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olcPixelGameEngine/olcPixelGameEngine.h

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/*
olcPixelGameEngine.h
+-------------------------------------------------------------+
| OneLoneCoder Pixel Game Engine v1.22 |
| "Like the command prompt console one, but not..." - javidx9 |
+-------------------------------------------------------------+
What is this?
~~~~~~~~~~~~~
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.
Links
~~~~~
YouTube: https://www.youtube.com/javidx9
https://www.youtube.com/javidx9extra
Discord: https://discord.gg/WhwHUMV
Twitter: https://www.twitter.com/javidx9
Twitch: https://www.twitch.tv/javidx9
GitHub: https://www.github.com/onelonecoder
Homepage: https://www.onelonecoder.com
Patreon: https://www.patreon.com/javidx9
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 -lstdc++fs
On some Linux configurations, the frame rate is locked to the refresh
rate of the monitor. This engine tries to unlock it but may not be
able to, in which case try launching your program like this:
vblank_mode=0 ./YourProgName
Compiling in Code::Blocks on Windows
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Well I wont judge you, but make sure your Code::Blocks installation
is really up to date - you may even consider updating your C++ toolchain
to use MinGW32-W64.
Guide for installing recent GCC for Windows:
https://www.msys2.org/
Guide for configuring code::blocks:
https://solarianprogrammer.com/2019/11/05/install-gcc-windows/
https://solarianprogrammer.com/2019/11/16/install-codeblocks-gcc-windows-build-c-cpp-fortran-programs/
Add these libraries to "Linker Options":
user32 gdi32 opengl32 gdiplus Shlwapi stdc++fs
Set these compiler options: -std=c++17
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, IProgramInCPP
JackOJC, KrossX, Huhlig, Dragoneye, Appa, JustinRichardsMusic, SliceNDice
Ralakus, Gorbit99, raoul, joshinils, benedani & MagetzUb for advice, ideas and
testing, and I'd like to extend my appreciation to the 107K YouTube followers,
56 Patreons and 5.2K Discord server members who give me the motivation to keep
going with all this :D
Significant Contributors: @MaGetzUb, @slavka, @Dragoneye & @Gorbit99
Special thanks to those who bring gifts!
GnarGnarHead.......Domina
Gorbit99...........Bastion, Ori & The Blind Forest
Marti Morta........Gris
Special thanks to my Patreons too - I wont name you on here, but I've
certainly enjoyed my tea and flapjacks :D
Author
~~~~~~
David Barr, aka javidx9, ©OneLoneCoder 2018, 2019
*/
//////////////////////////////////////////////////////////////////////////////////////////
/* 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
#if defined(_WIN32) // WINDOWS specific includes ==============================================
// 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")
#pragma comment(lib, "Shlwapi.lib")
#else
// In Code::Blocks
#if !defined _WIN32_WINNT
#ifdef HAVE_MSMF
#define _WIN32_WINNT 0x0600 // Windows Vista
#else
#define _WIN32_WINNT 0x0500 // Windows 2000
#endif
#endif
#endif
// Include WinAPI
//#define WIN32_LEAN_AND_MEAN
#include <windows.h>
#include <gdiplus.h>
#include <Shlwapi.h>
// OpenGL Extension
#include <GL/gl.h>
typedef BOOL(WINAPI wglSwapInterval_t) (int interval);
static wglSwapInterval_t *wglSwapInterval;
#endif
#ifdef __linux__ // LINUX specific includes ==============================================
#include <GL/gl.h>
#include <GL/glx.h>
#include <X11/X.h>
#include <X11/Xlib.h>
#include <png.h>
typedef int(glSwapInterval_t) (Display *dpy, GLXDrawable drawable, int interval);
static glSwapInterval_t *glSwapIntervalEXT;
#endif
// Standard includes
#include <cmath>
#include <cstdint>
#include <string>
#include <iostream>
#include <streambuf>
#include <sstream>
#include <chrono>
#include <vector>
#include <list>
#include <thread>
#include <atomic>
#include <condition_variable>
#include <fstream>
#include <map>
#include <functional>
#include <algorithm>
#if defined(_WIN32)
#if _MSVC_LANG >= 201703L // Thanks @slavka
// C++17 onwards
#include <filesystem>
namespace _gfs = std::filesystem;
#else
// Older "Modern" C++ :P
#include <experimental/filesystem>
namespace _gfs = std::experimental::filesystem::v1;
#endif
#endif
#if defined(_linux_) || defined(__MINGW32__)
#if __cplusplus >= 201703L
// C++17 onwards
#include <filesystem>
namespace _gfs = std::filesystem;
#else
// Older "Modern" C++ :P
#include <experimental/filesystem>
namespace _gfs = std::experimental::filesystem::v1;
#endif
#endif
#undef min
#undef max
#define UNUSED(x) (void)(x)
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 };
bool operator==(const Pixel& p) const;
bool operator!=(const Pixel& p) const;
};
// 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,
};
//==================================================================================
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 T mag2() { return 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) const { return v2d_generic(this->x + rhs.x, this->y + rhs.y);}
inline v2d_generic operator - (const v2d_generic& rhs) const { return v2d_generic(this->x - rhs.x, this->y - rhs.y);}
inline v2d_generic operator * (const T& rhs) const { return v2d_generic(this->x * rhs, this->y * rhs); }
inline v2d_generic operator / (const T& rhs) const { 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 :( */ }
inline operator v2d_generic<int>() const { return { static_cast<int32_t>(this->x), static_cast<int32_t>(this->y) }; }
inline operator v2d_generic<float>() const { return { static_cast<float>(this->x), static_cast<float>(this->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); }
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<int32_t> 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 true for all frames between pressed and released events
};
//=============================================================
struct ResourceBuffer : public std::streambuf
{
ResourceBuffer(std::ifstream &ifs, uint32_t offset, uint32_t size);
std::vector<char> vMemory;
};
class ResourcePack : public std::streambuf
{
public:
ResourcePack();
~ResourcePack();
bool AddFile(const std::string& sFile);
bool LoadPack(const std::string& sFile, const std::string& sKey);
bool SavePack(const std::string& sFile, const std::string& sKey);
ResourceBuffer GetFileBuffer(const std::string& sFile);
bool Loaded();
private:
struct sResourceFile { uint32_t nSize; uint32_t nOffset; };
std::map<std::string, sResourceFile> mapFiles;
std::ifstream baseFile;
const std::string scramble(const std::string& data, const std::string& key);
std::string makeposix(const std::string& path);
};
//=============================================================
// A bitmap-like structure that stores a 2D array of Pixels
class Sprite
{
public:
Sprite();
Sprite(std::string sImageFile, olc::ResourcePack *pack = nullptr);
Sprite(int32_t w, int32_t h);
~Sprite();
public:
olc::rcode LoadFromFile(std::string sImageFile, olc::ResourcePack *pack = nullptr);
olc::rcode LoadFromPGESprFile(std::string sImageFile, olc::ResourcePack *pack = nullptr);
olc::rcode SaveToPGESprFile(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);
bool SetPixel(int32_t x, int32_t y, Pixel p);
Pixel Sample(float x, float y);
Pixel SampleBL(float u, float v);
Pixel* GetData();
private:
Pixel *pColData = nullptr;
Mode modeSample = Mode::NORMAL;
#ifdef OLC_DBG_OVERDRAW
public:
static int nOverdrawCount;
#endif
};
//=============================================================
enum Key
{
NONE,
A, B, C, D, E, F, G, H, I, J, K, L, M, N, O, P, Q, R, S, T, U, V, W, X, Y, Z,
K0, K1, K2, K3, K4, K5, K6, K7, K8, K9,
F1, F2, F3, F4, F5, F6, F7, F8, F9, F10, F11, F12,
UP, DOWN, LEFT, RIGHT,
SPACE, TAB, SHIFT, CTRL, INS, DEL, HOME, END, PGUP, PGDN,
BACK, ESCAPE, RETURN, ENTER, PAUSE, SCROLL,
NP0, NP1, NP2, NP3, NP4, NP5, NP6, NP7, NP8, NP9,
NP_MUL, NP_DIV, NP_ADD, NP_SUB, NP_DECIMAL,
};
//=============================================================
class PixelGameEngine
{
public:
PixelGameEngine();
public:
olc::rcode Construct(uint32_t screen_w, uint32_t screen_h, uint32_t pixel_w, uint32_t pixel_h, bool full_screen = false, bool vsync = false);
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();
// Get Mouse Wheel Delta
int32_t GetMouseWheel();
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);
Pixel::Mode GetPixelMode();
// Use a custom blend function
void SetPixelMode(std::function<olc::Pixel(const int x, const int y, const olc::Pixel& pSource, const olc::Pixel& pDest)> pixelMode);
// Change the blend factor 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 bool Draw(int32_t x, int32_t y, Pixel p = olc::WHITE);
bool Draw(const olc::vi2d& pos, Pixel p = olc::WHITE);
// Draws a line from (x1,y1) to (x2,y2)
void DrawLine(int32_t x1, int32_t y1, int32_t x2, int32_t y2, Pixel p = olc::WHITE, uint32_t pattern = 0xFFFFFFFF);
void DrawLine(const olc::vi2d& pos1, const olc::vi2d& pos2, Pixel p = olc::WHITE, uint32_t pattern = 0xFFFFFFFF);
// Draws a circle located at (x,y) with radius
void DrawCircle(int32_t x, int32_t y, int32_t radius, Pixel p = olc::WHITE, uint8_t mask = 0xFF);
void DrawCircle(const olc::vi2d& pos, int32_t radius, Pixel p = olc::WHITE, uint8_t mask = 0xFF);
// Fills a circle located at (x,y) with radius
void FillCircle(int32_t x, int32_t y, int32_t radius, Pixel p = olc::WHITE);
void FillCircle(const olc::vi2d& pos, int32_t radius, Pixel p = olc::WHITE);
// Draws a rectangle at (x,y) to (x+w,y+h)
void DrawRect(int32_t x, int32_t y, int32_t w, int32_t h, Pixel p = olc::WHITE);
void DrawRect(const olc::vi2d& pos, const olc::vi2d& size, Pixel p = olc::WHITE);
// Fills a rectangle at (x,y) to (x+w,y+h)
void FillRect(int32_t x, int32_t y, int32_t w, int32_t h, Pixel p = olc::WHITE);
void FillRect(const olc::vi2d& pos, const olc::vi2d& size, Pixel p = olc::WHITE);
// Draws a triangle between points (x1,y1), (x2,y2) and (x3,y3)
void DrawTriangle(int32_t x1, int32_t y1, int32_t x2, int32_t y2, int32_t x3, int32_t y3, Pixel p = olc::WHITE);
void DrawTriangle(const olc::vi2d& pos1, const olc::vi2d& pos2, const olc::vi2d& pos3, Pixel p = olc::WHITE);
// Flat fills a triangle between points (x1,y1), (x2,y2) and (x3,y3)
void FillTriangle(int32_t x1, int32_t y1, int32_t x2, int32_t y2, int32_t x3, int32_t y3, Pixel p = olc::WHITE);
void FillTriangle(const olc::vi2d& pos1, const olc::vi2d& pos2, const olc::vi2d& pos3, Pixel p = olc::WHITE);
// Draws an entire sprite at location (x,y)
void DrawSprite(int32_t x, int32_t y, Sprite *sprite, uint32_t scale = 1);
void DrawSprite(const olc::vi2d& pos, 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);
void DrawPartialSprite(const olc::vi2d& pos, Sprite *sprite, const olc::vi2d& sourcepos, const olc::vi2d& size, uint32_t scale = 1);
// Draws a single line of text
void DrawString(int32_t x, int32_t y, const std::string& sText, Pixel col = olc::WHITE, uint32_t scale = 1);
void DrawString(const olc::vi2d& pos, const std::string& sText, Pixel col = olc::WHITE, uint32_t scale = 1);
// Clears entire draw target to Pixel
void Clear(Pixel p);
// Resize the primary screen sprite
void SetScreenSize(int w, int h);
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;
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;
int32_t nViewX = 0;
int32_t nViewY = 0;
int32_t nViewW = 0;
int32_t nViewH = 0;
bool bFullScreen = false;
float fPixelX = 1.0f;
float fPixelY = 1.0f;
float fSubPixelOffsetX = 0.0f;
float fSubPixelOffsetY = 0.0f;
bool bHasInputFocus = false;
bool bHasMouseFocus = false;
bool bEnableVSYNC = false;
float fFrameTimer = 1.0f;
int nFrameCount = 0;
Sprite *fontSprite = nullptr;
std::function<olc::Pixel(const int x, const int y, const olc::Pixel&, const olc::Pixel&)> funcPixelMode;
static std::map<size_t, uint8_t> mapKeys;
bool pKeyNewState[256]{ 0 };
bool pKeyOldState[256]{ 0 };
HWButton pKeyboardState[256];
bool pMouseNewState[5]{ 0 };
bool pMouseOldState[5]{ 0 };
HWButton pMouseState[5];
#if defined(_WIN32)
HDC glDeviceContext = nullptr;
HGLRC glRenderContext = nullptr;
#endif
#if defined(__linux__)
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<bool> bAtomActive;
// 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);
void olc_UpdateViewport();
bool olc_OpenGLCreate();
void olc_ConstructFontSheet();
#if defined(_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);
#endif
#if defined(__linux__)
// 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.
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!
#define OLC_PGE_APPLICATION
#include "olcPixelGameEngine.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;
}
bool Pixel::operator==(const Pixel& p) const
{
return n == p.n;
}
bool Pixel::operator!=(const Pixel& p) const
{
return n != p.n;
}
//==========================================================
#if defined(_WIN32)
std::wstring ConvertS2W(std::string s)
{
#ifdef __MINGW32__
wchar_t *buffer = new wchar_t[s.length() + 1];
mbstowcs(buffer, s.c_str(), s.length());
buffer[s.length()] = L'\0';
#else
int count = MultiByteToWideChar(CP_UTF8, 0, s.c_str(), -1, NULL, 0);
wchar_t* buffer = new wchar_t[count];
MultiByteToWideChar(CP_UTF8, 0, s.c_str(), -1, buffer, count);
#endif
std::wstring w(buffer);
delete[] buffer;
return w;
}
#endif
Sprite::Sprite()
{
pColData = nullptr;
width = 0;
height = 0;
}
Sprite::Sprite(std::string sImageFile, olc::ResourcePack *pack)
{
LoadFromFile(sImageFile, pack);
}
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::LoadFromPGESprFile(std::string sImageFile, olc::ResourcePack *pack)
{
if (pColData) delete[] pColData;
auto ReadData = [&](std::istream &is)
{
is.read((char*)&width, sizeof(int32_t));
is.read((char*)&height, sizeof(int32_t));
pColData = new Pixel[width * height];
is.read((char*)pColData, width * height * sizeof(uint32_t));
};
// These are essentially Memory Surfaces represented by olc::Sprite
// which load very fast, but are completely uncompressed
if (pack == nullptr)
{
std::ifstream ifs;
ifs.open(sImageFile, std::ifstream::binary);
if (ifs.is_open())
{
ReadData(ifs);
return olc::OK;
}
else
return olc::FAIL;
}
else
{
ResourceBuffer rb = pack->GetFileBuffer(sImageFile);
std::istream is(&rb);
ReadData(is);
}
return olc::FAIL;
}
olc::rcode Sprite::SaveToPGESprFile(std::string sImageFile)
{
if (pColData == nullptr) return olc::FAIL;
std::ofstream ofs;
ofs.open(sImageFile, std::ifstream::binary);
if (ofs.is_open())
{
ofs.write((char*)&width, sizeof(int32_t));
ofs.write((char*)&height, sizeof(int32_t));
ofs.write((char*)pColData, width*height*sizeof(uint32_t));
ofs.close();
return olc::OK;
}
return olc::FAIL;
}
#if defined(__linux__)
void pngReadStream(png_structp pngPtr, png_bytep data, png_size_t length)
{
png_voidp a = png_get_io_ptr(pngPtr);
((std::istream*)a)->read((char*)data, length);
}
#endif
olc::rcode Sprite::LoadFromFile(std::string sImageFile, olc::ResourcePack *pack)
{
UNUSED(pack);
#if defined(_WIN32)
Gdiplus::Bitmap *bmp = nullptr;
if (pack != nullptr)
{
// Load sprite from input stream
ResourceBuffer rb = pack->GetFileBuffer(sImageFile);
bmp = Gdiplus::Bitmap::FromStream(SHCreateMemStream((BYTE*)rb.vMemory.data(), rb.vMemory.size()));
}
else
{
// Load sprite from file
bmp = Gdiplus::Bitmap::FromFile(ConvertS2W(sImageFile).c_str());
}
if (bmp == nullptr) return olc::NO_FILE;
width = bmp->GetWidth();
height = bmp->GetHeight();
pColData = new Pixel[width * height];
for(int x=0; x<width; x++)
for (int y = 0; y < height; y++)
{
Gdiplus::Color c;
bmp->GetPixel(x, y, &c);
SetPixel(x, y, Pixel(c.GetRed(), c.GetGreen(), c.GetBlue(), c.GetAlpha()));
}
delete bmp;
return olc::OK;
#endif
#if defined(__linux__)
////////////////////////////////////////////////////////////////////////////
// Use libpng, Thanks to Guillaume Cottenceau
// https://gist.github.com/niw/5963798
// Also reading png from streams
// http://www.piko3d.net/tutorials/libpng-tutorial-loading-png-files-from-streams/
png_structp png;
png_infop info;
auto loadPNG = [&]()
{
png_read_info(png, info);
png_byte color_type;
png_byte bit_depth;
png_bytep *row_pointers;
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);
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]));
}
}
};
png = png_create_read_struct(PNG_LIBPNG_VER_STRING, NULL, NULL, NULL);
if (!png) goto fail_load;
info = png_create_info_struct(png);
if (!info) goto fail_load;
if (setjmp(png_jmpbuf(png))) goto fail_load;
if (pack == nullptr)
{
FILE* f = fopen(sImageFile.c_str(), "rb");
if (!f) return olc::NO_FILE;
png_init_io(png, f);
loadPNG();
fclose(f);
}
else
{
ResourceBuffer rb = pack->GetFileBuffer(sImageFile);
std::istream is(&rb);
png_set_read_fn(png, (png_voidp)&is, pngReadStream);
loadPNG();
}
return olc::OK;
fail_load:
width = 0;
height = 0;
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[abs(y%height)*width + abs(x%width)];
}
}
bool 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;
return true;
}
else
return false;
}
Pixel Sprite::Sample(float x, float y)
{
int32_t sx = std::min((int32_t)((x * (float)width)), width - 1);
int32_t sy = std::min((int32_t)((y * (float)height)), height - 1);
return GetPixel(sx, sy);
}
Pixel Sprite::SampleBL(float u, float v)
{
u = u * width - 0.5f;
v = v * height - 0.5f;
int x = (int)floor(u); // cast to int rounds toward zero, not downward
int y = (int)floor(v); // Thanks @joshinils
float u_ratio = u - x;
float v_ratio = v - y;
float u_opposite = 1 - u_ratio;
float v_opposite = 1 - v_ratio;
olc::Pixel p1 = GetPixel(std::max(x, 0), std::max(y, 0));
olc::Pixel p2 = GetPixel(std::min(x + 1, (int)width - 1), std::max(y, 0));
olc::Pixel p3 = GetPixel(std::max(x, 0), std::min(y + 1, (int)height - 1));
olc::Pixel p4 = GetPixel(std::min(x + 1, (int)width - 1), std::min(y + 1, (int)height - 1));
return olc::Pixel(
(uint8_t)((p1.r * u_opposite + p2.r * u_ratio) * v_opposite + (p3.r * u_opposite + p4.r * u_ratio) * v_ratio),
(uint8_t)((p1.g * u_opposite + p2.g * u_ratio) * v_opposite + (p3.g * u_opposite + p4.g * u_ratio) * v_ratio),
(uint8_t)((p1.b * u_opposite + p2.b * u_ratio) * v_opposite + (p3.b * u_opposite + p4.b * u_ratio) * v_ratio));
}
Pixel* Sprite::GetData() { return pColData; }
//==========================================================
// Resource Packs - Allows you to store files in one large
// scrambled file
ResourceBuffer::ResourceBuffer(std::ifstream &ifs, uint32_t offset, uint32_t size)
{
vMemory.resize(size);
ifs.seekg(offset); ifs.read(vMemory.data(), vMemory.size());
setg(vMemory.data(), vMemory.data(), vMemory.data() + size);
}
ResourcePack::ResourcePack() { }
ResourcePack::~ResourcePack() { baseFile.close(); }
bool ResourcePack::AddFile(const std::string& sFile)
{
const std::string file = makeposix(sFile);
if (_gfs::exists(file))
{
sResourceFile e;
e.nSize = (uint32_t)_gfs::file_size(file);
e.nOffset = 0; // Unknown at this stage
mapFiles[file] = e;
return true;
}
return false;
}
bool ResourcePack::LoadPack(const std::string& sFile, const std::string& sKey)
{
// Open the resource file
baseFile.open(sFile, std::ifstream::binary);
if (!baseFile.is_open()) return false;
// 1) Read Scrambled index
uint32_t nIndexSize = 0;
baseFile.read((char*)&nIndexSize, sizeof(uint32_t));
std::string buffer(nIndexSize, ' ');
for (uint32_t j = 0; j < nIndexSize; j++)
buffer[j] = baseFile.get();
std::string decoded = scramble(buffer, sKey);
std::stringstream iss(decoded);
// 2) Read Map
uint32_t nMapEntries;
iss.read((char*)&nMapEntries, sizeof(uint32_t));
for (uint32_t i = 0; i < nMapEntries; i++)
{
uint32_t nFilePathSize = 0;
iss.read((char*)&nFilePathSize, sizeof(uint32_t));
std::string sFileName(nFilePathSize, ' ');
for (uint32_t j = 0; j < nFilePathSize; j++)
sFileName[j] = iss.get();
sResourceFile e;
iss.read((char*)&e.nSize, sizeof(uint32_t));
iss.read((char*)&e.nOffset, sizeof(uint32_t));
mapFiles[sFileName] = e;
}
// Don't close base file! we will provide a stream
// pointer when the file is requested
return true;
}
bool ResourcePack::SavePack(const std::string& sFile, const std::string& sKey)
{
// Create/Overwrite the resource file
std::ofstream ofs(sFile, std::ofstream::binary);
if (!ofs.is_open()) return false;
// Iterate through map
uint32_t nIndexSize = 0; // Unknown for now
ofs.write((char*)&nIndexSize, sizeof(uint32_t));
uint32_t nMapSize = mapFiles.size();
ofs.write((char*)&nMapSize, sizeof(uint32_t));
for (auto &e : mapFiles)
{
// Write the path of the file
size_t nPathSize = e.first.size();
ofs.write((char*)&nPathSize, sizeof(uint32_t));
ofs.write(e.first.c_str(), nPathSize);
// Write the file entry properties
ofs.write((char*)&e.second.nSize, sizeof(uint32_t));
ofs.write((char*)&e.second.nOffset, sizeof(uint32_t));
}
// 2) Write the individual Data
std::streampos offset = ofs.tellp();
nIndexSize = (uint32_t)offset;
for (auto &e : mapFiles)
{
// Store beginning of file offset within resource pack file
e.second.nOffset = (uint32_t)offset;
// Load the file to be added
std::vector<char> vBuffer(e.second.nSize);
std::ifstream i(e.first, std::ifstream::binary);
i.read(vBuffer.data(), e.second.nSize);
i.close();
// Write the loaded file into resource pack file
ofs.write(vBuffer.data(), e.second.nSize);
offset += e.second.nSize;
}
// 3) Scramble Index
std::stringstream oss;
oss.write((char*)&nMapSize, sizeof(uint32_t));
for (auto &e : mapFiles)
{
// Write the path of the file
size_t nPathSize = e.first.size();
oss.write((char*)&nPathSize, sizeof(uint32_t));
oss.write(e.first.c_str(), nPathSize);
// Write the file entry properties
oss.write((char*)&e.second.nSize, sizeof(uint32_t));
oss.write((char*)&e.second.nOffset, sizeof(uint32_t));
}
std::string sIndexString = scramble(oss.str(), sKey);
// 4) Rewrite Map (it has been updated with offsets now)
// at start of file
ofs.seekp(std::ios::beg);
ofs.write((char*)&nIndexSize, sizeof(uint32_t));
ofs.write(sIndexString.c_str(), nIndexSize);
ofs.close();
return true;
}
ResourceBuffer ResourcePack::GetFileBuffer(const std::string& sFile)
{
return ResourceBuffer(baseFile, mapFiles[sFile].nOffset, mapFiles[sFile].nSize);
}
bool ResourcePack::Loaded()
{
return baseFile.is_open();
}
const std::string ResourcePack::scramble(const std::string& data, const std::string& key)
{
size_t c = 0; std::string o;
for (auto s : data) o += std::string(1, s ^ key[(c++) % key.size()]);
return o;
};
std::string ResourcePack::makeposix(const std::string& path)
{
std::string o;
for (auto s : path) o += std::string(1, s == '\\' ? '/' : s);
return o;
};
//==========================================================
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, bool full_screen, bool vsync)
{
nScreenWidth = screen_w;
nScreenHeight = screen_h;
nPixelWidth = pixel_w;
nPixelHeight = pixel_h;
bFullScreen = full_screen;
bEnableVSYNC = vsync;
fPixelX = 2.0f / (float)(nScreenWidth);
fPixelY = 2.0f / (float)(nScreenHeight);
if (nPixelWidth == 0 || nPixelHeight == 0 || nScreenWidth == 0 || nScreenHeight == 0)
return olc::FAIL;
#if defined(_WIN32) && defined(UNICODE) && !defined(__MINGW32__)
wsAppName = ConvertS2W(sAppName);
#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;
}
void PixelGameEngine::SetScreenSize(int w, int h)
{
delete pDefaultDrawTarget;
nScreenWidth = w;
nScreenHeight = h;
pDefaultDrawTarget = new Sprite(nScreenWidth, nScreenHeight);
SetDrawTarget(nullptr);
glClear(GL_COLOR_BUFFER_BIT);
#if defined(_WIN32)
SwapBuffers(glDeviceContext);
#endif
#if defined(__linux__)
glXSwapBuffers(olc_Display, olc_Window);
#endif
glClear(GL_COLOR_BUFFER_BIT);
olc_UpdateViewport();
}
olc::rcode PixelGameEngine::Start()
{
// Construct the window
if (!olc_WindowCreate())
return olc::FAIL;
// Start the thread
bAtomActive = true;
std::thread t = std::thread(&PixelGameEngine::EngineThread, this);
#if defined(_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::GetMouseWheel()
{
return nMouseWheelDelta;
}
int32_t PixelGameEngine::ScreenWidth()
{
return nScreenWidth;
}
int32_t PixelGameEngine::ScreenHeight()
{
return nScreenHeight;
}
bool PixelGameEngine::Draw(const olc::vi2d& pos, Pixel p)
{ return Draw(pos.x, pos.y, p); }
bool PixelGameEngine::Draw(int32_t x, int32_t y, Pixel p)
{
if (!pDrawTarget) return false;
if (nPixelMode == Pixel::NORMAL)
{
return pDrawTarget->SetPixel(x, y, p);
}
if (nPixelMode == Pixel::MASK)
{
if(p.a == 255)
return pDrawTarget->SetPixel(x, y, p);
}
if (nPixelMode == Pixel::ALPHA)
{
Pixel d = pDrawTarget->GetPixel(x, y);
float a = (float)(p.a / 255.0f) * fBlendFactor;
float c = 1.0f - a;
float r = a * (float)p.r + c * (float)d.r;
float g = a * (float)p.g + c * (float)d.g;
float b = a * (float)p.b + c * (float)d.b;
return pDrawTarget->SetPixel(x, y, Pixel((uint8_t)r, (uint8_t)g, (uint8_t)b));
}
if (nPixelMode == Pixel::CUSTOM)
{
return pDrawTarget->SetPixel(x, y, funcPixelMode(x, y, p, pDrawTarget->GetPixel(x, y)));
}
return false;
}
void PixelGameEngine::SetSubPixelOffset(float ox, float oy)
{
fSubPixelOffsetX = ox * fPixelX;
fSubPixelOffsetY = oy * fPixelY;
}
void PixelGameEngine::DrawLine(const olc::vi2d& pos1, const olc::vi2d& pos2, Pixel p, uint32_t pattern)
{ DrawLine(pos1.x, pos1.y, pos2.x, pos2.y, p, pattern); }
void PixelGameEngine::DrawLine(int32_t x1, int32_t y1, int32_t x2, int32_t y2, Pixel p, uint32_t pattern)
{
int x, y, dx, dy, dx1, dy1, px, py, xe, ye, i;
dx = x2 - x1; dy = y2 - y1;
auto rol = [&](void)
{
pattern = (pattern << 1) | (pattern >> 31);
return pattern & 1;
};
// straight lines idea by gurkanctn
if (dx == 0) // Line is vertical
{
if (y2 < y1) std::swap(y1, y2);
for (y = y1; y <= y2; y++)
if (rol()) Draw(x1, y, p);
return;
}
if (dy == 0) // Line is horizontal
{
if (x2 < x1) std::swap(x1, x2);
for (x = x1; x <= x2; x++)
if (rol()) Draw(x, y1, p);
return;
}
// Line is Funk-aye
dx1 = abs(dx); dy1 = abs(dy);
px = 2 * dy1 - dx1; py = 2 * dx1 - dy1;
if (dy1 <= dx1)
{
if (dx >= 0)
{
x = x1; y = y1; xe = x2;
}
else
{
x = x2; y = y2; xe = x1;
}
if (rol()) Draw(x, y, p);
for (i = 0; x<xe; i++)
{
x = x + 1;
if (px<0)
px = px + 2 * dy1;
else
{
if ((dx<0 && dy<0) || (dx>0 && dy>0)) y = y + 1; else y = y - 1;
px = px + 2 * (dy1 - dx1);
}
if (rol()) Draw(x, y, p);
}
}
else
{
if (dy >= 0)
{
x = x1; y = y1; ye = y2;
}
else
{
x = x2; y = y2; ye = y1;
}
if (rol()) Draw(x, y, p);
for (i = 0; y<ye; i++)
{
y = y + 1;
if (py <= 0)
py = py + 2 * dx1;
else
{
if ((dx<0 && dy<0) || (dx>0 && dy>0)) x = x + 1; else x = x - 1;
py = py + 2 * (dx1 - dy1);
}
if (rol()) Draw(x, y, p);
}
}
}
void PixelGameEngine::DrawCircle(const olc::vi2d& pos, int32_t radius, Pixel p, uint8_t mask)
{ DrawCircle(pos.x, pos.y, radius, p, mask);}
void PixelGameEngine::DrawCircle(int32_t x, int32_t y, int32_t radius, Pixel p, uint8_t mask)
{
int x0 = 0;
int y0 = radius;
int d = 3 - 2 * radius;
if (!radius) return;
while (y0 >= x0) // only formulate 1/8 of circle
{
if (mask & 0x01) Draw(x + x0, y - y0, p);
if (mask & 0x02) Draw(x + y0, y - x0, p);
if (mask & 0x04) Draw(x + y0, y + x0, p);
if (mask & 0x08) Draw(x + x0, y + y0, p);
if (mask & 0x10) Draw(x - x0, y + y0, p);
if (mask & 0x20) Draw(x - y0, y + x0, p);
if (mask & 0x40) Draw(x - y0, y - x0, p);
if (mask & 0x80) Draw(x - x0, y - y0, p);
if (d < 0) d += 4 * x0++ + 6;
else d += 4 * (x0++ - y0--) + 10;
}
}
void PixelGameEngine::FillCircle(const olc::vi2d& pos, int32_t radius, Pixel p)
{ FillCircle(pos.x, pos.y, radius, p); }
void PixelGameEngine::FillCircle(int32_t x, int32_t y, int32_t radius, Pixel p)
{
// 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(const olc::vi2d& pos, const olc::vi2d& size, Pixel p)
{ DrawRect(pos.x, pos.y, size.x, size.y, p); }
void PixelGameEngine::DrawRect(int32_t x, int32_t y, int32_t w, int32_t h, Pixel p)
{
DrawLine(x, y, x+w, y, p);
DrawLine(x+w, y, x+w, y+h, p);
DrawLine(x+w, y+h, x, y+h, p);
DrawLine(x, y+h, x, y, p);
}
void PixelGameEngine::Clear(Pixel p)
{
int pixels = GetDrawTargetWidth() * GetDrawTargetHeight();
Pixel* m = GetDrawTarget()->GetData();
for (int i = 0; i < pixels; i++)
m[i] = p;
#ifdef OLC_DBG_OVERDRAW
olc::Sprite::nOverdrawCount += pixels;
#endif
}
void PixelGameEngine::FillRect(const olc::vi2d& pos, const olc::vi2d& size, Pixel p)
{ FillRect(pos.x, pos.y, size.x, size.y, p); }
void PixelGameEngine::FillRect(int32_t x, int32_t y, int32_t w, int32_t h, Pixel p)
{
int32_t x2 = x + w;
int32_t y2 = y + h;
if (x < 0) x = 0;
if (x >= (int32_t)GetDrawTargetWidth()) x = (int32_t)GetDrawTargetWidth();
if (y < 0) y = 0;
if (y >= (int32_t)GetDrawTargetHeight()) y = (int32_t)GetDrawTargetHeight();
if (x2 < 0) x2 = 0;
if (x2 >= (int32_t)GetDrawTargetWidth()) x2 = (int32_t)GetDrawTargetWidth();
if (y2 < 0) y2 = 0;
if (y2 >= (int32_t)GetDrawTargetHeight()) y2 = (int32_t)GetDrawTargetHeight();
for (int i = x; i < x2; i++)
for (int j = y; j < y2; j++)
Draw(i, j, p);
}
void PixelGameEngine::DrawTriangle(const olc::vi2d& pos1, const olc::vi2d& pos2, const olc::vi2d& pos3, Pixel p)
{ DrawTriangle(pos1.x, pos1.y, pos2.x, pos2.y, pos3.x, pos3.y, p); }
void PixelGameEngine::DrawTriangle(int32_t x1, int32_t y1, int32_t x2, int32_t y2, int32_t x3, int32_t y3, Pixel p)
{
DrawLine(x1, y1, x2, y2, p);
DrawLine(x2, y2, x3, y3, p);
DrawLine(x3, y3, x1, y1, p);
}
void PixelGameEngine::FillTriangle(const olc::vi2d& pos1, const olc::vi2d& pos2, const olc::vi2d& pos3, Pixel p)
{ FillTriangle(pos1.x, pos1.y, pos2.x, pos2.y, pos3.x, pos3.y, p); }
// https://www.avrfreaks.net/sites/default/files/triangles.c
void PixelGameEngine::FillTriangle(int32_t x1, int32_t y1, int32_t x2, int32_t y2, int32_t x3, int32_t y3, Pixel p)
{
auto 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<t2x) { minx = t1x; maxx = t2x; }
else { minx = t2x; maxx = t1x; }
// process first line until y value is about to change
while (i<dx1) {
i++;
e1 += dy1;
while (e1 >= dx1) {
e1 -= dx1;
if (changed1) t1xp = signx1;//t1x += signx1;
else goto next1;
}
if (changed1) break;
else t1x += signx1;
}
// Move line
next1:
// process second line until y value is about to change
while (1) {
e2 += dy2;
while (e2 >= dx2) {
e2 -= dx2;
if (changed2) t2xp = signx2;//t2x += signx2;
else goto next2;
}
if (changed2) break;
else t2x += signx2;
}
next2:
if (minx>t1x) minx = t1x;
if (minx>t2x) minx = t2x;
if (maxx<t1x) maxx = t1x;
if (maxx<t2x) maxx = t2x;
drawline(minx, maxx, y); // Draw line from min to max points found on the y
// Now increase y
if (!changed1) t1x += signx1;
t1x += t1xp;
if (!changed2) t2x += signx2;
t2x += t2xp;
y += 1;
if (y == y2) break;
}
next:
// Second half
dx1 = (int)(x3 - x2); if (dx1<0) { dx1 = -dx1; signx1 = -1; }
else signx1 = 1;
dy1 = (int)(y3 - y2);
t1x = x2;
if (dy1 > dx1) { // swap values
SWAP(dy1, dx1);
changed1 = true;
}
else changed1 = false;
e1 = (int)(dx1 >> 1);
for (int i = 0; i <= dx1; i++) {
t1xp = 0; t2xp = 0;
if (t1x<t2x) { minx = t1x; maxx = t2x; }
else { minx = t2x; maxx = t1x; }
// process first line until y value is about to change
while (i<dx1) {
e1 += dy1;
while (e1 >= dx1) {
e1 -= dx1;
if (changed1) { t1xp = signx1; break; }//t1x += signx1;
else goto next3;
}
if (changed1) break;
else t1x += signx1;
if (i<dx1) i++;
}
next3:
// process second line until y value is about to change
while (t2x != x3) {
e2 += dy2;
while (e2 >= dx2) {
e2 -= dx2;
if (changed2) t2xp = signx2;
else goto next4;
}
if (changed2) break;
else t2x += signx2;
}
next4:
if (minx>t1x) minx = t1x;
if (minx>t2x) minx = t2x;
if (maxx<t1x) maxx = t1x;
if (maxx<t2x) maxx = t2x;
drawline(minx, maxx, y);
if (!changed1) t1x += signx1;
t1x += t1xp;
if (!changed2) t2x += signx2;
t2x += t2xp;
y += 1;
if (y>y3) return;
}
}
void PixelGameEngine::DrawSprite(const olc::vi2d& pos, Sprite *sprite, uint32_t scale)
{ DrawSprite(pos.x, pos.y, sprite, scale); }
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(const olc::vi2d& pos, Sprite *sprite, const olc::vi2d& sourcepos, const olc::vi2d& size, uint32_t scale)
{ DrawPartialSprite(pos.x, pos.y, sprite, sourcepos.x, sourcepos.y, size.x, size.y, scale); }
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(const olc::vi2d& pos, const std::string& sText, Pixel col, uint32_t scale)
{ DrawString(pos.x, pos.y, sText, col, scale); }
void PixelGameEngine::DrawString(int32_t x, int32_t y, const std::string& sText, Pixel col, uint32_t scale)
{
int32_t sx = 0;
int32_t sy = 0;
Pixel::Mode m = nPixelMode;
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;
}
Pixel::Mode PixelGameEngine::GetPixelMode()
{
return nPixelMode;
}
void PixelGameEngine::SetPixelMode(std::function<olc::Pixel(const int x, const int y, const olc::Pixel&, const olc::Pixel&)> pixelMode)
{
funcPixelMode = pixelMode;
nPixelMode = Pixel::Mode::CUSTOM;
}
void PixelGameEngine::SetPixelBlend(float fBlend)
{
fBlendFactor = fBlend;
if (fBlendFactor < 0.0f) fBlendFactor = 0.0f;
if (fBlendFactor > 1.0f) fBlendFactor = 1.0f;
}
// User must override these functions as required. I have not made
// them abstract because I do need a default behaviour to occur if
// they are not overwritten
bool PixelGameEngine::OnUserCreate()
{ return false; }
bool PixelGameEngine::OnUserUpdate(float fElapsedTime)
{ UNUSED(fElapsedTime); return false; }
bool PixelGameEngine::OnUserDestroy()
{ return true; }
//////////////////////////////////////////////////////////////////
void PixelGameEngine::olc_UpdateViewport()
{
int32_t ww = nScreenWidth * nPixelWidth;
int32_t wh = nScreenHeight * nPixelHeight;
float wasp = (float)ww / (float)wh;
nViewW = (int32_t)nWindowWidth;
nViewH = (int32_t)((float)nViewW / wasp);
if (nViewH > nWindowHeight)
{
nViewH = nWindowHeight;
nViewW = (int32_t)((float)nViewH * wasp);
}
nViewX = (nWindowWidth - nViewW) / 2;
nViewY = (nWindowHeight - nViewH) / 2;
}
void PixelGameEngine::olc_UpdateWindowSize(int32_t x, int32_t y)
{
nWindowWidth = x;
nWindowHeight = y;
olc_UpdateViewport();
}
void PixelGameEngine::olc_UpdateMouseWheel(int32_t delta)
{
nMouseWheelDeltaCache += delta;
}
void PixelGameEngine::olc_UpdateMouse(int32_t x, int32_t y)
{
// Mouse coords come in screen space
// But leave in pixel space
// Full Screen mode may have a weird viewport we must clamp to
x -= nViewX;
y -= nViewY;
nMousePosXcache = (int32_t)(((float)x / (float)(nWindowWidth - (nViewX * 2)) * (float)nScreenWidth));
nMousePosYcache = (int32_t)(((float)y / (float)(nWindowHeight - (nViewY * 2)) * (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()
{
// 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<float> elapsedTime = tp2 - tp1;
tp1 = tp2;
// Our time per frame coefficient
float fElapsedTime = elapsedTime.count();
#if defined(__linux__)
// 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);
nWindowWidth = gwa.width;
nWindowHeight = gwa.height;
olc_UpdateViewport();
glClear(GL_COLOR_BUFFER_BIT); // Thanks Benedani!
}
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);
pKeyNewState[mapKeys[sym]] = true;
XKeyEvent *e = (XKeyEvent *)&xev; // Because DragonEye loves numpads
XLookupString(e, NULL, 0, &sym, NULL);
pKeyNewState[mapKeys[sym]] = true;
}
else if (xev.type == KeyRelease)
{
KeySym sym = XLookupKeysym(&xev.xkey, 0);
pKeyNewState[mapKeys[sym]] = false;
XKeyEvent *e = (XKeyEvent *)&xev;
XLookupString(e, NULL, 0, &sym, NULL);
pKeyNewState[mapKeys[sym]] = false;
}
else if (xev.type == ButtonPress)
{
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)
{
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)
{
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];
}
// 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
// Handle Frame Update
if (!OnUserUpdate(fElapsedTime))
bAtomActive = false;
// Display Graphics
glViewport(nViewX, nViewY, nViewW, nViewH);
// 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
#if defined(_WIN32)
SwapBuffers(glDeviceContext);
#endif
#if defined(__linux__)
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);
#if defined(_WIN32)
#ifdef UNICODE
SetWindowText(olc_hWnd, ConvertS2W(sTitle).c_str());
#else
SetWindowText(olc_hWnd, sTitle.c_str());
#endif
#endif
#if defined (__linux__)
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;
}
}
#if defined(_WIN32)
wglDeleteContext(glRenderContext);
PostMessage(olc_hWnd, WM_DESTROY, 0, 0);
#endif
#if defined (__linux__)
glXMakeCurrent(olc_Display, None, NULL);
glXDestroyContext(olc_Display, glDeviceContext);
XDestroyWindow(olc_Display, olc_Window);
XCloseDisplay(olc_Display);
#endif
}
#if defined (_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()
{
std::string data;
data += "?Q`0001oOch0o01o@F40o0<AGD4090LAGD<090@A7ch0?00O7Q`0600>00000000";
data += "O000000nOT0063Qo4d8>?7a14Gno94AA4gno94AaOT0>o3`oO400o7QN00000400";
data += "Of80001oOg<7O7moBGT7O7lABET024@aBEd714AiOdl717a_=TH013Q>00000000";
data += "720D000V?V5oB3Q_HdUoE7a9@DdDE4A9@DmoE4A;Hg]oM4Aj8S4D84@`00000000";
data += "OaPT1000Oa`^13P1@AI[?g`1@A=[OdAoHgljA4Ao?WlBA7l1710007l100000000";
data += "ObM6000oOfMV?3QoBDD`O7a0BDDH@5A0BDD<@5A0BGeVO5ao@CQR?5Po00000000";
data += "Oc``000?Ogij70PO2D]??0Ph2DUM@7i`2DTg@7lh2GUj?0TO0C1870T?00000000";
data += "70<4001o?P<7?1QoHg43O;`h@GT0@:@LB@d0>:@hN@L0@?aoN@<0O7ao0000?000";
data += "OcH0001SOglLA7mg24TnK7ln24US>0PL24U140PnOgl0>7QgOcH0K71S0000A000";
data += "00H00000@Dm1S007@DUSg00?OdTnH7YhOfTL<7Yh@Cl0700?@Ah0300700000000";
data += "<008001QL00ZA41a@6HnI<1i@FHLM81M@@0LG81?O`0nC?Y7?`0ZA7Y300080000";
data += "O`082000Oh0827mo6>Hn?Wmo?6HnMb11MP08@C11H`08@FP0@@0004@000000000";
data += "00P00001Oab00003OcKP0006@6=PMgl<@440MglH@000000`@000001P00000000";
data += "Ob@8@@00Ob@8@Ga13R@8Mga172@8?PAo3R@827QoOb@820@0O`0007`0000007P0";
data += "O`000P08Od400g`<3V=P0G`673IP0`@3>1`00P@6O`P00g`<O`000GP800000000";
data += "?P9PL020O`<`N3R0@E4HC7b0@ET<ATB0@@l6C4B0O`H3N7b0?P01L3R000000020";
fontSprite = new olc::Sprite(128, 48);
int px = 0, py = 0;
for (int b = 0; b < 1024; b += 4)
{
uint32_t sym1 = (uint32_t)data[b + 0] - 48;
uint32_t sym2 = (uint32_t)data[b + 1] - 48;
uint32_t sym3 = (uint32_t)data[b + 2] - 48;
uint32_t sym4 = (uint32_t)data[b + 3] - 48;
uint32_t r = sym1 << 18 | sym2 << 12 | sym3 << 6 | sym4;
for (int i = 0; i < 24; i++)
{
int k = r & (1 << i) ? 255 : 0;
fontSprite->SetPixel(px, py, olc::Pixel(k, k, k, k));
if (++py == 48) { px++; py = 0; }
}
}
}
#if defined(_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);
nWindowWidth = (LONG)nScreenWidth * (LONG)nPixelWidth;
nWindowHeight = (LONG)nScreenHeight * (LONG)nPixelHeight;
// Define window furniture
DWORD dwExStyle = WS_EX_APPWINDOW | WS_EX_WINDOWEDGE;
DWORD dwStyle = WS_CAPTION | WS_SYSMENU | WS_VISIBLE | WS_THICKFRAME;
int nCosmeticOffset = 30;
nViewW = nWindowWidth;
nViewH = nWindowHeight;
// Handle Fullscreen
if (bFullScreen)
{
dwExStyle = 0;
dwStyle = WS_VISIBLE | WS_POPUP;
nCosmeticOffset = 0;
HMONITOR hmon = MonitorFromWindow(olc_hWnd, MONITOR_DEFAULTTONEAREST);
MONITORINFO mi = { sizeof(mi) };
if (!GetMonitorInfo(hmon, &mi)) return NULL;
nWindowWidth = mi.rcMonitor.right;
nWindowHeight = mi.rcMonitor.bottom;
}
olc_UpdateViewport();
// Keep client size as requested
RECT rWndRect = { 0, 0, nWindowWidth, nWindowHeight };
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,
nCosmeticOffset, nCosmeticOffset, width, height, NULL, NULL, GetModuleHandle(nullptr), this);
#else
olc_hWnd = CreateWindowEx(dwExStyle, "OLC_PIXEL_GAME_ENGINE", "", dwStyle,
nCosmeticOffset, nCosmeticOffset, width, height, NULL, NULL, GetModuleHandle(nullptr), this);
#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;
mapKeys[0x50] = Key::P; mapKeys[0x51] = Key::Q; mapKeys[0x52] = Key::R; mapKeys[0x53] = Key::S; mapKeys[0x54] = Key::T;
mapKeys[0x55] = Key::U; mapKeys[0x56] = Key::V; mapKeys[0x57] = Key::W; mapKeys[0x58] = Key::X; mapKeys[0x59] = Key::Y;
mapKeys[0x5A] = Key::Z;
mapKeys[VK_F1] = Key::F1; mapKeys[VK_F2] = Key::F2; mapKeys[VK_F3] = Key::F3; mapKeys[VK_F4] = Key::F4;
mapKeys[VK_F5] = Key::F5; mapKeys[VK_F6] = Key::F6; mapKeys[VK_F7] = Key::F7; mapKeys[VK_F8] = Key::F8;
mapKeys[VK_F9] = Key::F9; mapKeys[VK_F10] = Key::F10; mapKeys[VK_F11] = Key::F11; mapKeys[VK_F12] = Key::F12;
mapKeys[VK_DOWN] = Key::DOWN; mapKeys[VK_LEFT] = Key::LEFT; mapKeys[VK_RIGHT] = Key::RIGHT; mapKeys[VK_UP] = Key::UP;
mapKeys[VK_RETURN] = Key::ENTER; //mapKeys[VK_RETURN] = Key::RETURN;
mapKeys[VK_BACK] = Key::BACK; mapKeys[VK_ESCAPE] = Key::ESCAPE; mapKeys[VK_RETURN] = Key::ENTER; mapKeys[VK_PAUSE] = Key::PAUSE;
mapKeys[VK_SCROLL] = Key::SCROLL; mapKeys[VK_TAB] = Key::TAB; mapKeys[VK_DELETE] = Key::DEL; mapKeys[VK_HOME] = Key::HOME;
mapKeys[VK_END] = Key::END; mapKeys[VK_PRIOR] = Key::PGUP; mapKeys[VK_NEXT] = Key::PGDN; mapKeys[VK_INSERT] = Key::INS;
mapKeys[VK_SHIFT] = Key::SHIFT; mapKeys[VK_CONTROL] = Key::CTRL;
mapKeys[VK_SPACE] = Key::SPACE;
mapKeys[0x30] = Key::K0; mapKeys[0x31] = Key::K1; mapKeys[0x32] = Key::K2; mapKeys[0x33] = Key::K3; mapKeys[0x34] = Key::K4;
mapKeys[0x35] = Key::K5; mapKeys[0x36] = Key::K6; mapKeys[0x37] = Key::K7; mapKeys[0x38] = Key::K8; mapKeys[0x39] = Key::K9;
mapKeys[VK_NUMPAD0] = Key::NP0; mapKeys[VK_NUMPAD1] = Key::NP1; mapKeys[VK_NUMPAD2] = Key::NP2; mapKeys[VK_NUMPAD3] = Key::NP3; mapKeys[VK_NUMPAD4] = Key::NP4;
mapKeys[VK_NUMPAD5] = Key::NP5; mapKeys[VK_NUMPAD6] = Key::NP6; mapKeys[VK_NUMPAD7] = Key::NP7; mapKeys[VK_NUMPAD8] = Key::NP8; mapKeys[VK_NUMPAD9] = Key::NP9;
mapKeys[VK_MULTIPLY] = Key::NP_MUL; mapKeys[VK_ADD] = Key::NP_ADD; mapKeys[VK_DIVIDE] = Key::NP_DIV; mapKeys[VK_SUBTRACT] = Key::NP_SUB; mapKeys[VK_DECIMAL] = Key::NP_DECIMAL;
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);
glViewport(nViewX, nViewY, nViewW, nViewH);
// Remove Frame cap
wglSwapInterval = (wglSwapInterval_t*)wglGetProcAddress("wglSwapIntervalEXT");
if (wglSwapInterval && !bEnableVSYNC) 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:
{
uint16_t x = lParam & 0xFFFF; // Thanks @ForAbby (Discord)
uint16_t y = (lParam >> 16) & 0xFFFF;
int16_t ix = *(int16_t*)&x;
int16_t iy = *(int16_t*)&y;
sge->olc_UpdateMouse(ix, iy);
return 0;
}
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[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);
}
#endif
#if defined(__linux__)
// 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 | 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);
Atom wmDelete = XInternAtom(olc_Display, "WM_DELETE_WINDOW", true);
XSetWMProtocols(olc_Display, olc_Window, &wmDelete, 1);
XMapWindow(olc_Display, olc_Window);
XStoreName(olc_Display, olc_Window, "OneLoneCoder.com - Pixel Game Engine");
if (bFullScreen) // Thanks DragonEye, again :D
{
Atom wm_state;
Atom fullscreen;
wm_state = XInternAtom(olc_Display, "_NET_WM_STATE", False);
fullscreen = XInternAtom(olc_Display, "_NET_WM_STATE_FULLSCREEN", False);
XEvent xev{ 0 };
xev.type = ClientMessage;
xev.xclient.window = olc_Window;
xev.xclient.message_type = wm_state;
xev.xclient.format = 32;
xev.xclient.data.l[0] = (bFullScreen ? 1 : 0); // the action (0: off, 1: on, 2: toggle)
xev.xclient.data.l[1] = fullscreen; // first property to alter
xev.xclient.data.l[2] = 0; // second property to alter
xev.xclient.data.l[3] = 0; // source indication
XMapWindow(olc_Display, olc_Window);
XSendEvent(olc_Display, DefaultRootWindow(olc_Display), False,
SubstructureRedirectMask | SubstructureNotifyMask, &xev);
XFlush(olc_Display);
XWindowAttributes gwa;
XGetWindowAttributes(olc_Display, olc_Window, &gwa);
nWindowWidth = gwa.width;
nWindowHeight = gwa.height;
olc_UpdateViewport();
}
// Create Keyboard Mapping
mapKeys[0x00] = Key::NONE;
mapKeys[0x61] = Key::A; mapKeys[0x62] = Key::B; mapKeys[0x63] = Key::C; mapKeys[0x64] = Key::D; mapKeys[0x65] = Key::E;
mapKeys[0x66] = Key::F; mapKeys[0x67] = Key::G; mapKeys[0x68] = Key::H; mapKeys[0x69] = Key::I; mapKeys[0x6A] = Key::J;
mapKeys[0x6B] = Key::K; mapKeys[0x6C] = Key::L; mapKeys[0x6D] = Key::M; mapKeys[0x6E] = Key::N; mapKeys[0x6F] = Key::O;
mapKeys[0x70] = Key::P; mapKeys[0x71] = Key::Q; mapKeys[0x72] = Key::R; mapKeys[0x73] = Key::S; mapKeys[0x74] = Key::T;
mapKeys[0x75] = Key::U; mapKeys[0x76] = Key::V; mapKeys[0x77] = Key::W; mapKeys[0x78] = Key::X; mapKeys[0x79] = Key::Y;
mapKeys[0x7A] = Key::Z;
mapKeys[XK_F1] = Key::F1; mapKeys[XK_F2] = Key::F2; mapKeys[XK_F3] = Key::F3; mapKeys[XK_F4] = Key::F4;
mapKeys[XK_F5] = Key::F5; mapKeys[XK_F6] = Key::F6; mapKeys[XK_F7] = Key::F7; mapKeys[XK_F8] = Key::F8;
mapKeys[XK_F9] = Key::F9; mapKeys[XK_F10] = Key::F10; mapKeys[XK_F11] = Key::F11; mapKeys[XK_F12] = Key::F12;
mapKeys[XK_Down] = Key::DOWN; mapKeys[XK_Left] = Key::LEFT; mapKeys[XK_Right] = Key::RIGHT; mapKeys[XK_Up] = Key::UP;
mapKeys[XK_KP_Enter] = Key::ENTER; mapKeys[XK_Return] = Key::ENTER;
mapKeys[XK_BackSpace] = Key::BACK; mapKeys[XK_Escape] = Key::ESCAPE; mapKeys[XK_Linefeed] = Key::ENTER; mapKeys[XK_Pause] = Key::PAUSE;
mapKeys[XK_Scroll_Lock] = Key::SCROLL; mapKeys[XK_Tab] = Key::TAB; mapKeys[XK_Delete] = Key::DEL; mapKeys[XK_Home] = Key::HOME;
mapKeys[XK_End] = Key::END; mapKeys[XK_Page_Up] = Key::PGUP; mapKeys[XK_Page_Down] = Key::PGDN; mapKeys[XK_Insert] = Key::INS;
mapKeys[XK_Shift_L] = Key::SHIFT; mapKeys[XK_Shift_R] = Key::SHIFT; mapKeys[XK_Control_L] = Key::CTRL; mapKeys[XK_Control_R] = Key::CTRL;
mapKeys[XK_space] = Key::SPACE;
mapKeys[XK_0] = Key::K0; mapKeys[XK_1] = Key::K1; mapKeys[XK_2] = Key::K2; mapKeys[XK_3] = Key::K3; mapKeys[XK_4] = Key::K4;
mapKeys[XK_5] = Key::K5; mapKeys[XK_6] = Key::K6; mapKeys[XK_7] = Key::K7; mapKeys[XK_8] = Key::K8; mapKeys[XK_9] = Key::K9;
mapKeys[XK_KP_0] = Key::NP0; mapKeys[XK_KP_1] = Key::NP1; mapKeys[XK_KP_2] = Key::NP2; mapKeys[XK_KP_3] = Key::NP3; mapKeys[XK_KP_4] = Key::NP4;
mapKeys[XK_KP_5] = Key::NP5; mapKeys[XK_KP_6] = Key::NP6; mapKeys[XK_KP_7] = Key::NP7; mapKeys[XK_KP_8] = Key::NP8; mapKeys[XK_KP_9] = Key::NP9;
mapKeys[XK_KP_Multiply] = Key::NP_MUL; mapKeys[XK_KP_Add] = Key::NP_ADD; mapKeys[XK_KP_Divide] = Key::NP_DIV; mapKeys[XK_KP_Subtract] = Key::NP_SUB; mapKeys[XK_KP_Decimal] = Key::NP_DECIMAL;
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 == nullptr && !bEnableVSYNC)
{
printf("NOTE: Could not disable VSYNC, glXSwapIntervalEXT() was not found!\n");
printf(" Don't worry though, things will still work, it's just the\n");
printf(" frame rate will be capped to your monitors refresh rate - javidx9\n");
}
if (glSwapIntervalEXT != nullptr && !bEnableVSYNC)
glSwapIntervalEXT(olc_Display, olc_Window, 0);
return true;
}
#endif
// Need a couple of statics as these are singleton instances
// read from multiple locations
std::atomic<bool> PixelGameEngine::bAtomActive{ false };
std::map<size_t, uint8_t> PixelGameEngine::mapKeys;
olc::PixelGameEngine* olc::PGEX::pge = nullptr;
#ifdef OLC_DBG_OVERDRAW
int olc::Sprite::nOverdrawCount = 0;
#endif
//=============================================================
}
#endif