Upstream for PGE updates.
You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
 
 
 
olcPixelGameEngine/olcPixelGameEngine.h

1662 lines
51 KiB

/*
olcPixelGameEngine.h
+-------------------------------------------------------------+
| OneLoneCoder Pixel Game Engine v1.3 |
| "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, Phantim, JackOJC,
KrossX, Huhlig, Dragoneye, Appa & MagetzUb for advice, ideas and testing,
and I'd like to extend my appreciation to the 13K YouTube followers
and 1K Discord server members who give me the motivation to keep
going with all this :D
Author
~~~~~~
David Barr, aka javidx9, <EFBFBD>OneLoneCoder 2018
*/
#pragma once
#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 <windows.h>
#include <gdiplus.h>
// OpenGL Extension
#include <GL/gl.h>
typedef BOOL(WINAPI wglSwapInterval_t) (int interval);
static wglSwapInterval_t *wglSwapInterval;
#else
#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 <chrono>
#include <vector>
#include <list>
#include <thread>
#include <atomic>
#include <condition_variable>
#include <fstream>
#include <map>
#ifndef __MINGW32__
#include <codecvt> // Need GCC 5.1+ people...
#endif
#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);
enum Mode {NORMAL, MASK, ALPHA};
};
// 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;
public:
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;
};
//=============================================================
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, int32_t framerate = -1);
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);
// Change the blend factor form between 0.0f to 1.0f;
void SetPixelBlend(float fBlend);
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);
// 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);
// 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;
float fFramePeriod = 0.0f;
Sprite *fontSprite = nullptr;
static std::map<uint16_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];
#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<bool> 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;
};
//=============================================================
}
// For OOP heavy implementations, move below this line to a seperate "olcSimpleGameEngineOOP.cpp"
// file, and include the above in to a seperate "olcSimpleGameEngineOOP.h" file
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;
}
//==========================================================
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
std::wstring_convert<std::codecvt_utf8_utf16<wchar_t>> converter;
wsImageFile = converter.from_bytes(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; 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;
#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
}
Pixel Sprite::GetPixel(int32_t x, int32_t y)
{
if (x >= 0 && x < width && y >= 0 && y < height)
return pColData[y*width + x];
else
return Pixel(0,0,0,0);
}
void Sprite::SetPixel(int32_t x, int32_t y, Pixel p)
{
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, int32_t framerate)
{
nScreenWidth = screen_w;
nScreenHeight = screen_h;
nPixelWidth = pixel_w;
nPixelHeight = pixel_h;
fFramePeriod = 1.0f / (float)framerate;
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__
std::wstring_convert<std::codecvt_utf8_utf16<wchar_t>> converter;
wsAppName = converter.from_bytes(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;
}
}
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;
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; 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);
}
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; 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);
}
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;
}
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<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(int32_t x, int32_t y, Sprite *sprite)
{
if (sprite == nullptr)
return;
for (int i = 0; i < sprite->width; i++)
{
for (int 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)
{
if (sprite == nullptr)
return;
for (int i = 0; i < w; i++)
{
for (int 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::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;
}
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();
#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];
}
// 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;
#ifdef _WIN32
#ifdef UNICODE
wchar_t sTitle[256];
swprintf(sTitle, 256, L"OneLoneCoder.com - Pixel Game Engine - %s - FPS: %d", wsAppName.c_str(), nFrameCount);
#else
#ifndef __MINGW32__
char sTitle[256];
sprintf_s(sTitle, 256, "OneLoneCoder.com - Pixel Game Engine - %s - FPS: %d", sAppName.c_str(), nFrameCount);
#else
char sTitle[256];
sprintf(sTitle, "OneLoneCoder.com - Pixel Game Engine - %s - FPS: %d", sAppName.c_str(), nFrameCount);
#endif
#endif
SetWindowText(olc_hWnd, sTitle);
#else
char sTitle[256];
sprintf(sTitle, "OneLoneCoder.com - Pixel Game Engine - %s - FPS: %d", sAppName.c_str(), nFrameCount);
XStoreName(olc_Display, olc_Window, sTitle);
#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@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; }
}
}
}
#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<bool> PixelGameEngine::bAtomActive{ false };
std::map<uint16_t, uint8_t> PixelGameEngine::mapKeys;
olc::PixelGameEngine* olc::PGEX::pge = nullptr;
//=============================================================
}