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olcPixelGameEngine.h
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olcPixelGameEngine.h
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/*
olcPixelGameEngine.h
+-------------------------------------------------------------+
| OneLoneCoder Pixel Game Engine v2.05 |
| "What do you need? Pixels... Lots of Pixels..." - javidx9 |
+-------------------------------------------------------------+
What is this?
~~~~~~~~~~~~~
olc::PixelGameEngine is a single file, cross platform graphics and userinput
framework used for games, visualisations, algorithm exploration and learning.
It was developed by YouTuber "javidx9" as an assistive tool for many of his
videos. The goal of this project is to provide high speed graphics with
minimal project setup complexity, to encourage new programmers, younger people,
and anyone else that wants to make fun things.
However, olc::PixelGameEngine is not a toy! It is a powerful and fast utility
capable of delivering high resolution, high speed, high quality applications
which behave the same way regardless of the operating system or platform.
This file provides the core utility set of the olc::PixelGameEngine, including
window creation, keyboard/mouse input, main game thread, timing, pixel drawing
routines, image/sprite loading and drawing routines, and a bunch of utility
types to make rapid development of games/visualisations possible.
License (OLC-3)
~~~~~~~~~~~~~~~
Copyright 2018 - 2020 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
Community: https://community.onelonecoder.com
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 -std=c++17
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, Raspberry 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, Moros1138, SaladinAkara & MagetzUb
for advice, ideas and testing, and I'd like to extend my appreciation to the
144K YouTube followers, 70+ Patreons and 6K 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, Terraria
Marti Morta........Gris
Danicron...........Terraria
SaladinAkara.......Aseprite
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, 2020
2.01: Made renderer and platform static for multifile projects
2.02: Added Decal destructor, optimised Pixel constructor
2.03: Added FreeBSD flags, Added DrawStringDecal()
2.04: Windows Full-Screen bug fixed
2.05: Added DrawPartialWarpedDecal(), Added DrawPartialRotatedDecal()
*/
//////////////////////////////////////////////////////////////////////////////////////////
// O------------------------------------------------------------------------------O
// | Example "Hello World" Program (main.cpp) |
// O------------------------------------------------------------------------------O
/*
#define OLC_PGE_APPLICATION
#include "olcPixelGameEngine.h"
// Override base class with your custom functionality
class Example : public olc::PixelGameEngine
{
public:
Example()
{
// Name you application
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() % 256, rand() % 256, rand()% 256));
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
// O------------------------------------------------------------------------------O
// | STANDARD INCLUDES |
// O------------------------------------------------------------------------------O
#include <cmath>
#include <cstdint>
#include <string>
#include <iostream>
#include <streambuf>
#include <sstream>
#include <chrono>
#include <vector>
#include <list>
#include <thread>
#include <atomic>
#include <fstream>
#include <map>
#include <functional>
#include <algorithm>
#include <array>
#include <cstring>
// O------------------------------------------------------------------------------O
// | COMPILER CONFIGURATION ODDITIES |
// O------------------------------------------------------------------------------O
#define USE_EXPERIMENTAL_FS
#if defined(_WIN32)
#if _MSC_VER >= 1920 && _MSVC_LANG >= 201703L
#undef USE_EXPERIMENTAL_FS
#endif
#endif
#if defined(__linux__) || defined(__MINGW32__) || defined(__EMSCRIPTEN__) || defined(__FreeBSD__)
#if __cplusplus >= 201703L
#undef USE_EXPERIMENTAL_FS
#endif
#endif
#if defined(USE_EXPERIMENTAL_FS)
// C++14
#define _SILENCE_EXPERIMENTAL_FILESYSTEM_DEPRECATION_WARNING
#include <experimental/filesystem>
namespace _gfs = std::experimental::filesystem::v1;
#else
// C++17
#include <filesystem>
namespace _gfs = std::filesystem;
#endif
#if defined(UNICODE) || defined(_UNICODE)
#define olcT(s) L##s
#else
#define olcT(s) s
#endif
#define UNUSED(x) (void)(x)
#if !defined(OLC_GFX_OPENGL33) && !defined(OLC_GFX_DIRECTX10)
#define OLC_GFX_OPENGL10
#endif
// O------------------------------------------------------------------------------O
// | olcPixelGameEngine INTERFACE DECLARATION |
// O------------------------------------------------------------------------------O
namespace olc
{
class PixelGameEngine;
// Pixel Game Engine Advanced Configuration
constexpr uint8_t nMouseButtons = 5;
constexpr uint8_t nDefaultAlpha = 0xFF;
constexpr uint32_t nDefaultPixel = (nDefaultAlpha << 24);
enum rcode { FAIL = 0, OK = 1, NO_FILE = -1 };
// O------------------------------------------------------------------------------O
// | olc::Pixel - Represents a 32-Bit RGBA colour |
// O------------------------------------------------------------------------------O
struct Pixel
{
union
{
uint32_t n = nDefaultPixel;
struct { uint8_t r; uint8_t g; uint8_t b; uint8_t a; };
};
enum Mode { NORMAL, MASK, ALPHA, CUSTOM };
Pixel();
Pixel(uint8_t red, uint8_t green, uint8_t blue, uint8_t alpha = nDefaultAlpha);
Pixel(uint32_t p);
bool operator==(const Pixel& p) const;
bool operator!=(const Pixel& p) const;
};
Pixel PixelF(float red, float green, float blue, float alpha = 1.0f);
// O------------------------------------------------------------------------------O
// | USEFUL CONSTANTS |
// O------------------------------------------------------------------------------O
static const Pixel
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),
WHITE(255, 255, 255),BLACK(0, 0, 0), BLANK(0, 0, 0, 0);
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, PERIOD
};
// O------------------------------------------------------------------------------O
// | olc::vX2d - A generic 2D vector type |
// O------------------------------------------------------------------------------O
#if !defined(OLC_IGNORE_VEC2D)
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 std::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 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 v2d_generic& rhs) const { return v2d_generic(this->x / rhs.x, this->y / rhs.y);}
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 operator v2d_generic<int32_t>() 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) }; }
inline operator v2d_generic<double>() const { return { static_cast<double>(this->x), static_cast<double>(this->y) }; }
};
// Note: joshinils has some good suggestions here, but they are complicated to implement at this moment,
// however they will appear in a future version of PGE
template<class T> inline v2d_generic<T> operator * (const float& lhs, const v2d_generic<T>& rhs)
{ return v2d_generic<T>((T)(lhs * (float)rhs.x), (T)(lhs * (float)rhs.y)); }
template<class T> inline v2d_generic<T> operator * (const double& lhs, const v2d_generic<T>& rhs)
{ return v2d_generic<T>((T)(lhs * (double)rhs.x), (T)(lhs * (double)rhs.y)); }
template<class T> inline v2d_generic<T> operator * (const int& lhs, const v2d_generic<T>& rhs)
{ return v2d_generic<T>((T)(lhs * (int)rhs.x), (T)(lhs * (int)rhs.y)); }
template<class T> inline v2d_generic<T> operator / (const float& lhs, const v2d_generic<T>& rhs)
{ return v2d_generic<T>((T)(lhs / (float)rhs.x), (T)(lhs / (float)rhs.y)); }
template<class T> inline v2d_generic<T> operator / (const double& lhs, const v2d_generic<T>& rhs)
{ return v2d_generic<T>((T)(lhs / (double)rhs.x), (T)(lhs / (double)rhs.y)); }
template<class T> inline v2d_generic<T> operator / (const int& lhs, const v2d_generic<T>& rhs)
{ return v2d_generic<T>((T)(lhs / (int)rhs.x), (T)(lhs / (int)rhs.y)); }
typedef v2d_generic<int32_t> vi2d;
typedef v2d_generic<uint32_t> vu2d;
typedef v2d_generic<float> vf2d;
typedef v2d_generic<double> vd2d;
#endif
// O------------------------------------------------------------------------------O
// | olc::HWButton - Represents the state of a hardware button (mouse/key/joy) |
// O------------------------------------------------------------------------------O
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
};
// O------------------------------------------------------------------------------O
// | olc::ResourcePack - A virtual scrambled filesystem to pack your assets into |
// O------------------------------------------------------------------------------O
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;
std::vector<char> scramble(const std::vector<char>& data, const std::string& key);
std::string makeposix(const std::string& path);
};
// O------------------------------------------------------------------------------O
// | olc::Sprite - An image represented by a 2D array of olc::Pixel |
// O------------------------------------------------------------------------------O
class Sprite
{
public:
Sprite();
Sprite(const std::string& sImageFile, olc::ResourcePack *pack = nullptr);
Sprite(int32_t w, int32_t h);
~Sprite();
public:
olc::rcode LoadFromFile(const std::string& sImageFile, olc::ResourcePack *pack = nullptr);
olc::rcode LoadFromPGESprFile(const std::string& sImageFile, olc::ResourcePack *pack = nullptr);
olc::rcode SaveToPGESprFile(const std::string& sImageFile);
public:
int32_t width = 0;
int32_t height = 0;
enum Mode { NORMAL, PERIODIC };
enum Flip { NONE = 0, HORIZ = 1, VERT = 2 };
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 GetPixel(const olc::vi2d& a);
bool SetPixel(const olc::vi2d& a, Pixel p);
Pixel Sample(float x, float y);
Pixel SampleBL(float u, float v);
Pixel* GetData();
Pixel *pColData = nullptr;
Mode modeSample = Mode::NORMAL;
};
// O------------------------------------------------------------------------------O
// | olc::Decal - A GPU resident storage of an olc::Sprite |
// O------------------------------------------------------------------------------O
class Decal
{
public:
Decal(olc::Sprite* spr);
virtual ~Decal();
void Update();
public: // But dont touch
int32_t id = -1;
olc::Sprite* sprite = nullptr;
olc::vf2d vUVScale = { 1.0f, 1.0f };
};
// O------------------------------------------------------------------------------O
// | Auxilliary components internal to engine |
// O------------------------------------------------------------------------------O
struct DecalInstance
{
olc::Decal* decal = nullptr;
olc::vf2d pos[4] = {{ 0.0f, 0.0f}, {0.0f, 0.0f}, {0.0f, 0.0f}, {0.0f, 0.0f}};
olc::vf2d uv[4] = {{ 0.0f, 0.0f}, {0.0f, 1.0f}, {1.0f, 1.0f}, {1.0f, 0.0f}};
float w[4] = { 1, 1, 1, 1 };
olc::Pixel tint;
};
struct LayerDesc
{
olc::vf2d vOffset = { 0, 0 };
olc::vf2d vScale = { 1, 1 };
bool bShow = false;
bool bUpdate = false;
olc::Sprite* pDrawTarget = nullptr;
uint32_t nResID = 0;
std::vector<DecalInstance> vecDecalInstance;
olc::Pixel tint = olc::WHITE;
std::function<void()> funcHook = nullptr;
};
class Renderer
{
public:
virtual void PrepareDevice() = 0;
virtual olc::rcode CreateDevice(std::vector<void*> params, bool bFullScreen, bool bVSYNC) = 0;
virtual olc::rcode DestroyDevice() = 0;
virtual void DisplayFrame() = 0;
virtual void PrepareDrawing() = 0;
virtual void DrawLayerQuad(const olc::vf2d& offset, const olc::vf2d& scale, const olc::Pixel tint) = 0;
virtual void DrawDecalQuad(const olc::DecalInstance& decal) = 0;
virtual uint32_t CreateTexture(const uint32_t width, const uint32_t height) = 0;
virtual void UpdateTexture(uint32_t id, olc::Sprite* spr) = 0;
virtual uint32_t DeleteTexture(const uint32_t id) = 0;
virtual void ApplyTexture(uint32_t id) = 0;
virtual void UpdateViewport(const olc::vi2d& pos, const olc::vi2d& size) = 0;
virtual void ClearBuffer(olc::Pixel p, bool bDepth) = 0;
static olc::PixelGameEngine* ptrPGE;
};
class Platform
{
public:
virtual olc::rcode ApplicationStartUp() = 0;
virtual olc::rcode ApplicationCleanUp() = 0;
virtual olc::rcode ThreadStartUp() = 0;
virtual olc::rcode ThreadCleanUp() = 0;
virtual olc::rcode CreateGraphics(bool bFullScreen, bool bEnableVSYNC, const olc::vi2d& vViewPos, const olc::vi2d& vViewSize) = 0;
virtual olc::rcode CreateWindowPane(const olc::vi2d& vWindowPos, olc::vi2d& vWindowSize, bool bFullScreen) = 0;
virtual olc::rcode SetWindowTitle(const std::string& s) = 0;
virtual olc::rcode StartSystemEventLoop() = 0;
virtual olc::rcode HandleSystemEvent() = 0;
static olc::PixelGameEngine* ptrPGE;
};
static std::unique_ptr<Renderer> renderer;
static std::unique_ptr<Platform> platform;
static std::map<size_t, uint8_t> mapKeys;
// O------------------------------------------------------------------------------O
// | olc::PixelGameEngine - The main BASE class for your application |
// O------------------------------------------------------------------------------O
class PixelGameEngine
{
public:
PixelGameEngine();
virtual ~PixelGameEngine();
public:
olc::rcode Construct(int32_t screen_w, int32_t screen_h, int32_t pixel_w, int32_t pixel_h,
bool full_screen = false, bool vsync = false);
olc::rcode Start();
public: // User 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 one 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"
const int32_t ScreenWidth();
// Returns the height of the screen in "pixels"
const 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
olc::Sprite* GetDrawTarget();
// Resize the primary screen sprite
void SetScreenSize(int w, int h);
// Specify which Sprite should be the target of drawing functions, use nullptr
// to specify the primary screen
void SetDrawTarget(Sprite *target);
// Gets the current Frames Per Second
uint32_t GetFPS();
public: // CONFIGURATION ROUTINES
// Layer targeting functions
void SetDrawTarget(uint8_t layer);
void EnableLayer(uint8_t layer, bool b);
void SetLayerOffset(uint8_t layer, const olc::vf2d& offset);
void SetLayerOffset(uint8_t layer, float x, float y);
void SetLayerScale(uint8_t layer, const olc::vf2d& scale);
void SetLayerScale(uint8_t layer, float x, float y);
void SetLayerTint(uint8_t layer, const olc::Pixel& tint);
void SetLayerCustomRenderFunction(uint8_t layer, std::function<void()> f);
std::vector<LayerDesc>& GetLayers();
uint32_t CreateLayer();
// 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)
[[deprecated]]
void SetSubPixelOffset(float ox, float oy);
public: // DRAWING ROUTINES
// 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 well in my defencelocation (x,y)
void DrawSprite(int32_t x, int32_t y, Sprite *sprite, uint32_t scale = 1, uint8_t flip = olc::Sprite::NONE);
void DrawSprite(const olc::vi2d& pos, Sprite *sprite, uint32_t scale = 1, uint8_t flip = olc::Sprite::NONE);
// 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, uint8_t flip = olc::Sprite::NONE);
void DrawPartialSprite(const olc::vi2d& pos, Sprite *sprite, const olc::vi2d& sourcepos, const olc::vi2d& size, uint32_t scale = 1, uint8_t flip = olc::Sprite::NONE);
// Draws a whole decal, with optional scale and tinting
void DrawDecal(const olc::vf2d& pos, olc::Decal *decal, const olc::vf2d& scale = { 1.0f,1.0f }, const olc::Pixel& tint = olc::WHITE);
// Draws a region of a decal, with optional scale and tinting
void DrawPartialDecal(const olc::vf2d& pos, olc::Decal* decal, const olc::vf2d& source_pos, const olc::vf2d& source_size, const olc::vf2d& scale = { 1.0f,1.0f }, const olc::Pixel& tint = olc::WHITE);
void DrawWarpedDecal(olc::Decal* decal, const olc::vf2d(&pos)[4], const olc::Pixel& tint = olc::WHITE);
void DrawWarpedDecal(olc::Decal* decal, const olc::vf2d* pos, const olc::Pixel& tint = olc::WHITE);
void DrawWarpedDecal(olc::Decal* decal, const std::array<olc::vf2d, 4>& pos, const olc::Pixel& tint = olc::WHITE);
void DrawRotatedDecal(const olc::vf2d& pos, olc::Decal* decal, const float fAngle, const olc::vf2d& center = { 0.0f, 0.0f }, const olc::vf2d& scale = { 1.0f,1.0f }, const olc::Pixel& tint = olc::WHITE);
void DrawStringDecal(const olc::vf2d& pos, const std::string& sText, const Pixel col = olc::WHITE, const olc::vf2d& scale = { 1.0f, 1.0f });
void DrawPartialRotatedDecal(const olc::vf2d& pos, olc::Decal* decal, const float fAngle, const olc::vf2d& center, const olc::vf2d& source_pos, const olc::vf2d& source_size, const olc::vf2d& scale = { 1.0f, 1.0f }, const olc::Pixel& tint = olc::WHITE);
void DrawPartialWarpedDecal(olc::Decal* decal, const olc::vf2d(&pos)[4], const olc::vf2d& source_pos, const olc::vf2d& source_size, const olc::Pixel& tint = olc::WHITE);
void DrawPartialWarpedDecal(olc::Decal* decal, const olc::vf2d* pos, const olc::vf2d& source_pos, const olc::vf2d& source_size, const olc::Pixel& tint = olc::WHITE);
void DrawPartialWarpedDecal(olc::Decal* decal, const std::array<olc::vf2d, 4>& pos, const olc::vf2d& source_pos, const olc::vf2d& source_size, const olc::Pixel& tint = olc::WHITE);
// 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);
// Clears the rendering back buffer
void ClearBuffer(Pixel p, bool bDepth = true);
public: // Branding
std::string sAppName;
private: // Inner mysterious workings
Sprite* pDrawTarget = nullptr;
Pixel::Mode nPixelMode = Pixel::NORMAL;
float fBlendFactor = 1.0f;
olc::vi2d vScreenSize = { 256, 240 };
olc::vf2d vInvScreenSize = { 1.0f / 256.0f, 1.0f / 240.0f };
olc::vi2d vPixelSize = { 4, 4 };
olc::vi2d vMousePos = { 0, 0 };
int32_t nMouseWheelDelta = 0;
olc::vi2d vMousePosCache = { 0, 0 };
int32_t nMouseWheelDeltaCache = 0;
olc::vi2d vWindowSize = { 0, 0 };
olc::vi2d vViewPos = { 0, 0 };
olc::vi2d vViewSize = { 0,0 };
bool bFullScreen = false;
olc::vf2d vPixel = { 1.0f, 1.0f };
bool bHasInputFocus = false;
bool bHasMouseFocus = false;
bool bEnableVSYNC = false;
float fFrameTimer = 1.0f;
int nFrameCount = 0;
Sprite* fontSprite = nullptr;
Decal* fontDecal = nullptr;
Sprite* pDefaultDrawTarget = nullptr;
std::vector<LayerDesc> vLayers;
uint8_t nTargetLayer = 0;
uint32_t nLastFPS = 0;
std::function<olc::Pixel(const int x, const int y, const olc::Pixel&, const olc::Pixel&)> funcPixelMode;
std::chrono::time_point<std::chrono::system_clock> m_tp1, m_tp2;
// State of keyboard
bool pKeyNewState[256]{ 0 };
bool pKeyOldState[256]{ 0 };
HWButton pKeyboardState[256]{ 0 };
// State of mouse
bool pMouseNewState[nMouseButtons]{ 0 };
bool pMouseOldState[nMouseButtons]{ 0 };
HWButton pMouseState[nMouseButtons]{ 0 };
// The main engine thread
void EngineThread();
// At the very end of this file, chooses which
// components to compile
void olc_ConfigureSystem();
// If anything sets this flag to false, the engine
// "should" shut down gracefully
static std::atomic<bool> bAtomActive;
public:
// "Break In" 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();
void olc_ConstructFontSheet();
void olc_CoreUpdate();
void olc_PrepareEngine();
void olc_UpdateMouseState(int32_t button, bool state);
void olc_UpdateKeyState(int32_t key, bool state);
void olc_UpdateMouseFocus(bool state);
void olc_UpdateKeyFocus(bool state);
void olc_Terminate();
// NOTE: Items Here are to be deprecated, I have left them in for now
// in case you are using them, but they will be removed.
// olc::vf2d vSubPixelOffset = { 0.0f, 0.0f };
};
// O------------------------------------------------------------------------------O
// | PGE EXTENSION BASE CLASS - Permits access to PGE functions from extension |
// O------------------------------------------------------------------------------O
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"
*/
// O------------------------------------------------------------------------------O
// | START OF OLC_PGE_APPLICATION |
// O------------------------------------------------------------------------------O
#ifdef OLC_PGE_APPLICATION
#undef OLC_PGE_APPLICATION
// O------------------------------------------------------------------------------O
// | olcPixelGameEngine INTERFACE IMPLEMENTATION (CORE) |
// | Note: The core implementation is platform independent |
// O------------------------------------------------------------------------------O
namespace olc
{
// O------------------------------------------------------------------------------O
// | olc::Pixel IMPLEMENTATION |
// O------------------------------------------------------------------------------O
Pixel::Pixel()
{ r = 0; g = 0; b = 0; a = nDefaultAlpha; }
Pixel::Pixel(uint8_t red, uint8_t green, uint8_t blue, uint8_t alpha)
{ n = red | (green << 8) | (blue << 16) | (alpha << 24); } // Thanks jarekpelczar
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; }
Pixel PixelF(float red, float green, float blue, float alpha)
{
return Pixel(uint8_t(red * 255.0f), uint8_t(green * 255.0f), uint8_t(blue * 255.0f), uint8_t(alpha * 255.0f));
}
// O------------------------------------------------------------------------------O
// | olc::Sprite IMPLEMENTATION |
// O------------------------------------------------------------------------------O
Sprite::Sprite()
{ pColData = nullptr; width = 0; height = 0; }
Sprite::Sprite(const 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(const 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, (size_t)width * (size_t)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::OK;
}
return olc::FAIL;
}
olc::rcode Sprite::SaveToPGESprFile(const 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, (size_t)width * (size_t)height * sizeof(uint32_t));
ofs.close();
return olc::OK;
}
return olc::FAIL;
}
void Sprite::SetSampleMode(olc::Sprite::Mode mode)
{ modeSample = mode; }
Pixel Sprite::GetPixel(const olc::vi2d& a)
{ return GetPixel(a.x, a.y); }
bool Sprite::SetPixel(const olc::vi2d& a, Pixel p)
{ return SetPixel(a.x, a.y, p); }
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)
{
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; }
// O------------------------------------------------------------------------------O
// | olc::Decal IMPLEMENTATION |
// O------------------------------------------------------------------------------O
Decal::Decal(olc::Sprite* spr)
{
id = -1;
if (spr == nullptr) return;
sprite = spr;
id = renderer->CreateTexture(sprite->width, sprite->height);
Update();
}
void Decal::Update()
{
if (sprite == nullptr) return;
vUVScale = { 1.0f / float(sprite->width), 1.0f / float(sprite->height) };
renderer->ApplyTexture(id);
renderer->UpdateTexture(id, sprite);
}
Decal::~Decal()
{
if (id != -1)
{
renderer->DeleteTexture(id);
id = -1;
}
}
// O------------------------------------------------------------------------------O
// | olc::ResourcePack IMPLEMENTATION |
// O------------------------------------------------------------------------------O