_CAPTION | WS_SYSMENU | WS_VISIBLE; RECT rWndRect = { 0, 0, (LONG)nScreenWidth * (LONG)nPixelWidth, (LONG)nScreenHeight * (LONG)nPixelHeight }; // Keep client size as requested AdjustWindowRectEx(&rWndRect, dwStyle, FALSE, dwExStyle); int width = rWndRect.right - rWndRect.left; int height = rWndRect.bottom - rWndRect.top; #ifdef UNICODE olc_hWnd = CreateWindowEx(dwExStyle, L"OLC_PIXEL_GAME_ENGINE", L"", dwStyle, 30, 30, width, height, NULL, NULL, GetModuleHandle(nullptr), this); #else olc_hWnd = CreateWindowEx(dwExStyle, "OLC_PIXEL_GAME_ENGINE", "", dwStyle, 30, 30, width, height, NULL, NULL, GetModuleHandle(nullptr), this); #endif // Create Keyboard Mapping mapKeys[0x41] = Key::A; mapKeys[0x42] = Key::B; mapKeys[0x43] = Key::C; mapKeys[0x44] = Key::D; mapKeys[0x45] = Key::E; mapKeys[0x46] = Key::F; mapKeys[0x47] = Key::G; mapKeys[0x48] = Key::H; mapKeys[0x49] = Key::I; mapKeys[0x4A] = Key::J; mapKeys[0x4B] = Key::K; mapKeys[0x4C] = Key::L; mapKeys[0x4D] = Key::M; mapKeys[0x4E] = Key::N; mapKeys[0x4F] = Key::O; mapKeys[0x50] = Key::P; mapKeys[0x51] = Key::Q; mapKeys[0x52] = Key::R; mapKeys[0x53] = Key::S; mapKeys[0x54] = Key::T; mapKeys[0x55] = Key::U; mapKeys[0x56] = Key::V; mapKeys[0x57] = Key::W; mapKeys[0x58] = Key::X; mapKeys[0x59] = Key::Y; mapKeys[0x5A] = Key::Z; mapKeys[VK_F1] = Key::F1; mapKeys[VK_F2] = Key::F2; mapKeys[VK_F3] = Key::F3; mapKeys[VK_F4] = Key::F4; mapKeys[VK_F5] = Key::F5; mapKeys[VK_F6] = Key::F6; mapKeys[VK_F7] = Key::F7; mapKeys[VK_F8] = Key::F8; mapKeys[VK_F9] = Key::F9; mapKeys[VK_F10] = Key::F10; mapKeys[VK_F11] = Key::F11; mapKeys[VK_F12] = Key::F12; mapKeys[VK_DOWN] = Key::DOWN; mapKeys[VK_LEFT] = Key::LEFT; mapKeys[VK_RIGHT] = Key::RIGHT; mapKeys[VK_UP] = Key::UP; mapKeys[VK_BACK] = Key::BACK; mapKeys[VK_ESCAPE] = Key::ESCAPE; mapKeys[VK_RETURN] = Key::ENTER; mapKeys[VK_PAUSE] = Key::PAUSE; mapKeys[VK_SCROLL] = Key::SCROLL; mapKeys[VK_TAB] = Key::TAB; mapKeys[VK_DELETE] = Key::DEL; mapKeys[VK_HOME] = Key::HOME; mapKeys[VK_END] = Key::END; mapKeys[VK_PRIOR] = Key::PGUP; mapKeys[VK_NEXT] = Key::PGDN; mapKeys[VK_INSERT] = Key::INS; mapKeys[VK_SHIFT] = Key::SHIFT; mapKeys[VK_CONTROL] = Key::CTRL; mapKeys[VK_SPACE] = Key::SPACE; mapKeys[0x30] = Key::K0; mapKeys[0x31] = Key::K1; mapKeys[0x32] = Key::K2; mapKeys[0x33] = Key::K3; mapKeys[0x34] = Key::K4; mapKeys[0x35] = Key::K5; mapKeys[0x36] = Key::K6; mapKeys[0x37] = Key::K7; mapKeys[0x38] = Key::K8; mapKeys[0x39] = Key::K9; return olc_hWnd; } bool PixelGameEngine::olc_OpenGLCreate() { // Create Device Context glDeviceContext = GetDC(olc_hWnd); PIXELFORMATDESCRIPTOR pfd = { sizeof(PIXELFORMATDESCRIPTOR), 1, PFD_DRAW_TO_WINDOW | PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER, PFD_TYPE_RGBA, 32, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, PFD_MAIN_PLANE, 0, 0, 0, 0 }; int pf = 0; if (!(pf = ChoosePixelFormat(glDeviceContext, &pfd))) return false; SetPixelFormat(glDeviceContext, pf, &pfd); if (!(glRenderContext = wglCreateContext(glDeviceContext))) return false; wglMakeCurrent(glDeviceContext, glRenderContext); // Remove Frame cap wglSwapInterval = (wglSwapInterval_t*)wglGetProcAddress("wglSwapIntervalEXT"); wglSwapInterval(0); return true; } // Windows Event Handler LRESULT CALLBACK PixelGameEngine::olc_WindowEvent(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam) { static PixelGameEngine *sge; switch (uMsg) { case WM_CREATE: sge = (PixelGameEngine*)((LPCREATESTRUCT)lParam)->lpCreateParams; return 0; case WM_MOUSEMOVE: sge->olc_UpdateMouse(LOWORD(lParam), HIWORD(lParam)); return 0; case WM_SETFOCUS: sge->bHasInputFocus = true; return 0; case WM_KILLFOCUS: sge->bHasInputFocus = 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; case WM_RBUTTONUP: sge->pMouseNewState[1] = false; return 0; case WM_MBUTTONDOWN:sge->pMouseNewState[2] = true; return 0; case WM_MBUTTONUP: sge->pMouseNewState[2] = false; return 0; case WM_CLOSE: bAtomActive = false; return 0; case WM_DESTROY: PostQuitMessage(0); return 0; } return DefWindowProc(hWnd, uMsg, wParam, lParam); } #else // Do the Linux stuff! Display* PixelGameEngine::olc_WindowCreate() { XInitThreads(); // Grab the deafult display and window olc_Display = XOpenDisplay(NULL); olc_WindowRoot = DefaultRootWindow(olc_Display); // Based on the display capabilities, configure the appearance of the window GLint olc_GLAttribs[] = { GLX_RGBA, GLX_DEPTH_SIZE, 24, GLX_DOUBLEBUFFER, None }; olc_VisualInfo = glXChooseVisual(olc_Display, 0, olc_GLAttribs); olc_ColourMap = XCreateColormap(olc_Display, olc_WindowRoot, olc_VisualInfo->visual, AllocNone); olc_SetWindowAttribs.colormap = olc_ColourMap; // Register which events we are interested in receiving olc_SetWindowAttribs.event_mask = ExposureMask | KeyPressMask | KeyReleaseMask | ButtonPressMask | ButtonReleaseMask | PointerMotionMask | FocusChangeMask; // 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); Atom wmDelete = XInternAtom(olc_Display, "WM_DELETE_WINDOW", true); XSetWMProtocols(olc_Display, olc_Window, &wmDelete, 1); XMapWindow(olc_Display, olc_Window); XStoreName(olc_Display, olc_Window, "OneLoneCoder.com - Pixel Game Engine"); // Create Keyboard Mapping mapKeys[0x61] = Key::A; mapKeys[0x62] = Key::B; mapKeys[0x63] = Key::C; mapKeys[0x64] = Key::D; mapKeys[0x65] = Key::E; mapKeys[0x66] = Key::F; mapKeys[0x67] = Key::G; mapKeys[0x68] = Key::H; mapKeys[0x69] = Key::I; mapKeys[0x6A] = Key::J; mapKeys[0x6B] = Key::K; mapKeys[0x6C] = Key::L; mapKeys[0x6D] = Key::M; mapKeys[0x6E] = Key::N; mapKeys[0x6F] = Key::O; mapKeys[0x70] = Key::P; mapKeys[0x71] = Key::Q; mapKeys[0x72] = Key::R; mapKeys[0x73] = Key::S; mapKeys[0x74] = Key::T; mapKeys[0x75] = Key::U; mapKeys[0x76] = Key::V; mapKeys[0x77] = Key::W; mapKeys[0x78] = Key::X; mapKeys[0x79] = Key::Y; mapKeys[0x7A] = Key::Z; mapKeys[XK_F1] = Key::F1; mapKeys[XK_F2] = Key::F2; mapKeys[XK_F3] = Key::F3; mapKeys[XK_F4] = Key::F4; mapKeys[XK_F5] = Key::F5; mapKeys[XK_F6] = Key::F6; mapKeys[XK_F7] = Key::F7; mapKeys[XK_F8] = Key::F8; mapKeys[XK_F9] = Key::F9; mapKeys[XK_F10] = Key::F10; mapKeys[XK_F11] = Key::F11; mapKeys[XK_F12] = Key::F12; mapKeys[XK_Down] = Key::DOWN; mapKeys[XK_Left] = Key::LEFT; mapKeys[XK_Right] = Key::RIGHT; mapKeys[XK_Up] = Key::UP; mapKeys[XK_BackSpace] = Key::BACK; mapKeys[XK_Escape] = Key::ESCAPE; mapKeys[XK_Linefeed] = Key::ENTER; mapKeys[XK_Pause] = Key::PAUSE; mapKeys[XK_Scroll_Lock] = Key::SCROLL; mapKeys[XK_Tab] = Key::TAB; mapKeys[XK_Delete] = Key::DEL; mapKeys[XK_Home] = Key::HOME; mapKeys[XK_End] = Key::END; mapKeys[XK_Page_Up] = Key::PGUP; mapKeys[XK_Page_Down] = Key::PGDN; mapKeys[XK_Insert] = Key::INS; mapKeys[XK_Shift_L] = Key::SHIFT; mapKeys[XK_Shift_R] = Key::SHIFT; mapKeys[XK_Control_L] = Key::CTRL; mapKeys[XK_Control_R] = Key::CTRL; mapKeys[XK_space] = Key::SPACE; mapKeys[XK_0] = Key::K0; mapKeys[XK_1] = Key::K1; mapKeys[XK_2] = Key::K2; mapKeys[XK_3] = Key::K3; mapKeys[XK_4] = Key::K4; mapKeys[XK_5] = Key::K5; mapKeys[XK_6] = Key::K6; mapKeys[XK_7] = Key::K7; mapKeys[XK_8] = Key::K8; mapKeys[XK_9] = Key::K9; return olc_Display; } bool PixelGameEngine::olc_OpenGLCreate() { glDeviceContext = glXCreateContext(olc_Display, olc_VisualInfo, nullptr, GL_TRUE); glXMakeCurrent(olc_Display, olc_Window, glDeviceContext); XWindowAttributes gwa; XGetWindowAttributes(olc_Display, olc_Window, &gwa); glViewport(0, 0, gwa.width, gwa.height); glSwapIntervalEXT = nullptr; glSwapIntervalEXT = (glSwapInterval_t*)glXGetProcAddress((unsigned char*)"glXSwapIntervalEXT"); if (glSwapIntervalEXT) glSwapIntervalEXT(olc_Display, olc_Window, 0); else { printf("NOTE: Could not disable VSYNC, glXSwapIntervalEXT() was not found!\n"); printf(" Don't worry though, things will still work, it's just the\n"); printf(" frame rate will be capped to your monitors refresh rate - javidx9\n"); } return true; } #endif // Need a couple of statics as these are singleton instances // read from multiple locations std::atomic PixelGameEngine::bAtomActive{ false }; std::map PixelGameEngine::mapKeys; olc::PixelGameEngine* olc::PGEX::pge = nullptr; #ifdef OLC_DBG_OVERDRAW int olc::Sprite::nOverdrawCount = 0; #endif //============================================================= } #endif