diff --git a/.gitignore b/.gitignore index cafd3c2..c5f5b63 100644 --- a/.gitignore +++ b/.gitignore @@ -36,3 +36,19 @@ /Test_Geometry2D.vcxproj /Test_Geometry2D.sln build + +#CMake generated files and directories +/ALL_BUILD.vcxproj +/ALL_BUILD.vcxproj.filters +/ALL_BUILD.vcxproj.user +/CMakeCache.txt +/Test_Geometry2D.vcxproj.user +/ZERO_CHECK.vcxproj +/ZERO_CHECK.vcxproj.filters +/ZERO_CHECK.vcxproj.user +/cmake_install.cmake +/olcUTIL_Geometry2D.sln + +CMakeFiles/ +TEST_Geometry2D.dir/ +bin/ diff --git a/TEST_Geometry2D.cpp b/TEST_Geometry2D.cpp index fbdb6ee..9bcdb5c 100644 --- a/TEST_Geometry2D.cpp +++ b/TEST_Geometry2D.cpp @@ -1,441 +1,475 @@ -#define OLC_PGE_APPLICATION -#define OLC_IGNORE_VEC2D - -#include "olcUTIL_Geometry2D.h" -#include "third_party/olcPixelGameEngine.h" - -#define OLC_PGEX_QUICKGUI -#include "third_party/olcPGEX_QuickGUI.h" - -#include - - -using namespace olc::utils::geom2d; - -// INSTRUCTIONS -// ~~~~~~~~~~~~ -// -// A convoluted test file to make sure all the tests do what we think they do. -// Drag shapes with left mouse button -// Active Shape = GREEN -// Overlapped Shapes = YELLOW -// Contained Shapes = MAGENTA -// Intersection Points = RED -// -// Cast Rays with right mouse button (like lasers pew pew) -// Ray - DASHED CYAN - -// Still not sure why the STL doesn't have this... -template -struct overloads : Ts... { using Ts::operator()...; }; - -template -overloads(Ts...) -> overloads; - -class Test_Geometry2D : public olc::PixelGameEngine -{ -public: - Test_Geometry2D() - { - // Name your application - sAppName = "Testing Geometry2D Utilities"; - } - - // So what's going on here? Why are we redefining these base types? Are they not included in the header? - // ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ - // - // Yes they are, and they can be used as expected. The challenge starts if you want to have a container filled - // with different shapes. The shapes do not share a common base class. The utility library is not really intended - // to be used this way - instead it's expected the user keep track of which shapes are interacting with which and - // call the appropriate function. This "kinda" happens automatically at compile time as all the functions have - // exhaustive overrides to allow all the permutations of test. - // - // However for this test application I wanted a whole bunch of shapes the user can interact with. 'starfreakclone' - // reworked my explicit (and lengthy) functions of comparisons and tests into some clever template-fu as seen here. - // - // "NOTE!! NEED A TEMPLATE GURU - IM SURE THIS MESS CAN BE TIDIED UP" - javidx9 - // "Never fear! We are here!" - starfreakclone, fux & eight&& - - struct Point - { - olc::vf2d points[1]; // the point - }; - - struct Line - { - olc::vf2d points[2]; // start, end - }; - - struct Rect - { - olc::vf2d points[2]; // pos top left, pos bottom right - }; - - struct Circle - { - olc::vf2d points[2]; // center pos, pos on circumference - }; - - struct Triangle - { - olc::vf2d points[3]; // the three points - }; - - struct Ray - { - olc::vf2d points[2]; // origin, direction - }; - - // Create desired shapes using a sequence of points - static auto make_internal(const Point& p) { return p.points[0]; } - static auto make_internal(const Line& p) { return line{ p.points[0], p.points[1] }; } - static auto make_internal(const Rect& p) { return rect{ p.points[0], (p.points[1] - p.points[0]) }; } - static auto make_internal(const Circle& p) { return circle{ p.points[0], (p.points[1]-p.points[0]).mag() }; } - static auto make_internal(const Triangle& p) { return triangle{ p.points[0], p.points[1], p.points[2] }; } - static auto make_internal(const Ray& p) { return ray{ p.points[0], (p.points[1]-p.points[0]).norm() }; } - - // The clever bit (and a bit new to me - jx9) - using ShapeWrap = std::variant; - - - - bool CheckOverlaps(const ShapeWrap& s1, const ShapeWrap& s2) - { - const auto dispatch = overloads{ - [](const auto& lhs, const auto& rhs) - { - return overlaps(make_internal(lhs), make_internal(rhs)); - }, - - // Any combination of 'Ray' does not work because 'overlaps' is not implemented for it. - [](const Ray&, const auto&) { return false; }, - [](const auto&, const Ray&) { return false; }, - [](const Ray&, const Ray&) { return false; } - }; - - return std::visit(dispatch, s1, s2); - } - - bool CheckContains(const ShapeWrap& s1, const ShapeWrap& s2) - { - const auto dispatch = overloads{ - [](const auto& lhs, const auto& rhs) - { - return contains(make_internal(lhs), make_internal(rhs)); - }, - // Any combination of 'Ray' does not work because 'contains' is not implemented for it. - [](const Ray&, const auto&) { return false; }, - [](const auto&, const Ray&) { return false; }, - [](const Ray&, const Ray&) { return false; } - }; - - return std::visit(dispatch, s1, s2); - } - - std::vector CheckIntersects(const ShapeWrap& s1, const ShapeWrap& s2) - { - const auto dispatch = overloads{ - [](const auto& lhs, const auto& rhs) - { - return intersects(make_internal(lhs), make_internal(rhs)); - }, - - // Any combination of 'Ray' does not work because 'intersects' is not implemented for it. - //[](const Ray&, const auto&) { return std::vector{}; }, - Ray Intersections are implemented - tut tut :P - - // Ray vs Ray - needed explicitly because... - [](const Ray& lhs, const Ray& rhs) - { - return intersects(make_internal(lhs), make_internal(rhs)); - }, - - // ...Shape vs Ray - Dont exist but this treats all f(x,ray) as invalid - [](const auto&, const Ray&) { return std::vector{}; }, - }; - - return std::visit(dispatch, s1, s2); - } - - std::optional> CheckReflect(const olc::utils::geom2d::ray& s1, const ShapeWrap& s2) - { - const auto dispatch = overloads{ - [&](const auto& a) -> std::optional> - { - return reflect(s1, make_internal(a)); - } - }; - - return std::visit(dispatch, s2); - } - - olc::v_2d GetClosest(const olc::v_2d p, const ShapeWrap& s) - { - const auto dispatch = overloads{ - [&](const auto& a) -> olc::v_2d - { - return closest(make_internal(a), p); - } - }; - - return std::visit(dispatch, s); - } - - void draw_internal(const Point& x, const olc::Pixel col) - { - const auto p = make_internal(x); - Draw(p, col); - } - - void draw_internal(const Line& x, const olc::Pixel col) - { - const auto l = make_internal(x); - DrawLine(l.start, l.end, col); - } - - void draw_internal(const Rect& x, const olc::Pixel col) - { - const auto r = make_internal(x); - DrawRect(r.pos, r.size, col); - } - - void draw_internal(const Circle& x, const olc::Pixel col) - { - const auto c = make_internal(x); - DrawCircle(c.pos, int32_t(c.radius), col); - } - - void draw_internal(const Triangle& x, const olc::Pixel col) - { - const auto t = make_internal(x); - DrawTriangle(t.pos[0], t.pos[1], t.pos[2], col); - } - - void draw_internal(const Ray& x, const olc::Pixel col) - { - const auto t = make_internal(x); - DrawLine(t.origin, t.origin+t.direction * 1000.0f, col, 0xF0F0F0F0); - } - - void DrawShape(const ShapeWrap& shape, const olc::Pixel col = olc::WHITE) - { - std::visit([&](const auto& x) - { - draw_internal(x, col); - }, shape); - } - - std::vector vecShapes; - - size_t nSelectedShapeIndex = -1; - olc::vi2d vOldMousePos; - -public: - bool OnUserCreate() override - { - vecShapes.push_back({ Point{ { { 250.0f, 10.0f } } } }); - - vecShapes.push_back({ Line{ { { 20.0f, 10.0f }, {50.0f, 70.0f} } } }); - vecShapes.push_back({ Line{ { { 80.0f, 10.0f }, {10.0f, 20.0f} } } }); - - vecShapes.push_back({ Rect{ { { 80.0f, 10.0f }, {110.0f, 60.0f} } } }); - - vecShapes.push_back({ Circle{ { { 130.0f, 20.0f }, {170.0f, 20.0f} } } }); - vecShapes.push_back({ Circle{ { { 330.0f, 300.0f }, {420.0f, 300.0f} } } }); - vecShapes.push_back({ Circle{ { { 330.0f, 300.0f }, {400.0f, 300.0f} } } }); - - vecShapes.push_back({ Triangle{{ {50.0f, 100.0f}, {10.0f, 150.0f}, {90.0f, 150.0f}} }}); - vecShapes.push_back({ Triangle{{ {350.0f, 200.0f}, {500.0f, 150.0f}, {450.0f, 400.0f}} }}); - - return true; - } - - bool OnUserUpdate(float fElapsedTime) override - { - Clear(olc::VERY_DARK_BLUE); - - olc::vf2d vMouseDelta = GetMousePos() - vOldMousePos; - vOldMousePos = GetMousePos(); - - if (GetMouse(0).bReleased) - nSelectedShapeIndex = -1; - - // Check for mouse hovered shapes - ShapeWrap mouse{ Point{olc::vf2d(GetMousePos())} }; - - - if (nSelectedShapeIndex < vecShapes.size() && GetMouse(0).bHeld) - { - // Visit the selected shape and offset. - std::visit([&](auto& shape) - { - for (auto& p : shape.points) - { - p += vMouseDelta; - } - }, vecShapes[nSelectedShapeIndex]); - } - - size_t nMouseIndex = 0; - for (const auto& shape : vecShapes) - { - const int shapeMargin = 5; - if (CheckContains(shape, mouse) || (GetClosest(vOldMousePos, shape) - vOldMousePos).mag() < shapeMargin) - { - break; - } - - nMouseIndex++; - } - - if (nMouseIndex < vecShapes.size() && GetMouse(0).bPressed) - nSelectedShapeIndex = nMouseIndex; - - // Check Contains - std::vector vContains; - std::vector vOverlaps; - std::vector vIntersections; - if (nSelectedShapeIndex < vecShapes.size()) - { - for (size_t i = 0; i < vecShapes.size(); i++) - { - if (i == nSelectedShapeIndex) continue; // No self check - - const auto& vTargetShape = vecShapes[i]; - - const auto vPoints = CheckIntersects(vecShapes[nSelectedShapeIndex], vTargetShape); - vIntersections.insert(vIntersections.end(), vPoints.begin(), vPoints.end()); - - if(CheckContains(vecShapes[nSelectedShapeIndex], vTargetShape)) - vContains.push_back(i); - - if (CheckOverlaps(vecShapes[nSelectedShapeIndex], vTargetShape)) - vOverlaps.push_back(i); - } - } - - - ShapeWrap ray1, ray2; - - - - bool bRayMode = false; - if (GetMouse(1).bHeld) - { - // Enable Ray Mode - bRayMode = true; - - ray1 = { Ray{{ { 10.0f, 10.0f }, olc::vf2d(GetMousePos())} }}; - ray2 = { Ray{{ { float(ScreenWidth() - 10), 10.0f }, olc::vf2d(GetMousePos())} }}; - - - for (size_t i = 0; i < vecShapes.size(); i++) - { - const auto& vTargetShape = vecShapes[i]; - - const auto vPoints1 = CheckIntersects(ray1, vTargetShape); - vIntersections.insert(vIntersections.end(), vPoints1.begin(), vPoints1.end()); - - const auto vPoints2 = CheckIntersects(ray2, vTargetShape); - vIntersections.insert(vIntersections.end(), vPoints2.begin(), vPoints2.end()); - - } - - const auto vPoints3 = CheckIntersects(ray2, ray1); - vIntersections.insert(vIntersections.end(), vPoints3.begin(), vPoints3.end()); - - - } - - // Draw All Shapes - for (const auto& shape : vecShapes) - DrawShape(shape); - - - // Draw Overlaps - for (const auto& shape_idx : vOverlaps) - DrawShape(vecShapes[shape_idx], olc::YELLOW); - - // Draw Contains - for (const auto& shape_idx : vContains) - DrawShape(vecShapes[shape_idx], olc::MAGENTA); - - // Draw Manipulated Shape - if (nSelectedShapeIndex < vecShapes.size()) - DrawShape(vecShapes[nSelectedShapeIndex], olc::GREEN); - else if (nMouseIndex < vecShapes.size()) - DrawShape(vecShapes[nMouseIndex], olc::DARK_GREEN); - - // Draw Intersections - for (const auto& intersection : vIntersections) - FillCircle(intersection, 3, olc::RED); - - if (bRayMode) - { - DrawShape(ray1, olc::CYAN); - DrawShape(ray2, olc::CYAN); - } - - // Laser beam - ray ray_laser{ {10.0f, 300.0f}, {1.0f, 0.0f} }; - bool ray_stop = false; - int nBounces = 100; - size_t last_hit_index = -1; - - - ray ray_reflected; - - while (!ray_stop && nBounces > 0) - { - // Find closest - ray_stop = true; - size_t closest_hit_index = -1; - float fClosestDistance = 10000000.0f; - - for (size_t i = 0; i < vecShapes.size(); i++) - { - // Dont check against origin shape - if (i == last_hit_index) continue; - - const auto& vTargetShape = vecShapes[i]; - auto hit = CheckReflect(ray_laser, vTargetShape); - if (hit.has_value()) - { - float d = (ray_laser.origin - hit.value().origin).mag(); - if (d < fClosestDistance) - { - fClosestDistance = d; - closest_hit_index = i; - ray_reflected = hit.value(); - } - } - } - - if (closest_hit_index != -1) - { - DrawLine(ray_laser.origin, ray_reflected.origin, olc::Pixel(rand() % 155 + 100, 0, 0)); - ray_laser = ray_reflected; - ray_stop = false; - last_hit_index = closest_hit_index; - nBounces--; - } - - if (ray_stop) - { - // Ray didnt hit anything - nBounces = 0; - DrawLine(ray_laser.origin, ray_laser.origin + ray_laser.direction * 1000.0f, olc::Pixel(rand() % 155 + 100, 0, 0)); - } - } - - - return true; - } -}; - -int main() -{ - Test_Geometry2D demo; - if (demo.Construct(512, 480, 2, 2, false, true)) - demo.Start(); - return 0; -} +#define OLC_PGE_APPLICATION +#define OLC_IGNORE_VEC2D + +#include "olcUTIL_Geometry2D.h" +#include "third_party/olcPixelGameEngine.h" + +#define OLC_PGEX_QUICKGUI +#include "third_party/olcPGEX_QuickGUI.h" + +#include + + +using namespace olc::utils::geom2d; + +// INSTRUCTIONS +// ~~~~~~~~~~~~ +// +// A convoluted test file to make sure all the tests do what we think they do. +// Drag shapes with left mouse button +// Active Shape = GREEN +// Overlapped Shapes = YELLOW +// Contained Shapes = MAGENTA +// Intersection Points = RED +// +// Cast Rays with right mouse button (like lasers pew pew) +// Ray - DASHED CYAN + +// Still not sure why the STL doesn't have this... +template +struct overloads : Ts... { using Ts::operator()...; }; + +template +overloads(Ts...) -> overloads; + +class Test_Geometry2D : public olc::PixelGameEngine +{ +public: + Test_Geometry2D() + { + // Name your application + sAppName = "Testing Geometry2D Utilities"; + } + + // So what's going on here? Why are we redefining these base types? Are they not included in the header? + // ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + // + // Yes they are, and they can be used as expected. The challenge starts if you want to have a container filled + // with different shapes. The shapes do not share a common base class. The utility library is not really intended + // to be used this way - instead it's expected the user keep track of which shapes are interacting with which and + // call the appropriate function. This "kinda" happens automatically at compile time as all the functions have + // exhaustive overrides to allow all the permutations of test. + // + // However for this test application I wanted a whole bunch of shapes the user can interact with. 'starfreakclone' + // reworked my explicit (and lengthy) functions of comparisons and tests into some clever template-fu as seen here. + // + // "NOTE!! NEED A TEMPLATE GURU - IM SURE THIS MESS CAN BE TIDIED UP" - javidx9 + // "Never fear! We are here!" - starfreakclone, fux & eight&& + + struct Point + { + olc::vf2d points[1]; // the point + }; + + struct Line + { + olc::vf2d points[2]; // start, end + }; + + struct Rect + { + olc::vf2d points[2]; // pos top left, pos bottom right + }; + + struct Circle + { + olc::vf2d points[2]; // center pos, pos on circumference + }; + + struct Triangle + { + olc::vf2d points[3]; // the three points + }; + + struct Ray + { + olc::vf2d points[2]; // origin, direction + }; + + struct Polygon + { + std::vector points; // vertices + }; + + // Create desired shapes using a sequence of points + static auto make_internal(const Point& p) { return p.points[0]; } + static auto make_internal(const Line& p) { return line{ p.points[0], p.points[1] }; } + static auto make_internal(const Rect& p) { return rect{ p.points[0], (p.points[1] - p.points[0]) }; } + static auto make_internal(const Circle& p) { return circle{ p.points[0], (p.points[1]-p.points[0]).mag() }; } + static auto make_internal(const Triangle& p) { return triangle{ p.points[0], p.points[1], p.points[2] }; } + static auto make_internal(const Ray& p) { return ray{ p.points[0], (p.points[1]-p.points[0]).norm() }; } + static auto make_internal(const Polygon& p) { return polygon{ p.points }; } + + // The clever bit (and a bit new to me - jx9) + using ShapeWrap = std::variant; + + + + bool CheckOverlaps(const ShapeWrap& s1, const ShapeWrap& s2) + { + const auto dispatch = overloads{ + [](const auto& lhs, const auto& rhs) + { + return overlaps(make_internal(lhs), make_internal(rhs)); + }, + + // Any combination of 'Ray' does not work because 'overlaps' is not implemented for it. + [](const Ray&, const auto&) { return false; }, + [](const auto&, const Ray&) { return false; }, + [](const Ray&, const Ray&) { return false; } + }; + + return std::visit(dispatch, s1, s2); + } + + bool CheckContains(const ShapeWrap& s1, const ShapeWrap& s2) + { + const auto dispatch = overloads{ + [](const auto& lhs, const auto& rhs) + { + return contains(make_internal(lhs), make_internal(rhs)); + }, + // Any combination of 'Ray' does not work because 'contains' is not implemented for it. + [](const Ray&, const auto&) { return false; }, + [](const auto&, const Ray&) { return false; }, + [](const Ray&, const Ray&) { return false; } + }; + + return std::visit(dispatch, s1, s2); + } + + std::vector CheckIntersects(const ShapeWrap& s1, const ShapeWrap& s2) + { + const auto dispatch = overloads{ + [](const auto& lhs, const auto& rhs) + { + return intersects(make_internal(lhs), make_internal(rhs)); + }, + + // Any combination of 'Ray' does not work because 'intersects' is not implemented for it. + //[](const Ray&, const auto&) { return std::vector{}; }, - Ray Intersections are implemented - tut tut :P + + // Ray vs Ray - needed explicitly because... + [](const Ray& lhs, const Ray& rhs) + { + return intersects(make_internal(lhs), make_internal(rhs)); + }, + + // ...Shape vs Ray - Dont exist but this treats all f(x,ray) as invalid + [](const auto&, const Ray&) { return std::vector{}; }, + }; + + return std::visit(dispatch, s1, s2); + } + + std::optional> CheckReflect(const olc::utils::geom2d::ray& s1, const ShapeWrap& s2) + { + const auto dispatch = overloads{ + [&](const auto& a) -> std::optional> + { + return reflect(s1, make_internal(a)); + } + }; + + return std::visit(dispatch, s2); + } + + olc::v_2d GetClosest(const olc::v_2d p, const ShapeWrap& s) + { + const auto dispatch = overloads{ + [&](const auto& a) -> olc::v_2d + { + return closest(make_internal(a), p); + } + }; + + return std::visit(dispatch, s); + } + + void draw_internal(const Point& x, const olc::Pixel col) + { + const auto p = make_internal(x); + Draw(p, col); + } + + void draw_internal(const Line& x, const olc::Pixel col) + { + const auto l = make_internal(x); + DrawLine(l.start, l.end, col); + } + + void draw_internal(const Rect& x, const olc::Pixel col) + { + const auto r = make_internal(x); + DrawRect(r.pos, r.size, col); + } + + void draw_internal(const Circle& x, const olc::Pixel col) + { + const auto c = make_internal(x); + DrawCircle(c.pos, int32_t(c.radius), col); + } + + void draw_internal(const Triangle& x, const olc::Pixel col) + { + const auto t = make_internal(x); + DrawTriangle(t.pos[0], t.pos[1], t.pos[2], col); + } + + void draw_internal(const Ray& x, const olc::Pixel col) + { + const auto t = make_internal(x); + DrawLine(t.origin, t.origin+t.direction * 1000.0f, col, 0xF0F0F0F0); + } + + void draw_internal(const Polygon& x, const olc::Pixel col) + { + const auto t = make_internal(x); + + for(uint32_t i = 0; i < t.pos.size(); ++i) + { + uint32_t next = (i + 1) % t.pos.size(); + DrawLine(t.pos[i], t.pos[next], col); + } + } + + void DrawShape(const ShapeWrap& shape, const olc::Pixel col = olc::WHITE) + { + std::visit([&](const auto& x) + { + draw_internal(x, col); + }, shape); + } + + std::vector vecShapes; + + size_t nSelectedShapeIndex = -1; + olc::vi2d vOldMousePos; + +public: + bool OnUserCreate() override + { + vecShapes.push_back({ Point{ { { 250.0f, 10.0f } } } }); + + vecShapes.push_back({ Line{ { { 20.0f, 10.0f }, {50.0f, 70.0f} } } }); + vecShapes.push_back({ Line{ { { 80.0f, 10.0f }, {10.0f, 20.0f} } } }); + + vecShapes.push_back({ Rect{ { { 80.0f, 10.0f }, {110.0f, 60.0f} } } }); + + vecShapes.push_back({ Circle{ { { 130.0f, 20.0f }, {170.0f, 20.0f} } } }); + vecShapes.push_back({ Circle{ { { 330.0f, 300.0f }, {420.0f, 300.0f} } } }); + vecShapes.push_back({ Circle{ { { 330.0f, 300.0f }, {400.0f, 300.0f} } } }); + + vecShapes.push_back({ Triangle{{ {50.0f, 100.0f}, {10.0f, 150.0f}, {90.0f, 150.0f}} }}); + vecShapes.push_back({ Triangle{{ {350.0f, 200.0f}, {500.0f, 150.0f}, {450.0f, 400.0f}} }}); + + vecShapes.push_back({create_regular_convex_polygon(5, 50, {150, 150})}); + vecShapes.push_back({create_regular_convex_polygon(8, 80, {300, 150})}); + + return true; + } + + bool OnUserUpdate(float fElapsedTime) override + { + Clear(olc::VERY_DARK_BLUE); + + olc::vf2d vMouseDelta = GetMousePos() - vOldMousePos; + vOldMousePos = GetMousePos(); + + if (GetMouse(0).bReleased) + nSelectedShapeIndex = -1; + + // Check for mouse hovered shapes + ShapeWrap mouse{ Point{olc::vf2d(GetMousePos())} }; + + + if (nSelectedShapeIndex < vecShapes.size() && GetMouse(0).bHeld) + { + // Visit the selected shape and offset. + std::visit([&](auto& shape) + { + for (auto& p : shape.points) + { + p += vMouseDelta; + } + }, vecShapes[nSelectedShapeIndex]); + } + + size_t nMouseIndex = 0; + for (const auto& shape : vecShapes) + { + const int shapeMargin = 5; + if (CheckContains(shape, mouse) || (GetClosest(vOldMousePos, shape) - vOldMousePos).mag() < shapeMargin) + { + break; + } + + nMouseIndex++; + } + + if (nMouseIndex < vecShapes.size() && GetMouse(0).bPressed) + nSelectedShapeIndex = nMouseIndex; + + // Check Contains + std::vector vContains; + std::vector vOverlaps; + std::vector vIntersections; + if (nSelectedShapeIndex < vecShapes.size()) + { + for (size_t i = 0; i < vecShapes.size(); i++) + { + if (i == nSelectedShapeIndex) continue; // No self check + + const auto& vTargetShape = vecShapes[i]; + + const auto vPoints = CheckIntersects(vecShapes[nSelectedShapeIndex], vTargetShape); + vIntersections.insert(vIntersections.end(), vPoints.begin(), vPoints.end()); + + if(CheckContains(vecShapes[nSelectedShapeIndex], vTargetShape)) + vContains.push_back(i); + + if (CheckOverlaps(vecShapes[nSelectedShapeIndex], vTargetShape)) + vOverlaps.push_back(i); + } + } + + + ShapeWrap ray1, ray2; + + + + bool bRayMode = false; + if (GetMouse(1).bHeld) + { + // Enable Ray Mode + bRayMode = true; + + ray1 = { Ray{{ { 10.0f, 10.0f }, olc::vf2d(GetMousePos())} }}; + ray2 = { Ray{{ { float(ScreenWidth() - 10), 10.0f }, olc::vf2d(GetMousePos())} }}; + + + for (size_t i = 0; i < vecShapes.size(); i++) + { + const auto& vTargetShape = vecShapes[i]; + + const auto vPoints1 = CheckIntersects(ray1, vTargetShape); + vIntersections.insert(vIntersections.end(), vPoints1.begin(), vPoints1.end()); + + const auto vPoints2 = CheckIntersects(ray2, vTargetShape); + vIntersections.insert(vIntersections.end(), vPoints2.begin(), vPoints2.end()); + + } + + const auto vPoints3 = CheckIntersects(ray2, ray1); + vIntersections.insert(vIntersections.end(), vPoints3.begin(), vPoints3.end()); + + + } + + // Draw All Shapes + for (const auto& shape : vecShapes) + DrawShape(shape); + + + // Draw Overlaps + for (const auto& shape_idx : vOverlaps) + DrawShape(vecShapes[shape_idx], olc::YELLOW); + + // Draw Contains + for (const auto& shape_idx : vContains) + DrawShape(vecShapes[shape_idx], olc::MAGENTA); + + // Draw Manipulated Shape + if (nSelectedShapeIndex < vecShapes.size()) + DrawShape(vecShapes[nSelectedShapeIndex], olc::GREEN); + else if (nMouseIndex < vecShapes.size()) + DrawShape(vecShapes[nMouseIndex], olc::DARK_GREEN); + + // Draw Intersections + for (const auto& intersection : vIntersections) + FillCircle(intersection, 3, olc::RED); + + if (bRayMode) + { + DrawShape(ray1, olc::CYAN); + DrawShape(ray2, olc::CYAN); + } + + // Laser beam + ray ray_laser{ {10.0f, 300.0f}, {1.0f, 0.0f} }; + bool ray_stop = false; + int nBounces = 100; + size_t last_hit_index = -1; + + + ray ray_reflected; + + while (!ray_stop && nBounces > 0) + { + // Find closest + ray_stop = true; + size_t closest_hit_index = -1; + float fClosestDistance = 10000000.0f; + + for (size_t i = 0; i < vecShapes.size(); i++) + { + // Dont check against origin shape + if (i == last_hit_index) continue; + + const auto& vTargetShape = vecShapes[i]; + auto hit = CheckReflect(ray_laser, vTargetShape); + if (hit.has_value()) + { + float d = (ray_laser.origin - hit.value().origin).mag(); + if (d < fClosestDistance) + { + fClosestDistance = d; + closest_hit_index = i; + ray_reflected = hit.value(); + } + } + } + + if (closest_hit_index != -1) + { + DrawLine(ray_laser.origin, ray_reflected.origin, olc::Pixel(rand() % 155 + 100, 0, 0)); + ray_laser = ray_reflected; + ray_stop = false; + last_hit_index = closest_hit_index; + nBounces--; + } + + if (ray_stop) + { + // Ray didnt hit anything + nBounces = 0; + DrawLine(ray_laser.origin, ray_laser.origin + ray_laser.direction * 1000.0f, olc::Pixel(rand() % 155 + 100, 0, 0)); + } + } + + + return true; + } + + Polygon create_regular_convex_polygon(uint32_t point_count, float scale = 1, const olc::vf2d& translation = {}) + { + Polygon polygon; + float angle = olc::utils::geom2d::pi * 2 / (float)point_count; + + for(uint32_t i = 0; i < point_count; ++i) + { + olc::vf2d point = olc::vf2d{std::cos(angle * i), std::sin(angle * i)} * scale + translation; + polygon.points.push_back(point); + } + + return polygon; + } +}; + +int main() +{ + Test_Geometry2D demo; + if (demo.Construct(512, 480, 2, 2, false, true)) + demo.Start(); + return 0; +} diff --git a/olcUTIL_Geometry2D.h b/olcUTIL_Geometry2D.h index cedf02a..a40f71d 100644 --- a/olcUTIL_Geometry2D.h +++ b/olcUTIL_Geometry2D.h @@ -1,2440 +1,2765 @@ -/* - OneLoneCoder - Geometry 2D v2.0 - ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ - A collection of 2D Geometric primitives and functions to work with - and between them. - - - License (OLC-3) - ~~~~~~~~~~~~~~~ - - Copyright 2018 - 2024 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 - - Authors - ~~~~~~~ - David Barr, aka javidx9, (c) OneLoneCoder 2019, 2020, 2021, 2022, 2023, 2024 - - With significant contributions from: - - Piratux, Gusgo99, Gorbit99, MaGetzUb, Dandistine, Moros1138 - cstdint, sigonasr, bixxy, Qwerasd, starfreakclone, fux - - Changes: - v1.01: +Made constants inline - +Header guards (lol... sigh...) - v2.0: +Major file contribution and restructuring - -*/ - -/* - What Is This? - ~~~~~~~~~~~~~ - - I've worked with 2D stuff for decades and I'm tired of reapeatedly researching, deriving - and implementing geometric analysis routines, so wanted a "one-stop-shop" to collate all - these mathematics. You don't even need olc::PixelGameEngine, this file will run as a - standalone 2D vector/geometry utility. - - As well as a robust 2D Vector implementation, this file offers definitions of the following - shapes: - - point - A 2D (x,y) vector from (0,0) - line - A line segment defined by a start and end point - circle - A circle defined by a middle point and a radius - rectangle - An axis aligned quad defined by a top left point, and a size - triangle - A triangle defined by 3 points - ray - A special case "line" with an origin and a direction - - Functions have been provided that yield useful analyses for almost every combination - of shapes. The function groups all have the same names, and are differentiated via - argument type: - - point closest(a, b) - Returns closest point on Shape A to Shape B - - bool overlaps(a, b) - Returns true if any part of Shape A overlaps any part of Shape B, including boundaries - - bool contains(a, b) - Returns true if Shape A wholly contains Shape B within and including it's boundary - - vector intersects(a, b) - Returns a vector of points where Shape A boundary intersects with Shape B boundary - - optional project(a, b, ray) - Projects Shape A along a ray, until and if it contacts shape B. If it never contacts - then nothing is returned. If it does contact the closest position Shape A can be to - Shape B is returned without the shapes overlapping - - rect envelope_r(a) / bounding_box(a) - Returns the minimum area rectangle that fully encompasses Shape A - - rect envelope_c(a) / bounding_circle(a) - Returns the minimum area circle that fully encompasses Shape A - - ray reflect(ray, a) - Returns a ray that is a reflection of supplied incident ray against Shape A - - optional collision(ray, a) - Returns the point and normal where a ray collides with Shape A - -*/ - -/* - Quick Navigation - ~~~~~~~~~~~~~~~~ - - To jump to an implementation quickly, use your editor to search in the following way: - - f(a, b) - - where: - - f = overlaps, intersects, contains, closest, envelope_r, envelope_b, reflects, collision - a = p, l, r, c, t, q, pol (point, line, rect, circ, triangle, ray, polygon) - - example: - - "contains(r,c)" - takes you to implementation for contains(rect, circ) - - Does the rectangle contain the circle? -*/ - -/* - Function Matrix - Function(A, B) - ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ - - A B>| POINT | LINE | RECT | CIRCLE | TRIANGLE | RAY | - ---------+--------------+--------------+--------------+--------------+--------------+--------------+ - POINT | contains | contains | contains | contains | contains | | - | closest | closest | closest | closest | closest | closest | - | overlaps | overlaps | overlaps | overlaps | overlaps | | - | intersects | intersects | intersects | intersects | intersects | | - | | | | | | | - ---------+--------------+--------------+--------------+--------------+--------------+--------------+ - LINE | contains | contains | contains | contains | contains | | - | closest | | | closest | | | - | overlaps | overlaps | overlaps | overlaps | overlaps | | - | intersects | intersects | intersects | intersects | intersects | | - | | | | | | | - ---------+--------------+--------------+--------------+--------------+--------------+--------------+ - RECT | contains | contains | contains | contains | contains | | - | closest | | | | | | - | overlaps | overlaps | overlaps | overlaps | overlaps | | - | intersects | intersects | intersects | intersects | intersects | | - | | | | | | | - ---------+--------------+--------------+--------------+--------------+--------------+--------------+ - CIRCLE | contains | contains | contains | contains | contains | | - | closest | closest | | | | | - | overlaps | overlaps | overlaps | overlaps | overlaps | | - | intersects | intersects | intersects | intersects | intersects | | - | project | project | | project | | | - ---------+--------------+--------------+--------------+--------------+--------------+--------------+ - TRIANGLE | contains | contains | contains | contains | contains | | - | closest | | | | | | - | overlaps | overlaps | overlaps | overlaps | overlaps | | - | intersects | intersects | intersects | intersects | intersects | | - | | | | | | | - ---------+--------------+--------------+--------------+--------------+--------------+--------------+ - RAY | | | | | | | - | | | | | | | - | | collision | collision | collision | collision | collision* | - | | intersects | intersects | intersects | intersects | intersects | - | | reflect | reflect | reflect | reflect | reflect* | - ---------+--------------+--------------+--------------+--------------+--------------+--------------+ - - * Exists but always fails -*/ - -#pragma once -#include -#include -#include -#include -#include -#include -#include - -#ifndef OLC_V2D_TYPE -#define OLC_V2D_TYPE -namespace olc -{ - /* - A complete 2D geometric vector structure, with a variety - of useful utility functions and operator overloads - */ - template - struct v_2d - { - static_assert(std::is_arithmetic::value, "olc::v_2d must be numeric"); - - // x-axis component - T x = 0; - // y-axis component - T y = 0; - - // Default constructor - inline constexpr v_2d() = default; - - // Specific constructor - inline constexpr v_2d(T _x, T _y) : x(_x), y(_y) - {} - - // Copy constructor - inline constexpr v_2d(const v_2d& v) = default; - - // Assignment operator - inline constexpr v_2d& operator=(const v_2d& v) = default; - - - // Returns rectangular area of vector - inline constexpr auto area() const - { - return x * y; - } - - // Returns magnitude of vector - inline auto mag() const - { - return std::sqrt(x * x + y * y); - } - - // Returns magnitude squared of vector (useful for fast comparisons) - inline constexpr T mag2() const - { - return x * x + y * y; - } - - // Returns normalised version of vector - inline v_2d norm() const - { - auto r = 1 / mag(); - return v_2d(x * r, y * r); - } - - // Returns vector at 90 degrees to this one - inline constexpr v_2d perp() const - { - return v_2d(-y, x); - } - - // Rounds both components down - inline constexpr v_2d floor() const - { - return v_2d(std::floor(x), std::floor(y)); - } - - // Rounds both components up - inline constexpr v_2d ceil() const - { - return v_2d(std::ceil(x), std::ceil(y)); - } - - // Returns 'element-wise' max of this and another vector - inline constexpr v_2d max(const v_2d& v) const - { - return v_2d(std::max(x, v.x), std::max(y, v.y)); - } - - // Returns 'element-wise' min of this and another vector - inline constexpr v_2d min(const v_2d& v) const - { - return v_2d(std::min(x, v.x), std::min(y, v.y)); - } - - // Calculates scalar dot product between this and another vector - inline constexpr auto dot(const v_2d& rhs) const - { - return this->x * rhs.x + this->y * rhs.y; - } - - // Calculates 'scalar' cross product between this and another vector (useful for winding orders) - inline constexpr auto cross(const v_2d& rhs) const - { - return this->x * rhs.y - this->y * rhs.x; - } - - // Treat this as polar coordinate (R, Theta), return cartesian equivalent (X, Y) - inline constexpr v_2d cart() const - { - return v_2d(std::cos(y) * x, std::sin(y) * x); - } - - // Treat this as cartesian coordinate (X, Y), return polar equivalent (R, Theta) - inline constexpr v_2d polar() const - { - return v_2d(mag(), std::atan2(y, x)); - } - - // Clamp the components of this vector in between the 'element-wise' minimum and maximum of 2 other vectors - inline constexpr v_2d clamp(const v_2d& v1, const v_2d& v2) const - { - return this->max(v1).min(v2); - } - - // Linearly interpolate between this vector, and another vector, given normalised parameter 't' - inline constexpr v_2d lerp(const v_2d& v1, const double t) const - { - return (*this) * (T(1.0 - t)) + (v1 * T(t)); - } - - // Compare if this vector is numerically equal to another - inline constexpr bool operator == (const v_2d& rhs) const - { - return (this->x == rhs.x && this->y == rhs.y); - } - - // Compare if this vector is not numerically equal to another - inline constexpr bool operator != (const v_2d& rhs) const - { - return (this->x != rhs.x || this->y != rhs.y); - } - - // Return this vector as a std::string, of the form "(x,y)" - inline std::string str() const - { - return std::string("(") + std::to_string(this->x) + "," + std::to_string(this->y) + ")"; - } - - // Assuming this vector is incident, given a normal, return the reflection - inline constexpr v_2d reflect(const v_2d& n) const - { - return (*this) - 2.0 * (this->dot(n) * n); - } - - // Allow 'casting' from other v_2d types - template - inline constexpr operator v_2d() const - { - return { static_cast(this->x), static_cast(this->y) }; - } - }; - - // Multiplication operator overloads between vectors and scalars, and vectors and vectors - template - inline constexpr auto operator * (const TL& lhs, const v_2d& rhs) - { - return v_2d(lhs * rhs.x, lhs * rhs.y); - } - - template - inline constexpr auto operator * (const v_2d& lhs, const TR& rhs) - { - return v_2d(lhs.x * rhs, lhs.y * rhs); - } - - template - inline constexpr auto operator * (const v_2d& lhs, const v_2d& rhs) - { - return v_2d(lhs.x * rhs.x, lhs.y * rhs.y); - } - - template - inline constexpr auto operator *= (v_2d& lhs, const TR& rhs) - { - lhs = lhs * rhs; - return lhs; - } - - // Division operator overloads between vectors and scalars, and vectors and vectors - template - inline constexpr auto operator / (const TL& lhs, const v_2d& rhs) - { - return v_2d(lhs / rhs.x, lhs / rhs.y); - } - - template - inline constexpr auto operator / (const v_2d& lhs, const TR& rhs) - { - return v_2d(lhs.x / rhs, lhs.y / rhs); - } - - template - inline constexpr auto operator / (const v_2d& lhs, const v_2d& rhs) - { - return v_2d(lhs.x / rhs.x, lhs.y / rhs.y); - } - - template - inline constexpr auto operator /= (v_2d& lhs, const TR& rhs) - { - lhs = lhs / rhs; - return lhs; - } - - // Unary Addition operator (pointless but i like the platinum trophies) - template - inline constexpr auto operator + (const v_2d& lhs) - { - return v_2d(+lhs.x, +lhs.y); - } - - // Addition operator overloads between vectors and scalars, and vectors and vectors - template - inline constexpr auto operator + (const TL& lhs, const v_2d& rhs) - { - return v_2d(lhs + rhs.x, lhs + rhs.y); - } - - template - inline constexpr auto operator + (const v_2d& lhs, const TR& rhs) - { - return v_2d(lhs.x + rhs, lhs.y + rhs); - } - - template - inline constexpr auto operator + (const v_2d& lhs, const v_2d& rhs) - { - return v_2d(lhs.x + rhs.x, lhs.y + rhs.y); - } - - template - inline constexpr auto operator += (v_2d& lhs, const TR& rhs) - { - lhs = lhs + rhs; - return lhs; - } - - template - inline constexpr auto operator += (v_2d& lhs, const v_2d& rhs) - { - lhs = lhs + rhs; - return lhs; - } - - // Unary negation operator overoad for inverting a vector - template - inline constexpr auto operator - (const v_2d& lhs) - { - return v_2d(-lhs.x, -lhs.y); - } - - // Subtraction operator overloads between vectors and scalars, and vectors and vectors - template - inline constexpr auto operator - (const TL& lhs, const v_2d& rhs) - { - return v_2d(lhs - rhs.x, lhs - rhs.y); - } - - template - inline constexpr auto operator - (const v_2d& lhs, const TR& rhs) - { - return v_2d(lhs.x - rhs, lhs.y - rhs); - } - - template - inline constexpr auto operator - (const v_2d& lhs, const v_2d& rhs) - { - return v_2d(lhs.x - rhs.x, lhs.y - rhs.y); - } - - template - inline constexpr auto operator -= (v_2d& lhs, const TR& rhs) - { - lhs = lhs - rhs; - return lhs; - } - - // Greater/Less-Than Operator overloads - mathematically useless, but handy for "sorted" container storage - template - inline constexpr bool operator < (const v_2d& lhs, const v_2d& rhs) - { - return (lhs.y < rhs.y) || (lhs.y == rhs.y && lhs.x < rhs.x); - } - - template - inline constexpr bool operator > (const v_2d& lhs, const v_2d& rhs) - { - return (lhs.y > rhs.y) || (lhs.y == rhs.y && lhs.x > rhs.x); - } - - // Allow olc::v_2d to play nicely with std::cout - template - inline constexpr std::ostream& operator << (std::ostream& os, const v_2d& rhs) - { - os << rhs.str(); - return os; - } - - // Convenient types ready-to-go - typedef v_2d vi2d; - typedef v_2d vu2d; - typedef v_2d vf2d; - typedef v_2d vd2d; -} -#else - #include "olcPixelGameEngine.h" -#endif - - - -namespace olc::utils::geom2d -{ - // Lemon Meringue - inline const double pi = 3.141592653589793238462643383279502884; - - // Floating point error margin - inline const double epsilon = 0.001; - - namespace internal - { - template - inline std::vector> filter_duplicate_points(const std::vector>& points) { - std::vector> filtered_points; - - for (const auto& point : points) - { - bool is_duplicate = false; - - for (const auto& filtered_point : filtered_points) - { - if (std::abs(point.x - filtered_point.x) < epsilon && std::abs(point.y - filtered_point.y) < epsilon) - { - is_duplicate = true; - break; - } - } - - if (!is_duplicate) - { - filtered_points.push_back(point); - } - } - - return filtered_points; - } - }; - - //https://stackoverflow.com/questions/1903954/is-there-a-standard-sign-function-signum-sgn-in-c-c - template - constexpr int sgn(T val) { return (T(0) < val) - (val < T(0)); } - - // Defines a line segment - template - struct line - { - olc::v_2d start; - olc::v_2d end; - - inline line(const olc::v_2d& s = { T(0), T(0) }, - const olc::v_2d& e = { T(0), T(0) }) - : start(s), end(e) - { } - - // Get vector pointing from start to end - inline constexpr olc::v_2d vector() const - { - return (end - start); - } - - // Get length of line - inline constexpr T length() - { - return vector().mag(); - } - - // Get length of line^2 - inline constexpr T length2() - { - return vector().mag2(); - } - - - - // Given a real distance, get point along line - inline constexpr olc::v_2d rpoint(const T& distance) const - { - return start + vector().norm() * distance; - } - - // Given a unit distance, get point along line - inline constexpr olc::v_2d upoint(const T& distance) const - { - return start + vector() * distance; - } - - // Return which side of the line does a point lie - inline constexpr int32_t side(const olc::v_2d& point) const - { - double d = vector().cross(point - start); - if (d < 0) - return -1; - else - if (d > 0) - return 1; - else - return 0; - } - - // Returns line equation "mx + a" coefficients where: - // x: m - // y: a - // NOTE: Returns {inf, inf} if std::abs(end.x - start.x) < epsilon: - inline constexpr olc::vd2d coefficients() const - { - double x1 = start.x; - double x2 = end.x; - double y1 = start.y; - double y2 = end.y; - - // check if line is vertical or close to vertical - if (std::abs(x2 - x1) < epsilon) { - return olc::vd2d{ std::numeric_limits::infinity(), std::numeric_limits::infinity() }; - } - - double m = (y2 - y1) / (x2 - x1); - return olc::vd2d {m, -m * x1 + y1}; - } - }; - - template - struct ray - { - olc::v_2d origin; - olc::v_2d direction; - - inline ray(const olc::v_2d& o = { T(0), T(0) }, - const olc::v_2d& d = { T(0), T(0) }) - : origin(o), direction(d) - { } - }; - - template - struct rect - { - olc::v_2d pos; - olc::v_2d size; - - inline rect(const olc::v_2d& p = { T(0), T(0) }, - const olc::v_2d& s = { T(1), T(1) }) - : pos(p), size(s) - { } - - inline olc::v_2d middle() const - { - return pos + (size * double(0.5)); - } - - // Get line segment from top side of rectangle - inline line top() const - { - return { pos, {pos.x + size.x, pos.y } }; - } - - // Get line segment from bottom side of rectangle - inline line bottom() const - { - return { {pos.x, pos.y + size.y}, pos + size }; - } - - // Get line segment from left side of rectangle - inline line left() const - { - return { pos, {pos.x, pos.y + size.y} }; - } - - // Get line segment from right side of rectangle - inline line right() const - { - return { {pos.x + size.x, pos.y }, pos + size }; - } - - // Get a line from an indexed side, starting top, going clockwise - inline line side(const size_t i) const - { - if ((i & 0b11) == 0) return top(); - if ((i & 0b11) == 1) return right(); - if ((i & 0b11) == 2) return bottom(); - //if ((i & 0b11) == 3) return left(); // Dumb compilers cant fathom this - return left(); - } - - // Get area of rectangle - inline constexpr T area() const - { - return size.x * size.y; - } - - // Get perimeter of rectangle - inline constexpr T perimeter() const - { - return T(2) * (size.x + size.y); - } - - // Returns side count: 4 - inline constexpr size_t side_count() const { - return 4; - } - }; - - - template - struct circle - { - olc::v_2d pos; - T radius = T(0); - - inline circle(const olc::v_2d& p = { T(0), T(0) }, const T r = T(0)) - : pos(p), radius(r) - { } - - // Get area of circle - inline constexpr T area() const - { - return T(pi) * radius * radius; - } - - // Get circumference of circle - inline constexpr T perimeter() const - { - return T(2.0 * pi) * radius; - } - - // Get circumference of circle - inline constexpr T circumference() const - { - return perimeter(); - } - }; - - - template - struct triangle - { - std::array, 3> pos; - - inline triangle( - const olc::v_2d& p0 = { T(0), T(0) }, - const olc::v_2d& p1 = { T(0), T(0) }, - const olc::v_2d& p2 = { T(0), T(0) }) - : pos{ p0,p1,p2 } - { } - - // Get a line from an indexed side, starting top, going clockwise - inline line side(const size_t i) const - { - return line(pos[i % 3], pos[(i + 1) % 3]); - } - - // Get area of triangle - inline constexpr T area() const - { - return double(0.5) * std::abs( - (pos[0].x * (pos[1].y - pos[2].y)) + - (pos[1].x * (pos[2].y - pos[0].y)) + - (pos[2].x * (pos[0].y - pos[1].y))); - } - - // Get perimeter of triangle - inline constexpr T perimeter() const - { - return line(pos[0], pos[1]).length() - + line(pos[1], pos[2]).length() - + line(pos[2], pos[0]).length(); - } - - // Returns side count: 3 - inline constexpr size_t side_count() const { - return 3; - } - }; - - - template - struct polygon - { - std::vector> pos; - }; - - - // ========================================================================================================================= - // Closest(shape, point) =================================================================================================== - - // Closest location on [SHAPE] to Point - - // closest(p,p) - // Returns closest point on point to any shape (aka the original point) :P - template - inline olc::v_2d closest(const olc::v_2d& p, [[maybe_unused]] const T2& anything_who_cares) - { - return p; - } - - // closest(l,p) - // Returns closest point on line to point - template - inline olc::v_2d closest(const line& l, const olc::v_2d& p) - { - auto d = l.vector(); - double u = std::clamp(double(d.dot(p - l.start)) / d.mag2(), 0.0, 1.0); - return l.start + u * d; - } - - // closest(c,p) - // Returns closest point on circle to point - template - inline olc::v_2d closest(const circle& c, const olc::v_2d& p) - { - return c.pos + olc::vd2d(p - c.pos).norm() * c.radius; - } - - // closest(r,p) - // Returns closest point on rectangle to point - template - inline olc::v_2d closest(const rect& r, const olc::v_2d& p) - { - // Note: this algorithm can be reused for polygon - auto c1 = closest(r.top(), p); - auto c2 = closest(r.bottom(), p); - auto c3 = closest(r.left(), p); - auto c4 = closest(r.right(), p); - - auto d1 = (c1 - p).mag2(); - auto d2 = (c2 - p).mag2(); - auto d3 = (c3 - p).mag2(); - auto d4 = (c4 - p).mag2(); - - auto dmin = d1; - auto cmin = c1; - - if (d2 < dmin) { - dmin = d2; - cmin = c2; - } - if (d3 < dmin) { - dmin = d3; - cmin = c3; - } - if (d4 < dmin) { - dmin = d4; - cmin = c4; - } - - return cmin; - } - - // closest(t,p) - // Returns closest point on triangle to point - template - inline olc::v_2d closest(const triangle& t, const olc::v_2d& p) - { - olc::utils::geom2d::line l{ t.pos[0], t.pos[1] }; - auto p0 = closest(l, p); - auto d0 = (p0 - p).mag2(); - - l.end = t.pos[2]; - auto p1 = closest(l, p); - auto d1 = (p1 - p).mag2(); - - l.start = t.pos[1]; - auto p2 = closest(l, p); - auto d2 = (p2 - p).mag2(); - - if ((d0 <= d1) && (d0 <= d2)) { - return p0; - } - else if ((d1 <= d0) && (d1 <= d2)) { - return p1; - } - else { - return p2; - } - } - - // closest(ray,p) - // Returns closest point on ray to point - template - inline olc::v_2d closest(const ray& r, const olc::v_2d& p) - { - // TODO: implement - return p; - } - - - // Closest location on [SHAPE] to Line - - // closest(l,l) - // Returns closest point on line to line - template - inline olc::v_2d closest(const line& l1, const line& l2) - { - // TODO: - return {}; - } - - // closest(r,l) - // Returns closest point on rectangle to line - template - inline olc::v_2d closest(const rect& r, const line& l) - { - // TODO: - return {}; - } - - // closest(c,l) - // Returns closest point on circle to line - template - inline olc::v_2d closest(const circle& c, const line& l) - { - const auto p1 = closest(l, c.pos); - return c.pos + olc::vd2d(p1 - c.pos).norm() * c.radius; - } - - // closest(t,l) - // Returns closest point on triangle to line - template - inline olc::v_2d closest(const triangle& t, const line& l) - { - // TODO: - return {}; - } - - - // Closest location on [SHAPE] to Circle - - // closest(l,c) - // Returns closest point on line to circle - template - inline olc::v_2d closest(const line& l, const circle& c) - { - const auto p1 = closest(c, l); // Closest point on circle to line - return closest(l, p1); - } - - // closest(r,c) - // Returns closest point on rectangle to circle - template - inline olc::v_2d closest(const rect& r, const circle& l) - { - // TODO: - return {}; - } - - // closest(c,c) - // Returns closest point on circle to circle - template - inline olc::v_2d closest(const circle& c, const circle& l) - { - // TODO: - return {}; - } - - // closest(t,c) - // Returns closest point on triangle to circle - template - inline olc::v_2d closest(const triangle& r, const circle& l) - { - // TODO: - return {}; - } - - - // Closest location on [SHAPE] to Triangle - - // closest(l,t) - // Returns closest point on line to triangle - template - inline olc::v_2d closest(const line& l, const triangle& c) - { - // TODO: - return {}; - } - - // closest(r,t) - // Returns closest point on rectangle to triangle - template - inline olc::v_2d closest(const rect& r, const triangle& l) - { - // TODO: - return {}; - } - - // closest(c,t) - // Returns closest point on circle to triangle - template - inline olc::v_2d closest(const circle& c, const triangle& l) - { - // TODO: - return {}; - } - - // closest(t,t) - // Returns closest point on triangle to triangle - template - inline olc::v_2d closest(const triangle& r, const triangle& l) - { - // TODO: - return {}; - } - - - - - - // ================================================================================================================ - // POINT ========================================================================================================== - - // contains(p,p) - // Checks if point contains point - template - inline constexpr bool contains(const olc::v_2d& p1, const olc::v_2d& p2) - { - return (p1 - p2).mag2() < epsilon; - } - - // contains(l,p) - // Checks if line contains point - template - inline constexpr bool contains(const line& l, const olc::v_2d& p) - { - double d = ((p.x - l.start.x) * (l.end.y - l.start.y) - (p.y - l.start.y) * (l.end.x - l.start.x)); - if (std::abs(d) < epsilon) - { - // point is on line - double u = l.vector().dot(p - l.start) / l.vector().mag2(); - return (u >= double(0.0) && u <= double(1.0)); - } - - return false; - } - - // contains(r,p) - // Checks if rectangle contains point - template - inline constexpr bool contains(const rect& r, const olc::v_2d& p) - { - return !(p.x < r.pos.x || p.y < r.pos.y || - p.x > (r.pos.x + r.size.x) || p.y > (r.pos.y + r.size.y)); - } - - // contains(c,p) - // Checks if circle contains a point - template - inline constexpr bool contains(const circle& c, const olc::v_2d& p) - { - return (c.pos - p).mag2() <= (c.radius * c.radius); - } - - // contains(t,p) - // Checks if triangle contains a point - template - inline constexpr bool contains(const triangle& t, const olc::v_2d& p) - { - // http://jsfiddle.net/PerroAZUL/zdaY8/1/ - T2 A = T2(0.5) * (-t.pos[1].y * t.pos[2].x + t.pos[0].y * (-t.pos[1].x + t.pos[2].x) + t.pos[0].x * (t.pos[1].y - t.pos[2].y) + t.pos[1].x * t.pos[2].y); - T2 sign = A < T2(0) ? T2(-1) : T2(1); - T2 s = (t.pos[0].y * t.pos[2].x - t.pos[0].x * t.pos[2].y + (t.pos[2].y - t.pos[0].y) * p.x + (t.pos[0].x - t.pos[2].x) * p.y) * sign; - T2 v = (t.pos[0].x * t.pos[1].y - t.pos[0].y * t.pos[1].x + (t.pos[0].y - t.pos[1].y) * p.x + (t.pos[1].x - t.pos[0].x) * p.y) * sign; - return s >= T2(0) && v >= T2(0) && (s + v) <= T2(2) * A * sign; - } - - - - // overlaps(p,p) - // Check if point overlaps with point (analagous to contains()) - template - inline constexpr bool overlaps(const olc::v_2d& p1, const olc::v_2d& p2) - { - return contains(p1, p2); - } - - // overlaps(l,p) - // Checks if line segment overlaps with point - template - inline constexpr bool overlaps(const line& l, const olc::v_2d& p) - { - return contains(l, p); - } - - // overlaps(r,p) - // Checks if rectangle overlaps with point - template - inline constexpr bool overlaps(const rect& r, const olc::v_2d& p) - { - return contains(r, p); - } - - // overlaps(c,p) - // Checks if circle overlaps with point - template - inline constexpr bool overlaps(const circle& c, const olc::v_2d& p) - { - return contains(c, p); - } - - // overlaps(t,p) - // Checks if triangle overlaps with point - template - inline constexpr bool overlaps(const triangle& t, const olc::v_2d& p) - { - return contains(t, p); - } - - - - - // intersects(p,p) - // Get intersection points where point intersects with point - template - inline std::vector> intersects(const olc::v_2d& p1, const olc::v_2d& p2) - { - if (contains(p1, p2)) - return { p1 }; - - return {}; - } - - // intersects(l,p) - // Get intersection points where line segment intersects with point - template - inline std::vector> intersects(const line& l, const olc::v_2d& p) - { - if (contains(l, p)) - return { p }; - - return {}; - } - - // intersects(r,p) - // Get intersection points where rectangle intersects with point - template - inline std::vector> intersects(const rect& r, const olc::v_2d& p) - { - for (size_t i = 0; i < r.side_count(); i++) - if (contains(r.side(i), p)) - return { p }; - - return {}; - } - - // intersects(c,p) - // Get intersection points where circle intersects with point - template - inline std::vector> intersects(const circle& c, const olc::v_2d& p) - { - if (std::abs((p - c.pos).mag2() - (c.radius * c.radius)) <= epsilon) - return { p }; - - return {}; - } - - // intersects(t,p) - // Get intersection points where triangle intersects with point - template - inline std::vector> intersects(const triangle& t, const olc::v_2d& p) - { - for (size_t i = 0; i < t.side_count(); i++) - if (contains(t.side(i), p)) - return { p }; - - return {}; - - } - - - - - - - - - - - - - // ================================================================================================================ - // LINE =========================================================================================================== - - // contains(p,l) - // Check if point contains line segment - template - inline constexpr bool contains([[maybe_unused]] const olc::v_2d& p, [[maybe_unused]] const line& l) - { - return false; // It can't! - } - - // contains(l,l) - // Check if line segment contains line segment - template - inline constexpr bool contains(const line& l1, const line& l2) - { - return overlaps(l1, l2.start) && overlaps(l1, l2.end); - } - - // contains(r,l) - // Check if rectangle contains line segment - template - inline constexpr bool contains(const rect& r, const line& l) - { - return contains(r, l.start) && contains(r, l.end); - } - - // contains(c,l) - // Check if circle contains line segment - template - inline constexpr bool contains(const circle& c1, const line& l) - { - return contains(c1, l.start) && contains(c1, l.end); - } - - // contains(t,l) - // Check if triangle contains line segment - template - inline constexpr bool contains(const triangle& t, const line& l) - { - return contains(t, l.start) && contains(t, l.end); - } - - - - // overlaps(p,l) - // Check if point overlaps line segment - template - inline constexpr bool overlaps(const olc::v_2d& p, const line& l) - { - return contains(l, p); - } - - // overlaps(l,l) - // Check if line segment overlaps line segment - template - inline constexpr bool overlaps(const line& l1, const line& l2) - { - double D = ((l2.end.y - l2.start.y) * (l1.end.x - l1.start.x) - (l2.end.x - l2.start.x) * (l1.end.y - l1.start.y)); - double uA = ((l2.end.x-l2.start.x)*(l1.start.y-l2.start.y) - (l2.end.y-l2.start.y)*(l1.start.x-l2.start.x)) / D; - double uB = ((l1.end.x-l1.start.x)*(l1.start.y-l2.start.y) - (l1.end.y-l1.start.y)*(l1.start.x-l2.start.x)) / D; - return uA >= 0 && uA <= 1 && uB >= 0 && uB <= 1; - } - - // overlaps(r,l) - // Check if rectangle overlaps line segment - template - inline constexpr bool overlaps(const rect& r, const line& l) - { - return contains(r, l.start) - || overlaps(r.top(), l) - || overlaps(r.bottom(), l) - || overlaps(r.left(), l) - || overlaps(r.right(), l); - } - - // overlaps(c,l) - // Check if circle overlaps line segment - template - inline constexpr bool overlaps(const circle& c, const line& l) - { - auto vClosest = closest(l, c.pos); - return ((c.pos - vClosest).mag2() <= (c.radius * c.radius)); - } - - // overlaps(t,l) - // Check if triangle overlaps line segment - template - inline constexpr bool overlaps(const triangle& t, const line& l) - { - return overlaps(t, l.start) || overlaps(t.side(0), l) || overlaps(t.side(1), l) || overlaps(t.side(2), l); - } - - - - // intersects(p,l) - // Get intersection points where point intersects with line segment - template - inline std::vector> intersects(const olc::v_2d& p, const line& l) - { - return intersects(l, p); - } - - // intersects(l,l) - // Get intersection points where line segment intersects with line segment - template - inline std::vector> intersects(const line& l1, const line& l2) - { - float rd = l1.vector().cross(l2.vector()); - if (rd == 0) return {}; // Parallel or Colinear TODO: Return two points - - //Inverse rd product - rd = 1.f / rd; - - //Cross products: - //rn = (b1b2 x b1a1) - float rn = ((l2.end.x - l2.start.x) * (l1.start.y - l2.start.y) - (l2.end.y - l2.start.y) * (l1.start.x - l2.start.x)) * rd; - //sn = (a1a2 x b1a1) - float sn = ((l1.end.x - l1.start.x) * (l1.start.y - l2.start.y) - (l1.end.y - l1.start.y) * (l1.start.x - l2.start.x)) * rd; - - //Return the intersection depth - //if (d) *d = rn; - - if (rn < 0.f || rn > 1.f || sn < 0.f || sn > 1.f) - return {}; // Intersection not within line segment - - return { l1.start + rn * l1.vector()}; - } - - // intersects(r,l) - // Get intersection points where rectangle intersects with line segment - template - inline std::vector> intersects(const rect& r, const line& l) - { - std::vector> intersections; - - for (size_t i = 0; i < r.side_count(); i++) - { - auto v = intersects(r.side(i), l); - intersections.insert(intersections.end(), v.begin(), v.end()); - } - - return internal::filter_duplicate_points(intersections); - } - - // intersects(c,l) - // Get intersection points where circle intersects with line segment - template - inline std::vector> intersects(const circle& c, const line& l) - { - const auto closestPointToSegment = closest(l, c.pos); - if (!overlaps(c, closestPointToSegment)) - { - // Circle is too far away - return {}; - } - - // Compute point closest to the circle on the line - const auto d = l.vector(); - const auto uLine = d.dot(c.pos - l.start) / d.mag2(); - const auto closestPointToLine = l.start + uLine * d; - const auto distToLine = (c.pos - closestPointToLine).mag2(); - - if (std::abs(distToLine - c.radius * c.radius) < epsilon) - { - // Circle "kisses" the line - return { closestPointToLine }; - } - - // Circle intersects the line - const auto length = std::sqrt(c.radius * c.radius - distToLine); - const auto p1 = closestPointToLine + l.vector().norm() * length; - const auto p2 = closestPointToLine - l.vector().norm() * length; - - std::vector> intersections; - intersections.reserve(2); - - if ((p1 - closest(l, p1)).mag2() < epsilon * epsilon) - intersections.push_back(p1); - if ((p2 - closest(l, p2)).mag2() < epsilon * epsilon) - intersections.push_back(p2); - - return internal::filter_duplicate_points(intersections); - } - - // intersects(t,l) - // Get intersection points where triangle intersects with line segment - template - inline std::vector> intersects(const triangle& t, const line& l) - { - std::vector> intersections; - - for (size_t i = 0; i < t.side_count(); i++) - { - auto v = intersects(t.side(i), l); - intersections.insert(intersections.end(), v.begin(), v.end()); - } - - return internal::filter_duplicate_points(intersections); - } - - - - - - - - - - - - - // ================================================================================================================ - // RECTANGLE ====================================================================================================== - - // contains(p,r) - // Check if point contains rectangle - template - inline constexpr bool contains([[maybe_unused]] const olc::v_2d& p, [[maybe_unused]] const rect& r) - { - return false; // It can't! - } - - // contains(l,r) - // Check if line segment contains rectangle - template - inline constexpr bool contains([[maybe_unused]] const line& l, [[maybe_unused]] const rect& r) - { - return false; // It can't - } - - // contains(r,r) - // Check if rectangle contains rectangle - template - inline constexpr bool contains(const rect& r1, const rect& r2) - { - return (r2.pos.x >= r1.pos.x) && (r2.pos.x + r2.size.x <= r1.pos.x + r1.size.x) && - (r2.pos.y >= r1.pos.y) && (r2.pos.y + r2.size.y <= r1.pos.y + r1.size.y); - } - - // contains(c,r) - // Check if circle contains rectangle - template - inline constexpr bool contains(const circle& c, const rect& r) - { - return contains(c, r.pos) - && contains(c, olc::v_2d{ r.pos.x + r.size.x, r.pos.y }) - && contains(c, olc::v_2d{ r.pos.x, r.pos.y + r.size.y }) - && contains(c, r.pos + r.size); - } - - // contains(t,r) - // Check if triangle contains rectangle - template - inline constexpr bool contains(const triangle& t, const rect& r) - { - return contains(t, r.pos) - && contains(t, r.pos + r.size) - && contains(t, olc::v_2d{ r.pos.x + r.size.x,r.pos.y }) - && contains(t, olc::v_2d{ r.pos.x, r.pos.y + r.size.y }); - } - - - - // overlaps(p,r) - // Check if point overlaps rectangle - template - inline constexpr bool overlaps(const olc::v_2d& p, const rect& r) - { - return overlaps(r, p); - } - - // overlaps(l,r) - // Check if line segment overlaps rectangle - template - inline constexpr bool overlaps(const line& l, const rect& r) - { - return overlaps(r, l); - } - - // overlaps(r,r) - // Check if rectangle overlaps rectangle - template - inline constexpr bool overlaps(const rect& r1, const rect& r2) - { - return (r1.pos.x <= r2.pos.x + r2.size.x && r1.pos.x + r1.size.x >= r2.pos.x && - r1.pos.y <= r2.pos.y + r2.size.y && r1.pos.y + r1.size.y >= r2.pos.y); - } - - // overlaps(c,r) - // Check if circle overlaps rectangle - template - inline constexpr bool overlaps(const circle& c, const rect& r) - { - // Inspired by this (very clever btw) - // https://stackoverflow.com/questions/45370692/circle-rectangle-collision-response - // But modified to work :P - double overlap = (olc::v_2d{ std::clamp(c.pos.x, r.pos.x, r.pos.x + r.size.x), std::clamp(c.pos.y, r.pos.y, r.pos.y + r.size.y) } - c.pos).mag2(); - if (std::isnan(overlap)) overlap = 0; - return (overlap - (c.radius * c.radius)) < 0; - } - - // overlaps(t,r) - // Check if triangle overlaps rectangle - template - inline constexpr bool overlaps(const triangle& t, const rect& r) - { - return overlaps(t, r.top()) - || overlaps(t, r.bottom()) - || overlaps(t, r.left()) - || overlaps(t, r.right()) - || contains(r, t.pos[0]); - } - - - - // intersects(p,r) - // Get intersection points where point intersects with rectangle - template - inline std::vector> intersects(const olc::v_2d& p, const rect& r) - { - return intersects(r, p); - } - - // intersects(l,r) - // Get intersection points where line segment intersects with rectangle - template - inline std::vector> intersects(const line& l, const rect& r) - { - return intersects(r,l); - } - - // intersects(r,r) - // Get intersection points where rectangle intersects with rectangle - template - inline std::vector> intersects(const rect& r1, const rect& r2) - { - std::vector> intersections; - - for (size_t i = 0; i < r2.side_count(); i++) { - auto v = intersects(r1, r2.side(i)); - intersections.insert(intersections.end(), v.begin(), v.end()); - } - - return internal::filter_duplicate_points(intersections); - } - - // intersects(c,r) - // Get intersection points where circle intersects with rectangle - template - inline std::vector> intersects(const circle& c, const rect& r) - { - std::vector> intersections; - - for (size_t i = 0; i < r.side_count(); i++) - { - auto v = intersects(c, r.side(i)); - intersections.insert(intersections.end(), v.begin(), v.end()); - } - - return internal::filter_duplicate_points(intersections); - } - - // intersects(t,r) - // Get intersection points where triangle intersects with rectangle - template - inline std::vector> intersects(const triangle& t, const rect& r) - { - std::vector> intersections; - - for (size_t i = 0; i < r.side_count(); i++) { - auto v = intersects(t, r.side(i)); - intersections.insert(intersections.end(), v.begin(), v.end()); - } - - return internal::filter_duplicate_points(intersections); - } - - - - - - - - - - - - - - // ================================================================================================================ - // CIRCLE ========================================================================================================= - - // contains(p,c) - // Check if point contains circle - template - inline constexpr bool contains([[maybe_unused]] const olc::v_2d& p, [[maybe_unused]] const circle& c) - { - return false; // It can't! - } - - // contains(l,c) - // Check if line segment contains circle - template - inline constexpr bool contains([[maybe_unused]] const line& l, [[maybe_unused]] const circle& c) - { - return false; // It can't! - } - - // contains(r,c) - // Check if rectangle contains circle - template - inline constexpr bool contains(const rect& r, const circle& c) - { - return r.pos.x + c.radius <= c.pos.x - && c.pos.x <= r.pos.x + r.size.x - c.radius - && r.pos.y + c.radius <= c.pos.y - && c.pos.y <= r.pos.y + r.size.y - c.radius; - } - - // contains(c,c) - // Check if circle contains circle - template - inline constexpr bool contains(const circle& c1, const circle& c2) - { - return (std::sqrt(std::pow(c2.pos.x - c1.pos.x, 2) + std::pow(c2.pos.y - c1.pos.y, 2)) + c2.radius) <= c1.radius; - - } - - // contains(t,c) - // Check if triangle contains circle - template - inline constexpr bool contains(const triangle& t, const circle& c) - { - return contains(t, c.pos) && (c.pos - closest(t, c.pos)).mag2() >= c.radius * c.radius; - } - - - - // overlaps(p,c) - // Check if point overlaps circle - template - inline constexpr bool overlaps(const olc::v_2d& p, const circle& c) - { - return overlaps(c, p); - } - - // overlaps(l,c) - // Check if line segment overlaps circle - template - inline constexpr bool overlaps(const line& l, const circle& c) - { - return overlaps(c, l); - } - - // overlaps(r,c) - // Check if rectangle overlaps circle - template - inline constexpr bool overlaps(const rect& r, const circle& c) - { - return overlaps(c, r); - } - - // overlaps(c,c) - // Check if circle overlaps circle - template - inline constexpr bool overlaps(const circle& c1, const circle& c2) - { - return (c1.pos - c2.pos).mag2() <= (c1.radius + c2.radius) * (c1.radius + c2.radius); - } - - // overlaps(t,c) - // Check if triangle overlaps circle - template - inline constexpr bool overlaps(const triangle& t, const circle& c) - { - return contains(t, c.pos) || (c.pos - closest(t, c.pos)).mag2() <= c.radius * c.radius; - } - - - - // intersects(p,c) - // Get intersection points where point intersects with circle - template - inline std::vector> intersects(const olc::v_2d& p, const circle& c) - { - return intersects(c, p); - } - - // intersects(l,c) - // Get intersection points where line segment intersects with circle - template - inline std::vector> intersects(const line& l, const circle& c) - { - return intersects(c, l); - } - - // intersects(r,c) - // Get intersection points where rectangle intersects with circle - template - inline std::vector> intersects(const rect& r, const circle& c) - { - return intersects(c, r); - } - - // intersects(c,c) - // Get intersection points where circle intersects with circle - template - inline std::vector> intersects(const circle& c1, const circle& c2) - { - if (c1.pos == c2.pos) return {}; // circles are either within one another so cannot intersect, or are - // identical so share all points which there's no good way to represent in return value. - v_2d between = c2.pos - c1.pos; - float dist2 = between.mag2(); - float radiusSum = c1.radius + c2.radius; - if (dist2 > radiusSum*radiusSum) return {}; // circles are too far apart to be touching. - if (contains(c1, c2) || contains(c2, c1)) return {}; // one circle is inside of the other, they can't be intersecting. - if (dist2 == radiusSum) return {c1.pos + between.norm() * c1.radius}; // circles are touching at exactly 1 point - // otherwise they're touching at 2 points. - // - // ______ ________ - // .'' ''.X' ''. X = intersections - // / / |\ \ O = chordCenter - // | | | | | In order to find the intersections we first find O. - // ( c1--(--O-)--c2 ) To do this, we find the distance c1->O by solving for the - // | | | | | two right triangles formed by the chord and c1->c2 (L). - // \ \ |/ / . Pythagorean theorem: - // '. .'X ,' .'|\ (L-x)^2 + h^2 = c1.r^2 - // ''----'' ''------'' c1.r / | \ c2.radius x^2 + h^2 = c2.r^2 - // .' h| \ Subtract 1 equation from the other and solve: - // /_____|___\ (L-x)^2 + h^2 - (x^2 + h^2) = c1.r^2 - c2.r^2 - // x L-x (L-x)^2 - x^2 = c1.r^2 - c2.r^2 - // L^2 - 2Lx = c1.r^2 - c2.r^2 - // 2Lx - L^2 = c2.r^2 - c1.r^2 - // v------------<-----------------<-----------------<-----. x = (L^2 + c2.r^2 - c1.r^2)/2 -. - // Next, we have to solve for the height h, and move '-------<--------------------<-----' - // that distance from O, perpendicular to c1->c2. - // - // Pythagorean theorem: x^2 + h^2 = c1.r^2 -> c1.r^2 - x^2 = h^2 -> h = sqrt(c1.r^2 - x^2) - // - // x is ccDist and h is halfChord. - // - float dist = std::sqrt(dist2); - float ccDist = (dist2 + c1.radius * c1.radius - c2.radius * c2.radius)/(2*dist); - v_2d chordCenter = c1.pos + between.norm() * ccDist; - v_2d halfChord = between.norm().perp() * std::sqrt(c1.radius * c1.radius - ccDist * ccDist); - return {chordCenter + halfChord, chordCenter - halfChord}; - } - - // intersects(t,c) - // Get intersection points where triangle intersects with circle - template - inline std::vector> intersects(const triangle& t, const circle& c) - { - std::vector> intersections; - - for (size_t i = 0; i < t.side_count(); i++) { - auto v = intersects(c, t.side(i)); - intersections.insert(intersections.end(), v.begin(), v.end()); - } - - return internal::filter_duplicate_points(intersections); - } - - - - - - - - - - - - - - // ================================================================================================================ - // TRIANGLE ======================================================================================================= - - // contains(p,t) - // Check if point contains triangle - template - inline constexpr bool contains([[maybe_unused]] const olc::v_2d& p, [[maybe_unused]] const triangle& t) - { - return false; // It can't! - } - - // contains(l,t) - // Check if line segment contains triangle - template - inline constexpr bool contains([[maybe_unused]] const line& l, [[maybe_unused]] const triangle& t) - { - return false; // It can't - } - - // contains(r,t) - // Check if rectangle contains triangle - template - inline constexpr bool contains(const rect& r, const triangle& t) - { - return contains(r, t.side(0)) - && contains(r, t.side(1)) - && contains(r, t.side(2)); - } - - // contains(c,t) - // Check if circle contains triangle - template - inline constexpr bool contains(const circle& c, const triangle& t) - { - return contains(c, t.pos[0]) - && contains(c, t.pos[1]) - && contains(c, t.pos[2]); - } - - // contains(t,t) - // Check if triangle contains triangle - template - inline constexpr bool contains(const triangle& t1, const triangle& t2) - { - return contains(t1, t2.pos[0]) - && contains(t1, t2.pos[1]) - && contains(t1, t2.pos[2]); - } - - - - // overlaps(p,t) - // Check if point overlaps triangle - template - inline constexpr bool overlaps(const olc::v_2d& p, const triangle& t) - { - return overlaps(t, p); - } - - // overlaps(l,t) - // Check if line segment overlaps triangle - template - inline constexpr bool overlaps(const line& l, const triangle& t) - { - return overlaps(t, l); - } - - // overlaps(r,t) - // Check if rectangle overlaps triangle - template - inline constexpr bool overlaps(const rect& r, const triangle& t) - { - return overlaps(t, r); - } - - // overlaps(c,t) - // Check if circle overlaps triangle - template - inline constexpr bool overlaps(const circle& c, const triangle& t) - { - return overlaps(t, c); - } - - // overlaps(t,t) - // Check if triangle overlaps triangle - template - inline constexpr bool overlaps(const triangle& t1, const triangle& t2) - { - return overlaps(t1, t2.side(0)) - || overlaps(t1, t2.side(1)) - || overlaps(t1, t2.side(2)) - || overlaps(t2, t1.pos[0]); - } - - - - // intersects(p,t) - // Get intersection points where point intersects with triangle - template - inline std::vector> intersects(const olc::v_2d& p, const triangle& t) - { - return intersects(t, p); - } - - // intersects(l,t) - // Get intersection points where line segment intersects with triangle - template - inline std::vector> intersects(const line& l, const triangle& t) - { - return intersects(t, l); - } - - // intersects(r,t) - // Get intersection points where rectangle intersects with triangle - template - inline std::vector> intersects(const rect& r, const triangle& t) - { - return intersects(t, r); - } - - // intersects(c,t) - // Get intersection points where circle intersects with triangle - template - inline std::vector> intersects(const circle& c, const triangle& t) - { - return intersects(t, c); - } - - // intersects(t,t) - // Get intersection points where triangle intersects with triangle - template - inline std::vector> intersects(const triangle& t1, const triangle& t2) - { - std::vector> intersections; - - for (size_t i = 0; i < t2.side_count(); i++) { - auto v = intersects(t1, t2.side(i)); - intersections.insert(intersections.end(), v.begin(), v.end()); - } - - return internal::filter_duplicate_points(intersections); - } - - - // envelope_c(c) - // Return circle that fully encapsulates a point - template - inline constexpr circle envelope_c(const olc::v_2d& p) - { - return circle(p, 0); - } - - - - // envelope_c(l) - // Return circle that fully encapsulates a line - template - inline constexpr circle envelope_c(const line& l) - { - return {l.upoint(0.5),l.vector().mag()/2}; - } - - // envelope_c(r) - // Return circle that fully encapsulates a rectangle - template - inline constexpr circle envelope_c(const rect& r) - { - // Construct the circle from the rectangle's diagonal - return envelope_c(line(r.pos, r.pos + r.size)); - } - - // envelope_c(c) - // Return circle that fully encapsulates a circle - template - inline constexpr circle envelope_c(const circle& c) - { - return c; - } - - // envelope_c(t) - // Return circle that fully encapsulates a triangle - template - inline constexpr circle envelope_c(const triangle& t) - { - olc::v_2d circumcenter; - - double D = 2 * (t.pos[0].x * (t.pos[1].y - t.pos[2].y) + t.pos[1].x * (t.pos[2].y - t.pos[0].y) + t.pos[2].x * (t.pos[0].y - t.pos[1].y)); - circumcenter.x = T1(double( - (t.pos[0].x * t.pos[0].x + t.pos[0].y * t.pos[0].y) * (t.pos[1].y - t.pos[2].y) + - (t.pos[1].x * t.pos[1].x + t.pos[1].y * t.pos[1].y) * (t.pos[2].y - t.pos[0].y) + - (t.pos[2].x * t.pos[2].x + t.pos[2].y * t.pos[2].y) * (t.pos[0].y - t.pos[1].y) - ) / D); - circumcenter.y = T1(double( - (t.pos[0].x * t.pos[0].x + t.pos[0].y * t.pos[0].y) * (t.pos[2].x - t.pos[1].x) + - (t.pos[1].x * t.pos[1].x + t.pos[1].y * t.pos[1].y) * (t.pos[0].x - t.pos[2].x) + - (t.pos[2].x * t.pos[2].x + t.pos[2].y * t.pos[2].y) * (t.pos[1].x - t.pos[0].x) - ) / D); - - double r = 0; - for (auto& point : t.pos) { - r = std::max(r, double(std::hypot(circumcenter.x - point.x, circumcenter.y - point.y))); - } - - return {circumcenter, T1(r)}; - } - - - - - - - - - // envelope_r(p) - // Return rectangle that fully encapsulates a point - template - inline constexpr rect envelope_r(const olc::v_2d& p) - { - return rect(p, { 0,0 }); - } - - // envelope_r(l) - // Return rectangle that fully encapsulates a line - template - inline constexpr rect envelope_r(const line& l) - { - T1 min_x=std::min(l.start.x,l.end.x); - T1 min_y=std::min(l.start.y,l.end.y); - T1 size_x=std::abs(l.start.x-l.end.x); - T1 size_y=std::abs(l.start.y-l.end.y); - return {{min_x,min_y},{size_x,size_y}}; - } - - // envelope_r(r) - // Return rectangle that fully encapsulates a rectangle - template - inline constexpr rect envelope_r(const rect& r) - { - return r; - } - - // envelope_r(c) - // Return rectangle that fully encapsulates a circle - template - inline constexpr rect envelope_r(const circle& c) - { - return rect(c.pos - v_2d{c.radius, c.radius}, { c.radius * 2, c.radius * 2 }); - } - - // envelope_r(t) - // Return rectangle that fully encapsulates a triangle - template - inline constexpr rect envelope_r(const triangle& t) - { - auto vMin = t.pos[0].min(t.pos[1].min(t.pos[2])); - auto vMax = t.pos[0].max(t.pos[1].max(t.pos[2])); - return rect(vMin, vMax - vMin); - } - - template - inline constexpr auto bounding_box(T&& t) - { - return envelope_r(std::forward(t)); - } - - template - inline constexpr auto bounding_circle(T&& t) - { - return envelope_c(std::forward(t)); - } - - - // PROJECTIONS ========================================================================================================== - - // project(c,p) - // project a circle, onto a point, via a ray (i.e. how far along the ray can the circle travel until it contacts the point?) - template - inline std::optional> project(const circle& c, const olc::v_2d& p, const ray& q) - { - return project(c, circle(p, 0), q); - } - - - // project(c,c) - // project a circle, onto a circle, via a ray (i.e. how far along the ray can the circle travel until it contacts the other circle?) - template - inline std::optional> project(const circle& c1, const circle& c2, const ray& q) - { - // Inspired by https://math.stackexchange.com/a/929240 - - double A = q.direction.mag2(); - double B = 2.0 * (q.origin.dot(q.direction) - c2.pos.dot(q.direction)); - double C = c2.pos.mag2() + q.origin.mag2() - (2.0 * c2.pos.x * q.origin.x) - (2.0 * c2.pos.y * q.origin.y) - ((c1.radius + c2.radius) * (c1.radius + c2.radius)); - double D = B * B - 4.0 * A * C; - - if (D < 0.0) - return std::nullopt; - else - { - const auto sD = std::sqrt(D); - const auto s1 = (-B + sD) / (2.0 * A); - const auto s2 = (-B - sD) / (2.0 * A); - - if (s1 < 0 && s2 < 0) - return std::nullopt; - if (s1 < 0) - return q.origin + q.direction * s2; - if (s2 < 0) - return q.origin + q.direction * s1; - - return q.origin + q.direction * std::min(s1, s2); - } - } - - // project(c,l) - // project a circle, onto a line segment, via a ray - template - inline std::optional> project(const circle& c, const line& l, const ray& q) - { - // Treat line segment as capsule with radius that of the circle - // and treat the circle as a point - - // First do we hit ends of line segment, inflated to be circles - const auto vHitsStartCirc = intersects(q, circle(l.start, c.radius)); - const auto vHitsEndCirc = intersects(q, circle(l.end, c.radius)); - - // Now create two line segments in parallel to the original, that join - // up the end circles to form the sides of the capsule - const auto displace = l.vector().norm().perp() * c.radius; - const auto vHitsSide1 = intersects(q, line(l.start + displace, l.end + displace)); - const auto vHitsSide2 = intersects(q, line(l.start - displace, l.end - displace)); - - // Bring the multitude of points to one place - std::vector> vAllIntersections; - vAllIntersections.insert(vAllIntersections.end(), vHitsStartCirc.begin(), vHitsStartCirc.end()); - vAllIntersections.insert(vAllIntersections.end(), vHitsEndCirc.begin(), vHitsEndCirc.end()); - vAllIntersections.insert(vAllIntersections.end(), vHitsSide1.begin(), vHitsSide1.end()); - vAllIntersections.insert(vAllIntersections.end(), vHitsSide2.begin(), vHitsSide2.end()); - - if (vAllIntersections.size() == 0) - { - // No intersections at all, so - return std::nullopt; - } - - // Find closest - double dClosest = std::numeric_limits::max(); - olc::v_2d vClosest; - for (const auto& vContact : vAllIntersections) - { - double dDistance = (vContact - c.pos).mag2(); - if (dDistance < dClosest) - { - dClosest = dDistance; - vClosest = vContact; - } - } - - return vClosest; - } - - // project(c,r) - // project a circle, onto a rectangle, via a ray - template - inline std::optional> project(const circle& c, const rect& r, const ray& q) - { - // TODO: - return std::nullopt; - } - - // project(c,t) - // project a circle, onto a triangle, via a ray - template - inline std::optional> project(const circle& c, const triangle& t, const ray& q) - { - // TODO: - return std::nullopt; - } - - - // RAYS ================================================================================================================= - - // intersects(q,q) - // return intersection point (if it exists) of a ray and a ray - template - inline std::vector> intersects(const ray& q1, const ray& q2) - { - const auto origin_diff = q2.origin - q1.origin; - const auto cp1 = q1.direction.cross(q2.direction); - const auto cp2 = origin_diff.cross(q2.direction); - - if (cp1 == 0) // Early rejection - { - if (cp2 == 0) - return { q1.origin }; // co-linear - else - return {}; // parallel - } - - const auto cp3 = origin_diff.cross(q1.direction); - const auto t1 = cp2 / cp1; // distance along q1 to intersection - const auto t2 = cp3 / cp1; // distance along q2 to intersection - - if (t1 >= 0 && t2 >= 0) - return { q1.origin + q1.direction * t1 }; // Intersection, both rays positive - else - return {}; // Intersection, but behind a rays origin, so not really an intersection in context - } - - // intersects(q,p) - // return intersection point (if it exists) of a ray and a point - template - inline std::vector> intersects(const ray& q, const v_2d& p) - { - const line l = { q.origin, q.origin + q.direction }; - - if (std::abs(l.side(p)) < epsilon ) - return { p }; // Intersection - else - return {}; - } - - // intersects(q,l) - // return intersection point (if it exists) of a ray and a line segment - template - inline std::vector> intersects(const ray& q, const line& l) - { - const auto line_direction = l.vector(); - const auto origin_diff = l.start - q.origin; - const auto cp1 = q.direction.cross(line_direction); - const auto cp2 = origin_diff.cross(line_direction); - - if (cp1 == 0) // Early rejection - { - if (cp2 == 0) - return { q.origin }; // co-linear - else - return {}; // parallel - } - - const auto cp3 = origin_diff.cross(q.direction); - const auto t1 = cp2 / cp1; // distance along ray to intersection - const auto t2 = cp3 / cp1; // distance along line segment to intersection - - if (t1 >= 0 && t2 >= 0 && t2 <= 1) - return { q.origin + q.direction * t1 }; // Intersection, both rays positive - else - return {}; // Intersection, but behind a rays origin, or outside line segment bounds. - // so not really an intersection in context - } - - // collision(q,l) - // optionally returns collision point and collision normal of ray and a line segment, if it collides - template - inline std::optional, olc::v_2d>> collision(const ray& q, const line& l) - { - const auto vIntersection = intersects(q, l); - if (vIntersection.size() > 0) - { - return { {vIntersection[0], l.vector().perp().norm() * l.side(q.origin)} }; - } - - return std::nullopt; - } - - // reflect(q,l) - // optionally returns a ray reflected off a line segement if collision occurs - template - inline std::optional> reflect(const ray& q, const line& l) - { - const auto vCollision = collision(q, l); - if (vCollision.has_value()) - { - return { ray{vCollision.value().first, q.direction.reflect(vCollision.value().second)} }; - } - - return std::nullopt; - } - - // reflect(q,p) - // optionally returns a ray reflected off a point if collision occurs - template - inline std::optional> reflect(const ray& q, const olc::v_2d& p) - { - // TODO: - return std::nullopt; - } - - // collision(q,r) - // optionally returns collision point and collision normal of ray and a line segment, if it collides - template - inline std::optional, olc::v_2d>> collision(const ray& q, const rect& r) - { - olc::v_2d vClosestIntersection; - olc::v_2d vIntersectionNormal; - double dClosestDistance2 = std::numeric_limits::max(); - bool bCollide = false; - - for (size_t i = 0; i < r.side_count(); i++) - { - auto v = intersects(q, r.side(i)); - if (v.size() > 0) - { - bCollide = true; - double d = (v[0] - q.origin).mag2(); - if (d < dClosestDistance2) - { - dClosestDistance2 = d; - vClosestIntersection = v[0]; - vIntersectionNormal = r.side(i).vector().perp().norm(); - } - } - } - - if (bCollide) - { - return { {vClosestIntersection, vIntersectionNormal} }; - } - - return std::nullopt; - } - - // reflect(q,r) - // optionally returns a ray reflected off a rectangle if collision occurs - template - inline std::optional> reflect(const ray& q, const rect& r) - { - const auto vCollision = collision(q, r); - if (vCollision.has_value()) - { - return { ray{vCollision.value().first, q.direction.reflect(vCollision.value().second)} }; - } - - return std::nullopt; - } - - // collision(q,c) - // optionally returns collision point and collision normal of ray and a circle, if it collides - template - inline std::optional, olc::v_2d>> collision(const ray& q, const circle& c) - { - const auto vIntersection = intersects(q, c); - if (vIntersection.size() > 0) - { - return { {vIntersection[0], (vIntersection[0] - c.pos).norm()}}; - } - - return std::nullopt; - } - - // reflect(q,c) - // optionally returns a ray reflected off a circle if collision occurs - template - inline std::optional> reflect(const ray& q, const circle& c) - { - const auto vCollision = collision(q, c); - if (vCollision.has_value()) - { - return { ray{vCollision.value().first, q.direction.reflect(vCollision.value().second)} }; - } - - return std::nullopt; - } - - // collision(q,r) - // optionally returns collision point and collision normal of ray and a triangle, if it collides - template - inline std::optional, olc::v_2d>> collision(const ray& q, const triangle& t) - { - olc::v_2d vClosestIntersection; - olc::v_2d vIntersectionNormal; - double dClosestDistance2 = std::numeric_limits::max(); - bool bCollide = false; - - for (size_t i = 0; i < t.side_count(); i++) - { - auto v = intersects(q, t.side(i)); - if (v.size() > 0) - { - bCollide = true; - double d = (v[0] - q.origin).mag2(); - if (d < dClosestDistance2) - { - dClosestDistance2 = d; - vClosestIntersection = v[0]; - vIntersectionNormal = t.side(i).vector().perp().norm(); - } - } - } - - if (bCollide) - { - return { {vClosestIntersection, vIntersectionNormal} }; - } - - return std::nullopt; - } - - // reflect(q,t) - // optionally returns a ray reflected off a triangle if collision occurs - template - inline std::optional> reflect(const ray& q, const triangle& t) - { - const auto vCollision = collision(q, t); - if (vCollision.has_value()) - { - return { ray{vCollision.value().first, q.direction.reflect(vCollision.value().second)} }; - } - - return std::nullopt; - } - - // reflect(q,r) - // can't reflect a ray of a ray - template - inline std::optional> reflect(const ray& q1, const ray& q2) - { - // Can't reflect! - return std::nullopt; - } - - - // intersects(q,c) - // Get intersection points where a ray intersects a circle - template - inline std::vector> intersects(const ray& q, const circle& c) - { - // Look familiar? - double A = q.direction.mag2(); - double B = 2.0 * (q.origin.dot(q.direction) - c.pos.dot(q.direction)); - double C = c.pos.mag2() + q.origin.mag2() - (2.0 * c.pos.x * q.origin.x) - (2.0 * c.pos.y * q.origin.y) - (c.radius * c.radius); - double D = B * B - 4.0 * A * C; - - if (D < 0.0) - return {}; - else - { - const auto sD = std::sqrt(D); - const auto s1 = (-B + sD) / (2.0 * A); - const auto s2 = (-B - sD) / (2.0 * A); - - if (s1 < 0 && s2 < 0) - return {}; - if (s1 < 0) - return { q.origin + q.direction * s2 }; - if (s2 < 0) - return { q.origin + q.direction * s1 }; - - return { q.origin + q.direction * std::min(s1, s2) }; - } - } - - // intersects(q,r) - // Get intersection points where a ray intersects a rectangle - template - inline std::vector> intersects(const ray& q, const rect& r) - { - std::vector> intersections; - - for (size_t i = 0; i < r.side_count(); i++) - { - auto v = intersects(q, r.side(i)); - intersections.insert(intersections.end(), v.begin(), v.end()); - } - - return internal::filter_duplicate_points(intersections); - } - - // intersects(q,t) - // Get intersection points where a ray intersects a triangle - template - inline std::vector> intersects(const ray& q, const triangle& t) - { - std::vector> intersections; - - for (size_t i = 0; i < t.side_count(); i++) - { - auto v = intersects(q, t.side(i)); - intersections.insert(intersections.end(), v.begin(), v.end()); - } - - return internal::filter_duplicate_points(intersections); - } -} +/* + OneLoneCoder - Geometry 2D v2.0 + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + A collection of 2D Geometric primitives and functions to work with + and between them. + + + License (OLC-3) + ~~~~~~~~~~~~~~~ + + Copyright 2018 - 2024 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 + + Authors + ~~~~~~~ + David Barr, aka javidx9, (c) OneLoneCoder 2019, 2020, 2021, 2022, 2023, 2024 + + With significant contributions from: + + Piratux, Gusgo99, Gorbit99, MaGetzUb, Dandistine, Moros1138 + cstdint, sigonasr, bixxy, Qwerasd, starfreakclone, fux + + Changes: + v1.01: +Made constants inline + +Header guards (lol... sigh...) + v2.0: +Major file contribution and restructuring + +*/ + +/* + What Is This? + ~~~~~~~~~~~~~ + + I've worked with 2D stuff for decades and I'm tired of reapeatedly researching, deriving + and implementing geometric analysis routines, so wanted a "one-stop-shop" to collate all + these mathematics. You don't even need olc::PixelGameEngine, this file will run as a + standalone 2D vector/geometry utility. + + As well as a robust 2D Vector implementation, this file offers definitions of the following + shapes: + + point - A 2D (x,y) vector from (0,0) + line - A line segment defined by a start and end point + circle - A circle defined by a middle point and a radius + rectangle - An axis aligned quad defined by a top left point, and a size + triangle - A triangle defined by 3 points + ray - A special case "line" with an origin and a direction + + Functions have been provided that yield useful analyses for almost every combination + of shapes. The function groups all have the same names, and are differentiated via + argument type: + + point closest(a, b) + Returns closest point on Shape A to Shape B + + bool overlaps(a, b) + Returns true if any part of Shape A overlaps any part of Shape B, including boundaries + + bool contains(a, b) + Returns true if Shape A wholly contains Shape B within and including it's boundary + + vector intersects(a, b) + Returns a vector of points where Shape A boundary intersects with Shape B boundary + + optional project(a, b, ray) + Projects Shape A along a ray, until and if it contacts shape B. If it never contacts + then nothing is returned. If it does contact the closest position Shape A can be to + Shape B is returned without the shapes overlapping + + rect envelope_r(a) / bounding_box(a) + Returns the minimum area rectangle that fully encompasses Shape A + + rect envelope_c(a) / bounding_circle(a) + Returns the minimum area circle that fully encompasses Shape A + + ray reflect(ray, a) + Returns a ray that is a reflection of supplied incident ray against Shape A + + optional collision(ray, a) + Returns the point and normal where a ray collides with Shape A + +*/ + +/* + Quick Navigation + ~~~~~~~~~~~~~~~~ + + To jump to an implementation quickly, use your editor to search in the following way: + + f(a, b) + + where: + + f = overlaps, intersects, contains, closest, envelope_r, envelope_b, reflects, collision + a = p, l, r, c, t, q, pol (point, line, rect, circ, triangle, ray, polygon) + + example: + + "contains(r,c)" - takes you to implementation for contains(rect, circ) + - Does the rectangle contain the circle? +*/ + +/* + Function Matrix - Function(A, B) + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + + A B>| POINT | LINE | RECT | CIRCLE | TRIANGLE | RAY | + ---------+--------------+--------------+--------------+--------------+--------------+--------------+ + POINT | contains | contains | contains | contains | contains | | + | closest | closest | closest | closest | closest | closest | + | overlaps | overlaps | overlaps | overlaps | overlaps | | + | intersects | intersects | intersects | intersects | intersects | | + | | | | | | | + ---------+--------------+--------------+--------------+--------------+--------------+--------------+ + LINE | contains | contains | contains | contains | contains | | + | closest | | | closest | | | + | overlaps | overlaps | overlaps | overlaps | overlaps | | + | intersects | intersects | intersects | intersects | intersects | | + | | | | | | | + ---------+--------------+--------------+--------------+--------------+--------------+--------------+ + RECT | contains | contains | contains | contains | contains | | + | closest | | | | | | + | overlaps | overlaps | overlaps | overlaps | overlaps | | + | intersects | intersects | intersects | intersects | intersects | | + | | | | | | | + ---------+--------------+--------------+--------------+--------------+--------------+--------------+ + CIRCLE | contains | contains | contains | contains | contains | | + | closest | closest | | | | | + | overlaps | overlaps | overlaps | overlaps | overlaps | | + | intersects | intersects | intersects | intersects | intersects | | + | project | project | | project | | | + ---------+--------------+--------------+--------------+--------------+--------------+--------------+ + TRIANGLE | contains | contains | contains | contains | contains | | + | closest | | | | | | + | overlaps | overlaps | overlaps | overlaps | overlaps | | + | intersects | intersects | intersects | intersects | intersects | | + | | | | | | | + ---------+--------------+--------------+--------------+--------------+--------------+--------------+ + RAY | | | | | | | + | | | | | | | + | | collision | collision | collision | collision | collision* | + | | intersects | intersects | intersects | intersects | intersects | + | | reflect | reflect | reflect | reflect | reflect* | + ---------+--------------+--------------+--------------+--------------+--------------+--------------+ + + * Exists but always fails +*/ + +#pragma once +#include +#include +#include +#include +#include +#include +#include + +#ifndef OLC_V2D_TYPE +#define OLC_V2D_TYPE +namespace olc +{ + /* + A complete 2D geometric vector structure, with a variety + of useful utility functions and operator overloads + */ + template + struct v_2d + { + static_assert(std::is_arithmetic::value, "olc::v_2d must be numeric"); + + // x-axis component + T x = 0; + // y-axis component + T y = 0; + + // Default constructor + inline constexpr v_2d() = default; + + // Specific constructor + inline constexpr v_2d(T _x, T _y) : x(_x), y(_y) + {} + + // Copy constructor + inline constexpr v_2d(const v_2d& v) = default; + + // Assignment operator + inline constexpr v_2d& operator=(const v_2d& v) = default; + + + // Returns rectangular area of vector + inline constexpr auto area() const + { + return x * y; + } + + // Returns magnitude of vector + inline auto mag() const + { + return std::sqrt(x * x + y * y); + } + + // Returns magnitude squared of vector (useful for fast comparisons) + inline constexpr T mag2() const + { + return x * x + y * y; + } + + // Returns normalised version of vector + inline v_2d norm() const + { + auto r = 1 / mag(); + return v_2d(x * r, y * r); + } + + // Returns vector at 90 degrees to this one + inline constexpr v_2d perp() const + { + return v_2d(-y, x); + } + + // Rounds both components down + inline constexpr v_2d floor() const + { + return v_2d(std::floor(x), std::floor(y)); + } + + // Rounds both components up + inline constexpr v_2d ceil() const + { + return v_2d(std::ceil(x), std::ceil(y)); + } + + // Returns 'element-wise' max of this and another vector + inline constexpr v_2d max(const v_2d& v) const + { + return v_2d(std::max(x, v.x), std::max(y, v.y)); + } + + // Returns 'element-wise' min of this and another vector + inline constexpr v_2d min(const v_2d& v) const + { + return v_2d(std::min(x, v.x), std::min(y, v.y)); + } + + // Calculates scalar dot product between this and another vector + inline constexpr auto dot(const v_2d& rhs) const + { + return this->x * rhs.x + this->y * rhs.y; + } + + // Calculates 'scalar' cross product between this and another vector (useful for winding orders) + inline constexpr auto cross(const v_2d& rhs) const + { + return this->x * rhs.y - this->y * rhs.x; + } + + // Treat this as polar coordinate (R, Theta), return cartesian equivalent (X, Y) + inline constexpr v_2d cart() const + { + return v_2d(std::cos(y) * x, std::sin(y) * x); + } + + // Treat this as cartesian coordinate (X, Y), return polar equivalent (R, Theta) + inline constexpr v_2d polar() const + { + return v_2d(mag(), std::atan2(y, x)); + } + + // Clamp the components of this vector in between the 'element-wise' minimum and maximum of 2 other vectors + inline constexpr v_2d clamp(const v_2d& v1, const v_2d& v2) const + { + return this->max(v1).min(v2); + } + + // Linearly interpolate between this vector, and another vector, given normalised parameter 't' + inline constexpr v_2d lerp(const v_2d& v1, const double t) const + { + return (*this) * (T(1.0 - t)) + (v1 * T(t)); + } + + // Compare if this vector is numerically equal to another + inline constexpr bool operator == (const v_2d& rhs) const + { + return (this->x == rhs.x && this->y == rhs.y); + } + + // Compare if this vector is not numerically equal to another + inline constexpr bool operator != (const v_2d& rhs) const + { + return (this->x != rhs.x || this->y != rhs.y); + } + + // Return this vector as a std::string, of the form "(x,y)" + inline std::string str() const + { + return std::string("(") + std::to_string(this->x) + "," + std::to_string(this->y) + ")"; + } + + // Assuming this vector is incident, given a normal, return the reflection + inline constexpr v_2d reflect(const v_2d& n) const + { + return (*this) - 2.0 * (this->dot(n) * n); + } + + // Allow 'casting' from other v_2d types + template + inline constexpr operator v_2d() const + { + return { static_cast(this->x), static_cast(this->y) }; + } + }; + + // Multiplication operator overloads between vectors and scalars, and vectors and vectors + template + inline constexpr auto operator * (const TL& lhs, const v_2d& rhs) + { + return v_2d(lhs * rhs.x, lhs * rhs.y); + } + + template + inline constexpr auto operator * (const v_2d& lhs, const TR& rhs) + { + return v_2d(lhs.x * rhs, lhs.y * rhs); + } + + template + inline constexpr auto operator * (const v_2d& lhs, const v_2d& rhs) + { + return v_2d(lhs.x * rhs.x, lhs.y * rhs.y); + } + + template + inline constexpr auto operator *= (v_2d& lhs, const TR& rhs) + { + lhs = lhs * rhs; + return lhs; + } + + // Division operator overloads between vectors and scalars, and vectors and vectors + template + inline constexpr auto operator / (const TL& lhs, const v_2d& rhs) + { + return v_2d(lhs / rhs.x, lhs / rhs.y); + } + + template + inline constexpr auto operator / (const v_2d& lhs, const TR& rhs) + { + return v_2d(lhs.x / rhs, lhs.y / rhs); + } + + template + inline constexpr auto operator / (const v_2d& lhs, const v_2d& rhs) + { + return v_2d(lhs.x / rhs.x, lhs.y / rhs.y); + } + + template + inline constexpr auto operator /= (v_2d& lhs, const TR& rhs) + { + lhs = lhs / rhs; + return lhs; + } + + // Unary Addition operator (pointless but i like the platinum trophies) + template + inline constexpr auto operator + (const v_2d& lhs) + { + return v_2d(+lhs.x, +lhs.y); + } + + // Addition operator overloads between vectors and scalars, and vectors and vectors + template + inline constexpr auto operator + (const TL& lhs, const v_2d& rhs) + { + return v_2d(lhs + rhs.x, lhs + rhs.y); + } + + template + inline constexpr auto operator + (const v_2d& lhs, const TR& rhs) + { + return v_2d(lhs.x + rhs, lhs.y + rhs); + } + + template + inline constexpr auto operator + (const v_2d& lhs, const v_2d& rhs) + { + return v_2d(lhs.x + rhs.x, lhs.y + rhs.y); + } + + template + inline constexpr auto operator += (v_2d& lhs, const TR& rhs) + { + lhs = lhs + rhs; + return lhs; + } + + template + inline constexpr auto operator += (v_2d& lhs, const v_2d& rhs) + { + lhs = lhs + rhs; + return lhs; + } + + // Unary negation operator overoad for inverting a vector + template + inline constexpr auto operator - (const v_2d& lhs) + { + return v_2d(-lhs.x, -lhs.y); + } + + // Subtraction operator overloads between vectors and scalars, and vectors and vectors + template + inline constexpr auto operator - (const TL& lhs, const v_2d& rhs) + { + return v_2d(lhs - rhs.x, lhs - rhs.y); + } + + template + inline constexpr auto operator - (const v_2d& lhs, const TR& rhs) + { + return v_2d(lhs.x - rhs, lhs.y - rhs); + } + + template + inline constexpr auto operator - (const v_2d& lhs, const v_2d& rhs) + { + return v_2d(lhs.x - rhs.x, lhs.y - rhs.y); + } + + template + inline constexpr auto operator -= (v_2d& lhs, const TR& rhs) + { + lhs = lhs - rhs; + return lhs; + } + + // Greater/Less-Than Operator overloads - mathematically useless, but handy for "sorted" container storage + template + inline constexpr bool operator < (const v_2d& lhs, const v_2d& rhs) + { + return (lhs.y < rhs.y) || (lhs.y == rhs.y && lhs.x < rhs.x); + } + + template + inline constexpr bool operator > (const v_2d& lhs, const v_2d& rhs) + { + return (lhs.y > rhs.y) || (lhs.y == rhs.y && lhs.x > rhs.x); + } + + // Allow olc::v_2d to play nicely with std::cout + template + inline constexpr std::ostream& operator << (std::ostream& os, const v_2d& rhs) + { + os << rhs.str(); + return os; + } + + // Convenient types ready-to-go + typedef v_2d vi2d; + typedef v_2d vu2d; + typedef v_2d vf2d; + typedef v_2d vd2d; +} +#else + #include "olcPixelGameEngine.h" +#endif + + + +namespace olc::utils::geom2d +{ + // Lemon Meringue + inline const double pi = 3.141592653589793238462643383279502884; + + // Floating point error margin + inline const double epsilon = 0.001; + + namespace internal + { + template + inline std::vector> filter_duplicate_points(const std::vector>& points) { + std::vector> filtered_points; + + for (const auto& point : points) + { + bool is_duplicate = false; + + for (const auto& filtered_point : filtered_points) + { + if (std::abs(point.x - filtered_point.x) < epsilon && std::abs(point.y - filtered_point.y) < epsilon) + { + is_duplicate = true; + break; + } + } + + if (!is_duplicate) + { + filtered_points.push_back(point); + } + } + + return filtered_points; + } + + template + bool overlaps(const std::vector>& a, const std::vector>& b) + { + for(uint32_t i = 0; i < a.size(); ++i) + { + uint32_t next = (i + 1) % a.size(); + olc::v_2d edge = a[next] - a[i]; + olc::v_2d normal = -edge.perp(); + T minProj = std::numeric_limits::max(); + + for(uint32_t j = 0; j < b.size(); ++j) + { + T proj = normal.dot(b[j] - a[i]); + minProj = std::min(minProj, proj); + } + + if(minProj >= 0) + return false; + } + + return true; + } + }; + + //https://stackoverflow.com/questions/1903954/is-there-a-standard-sign-function-signum-sgn-in-c-c + template + constexpr int sgn(T val) { return (T(0) < val) - (val < T(0)); } + + // Defines a line segment + template + struct line + { + olc::v_2d start; + olc::v_2d end; + + inline line(const olc::v_2d& s = { T(0), T(0) }, + const olc::v_2d& e = { T(0), T(0) }) + : start(s), end(e) + { } + + // Get vector pointing from start to end + inline constexpr olc::v_2d vector() const + { + return (end - start); + } + + // Get length of line + inline constexpr T length() + { + return vector().mag(); + } + + // Get length of line^2 + inline constexpr T length2() + { + return vector().mag2(); + } + + + + // Given a real distance, get point along line + inline constexpr olc::v_2d rpoint(const T& distance) const + { + return start + vector().norm() * distance; + } + + // Given a unit distance, get point along line + inline constexpr olc::v_2d upoint(const T& distance) const + { + return start + vector() * distance; + } + + // Return which side of the line does a point lie + inline constexpr int32_t side(const olc::v_2d& point) const + { + double d = vector().cross(point - start); + if (d < 0) + return -1; + else + if (d > 0) + return 1; + else + return 0; + } + + // Returns line equation "mx + a" coefficients where: + // x: m + // y: a + // NOTE: Returns {inf, inf} if std::abs(end.x - start.x) < epsilon: + inline constexpr olc::vd2d coefficients() const + { + double x1 = start.x; + double x2 = end.x; + double y1 = start.y; + double y2 = end.y; + + // check if line is vertical or close to vertical + if (std::abs(x2 - x1) < epsilon) { + return olc::vd2d{ std::numeric_limits::infinity(), std::numeric_limits::infinity() }; + } + + double m = (y2 - y1) / (x2 - x1); + return olc::vd2d {m, -m * x1 + y1}; + } + }; + + template + struct ray + { + olc::v_2d origin; + olc::v_2d direction; + + inline ray(const olc::v_2d& o = { T(0), T(0) }, + const olc::v_2d& d = { T(0), T(0) }) + : origin(o), direction(d) + { } + }; + + template + struct rect + { + olc::v_2d pos; + olc::v_2d size; + + inline rect(const olc::v_2d& p = { T(0), T(0) }, + const olc::v_2d& s = { T(1), T(1) }) + : pos(p), size(s) + { } + + inline olc::v_2d middle() const + { + return pos + (size * double(0.5)); + } + + // Get line segment from top side of rectangle + inline line top() const + { + return { pos, {pos.x + size.x, pos.y } }; + } + + // Get line segment from bottom side of rectangle + inline line bottom() const + { + return { {pos.x, pos.y + size.y}, pos + size }; + } + + // Get line segment from left side of rectangle + inline line left() const + { + return { pos, {pos.x, pos.y + size.y} }; + } + + // Get line segment from right side of rectangle + inline line right() const + { + return { {pos.x + size.x, pos.y }, pos + size }; + } + + // Get a line from an indexed side, starting top, going clockwise + inline line side(const size_t i) const + { + if ((i & 0b11) == 0) return top(); + if ((i & 0b11) == 1) return right(); + if ((i & 0b11) == 2) return bottom(); + //if ((i & 0b11) == 3) return left(); // Dumb compilers cant fathom this + return left(); + } + + // Get area of rectangle + inline constexpr T area() const + { + return size.x * size.y; + } + + // Get perimeter of rectangle + inline constexpr T perimeter() const + { + return T(2) * (size.x + size.y); + } + + // Returns side count: 4 + inline constexpr size_t side_count() const { + return 4; + } + }; + + + template + struct circle + { + olc::v_2d pos; + T radius = T(0); + + inline circle(const olc::v_2d& p = { T(0), T(0) }, const T r = T(0)) + : pos(p), radius(r) + { } + + // Get area of circle + inline constexpr T area() const + { + return T(pi) * radius * radius; + } + + // Get circumference of circle + inline constexpr T perimeter() const + { + return T(2.0 * pi) * radius; + } + + // Get circumference of circle + inline constexpr T circumference() const + { + return perimeter(); + } + }; + + + template + struct triangle + { + std::array, 3> pos; + + inline triangle( + const olc::v_2d& p0 = { T(0), T(0) }, + const olc::v_2d& p1 = { T(0), T(0) }, + const olc::v_2d& p2 = { T(0), T(0) }) + : pos{ p0,p1,p2 } + { } + + // Get a line from an indexed side, starting top, going clockwise + inline line side(const size_t i) const + { + return line(pos[i % 3], pos[(i + 1) % 3]); + } + + // Get area of triangle + inline constexpr T area() const + { + return double(0.5) * std::abs( + (pos[0].x * (pos[1].y - pos[2].y)) + + (pos[1].x * (pos[2].y - pos[0].y)) + + (pos[2].x * (pos[0].y - pos[1].y))); + } + + // Get perimeter of triangle + inline constexpr T perimeter() const + { + return line(pos[0], pos[1]).length() + + line(pos[1], pos[2]).length() + + line(pos[2], pos[0]).length(); + } + + // Returns side count: 3 + inline constexpr size_t side_count() const { + return 3; + } + }; + + + template + struct polygon + { + std::vector> pos; + }; + + + // ========================================================================================================================= + // Closest(shape, point) =================================================================================================== + + // Closest location on [SHAPE] to Point + + // closest(p,p) + // Returns closest point on point to any shape (aka the original point) :P + template + inline olc::v_2d closest(const olc::v_2d& p, [[maybe_unused]] const T2& anything_who_cares) + { + return p; + } + + // closest(l,p) + // Returns closest point on line to point + template + inline olc::v_2d closest(const line& l, const olc::v_2d& p) + { + auto d = l.vector(); + double u = std::clamp(double(d.dot(p - l.start)) / d.mag2(), 0.0, 1.0); + return l.start + u * d; + } + + // closest(c,p) + // Returns closest point on circle to point + template + inline olc::v_2d closest(const circle& c, const olc::v_2d& p) + { + return c.pos + olc::vd2d(p - c.pos).norm() * c.radius; + } + + // closest(r,p) + // Returns closest point on rectangle to point + template + inline olc::v_2d closest(const rect& r, const olc::v_2d& p) + { + // Note: this algorithm can be reused for polygon + auto c1 = closest(r.top(), p); + auto c2 = closest(r.bottom(), p); + auto c3 = closest(r.left(), p); + auto c4 = closest(r.right(), p); + + auto d1 = (c1 - p).mag2(); + auto d2 = (c2 - p).mag2(); + auto d3 = (c3 - p).mag2(); + auto d4 = (c4 - p).mag2(); + + auto dmin = d1; + auto cmin = c1; + + if (d2 < dmin) { + dmin = d2; + cmin = c2; + } + if (d3 < dmin) { + dmin = d3; + cmin = c3; + } + if (d4 < dmin) { + dmin = d4; + cmin = c4; + } + + return cmin; + } + + // closest(t,p) + // Returns closest point on triangle to point + template + inline olc::v_2d closest(const triangle& t, const olc::v_2d& p) + { + olc::utils::geom2d::line l{ t.pos[0], t.pos[1] }; + auto p0 = closest(l, p); + auto d0 = (p0 - p).mag2(); + + l.end = t.pos[2]; + auto p1 = closest(l, p); + auto d1 = (p1 - p).mag2(); + + l.start = t.pos[1]; + auto p2 = closest(l, p); + auto d2 = (p2 - p).mag2(); + + if ((d0 <= d1) && (d0 <= d2)) { + return p0; + } + else if ((d1 <= d0) && (d1 <= d2)) { + return p1; + } + else { + return p2; + } + } + + // closest(ray,p) + // Returns closest point on ray to point + template + inline olc::v_2d closest(const ray& r, const olc::v_2d& p) + { + // TODO: implement + return p; + } + + + // Closest location on [SHAPE] to Line + + // closest(l,l) + // Returns closest point on line to line + template + inline olc::v_2d closest(const line& l1, const line& l2) + { + // TODO: + return {}; + } + + // closest(r,l) + // Returns closest point on rectangle to line + template + inline olc::v_2d closest(const rect& r, const line& l) + { + // TODO: + return {}; + } + + // closest(c,l) + // Returns closest point on circle to line + template + inline olc::v_2d closest(const circle& c, const line& l) + { + const auto p1 = closest(l, c.pos); + return c.pos + olc::vd2d(p1 - c.pos).norm() * c.radius; + } + + // closest(t,l) + // Returns closest point on triangle to line + template + inline olc::v_2d closest(const triangle& t, const line& l) + { + // TODO: + return {}; + } + + + // Closest location on [SHAPE] to Circle + + // closest(l,c) + // Returns closest point on line to circle + template + inline olc::v_2d closest(const line& l, const circle& c) + { + const auto p1 = closest(c, l); // Closest point on circle to line + return closest(l, p1); + } + + // closest(r,c) + // Returns closest point on rectangle to circle + template + inline olc::v_2d closest(const rect& r, const circle& l) + { + // TODO: + return {}; + } + + // closest(c,c) + // Returns closest point on circle to circle + template + inline olc::v_2d closest(const circle& c, const circle& l) + { + // TODO: + return {}; + } + + // closest(t,c) + // Returns closest point on triangle to circle + template + inline olc::v_2d closest(const triangle& r, const circle& l) + { + // TODO: + return {}; + } + + + // Closest location on [SHAPE] to Triangle + + // closest(l,t) + // Returns closest point on line to triangle + template + inline olc::v_2d closest(const line& l, const triangle& c) + { + // TODO: + return {}; + } + + // closest(r,t) + // Returns closest point on rectangle to triangle + template + inline olc::v_2d closest(const rect& r, const triangle& l) + { + // TODO: + return {}; + } + + // closest(c,t) + // Returns closest point on circle to triangle + template + inline olc::v_2d closest(const circle& c, const triangle& l) + { + // TODO: + return {}; + } + + // closest(t,t) + // Returns closest point on triangle to triangle + template + inline olc::v_2d closest(const triangle& r, const triangle& l) + { + // TODO: + return {}; + } + + + + + + // ================================================================================================================ + // POINT ========================================================================================================== + + // contains(p,p) + // Checks if point contains point + template + inline constexpr bool contains(const olc::v_2d& p1, const olc::v_2d& p2) + { + return (p1 - p2).mag2() < epsilon; + } + + // contains(l,p) + // Checks if line contains point + template + inline constexpr bool contains(const line& l, const olc::v_2d& p) + { + double d = ((p.x - l.start.x) * (l.end.y - l.start.y) - (p.y - l.start.y) * (l.end.x - l.start.x)); + if (std::abs(d) < epsilon) + { + // point is on line + double u = l.vector().dot(p - l.start) / l.vector().mag2(); + return (u >= double(0.0) && u <= double(1.0)); + } + + return false; + } + + // contains(r,p) + // Checks if rectangle contains point + template + inline constexpr bool contains(const rect& r, const olc::v_2d& p) + { + return !(p.x < r.pos.x || p.y < r.pos.y || + p.x > (r.pos.x + r.size.x) || p.y > (r.pos.y + r.size.y)); + } + + // contains(c,p) + // Checks if circle contains a point + template + inline constexpr bool contains(const circle& c, const olc::v_2d& p) + { + return (c.pos - p).mag2() <= (c.radius * c.radius); + } + + // contains(t,p) + // Checks if triangle contains a point + template + inline constexpr bool contains(const triangle& t, const olc::v_2d& p) + { + // http://jsfiddle.net/PerroAZUL/zdaY8/1/ + T2 A = T2(0.5) * (-t.pos[1].y * t.pos[2].x + t.pos[0].y * (-t.pos[1].x + t.pos[2].x) + t.pos[0].x * (t.pos[1].y - t.pos[2].y) + t.pos[1].x * t.pos[2].y); + T2 sign = A < T2(0) ? T2(-1) : T2(1); + T2 s = (t.pos[0].y * t.pos[2].x - t.pos[0].x * t.pos[2].y + (t.pos[2].y - t.pos[0].y) * p.x + (t.pos[0].x - t.pos[2].x) * p.y) * sign; + T2 v = (t.pos[0].x * t.pos[1].y - t.pos[0].y * t.pos[1].x + (t.pos[0].y - t.pos[1].y) * p.x + (t.pos[1].x - t.pos[0].x) * p.y) * sign; + return s >= T2(0) && v >= T2(0) && (s + v) <= T2(2) * A * sign; + } + + + + // overlaps(p,p) + // Check if point overlaps with point (analagous to contains()) + template + inline constexpr bool overlaps(const olc::v_2d& p1, const olc::v_2d& p2) + { + return contains(p1, p2); + } + + // overlaps(l,p) + // Checks if line segment overlaps with point + template + inline constexpr bool overlaps(const line& l, const olc::v_2d& p) + { + return contains(l, p); + } + + // overlaps(r,p) + // Checks if rectangle overlaps with point + template + inline constexpr bool overlaps(const rect& r, const olc::v_2d& p) + { + return contains(r, p); + } + + // overlaps(c,p) + // Checks if circle overlaps with point + template + inline constexpr bool overlaps(const circle& c, const olc::v_2d& p) + { + return contains(c, p); + } + + // overlaps(t,p) + // Checks if triangle overlaps with point + template + inline constexpr bool overlaps(const triangle& t, const olc::v_2d& p) + { + return contains(t, p); + } + + + + + // intersects(p,p) + // Get intersection points where point intersects with point + template + inline std::vector> intersects(const olc::v_2d& p1, const olc::v_2d& p2) + { + if (contains(p1, p2)) + return { p1 }; + + return {}; + } + + // intersects(l,p) + // Get intersection points where line segment intersects with point + template + inline std::vector> intersects(const line& l, const olc::v_2d& p) + { + if (contains(l, p)) + return { p }; + + return {}; + } + + // intersects(r,p) + // Get intersection points where rectangle intersects with point + template + inline std::vector> intersects(const rect& r, const olc::v_2d& p) + { + for (size_t i = 0; i < r.side_count(); i++) + if (contains(r.side(i), p)) + return { p }; + + return {}; + } + + // intersects(c,p) + // Get intersection points where circle intersects with point + template + inline std::vector> intersects(const circle& c, const olc::v_2d& p) + { + if (std::abs((p - c.pos).mag2() - (c.radius * c.radius)) <= epsilon) + return { p }; + + return {}; + } + + // intersects(t,p) + // Get intersection points where triangle intersects with point + template + inline std::vector> intersects(const triangle& t, const olc::v_2d& p) + { + for (size_t i = 0; i < t.side_count(); i++) + if (contains(t.side(i), p)) + return { p }; + + return {}; + + } + + + + + + + + + + + + + // ================================================================================================================ + // LINE =========================================================================================================== + + // contains(p,l) + // Check if point contains line segment + template + inline constexpr bool contains([[maybe_unused]] const olc::v_2d& p, [[maybe_unused]] const line& l) + { + return false; // It can't! + } + + // contains(l,l) + // Check if line segment contains line segment + template + inline constexpr bool contains(const line& l1, const line& l2) + { + return overlaps(l1, l2.start) && overlaps(l1, l2.end); + } + + // contains(r,l) + // Check if rectangle contains line segment + template + inline constexpr bool contains(const rect& r, const line& l) + { + return contains(r, l.start) && contains(r, l.end); + } + + // contains(c,l) + // Check if circle contains line segment + template + inline constexpr bool contains(const circle& c1, const line& l) + { + return contains(c1, l.start) && contains(c1, l.end); + } + + // contains(t,l) + // Check if triangle contains line segment + template + inline constexpr bool contains(const triangle& t, const line& l) + { + return contains(t, l.start) && contains(t, l.end); + } + + + + // overlaps(p,l) + // Check if point overlaps line segment + template + inline constexpr bool overlaps(const olc::v_2d& p, const line& l) + { + return contains(l, p); + } + + // overlaps(l,l) + // Check if line segment overlaps line segment + template + inline constexpr bool overlaps(const line& l1, const line& l2) + { + double D = ((l2.end.y - l2.start.y) * (l1.end.x - l1.start.x) - (l2.end.x - l2.start.x) * (l1.end.y - l1.start.y)); + double uA = ((l2.end.x-l2.start.x)*(l1.start.y-l2.start.y) - (l2.end.y-l2.start.y)*(l1.start.x-l2.start.x)) / D; + double uB = ((l1.end.x-l1.start.x)*(l1.start.y-l2.start.y) - (l1.end.y-l1.start.y)*(l1.start.x-l2.start.x)) / D; + return uA >= 0 && uA <= 1 && uB >= 0 && uB <= 1; + } + + // overlaps(r,l) + // Check if rectangle overlaps line segment + template + inline constexpr bool overlaps(const rect& r, const line& l) + { + return contains(r, l.start) + || overlaps(r.top(), l) + || overlaps(r.bottom(), l) + || overlaps(r.left(), l) + || overlaps(r.right(), l); + } + + // overlaps(c,l) + // Check if circle overlaps line segment + template + inline constexpr bool overlaps(const circle& c, const line& l) + { + auto vClosest = closest(l, c.pos); + return ((c.pos - vClosest).mag2() <= (c.radius * c.radius)); + } + + // overlaps(t,l) + // Check if triangle overlaps line segment + template + inline constexpr bool overlaps(const triangle& t, const line& l) + { + return overlaps(t, l.start) || overlaps(t.side(0), l) || overlaps(t.side(1), l) || overlaps(t.side(2), l); + } + + + + // intersects(p,l) + // Get intersection points where point intersects with line segment + template + inline std::vector> intersects(const olc::v_2d& p, const line& l) + { + return intersects(l, p); + } + + // intersects(l,l) + // Get intersection points where line segment intersects with line segment + template + inline std::vector> intersects(const line& l1, const line& l2) + { + float rd = l1.vector().cross(l2.vector()); + if (rd == 0) return {}; // Parallel or Colinear TODO: Return two points + + //Inverse rd product + rd = 1.f / rd; + + //Cross products: + //rn = (b1b2 x b1a1) + float rn = ((l2.end.x - l2.start.x) * (l1.start.y - l2.start.y) - (l2.end.y - l2.start.y) * (l1.start.x - l2.start.x)) * rd; + //sn = (a1a2 x b1a1) + float sn = ((l1.end.x - l1.start.x) * (l1.start.y - l2.start.y) - (l1.end.y - l1.start.y) * (l1.start.x - l2.start.x)) * rd; + + //Return the intersection depth + //if (d) *d = rn; + + if (rn < 0.f || rn > 1.f || sn < 0.f || sn > 1.f) + return {}; // Intersection not within line segment + + return { l1.start + rn * l1.vector()}; + } + + // intersects(r,l) + // Get intersection points where rectangle intersects with line segment + template + inline std::vector> intersects(const rect& r, const line& l) + { + std::vector> intersections; + + for (size_t i = 0; i < r.side_count(); i++) + { + auto v = intersects(r.side(i), l); + intersections.insert(intersections.end(), v.begin(), v.end()); + } + + return internal::filter_duplicate_points(intersections); + } + + // intersects(c,l) + // Get intersection points where circle intersects with line segment + template + inline std::vector> intersects(const circle& c, const line& l) + { + const auto closestPointToSegment = closest(l, c.pos); + if (!overlaps(c, closestPointToSegment)) + { + // Circle is too far away + return {}; + } + + // Compute point closest to the circle on the line + const auto d = l.vector(); + const auto uLine = d.dot(c.pos - l.start) / d.mag2(); + const auto closestPointToLine = l.start + uLine * d; + const auto distToLine = (c.pos - closestPointToLine).mag2(); + + if (std::abs(distToLine - c.radius * c.radius) < epsilon) + { + // Circle "kisses" the line + return { closestPointToLine }; + } + + // Circle intersects the line + const auto length = std::sqrt(c.radius * c.radius - distToLine); + const auto p1 = closestPointToLine + l.vector().norm() * length; + const auto p2 = closestPointToLine - l.vector().norm() * length; + + std::vector> intersections; + intersections.reserve(2); + + if ((p1 - closest(l, p1)).mag2() < epsilon * epsilon) + intersections.push_back(p1); + if ((p2 - closest(l, p2)).mag2() < epsilon * epsilon) + intersections.push_back(p2); + + return internal::filter_duplicate_points(intersections); + } + + // intersects(t,l) + // Get intersection points where triangle intersects with line segment + template + inline std::vector> intersects(const triangle& t, const line& l) + { + std::vector> intersections; + + for (size_t i = 0; i < t.side_count(); i++) + { + auto v = intersects(t.side(i), l); + intersections.insert(intersections.end(), v.begin(), v.end()); + } + + return internal::filter_duplicate_points(intersections); + } + + + + + + + + + + + + + // ================================================================================================================ + // RECTANGLE ====================================================================================================== + + // contains(p,r) + // Check if point contains rectangle + template + inline constexpr bool contains([[maybe_unused]] const olc::v_2d& p, [[maybe_unused]] const rect& r) + { + return false; // It can't! + } + + // contains(l,r) + // Check if line segment contains rectangle + template + inline constexpr bool contains([[maybe_unused]] const line& l, [[maybe_unused]] const rect& r) + { + return false; // It can't + } + + // contains(r,r) + // Check if rectangle contains rectangle + template + inline constexpr bool contains(const rect& r1, const rect& r2) + { + return (r2.pos.x >= r1.pos.x) && (r2.pos.x + r2.size.x <= r1.pos.x + r1.size.x) && + (r2.pos.y >= r1.pos.y) && (r2.pos.y + r2.size.y <= r1.pos.y + r1.size.y); + } + + // contains(c,r) + // Check if circle contains rectangle + template + inline constexpr bool contains(const circle& c, const rect& r) + { + return contains(c, r.pos) + && contains(c, olc::v_2d{ r.pos.x + r.size.x, r.pos.y }) + && contains(c, olc::v_2d{ r.pos.x, r.pos.y + r.size.y }) + && contains(c, r.pos + r.size); + } + + // contains(t,r) + // Check if triangle contains rectangle + template + inline constexpr bool contains(const triangle& t, const rect& r) + { + return contains(t, r.pos) + && contains(t, r.pos + r.size) + && contains(t, olc::v_2d{ r.pos.x + r.size.x,r.pos.y }) + && contains(t, olc::v_2d{ r.pos.x, r.pos.y + r.size.y }); + } + + + + // overlaps(p,r) + // Check if point overlaps rectangle + template + inline constexpr bool overlaps(const olc::v_2d& p, const rect& r) + { + return overlaps(r, p); + } + + // overlaps(l,r) + // Check if line segment overlaps rectangle + template + inline constexpr bool overlaps(const line& l, const rect& r) + { + return overlaps(r, l); + } + + // overlaps(r,r) + // Check if rectangle overlaps rectangle + template + inline constexpr bool overlaps(const rect& r1, const rect& r2) + { + return (r1.pos.x <= r2.pos.x + r2.size.x && r1.pos.x + r1.size.x >= r2.pos.x && + r1.pos.y <= r2.pos.y + r2.size.y && r1.pos.y + r1.size.y >= r2.pos.y); + } + + // overlaps(c,r) + // Check if circle overlaps rectangle + template + inline constexpr bool overlaps(const circle& c, const rect& r) + { + // Inspired by this (very clever btw) + // https://stackoverflow.com/questions/45370692/circle-rectangle-collision-response + // But modified to work :P + double overlap = (olc::v_2d{ std::clamp(c.pos.x, r.pos.x, r.pos.x + r.size.x), std::clamp(c.pos.y, r.pos.y, r.pos.y + r.size.y) } - c.pos).mag2(); + if (std::isnan(overlap)) overlap = 0; + return (overlap - (c.radius * c.radius)) < 0; + } + + // overlaps(t,r) + // Check if triangle overlaps rectangle + template + inline constexpr bool overlaps(const triangle& t, const rect& r) + { + return overlaps(t, r.top()) + || overlaps(t, r.bottom()) + || overlaps(t, r.left()) + || overlaps(t, r.right()) + || contains(r, t.pos[0]); + } + + + + // intersects(p,r) + // Get intersection points where point intersects with rectangle + template + inline std::vector> intersects(const olc::v_2d& p, const rect& r) + { + return intersects(r, p); + } + + // intersects(l,r) + // Get intersection points where line segment intersects with rectangle + template + inline std::vector> intersects(const line& l, const rect& r) + { + return intersects(r,l); + } + + // intersects(r,r) + // Get intersection points where rectangle intersects with rectangle + template + inline std::vector> intersects(const rect& r1, const rect& r2) + { + std::vector> intersections; + + for (size_t i = 0; i < r2.side_count(); i++) { + auto v = intersects(r1, r2.side(i)); + intersections.insert(intersections.end(), v.begin(), v.end()); + } + + return internal::filter_duplicate_points(intersections); + } + + // intersects(c,r) + // Get intersection points where circle intersects with rectangle + template + inline std::vector> intersects(const circle& c, const rect& r) + { + std::vector> intersections; + + for (size_t i = 0; i < r.side_count(); i++) + { + auto v = intersects(c, r.side(i)); + intersections.insert(intersections.end(), v.begin(), v.end()); + } + + return internal::filter_duplicate_points(intersections); + } + + // intersects(t,r) + // Get intersection points where triangle intersects with rectangle + template + inline std::vector> intersects(const triangle& t, const rect& r) + { + std::vector> intersections; + + for (size_t i = 0; i < r.side_count(); i++) { + auto v = intersects(t, r.side(i)); + intersections.insert(intersections.end(), v.begin(), v.end()); + } + + return internal::filter_duplicate_points(intersections); + } + + + + + + + + + + + + + + // ================================================================================================================ + // CIRCLE ========================================================================================================= + + // contains(p,c) + // Check if point contains circle + template + inline constexpr bool contains([[maybe_unused]] const olc::v_2d& p, [[maybe_unused]] const circle& c) + { + return false; // It can't! + } + + // contains(l,c) + // Check if line segment contains circle + template + inline constexpr bool contains([[maybe_unused]] const line& l, [[maybe_unused]] const circle& c) + { + return false; // It can't! + } + + // contains(r,c) + // Check if rectangle contains circle + template + inline constexpr bool contains(const rect& r, const circle& c) + { + return r.pos.x + c.radius <= c.pos.x + && c.pos.x <= r.pos.x + r.size.x - c.radius + && r.pos.y + c.radius <= c.pos.y + && c.pos.y <= r.pos.y + r.size.y - c.radius; + } + + // contains(c,c) + // Check if circle contains circle + template + inline constexpr bool contains(const circle& c1, const circle& c2) + { + return (std::sqrt(std::pow(c2.pos.x - c1.pos.x, 2) + std::pow(c2.pos.y - c1.pos.y, 2)) + c2.radius) <= c1.radius; + + } + + // contains(t,c) + // Check if triangle contains circle + template + inline constexpr bool contains(const triangle& t, const circle& c) + { + return contains(t, c.pos) && (c.pos - closest(t, c.pos)).mag2() >= c.radius * c.radius; + } + + + + // overlaps(p,c) + // Check if point overlaps circle + template + inline constexpr bool overlaps(const olc::v_2d& p, const circle& c) + { + return overlaps(c, p); + } + + // overlaps(l,c) + // Check if line segment overlaps circle + template + inline constexpr bool overlaps(const line& l, const circle& c) + { + return overlaps(c, l); + } + + // overlaps(r,c) + // Check if rectangle overlaps circle + template + inline constexpr bool overlaps(const rect& r, const circle& c) + { + return overlaps(c, r); + } + + // overlaps(c,c) + // Check if circle overlaps circle + template + inline constexpr bool overlaps(const circle& c1, const circle& c2) + { + return (c1.pos - c2.pos).mag2() <= (c1.radius + c2.radius) * (c1.radius + c2.radius); + } + + // overlaps(t,c) + // Check if triangle overlaps circle + template + inline constexpr bool overlaps(const triangle& t, const circle& c) + { + return contains(t, c.pos) || (c.pos - closest(t, c.pos)).mag2() <= c.radius * c.radius; + } + + + + // intersects(p,c) + // Get intersection points where point intersects with circle + template + inline std::vector> intersects(const olc::v_2d& p, const circle& c) + { + return intersects(c, p); + } + + // intersects(l,c) + // Get intersection points where line segment intersects with circle + template + inline std::vector> intersects(const line& l, const circle& c) + { + return intersects(c, l); + } + + // intersects(r,c) + // Get intersection points where rectangle intersects with circle + template + inline std::vector> intersects(const rect& r, const circle& c) + { + return intersects(c, r); + } + + // intersects(c,c) + // Get intersection points where circle intersects with circle + template + inline std::vector> intersects(const circle& c1, const circle& c2) + { + if (c1.pos == c2.pos) return {}; // circles are either within one another so cannot intersect, or are + // identical so share all points which there's no good way to represent in return value. + v_2d between = c2.pos - c1.pos; + float dist2 = between.mag2(); + float radiusSum = c1.radius + c2.radius; + if (dist2 > radiusSum*radiusSum) return {}; // circles are too far apart to be touching. + if (contains(c1, c2) || contains(c2, c1)) return {}; // one circle is inside of the other, they can't be intersecting. + if (dist2 == radiusSum) return {c1.pos + between.norm() * c1.radius}; // circles are touching at exactly 1 point + // otherwise they're touching at 2 points. + // + // ______ ________ + // .'' ''.X' ''. X = intersections + // / / |\ \ O = chordCenter + // | | | | | In order to find the intersections we first find O. + // ( c1--(--O-)--c2 ) To do this, we find the distance c1->O by solving for the + // | | | | | two right triangles formed by the chord and c1->c2 (L). + // \ \ |/ / . Pythagorean theorem: + // '. .'X ,' .'|\ (L-x)^2 + h^2 = c1.r^2 + // ''----'' ''------'' c1.r / | \ c2.radius x^2 + h^2 = c2.r^2 + // .' h| \ Subtract 1 equation from the other and solve: + // /_____|___\ (L-x)^2 + h^2 - (x^2 + h^2) = c1.r^2 - c2.r^2 + // x L-x (L-x)^2 - x^2 = c1.r^2 - c2.r^2 + // L^2 - 2Lx = c1.r^2 - c2.r^2 + // 2Lx - L^2 = c2.r^2 - c1.r^2 + // v------------<-----------------<-----------------<-----. x = (L^2 + c2.r^2 - c1.r^2)/2 -. + // Next, we have to solve for the height h, and move '-------<--------------------<-----' + // that distance from O, perpendicular to c1->c2. + // + // Pythagorean theorem: x^2 + h^2 = c1.r^2 -> c1.r^2 - x^2 = h^2 -> h = sqrt(c1.r^2 - x^2) + // + // x is ccDist and h is halfChord. + // + float dist = std::sqrt(dist2); + float ccDist = (dist2 + c1.radius * c1.radius - c2.radius * c2.radius)/(2*dist); + v_2d chordCenter = c1.pos + between.norm() * ccDist; + v_2d halfChord = between.norm().perp() * std::sqrt(c1.radius * c1.radius - ccDist * ccDist); + return {chordCenter + halfChord, chordCenter - halfChord}; + } + + // intersects(t,c) + // Get intersection points where triangle intersects with circle + template + inline std::vector> intersects(const triangle& t, const circle& c) + { + std::vector> intersections; + + for (size_t i = 0; i < t.side_count(); i++) { + auto v = intersects(c, t.side(i)); + intersections.insert(intersections.end(), v.begin(), v.end()); + } + + return internal::filter_duplicate_points(intersections); + } + + + + + + + + + + + + + + // ================================================================================================================ + // TRIANGLE ======================================================================================================= + + // contains(p,t) + // Check if point contains triangle + template + inline constexpr bool contains([[maybe_unused]] const olc::v_2d& p, [[maybe_unused]] const triangle& t) + { + return false; // It can't! + } + + // contains(l,t) + // Check if line segment contains triangle + template + inline constexpr bool contains([[maybe_unused]] const line& l, [[maybe_unused]] const triangle& t) + { + return false; // It can't + } + + // contains(r,t) + // Check if rectangle contains triangle + template + inline constexpr bool contains(const rect& r, const triangle& t) + { + return contains(r, t.side(0)) + && contains(r, t.side(1)) + && contains(r, t.side(2)); + } + + // contains(c,t) + // Check if circle contains triangle + template + inline constexpr bool contains(const circle& c, const triangle& t) + { + return contains(c, t.pos[0]) + && contains(c, t.pos[1]) + && contains(c, t.pos[2]); + } + + // contains(t,t) + // Check if triangle contains triangle + template + inline constexpr bool contains(const triangle& t1, const triangle& t2) + { + return contains(t1, t2.pos[0]) + && contains(t1, t2.pos[1]) + && contains(t1, t2.pos[2]); + } + + + + // overlaps(p,t) + // Check if point overlaps triangle + template + inline constexpr bool overlaps(const olc::v_2d& p, const triangle& t) + { + return overlaps(t, p); + } + + // overlaps(l,t) + // Check if line segment overlaps triangle + template + inline constexpr bool overlaps(const line& l, const triangle& t) + { + return overlaps(t, l); + } + + // overlaps(r,t) + // Check if rectangle overlaps triangle + template + inline constexpr bool overlaps(const rect& r, const triangle& t) + { + return overlaps(t, r); + } + + // overlaps(c,t) + // Check if circle overlaps triangle + template + inline constexpr bool overlaps(const circle& c, const triangle& t) + { + return overlaps(t, c); + } + + // overlaps(t,t) + // Check if triangle overlaps triangle + template + inline constexpr bool overlaps(const triangle& t1, const triangle& t2) + { + return overlaps(t1, t2.side(0)) + || overlaps(t1, t2.side(1)) + || overlaps(t1, t2.side(2)) + || overlaps(t2, t1.pos[0]); + } + + + + // intersects(p,t) + // Get intersection points where point intersects with triangle + template + inline std::vector> intersects(const olc::v_2d& p, const triangle& t) + { + return intersects(t, p); + } + + // intersects(l,t) + // Get intersection points where line segment intersects with triangle + template + inline std::vector> intersects(const line& l, const triangle& t) + { + return intersects(t, l); + } + + // intersects(r,t) + // Get intersection points where rectangle intersects with triangle + template + inline std::vector> intersects(const rect& r, const triangle& t) + { + return intersects(t, r); + } + + // intersects(c,t) + // Get intersection points where circle intersects with triangle + template + inline std::vector> intersects(const circle& c, const triangle& t) + { + return intersects(t, c); + } + + // intersects(t,t) + // Get intersection points where triangle intersects with triangle + template + inline std::vector> intersects(const triangle& t1, const triangle& t2) + { + std::vector> intersections; + + for (size_t i = 0; i < t2.side_count(); i++) { + auto v = intersects(t1, t2.side(i)); + intersections.insert(intersections.end(), v.begin(), v.end()); + } + + return internal::filter_duplicate_points(intersections); + } + + + // envelope_c(c) + // Return circle that fully encapsulates a point + template + inline constexpr circle envelope_c(const olc::v_2d& p) + { + return circle(p, 0); + } + + + + // envelope_c(l) + // Return circle that fully encapsulates a line + template + inline constexpr circle envelope_c(const line& l) + { + return {l.upoint(0.5),l.vector().mag()/2}; + } + + // envelope_c(r) + // Return circle that fully encapsulates a rectangle + template + inline constexpr circle envelope_c(const rect& r) + { + // Construct the circle from the rectangle's diagonal + return envelope_c(line(r.pos, r.pos + r.size)); + } + + // envelope_c(c) + // Return circle that fully encapsulates a circle + template + inline constexpr circle envelope_c(const circle& c) + { + return c; + } + + // envelope_c(t) + // Return circle that fully encapsulates a triangle + template + inline constexpr circle envelope_c(const triangle& t) + { + olc::v_2d circumcenter; + + double D = 2 * (t.pos[0].x * (t.pos[1].y - t.pos[2].y) + t.pos[1].x * (t.pos[2].y - t.pos[0].y) + t.pos[2].x * (t.pos[0].y - t.pos[1].y)); + circumcenter.x = T1(double( + (t.pos[0].x * t.pos[0].x + t.pos[0].y * t.pos[0].y) * (t.pos[1].y - t.pos[2].y) + + (t.pos[1].x * t.pos[1].x + t.pos[1].y * t.pos[1].y) * (t.pos[2].y - t.pos[0].y) + + (t.pos[2].x * t.pos[2].x + t.pos[2].y * t.pos[2].y) * (t.pos[0].y - t.pos[1].y) + ) / D); + circumcenter.y = T1(double( + (t.pos[0].x * t.pos[0].x + t.pos[0].y * t.pos[0].y) * (t.pos[2].x - t.pos[1].x) + + (t.pos[1].x * t.pos[1].x + t.pos[1].y * t.pos[1].y) * (t.pos[0].x - t.pos[2].x) + + (t.pos[2].x * t.pos[2].x + t.pos[2].y * t.pos[2].y) * (t.pos[1].x - t.pos[0].x) + ) / D); + + double r = 0; + for (auto& point : t.pos) { + r = std::max(r, double(std::hypot(circumcenter.x - point.x, circumcenter.y - point.y))); + } + + return {circumcenter, T1(r)}; + } + + + + + + + + + // envelope_r(p) + // Return rectangle that fully encapsulates a point + template + inline constexpr rect envelope_r(const olc::v_2d& p) + { + return rect(p, { 0,0 }); + } + + // envelope_r(l) + // Return rectangle that fully encapsulates a line + template + inline constexpr rect envelope_r(const line& l) + { + T1 min_x=std::min(l.start.x,l.end.x); + T1 min_y=std::min(l.start.y,l.end.y); + T1 size_x=std::abs(l.start.x-l.end.x); + T1 size_y=std::abs(l.start.y-l.end.y); + return {{min_x,min_y},{size_x,size_y}}; + } + + // envelope_r(r) + // Return rectangle that fully encapsulates a rectangle + template + inline constexpr rect envelope_r(const rect& r) + { + return r; + } + + // envelope_r(c) + // Return rectangle that fully encapsulates a circle + template + inline constexpr rect envelope_r(const circle& c) + { + return rect(c.pos - v_2d{c.radius, c.radius}, { c.radius * 2, c.radius * 2 }); + } + + // envelope_r(t) + // Return rectangle that fully encapsulates a triangle + template + inline constexpr rect envelope_r(const triangle& t) + { + auto vMin = t.pos[0].min(t.pos[1].min(t.pos[2])); + auto vMax = t.pos[0].max(t.pos[1].max(t.pos[2])); + return rect(vMin, vMax - vMin); + } + + template + inline constexpr auto bounding_box(T&& t) + { + return envelope_r(std::forward(t)); + } + + template + inline constexpr auto bounding_circle(T&& t) + { + return envelope_c(std::forward(t)); + } + + + // PROJECTIONS ========================================================================================================== + + // project(c,p) + // project a circle, onto a point, via a ray (i.e. how far along the ray can the circle travel until it contacts the point?) + template + inline std::optional> project(const circle& c, const olc::v_2d& p, const ray& q) + { + return project(c, circle(p, 0), q); + } + + + // project(c,c) + // project a circle, onto a circle, via a ray (i.e. how far along the ray can the circle travel until it contacts the other circle?) + template + inline std::optional> project(const circle& c1, const circle& c2, const ray& q) + { + // Inspired by https://math.stackexchange.com/a/929240 + + double A = q.direction.mag2(); + double B = 2.0 * (q.origin.dot(q.direction) - c2.pos.dot(q.direction)); + double C = c2.pos.mag2() + q.origin.mag2() - (2.0 * c2.pos.x * q.origin.x) - (2.0 * c2.pos.y * q.origin.y) - ((c1.radius + c2.radius) * (c1.radius + c2.radius)); + double D = B * B - 4.0 * A * C; + + if (D < 0.0) + return std::nullopt; + else + { + const auto sD = std::sqrt(D); + const auto s1 = (-B + sD) / (2.0 * A); + const auto s2 = (-B - sD) / (2.0 * A); + + if (s1 < 0 && s2 < 0) + return std::nullopt; + if (s1 < 0) + return q.origin + q.direction * s2; + if (s2 < 0) + return q.origin + q.direction * s1; + + return q.origin + q.direction * std::min(s1, s2); + } + } + + // project(c,l) + // project a circle, onto a line segment, via a ray + template + inline std::optional> project(const circle& c, const line& l, const ray& q) + { + // Treat line segment as capsule with radius that of the circle + // and treat the circle as a point + + // First do we hit ends of line segment, inflated to be circles + const auto vHitsStartCirc = intersects(q, circle(l.start, c.radius)); + const auto vHitsEndCirc = intersects(q, circle(l.end, c.radius)); + + // Now create two line segments in parallel to the original, that join + // up the end circles to form the sides of the capsule + const auto displace = l.vector().norm().perp() * c.radius; + const auto vHitsSide1 = intersects(q, line(l.start + displace, l.end + displace)); + const auto vHitsSide2 = intersects(q, line(l.start - displace, l.end - displace)); + + // Bring the multitude of points to one place + std::vector> vAllIntersections; + vAllIntersections.insert(vAllIntersections.end(), vHitsStartCirc.begin(), vHitsStartCirc.end()); + vAllIntersections.insert(vAllIntersections.end(), vHitsEndCirc.begin(), vHitsEndCirc.end()); + vAllIntersections.insert(vAllIntersections.end(), vHitsSide1.begin(), vHitsSide1.end()); + vAllIntersections.insert(vAllIntersections.end(), vHitsSide2.begin(), vHitsSide2.end()); + + if (vAllIntersections.size() == 0) + { + // No intersections at all, so + return std::nullopt; + } + + // Find closest + double dClosest = std::numeric_limits::max(); + olc::v_2d vClosest; + for (const auto& vContact : vAllIntersections) + { + double dDistance = (vContact - c.pos).mag2(); + if (dDistance < dClosest) + { + dClosest = dDistance; + vClosest = vContact; + } + } + + return vClosest; + } + + // project(c,r) + // project a circle, onto a rectangle, via a ray + template + inline std::optional> project(const circle& c, const rect& r, const ray& q) + { + // TODO: + return std::nullopt; + } + + // project(c,t) + // project a circle, onto a triangle, via a ray + template + inline std::optional> project(const circle& c, const triangle& t, const ray& q) + { + // TODO: + return std::nullopt; + } + + + // RAYS ================================================================================================================= + + // intersects(q,q) + // return intersection point (if it exists) of a ray and a ray + template + inline std::vector> intersects(const ray& q1, const ray& q2) + { + const auto origin_diff = q2.origin - q1.origin; + const auto cp1 = q1.direction.cross(q2.direction); + const auto cp2 = origin_diff.cross(q2.direction); + + if (cp1 == 0) // Early rejection + { + if (cp2 == 0) + return { q1.origin }; // co-linear + else + return {}; // parallel + } + + const auto cp3 = origin_diff.cross(q1.direction); + const auto t1 = cp2 / cp1; // distance along q1 to intersection + const auto t2 = cp3 / cp1; // distance along q2 to intersection + + if (t1 >= 0 && t2 >= 0) + return { q1.origin + q1.direction * t1 }; // Intersection, both rays positive + else + return {}; // Intersection, but behind a rays origin, so not really an intersection in context + } + + // intersects(q,p) + // return intersection point (if it exists) of a ray and a point + template + inline std::vector> intersects(const ray& q, const v_2d& p) + { + const line l = { q.origin, q.origin + q.direction }; + + if (std::abs(l.side(p)) < epsilon ) + return { p }; // Intersection + else + return {}; + } + + // intersects(q,l) + // return intersection point (if it exists) of a ray and a line segment + template + inline std::vector> intersects(const ray& q, const line& l) + { + const auto line_direction = l.vector(); + const auto origin_diff = l.start - q.origin; + const auto cp1 = q.direction.cross(line_direction); + const auto cp2 = origin_diff.cross(line_direction); + + if (cp1 == 0) // Early rejection + { + if (cp2 == 0) + return { q.origin }; // co-linear + else + return {}; // parallel + } + + const auto cp3 = origin_diff.cross(q.direction); + const auto t1 = cp2 / cp1; // distance along ray to intersection + const auto t2 = cp3 / cp1; // distance along line segment to intersection + + if (t1 >= 0 && t2 >= 0 && t2 <= 1) + return { q.origin + q.direction * t1 }; // Intersection, both rays positive + else + return {}; // Intersection, but behind a rays origin, or outside line segment bounds. + // so not really an intersection in context + } + + // collision(q,l) + // optionally returns collision point and collision normal of ray and a line segment, if it collides + template + inline std::optional, olc::v_2d>> collision(const ray& q, const line& l) + { + const auto vIntersection = intersects(q, l); + if (vIntersection.size() > 0) + { + return { {vIntersection[0], l.vector().perp().norm() * l.side(q.origin)} }; + } + + return std::nullopt; + } + + // reflect(q,l) + // optionally returns a ray reflected off a line segement if collision occurs + template + inline std::optional> reflect(const ray& q, const line& l) + { + const auto vCollision = collision(q, l); + if (vCollision.has_value()) + { + return { ray{vCollision.value().first, q.direction.reflect(vCollision.value().second)} }; + } + + return std::nullopt; + } + + // reflect(q,p) + // optionally returns a ray reflected off a point if collision occurs + template + inline std::optional> reflect(const ray& q, const olc::v_2d& p) + { + // TODO: + return std::nullopt; + } + + // collision(q,r) + // optionally returns collision point and collision normal of ray and a line segment, if it collides + template + inline std::optional, olc::v_2d>> collision(const ray& q, const rect& r) + { + olc::v_2d vClosestIntersection; + olc::v_2d vIntersectionNormal; + double dClosestDistance2 = std::numeric_limits::max(); + bool bCollide = false; + + for (size_t i = 0; i < r.side_count(); i++) + { + auto v = intersects(q, r.side(i)); + if (v.size() > 0) + { + bCollide = true; + double d = (v[0] - q.origin).mag2(); + if (d < dClosestDistance2) + { + dClosestDistance2 = d; + vClosestIntersection = v[0]; + vIntersectionNormal = r.side(i).vector().perp().norm(); + } + } + } + + if (bCollide) + { + return { {vClosestIntersection, vIntersectionNormal} }; + } + + return std::nullopt; + } + + // reflect(q,r) + // optionally returns a ray reflected off a rectangle if collision occurs + template + inline std::optional> reflect(const ray& q, const rect& r) + { + const auto vCollision = collision(q, r); + if (vCollision.has_value()) + { + return { ray{vCollision.value().first, q.direction.reflect(vCollision.value().second)} }; + } + + return std::nullopt; + } + + // collision(q,c) + // optionally returns collision point and collision normal of ray and a circle, if it collides + template + inline std::optional, olc::v_2d>> collision(const ray& q, const circle& c) + { + const auto vIntersection = intersects(q, c); + if (vIntersection.size() > 0) + { + return { {vIntersection[0], (vIntersection[0] - c.pos).norm()}}; + } + + return std::nullopt; + } + + // reflect(q,c) + // optionally returns a ray reflected off a circle if collision occurs + template + inline std::optional> reflect(const ray& q, const circle& c) + { + const auto vCollision = collision(q, c); + if (vCollision.has_value()) + { + return { ray{vCollision.value().first, q.direction.reflect(vCollision.value().second)} }; + } + + return std::nullopt; + } + + // collision(q,r) + // optionally returns collision point and collision normal of ray and a triangle, if it collides + template + inline std::optional, olc::v_2d>> collision(const ray& q, const triangle& t) + { + olc::v_2d vClosestIntersection; + olc::v_2d vIntersectionNormal; + double dClosestDistance2 = std::numeric_limits::max(); + bool bCollide = false; + + for (size_t i = 0; i < t.side_count(); i++) + { + auto v = intersects(q, t.side(i)); + if (v.size() > 0) + { + bCollide = true; + double d = (v[0] - q.origin).mag2(); + if (d < dClosestDistance2) + { + dClosestDistance2 = d; + vClosestIntersection = v[0]; + vIntersectionNormal = t.side(i).vector().perp().norm(); + } + } + } + + if (bCollide) + { + return { {vClosestIntersection, vIntersectionNormal} }; + } + + return std::nullopt; + } + + // reflect(q,t) + // optionally returns a ray reflected off a triangle if collision occurs + template + inline std::optional> reflect(const ray& q, const triangle& t) + { + const auto vCollision = collision(q, t); + if (vCollision.has_value()) + { + return { ray{vCollision.value().first, q.direction.reflect(vCollision.value().second)} }; + } + + return std::nullopt; + } + + // reflect(q,r) + // can't reflect a ray of a ray + template + inline std::optional> reflect(const ray& q1, const ray& q2) + { + // Can't reflect! + return std::nullopt; + } + + + // intersects(q,c) + // Get intersection points where a ray intersects a circle + template + inline std::vector> intersects(const ray& q, const circle& c) + { + // Look familiar? + double A = q.direction.mag2(); + double B = 2.0 * (q.origin.dot(q.direction) - c.pos.dot(q.direction)); + double C = c.pos.mag2() + q.origin.mag2() - (2.0 * c.pos.x * q.origin.x) - (2.0 * c.pos.y * q.origin.y) - (c.radius * c.radius); + double D = B * B - 4.0 * A * C; + + if (D < 0.0) + return {}; + else + { + const auto sD = std::sqrt(D); + const auto s1 = (-B + sD) / (2.0 * A); + const auto s2 = (-B - sD) / (2.0 * A); + + if (s1 < 0 && s2 < 0) + return {}; + if (s1 < 0) + return { q.origin + q.direction * s2 }; + if (s2 < 0) + return { q.origin + q.direction * s1 }; + + return { q.origin + q.direction * std::min(s1, s2) }; + } + } + + // intersects(q,r) + // Get intersection points where a ray intersects a rectangle + template + inline std::vector> intersects(const ray& q, const rect& r) + { + std::vector> intersections; + + for (size_t i = 0; i < r.side_count(); i++) + { + auto v = intersects(q, r.side(i)); + intersections.insert(intersections.end(), v.begin(), v.end()); + } + + return internal::filter_duplicate_points(intersections); + } + + // intersects(q,t) + // Get intersection points where a ray intersects a triangle + template + inline std::vector> intersects(const ray& q, const triangle& t) + { + std::vector> intersections; + + for (size_t i = 0; i < t.side_count(); i++) + { + auto v = intersects(q, t.side(i)); + intersections.insert(intersections.end(), v.begin(), v.end()); + } + + return internal::filter_duplicate_points(intersections); + } + + + // ================================================================================================================ + // POLYGON ======================================================================================================== + + // overlaps(poly,poly) + // Checks if polygon overlaps polygon + template + inline constexpr bool overlaps(const polygon& poly1, const polygon& poly2) + { + return internal::overlaps(poly1.pos, poly2.pos) && internal::overlaps(poly2.pos, poly1.pos); + } + + // overlaps(poly,p) + // Checks if polygon overlaps point + template + inline constexpr bool overlaps(const polygon& poly, const v_2d& p) + { + return contains(poly, p); + } + + // overlaps(poly,l) + // Checks if polygon overlaps line segment + template + inline constexpr bool overlaps(const polygon& poly, const line& l) + { + return false; + } + + // overlaps(poly,r) + // Checks if polygon overlaps rect + template + inline constexpr bool overlaps(const polygon& poly, const rect& r) + { + return false; + } + + // overlaps(poly,c) + // Checks if polygon overlaps circle + template + inline constexpr bool overlaps(const polygon& poly, const circle& c) + { + return false; + } + + // overlaps(poly,t) + // Checks if polygon overlaps triangle + template + inline constexpr bool overlaps(const polygon& poly, const triangle& t) + { + return false; + } + + // overlaps(p,poly) + // Checks if point overlaps polygon + template + inline constexpr bool overlaps(const v_2d& p, const polygon& poly) + { + return false; + } + + // overlaps(l,poly) + // Checks if line segment overlaps polygon + template + inline constexpr bool overlaps(const line& l, const polygon& poly) + { + return false; + } + + // overlaps(r,poly) + // Checks if rect overlaps polygon + template + inline constexpr bool overlaps(const rect& r, const polygon& poly) + { + return false; + } + + // overlaps(c,poly) + // Checks if circle overlaps polygon + template + inline constexpr bool overlaps(const circle& c, const polygon& poly) + { + return false; + } + + // overlaps(t,poly) + // Checks if triangle overlaps polygon + template + inline constexpr bool overlaps(const triangle& t, const polygon& poly) + { + return false; + } + + // contains(poly,poly) + // Checks if polygon contains polygon + template + inline constexpr bool contains(const polygon& poly1, const polygon& poly2) + { + return false; + } + + // contains(poly,p) + // Checks if polygon contains point + template + inline constexpr bool contains(const polygon& poly, const v_2d& p) + { + for(uint32_t i = 0; i < poly.pos.size(); ++i) + { + uint32_t next = (i + 1) % poly.pos.size(); + olc::v_2d edge = poly.pos[next] - poly.pos[i]; + olc::v_2d normal = -edge.perp(); + + if(normal.dot(p - poly.pos[i]) > 0) + return false; + } + + return true; + } + + // contains(poly,l) + // Checks if polygon contains line segment + template + inline constexpr bool contains(const polygon& poly, const line& l) + { + return false; + } + + // contains(poly,r) + // Checks if polygon contains rect + template + inline constexpr bool contains(const polygon& poly, const rect& r) + { + return false; + } + + // contains(poly,c) + // Checks if polygon contains circle + template + inline constexpr bool contains(const polygon& poly, const circle& c) + { + return false; + } + + // contains(poly,t) + // Checks if polygon contains triangle + template + inline constexpr bool contains(const polygon& poly, const triangle& t) + { + return false; + } + + // contains(p,poly) + // Checks if point contains polygon + template + inline constexpr bool contains(const v_2d& p, const polygon& poly) + { + return false; + } + + // contains(l,poly) + // Checks if line segment contains polygon + template + inline constexpr bool contains(const line& l, const polygon& poly) + { + return false; + } + + // contains(r,poly) + // Checks if rect contains polygon + template + inline constexpr bool contains(const rect& r, const polygon& poly) + { + return false; + } + + // contains(c,poly) + // Checks if circle contains polygon + template + inline constexpr bool contains(const circle& c, const polygon& poly) + { + return false; + } + + // contains(t,poly) + // Checks if triangle contains polygon + template + inline constexpr bool contains(const triangle& t, const polygon& poly) + { + return false; + } + + // intersects(poly,poly) + // Get intersection points where polygon intersects with polygon + template + inline std::vector> intersects(const polygon& poly1, const polygon& poly2) + { + return {}; + } + + // intersects(poly,p) + // Get intersection points where polygon intersects with point + template + inline std::vector> intersects(const polygon& poly, const v_2d& p) + { + return {}; + } + + // intersects(poly,l) + // Get intersection points where polygon intersects with line segment + template + inline std::vector> intersects(const polygon& poly, const line& l) + { + return {}; + } + + // intersects(poly,r) + // Get intersection points where polygon intersects with rect + template + inline std::vector> intersects(const polygon& poly, const rect& r) + { + return {}; + } + + // intersects(poly,c) + // Get intersection points where polygon intersects with circle + template + inline std::vector> intersects(const polygon& poly, const circle& c) + { + return {}; + } + + // intersects(poly,t) + // Get intersection points where polygon intersects with triangle + template + inline std::vector> intersects(const polygon& poly, const triangle& t) + { + return {}; + } + + // intersects(p,poly) + // Get intersection points where point intersects with polygon + template + inline std::vector> intersects(const v_2d& p, const polygon& poly) + { + return {}; + } + + // intersects(l,poly) + // Get intersection points where line segment intersects with polygon + template + inline std::vector> intersects(const line& l, const polygon& poly) + { + return {}; + } + + // intersects(r,poly) + // Get intersection points where rect intersects with polygon + template + inline std::vector> intersects(const rect& r, const polygon& poly) + { + return {}; + } + + // intersects(c,poly) + // Get intersection points where circle intersects with polygon + template + inline std::vector> intersects(const circle& c, const polygon& poly) + { + return {}; + } + + // intersects(t,poly) + // Get intersection points where triangle intersects with polygon + template + inline std::vector> intersects(const triangle& t, const polygon& poly) + { + return {}; + } + + // intersects(q,poly) + // Get intersection points where ray intersects with polygon + template + inline std::vector> intersects(const ray& q, const polygon& poly) + { + return {}; + } + + // reflect(q,poly) + // Optionally returns a ray reflected off a polygon if collision occurs + template + inline std::optional> reflect(const ray& q, const polygon& poly) + { + return {}; + } + + // closest(poly,p) + // Returns closest point on polygon to point + template + inline olc::v_2d closest(const polygon& poly, const olc::v_2d& p) + { + return {}; + } +} diff --git a/third_party/olcPGEX_QuickGUI.h b/third_party/olcPGEX_QuickGUI.h index f1c47eb..c907434 100644 --- a/third_party/olcPGEX_QuickGUI.h +++ b/third_party/olcPGEX_QuickGUI.h @@ -1,1176 +1,1176 @@ -/* - OneLoneCoder - QuickGUI v1.02 - ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ - A semi-immediate mode GUI for very simple GUI stuff. - Includes: - Label - Displays a single-line string - TextBox - Click to enter/edit single-line text - Button - A clickable labelled rectangle - CheckBox - A clickable labelled rectangle that retains state - ImageButton - A Button with an image instead of text - ImageCheckBox- A CheckBox with an image instead of text - Slider - An omnidirectional draggable handle between two values - ListBox - A list of strings, that can be scrolled and an item selected - - License (OLC-3) - ~~~~~~~~~~~~~~~ - - Copyright 2018 - 2021 OneLoneCoder.com - - Redistribution and use in source and binary forms, with or without - modification, are permitted provided that the following conditions - are met: - - 1. Redistributions or derivations of source code must retain the above - copyright notice, this list of conditions and the following disclaimer. - - 2. Redistributions or derivative works in binary form must reproduce - the above copyright notice. This list of conditions and the following - disclaimer must be reproduced in the documentation and/or other - materials provided with the distribution. - - 3. Neither the name of the copyright holder nor the names of its - contributors may be used to endorse or promote products derived - from this software without specific prior written permission. - - THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS - "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT - LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR - A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT - HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, - SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT - LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, - DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY - THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT - (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE - OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. - - Links - ~~~~~ - YouTube: https://www.youtube.com/javidx9 - Discord: https://discord.gg/WhwHUMV - Twitter: https://www.twitter.com/javidx9 - Twitch: https://www.twitch.tv/javidx9 - GitHub: https://www.github.com/onelonecoder - Homepage: https://www.onelonecoder.com - - Author - ~~~~~~ - David Barr, aka javidx9, ©OneLoneCoder 2019, 2020, 2021, 2022 - - Changes - ~~~~~~~ - v1.01 +Moved Slider::fGrabRad into "theme" - +Manager::CopyThemeFrom() - copies theme attributes from a different manager - +ListBox - Displays a vector of strings - v1.02 +ImageButton - +ImageCheckBox - +ListBox::bSelectionChanged flag, true when list selected item changes - =Fix - Text box mouse behaviours, mouse release is now meaningless - +CheckBox Fix for decal display - -*/ - -#ifndef OLC_PGEX_QUICKGUI_H -#define OLC_PGEX_QUICKGUI_H - -#include "olcPixelGameEngine.h" - - -namespace olc::QuickGUI -{ - class Manager; - - // Virtual base class for all controls - class BaseControl - { - public: - BaseControl(olc::QuickGUI::Manager& manager); - virtual ~BaseControl(); - - public: - // Switches the control on/off - void Enable(const bool bEnable); - // Sets whether or not the control is interactive/displayed - bool bVisible = true; - - // True on single frame control begins being manipulated - bool bPressed = false; - // True on all frames control is under user manipulation - bool bHeld = false; - // True on single frame control ceases being manipulated - bool bReleased = false; - - public: - // Updates the controls behvaiour - virtual void Update(olc::PixelGameEngine* pge) = 0; - // Draws the control using "sprite" based CPU operations - virtual void Draw(olc::PixelGameEngine* pge) = 0; - // Draws the control using "decal" based GPU operations - virtual void DrawDecal(olc::PixelGameEngine* pge) = 0; - - protected: - // Controls are related to a manager, where the theme resides - // and control groups can be implemented - olc::QuickGUI::Manager& m_manager; - - // All controls exists in one of four states - // Disabled - Greyed out and not interactive - // Normal - interactive and operational - // Hover - currently under the users mouse focus - // Click - user is interacting with the control - enum class State { Disabled, Normal, Hover, Click } m_state = State::Normal; - - // To add a "swish" to things, controls can fade between states - float m_fTransition = 0.0; - }; - - - // A QuickGUI::Manager acts as a convenient grouping of controls - class Manager - { - public: - // Construct Manager, bCleanUpForMe will automatically DELETE any controls - // given to this manager via AddControl() if true - Manager(const bool bCleanUpForMe = true); - virtual ~Manager(); - - public: - // Add a gui element derived form BaseControl to this manager - void AddControl(BaseControl* control); - // Updates all controls this manager operates - void Update(olc::PixelGameEngine* pge); - // Draws as "sprite" all controls this manager operates - void Draw(olc::PixelGameEngine* pge); - // Draws as "decal" all controls this manager operates - void DrawDecal(olc::PixelGameEngine* pge); - - public: // This managers "Theme" can be set here - // Various element colours - olc::Pixel colNormal = olc::DARK_BLUE; - olc::Pixel colHover = olc::BLUE; - olc::Pixel colClick = olc::CYAN; - olc::Pixel colDisable = olc::DARK_GREY; - olc::Pixel colBorder = olc::WHITE; - olc::Pixel colText = olc::WHITE; - // Speed to transiton from Normal -> Hover - float fHoverSpeedOn = 10.0f; - // Speed to transiton from Hover -> Normal - float fHoverSpeedOff = 4.0f; - // Size of grab handle - float fGrabRad = 8.0f; - // Copy all theme attributes into a different manager object - void CopyThemeFrom(const Manager& manager); - - private: - // Should this manager call delete on the controls it opeerates? - bool m_bEraseControlsOnDestroy = true; - // Container of controls - std::vector m_vControls; - }; - - - // Creates a Label Control - it's just text! - class Label : public BaseControl - { - public: - Label(olc::QuickGUI::Manager& manager, // Associate with a Manager - const std::string& text, // Text to display - const olc::vf2d& pos, // Location of label top-left - const olc::vf2d& size); // Size of label - - public: - // Position of button - olc::vf2d vPos; - // Size of button - olc::vf2d vSize; - // Text displayed on button - std::string sText; - // Show a border? - bool bHasBorder = false; - // Show a background? - bool bHasBackground = false; - // Where should the text be positioned? - enum class Alignment - {Left, Centre, Right} nAlign = Alignment::Centre; - - public: // BaseControl overrides - void Update(olc::PixelGameEngine* pge) override; - void Draw(olc::PixelGameEngine* pge) override; - void DrawDecal(olc::PixelGameEngine* pge) override; - }; - - class TextBox : public Label - { - public: - TextBox(olc::QuickGUI::Manager& manager, // Associate with a Manager - const std::string& text, // Text to display - const olc::vf2d& pos, // Location of text box top-left - const olc::vf2d& size); // Size of text box - - public: // BaseControl overrides - void Update(olc::PixelGameEngine* pge) override; - void Draw(olc::PixelGameEngine* pge) override; - void DrawDecal(olc::PixelGameEngine* pge) override; - - protected: - bool m_bTextEdit = false; - - }; - - // Creates a Button Control - a clickable, labelled rectangle - class Button : public BaseControl - { - public: - Button(olc::QuickGUI::Manager& manager, // Associate with a Manager - const std::string& text, // Text to display - const olc::vf2d& pos, // Location of button top-left - const olc::vf2d& size); // Size of button - - public: - // Position of button - olc::vf2d vPos; - // Size of button - olc::vf2d vSize; - // Text displayed on button - std::string sText; - - public: // BaseControl overrides - void Update(olc::PixelGameEngine* pge) override; - void Draw(olc::PixelGameEngine* pge) override; - void DrawDecal(olc::PixelGameEngine* pge) override; - }; - - // Creates a Button Control - a clickable, labelled rectangle - class CheckBox : public Button - { - public: - CheckBox(olc::QuickGUI::Manager& manager, // Associate with a Manager - const std::string& text, // Text to display - const bool check, // Is checked or not? - const olc::vf2d& pos, // Location of button top-left - const olc::vf2d& size); // Size of button - - public: - bool bChecked = false; - - public: // BaseControl overrides - void Update(olc::PixelGameEngine* pge) override; - void Draw(olc::PixelGameEngine* pge) override; - void DrawDecal(olc::PixelGameEngine* pge) override; - }; - - class ImageButton : public Button - { - public: - ImageButton(olc::QuickGUI::Manager& manager, // Associate with a Manager - const olc::Renderable &icon, // Text to display - const olc::vf2d& pos, // Location of button top-left - const olc::vf2d& size); // Size of button - - public: - const olc::Renderable& pIcon; - - public: - void Draw(olc::PixelGameEngine* pge) override; - void DrawDecal(olc::PixelGameEngine* pge) override; - }; - - class ImageCheckBox : public ImageButton - { - public: - ImageCheckBox(olc::QuickGUI::Manager& manager, // Associate with a Manager - const olc::Renderable& icon, // Text to display - const bool check, // Is checked or not? - const olc::vf2d& pos, // Location of button top-left - const olc::vf2d& size); // Size of button - - public: - bool bChecked = false; - - public: - void Update(olc::PixelGameEngine* pge) override; - void Draw(olc::PixelGameEngine* pge) override; - void DrawDecal(olc::PixelGameEngine* pge) override; - }; - - - // Creates a Slider Control - a grabbable handle that slides between two locations - class Slider : public BaseControl - { - public: - Slider(olc::QuickGUI::Manager& manager, // Associate with a Manager - const olc::vf2d& posmin, // Screen location of "minimum" - const olc::vf2d& posmax, // Screen location of "maximum" - const float valmin, // Value of minimum - const float valmax, // Value of maximum - const float value); // Starting value - - public: - // Minium value - float fMin = -100.0f; - // Maximum value - float fMax = +100.0f; - // Current value - float fValue = 0.0f; - - // Location of minimum/start - olc::vf2d vPosMin; - // Location of maximum/end - olc::vf2d vPosMax; - - public: // BaseControl overrides - void Update(olc::PixelGameEngine* pge) override; - void Draw(olc::PixelGameEngine* pge) override; - void DrawDecal(olc::PixelGameEngine* pge) override; - }; - - - class ListBox : public BaseControl - { - public: - ListBox(olc::QuickGUI::Manager& manager, // Associate with a Manager - std::vector& vList, - const olc::vf2d& pos, // Location of list top-left - const olc::vf2d& size); // Size of list - - // Position of list - olc::vf2d vPos; - // Size of list - olc::vf2d vSize; - // Show a border? - bool bHasBorder = true; - // Show a background? - bool bHasBackground = true; - - public: - Slider *m_pSlider = nullptr; - Manager m_group; - size_t m_nVisibleItems = 0; - std::vector& m_vList; - - public: - // Item currently selected - size_t nSelectedItem = 0; - size_t nPreviouslySelectedItem = 0; - // Has selection changed? - bool bSelectionChanged = false; - - public: // BaseControl overrides - void Update(olc::PixelGameEngine* pge) override; - void Draw(olc::PixelGameEngine* pge) override; - void DrawDecal(olc::PixelGameEngine* pge) override; - }; - - - class ModalDialog : public olc::PGEX - { - public: - ModalDialog(); - - public: - void ShowFileOpen(const std::string& sPath); - - protected: - virtual bool OnBeforeUserUpdate(float& fElapsedTime) override; - - private: - bool m_bShowDialog = false; - - Manager m_manFileSelect; - ListBox* m_listVolumes = nullptr; - ListBox* m_listDirectory = nullptr; - ListBox* m_listFiles = nullptr; - - std::vector m_vVolumes; - std::vector m_vDirectory; - std::vector m_vFiles; - std::filesystem::path m_path; - }; -} - - -#ifdef OLC_PGEX_QUICKGUI -#undef OLC_PGEX_QUICKGUI -namespace olc::QuickGUI -{ - -#pragma region BaseControl - BaseControl::BaseControl(olc::QuickGUI::Manager& manager) : m_manager(manager) - { - m_manager.AddControl(this); - } - - BaseControl::~BaseControl() - { - - } - - void BaseControl::Enable(const bool bEnable) - { - m_state = bEnable ? State::Normal : State::Disabled; - } -#pragma endregion - -#pragma region Manager - Manager::Manager(const bool bCleanUpForMe) - { - m_bEraseControlsOnDestroy = bCleanUpForMe; - } - - Manager::~Manager() - { - if (m_bEraseControlsOnDestroy) - for (auto& p : m_vControls) - delete p; - - m_vControls.clear(); - } - - void Manager::AddControl(BaseControl* control) - { - m_vControls.push_back(control); - } - - void Manager::Update(olc::PixelGameEngine* pge) - { - for (auto& p : m_vControls) p->Update(pge); - } - - void Manager::Draw(olc::PixelGameEngine* pge) - { - for (auto& p : m_vControls) p->Draw(pge); - } - - void Manager::DrawDecal(olc::PixelGameEngine* pge) - { - for (auto& p : m_vControls) p->DrawDecal(pge); - } - - void Manager::CopyThemeFrom(const Manager& manager) - { - this->colBorder = manager.colBorder; - this->colClick = manager.colClick; - this->colDisable = manager.colDisable; - this->colHover = manager.colHover; - this->colNormal = manager.colNormal; - this->colText = manager.colText; - this->fGrabRad = manager.fGrabRad; - this->fHoverSpeedOff = manager.fHoverSpeedOff; - this->fHoverSpeedOn = manager.fHoverSpeedOn; - } -#pragma endregion - -#pragma region Label - Label::Label(olc::QuickGUI::Manager& manager, const std::string& text, const olc::vf2d& pos, const olc::vf2d& size) - : BaseControl(manager) - { - vPos = pos; vSize = size; sText = text; - } - - void Label::Update(olc::PixelGameEngine* pge) - { - - } - - void Label::Draw(olc::PixelGameEngine* pge) - { - if (!bVisible) - return; - - if (bHasBackground) - { - pge->FillRect(vPos + olc::vf2d(1, 1), vSize - olc::vf2d(2, 2), m_manager.colNormal); - } - - if(bHasBorder) - pge->DrawRect(vPos, vSize - olc::vf2d(1, 1), m_manager.colBorder); - - olc::vf2d vText = pge->GetTextSizeProp(sText); - switch (nAlign) - { - case Alignment::Left: - pge->DrawStringProp(olc::vf2d( vPos.x + 2.0f, vPos.y + (vSize.y - vText.y) * 0.5f ), sText, m_manager.colText); - break; - case Alignment::Centre: - pge->DrawStringProp(vPos + (vSize - vText) * 0.5f, sText, m_manager.colText); - break; - case Alignment::Right: - pge->DrawStringProp(olc::vf2d{ vPos.x + vSize.x - vText.x - 2.0f, vPos.y + (vSize.y - vText.y) * 0.5f }, sText, m_manager.colText); - break; - } - } - - void Label::DrawDecal(olc::PixelGameEngine* pge) - { - if (!bVisible) - return; - - if (bHasBackground) - { - pge->FillRectDecal(vPos + olc::vf2d(1, 1), vSize - olc::vf2d(2, 2), m_manager.colNormal); - } - - if (bHasBorder) - { - pge->SetDecalMode(olc::DecalMode::WIREFRAME); - pge->FillRectDecal(vPos + olc::vf2d(1, 1), vSize - olc::vf2d(2,2), m_manager.colBorder); - pge->SetDecalMode(olc::DecalMode::NORMAL); - } - - olc::vf2d vText = pge->GetTextSizeProp(sText); - switch (nAlign) - { - case Alignment::Left: - pge->DrawStringPropDecal({ vPos.x + 2.0f, vPos.y + (vSize.y - vText.y) * 0.5f }, sText, m_manager.colText); - break; - case Alignment::Centre: - pge->DrawStringPropDecal(vPos + (vSize - vText) * 0.5f, sText, m_manager.colText); - break; - case Alignment::Right: - pge->DrawStringPropDecal({ vPos.x + vSize.x - vText.x - 2.0f, vPos.y + (vSize.y - vText.y) * 0.5f }, sText, m_manager.colText); - break; - } - } -#pragma endregion - - -#pragma region TextBox - TextBox::TextBox(olc::QuickGUI::Manager& manager, const std::string& text, const olc::vf2d& pos, const olc::vf2d& size) - : Label(manager, text, pos, size) - { - nAlign = Alignment::Left; - bHasBorder = true; - bHasBackground = false; - } - - void TextBox::Update(olc::PixelGameEngine* pge) - { - if (m_state == State::Disabled || !bVisible) - return; - - bPressed = false; - bReleased = false; - - olc::vf2d vMouse = pge->GetMousePos(); - - if (vMouse.x >= vPos.x && vMouse.x < vPos.x + vSize.x && - vMouse.y >= vPos.y && vMouse.y < vPos.y + vSize.y) - { - // Released inside box does nothing to me, but i may have - // to finish off the neighbours... oo err - bPressed = pge->GetMouse(olc::Mouse::LEFT).bPressed; - bReleased = pge->GetMouse(olc::Mouse::LEFT).bReleased; - - if (bPressed && pge->IsTextEntryEnabled() && !m_bTextEdit) - { - pge->TextEntryEnable(false); - } - - - if (bPressed && !pge->IsTextEntryEnabled() && !m_bTextEdit) - { - pge->TextEntryEnable(true, sText); - m_bTextEdit = true; - } - - bHeld = pge->GetMouse(olc::Mouse::LEFT).bHeld; - - - } - else - { - // Released outside box - bPressed = pge->GetMouse(olc::Mouse::LEFT).bPressed; - bReleased = pge->GetMouse(olc::Mouse::LEFT).bReleased; - bHeld = pge->GetMouse(olc::Mouse::LEFT).bHeld; - - if (bPressed && m_bTextEdit) - { - sText = pge->TextEntryGetString(); - pge->TextEntryEnable(false); - m_bTextEdit = false; - } - } - - if (m_bTextEdit && pge->IsTextEntryEnabled()) - sText = pge->TextEntryGetString(); - } - - void TextBox::Draw(olc::PixelGameEngine* pge) - { - if (!bVisible) - return; - - if (bHasBackground) - { - pge->FillRect(vPos + olc::vf2d(1, 1), vSize - olc::vf2d(2, 2), m_manager.colNormal); - } - - if (bHasBorder) - pge->DrawRect(vPos, vSize - olc::vf2d(1, 1), m_manager.colBorder); - - if (m_bTextEdit && pge->IsTextEntryEnabled()) - { - // Draw Cursor - int32_t i = pge->TextEntryGetCursor(); - olc::vf2d vCursorPos = pge->GetTextSizeProp(sText.substr(0, i)); - pge->FillRect(olc::vf2d(vPos.x + 2.0f + vCursorPos.x, (vPos.y + (vSize.y - 10.0f) * 0.5f)), { 2, 10 }, m_manager.colText); - } - - // Draw Text - olc::vf2d vText = pge->GetTextSizeProp(sText); - pge->DrawStringProp(olc::vf2d(vPos.x + 2.0f, vPos.y + (vSize.y - vText.y) * 0.5f), sText, m_manager.colText); - - } - - void TextBox::DrawDecal(olc::PixelGameEngine* pge) - { - if (!bVisible) - return; - - if (bHasBackground) - { - pge->FillRectDecal(vPos + olc::vf2d(1, 1), vSize - olc::vf2d(2, 2), m_manager.colNormal); - } - - if (bHasBorder) - { - pge->SetDecalMode(olc::DecalMode::WIREFRAME); - pge->FillRectDecal(vPos + olc::vf2d(1, 1), vSize - olc::vf2d(2, 2), m_manager.colBorder); - pge->SetDecalMode(olc::DecalMode::NORMAL); - } - - if (m_bTextEdit && pge->IsTextEntryEnabled()) - { - // Draw Cursor - int32_t i = pge->TextEntryGetCursor(); - olc::vf2d vCursorPos = pge->GetTextSizeProp(sText.substr(0, i)); - pge->FillRectDecal(olc::vf2d(vPos.x + 2.0f + vCursorPos.x, (vPos.y + (vSize.y - 10.0f) * 0.5f)), { 2, 10 }, m_manager.colText); - } - - // Draw Text - olc::vf2d vText = pge->GetTextSizeProp(sText); - pge->DrawStringPropDecal(olc::vf2d(vPos.x + 2.0f, vPos.y + (vSize.y - vText.y) * 0.5f), sText, m_manager.colText); - } -#pragma endregion - -#pragma region Button - Button::Button(olc::QuickGUI::Manager& manager, const std::string& text, const olc::vf2d& pos, const olc::vf2d& size) - : BaseControl(manager) - { - vPos = pos; vSize = size; sText = text; - } - - void Button::Update(olc::PixelGameEngine* pge) - { - if (m_state == State::Disabled || !bVisible) - return; - - bPressed = false; - bReleased = false; - float fElapsedTime = pge->GetElapsedTime(); - - olc::vf2d vMouse = pge->GetMousePos(); - if (m_state != State::Click) - { - if (vMouse.x >= vPos.x && vMouse.x < vPos.x + vSize.x && - vMouse.y >= vPos.y && vMouse.y < vPos.y + vSize.y) - { - m_fTransition += fElapsedTime * m_manager.fHoverSpeedOn; - m_state = State::Hover; - - bPressed = pge->GetMouse(olc::Mouse::LEFT).bPressed; - if (bPressed) - { - m_state = State::Click; - } - - bHeld = pge->GetMouse(olc::Mouse::LEFT).bHeld; - } - else - { - m_fTransition -= fElapsedTime * m_manager.fHoverSpeedOff; - m_state = State::Normal; - } - } - else - { - bHeld = pge->GetMouse(olc::Mouse::LEFT).bHeld; - bReleased = pge->GetMouse(olc::Mouse::LEFT).bReleased; - if (bReleased) m_state = State::Normal; - } - - m_fTransition = std::clamp(m_fTransition, 0.0f, 1.0f); - } - - void Button::Draw(olc::PixelGameEngine* pge) - { - if (!bVisible) - return; - - switch (m_state) - { - case State::Disabled: - pge->FillRect(vPos, vSize, m_manager.colDisable); - break; - case State::Normal: - case State::Hover: - pge->FillRect(vPos, vSize, olc::PixelLerp(m_manager.colNormal, m_manager.colHover, m_fTransition)); - break; - case State::Click: - pge->FillRect(vPos, vSize, m_manager.colClick); - break; - } - - pge->DrawRect(vPos, vSize - olc::vf2d(1, 1), m_manager.colBorder); - olc::vf2d vText = pge->GetTextSizeProp(sText); - pge->DrawStringProp(vPos + (vSize - vText) * 0.5f, sText, m_manager.colText); - } - - void Button::DrawDecal(olc::PixelGameEngine* pge) - { - if (!bVisible) - return; - - switch (m_state) - { - case State::Disabled: - pge->FillRectDecal(vPos + olc::vf2d(1, 1), vSize - olc::vf2d(2, 2), m_manager.colDisable); - break; - case State::Normal: - case State::Hover: - pge->FillRectDecal(vPos + olc::vf2d(1, 1), vSize - olc::vf2d(2, 2), olc::PixelLerp(m_manager.colNormal, m_manager.colHover, m_fTransition)); - break; - case State::Click: - pge->FillRectDecal(vPos + olc::vf2d(1, 1), vSize - olc::vf2d(2, 2), m_manager.colClick); - break; - } - pge->SetDecalMode(olc::DecalMode::WIREFRAME); - pge->FillRectDecal(vPos + olc::vf2d(1, 1), vSize - olc::vf2d(2, 2), m_manager.colBorder); - pge->SetDecalMode(olc::DecalMode::NORMAL); - - olc::vf2d vText = pge->GetTextSizeProp(sText); - pge->DrawStringPropDecal(vPos + (vSize - vText) * 0.5f, sText, m_manager.colText); - } -#pragma endregion - - -#pragma region ImageButton - ImageButton::ImageButton(olc::QuickGUI::Manager& manager, const olc::Renderable& icon, const olc::vf2d& pos, const olc::vf2d& size) - : Button(manager, "", pos, size), pIcon(icon) - { - - } - - void ImageButton::Draw(olc::PixelGameEngine* pge) - { - Button::Draw(pge); - pge->DrawSprite(vPos + olc::vi2d(4, 4), pIcon.Sprite()); - } - - void ImageButton::DrawDecal(olc::PixelGameEngine* pge) - { - Button::DrawDecal(pge); - pge->DrawDecal(vPos + olc::vi2d(4, 4), pIcon.Decal()); - } -#pragma endregion - - -#pragma region ImageCheckBox - ImageCheckBox::ImageCheckBox(olc::QuickGUI::Manager& manager, const olc::Renderable& gfx, const bool check, const olc::vf2d& pos, const olc::vf2d& size) - : ImageButton(manager, gfx, pos, size) - { - bChecked = check; - } - - void ImageCheckBox::Update(olc::PixelGameEngine* pge) - { - if (m_state == State::Disabled || !bVisible) - return; - - ImageButton::Update(pge); - if (bPressed) bChecked = !bChecked; - } - - void ImageCheckBox::Draw(olc::PixelGameEngine* pge) - { - ImageButton::Draw(pge); - - if (bChecked) - pge->DrawRect(vPos + olc::vf2d(2, 2), vSize - olc::vi2d(5, 5), m_manager.colBorder); - } - - void ImageCheckBox::DrawDecal(olc::PixelGameEngine* pge) - { - if (!bVisible) - return; - - ImageButton::DrawDecal(pge); - - if (bChecked) - { - pge->FillRectDecal(vPos + olc::vf2d(1, 1), vSize - olc::vf2d(2, 2), m_manager.colClick); - pge->DrawDecal(vPos + olc::vi2d(4, 4), pIcon.Decal()); - } - - pge->SetDecalMode(olc::DecalMode::WIREFRAME); - pge->FillRectDecal(vPos + olc::vf2d(2, 2), vSize - olc::vf2d(4, 4), m_manager.colBorder); - pge->SetDecalMode(olc::DecalMode::NORMAL); - - olc::vf2d vText = pge->GetTextSizeProp(sText); - pge->DrawStringPropDecal(vPos + (vSize - vText) * 0.5f, sText, m_manager.colText); - } -#pragma endregion - - -#pragma region CheckBox - CheckBox::CheckBox(olc::QuickGUI::Manager& manager, const std::string& text, const bool check, const olc::vf2d& pos, const olc::vf2d& size) - : Button(manager, text, pos, size) - { - bChecked = check; - } - - void CheckBox::Update(olc::PixelGameEngine* pge) - { - if (m_state == State::Disabled || !bVisible) - return; - - Button::Update(pge); - if (bPressed) - bChecked = !bChecked; - } - - void CheckBox::Draw(olc::PixelGameEngine* pge) - { - if (!bVisible) - return; - - Button::Draw(pge); - - if (bChecked) - pge->DrawRect(vPos + olc::vf2d(2, 2), vSize - olc::vi2d(5, 5), m_manager.colBorder); - } - - void CheckBox::DrawDecal(olc::PixelGameEngine* pge) - { - if (!bVisible) - return; - - Button::DrawDecal(pge); - - if (bChecked) - { - pge->SetDecalMode(olc::DecalMode::WIREFRAME); - pge->FillRectDecal(vPos + olc::vf2d(2, 2), vSize - olc::vf2d(4, 4), m_manager.colBorder); - pge->SetDecalMode(olc::DecalMode::NORMAL); - } - - olc::vf2d vText = pge->GetTextSizeProp(sText); - pge->DrawStringPropDecal(vPos + (vSize - vText) * 0.5f, sText, m_manager.colText); - } -#pragma endregion - -#pragma region Slider - Slider::Slider(olc::QuickGUI::Manager& manager, const olc::vf2d& posmin, const olc::vf2d& posmax, const float valmin, const float valmax, const float value) - : BaseControl(manager) - { - vPosMin = posmin; vPosMax = posmax; fMin = valmin; fMax = valmax; fValue = value; - } - - void Slider::Update(olc::PixelGameEngine* pge) - { - if (m_state == State::Disabled || !bVisible) - return; - - float fElapsedTime = pge->GetElapsedTime(); - - olc::vf2d vMouse = pge->GetMousePos(); - bHeld = false; - if (m_state == State::Click) - { - olc::vf2d d = vPosMax - vPosMin; - float u = d.dot(vMouse - vPosMin) / d.mag2(); - fValue = u * (fMax - fMin) + fMin; - bHeld = true; - } - else - { - olc::vf2d vSliderPos = vPosMin + (vPosMax - vPosMin) * ((fValue - fMin) / (fMax - fMin)); - if ((vMouse - vSliderPos).mag2() <= int32_t(m_manager.fGrabRad) * int32_t(m_manager.fGrabRad)) - { - m_fTransition += fElapsedTime * m_manager.fHoverSpeedOn; - m_state = State::Hover; - if (pge->GetMouse(olc::Mouse::LEFT).bPressed) - { - m_state = State::Click; - bPressed = true; - } - } - else - m_state = State::Normal; - } - - if (pge->GetMouse(olc::Mouse::LEFT).bReleased) - { - m_state = State::Normal; - bReleased = true; - } - - if (m_state == State::Normal) - { - m_fTransition -= fElapsedTime * m_manager.fHoverSpeedOff; - m_state = State::Normal; - bHeld = false; - } - - fValue = std::clamp(fValue, fMin, fMax); - m_fTransition = std::clamp(m_fTransition, 0.0f, 1.0f); - } - - void Slider::Draw(olc::PixelGameEngine* pge) - { - if (!bVisible) - return; - - pge->DrawLine(vPosMin, vPosMax, m_manager.colBorder); - olc::vf2d vSliderPos = vPosMin + (vPosMax - vPosMin) * ((fValue - fMin) / (fMax - fMin)); - - switch (m_state) - { - case State::Disabled: - pge->FillCircle(vSliderPos, int32_t(m_manager.fGrabRad), m_manager.colDisable); - break; - case State::Normal: - case State::Hover: - pge->FillCircle(vSliderPos, int32_t(m_manager.fGrabRad), olc::PixelLerp(m_manager.colNormal, m_manager.colHover, m_fTransition)); - break; - case State::Click: - pge->FillCircle(vSliderPos, int32_t(m_manager.fGrabRad), m_manager.colClick); - break; - } - - - pge->DrawCircle(vSliderPos, int32_t(m_manager.fGrabRad), m_manager.colBorder); - } - - void Slider::DrawDecal(olc::PixelGameEngine* pge) - { - if (!bVisible) - return; - - pge->DrawLineDecal(vPosMin, vPosMax, m_manager.colBorder); - olc::vf2d vSliderPos = vPosMin + (vPosMax - vPosMin) * ((fValue - fMin) / (fMax - fMin)); - - switch (m_state) - { - case State::Disabled: - pge->FillRectDecal(vSliderPos - olc::vf2d(m_manager.fGrabRad, m_manager.fGrabRad), olc::vf2d(m_manager.fGrabRad, m_manager.fGrabRad) * 2.0f, m_manager.colDisable); - break; - case State::Normal: - case State::Hover: - pge->FillRectDecal(vSliderPos - olc::vf2d(m_manager.fGrabRad, m_manager.fGrabRad), olc::vf2d(m_manager.fGrabRad, m_manager.fGrabRad) * 2.0f, olc::PixelLerp(m_manager.colNormal, m_manager.colHover, m_fTransition)); - break; - case State::Click: - pge->FillRectDecal(vSliderPos - olc::vf2d(m_manager.fGrabRad, m_manager.fGrabRad), olc::vf2d(m_manager.fGrabRad, m_manager.fGrabRad) * 2.0f, m_manager.colClick); - break; - } - - pge->SetDecalMode(olc::DecalMode::WIREFRAME); - pge->FillRectDecal(vSliderPos - olc::vf2d(m_manager.fGrabRad, m_manager.fGrabRad), olc::vf2d(m_manager.fGrabRad, m_manager.fGrabRad) * 2.0f, m_manager.colBorder); - pge->SetDecalMode(olc::DecalMode::NORMAL); - } - - -#pragma endregion - -#pragma region ListBox - ListBox::ListBox(olc::QuickGUI::Manager& manager, std::vector& vList, const olc::vf2d& pos, const olc::vf2d& size) - : BaseControl(manager), m_vList(vList) - { - m_group.CopyThemeFrom(m_manager); - vPos = pos; - vSize = size; - m_pSlider = new Slider(m_group, { pos.x + size.x - m_manager.fGrabRad - 1, pos.y + m_manager.fGrabRad + 1 }, - { pos.x + size.x - m_manager.fGrabRad - 1, pos.y + size.y - m_manager.fGrabRad - 1 }, 0, float(m_vList.size()), 0); - } - - void ListBox::Update(olc::PixelGameEngine* pge) - { - if (m_state == State::Disabled || !bVisible) - return; - - - nPreviouslySelectedItem = nSelectedItem; - olc::vf2d vMouse = pge->GetMousePos() - vPos + olc::vi2d(2,0); - if (pge->GetMouse(olc::Mouse::LEFT).bPressed) - { - if (vMouse.x >= 0 && vMouse.x < vSize.x - (m_group.fGrabRad * 2) && vMouse.y >= 0 && vMouse.y < vSize.y) - { - - nSelectedItem = size_t(m_pSlider->fValue + vMouse.y / 10); - } - } - - nSelectedItem = std::clamp(nSelectedItem, size_t(0), m_vList.size()-1); - - bSelectionChanged = nSelectedItem != nPreviouslySelectedItem; - - - m_pSlider->fMax = float(m_vList.size()); - m_group.Update(pge); - } - - void ListBox::Draw(olc::PixelGameEngine* pge) - { - if (!bVisible) - return; - - if (bHasBackground) - { - pge->FillRect(vPos + olc::vf2d(1, 1), vSize - olc::vf2d(2, 2), m_manager.colNormal); - } - - if (bHasBorder) - pge->DrawRect(vPos, vSize - olc::vf2d(1, 1), m_manager.colBorder); - - - size_t idx0 = size_t(m_pSlider->fValue); - size_t idx1 = std::min(idx0 + size_t((vSize.y - 4) / 10), m_vList.size()); - - olc::vf2d vTextPos = vPos + olc::vf2d(2,2); - for (size_t idx = idx0; idx < idx1; idx++) - { - if (idx == nSelectedItem) - pge->FillRect(vTextPos - olc::vi2d(1,1), {int32_t(vSize.x - m_group.fGrabRad * 2), 10}, m_group.colHover); - pge->DrawStringProp(vTextPos, m_vList[idx]); - vTextPos.y += 10; - } - - m_group.Draw(pge); - } - - void ListBox::DrawDecal(olc::PixelGameEngine* pge) - { - if (!bVisible) - return; - - if (bHasBackground) - pge->FillRectDecal(vPos + olc::vf2d(1, 1), vSize - olc::vf2d(2, 2), m_manager.colNormal); - - size_t idx0 = size_t(m_pSlider->fValue); - size_t idx1 = std::min(idx0 + size_t((vSize.y - 4) / 10), m_vList.size()); - - olc::vf2d vTextPos = vPos + olc::vf2d(2, 2); - for (size_t idx = idx0; idx < idx1; idx++) - { - if (idx == nSelectedItem) - pge->FillRectDecal(vTextPos - olc::vi2d(1, 1), { vSize.x - m_group.fGrabRad * 2.0f, 10.0f }, m_group.colHover); - pge->DrawStringPropDecal(vTextPos, m_vList[idx]); - vTextPos.y += 10; - } - - if (bHasBorder) - { - pge->SetDecalMode(olc::DecalMode::WIREFRAME); - pge->FillRectDecal(vPos + olc::vf2d(1, 1), vSize - olc::vf2d(2, 2), m_manager.colBorder); - pge->SetDecalMode(olc::DecalMode::NORMAL); - } - - m_group.DrawDecal(pge); - } -#pragma endregion - - - -#pragma region Modal - ModalDialog::ModalDialog() : olc::PGEX(true) - { - - // Create File Open Dialog - olc::vi2d vScreenSize = pge->GetScreenSize(); - - m_listDirectory = new ListBox(m_manFileSelect, m_vDirectory, olc::vf2d(20, 20), olc::vf2d(300, 500)); - m_listFiles = new ListBox(m_manFileSelect, m_vFiles, olc::vf2d(330, 20), olc::vf2d(300, 500)); - - m_path = "/"; - for (auto const& dir_entry : std::filesystem::directory_iterator{ m_path }) - { - if(dir_entry.is_directory()) - m_vDirectory.push_back(dir_entry.path().filename().string()); - else - m_vFiles.push_back(dir_entry.path().filename().string()); - } - } - - void ModalDialog::ShowFileOpen(const std::string& sPath) - { - m_bShowDialog = true; - } - - bool ModalDialog::OnBeforeUserUpdate(float& fElapsedTime) - { - if(!m_bShowDialog) return false; - - m_manFileSelect.Update(this->pge); - - if (pge->GetKey(olc::Key::BACK).bPressed) - { - m_path = m_path.parent_path().string() + "/"; - //m_listDirectory->bSelectionChanged = true; - //m_listDirectory->nSelectedItem = 0; - } - - if (m_listDirectory->bSelectionChanged) - { - std::string sDirectory = m_vDirectory[m_listDirectory->nSelectedItem]; - /*if (sDirectory == "..") - m_path = m_path.parent_path().string() + "/"; - else - m_path += sDirectory+ "/";*/ - - - m_path += sDirectory + "/"; - // Reconstruct Lists - m_vDirectory.clear(); - - m_vFiles.clear(); - - - for (auto const& dir_entry : std::filesystem::directory_iterator{ m_path }) - { - if (dir_entry.is_directory() || dir_entry.is_other()) - m_vDirectory.push_back(dir_entry.path().filename().string()); - else - m_vFiles.push_back(dir_entry.path().filename().string()); - } - - //m_vDirectory.push_back(".."); - - //m_listFiles->nSelectedItem = 0; - //m_listDirectory->nSelectedItem = 0; - - } - - pge->DrawStringDecal({ 0,0 }, m_path.string()); - - - - - m_manFileSelect.DrawDecal(this->pge); - - - - if (pge->GetKey(olc::Key::ESCAPE).bPressed) - { - m_bShowDialog = false; - return false; - } - - return true; - } -#pragma endregion - -} -#endif // OLC_PGEX_QUICKGUI +/* + OneLoneCoder - QuickGUI v1.02 + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + A semi-immediate mode GUI for very simple GUI stuff. + Includes: + Label - Displays a single-line string + TextBox - Click to enter/edit single-line text + Button - A clickable labelled rectangle + CheckBox - A clickable labelled rectangle that retains state + ImageButton - A Button with an image instead of text + ImageCheckBox- A CheckBox with an image instead of text + Slider - An omnidirectional draggable handle between two values + ListBox - A list of strings, that can be scrolled and an item selected + + License (OLC-3) + ~~~~~~~~~~~~~~~ + + Copyright 2018 - 2021 OneLoneCoder.com + + Redistribution and use in source and binary forms, with or without + modification, are permitted provided that the following conditions + are met: + + 1. Redistributions or derivations of source code must retain the above + copyright notice, this list of conditions and the following disclaimer. + + 2. Redistributions or derivative works in binary form must reproduce + the above copyright notice. This list of conditions and the following + disclaimer must be reproduced in the documentation and/or other + materials provided with the distribution. + + 3. Neither the name of the copyright holder nor the names of its + contributors may be used to endorse or promote products derived + from this software without specific prior written permission. + + THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS + "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT + LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR + A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT + HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, + SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT + LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, + DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY + THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + + Links + ~~~~~ + YouTube: https://www.youtube.com/javidx9 + Discord: https://discord.gg/WhwHUMV + Twitter: https://www.twitter.com/javidx9 + Twitch: https://www.twitch.tv/javidx9 + GitHub: https://www.github.com/onelonecoder + Homepage: https://www.onelonecoder.com + + Author + ~~~~~~ + David Barr, aka javidx9, ©OneLoneCoder 2019, 2020, 2021, 2022 + + Changes + ~~~~~~~ + v1.01 +Moved Slider::fGrabRad into "theme" + +Manager::CopyThemeFrom() - copies theme attributes from a different manager + +ListBox - Displays a vector of strings + v1.02 +ImageButton + +ImageCheckBox + +ListBox::bSelectionChanged flag, true when list selected item changes + =Fix - Text box mouse behaviours, mouse release is now meaningless + +CheckBox Fix for decal display + +*/ + +#ifndef OLC_PGEX_QUICKGUI_H +#define OLC_PGEX_QUICKGUI_H + +#include "olcPixelGameEngine.h" + + +namespace olc::QuickGUI +{ + class Manager; + + // Virtual base class for all controls + class BaseControl + { + public: + BaseControl(olc::QuickGUI::Manager& manager); + virtual ~BaseControl(); + + public: + // Switches the control on/off + void Enable(const bool bEnable); + // Sets whether or not the control is interactive/displayed + bool bVisible = true; + + // True on single frame control begins being manipulated + bool bPressed = false; + // True on all frames control is under user manipulation + bool bHeld = false; + // True on single frame control ceases being manipulated + bool bReleased = false; + + public: + // Updates the controls behvaiour + virtual void Update(olc::PixelGameEngine* pge) = 0; + // Draws the control using "sprite" based CPU operations + virtual void Draw(olc::PixelGameEngine* pge) = 0; + // Draws the control using "decal" based GPU operations + virtual void DrawDecal(olc::PixelGameEngine* pge) = 0; + + protected: + // Controls are related to a manager, where the theme resides + // and control groups can be implemented + olc::QuickGUI::Manager& m_manager; + + // All controls exists in one of four states + // Disabled - Greyed out and not interactive + // Normal - interactive and operational + // Hover - currently under the users mouse focus + // Click - user is interacting with the control + enum class State { Disabled, Normal, Hover, Click } m_state = State::Normal; + + // To add a "swish" to things, controls can fade between states + float m_fTransition = 0.0; + }; + + + // A QuickGUI::Manager acts as a convenient grouping of controls + class Manager + { + public: + // Construct Manager, bCleanUpForMe will automatically DELETE any controls + // given to this manager via AddControl() if true + Manager(const bool bCleanUpForMe = true); + virtual ~Manager(); + + public: + // Add a gui element derived form BaseControl to this manager + void AddControl(BaseControl* control); + // Updates all controls this manager operates + void Update(olc::PixelGameEngine* pge); + // Draws as "sprite" all controls this manager operates + void Draw(olc::PixelGameEngine* pge); + // Draws as "decal" all controls this manager operates + void DrawDecal(olc::PixelGameEngine* pge); + + public: // This managers "Theme" can be set here + // Various element colours + olc::Pixel colNormal = olc::DARK_BLUE; + olc::Pixel colHover = olc::BLUE; + olc::Pixel colClick = olc::CYAN; + olc::Pixel colDisable = olc::DARK_GREY; + olc::Pixel colBorder = olc::WHITE; + olc::Pixel colText = olc::WHITE; + // Speed to transiton from Normal -> Hover + float fHoverSpeedOn = 10.0f; + // Speed to transiton from Hover -> Normal + float fHoverSpeedOff = 4.0f; + // Size of grab handle + float fGrabRad = 8.0f; + // Copy all theme attributes into a different manager object + void CopyThemeFrom(const Manager& manager); + + private: + // Should this manager call delete on the controls it opeerates? + bool m_bEraseControlsOnDestroy = true; + // Container of controls + std::vector m_vControls; + }; + + + // Creates a Label Control - it's just text! + class Label : public BaseControl + { + public: + Label(olc::QuickGUI::Manager& manager, // Associate with a Manager + const std::string& text, // Text to display + const olc::vf2d& pos, // Location of label top-left + const olc::vf2d& size); // Size of label + + public: + // Position of button + olc::vf2d vPos; + // Size of button + olc::vf2d vSize; + // Text displayed on button + std::string sText; + // Show a border? + bool bHasBorder = false; + // Show a background? + bool bHasBackground = false; + // Where should the text be positioned? + enum class Alignment + {Left, Centre, Right} nAlign = Alignment::Centre; + + public: // BaseControl overrides + void Update(olc::PixelGameEngine* pge) override; + void Draw(olc::PixelGameEngine* pge) override; + void DrawDecal(olc::PixelGameEngine* pge) override; + }; + + class TextBox : public Label + { + public: + TextBox(olc::QuickGUI::Manager& manager, // Associate with a Manager + const std::string& text, // Text to display + const olc::vf2d& pos, // Location of text box top-left + const olc::vf2d& size); // Size of text box + + public: // BaseControl overrides + void Update(olc::PixelGameEngine* pge) override; + void Draw(olc::PixelGameEngine* pge) override; + void DrawDecal(olc::PixelGameEngine* pge) override; + + protected: + bool m_bTextEdit = false; + + }; + + // Creates a Button Control - a clickable, labelled rectangle + class Button : public BaseControl + { + public: + Button(olc::QuickGUI::Manager& manager, // Associate with a Manager + const std::string& text, // Text to display + const olc::vf2d& pos, // Location of button top-left + const olc::vf2d& size); // Size of button + + public: + // Position of button + olc::vf2d vPos; + // Size of button + olc::vf2d vSize; + // Text displayed on button + std::string sText; + + public: // BaseControl overrides + void Update(olc::PixelGameEngine* pge) override; + void Draw(olc::PixelGameEngine* pge) override; + void DrawDecal(olc::PixelGameEngine* pge) override; + }; + + // Creates a Button Control - a clickable, labelled rectangle + class CheckBox : public Button + { + public: + CheckBox(olc::QuickGUI::Manager& manager, // Associate with a Manager + const std::string& text, // Text to display + const bool check, // Is checked or not? + const olc::vf2d& pos, // Location of button top-left + const olc::vf2d& size); // Size of button + + public: + bool bChecked = false; + + public: // BaseControl overrides + void Update(olc::PixelGameEngine* pge) override; + void Draw(olc::PixelGameEngine* pge) override; + void DrawDecal(olc::PixelGameEngine* pge) override; + }; + + class ImageButton : public Button + { + public: + ImageButton(olc::QuickGUI::Manager& manager, // Associate with a Manager + const olc::Renderable &icon, // Text to display + const olc::vf2d& pos, // Location of button top-left + const olc::vf2d& size); // Size of button + + public: + const olc::Renderable& pIcon; + + public: + void Draw(olc::PixelGameEngine* pge) override; + void DrawDecal(olc::PixelGameEngine* pge) override; + }; + + class ImageCheckBox : public ImageButton + { + public: + ImageCheckBox(olc::QuickGUI::Manager& manager, // Associate with a Manager + const olc::Renderable& icon, // Text to display + const bool check, // Is checked or not? + const olc::vf2d& pos, // Location of button top-left + const olc::vf2d& size); // Size of button + + public: + bool bChecked = false; + + public: + void Update(olc::PixelGameEngine* pge) override; + void Draw(olc::PixelGameEngine* pge) override; + void DrawDecal(olc::PixelGameEngine* pge) override; + }; + + + // Creates a Slider Control - a grabbable handle that slides between two locations + class Slider : public BaseControl + { + public: + Slider(olc::QuickGUI::Manager& manager, // Associate with a Manager + const olc::vf2d& posmin, // Screen location of "minimum" + const olc::vf2d& posmax, // Screen location of "maximum" + const float valmin, // Value of minimum + const float valmax, // Value of maximum + const float value); // Starting value + + public: + // Minium value + float fMin = -100.0f; + // Maximum value + float fMax = +100.0f; + // Current value + float fValue = 0.0f; + + // Location of minimum/start + olc::vf2d vPosMin; + // Location of maximum/end + olc::vf2d vPosMax; + + public: // BaseControl overrides + void Update(olc::PixelGameEngine* pge) override; + void Draw(olc::PixelGameEngine* pge) override; + void DrawDecal(olc::PixelGameEngine* pge) override; + }; + + + class ListBox : public BaseControl + { + public: + ListBox(olc::QuickGUI::Manager& manager, // Associate with a Manager + std::vector& vList, + const olc::vf2d& pos, // Location of list top-left + const olc::vf2d& size); // Size of list + + // Position of list + olc::vf2d vPos; + // Size of list + olc::vf2d vSize; + // Show a border? + bool bHasBorder = true; + // Show a background? + bool bHasBackground = true; + + public: + Slider *m_pSlider = nullptr; + Manager m_group; + size_t m_nVisibleItems = 0; + std::vector& m_vList; + + public: + // Item currently selected + size_t nSelectedItem = 0; + size_t nPreviouslySelectedItem = 0; + // Has selection changed? + bool bSelectionChanged = false; + + public: // BaseControl overrides + void Update(olc::PixelGameEngine* pge) override; + void Draw(olc::PixelGameEngine* pge) override; + void DrawDecal(olc::PixelGameEngine* pge) override; + }; + + + class ModalDialog : public olc::PGEX + { + public: + ModalDialog(); + + public: + void ShowFileOpen(const std::string& sPath); + + protected: + virtual bool OnBeforeUserUpdate(float& fElapsedTime) override; + + private: + bool m_bShowDialog = false; + + Manager m_manFileSelect; + ListBox* m_listVolumes = nullptr; + ListBox* m_listDirectory = nullptr; + ListBox* m_listFiles = nullptr; + + std::vector m_vVolumes; + std::vector m_vDirectory; + std::vector m_vFiles; + std::filesystem::path m_path; + }; +} + + +#ifdef OLC_PGEX_QUICKGUI +#undef OLC_PGEX_QUICKGUI +namespace olc::QuickGUI +{ + +#pragma region BaseControl + BaseControl::BaseControl(olc::QuickGUI::Manager& manager) : m_manager(manager) + { + m_manager.AddControl(this); + } + + BaseControl::~BaseControl() + { + + } + + void BaseControl::Enable(const bool bEnable) + { + m_state = bEnable ? State::Normal : State::Disabled; + } +#pragma endregion + +#pragma region Manager + Manager::Manager(const bool bCleanUpForMe) + { + m_bEraseControlsOnDestroy = bCleanUpForMe; + } + + Manager::~Manager() + { + if (m_bEraseControlsOnDestroy) + for (auto& p : m_vControls) + delete p; + + m_vControls.clear(); + } + + void Manager::AddControl(BaseControl* control) + { + m_vControls.push_back(control); + } + + void Manager::Update(olc::PixelGameEngine* pge) + { + for (auto& p : m_vControls) p->Update(pge); + } + + void Manager::Draw(olc::PixelGameEngine* pge) + { + for (auto& p : m_vControls) p->Draw(pge); + } + + void Manager::DrawDecal(olc::PixelGameEngine* pge) + { + for (auto& p : m_vControls) p->DrawDecal(pge); + } + + void Manager::CopyThemeFrom(const Manager& manager) + { + this->colBorder = manager.colBorder; + this->colClick = manager.colClick; + this->colDisable = manager.colDisable; + this->colHover = manager.colHover; + this->colNormal = manager.colNormal; + this->colText = manager.colText; + this->fGrabRad = manager.fGrabRad; + this->fHoverSpeedOff = manager.fHoverSpeedOff; + this->fHoverSpeedOn = manager.fHoverSpeedOn; + } +#pragma endregion + +#pragma region Label + Label::Label(olc::QuickGUI::Manager& manager, const std::string& text, const olc::vf2d& pos, const olc::vf2d& size) + : BaseControl(manager) + { + vPos = pos; vSize = size; sText = text; + } + + void Label::Update(olc::PixelGameEngine* pge) + { + + } + + void Label::Draw(olc::PixelGameEngine* pge) + { + if (!bVisible) + return; + + if (bHasBackground) + { + pge->FillRect(vPos + olc::vf2d(1, 1), vSize - olc::vf2d(2, 2), m_manager.colNormal); + } + + if(bHasBorder) + pge->DrawRect(vPos, vSize - olc::vf2d(1, 1), m_manager.colBorder); + + olc::vf2d vText = pge->GetTextSizeProp(sText); + switch (nAlign) + { + case Alignment::Left: + pge->DrawStringProp(olc::vf2d( vPos.x + 2.0f, vPos.y + (vSize.y - vText.y) * 0.5f ), sText, m_manager.colText); + break; + case Alignment::Centre: + pge->DrawStringProp(vPos + (vSize - vText) * 0.5f, sText, m_manager.colText); + break; + case Alignment::Right: + pge->DrawStringProp(olc::vf2d{ vPos.x + vSize.x - vText.x - 2.0f, vPos.y + (vSize.y - vText.y) * 0.5f }, sText, m_manager.colText); + break; + } + } + + void Label::DrawDecal(olc::PixelGameEngine* pge) + { + if (!bVisible) + return; + + if (bHasBackground) + { + pge->FillRectDecal(vPos + olc::vf2d(1, 1), vSize - olc::vf2d(2, 2), m_manager.colNormal); + } + + if (bHasBorder) + { + pge->SetDecalMode(olc::DecalMode::WIREFRAME); + pge->FillRectDecal(vPos + olc::vf2d(1, 1), vSize - olc::vf2d(2,2), m_manager.colBorder); + pge->SetDecalMode(olc::DecalMode::NORMAL); + } + + olc::vf2d vText = pge->GetTextSizeProp(sText); + switch (nAlign) + { + case Alignment::Left: + pge->DrawStringPropDecal({ vPos.x + 2.0f, vPos.y + (vSize.y - vText.y) * 0.5f }, sText, m_manager.colText); + break; + case Alignment::Centre: + pge->DrawStringPropDecal(vPos + (vSize - vText) * 0.5f, sText, m_manager.colText); + break; + case Alignment::Right: + pge->DrawStringPropDecal({ vPos.x + vSize.x - vText.x - 2.0f, vPos.y + (vSize.y - vText.y) * 0.5f }, sText, m_manager.colText); + break; + } + } +#pragma endregion + + +#pragma region TextBox + TextBox::TextBox(olc::QuickGUI::Manager& manager, const std::string& text, const olc::vf2d& pos, const olc::vf2d& size) + : Label(manager, text, pos, size) + { + nAlign = Alignment::Left; + bHasBorder = true; + bHasBackground = false; + } + + void TextBox::Update(olc::PixelGameEngine* pge) + { + if (m_state == State::Disabled || !bVisible) + return; + + bPressed = false; + bReleased = false; + + olc::vf2d vMouse = pge->GetMousePos(); + + if (vMouse.x >= vPos.x && vMouse.x < vPos.x + vSize.x && + vMouse.y >= vPos.y && vMouse.y < vPos.y + vSize.y) + { + // Released inside box does nothing to me, but i may have + // to finish off the neighbours... oo err + bPressed = pge->GetMouse(olc::Mouse::LEFT).bPressed; + bReleased = pge->GetMouse(olc::Mouse::LEFT).bReleased; + + if (bPressed && pge->IsTextEntryEnabled() && !m_bTextEdit) + { + pge->TextEntryEnable(false); + } + + + if (bPressed && !pge->IsTextEntryEnabled() && !m_bTextEdit) + { + pge->TextEntryEnable(true, sText); + m_bTextEdit = true; + } + + bHeld = pge->GetMouse(olc::Mouse::LEFT).bHeld; + + + } + else + { + // Released outside box + bPressed = pge->GetMouse(olc::Mouse::LEFT).bPressed; + bReleased = pge->GetMouse(olc::Mouse::LEFT).bReleased; + bHeld = pge->GetMouse(olc::Mouse::LEFT).bHeld; + + if (bPressed && m_bTextEdit) + { + sText = pge->TextEntryGetString(); + pge->TextEntryEnable(false); + m_bTextEdit = false; + } + } + + if (m_bTextEdit && pge->IsTextEntryEnabled()) + sText = pge->TextEntryGetString(); + } + + void TextBox::Draw(olc::PixelGameEngine* pge) + { + if (!bVisible) + return; + + if (bHasBackground) + { + pge->FillRect(vPos + olc::vf2d(1, 1), vSize - olc::vf2d(2, 2), m_manager.colNormal); + } + + if (bHasBorder) + pge->DrawRect(vPos, vSize - olc::vf2d(1, 1), m_manager.colBorder); + + if (m_bTextEdit && pge->IsTextEntryEnabled()) + { + // Draw Cursor + int32_t i = pge->TextEntryGetCursor(); + olc::vf2d vCursorPos = pge->GetTextSizeProp(sText.substr(0, i)); + pge->FillRect(olc::vf2d(vPos.x + 2.0f + vCursorPos.x, (vPos.y + (vSize.y - 10.0f) * 0.5f)), { 2, 10 }, m_manager.colText); + } + + // Draw Text + olc::vf2d vText = pge->GetTextSizeProp(sText); + pge->DrawStringProp(olc::vf2d(vPos.x + 2.0f, vPos.y + (vSize.y - vText.y) * 0.5f), sText, m_manager.colText); + + } + + void TextBox::DrawDecal(olc::PixelGameEngine* pge) + { + if (!bVisible) + return; + + if (bHasBackground) + { + pge->FillRectDecal(vPos + olc::vf2d(1, 1), vSize - olc::vf2d(2, 2), m_manager.colNormal); + } + + if (bHasBorder) + { + pge->SetDecalMode(olc::DecalMode::WIREFRAME); + pge->FillRectDecal(vPos + olc::vf2d(1, 1), vSize - olc::vf2d(2, 2), m_manager.colBorder); + pge->SetDecalMode(olc::DecalMode::NORMAL); + } + + if (m_bTextEdit && pge->IsTextEntryEnabled()) + { + // Draw Cursor + int32_t i = pge->TextEntryGetCursor(); + olc::vf2d vCursorPos = pge->GetTextSizeProp(sText.substr(0, i)); + pge->FillRectDecal(olc::vf2d(vPos.x + 2.0f + vCursorPos.x, (vPos.y + (vSize.y - 10.0f) * 0.5f)), { 2, 10 }, m_manager.colText); + } + + // Draw Text + olc::vf2d vText = pge->GetTextSizeProp(sText); + pge->DrawStringPropDecal(olc::vf2d(vPos.x + 2.0f, vPos.y + (vSize.y - vText.y) * 0.5f), sText, m_manager.colText); + } +#pragma endregion + +#pragma region Button + Button::Button(olc::QuickGUI::Manager& manager, const std::string& text, const olc::vf2d& pos, const olc::vf2d& size) + : BaseControl(manager) + { + vPos = pos; vSize = size; sText = text; + } + + void Button::Update(olc::PixelGameEngine* pge) + { + if (m_state == State::Disabled || !bVisible) + return; + + bPressed = false; + bReleased = false; + float fElapsedTime = pge->GetElapsedTime(); + + olc::vf2d vMouse = pge->GetMousePos(); + if (m_state != State::Click) + { + if (vMouse.x >= vPos.x && vMouse.x < vPos.x + vSize.x && + vMouse.y >= vPos.y && vMouse.y < vPos.y + vSize.y) + { + m_fTransition += fElapsedTime * m_manager.fHoverSpeedOn; + m_state = State::Hover; + + bPressed = pge->GetMouse(olc::Mouse::LEFT).bPressed; + if (bPressed) + { + m_state = State::Click; + } + + bHeld = pge->GetMouse(olc::Mouse::LEFT).bHeld; + } + else + { + m_fTransition -= fElapsedTime * m_manager.fHoverSpeedOff; + m_state = State::Normal; + } + } + else + { + bHeld = pge->GetMouse(olc::Mouse::LEFT).bHeld; + bReleased = pge->GetMouse(olc::Mouse::LEFT).bReleased; + if (bReleased) m_state = State::Normal; + } + + m_fTransition = std::clamp(m_fTransition, 0.0f, 1.0f); + } + + void Button::Draw(olc::PixelGameEngine* pge) + { + if (!bVisible) + return; + + switch (m_state) + { + case State::Disabled: + pge->FillRect(vPos, vSize, m_manager.colDisable); + break; + case State::Normal: + case State::Hover: + pge->FillRect(vPos, vSize, olc::PixelLerp(m_manager.colNormal, m_manager.colHover, m_fTransition)); + break; + case State::Click: + pge->FillRect(vPos, vSize, m_manager.colClick); + break; + } + + pge->DrawRect(vPos, vSize - olc::vf2d(1, 1), m_manager.colBorder); + olc::vf2d vText = pge->GetTextSizeProp(sText); + pge->DrawStringProp(vPos + (vSize - vText) * 0.5f, sText, m_manager.colText); + } + + void Button::DrawDecal(olc::PixelGameEngine* pge) + { + if (!bVisible) + return; + + switch (m_state) + { + case State::Disabled: + pge->FillRectDecal(vPos + olc::vf2d(1, 1), vSize - olc::vf2d(2, 2), m_manager.colDisable); + break; + case State::Normal: + case State::Hover: + pge->FillRectDecal(vPos + olc::vf2d(1, 1), vSize - olc::vf2d(2, 2), olc::PixelLerp(m_manager.colNormal, m_manager.colHover, m_fTransition)); + break; + case State::Click: + pge->FillRectDecal(vPos + olc::vf2d(1, 1), vSize - olc::vf2d(2, 2), m_manager.colClick); + break; + } + pge->SetDecalMode(olc::DecalMode::WIREFRAME); + pge->FillRectDecal(vPos + olc::vf2d(1, 1), vSize - olc::vf2d(2, 2), m_manager.colBorder); + pge->SetDecalMode(olc::DecalMode::NORMAL); + + olc::vf2d vText = pge->GetTextSizeProp(sText); + pge->DrawStringPropDecal(vPos + (vSize - vText) * 0.5f, sText, m_manager.colText); + } +#pragma endregion + + +#pragma region ImageButton + ImageButton::ImageButton(olc::QuickGUI::Manager& manager, const olc::Renderable& icon, const olc::vf2d& pos, const olc::vf2d& size) + : Button(manager, "", pos, size), pIcon(icon) + { + + } + + void ImageButton::Draw(olc::PixelGameEngine* pge) + { + Button::Draw(pge); + pge->DrawSprite(vPos + olc::vi2d(4, 4), pIcon.Sprite()); + } + + void ImageButton::DrawDecal(olc::PixelGameEngine* pge) + { + Button::DrawDecal(pge); + pge->DrawDecal(vPos + olc::vi2d(4, 4), pIcon.Decal()); + } +#pragma endregion + + +#pragma region ImageCheckBox + ImageCheckBox::ImageCheckBox(olc::QuickGUI::Manager& manager, const olc::Renderable& gfx, const bool check, const olc::vf2d& pos, const olc::vf2d& size) + : ImageButton(manager, gfx, pos, size) + { + bChecked = check; + } + + void ImageCheckBox::Update(olc::PixelGameEngine* pge) + { + if (m_state == State::Disabled || !bVisible) + return; + + ImageButton::Update(pge); + if (bPressed) bChecked = !bChecked; + } + + void ImageCheckBox::Draw(olc::PixelGameEngine* pge) + { + ImageButton::Draw(pge); + + if (bChecked) + pge->DrawRect(vPos + olc::vf2d(2, 2), vSize - olc::vi2d(5, 5), m_manager.colBorder); + } + + void ImageCheckBox::DrawDecal(olc::PixelGameEngine* pge) + { + if (!bVisible) + return; + + ImageButton::DrawDecal(pge); + + if (bChecked) + { + pge->FillRectDecal(vPos + olc::vf2d(1, 1), vSize - olc::vf2d(2, 2), m_manager.colClick); + pge->DrawDecal(vPos + olc::vi2d(4, 4), pIcon.Decal()); + } + + pge->SetDecalMode(olc::DecalMode::WIREFRAME); + pge->FillRectDecal(vPos + olc::vf2d(2, 2), vSize - olc::vf2d(4, 4), m_manager.colBorder); + pge->SetDecalMode(olc::DecalMode::NORMAL); + + olc::vf2d vText = pge->GetTextSizeProp(sText); + pge->DrawStringPropDecal(vPos + (vSize - vText) * 0.5f, sText, m_manager.colText); + } +#pragma endregion + + +#pragma region CheckBox + CheckBox::CheckBox(olc::QuickGUI::Manager& manager, const std::string& text, const bool check, const olc::vf2d& pos, const olc::vf2d& size) + : Button(manager, text, pos, size) + { + bChecked = check; + } + + void CheckBox::Update(olc::PixelGameEngine* pge) + { + if (m_state == State::Disabled || !bVisible) + return; + + Button::Update(pge); + if (bPressed) + bChecked = !bChecked; + } + + void CheckBox::Draw(olc::PixelGameEngine* pge) + { + if (!bVisible) + return; + + Button::Draw(pge); + + if (bChecked) + pge->DrawRect(vPos + olc::vf2d(2, 2), vSize - olc::vi2d(5, 5), m_manager.colBorder); + } + + void CheckBox::DrawDecal(olc::PixelGameEngine* pge) + { + if (!bVisible) + return; + + Button::DrawDecal(pge); + + if (bChecked) + { + pge->SetDecalMode(olc::DecalMode::WIREFRAME); + pge->FillRectDecal(vPos + olc::vf2d(2, 2), vSize - olc::vf2d(4, 4), m_manager.colBorder); + pge->SetDecalMode(olc::DecalMode::NORMAL); + } + + olc::vf2d vText = pge->GetTextSizeProp(sText); + pge->DrawStringPropDecal(vPos + (vSize - vText) * 0.5f, sText, m_manager.colText); + } +#pragma endregion + +#pragma region Slider + Slider::Slider(olc::QuickGUI::Manager& manager, const olc::vf2d& posmin, const olc::vf2d& posmax, const float valmin, const float valmax, const float value) + : BaseControl(manager) + { + vPosMin = posmin; vPosMax = posmax; fMin = valmin; fMax = valmax; fValue = value; + } + + void Slider::Update(olc::PixelGameEngine* pge) + { + if (m_state == State::Disabled || !bVisible) + return; + + float fElapsedTime = pge->GetElapsedTime(); + + olc::vf2d vMouse = pge->GetMousePos(); + bHeld = false; + if (m_state == State::Click) + { + olc::vf2d d = vPosMax - vPosMin; + float u = d.dot(vMouse - vPosMin) / d.mag2(); + fValue = u * (fMax - fMin) + fMin; + bHeld = true; + } + else + { + olc::vf2d vSliderPos = vPosMin + (vPosMax - vPosMin) * ((fValue - fMin) / (fMax - fMin)); + if ((vMouse - vSliderPos).mag2() <= int32_t(m_manager.fGrabRad) * int32_t(m_manager.fGrabRad)) + { + m_fTransition += fElapsedTime * m_manager.fHoverSpeedOn; + m_state = State::Hover; + if (pge->GetMouse(olc::Mouse::LEFT).bPressed) + { + m_state = State::Click; + bPressed = true; + } + } + else + m_state = State::Normal; + } + + if (pge->GetMouse(olc::Mouse::LEFT).bReleased) + { + m_state = State::Normal; + bReleased = true; + } + + if (m_state == State::Normal) + { + m_fTransition -= fElapsedTime * m_manager.fHoverSpeedOff; + m_state = State::Normal; + bHeld = false; + } + + fValue = std::clamp(fValue, fMin, fMax); + m_fTransition = std::clamp(m_fTransition, 0.0f, 1.0f); + } + + void Slider::Draw(olc::PixelGameEngine* pge) + { + if (!bVisible) + return; + + pge->DrawLine(vPosMin, vPosMax, m_manager.colBorder); + olc::vf2d vSliderPos = vPosMin + (vPosMax - vPosMin) * ((fValue - fMin) / (fMax - fMin)); + + switch (m_state) + { + case State::Disabled: + pge->FillCircle(vSliderPos, int32_t(m_manager.fGrabRad), m_manager.colDisable); + break; + case State::Normal: + case State::Hover: + pge->FillCircle(vSliderPos, int32_t(m_manager.fGrabRad), olc::PixelLerp(m_manager.colNormal, m_manager.colHover, m_fTransition)); + break; + case State::Click: + pge->FillCircle(vSliderPos, int32_t(m_manager.fGrabRad), m_manager.colClick); + break; + } + + + pge->DrawCircle(vSliderPos, int32_t(m_manager.fGrabRad), m_manager.colBorder); + } + + void Slider::DrawDecal(olc::PixelGameEngine* pge) + { + if (!bVisible) + return; + + pge->DrawLineDecal(vPosMin, vPosMax, m_manager.colBorder); + olc::vf2d vSliderPos = vPosMin + (vPosMax - vPosMin) * ((fValue - fMin) / (fMax - fMin)); + + switch (m_state) + { + case State::Disabled: + pge->FillRectDecal(vSliderPos - olc::vf2d(m_manager.fGrabRad, m_manager.fGrabRad), olc::vf2d(m_manager.fGrabRad, m_manager.fGrabRad) * 2.0f, m_manager.colDisable); + break; + case State::Normal: + case State::Hover: + pge->FillRectDecal(vSliderPos - olc::vf2d(m_manager.fGrabRad, m_manager.fGrabRad), olc::vf2d(m_manager.fGrabRad, m_manager.fGrabRad) * 2.0f, olc::PixelLerp(m_manager.colNormal, m_manager.colHover, m_fTransition)); + break; + case State::Click: + pge->FillRectDecal(vSliderPos - olc::vf2d(m_manager.fGrabRad, m_manager.fGrabRad), olc::vf2d(m_manager.fGrabRad, m_manager.fGrabRad) * 2.0f, m_manager.colClick); + break; + } + + pge->SetDecalMode(olc::DecalMode::WIREFRAME); + pge->FillRectDecal(vSliderPos - olc::vf2d(m_manager.fGrabRad, m_manager.fGrabRad), olc::vf2d(m_manager.fGrabRad, m_manager.fGrabRad) * 2.0f, m_manager.colBorder); + pge->SetDecalMode(olc::DecalMode::NORMAL); + } + + +#pragma endregion + +#pragma region ListBox + ListBox::ListBox(olc::QuickGUI::Manager& manager, std::vector& vList, const olc::vf2d& pos, const olc::vf2d& size) + : BaseControl(manager), m_vList(vList) + { + m_group.CopyThemeFrom(m_manager); + vPos = pos; + vSize = size; + m_pSlider = new Slider(m_group, { pos.x + size.x - m_manager.fGrabRad - 1, pos.y + m_manager.fGrabRad + 1 }, + { pos.x + size.x - m_manager.fGrabRad - 1, pos.y + size.y - m_manager.fGrabRad - 1 }, 0, float(m_vList.size()), 0); + } + + void ListBox::Update(olc::PixelGameEngine* pge) + { + if (m_state == State::Disabled || !bVisible) + return; + + + nPreviouslySelectedItem = nSelectedItem; + olc::vf2d vMouse = pge->GetMousePos() - vPos + olc::vi2d(2,0); + if (pge->GetMouse(olc::Mouse::LEFT).bPressed) + { + if (vMouse.x >= 0 && vMouse.x < vSize.x - (m_group.fGrabRad * 2) && vMouse.y >= 0 && vMouse.y < vSize.y) + { + + nSelectedItem = size_t(m_pSlider->fValue + vMouse.y / 10); + } + } + + nSelectedItem = std::clamp(nSelectedItem, size_t(0), m_vList.size()-1); + + bSelectionChanged = nSelectedItem != nPreviouslySelectedItem; + + + m_pSlider->fMax = float(m_vList.size()); + m_group.Update(pge); + } + + void ListBox::Draw(olc::PixelGameEngine* pge) + { + if (!bVisible) + return; + + if (bHasBackground) + { + pge->FillRect(vPos + olc::vf2d(1, 1), vSize - olc::vf2d(2, 2), m_manager.colNormal); + } + + if (bHasBorder) + pge->DrawRect(vPos, vSize - olc::vf2d(1, 1), m_manager.colBorder); + + + size_t idx0 = size_t(m_pSlider->fValue); + size_t idx1 = std::min(idx0 + size_t((vSize.y - 4) / 10), m_vList.size()); + + olc::vf2d vTextPos = vPos + olc::vf2d(2,2); + for (size_t idx = idx0; idx < idx1; idx++) + { + if (idx == nSelectedItem) + pge->FillRect(vTextPos - olc::vi2d(1,1), {int32_t(vSize.x - m_group.fGrabRad * 2), 10}, m_group.colHover); + pge->DrawStringProp(vTextPos, m_vList[idx]); + vTextPos.y += 10; + } + + m_group.Draw(pge); + } + + void ListBox::DrawDecal(olc::PixelGameEngine* pge) + { + if (!bVisible) + return; + + if (bHasBackground) + pge->FillRectDecal(vPos + olc::vf2d(1, 1), vSize - olc::vf2d(2, 2), m_manager.colNormal); + + size_t idx0 = size_t(m_pSlider->fValue); + size_t idx1 = std::min(idx0 + size_t((vSize.y - 4) / 10), m_vList.size()); + + olc::vf2d vTextPos = vPos + olc::vf2d(2, 2); + for (size_t idx = idx0; idx < idx1; idx++) + { + if (idx == nSelectedItem) + pge->FillRectDecal(vTextPos - olc::vi2d(1, 1), { vSize.x - m_group.fGrabRad * 2.0f, 10.0f }, m_group.colHover); + pge->DrawStringPropDecal(vTextPos, m_vList[idx]); + vTextPos.y += 10; + } + + if (bHasBorder) + { + pge->SetDecalMode(olc::DecalMode::WIREFRAME); + pge->FillRectDecal(vPos + olc::vf2d(1, 1), vSize - olc::vf2d(2, 2), m_manager.colBorder); + pge->SetDecalMode(olc::DecalMode::NORMAL); + } + + m_group.DrawDecal(pge); + } +#pragma endregion + + + +#pragma region Modal + ModalDialog::ModalDialog() : olc::PGEX(true) + { + + // Create File Open Dialog + olc::vi2d vScreenSize = pge->GetScreenSize(); + + m_listDirectory = new ListBox(m_manFileSelect, m_vDirectory, olc::vf2d(20, 20), olc::vf2d(300, 500)); + m_listFiles = new ListBox(m_manFileSelect, m_vFiles, olc::vf2d(330, 20), olc::vf2d(300, 500)); + + m_path = "/"; + for (auto const& dir_entry : std::filesystem::directory_iterator{ m_path }) + { + if(dir_entry.is_directory()) + m_vDirectory.push_back(dir_entry.path().filename().string()); + else + m_vFiles.push_back(dir_entry.path().filename().string()); + } + } + + void ModalDialog::ShowFileOpen(const std::string& sPath) + { + m_bShowDialog = true; + } + + bool ModalDialog::OnBeforeUserUpdate(float& fElapsedTime) + { + if(!m_bShowDialog) return false; + + m_manFileSelect.Update(this->pge); + + if (pge->GetKey(olc::Key::BACK).bPressed) + { + m_path = m_path.parent_path().string() + "/"; + //m_listDirectory->bSelectionChanged = true; + //m_listDirectory->nSelectedItem = 0; + } + + if (m_listDirectory->bSelectionChanged) + { + std::string sDirectory = m_vDirectory[m_listDirectory->nSelectedItem]; + /*if (sDirectory == "..") + m_path = m_path.parent_path().string() + "/"; + else + m_path += sDirectory+ "/";*/ + + + m_path += sDirectory + "/"; + // Reconstruct Lists + m_vDirectory.clear(); + + m_vFiles.clear(); + + + for (auto const& dir_entry : std::filesystem::directory_iterator{ m_path }) + { + if (dir_entry.is_directory() || dir_entry.is_other()) + m_vDirectory.push_back(dir_entry.path().filename().string()); + else + m_vFiles.push_back(dir_entry.path().filename().string()); + } + + //m_vDirectory.push_back(".."); + + //m_listFiles->nSelectedItem = 0; + //m_listDirectory->nSelectedItem = 0; + + } + + pge->DrawStringDecal({ 0,0 }, m_path.string()); + + + + + m_manFileSelect.DrawDecal(this->pge); + + + + if (pge->GetKey(olc::Key::ESCAPE).bPressed) + { + m_bShowDialog = false; + return false; + } + + return true; + } +#pragma endregion + +} +#endif // OLC_PGEX_QUICKGUI #endif // OLC_PGEX_QUICKGUI_H \ No newline at end of file diff --git a/third_party/olcPixelGameEngine.h b/third_party/olcPixelGameEngine.h index cfa7219..e78242f 100644 --- a/third_party/olcPixelGameEngine.h +++ b/third_party/olcPixelGameEngine.h @@ -1,6698 +1,6698 @@ -#pragma region license_and_help -/* - olcPixelGameEngine.h - - +-------------------------------------------------------------+ - | OneLoneCoder Pixel Game Engine v2.24 | - | "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 - 2022 OneLoneCoder.com - - Redistribution and use in source and binary forms, with or without modification, - are permitted provided that the following conditions are met: - - 1. Redistributions or derivations of source code must retain the above copyright - notice, this list of conditions and the following disclaimer. - - 2. Redistributions or derivative works in binary form must reproduce the above - copyright notice. This list of conditions and the following disclaimer must be - reproduced in the documentation and/or other materials provided with the distribution. - - 3. Neither the name of the copyright holder nor the names of its contributors may - be used to endorse or promote products derived from this software without specific - prior written permission. - - THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY - EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES - OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT - SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, - INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED - TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR - BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN - CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN - ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF - SUCH DAMAGE. - - Links - ~~~~~ - YouTube: https://www.youtube.com/javidx9 - 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 dwmapi stdc++fs - - Set these compiler options: -std=c++17 - - - - Compiling on Mac - EXPERIMENTAL! PROBABLY HAS BUGS - ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ - Yes yes, people use Macs for C++ programming! Who knew? Anyway, enough - arguing, thanks to Mumflr the PGE is now supported on Mac. Now I know nothing - about Mac, so if you need support, I suggest checking out the instructions - here: https://github.com/MumflrFumperdink/olcPGEMac - - clang++ -arch x86_64 -std=c++17 -mmacosx-version-min=10.15 -Wall -framework OpenGL - -framework GLUT -framework Carbon -lpng YourSource.cpp -o YourProgName - - - - Compiling with Emscripten (New & Experimental) - ~~~~~~~~~~~~~~~~~~~~~~~~~ - Emscripten compiler will turn your awesome C++ PixelGameEngine project into WASM! - This means you can run your application in teh browser, great for distributing - and submission in to jams and things! It's a bit new at the moment. - - em++ -std=c++17 -O2 -s ALLOW_MEMORY_GROWTH=1 -s MAX_WEBGL_VERSION=2 -s MIN_WEBGL_VERSION=2 -s USE_LIBPNG=1 ./YourSource.cpp -o pge.html - - - - Using stb_image.h - ~~~~~~~~~~~~~~~~~ - The PGE will load png images by default (with help from libpng on non-windows systems). - However, the excellent "stb_image.h" can be used instead, supporting a variety of - image formats, and has no library dependence - something we like at OLC studios ;) - To use stb_image.h, make sure it's in your code base, and simply: - - #define OLC_IMAGE_STB - - Before including the olcPixelGameEngine.h header file. stb_image.h works on many systems - and can be downloaded here: https://github.com/nothings/stb/blob/master/stb_image.h - - - - Multiple cpp file projects? - ~~~~~~~~~~~~~~~~~~~~~~~~~~~ - As a single header solution, the OLC_PGE_APPLICATION definition is used to - insert the engine implementation at a project location of your choosing. - The simplest way to setup multifile projects is to create a file called - "olcPixelGameEngine.cpp" which includes the following: - - #define OLC_PGE_APPLICATION - #include "olcPixelGameEngine.h" - - That's all it should include. You can also include PGEX includes and - defines in here too. With this in place, you dont need to - #define OLC_PGE_APPLICATION anywhere, and can simply include this - header file as an when you need to. - - - - 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 Ian McKay, Bispoo, Eremiell, slavka, Kwizatz77, gurkanctn, Phantim, - IProgramInCPP, JackOJC, KrossX, Huhlig, Dragoneye, Appa, JustinRichardsMusic, SliceNDice, - dandistine, Ralakus, Gorbit99, raoul, joshinils, benedani, Moros1138, Alexio, SaladinAkara - & MagetzUb for advice, ideas and testing, and I'd like to extend my appreciation to the - 250K YouTube followers, 80+ Patreons, 4.8K Twitch followers and 10K Discord server members - who give me the motivation to keep going with all this :D - - Significant Contributors: @Moros1138, @SaladinAkara, @MaGetzUb, @slavka, - @Dragoneye, @Gorbit99, @dandistine & @Mumflr - - Special thanks to those who bring gifts! - GnarGnarHead.......Domina - Gorbit99...........Bastion, Ori & The Blind Forest, Terraria, Spelunky 2, Skully - Marti Morta........Gris - Danicron...........Terraria - SaladinAkara.......Aseprite, Inside, Quern: Undying Thoughts, Outer Wilds - AlterEgo...........Final Fantasy XII - The Zodiac Age - SlicEnDicE.........Noita, Inside - TGD................Voucher Gift - Dragoneye..........Lucas Arts Adventure Game Pack - Anonymous Pirate...Return To Monkey Island - - Special thanks to my Patreons too - I wont name you on here, but I've - certainly enjoyed my tea and flapjacks :D - - - - Author - ~~~~~~ - David Barr, aka javidx9, (c) OneLoneCoder 2018, 2019, 2020, 2021, 2022 -*/ -#pragma endregion - -#pragma region version_history -/* - 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: +DrawPartialWarpedDecal() - draws a warped decal from a subset image - +DrawPartialRotatedDecal() - draws a rotated decal from a subset image - 2.06: +GetTextSize() - returns area occupied by multiline string - +GetWindowSize() - returns actual window size - +GetElapsedTime() - returns last calculated fElapsedTime - +GetWindowMouse() - returns actual mouse location in window - +DrawExplicitDecal() - bow-chikka-bow-bow - +DrawPartialDecal(pos, size) - draws a partial decal to specified area - +FillRectDecal() - draws a flat shaded rectangle as a decal - +GradientFillRectDecal() - draws a rectangle, with unique colour corners - +Modified DrawCircle() & FillCircle() - Thanks IanM-Matrix1 (#PR121) - +Gone someway to appeasing pedants - 2.07: +GetPixelSize() - returns user specified pixel size - +GetScreenPixelSize() - returns actual size in monitor pixels - +Pixel Cohesion Mode (flag in Construct()) - disallows arbitrary window scaling - +Working VSYNC in Windows windowed application - now much smoother - +Added string conversion for olc::vectors - +Added comparator operators for olc::vectors - +Added DestroyWindow() on windows platforms for serial PGE launches - +Added GetMousePos() to stop TarriestPython whinging - 2.08: Fix SetScreenSize() aspect ratio pre-calculation - Fix DrawExplicitDecal() - stupid oversight with multiple decals - Disabled olc::Sprite copy constructor - +olc::Sprite Duplicate() - produces a new clone of the sprite - +olc::Sprite Duplicate(pos, size) - produces a new sprite from the region defined - +Unary operators for vectors - +More pedant mollification - Thanks TheLandfill - +ImageLoader modules - user selectable image handling core, gdi+, libpng, stb_image - +Mac Support via GLUT - thanks Mumflr! - 2.09: Fix olc::Renderable Image load error - Thanks MaGetzUb & Zij-IT for finding and moaning about it - Fix file rejection in image loaders when using resource packs - Tidied Compiler defines per platform - Thanks slavka - +Pedant fixes, const correctness in parts - +DecalModes - Normal, Additive, Multiplicative blend modes - +Pixel Operators & Lerping - +Filtered Decals - If you hate pixels, then erase this file - +DrawStringProp(), GetTextSizeProp(), DrawStringPropDecal() - Draws non-monospaced font - 2.10: Fix PixelLerp() - oops my bad, lerped the wrong way :P - Fix "Shader" support for strings - thanks Megarev for crying about it - Fix GetTextSizeProp() - Height was just plain wrong... - +vec2d operator overloads (element wise *=, /=) - +vec2d comparison operators... :| yup... hmmmm... - +vec2d ceil(), floor(), min(), max() functions - surprising how often I do it manually - +DrawExplicitDecal(... uint32_t elements) - complete control over convex polygons and lines - +DrawPolygonDecal() - to keep Bispoo happy, required significant rewrite of EVERYTHING, but hey ho - +Complete rewrite of decal renderer - +OpenGL 3.3 Renderer (also supports Raspberry Pi) - +PGEX Break-In Hooks - with a push from Dandistine - +Wireframe Decal Mode - For debug overlays - 2.11: Made PGEX hooks optional - (provide true to super constructor) - 2.12: Fix for MinGW compiler non-compliance :( - why is its sdk structure different?? why??? - 2.13: +GetFontSprite() - allows access to font data - 2.14: Fix WIN32 Definition reshuffle - Fix DrawPartialDecal() - messed up dimension during renderer experiment, didnt remove junk code, thanks Alexio - Fix? Strange error regarding GDI+ Image Loader not knowing about COM, SDK change? - 2.15: Big Reformat - +WASM Platform (via Emscripten) - Big Thanks to OLC Community - See Platform for details - +Sample Mode for Decals - +Made olc_ConfigureSystem() accessible - +Added OLC_----_CUSTOM_EX for externalised platforms, renderers and image loaders - =Refactored olc::Sprite pixel data store - -Deprecating LoadFromPGESprFile() - -Deprecating SaveToPGESprFile() - Fix Pixel -= operator (thanks Au Lit) - 2.16: FIX Emscripten JS formatting in VS IDE (thanks Moros) - +"Headless" Mode - +DrawLineDecal() - +Mouse Button Constants - +Move Constructor for olc::Renderable - +Polar/Cartesian conversion for v_2d - +DrawRotatedStringDecal()/DrawRotatedStringPropDecal() (thanks Oso-Grande/Sopadeoso (PR #209)) - =Using olc::Renderable for layer surface - +Major Mac and GLUT Update (thanks Mumflr) - 2.17: +Clipping for DrawLine() functions - +Reintroduced sub-pixel decals - +Modified DrawPartialDecal() to quantise and correctly sample from tile atlasses - +olc::Sprite::GetPixel() - Clamp Mode - 2.18: +Option to not "dirty" layers with SetDrawTarget() - Thanks TerasKasi! - =Detection for Mac M1, fix for scroll wheel interrogation - Thanks ruarq! - 2.19: Textual Input(of)course Edition! - =Built in font is now olc::Renderable - +EnablePixelTransfer() - Gate if layer content transfers occur (speedup in decal only apps) - +TextEntryEnable() - Enables/Disables text entry mode - +TextEntryGetString() - Gets the current accumulated string in text entry mode - +TextEntryGetCursor() - Gets the current cursor position in text entry mode - +IsTextEntryEnabled() - Returns true if text entry mode is activated - +OnTextEntryComplete() - Override is called when user presses "ENTER" in text entry mode - +Potential for regional keyboard mappings - needs volunteers to do this - +ConsoleShow() - Opens built in command console - +ConsoleClear() - Clears built in command console output - +ConsoleOut() - Stream strings to command console output - +ConsoleCaptureStdOut() - Capture std::cout by redirecting to built-in console - +OnConsoleCommand() - Override is called when command is entered into built in console - 2.20: +DrawRectDecal() - Keeps OneSketchyGuy quiet - +GetScreenSize() - +olc::Sprite::Size() - returns size of sprite in vector format - 2.21: Emscripten Overhaul - Thanks Moros! - +DrawPolygonDecal() tint overload, can now tint a polygon accounting for vertex colours - +Multiplicative Pixel overload - +v_2d clamp() - +v_2d lerp() - +GetDroppedFiles() - returns files dropped onto engine window for that frame (MSW only) - +GetDroppedFilesPoint() - returns location of dropped files (MSW only) - +Exposed OpenGL33 Loader interface so the typedefs can be shared with PGEX & user - +Fix OGL33 DecalStructure types - wow, how did that one get missed?? lol - +FillTexturedTriangle() - Software rasterizes a textured, coloured, triangle - +FillTexturedPolygon() - Hijacks DecalStructure for configuration - +olc::vf2d arguments for Sprite::Sample() functions - 2.22: = Fix typo on dragged file buffers for unicode builds - 2.23: Fixed Emscripten host sizing errors - Thanks Moros - Fixed v_2d.clamp() function - 2.24: Fix FillTexturedTriangle() to remove const-ref - - !! Apple Platforms will not see these updates immediately - Sorry, I dont have a mac to test... !! - !! Volunteers willing to help appreciated, though PRs are manually integrated with credit !! -*/ -#pragma endregion - -#pragma region hello_world_example -// 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 your 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; -} - -*/ -#pragma endregion - -#ifndef OLC_PGE_DEF -#define OLC_PGE_DEF - -#pragma region std_includes -// O------------------------------------------------------------------------------O -// | STANDARD INCLUDES | -// O------------------------------------------------------------------------------O -#include -#include -#include -#include -#include -#include -#include -#include -#include -#include -#include -#include -#include -#include -#include -#include -#include -#include -#pragma endregion - -#define PGE_VER 223 - -// O------------------------------------------------------------------------------O -// | COMPILER CONFIGURATION ODDITIES | -// O------------------------------------------------------------------------------O -#pragma region compiler_config -#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__) || defined(__APPLE__) - #if __cplusplus >= 201703L - #undef USE_EXPERIMENTAL_FS - #endif -#endif - -#if !defined(OLC_KEYBOARD_UK) - #define OLC_KEYBOARD_UK -#endif - - -#if defined(USE_EXPERIMENTAL_FS) || defined(FORCE_EXPERIMENTAL_FS) - // C++14 - #define _SILENCE_EXPERIMENTAL_FILESYSTEM_DEPRECATION_WARNING - #include - namespace _gfs = std::experimental::filesystem::v1; -#else - // C++17 - #include - 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) - -// O------------------------------------------------------------------------------O -// | PLATFORM SELECTION CODE, Thanks slavka! | -// O------------------------------------------------------------------------------O - -#if defined(OLC_PGE_HEADLESS) - #define OLC_PLATFORM_HEADLESS - #define OLC_GFX_HEADLESS - #if !defined(OLC_IMAGE_STB) && !defined(OLC_IMAGE_GDI) && !defined(OLC_IMAGE_LIBPNG) - #define OLC_IMAGE_HEADLESS - #endif -#endif - -// Platform -#if !defined(OLC_PLATFORM_WINAPI) && !defined(OLC_PLATFORM_X11) && !defined(OLC_PLATFORM_GLUT) && !defined(OLC_PLATFORM_EMSCRIPTEN) && !defined(OLC_PLATFORM_HEADLESS) - #if !defined(OLC_PLATFORM_CUSTOM_EX) - #if defined(_WIN32) - #define OLC_PLATFORM_WINAPI - #endif - #if defined(__linux__) || defined(__FreeBSD__) - #define OLC_PLATFORM_X11 - #endif - #if defined(__APPLE__) - #define GL_SILENCE_DEPRECATION - #define OLC_PLATFORM_GLUT - #endif - #if defined(__EMSCRIPTEN__) - #define OLC_PLATFORM_EMSCRIPTEN - #endif - #endif -#endif - -// Start Situation -#if defined(OLC_PLATFORM_GLUT) || defined(OLC_PLATFORM_EMSCRIPTEN) - #define PGE_USE_CUSTOM_START -#endif - - - -// Renderer -#if !defined(OLC_GFX_OPENGL10) && !defined(OLC_GFX_OPENGL33) && !defined(OLC_GFX_DIRECTX10) && !defined(OLC_GFX_HEADLESS) - #if !defined(OLC_GFX_CUSTOM_EX) - #if defined(OLC_PLATFORM_EMSCRIPTEN) - #define OLC_GFX_OPENGL33 - #else - #define OLC_GFX_OPENGL10 - #endif - #endif -#endif - -// Image loader -#if !defined(OLC_IMAGE_STB) && !defined(OLC_IMAGE_GDI) && !defined(OLC_IMAGE_LIBPNG) && !defined(OLC_IMAGE_HEADLESS) - #if !defined(OLC_IMAGE_CUSTOM_EX) - #if defined(_WIN32) - #define OLC_IMAGE_GDI - #endif - #if defined(__linux__) || defined(__APPLE__) || defined(__FreeBSD__) || defined(__EMSCRIPTEN__) - #define OLC_IMAGE_LIBPNG - #endif - #endif -#endif - - -// O------------------------------------------------------------------------------O -// | PLATFORM-SPECIFIC DEPENDENCIES | -// O------------------------------------------------------------------------------O -#if !defined(OLC_PGE_HEADLESS) -#if defined(OLC_PLATFORM_WINAPI) - #define _WINSOCKAPI_ // Thanks Cornchipss - #if !defined(VC_EXTRALEAN) - #define VC_EXTRALEAN - #endif - #if !defined(NOMINMAX) - #define NOMINMAX - #endif - - // 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 - - #include - #undef _WINSOCKAPI_ -#endif - -#if defined(OLC_PLATFORM_X11) - namespace X11 - { - #include - #include - } -#endif - -#if defined(OLC_PLATFORM_GLUT) - #if defined(__linux__) - #include - #include - #endif - #if defined(__APPLE__) - #include - #include - #include - #endif -#endif -#endif - -#if defined(OLC_PGE_HEADLESS) -#if defined max -#undef max -#endif -#if defined min -#undef min -#endif -#endif -#pragma endregion - -// O------------------------------------------------------------------------------O -// | olcPixelGameEngine INTERFACE DECLARATION | -// O------------------------------------------------------------------------------O -#pragma region pge_declaration -namespace olc -{ - class PixelGameEngine; - class Sprite; - - // Pixel Game Engine Advanced Configuration - constexpr uint8_t nMouseButtons = 5; - constexpr uint8_t nDefaultAlpha = 0xFF; - constexpr uint32_t nDefaultPixel = (nDefaultAlpha << 24); - constexpr uint8_t nTabSizeInSpaces = 4; - constexpr size_t OLC_MAX_VERTS = 128; - 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); - Pixel& operator = (const Pixel& v) = default; - bool operator ==(const Pixel& p) const; - bool operator !=(const Pixel& p) const; - Pixel operator * (const float i) const; - Pixel operator / (const float i) const; - Pixel& operator *=(const float i); - Pixel& operator /=(const float i); - Pixel operator + (const Pixel& p) const; - Pixel operator - (const Pixel& p) const; - Pixel& operator +=(const Pixel& p); - Pixel& operator -=(const Pixel& p); - Pixel operator * (const Pixel& p) const; - Pixel& operator *=(const Pixel& p); - Pixel inv() const; - }; - - Pixel PixelF(float red, float green, float blue, float alpha = 1.0f); - Pixel PixelLerp(const olc::Pixel& p1, const olc::Pixel& p2, float t); - - - // 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); - - // Thanks to scripticuk and others for updating the key maps - // NOTE: The GLUT platform will need updating, open to contributions ;) - 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, - EQUALS, COMMA, MINUS, - OEM_1, OEM_2, OEM_3, OEM_4, OEM_5, OEM_6, OEM_7, OEM_8, - CAPS_LOCK, ENUM_END - }; - - namespace Mouse - { - static constexpr int32_t LEFT = 0; - static constexpr int32_t RIGHT = 1; - static constexpr int32_t MIDDLE = 2; - }; - - // 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::vX2d - A generic 2D vector type | - // O------------------------------------------------------------------------------O -#if !defined(OLC_IGNORE_VEC2D) - template - struct v_2d - { - T x = 0; - T y = 0; - v_2d() : x(0), y(0) {} - v_2d(T _x, T _y) : x(_x), y(_y) {} - v_2d(const v_2d& v) : x(v.x), y(v.y) {} - v_2d& operator=(const v_2d& v) = default; - T mag() const { return T(std::sqrt(x * x + y * y)); } - T mag2() const { return x * x + y * y; } - v_2d norm() const { T r = 1 / mag(); return v_2d(x * r, y * r); } - v_2d perp() const { return v_2d(-y, x); } - v_2d floor() const { return v_2d(std::floor(x), std::floor(y)); } - v_2d ceil() const { return v_2d(std::ceil(x), std::ceil(y)); } - v_2d max(const v_2d& v) const { return v_2d(std::max(x, v.x), std::max(y, v.y)); } - v_2d min(const v_2d& v) const { return v_2d(std::min(x, v.x), std::min(y, v.y)); } - v_2d cart() { return { std::cos(y) * x, std::sin(y) * x }; } - v_2d polar() { return { mag(), std::atan2(y, x) }; } - v_2d clamp(const v_2d& v1, const v_2d& v2) const { return this->max(v1).min(v2); } - v_2d lerp(const v_2d& v1, const double t) { return this->operator*(T(1.0 - t)) + (v1 * T(t)); } - T dot(const v_2d& rhs) const { return this->x * rhs.x + this->y * rhs.y; } - T cross(const v_2d& rhs) const { return this->x * rhs.y - this->y * rhs.x; } - v_2d operator + (const v_2d& rhs) const { return v_2d(this->x + rhs.x, this->y + rhs.y); } - v_2d operator - (const v_2d& rhs) const { return v_2d(this->x - rhs.x, this->y - rhs.y); } - v_2d operator * (const T& rhs) const { return v_2d(this->x * rhs, this->y * rhs); } - v_2d operator * (const v_2d& rhs) const { return v_2d(this->x * rhs.x, this->y * rhs.y); } - v_2d operator / (const T& rhs) const { return v_2d(this->x / rhs, this->y / rhs); } - v_2d operator / (const v_2d& rhs) const { return v_2d(this->x / rhs.x, this->y / rhs.y); } - v_2d& operator += (const v_2d& rhs) { this->x += rhs.x; this->y += rhs.y; return *this; } - v_2d& operator -= (const v_2d& rhs) { this->x -= rhs.x; this->y -= rhs.y; return *this; } - v_2d& operator *= (const T& rhs) { this->x *= rhs; this->y *= rhs; return *this; } - v_2d& operator /= (const T& rhs) { this->x /= rhs; this->y /= rhs; return *this; } - v_2d& operator *= (const v_2d& rhs) { this->x *= rhs.x; this->y *= rhs.y; return *this; } - v_2d& operator /= (const v_2d& rhs) { this->x /= rhs.x; this->y /= rhs.y; return *this; } - v_2d operator + () const { return { +x, +y }; } - v_2d operator - () const { return { -x, -y }; } - bool operator == (const v_2d& rhs) const { return (this->x == rhs.x && this->y == rhs.y); } - bool operator != (const v_2d& rhs) const { return (this->x != rhs.x || this->y != rhs.y); } - const std::string str() const { return std::string("(") + std::to_string(this->x) + "," + std::to_string(this->y) + ")"; } - friend std::ostream& operator << (std::ostream& os, const v_2d& rhs) { os << rhs.str(); return os; } - operator v_2d() const { return { static_cast(this->x), static_cast(this->y) }; } - operator v_2d() const { return { static_cast(this->x), static_cast(this->y) }; } - operator v_2d() const { return { static_cast(this->x), static_cast(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 inline v_2d operator * (const float& lhs, const v_2d& rhs) - { return v_2d((T)(lhs * (float)rhs.x), (T)(lhs * (float)rhs.y)); } - template inline v_2d operator * (const double& lhs, const v_2d& rhs) - { return v_2d((T)(lhs * (double)rhs.x), (T)(lhs * (double)rhs.y)); } - template inline v_2d operator * (const int& lhs, const v_2d& rhs) - { return v_2d((T)(lhs * (int)rhs.x), (T)(lhs * (int)rhs.y)); } - template inline v_2d operator / (const float& lhs, const v_2d& rhs) - { return v_2d((T)(lhs / (float)rhs.x), (T)(lhs / (float)rhs.y)); } - template inline v_2d operator / (const double& lhs, const v_2d& rhs) - { return v_2d((T)(lhs / (double)rhs.x), (T)(lhs / (double)rhs.y)); } - template inline v_2d operator / (const int& lhs, const v_2d& rhs) - { return v_2d((T)(lhs / (int)rhs.x), (T)(lhs / (int)rhs.y)); } - - // To stop dandistine crying... - template inline bool operator < (const v_2d& lhs, const v_2d& rhs) - { return lhs.y < rhs.y || (lhs.y == rhs.y && lhs.x < rhs.x); } - template inline bool operator > (const v_2d& lhs, const v_2d& rhs) - { return lhs.y > rhs.y || (lhs.y == rhs.y && lhs.x > rhs.x); } - - typedef v_2d vi2d; - typedef v_2d vu2d; - typedef v_2d vf2d; - typedef v_2d vd2d; -#endif - - - - - - - // 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 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 mapFiles; - std::ifstream baseFile; - std::vector scramble(const std::vector& data, const std::string& key); - std::string makeposix(const std::string& path); - }; - - - class ImageLoader - { - public: - ImageLoader() = default; - virtual ~ImageLoader() = default; - virtual olc::rcode LoadImageResource(olc::Sprite* spr, const std::string& sImageFile, olc::ResourcePack* pack) = 0; - virtual olc::rcode SaveImageResource(olc::Sprite* spr, const std::string& sImageFile) = 0; - }; - - - // 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(const olc::Sprite&) = delete; - ~Sprite(); - - public: - olc::rcode LoadFromFile(const std::string& sImageFile, olc::ResourcePack* pack = nullptr); - - public: - int32_t width = 0; - int32_t height = 0; - enum Mode { NORMAL, PERIODIC, CLAMP }; - 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) const; - bool SetPixel(int32_t x, int32_t y, Pixel p); - Pixel GetPixel(const olc::vi2d& a) const; - bool SetPixel(const olc::vi2d& a, Pixel p); - Pixel Sample(float x, float y) const; - Pixel Sample(const olc::vf2d& uv) const; - Pixel SampleBL(float u, float v) const; - Pixel SampleBL(const olc::vf2d& uv) const; - Pixel* GetData(); - olc::Sprite* Duplicate(); - olc::Sprite* Duplicate(const olc::vi2d& vPos, const olc::vi2d& vSize); - olc::vi2d Size() const; - std::vector pColData; - Mode modeSample = Mode::NORMAL; - - static std::unique_ptr loader; - }; - - // O------------------------------------------------------------------------------O - // | olc::Decal - A GPU resident storage of an olc::Sprite | - // O------------------------------------------------------------------------------O - class Decal - { - public: - Decal(olc::Sprite* spr, bool filter = false, bool clamp = true); - Decal(const uint32_t nExistingTextureResource, olc::Sprite* spr); - virtual ~Decal(); - void Update(); - void UpdateSprite(); - - public: // But dont touch - int32_t id = -1; - olc::Sprite* sprite = nullptr; - olc::vf2d vUVScale = { 1.0f, 1.0f }; - }; - - enum class DecalMode - { - NORMAL, - ADDITIVE, - MULTIPLICATIVE, - STENCIL, - ILLUMINATE, - WIREFRAME, - MODEL3D, - }; - - enum class DecalStructure - { - LINE, - FAN, - STRIP, - LIST - }; - - // O------------------------------------------------------------------------------O - // | olc::Renderable - Convenience class to keep a sprite and decal together | - // O------------------------------------------------------------------------------O - class Renderable - { - public: - Renderable() = default; - Renderable(Renderable&& r) : pSprite(std::move(r.pSprite)), pDecal(std::move(r.pDecal)) {} - Renderable(const Renderable&) = delete; - olc::rcode Load(const std::string& sFile, ResourcePack* pack = nullptr, bool filter = false, bool clamp = true); - void Create(uint32_t width, uint32_t height, bool filter = false, bool clamp = true); - olc::Decal* Decal() const; - olc::Sprite* Sprite() const; - - private: - std::unique_ptr pSprite = nullptr; - std::unique_ptr pDecal = nullptr; - }; - - - // O------------------------------------------------------------------------------O - // | Auxilliary components internal to engine | - // O------------------------------------------------------------------------------O - - struct DecalInstance - { - olc::Decal* decal = nullptr; - std::vector pos; - std::vector uv; - std::vector w; - std::vector tint; - olc::DecalMode mode = olc::DecalMode::NORMAL; - olc::DecalStructure structure = olc::DecalStructure::FAN; - uint32_t points = 0; - }; - - struct LayerDesc - { - olc::vf2d vOffset = { 0, 0 }; - olc::vf2d vScale = { 1, 1 }; - bool bShow = false; - bool bUpdate = false; - olc::Renderable pDrawTarget; - uint32_t nResID = 0; - std::vector vecDecalInstance; - olc::Pixel tint = olc::WHITE; - std::function funcHook = nullptr; - }; - - class Renderer - { - public: - virtual ~Renderer() = default; - virtual void PrepareDevice() = 0; - virtual olc::rcode CreateDevice(std::vector params, bool bFullScreen, bool bVSYNC) = 0; - virtual olc::rcode DestroyDevice() = 0; - virtual void DisplayFrame() = 0; - virtual void PrepareDrawing() = 0; - virtual void SetDecalMode(const olc::DecalMode& mode) = 0; - virtual void DrawLayerQuad(const olc::vf2d& offset, const olc::vf2d& scale, const olc::Pixel tint) = 0; - virtual void DrawDecal(const olc::DecalInstance& decal) = 0; - virtual uint32_t CreateTexture(const uint32_t width, const uint32_t height, const bool filtered = false, const bool clamp = true) = 0; - virtual void UpdateTexture(uint32_t id, olc::Sprite* spr) = 0; - virtual void ReadTexture(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 ~Platform() = default; - 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; - }; - - class PGEX; - - // The Static Twins (plus one) - static std::unique_ptr renderer; - static std::unique_ptr platform; - static std::map 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, bool cohesion = 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(); - - // Called when a text entry is confirmed with "enter" key - virtual void OnTextEntryComplete(const std::string& sText); - // Called when a console command is executed - virtual bool OnConsoleCommand(const std::string& sCommand); - - - public: // Hardware Interfaces - // Returns true if window is currently in focus - bool IsFocused() const; - // Get the state of a specific keyboard button - HWButton GetKey(Key k) const; - // Get the state of a specific mouse button - HWButton GetMouse(uint32_t b) const; - // Get Mouse X coordinate in "pixel" space - int32_t GetMouseX() const; - // Get Mouse Y coordinate in "pixel" space - int32_t GetMouseY() const; - // Get Mouse Wheel Delta - int32_t GetMouseWheel() const; - // Get the mouse in window space - const olc::vi2d& GetWindowMouse() const; - // Gets the mouse as a vector to keep Tarriest happy - const olc::vi2d& GetMousePos() const; - - static const std::map& GetKeyMap() { return mapKeys; } - - public: // Utility - // Returns the width of the screen in "pixels" - int32_t ScreenWidth() const; - // Returns the height of the screen in "pixels" - int32_t ScreenHeight() const; - // Returns the width of the currently selected drawing target in "pixels" - int32_t GetDrawTargetWidth() const; - // Returns the height of the currently selected drawing target in "pixels" - int32_t GetDrawTargetHeight() const; - // Returns the currently active draw target - olc::Sprite* GetDrawTarget() const; - // 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() const; - // Gets last update of elapsed time - float GetElapsedTime() const; - // Gets Actual Window size - const olc::vi2d& GetWindowSize() const; - // Gets pixel scale - const olc::vi2d& GetPixelSize() const; - // Gets actual pixel scale - const olc::vi2d& GetScreenPixelSize() const; - // Gets "screen" size - const olc::vi2d& GetScreenSize() const; - // Gets any files dropped this frame - const std::vector& GetDroppedFiles() const; - const olc::vi2d& GetDroppedFilesPoint() const; - - public: // CONFIGURATION ROUTINES - // Layer targeting functions - void SetDrawTarget(uint8_t layer, bool bDirty = true); - 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 f); - - std::vector& 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 pixelMode); - // Change the blend factor from between 0.0f to 1.0f; - void SetPixelBlend(float fBlend); - - - - 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); - // Fill a textured and coloured triangle - void FillTexturedTriangle(std::vector vPoints, std::vector vTex, std::vector vColour, olc::Sprite* sprTex); - void FillTexturedPolygon(const std::vector& vPoints, const std::vector& vTex, const std::vector& vColour, olc::Sprite* sprTex, olc::DecalStructure structure = olc::DecalStructure::LIST); - // Draws an entire sprite at location (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 single line of text - traditional monospaced - 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); - olc::vi2d GetTextSize(const std::string& s); - // Draws a single line of text - non-monospaced - void DrawStringProp(int32_t x, int32_t y, const std::string& sText, Pixel col = olc::WHITE, uint32_t scale = 1); - void DrawStringProp(const olc::vi2d& pos, const std::string& sText, Pixel col = olc::WHITE, uint32_t scale = 1); - olc::vi2d GetTextSizeProp(const std::string& s); - - // Decal Quad functions - void SetDecalMode(const olc::DecalMode& mode); - void SetDecalStructure(const olc::DecalStructure& structure); - // 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 DrawPartialDecal(const olc::vf2d& pos, const olc::vf2d& size, olc::Decal* decal, const olc::vf2d& source_pos, const olc::vf2d& source_size, const olc::Pixel& tint = olc::WHITE); - // Draws fully user controlled 4 vertices, pos(pixels), uv(pixels), colours - void DrawExplicitDecal(olc::Decal* decal, const olc::vf2d* pos, const olc::vf2d* uv, const olc::Pixel* col, uint32_t elements = 4); - // Draws a decal with 4 arbitrary points, warping the texture to look "correct" - 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& pos, const olc::Pixel& tint = olc::WHITE); - // As above, but you can specify a region of a decal source sprite - 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& pos, const olc::vf2d& source_pos, const olc::vf2d& source_size, const olc::Pixel& tint = olc::WHITE); - // Draws a decal rotated to specified angle, wit point of rotation offset - 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 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); - // Draws a multiline string as a decal, with tiniting and scaling - void DrawStringDecal(const olc::vf2d& pos, const std::string& sText, const Pixel col = olc::WHITE, const olc::vf2d& scale = { 1.0f, 1.0f }); - void DrawStringPropDecal(const olc::vf2d& pos, const std::string& sText, const Pixel col = olc::WHITE, const olc::vf2d& scale = { 1.0f, 1.0f }); - // Draws a single shaded filled rectangle as a decal - void DrawRectDecal(const olc::vf2d& pos, const olc::vf2d& size, const olc::Pixel col = olc::WHITE); - void FillRectDecal(const olc::vf2d& pos, const olc::vf2d& size, const olc::Pixel col = olc::WHITE); - // Draws a corner shaded rectangle as a decal - void GradientFillRectDecal(const olc::vf2d& pos, const olc::vf2d& size, const olc::Pixel colTL, const olc::Pixel colBL, const olc::Pixel colBR, const olc::Pixel colTR); - // Draws an arbitrary convex textured polygon using GPU - void DrawPolygonDecal(olc::Decal* decal, const std::vector& pos, const std::vector& uv, const olc::Pixel tint = olc::WHITE); - void DrawPolygonDecal(olc::Decal* decal, const std::vector& pos, const std::vector& depth, const std::vector& uv, const olc::Pixel tint = olc::WHITE); - void DrawPolygonDecal(olc::Decal* decal, const std::vector& pos, const std::vector& uv, const std::vector& tint); - void DrawPolygonDecal(olc::Decal* decal, const std::vector& pos, const std::vector& uv, const std::vector& colours, const olc::Pixel tint); - // Draws a line in Decal Space - void DrawLineDecal(const olc::vf2d& pos1, const olc::vf2d& pos2, Pixel p = olc::WHITE); - void DrawRotatedStringDecal(const olc::vf2d& pos, const std::string& sText, const float fAngle, const olc::vf2d& center = { 0.0f, 0.0f }, const olc::Pixel col = olc::WHITE, const olc::vf2d& scale = { 1.0f, 1.0f }); - void DrawRotatedStringPropDecal(const olc::vf2d& pos, const std::string& sText, const float fAngle, const olc::vf2d& center = { 0.0f, 0.0f }, const olc::Pixel col = olc::WHITE, const olc::vf2d& scale = { 1.0f, 1.0f }); - // Clears entire draw target to Pixel - void Clear(Pixel p); - // Clears the rendering back buffer - void ClearBuffer(Pixel p, bool bDepth = true); - // Returns the font image - olc::Sprite* GetFontSprite(); - - // Clip a line segment to visible area - bool ClipLineToScreen(olc::vi2d& in_p1, olc::vi2d& in_p2); - - // Dont allow PGE to mark layers as dirty, so pixel graphics don't update - void EnablePixelTransfer(const bool bEnable = true); - - // Command Console Routines - void ConsoleShow(const olc::Key &keyExit, bool bSuspendTime = true); - bool IsConsoleShowing() const; - void ConsoleClear(); - std::stringstream& ConsoleOut(); - void ConsoleCaptureStdOut(const bool bCapture); - - // Text Entry Routines - void TextEntryEnable(const bool bEnable, const std::string& sText = ""); - std::string TextEntryGetString() const; - int32_t TextEntryGetCursor() const; - bool IsTextEntryEnabled() const; - - - - private: - void UpdateTextEntry(); - void UpdateConsole(); - - public: - - // Experimental Lightweight 3D Routines ================ -#ifdef OLC_ENABLE_EXPERIMENTAL - // Set Manual View Matrix - void LW3D_View(const std::array& m); - // Set Manual World Matrix - void LW3D_World(const std::array& m); - // Set Manual Projection Matrix - void LW3D_Projection(const std::array& m); - - // Draws a vector of vertices, interprted as individual triangles - void LW3D_DrawTriangles(olc::Decal* decal, const std::vector>& pos, const std::vector& tex, const std::vector& col); - - void LW3D_ModelTranslate(const float x, const float y, const float z); - - // Camera convenience functions - void LW3D_SetCameraAtTarget(const float fEyeX, const float fEyeY, const float fEyeZ, - const float fTargetX, const float fTargetY, const float fTargetZ, - const float fUpX = 0.0f, const float fUpY = 1.0f, const float fUpZ = 0.0f); - void LW3D_SetCameraAlongDirection(const float fEyeX, const float fEyeY, const float fEyeZ, - const float fDirX, const float fDirY, const float fDirZ, - const float fUpX = 0.0f, const float fUpY = 1.0f, const float fUpZ = 0.0f); - - // 3D Rendering Flags - void LW3D_EnableDepthTest(const bool bEnableDepth); - void LW3D_EnableBackfaceCulling(const bool bEnableCull); -#endif - public: // Branding - std::string sAppName; - - private: // Inner mysterious workings - olc::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 vScreenPixelSize = { 4, 4 }; - olc::vi2d vMousePos = { 0, 0 }; - int32_t nMouseWheelDelta = 0; - olc::vi2d vMousePosCache = { 0, 0 }; - olc::vi2d vMouseWindowPos = { 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; - float fLastElapsed = 0.0f; - int nFrameCount = 0; - bool bSuspendTextureTransfer = false; - Renderable fontRenderable; - std::vector vLayers; - uint8_t nTargetLayer = 0; - uint32_t nLastFPS = 0; - bool bPixelCohesion = false; - DecalMode nDecalMode = DecalMode::NORMAL; - DecalStructure nDecalStructure = DecalStructure::FAN; - std::function funcPixelMode; - std::chrono::time_point m_tp1, m_tp2; - std::vector vFontSpacing; - std::vector vDroppedFiles; - std::vector vDroppedFilesCache; - olc::vi2d vDroppedFilesPoint; - olc::vi2d vDroppedFilesPointCache; - - // Command Console Specific - bool bConsoleShow = false; - bool bConsoleSuspendTime = false; - olc::Key keyConsoleExit = olc::Key::F1; - std::stringstream ssConsoleOutput; - std::streambuf* sbufOldCout = nullptr; - olc::vi2d vConsoleSize; - olc::vi2d vConsoleCursor = { 0,0 }; - olc::vf2d vConsoleCharacterScale = { 1.0f, 2.0f }; - std::vector sConsoleLines; - std::list sCommandHistory; - std::list::iterator sCommandHistoryIt; - - // Text Entry Specific - bool bTextEntryEnable = false; - std::string sTextEntryString = ""; - int32_t nTextEntryCursor = 0; - std::vector> vKeyboardMap; - - - - // 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(); - - - // If anything sets this flag to false, the engine - // "should" shut down gracefully - static std::atomic 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(); - void olc_DropFiles(int32_t x, int32_t y, const std::vector& vFiles); - void olc_Reanimate(); - bool olc_IsRunning(); - - // At the very end of this file, chooses which - // components to compile - virtual void olc_ConfigureSystem(); - - // 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 }; - - public: // PGEX Stuff - friend class PGEX; - void pgex_Register(olc::PGEX* pgex); - - private: - std::vector vExtensions; - }; - - - - // O------------------------------------------------------------------------------O - // | PGE EXTENSION BASE CLASS - Permits access to PGE functions from extension | - // O------------------------------------------------------------------------------O - class PGEX - { - friend class olc::PixelGameEngine; - public: - PGEX(bool bHook = false); - - protected: - virtual void OnBeforeUserCreate(); - virtual void OnAfterUserCreate(); - virtual bool OnBeforeUserUpdate(float &fElapsedTime); - virtual void OnAfterUserUpdate(float fElapsedTime); - - protected: - static PixelGameEngine* pge; - }; -} - -#pragma endregion - - -#pragma region opengl33_iface -// In order to facilitate more advanced graphics features, some PGEX -// will rely on shaders. Instead of having each PGEX responsible for -// managing this, for convenience, this interface exists. - -#if defined(OLC_GFX_OPENGL33) - - #if defined(OLC_PLATFORM_WINAPI) - #include - #define CALLSTYLE __stdcall - #endif - - #if defined(__linux__) || defined(__FreeBSD__) - #include - #endif - - #if defined(OLC_PLATFORM_X11) - namespace X11 { - #include - } - #define CALLSTYLE - #endif - - #if defined(__APPLE__) - #define GL_SILENCE_DEPRECATION - #include - #include - #include - #endif - - #if defined(OLC_PLATFORM_EMSCRIPTEN) - #include - #include - #define GL_GLEXT_PROTOTYPES - #include - #include - #define CALLSTYLE - #define GL_CLAMP GL_CLAMP_TO_EDGE - #endif - -namespace olc -{ - typedef char GLchar; - typedef ptrdiff_t GLsizeiptr; - - typedef GLuint CALLSTYLE locCreateShader_t(GLenum type); - typedef GLuint CALLSTYLE locCreateProgram_t(void); - typedef void CALLSTYLE locDeleteShader_t(GLuint shader); - typedef void CALLSTYLE locCompileShader_t(GLuint shader); - typedef void CALLSTYLE locLinkProgram_t(GLuint program); - typedef void CALLSTYLE locDeleteProgram_t(GLuint program); - typedef void CALLSTYLE locAttachShader_t(GLuint program, GLuint shader); - typedef void CALLSTYLE locBindBuffer_t(GLenum target, GLuint buffer); - typedef void CALLSTYLE locBufferData_t(GLenum target, GLsizeiptr size, const void* data, GLenum usage); - typedef void CALLSTYLE locGenBuffers_t(GLsizei n, GLuint* buffers); - typedef void CALLSTYLE locVertexAttribPointer_t(GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const void* pointer); - typedef void CALLSTYLE locEnableVertexAttribArray_t(GLuint index); - typedef void CALLSTYLE locUseProgram_t(GLuint program); - typedef void CALLSTYLE locBindVertexArray_t(GLuint array); - typedef void CALLSTYLE locGenVertexArrays_t(GLsizei n, GLuint* arrays); - typedef void CALLSTYLE locGetShaderInfoLog_t(GLuint shader, GLsizei bufSize, GLsizei* length, GLchar* infoLog); - typedef GLint CALLSTYLE locGetUniformLocation_t(GLuint program, const GLchar* name); - typedef void CALLSTYLE locUniform1f_t(GLint location, GLfloat v0); - typedef void CALLSTYLE locUniform1i_t(GLint location, GLint v0); - typedef void CALLSTYLE locUniform2fv_t(GLint location, GLsizei count, const GLfloat* value); - typedef void CALLSTYLE locActiveTexture_t(GLenum texture); - typedef void CALLSTYLE locGenFrameBuffers_t(GLsizei n, GLuint* ids); - typedef void CALLSTYLE locBindFrameBuffer_t(GLenum target, GLuint fb); - typedef GLenum CALLSTYLE locCheckFrameBufferStatus_t(GLenum target); - typedef void CALLSTYLE locDeleteFrameBuffers_t(GLsizei n, const GLuint* fbs); - typedef void CALLSTYLE locFrameBufferTexture2D_t(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level); - typedef void CALLSTYLE locDrawBuffers_t(GLsizei n, const GLenum* bufs); - typedef void CALLSTYLE locBlendFuncSeparate_t(GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha); - -#if defined(OLC_PLATFORM_WINAPI) - typedef void __stdcall locSwapInterval_t(GLsizei n); -#endif - -#if defined(OLC_PLATFORM_X11) - typedef int(locSwapInterval_t)(X11::Display* dpy, X11::GLXDrawable drawable, int interval); -#endif - -#if defined(OLC_PLATFORM_EMSCRIPTEN) - typedef void CALLSTYLE locShaderSource_t(GLuint shader, GLsizei count, const GLchar* const* string, const GLint* length); - typedef EGLBoolean(locSwapInterval_t)(EGLDisplay display, EGLint interval); -#else - typedef void CALLSTYLE locShaderSource_t(GLuint shader, GLsizei count, const GLchar** string, const GLint* length); -#endif - -} // olc namespace -#endif // OpenGL33 Definitions -#pragma endregion - - -#endif // OLC_PGE_DEF - - -// 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 -#pragma region pge_implementation -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 Pixel::operator * (const float i) const - { - float fR = std::min(255.0f, std::max(0.0f, float(r) * i)); - float fG = std::min(255.0f, std::max(0.0f, float(g) * i)); - float fB = std::min(255.0f, std::max(0.0f, float(b) * i)); - return Pixel(uint8_t(fR), uint8_t(fG), uint8_t(fB), a); - } - - Pixel Pixel::operator / (const float i) const - { - float fR = std::min(255.0f, std::max(0.0f, float(r) / i)); - float fG = std::min(255.0f, std::max(0.0f, float(g) / i)); - float fB = std::min(255.0f, std::max(0.0f, float(b) / i)); - return Pixel(uint8_t(fR), uint8_t(fG), uint8_t(fB), a); - } - - Pixel& Pixel::operator *=(const float i) - { - this->r = uint8_t(std::min(255.0f, std::max(0.0f, float(r) * i))); - this->g = uint8_t(std::min(255.0f, std::max(0.0f, float(g) * i))); - this->b = uint8_t(std::min(255.0f, std::max(0.0f, float(b) * i))); - return *this; - } - - Pixel& Pixel::operator /=(const float i) - { - this->r = uint8_t(std::min(255.0f, std::max(0.0f, float(r) / i))); - this->g = uint8_t(std::min(255.0f, std::max(0.0f, float(g) / i))); - this->b = uint8_t(std::min(255.0f, std::max(0.0f, float(b) / i))); - return *this; - } - - Pixel Pixel::operator + (const Pixel& p) const - { - uint8_t nR = uint8_t(std::min(255, std::max(0, int(r) + int(p.r)))); - uint8_t nG = uint8_t(std::min(255, std::max(0, int(g) + int(p.g)))); - uint8_t nB = uint8_t(std::min(255, std::max(0, int(b) + int(p.b)))); - return Pixel(nR, nG, nB, a); - } - - Pixel Pixel::operator - (const Pixel& p) const - { - uint8_t nR = uint8_t(std::min(255, std::max(0, int(r) - int(p.r)))); - uint8_t nG = uint8_t(std::min(255, std::max(0, int(g) - int(p.g)))); - uint8_t nB = uint8_t(std::min(255, std::max(0, int(b) - int(p.b)))); - return Pixel(nR, nG, nB, a); - } - - Pixel& Pixel::operator += (const Pixel& p) - { - this->r = uint8_t(std::min(255, std::max(0, int(r) + int(p.r)))); - this->g = uint8_t(std::min(255, std::max(0, int(g) + int(p.g)))); - this->b = uint8_t(std::min(255, std::max(0, int(b) + int(p.b)))); - return *this; - } - - Pixel& Pixel::operator -= (const Pixel& p) // Thanks Au Lit - { - this->r = uint8_t(std::min(255, std::max(0, int(r) - int(p.r)))); - this->g = uint8_t(std::min(255, std::max(0, int(g) - int(p.g)))); - this->b = uint8_t(std::min(255, std::max(0, int(b) - int(p.b)))); - return *this; - } - - Pixel Pixel::operator * (const Pixel& p) const - { - uint8_t nR = uint8_t(std::min(255.0f, std::max(0.0f, float(r) * float(p.r) / 255.0f))); - uint8_t nG = uint8_t(std::min(255.0f, std::max(0.0f, float(g) * float(p.g) / 255.0f))); - uint8_t nB = uint8_t(std::min(255.0f, std::max(0.0f, float(b) * float(p.b) / 255.0f))); - uint8_t nA = uint8_t(std::min(255.0f, std::max(0.0f, float(a) * float(p.a) / 255.0f))); - return Pixel(nR, nG, nB, nA); - } - - Pixel& Pixel::operator *=(const Pixel& p) - { - this->r = uint8_t(std::min(255.0f, std::max(0.0f, float(r) * float(p.r) / 255.0f))); - this->g = uint8_t(std::min(255.0f, std::max(0.0f, float(g) * float(p.g) / 255.0f))); - this->b = uint8_t(std::min(255.0f, std::max(0.0f, float(b) * float(p.b) / 255.0f))); - this->a = uint8_t(std::min(255.0f, std::max(0.0f, float(a) * float(p.a) / 255.0f))); - return *this; - } - - Pixel Pixel::inv() const - { - uint8_t nR = uint8_t(std::min(255, std::max(0, 255 - int(r)))); - uint8_t nG = uint8_t(std::min(255, std::max(0, 255 - int(g)))); - uint8_t nB = uint8_t(std::min(255, std::max(0, 255 - int(b)))); - return Pixel(nR, nG, nB, a); - } - - 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)); } - - Pixel PixelLerp(const olc::Pixel& p1, const olc::Pixel& p2, float t) - { return (p2 * t) + p1 * (1.0f - t); } - - // O------------------------------------------------------------------------------O - // | olc::Sprite IMPLEMENTATION | - // O------------------------------------------------------------------------------O - Sprite::Sprite() - { width = 0; height = 0; } - - Sprite::Sprite(const std::string& sImageFile, olc::ResourcePack* pack) - { LoadFromFile(sImageFile, pack); } - - Sprite::Sprite(int32_t w, int32_t h) - { - width = w; height = h; - pColData.resize(width * height); - pColData.resize(width * height, nDefaultPixel); - } - - Sprite::~Sprite() - { pColData.clear(); } - - void Sprite::SetSampleMode(olc::Sprite::Mode mode) - { modeSample = mode; } - - Pixel Sprite::GetPixel(const olc::vi2d& a) const - { 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) const - { - 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 - { - if (modeSample == olc::Sprite::Mode::PERIODIC) - return pColData[abs(y % height) * width + abs(x % width)]; - else - return pColData[std::max(0, std::min(y, height-1)) * width + std::max(0, std::min(x, width-1))]; - } - } - - 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) const - { - 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::Sample(const olc::vf2d& uv) const - { - return Sample(uv.x, uv.y); - } - - Pixel Sprite::SampleBL(float u, float v) const - { - 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::SampleBL(const olc::vf2d& uv) const - { - return SampleBL(uv.x, uv.y); - } - - Pixel* Sprite::GetData() - { return pColData.data(); } - - - olc::rcode Sprite::LoadFromFile(const std::string& sImageFile, olc::ResourcePack* pack) - { - UNUSED(pack); - return loader->LoadImageResource(this, sImageFile, pack); - } - - olc::Sprite* Sprite::Duplicate() - { - olc::Sprite* spr = new olc::Sprite(width, height); - std::memcpy(spr->GetData(), GetData(), width * height * sizeof(olc::Pixel)); - spr->modeSample = modeSample; - return spr; - } - - olc::Sprite* Sprite::Duplicate(const olc::vi2d& vPos, const olc::vi2d& vSize) - { - olc::Sprite* spr = new olc::Sprite(vSize.x, vSize.y); - for (int y = 0; y < vSize.y; y++) - for (int x = 0; x < vSize.x; x++) - spr->SetPixel(x, y, GetPixel(vPos.x + x, vPos.y + y)); - return spr; - } - - olc::vi2d olc::Sprite::Size() const - { - return { width, height }; - } - - // O------------------------------------------------------------------------------O - // | olc::Decal IMPLEMENTATION | - // O------------------------------------------------------------------------------O - Decal::Decal(olc::Sprite* spr, bool filter, bool clamp) - { - id = -1; - if (spr == nullptr) return; - sprite = spr; - id = renderer->CreateTexture(sprite->width, sprite->height, filter, clamp); - Update(); - } - - Decal::Decal(const uint32_t nExistingTextureResource, olc::Sprite* spr) - { - if (spr == nullptr) return; - id = nExistingTextureResource; - } - - 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); - } - - void Decal::UpdateSprite() - { - if (sprite == nullptr) return; - renderer->ApplyTexture(id); - renderer->ReadTexture(id, sprite); - } - - Decal::~Decal() - { - if (id != -1) - { - renderer->DeleteTexture(id); - id = -1; - } - } - - void Renderable::Create(uint32_t width, uint32_t height, bool filter, bool clamp) - { - pSprite = std::make_unique(width, height); - pDecal = std::make_unique(pSprite.get(), filter, clamp); - } - - olc::rcode Renderable::Load(const std::string& sFile, ResourcePack* pack, bool filter, bool clamp) - { - pSprite = std::make_unique(); - if (pSprite->LoadFromFile(sFile, pack) == olc::rcode::OK) - { - pDecal = std::make_unique(pSprite.get(), filter, clamp); - return olc::rcode::OK; - } - else - { - pSprite.release(); - pSprite = nullptr; - return olc::rcode::NO_FILE; - } - } - - olc::Decal* Renderable::Decal() const - { return pDecal.get(); } - - olc::Sprite* Renderable::Sprite() const - { return pSprite.get(); } - - // O------------------------------------------------------------------------------O - // | olc::ResourcePack IMPLEMENTATION | - // O------------------------------------------------------------------------------O - - - //============================================================= - // Resource Packs - Allows you to store files in one large - // scrambled file - Thanks MaGetzUb for debugging a null char in std::stringstream bug - 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::vector buffer(nIndexSize); - for (uint32_t j = 0; j < nIndexSize; j++) - buffer[j] = baseFile.get(); - - std::vector decoded = scramble(buffer, sKey); - size_t pos = 0; - auto read = [&decoded, &pos](char* dst, size_t size) { - memcpy((void*)dst, (const void*)(decoded.data() + pos), size); - pos += size; - }; - - auto get = [&read]() -> int { char c; read(&c, 1); return c; }; - - // 2) Read Map - uint32_t nMapEntries = 0; - read((char*)&nMapEntries, sizeof(uint32_t)); - for (uint32_t i = 0; i < nMapEntries; i++) - { - uint32_t nFilePathSize = 0; - read((char*)&nFilePathSize, sizeof(uint32_t)); - - std::string sFileName(nFilePathSize, ' '); - for (uint32_t j = 0; j < nFilePathSize; j++) - sFileName[j] = get(); - - sResourceFile e; - read((char*)&e.nSize, sizeof(uint32_t)); - 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 = uint32_t(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 vBuffer(e.second.nSize); - std::ifstream i(e.first, std::ifstream::binary); - i.read((char*)vBuffer.data(), e.second.nSize); - i.close(); - - // Write the loaded file into resource pack file - ofs.write((char*)vBuffer.data(), e.second.nSize); - offset += e.second.nSize; - } - - // 3) Scramble Index - std::vector stream; - auto write = [&stream](const char* data, size_t size) { - size_t sizeNow = stream.size(); - stream.resize(sizeNow + size); - memcpy(stream.data() + sizeNow, data, size); - }; - - // Iterate through map - write((char*)&nMapSize, sizeof(uint32_t)); - for (auto& e : mapFiles) - { - // Write the path of the file - size_t nPathSize = e.first.size(); - write((char*)&nPathSize, sizeof(uint32_t)); - write(e.first.c_str(), nPathSize); - - // Write the file entry properties - write((char*)&e.second.nSize, sizeof(uint32_t)); - write((char*)&e.second.nOffset, sizeof(uint32_t)); - } - std::vector sIndexString = scramble(stream, sKey); - uint32_t nIndexStringLen = uint32_t(sIndexString.size()); - // 4) Rewrite Map (it has been updated with offsets now) - // at start of file - ofs.seekp(0, std::ios::beg); - ofs.write((char*)&nIndexStringLen, sizeof(uint32_t)); - ofs.write(sIndexString.data(), nIndexStringLen); - 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(); } - - std::vector ResourcePack::scramble(const std::vector& data, const std::string& key) - { - if (key.empty()) return data; - std::vector o; - size_t c = 0; - for (auto s : data) o.push_back(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; - }; - - // O------------------------------------------------------------------------------O - // | olc::PixelGameEngine IMPLEMENTATION | - // O------------------------------------------------------------------------------O - PixelGameEngine::PixelGameEngine() - { - sAppName = "Undefined"; - olc::PGEX::pge = this; - - // Bring in relevant Platform & Rendering systems depending - // on compiler parameters - olc_ConfigureSystem(); - } - - PixelGameEngine::~PixelGameEngine() - {} - - - olc::rcode PixelGameEngine::Construct(int32_t screen_w, int32_t screen_h, int32_t pixel_w, int32_t pixel_h, bool full_screen, bool vsync, bool cohesion) - { - bPixelCohesion = cohesion; - vScreenSize = { screen_w, screen_h }; - vInvScreenSize = { 1.0f / float(screen_w), 1.0f / float(screen_h) }; - vPixelSize = { pixel_w, pixel_h }; - vWindowSize = vScreenSize * vPixelSize; - bFullScreen = full_screen; - bEnableVSYNC = vsync; - vPixel = 2.0f / vScreenSize; - - if (vPixelSize.x <= 0 || vPixelSize.y <= 0 || vScreenSize.x <= 0 || vScreenSize.y <= 0) - return olc::FAIL; - return olc::OK; - } - - - void PixelGameEngine::SetScreenSize(int w, int h) - { - vScreenSize = { w, h }; - vInvScreenSize = { 1.0f / float(w), 1.0f / float(h) }; - for (auto& layer : vLayers) - { - layer.pDrawTarget.Create(vScreenSize.x, vScreenSize.y); - layer.bUpdate = true; - } - SetDrawTarget(nullptr); - renderer->ClearBuffer(olc::BLACK, true); - renderer->DisplayFrame(); - renderer->ClearBuffer(olc::BLACK, true); - renderer->UpdateViewport(vViewPos, vViewSize); - } - -#if !defined(PGE_USE_CUSTOM_START) - olc::rcode PixelGameEngine::Start() - { - if (platform->ApplicationStartUp() != olc::OK) return olc::FAIL; - - // Construct the window - if (platform->CreateWindowPane({ 30,30 }, vWindowSize, bFullScreen) != olc::OK) return olc::FAIL; - olc_UpdateWindowSize(vWindowSize.x, vWindowSize.y); - - // Start the thread - bAtomActive = true; - std::thread t = std::thread(&PixelGameEngine::EngineThread, this); - - // Some implementations may form an event loop here - platform->StartSystemEventLoop(); - - // Wait for thread to be exited - t.join(); - - if (platform->ApplicationCleanUp() != olc::OK) return olc::FAIL; - - return olc::OK; - } -#endif - - void PixelGameEngine::SetDrawTarget(Sprite* target) - { - if (target) - { - pDrawTarget = target; - } - else - { - nTargetLayer = 0; - pDrawTarget = vLayers[0].pDrawTarget.Sprite(); - } - } - - void PixelGameEngine::SetDrawTarget(uint8_t layer, bool bDirty) - { - if (layer < vLayers.size()) - { - pDrawTarget = vLayers[layer].pDrawTarget.Sprite(); - vLayers[layer].bUpdate = bDirty; - nTargetLayer = layer; - } - } - - void PixelGameEngine::EnableLayer(uint8_t layer, bool b) - { if (layer < vLayers.size()) vLayers[layer].bShow = b; } - - void PixelGameEngine::SetLayerOffset(uint8_t layer, const olc::vf2d& offset) - { SetLayerOffset(layer, offset.x, offset.y); } - - void PixelGameEngine::SetLayerOffset(uint8_t layer, float x, float y) - { if (layer < vLayers.size()) vLayers[layer].vOffset = { x, y }; } - - void PixelGameEngine::SetLayerScale(uint8_t layer, const olc::vf2d& scale) - { SetLayerScale(layer, scale.x, scale.y); } - - void PixelGameEngine::SetLayerScale(uint8_t layer, float x, float y) - { if (layer < vLayers.size()) vLayers[layer].vScale = { x, y }; } - - void PixelGameEngine::SetLayerTint(uint8_t layer, const olc::Pixel& tint) - { if (layer < vLayers.size()) vLayers[layer].tint = tint; } - - void PixelGameEngine::SetLayerCustomRenderFunction(uint8_t layer, std::function f) - { if (layer < vLayers.size()) vLayers[layer].funcHook = f; } - - std::vector& PixelGameEngine::GetLayers() - { return vLayers; } - - uint32_t PixelGameEngine::CreateLayer() - { - LayerDesc ld; - ld.pDrawTarget.Create(vScreenSize.x, vScreenSize.y); - vLayers.push_back(std::move(ld)); - return uint32_t(vLayers.size()) - 1; - } - - Sprite* PixelGameEngine::GetDrawTarget() const - { return pDrawTarget; } - - int32_t PixelGameEngine::GetDrawTargetWidth() const - { - if (pDrawTarget) - return pDrawTarget->width; - else - return 0; - } - - int32_t PixelGameEngine::GetDrawTargetHeight() const - { - if (pDrawTarget) - return pDrawTarget->height; - else - return 0; - } - - uint32_t PixelGameEngine::GetFPS() const - { return nLastFPS; } - - bool PixelGameEngine::IsFocused() const - { return bHasInputFocus; } - - HWButton PixelGameEngine::GetKey(Key k) const - { return pKeyboardState[k]; } - - HWButton PixelGameEngine::GetMouse(uint32_t b) const - { return pMouseState[b]; } - - int32_t PixelGameEngine::GetMouseX() const - { return vMousePos.x; } - - int32_t PixelGameEngine::GetMouseY() const - { return vMousePos.y; } - - const olc::vi2d& PixelGameEngine::GetMousePos() const - { return vMousePos; } - - int32_t PixelGameEngine::GetMouseWheel() const - { return nMouseWheelDelta; } - - int32_t PixelGameEngine::ScreenWidth() const - { return vScreenSize.x; } - - int32_t PixelGameEngine::ScreenHeight() const - { return vScreenSize.y; } - - float PixelGameEngine::GetElapsedTime() const - { return fLastElapsed; } - - const olc::vi2d& PixelGameEngine::GetWindowSize() const - { return vWindowSize; } - - const olc::vi2d& PixelGameEngine::GetPixelSize() const - { return vPixelSize; } - - const olc::vi2d& PixelGameEngine::GetScreenPixelSize() const - { return vScreenPixelSize; } - - const olc::vi2d& PixelGameEngine::GetScreenSize() const - { return vScreenSize; } - - const olc::vi2d& PixelGameEngine::GetWindowMouse() const - { return vMouseWindowPos; } - - bool PixelGameEngine::Draw(const olc::vi2d& pos, Pixel p) - { return Draw(pos.x, pos.y, p); } - - // This is it, the critical function that plots a pixel - 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/*, (uint8_t)(p.a * fBlendFactor)*/)); - } - - if (nPixelMode == Pixel::CUSTOM) - { - return pDrawTarget->SetPixel(x, y, funcPixelMode(x, y, p, pDrawTarget->GetPixel(x, y))); - } - - return false; - } - - - 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; }; - - olc::vi2d p1(x1, y1), p2(x2, y2); - if (!ClipLineToScreen(p1, p2)) - return; - x1 = p1.x; y1 = p1.y; - x2 = p2.x; y2 = p2.y; - - // 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) - { // Thanks to IanM-Matrix1 #PR121 - if (radius < 0 || x < -radius || y < -radius || x - GetDrawTargetWidth() > radius || y - GetDrawTargetHeight() > radius) - return; - - if (radius > 0) - { - int x0 = 0; - int y0 = radius; - int d = 3 - 2 * radius; - - while (y0 >= x0) // only formulate 1/8 of circle - { - // Draw even octants - if (mask & 0x01) Draw(x + x0, y - y0, p);// Q6 - upper right right - if (mask & 0x04) Draw(x + y0, y + x0, p);// Q4 - lower lower right - if (mask & 0x10) Draw(x - x0, y + y0, p);// Q2 - lower left left - if (mask & 0x40) Draw(x - y0, y - x0, p);// Q0 - upper upper left - if (x0 != 0 && x0 != y0) - { - if (mask & 0x02) Draw(x + y0, y - x0, p);// Q7 - upper upper right - if (mask & 0x08) Draw(x + x0, y + y0, p);// Q5 - lower right right - if (mask & 0x20) Draw(x - y0, y + x0, p);// Q3 - lower lower left - if (mask & 0x80) Draw(x - x0, y - y0, p);// Q1 - upper left left - } - - if (d < 0) - d += 4 * x0++ + 6; - else - d += 4 * (x0++ - y0--) + 10; - } - } - else - Draw(x, y, p); - } - - 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) - { // Thanks to IanM-Matrix1 #PR121 - if (radius < 0 || x < -radius || y < -radius || x - GetDrawTargetWidth() > radius || y - GetDrawTargetHeight() > radius) - return; - - if (radius > 0) - { - int x0 = 0; - int y0 = radius; - int d = 3 - 2 * radius; - - auto drawline = [&](int sx, int ex, int y) - { - for (int x = sx; x <= ex; x++) - Draw(x, y, p); - }; - - while (y0 >= x0) - { - drawline(x - y0, x + y0, y - x0); - if (x0 > 0) drawline(x - y0, x + y0, y + x0); - - if (d < 0) - d += 4 * x0++ + 6; - else - { - if (x0 != y0) - { - drawline(x - x0, x + x0, y - y0); - drawline(x - x0, x + x0, y + y0); - } - d += 4 * (x0++ - y0--) + 10; - } - } - } - else - Draw(x, y, p); - } - - 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; - } - - void PixelGameEngine::ClearBuffer(Pixel p, bool bDepth) - { renderer->ClearBuffer(p, bDepth); } - - olc::Sprite* PixelGameEngine::GetFontSprite() - { return fontRenderable.Sprite(); } - - bool PixelGameEngine::ClipLineToScreen(olc::vi2d& in_p1, olc::vi2d& in_p2) - { - // https://en.wikipedia.org/wiki/Cohen%E2%80%93Sutherland_algorithm - static constexpr int SEG_I = 0b0000, SEG_L = 0b0001, SEG_R = 0b0010, SEG_B = 0b0100, SEG_T = 0b1000; - auto Segment = [&vScreenSize = vScreenSize](const olc::vi2d& v) - { - int i = SEG_I; - if (v.x < 0) i |= SEG_L; else if (v.x > vScreenSize.x) i |= SEG_R; - if (v.y < 0) i |= SEG_B; else if (v.y > vScreenSize.y) i |= SEG_T; - return i; - }; - - int s1 = Segment(in_p1), s2 = Segment(in_p2); - - while (true) - { - if (!(s1 | s2)) return true; - else if (s1 & s2) return false; - else - { - int s3 = s2 > s1 ? s2 : s1; - olc::vi2d n; - if (s3 & SEG_T) { n.x = in_p1.x + (in_p2.x - in_p1.x) * (vScreenSize.y - in_p1.y) / (in_p2.y - in_p1.y); n.y = vScreenSize.y; } - else if (s3 & SEG_B) { n.x = in_p1.x + (in_p2.x - in_p1.x) * (0 - in_p1.y) / (in_p2.y - in_p1.y); n.y = 0; } - else if (s3 & SEG_R) { n.x = vScreenSize.x; n.y = in_p1.y + (in_p2.y - in_p1.y) * (vScreenSize.x - in_p1.x) / (in_p2.x - in_p1.x); } - else if (s3 & SEG_L) { n.x = 0; n.y = in_p1.y + (in_p2.y - in_p1.y) * (0 - in_p1.x) / (in_p2.x - in_p1.x); } - if (s3 == s1) { in_p1 = n; s1 = Segment(in_p1); } - else { in_p2 = n; s2 = Segment(in_p2); } - } - } - return true; - } - - void PixelGameEngine::EnablePixelTransfer(const bool bEnable) - { - bSuspendTextureTransfer = !bEnable; - } - - - 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 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) { std::swap(y1, y2); std::swap(x1, x2); } - if (y1 > y3) { std::swap(y1, y3); std::swap(x1, x3); } - if (y2 > y3) { std::swap(y2, y3); std::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) { std::swap(dx1, dy1); changed1 = true; } - if (dy2 > dx2) { std::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 - std::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::FillTexturedTriangle(std::vector vPoints, std::vector vTex, std::vector vColour, olc::Sprite* sprTex) - { - olc::vi2d p1 = vPoints[0]; - olc::vi2d p2 = vPoints[1]; - olc::vi2d p3 = vPoints[2]; - - if (p2.y < p1.y){std::swap(p1.y, p2.y); std::swap(p1.x, p2.x); std::swap(vTex[0].x, vTex[1].x); std::swap(vTex[0].y, vTex[1].y); std::swap(vColour[0], vColour[1]);} - if (p3.y < p1.y){std::swap(p1.y, p3.y); std::swap(p1.x, p3.x); std::swap(vTex[0].x, vTex[2].x); std::swap(vTex[0].y, vTex[2].y); std::swap(vColour[0], vColour[2]);} - if (p3.y < p2.y){std::swap(p2.y, p3.y); std::swap(p2.x, p3.x); std::swap(vTex[1].x, vTex[2].x); std::swap(vTex[1].y, vTex[2].y); std::swap(vColour[1], vColour[2]);} - - olc::vi2d dPos1 = p2 - p1; - olc::vf2d dTex1 = vTex[1] - vTex[0]; - int dcr1 = vColour[1].r - vColour[0].r; - int dcg1 = vColour[1].g - vColour[0].g; - int dcb1 = vColour[1].b - vColour[0].b; - int dca1 = vColour[1].a - vColour[0].a; - - olc::vi2d dPos2 = p3 - p1; - olc::vf2d dTex2 = vTex[2] - vTex[0]; - int dcr2 = vColour[2].r - vColour[0].r; - int dcg2 = vColour[2].g - vColour[0].g; - int dcb2 = vColour[2].b - vColour[0].b; - int dca2 = vColour[2].a - vColour[0].a; - - float dax_step = 0, dbx_step = 0, dcr1_step = 0, dcr2_step = 0, dcg1_step = 0, dcg2_step = 0, dcb1_step = 0, dcb2_step = 0, dca1_step = 0, dca2_step = 0; - olc::vf2d vTex1Step, vTex2Step; - - if (dPos1.y) - { - dax_step = dPos1.x / (float)abs(dPos1.y); - vTex1Step = dTex1 / (float)abs(dPos1.y); - dcr1_step = dcr1 / (float)abs(dPos1.y); - dcg1_step = dcg1 / (float)abs(dPos1.y); - dcb1_step = dcb1 / (float)abs(dPos1.y); - dca1_step = dca1 / (float)abs(dPos1.y); - } - - if (dPos2.y) - { - dbx_step = dPos2.x / (float)abs(dPos2.y); - vTex2Step = dTex2 / (float)abs(dPos2.y); - dcr2_step = dcr2 / (float)abs(dPos2.y); - dcg2_step = dcg2 / (float)abs(dPos2.y); - dcb2_step = dcb2 / (float)abs(dPos2.y); - dca2_step = dca2 / (float)abs(dPos2.y); - } - - olc::vi2d vStart; - olc::vi2d vEnd; - int vStartIdx; - - for (int pass = 0; pass < 2; pass++) - { - if (pass == 0) - { - vStart = p1; vEnd = p2; vStartIdx = 0; - } - else - { - dPos1 = p3 - p2; - dTex1 = vTex[2] - vTex[1]; - dcr1 = vColour[2].r - vColour[1].r; - dcg1 = vColour[2].g - vColour[1].g; - dcb1 = vColour[2].b - vColour[1].b; - dca1 = vColour[2].a - vColour[1].a; - dcr1_step = 0; dcg1_step = 0; dcb1_step = 0; dca1_step = 0; - - if (dPos2.y) dbx_step = dPos2.x / (float)abs(dPos2.y); - if (dPos1.y) - { - dax_step = dPos1.x / (float)abs(dPos1.y); - vTex1Step = dTex1 / (float)abs(dPos1.y); - dcr1_step = dcr1 / (float)abs(dPos1.y); - dcg1_step = dcg1 / (float)abs(dPos1.y); - dcb1_step = dcb1 / (float)abs(dPos1.y); - dca1_step = dca1 / (float)abs(dPos1.y); - } - - vStart = p2; vEnd = p3; vStartIdx = 1; - } - - if (dPos1.y) - { - for (int i = vStart.y; i <= vEnd.y; i++) - { - int ax = int(vStart.x + (float)(i - vStart.y) * dax_step); - int bx = int(p1.x + (float)(i - p1.y) * dbx_step); - - olc::vf2d tex_s(vTex[vStartIdx].x + (float)(i - vStart.y) * vTex1Step.x, vTex[vStartIdx].y + (float)(i - vStart.y) * vTex1Step.y); - olc::vf2d tex_e(vTex[0].x + (float)(i - p1.y) * vTex2Step.x, vTex[0].y + (float)(i - p1.y) * vTex2Step.y); - - olc::Pixel col_s(vColour[vStartIdx].r + uint8_t((float)(i - vStart.y) * dcr1_step), vColour[vStartIdx].g + uint8_t((float)(i - vStart.y) * dcg1_step), - vColour[vStartIdx].b + uint8_t((float)(i - vStart.y) * dcb1_step), vColour[vStartIdx].a + uint8_t((float)(i - vStart.y) * dca1_step)); - - olc::Pixel col_e(vColour[0].r + uint8_t((float)(i - p1.y) * dcr2_step), vColour[0].g + uint8_t((float)(i - p1.y) * dcg2_step), - vColour[0].b + uint8_t((float)(i - p1.y) * dcb2_step), vColour[0].a + uint8_t((float)(i - p1.y) * dca2_step)); - - if (ax > bx) { std::swap(ax, bx); std::swap(tex_s, tex_e); std::swap(col_s, col_e); } - - float tstep = 1.0f / ((float)(bx - ax)); - float t = 0.0f; - - for (int j = ax; j < bx; j++) - { - olc::Pixel pixel = PixelLerp(col_s, col_e, t); - if (sprTex != nullptr) pixel *= sprTex->Sample(tex_s.lerp(tex_e, t)); - Draw(j, i, pixel); - t += tstep; - } - } - } - } - } - - void PixelGameEngine::FillTexturedPolygon(const std::vector& vPoints, const std::vector& vTex, const std::vector& vColour, olc::Sprite* sprTex, olc::DecalStructure structure) - { - if (structure == olc::DecalStructure::LINE) - { - return; // Meaningless, so do nothing - } - - if (vPoints.size() < 3 || vTex.size() < 3 || vColour.size() < 3) - return; - - if (structure == olc::DecalStructure::LIST) - { - for (int tri = 0; tri < vPoints.size() / 3; tri++) - { - std::vector vP = { vPoints[tri * 3 + 0], vPoints[tri * 3 + 1], vPoints[tri * 3 + 2] }; - std::vector vT = { vTex[tri * 3 + 0], vTex[tri * 3 + 1], vTex[tri * 3 + 2] }; - std::vector vC = { vColour[tri * 3 + 0], vColour[tri * 3 + 1], vColour[tri * 3 + 2] }; - FillTexturedTriangle(vP, vT, vC, sprTex); - } - return; - } - - if (structure == olc::DecalStructure::STRIP) - { - for (int tri = 2; tri < vPoints.size(); tri++) - { - std::vector vP = { vPoints[tri - 2], vPoints[tri-1], vPoints[tri] }; - std::vector vT = { vTex[tri - 2], vTex[tri - 1], vTex[tri] }; - std::vector vC = { vColour[tri - 2], vColour[tri - 1], vColour[tri] }; - FillTexturedTriangle(vP, vT, vC, sprTex); - } - return; - } - - if (structure == olc::DecalStructure::FAN) - { - for (int tri = 2; tri < vPoints.size(); tri++) - { - std::vector vP = { vPoints[0], vPoints[tri - 1], vPoints[tri] }; - std::vector vT = { vTex[0], vTex[tri - 1], vTex[tri] }; - std::vector vC = { vColour[0], vColour[tri - 1], vColour[tri] }; - FillTexturedTriangle(vP, vT, vC, sprTex); - } - return; - } - } - - - void PixelGameEngine::DrawSprite(const olc::vi2d& pos, Sprite* sprite, uint32_t scale, uint8_t flip) - { DrawSprite(pos.x, pos.y, sprite, scale, flip); } - - void PixelGameEngine::DrawSprite(int32_t x, int32_t y, Sprite* sprite, uint32_t scale, uint8_t flip) - { - if (sprite == nullptr) - return; - - int32_t fxs = 0, fxm = 1, fx = 0; - int32_t fys = 0, fym = 1, fy = 0; - if (flip & olc::Sprite::Flip::HORIZ) { fxs = sprite->width - 1; fxm = -1; } - if (flip & olc::Sprite::Flip::VERT) { fys = sprite->height - 1; fym = -1; } - - if (scale > 1) - { - fx = fxs; - for (int32_t i = 0; i < sprite->width; i++, fx += fxm) - { - fy = fys; - for (int32_t j = 0; j < sprite->height; j++, fy += fym) - 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(fx, fy)); - } - } - else - { - fx = fxs; - for (int32_t i = 0; i < sprite->width; i++, fx += fxm) - { - fy = fys; - for (int32_t j = 0; j < sprite->height; j++, fy += fym) - Draw(x + i, y + j, sprite->GetPixel(fx, fy)); - } - } - } - - void PixelGameEngine::DrawPartialSprite(const olc::vi2d& pos, Sprite* sprite, const olc::vi2d& sourcepos, const olc::vi2d& size, uint32_t scale, uint8_t flip) - { DrawPartialSprite(pos.x, pos.y, sprite, sourcepos.x, sourcepos.y, size.x, size.y, scale, flip); } - - 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, uint8_t flip) - { - if (sprite == nullptr) - return; - - int32_t fxs = 0, fxm = 1, fx = 0; - int32_t fys = 0, fym = 1, fy = 0; - if (flip & olc::Sprite::Flip::HORIZ) { fxs = w - 1; fxm = -1; } - if (flip & olc::Sprite::Flip::VERT) { fys = h - 1; fym = -1; } - - if (scale > 1) - { - fx = fxs; - for (int32_t i = 0; i < w; i++, fx += fxm) - { - fy = fys; - for (int32_t j = 0; j < h; j++, fy += fym) - 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(fx + ox, fy + oy)); - } - } - else - { - fx = fxs; - for (int32_t i = 0; i < w; i++, fx += fxm) - { - fy = fys; - for (int32_t j = 0; j < h; j++, fy += fym) - Draw(x + i, y + j, sprite->GetPixel(fx + ox, fy + oy)); - } - } - } - - void PixelGameEngine::SetDecalMode(const olc::DecalMode& mode) - { nDecalMode = mode; } - - void PixelGameEngine::SetDecalStructure(const olc::DecalStructure& structure) - { nDecalStructure = structure; } - - void PixelGameEngine::DrawPartialDecal(const olc::vf2d& pos, olc::Decal* decal, const olc::vf2d& source_pos, const olc::vf2d& source_size, const olc::vf2d& scale, const olc::Pixel& tint) - { - olc::vf2d vScreenSpacePos = - { - (pos.x * vInvScreenSize.x) * 2.0f - 1.0f, - -((pos.y * vInvScreenSize.y) * 2.0f - 1.0f) - }; - - - olc::vf2d vScreenSpaceDim = - { - ((pos.x + source_size.x * scale.x) * vInvScreenSize.x) * 2.0f - 1.0f, - -(((pos.y + source_size.y * scale.y) * vInvScreenSize.y) * 2.0f - 1.0f) - }; - - olc::vf2d vWindow = olc::vf2d(vViewSize); - olc::vf2d vQuantisedPos = ((vScreenSpacePos * vWindow) + olc::vf2d(0.5f, 0.5f)).floor() / vWindow; - olc::vf2d vQuantisedDim = ((vScreenSpaceDim * vWindow) + olc::vf2d(0.5f, -0.5f)).ceil() / vWindow; - - DecalInstance di; - di.points = 4; - di.decal = decal; - di.tint = { tint, tint, tint, tint }; - di.pos = { { vQuantisedPos.x, vQuantisedPos.y }, { vQuantisedPos.x, vQuantisedDim.y }, { vQuantisedDim.x, vQuantisedDim.y }, { vQuantisedDim.x, vQuantisedPos.y } }; - olc::vf2d uvtl = (source_pos + olc::vf2d(0.0001f, 0.0001f)) * decal->vUVScale; - olc::vf2d uvbr = (source_pos + source_size - olc::vf2d(0.0001f, 0.0001f)) * decal->vUVScale; - di.uv = { { uvtl.x, uvtl.y }, { uvtl.x, uvbr.y }, { uvbr.x, uvbr.y }, { uvbr.x, uvtl.y } }; - di.w = { 1,1,1,1 }; - di.mode = nDecalMode; - di.structure = nDecalStructure; - vLayers[nTargetLayer].vecDecalInstance.push_back(di); - } - - void PixelGameEngine::DrawPartialDecal(const olc::vf2d& pos, const olc::vf2d& size, olc::Decal* decal, const olc::vf2d& source_pos, const olc::vf2d& source_size, const olc::Pixel& tint) - { - olc::vf2d vScreenSpacePos = - { - (pos.x * vInvScreenSize.x) * 2.0f - 1.0f, - ((pos.y * vInvScreenSize.y) * 2.0f - 1.0f) * -1.0f - }; - - olc::vf2d vScreenSpaceDim = - { - vScreenSpacePos.x + (2.0f * size.x * vInvScreenSize.x), - vScreenSpacePos.y - (2.0f * size.y * vInvScreenSize.y) - }; - - DecalInstance di; - di.points = 4; - di.decal = decal; - di.tint = { tint, tint, tint, tint }; - di.pos = { { vScreenSpacePos.x, vScreenSpacePos.y }, { vScreenSpacePos.x, vScreenSpaceDim.y }, { vScreenSpaceDim.x, vScreenSpaceDim.y }, { vScreenSpaceDim.x, vScreenSpacePos.y } }; - olc::vf2d uvtl = (source_pos) * decal->vUVScale; - olc::vf2d uvbr = uvtl + ((source_size) * decal->vUVScale); - di.uv = { { uvtl.x, uvtl.y }, { uvtl.x, uvbr.y }, { uvbr.x, uvbr.y }, { uvbr.x, uvtl.y } }; - di.w = { 1,1,1,1 }; - di.mode = nDecalMode; - di.structure = nDecalStructure; - vLayers[nTargetLayer].vecDecalInstance.push_back(di); - } - - - void PixelGameEngine::DrawDecal(const olc::vf2d& pos, olc::Decal* decal, const olc::vf2d& scale, const olc::Pixel& tint) - { - olc::vf2d vScreenSpacePos = - { - (pos.x * vInvScreenSize.x) * 2.0f - 1.0f, - ((pos.y * vInvScreenSize.y) * 2.0f - 1.0f) * -1.0f - }; - - olc::vf2d vScreenSpaceDim = - { - vScreenSpacePos.x + (2.0f * (float(decal->sprite->width) * vInvScreenSize.x)) * scale.x, - vScreenSpacePos.y - (2.0f * (float(decal->sprite->height) * vInvScreenSize.y)) * scale.y - }; - - DecalInstance di; - di.decal = decal; - di.points = 4; - di.tint = { tint, tint, tint, tint }; - di.pos = { { vScreenSpacePos.x, vScreenSpacePos.y }, { vScreenSpacePos.x, vScreenSpaceDim.y }, { vScreenSpaceDim.x, vScreenSpaceDim.y }, { vScreenSpaceDim.x, vScreenSpacePos.y } }; - di.uv = { { 0.0f, 0.0f}, {0.0f, 1.0f}, {1.0f, 1.0f}, {1.0f, 0.0f} }; - di.w = { 1, 1, 1, 1 }; - di.mode = nDecalMode; - di.structure = nDecalStructure; - vLayers[nTargetLayer].vecDecalInstance.push_back(di); - } - - void PixelGameEngine::DrawExplicitDecal(olc::Decal* decal, const olc::vf2d* pos, const olc::vf2d* uv, const olc::Pixel* col, uint32_t elements) - { - DecalInstance di; - di.decal = decal; - di.pos.resize(elements); - di.uv.resize(elements); - di.w.resize(elements); - di.tint.resize(elements); - di.points = elements; - for (uint32_t i = 0; i < elements; i++) - { - di.pos[i] = { (pos[i].x * vInvScreenSize.x) * 2.0f - 1.0f, ((pos[i].y * vInvScreenSize.y) * 2.0f - 1.0f) * -1.0f }; - di.uv[i] = uv[i]; - di.tint[i] = col[i]; - di.w[i] = 1.0f; - } - di.mode = nDecalMode; - di.structure = nDecalStructure; - vLayers[nTargetLayer].vecDecalInstance.push_back(di); - } - - void PixelGameEngine::DrawPolygonDecal(olc::Decal* decal, const std::vector& pos, const std::vector& uv, const olc::Pixel tint) - { - DecalInstance di; - di.decal = decal; - di.points = uint32_t(pos.size()); - di.pos.resize(di.points); - di.uv.resize(di.points); - di.w.resize(di.points); - di.tint.resize(di.points); - for (uint32_t i = 0; i < di.points; i++) - { - di.pos[i] = { (pos[i].x * vInvScreenSize.x) * 2.0f - 1.0f, ((pos[i].y * vInvScreenSize.y) * 2.0f - 1.0f) * -1.0f }; - di.uv[i] = uv[i]; - di.tint[i] = tint; - di.w[i] = 1.0f; - } - di.mode = nDecalMode; - di.structure = nDecalStructure; - vLayers[nTargetLayer].vecDecalInstance.push_back(di); - } - - void PixelGameEngine::DrawPolygonDecal(olc::Decal* decal, const std::vector& pos, const std::vector& uv, const std::vector &tint) - { - DecalInstance di; - di.decal = decal; - di.points = uint32_t(pos.size()); - di.pos.resize(di.points); - di.uv.resize(di.points); - di.w.resize(di.points); - di.tint.resize(di.points); - for (uint32_t i = 0; i < di.points; i++) - { - di.pos[i] = { (pos[i].x * vInvScreenSize.x) * 2.0f - 1.0f, ((pos[i].y * vInvScreenSize.y) * 2.0f - 1.0f) * -1.0f }; - di.uv[i] = uv[i]; - di.tint[i] = tint[i]; - di.w[i] = 1.0f; - } - di.mode = nDecalMode; - di.structure = nDecalStructure; - vLayers[nTargetLayer].vecDecalInstance.push_back(di); - } - - void PixelGameEngine::DrawPolygonDecal(olc::Decal* decal, const std::vector& pos, const std::vector& uv, const std::vector& colours, const olc::Pixel tint) - { - std::vector newColours(colours.size(), olc::WHITE); - std::transform(colours.begin(), colours.end(), newColours.begin(), - [&tint](const olc::Pixel pin) { return pin * tint; }); - DrawPolygonDecal(decal, pos, uv, newColours); - } - - - void PixelGameEngine::DrawPolygonDecal(olc::Decal* decal, const std::vector& pos, const std::vector& depth, const std::vector& uv, const olc::Pixel tint) - { - DecalInstance di; - di.decal = decal; - di.points = uint32_t(pos.size()); - di.pos.resize(di.points); - di.uv.resize(di.points); - di.w.resize(di.points); - di.tint.resize(di.points); - for (uint32_t i = 0; i < di.points; i++) - { - di.pos[i] = { (pos[i].x * vInvScreenSize.x) * 2.0f - 1.0f, ((pos[i].y * vInvScreenSize.y) * 2.0f - 1.0f) * -1.0f }; - di.uv[i] = uv[i]; - di.tint[i] = tint; - di.w[i] = depth[i]; - } - di.mode = nDecalMode; - di.structure = nDecalStructure; - vLayers[nTargetLayer].vecDecalInstance.push_back(di); - } - -#ifdef OLC_ENABLE_EXPERIMENTAL - // Lightweight 3D - void PixelGameEngine::LW3D_DrawTriangles(olc::Decal* decal, const std::vector>& pos, const std::vector& tex, const std::vector& col) - { - DecalInstance di; - di.decal = decal; - di.points = uint32_t(pos.size()); - di.pos.resize(di.points); - di.uv.resize(di.points); - di.w.resize(di.points); - di.tint.resize(di.points); - for (uint32_t i = 0; i < di.points; i++) - { - di.pos[i] = { pos[i][0], pos[i][1] }; - di.w[i] = pos[i][2]; - di.uv[i] = tex[i]; - di.tint[i] = col[i]; - } - di.mode = DecalMode::MODEL3D; - vLayers[nTargetLayer].vecDecalInstance.push_back(di); - } -#endif - - void PixelGameEngine::DrawLineDecal(const olc::vf2d& pos1, const olc::vf2d& pos2, Pixel p) - { - auto m = nDecalMode; - nDecalMode = olc::DecalMode::WIREFRAME; - DrawPolygonDecal(nullptr, { pos1, pos2 }, { {0, 0}, {0,0} }, p); - nDecalMode = m; - - /*DecalInstance di; - di.decal = nullptr; - di.points = uint32_t(2); - di.pos.resize(di.points); - di.uv.resize(di.points); - di.w.resize(di.points); - di.tint.resize(di.points); - di.pos[0] = { (pos1.x * vInvScreenSize.x) * 2.0f - 1.0f, ((pos1.y * vInvScreenSize.y) * 2.0f - 1.0f) * -1.0f }; - di.uv[0] = { 0.0f, 0.0f }; - di.tint[0] = p; - di.w[0] = 1.0f; - di.pos[1] = { (pos2.x * vInvScreenSize.x) * 2.0f - 1.0f, ((pos2.y * vInvScreenSize.y) * 2.0f - 1.0f) * -1.0f }; - di.uv[1] = { 0.0f, 0.0f }; - di.tint[1] = p; - di.w[1] = 1.0f; - di.mode = olc::DecalMode::WIREFRAME; - di.structure = nDecalStructure; - vLayers[nTargetLayer].vecDecalInstance.push_back(di);*/ - } - - void PixelGameEngine::DrawRectDecal(const olc::vf2d& pos, const olc::vf2d& size, const olc::Pixel col) - { - auto m = nDecalMode; - SetDecalMode(olc::DecalMode::WIREFRAME); - olc::vf2d vNewSize = size;// (size - olc::vf2d(0.375f, 0.375f)).ceil(); - std::array points = { { {pos}, {pos.x, pos.y + vNewSize.y}, {pos + vNewSize}, {pos.x + vNewSize.x, pos.y} } }; - std::array uvs = { {{0,0},{0,0},{0,0},{0,0}} }; - std::array cols = { {col, col, col, col} }; - DrawExplicitDecal(nullptr, points.data(), uvs.data(), cols.data(), 4); - SetDecalMode(m); - - } - - void PixelGameEngine::FillRectDecal(const olc::vf2d& pos, const olc::vf2d& size, const olc::Pixel col) - { - olc::vf2d vNewSize = size;// (size - olc::vf2d(0.375f, 0.375f)).ceil(); - std::array points = { { {pos}, {pos.x, pos.y + vNewSize.y}, {pos + vNewSize}, {pos.x + vNewSize.x, pos.y} } }; - std::array uvs = { {{0,0},{0,0},{0,0},{0,0}} }; - std::array cols = { {col, col, col, col} }; - DrawExplicitDecal(nullptr, points.data(), uvs.data(), cols.data(), 4); - } - - void PixelGameEngine::GradientFillRectDecal(const olc::vf2d& pos, const olc::vf2d& size, const olc::Pixel colTL, const olc::Pixel colBL, const olc::Pixel colBR, const olc::Pixel colTR) - { - std::array points = { { {pos}, {pos.x, pos.y + size.y}, {pos + size}, {pos.x + size.x, pos.y} } }; - std::array uvs = { {{0,0},{0,0},{0,0},{0,0}} }; - std::array cols = { {colTL, colBL, colBR, colTR} }; - DrawExplicitDecal(nullptr, points.data(), uvs.data(), cols.data(), 4); - } - - void PixelGameEngine::DrawRotatedDecal(const olc::vf2d& pos, olc::Decal* decal, const float fAngle, const olc::vf2d& center, const olc::vf2d& scale, const olc::Pixel& tint) - { - DecalInstance di; - di.decal = decal; - di.pos.resize(4); - di.uv = { { 0.0f, 0.0f}, {0.0f, 1.0f}, {1.0f, 1.0f}, {1.0f, 0.0f} }; - di.w = { 1, 1, 1, 1 }; - di.tint = { tint, tint, tint, tint }; - di.points = 4; - di.pos[0] = (olc::vf2d(0.0f, 0.0f) - center) * scale; - di.pos[1] = (olc::vf2d(0.0f, float(decal->sprite->height)) - center) * scale; - di.pos[2] = (olc::vf2d(float(decal->sprite->width), float(decal->sprite->height)) - center) * scale; - di.pos[3] = (olc::vf2d(float(decal->sprite->width), 0.0f) - center) * scale; - float c = cos(fAngle), s = sin(fAngle); - for (int i = 0; i < 4; i++) - { - di.pos[i] = pos + olc::vf2d(di.pos[i].x * c - di.pos[i].y * s, di.pos[i].x * s + di.pos[i].y * c); - di.pos[i] = di.pos[i] * vInvScreenSize * 2.0f - olc::vf2d(1.0f, 1.0f); - di.pos[i].y *= -1.0f; - di.w[i] = 1; - } - di.mode = nDecalMode; - di.structure = nDecalStructure; - vLayers[nTargetLayer].vecDecalInstance.push_back(di); - } - - - void PixelGameEngine::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, const olc::Pixel& tint) - { - DecalInstance di; - di.decal = decal; - di.points = 4; - di.tint = { tint, tint, tint, tint }; - di.w = { 1, 1, 1, 1 }; - di.pos.resize(4); - di.pos[0] = (olc::vf2d(0.0f, 0.0f) - center) * scale; - di.pos[1] = (olc::vf2d(0.0f, source_size.y) - center) * scale; - di.pos[2] = (olc::vf2d(source_size.x, source_size.y) - center) * scale; - di.pos[3] = (olc::vf2d(source_size.x, 0.0f) - center) * scale; - float c = cos(fAngle), s = sin(fAngle); - for (int i = 0; i < 4; i++) - { - di.pos[i] = pos + olc::vf2d(di.pos[i].x * c - di.pos[i].y * s, di.pos[i].x * s + di.pos[i].y * c); - di.pos[i] = di.pos[i] * vInvScreenSize * 2.0f - olc::vf2d(1.0f, 1.0f); - di.pos[i].y *= -1.0f; - } - - olc::vf2d uvtl = source_pos * decal->vUVScale; - olc::vf2d uvbr = uvtl + (source_size * decal->vUVScale); - di.uv = { { uvtl.x, uvtl.y }, { uvtl.x, uvbr.y }, { uvbr.x, uvbr.y }, { uvbr.x, uvtl.y } }; - di.mode = nDecalMode; - di.structure = nDecalStructure; - vLayers[nTargetLayer].vecDecalInstance.push_back(di); - } - - void PixelGameEngine::DrawPartialWarpedDecal(olc::Decal* decal, const olc::vf2d* pos, const olc::vf2d& source_pos, const olc::vf2d& source_size, const olc::Pixel& tint) - { - DecalInstance di; - di.points = 4; - di.decal = decal; - di.tint = { tint, tint, tint, tint }; - di.w = { 1, 1, 1, 1 }; - di.pos.resize(4); - di.uv = { { 0.0f, 0.0f}, {0.0f, 1.0f}, {1.0f, 1.0f}, {1.0f, 0.0f} }; - olc::vf2d center; - float rd = ((pos[2].x - pos[0].x) * (pos[3].y - pos[1].y) - (pos[3].x - pos[1].x) * (pos[2].y - pos[0].y)); - if (rd != 0) - { - olc::vf2d uvtl = source_pos * decal->vUVScale; - olc::vf2d uvbr = uvtl + (source_size * decal->vUVScale); - di.uv = { { uvtl.x, uvtl.y }, { uvtl.x, uvbr.y }, { uvbr.x, uvbr.y }, { uvbr.x, uvtl.y } }; - - rd = 1.0f / rd; - float rn = ((pos[3].x - pos[1].x) * (pos[0].y - pos[1].y) - (pos[3].y - pos[1].y) * (pos[0].x - pos[1].x)) * rd; - float sn = ((pos[2].x - pos[0].x) * (pos[0].y - pos[1].y) - (pos[2].y - pos[0].y) * (pos[0].x - pos[1].x)) * rd; - if (!(rn < 0.f || rn > 1.f || sn < 0.f || sn > 1.f)) center = pos[0] + rn * (pos[2] - pos[0]); - float d[4]; for (int i = 0; i < 4; i++) d[i] = (pos[i] - center).mag(); - for (int i = 0; i < 4; i++) - { - float q = d[i] == 0.0f ? 1.0f : (d[i] + d[(i + 2) & 3]) / d[(i + 2) & 3]; - di.uv[i] *= q; di.w[i] *= q; - di.pos[i] = { (pos[i].x * vInvScreenSize.x) * 2.0f - 1.0f, ((pos[i].y * vInvScreenSize.y) * 2.0f - 1.0f) * -1.0f }; - } - di.mode = nDecalMode; - di.structure = nDecalStructure; - vLayers[nTargetLayer].vecDecalInstance.push_back(di); - } - } - - void PixelGameEngine::DrawWarpedDecal(olc::Decal* decal, const olc::vf2d* pos, const olc::Pixel& tint) - { - // Thanks Nathan Reed, a brilliant article explaining whats going on here - // http://www.reedbeta.com/blog/quadrilateral-interpolation-part-1/ - DecalInstance di; - di.points = 4; - di.decal = decal; - di.tint = { tint, tint, tint, tint }; - di.w = { 1, 1, 1, 1 }; - di.pos.resize(4); - di.uv = { { 0.0f, 0.0f}, {0.0f, 1.0f}, {1.0f, 1.0f}, {1.0f, 0.0f} }; - olc::vf2d center; - float rd = ((pos[2].x - pos[0].x) * (pos[3].y - pos[1].y) - (pos[3].x - pos[1].x) * (pos[2].y - pos[0].y)); - if (rd != 0) - { - rd = 1.0f / rd; - float rn = ((pos[3].x - pos[1].x) * (pos[0].y - pos[1].y) - (pos[3].y - pos[1].y) * (pos[0].x - pos[1].x)) * rd; - float sn = ((pos[2].x - pos[0].x) * (pos[0].y - pos[1].y) - (pos[2].y - pos[0].y) * (pos[0].x - pos[1].x)) * rd; - if (!(rn < 0.f || rn > 1.f || sn < 0.f || sn > 1.f)) center = pos[0] + rn * (pos[2] - pos[0]); - float d[4]; for (int i = 0; i < 4; i++) d[i] = (pos[i] - center).mag(); - for (int i = 0; i < 4; i++) - { - float q = d[i] == 0.0f ? 1.0f : (d[i] + d[(i + 2) & 3]) / d[(i + 2) & 3]; - di.uv[i] *= q; di.w[i] *= q; - di.pos[i] = { (pos[i].x * vInvScreenSize.x) * 2.0f - 1.0f, ((pos[i].y * vInvScreenSize.y) * 2.0f - 1.0f) * -1.0f }; - } - di.mode = nDecalMode; - di.structure = nDecalStructure; - vLayers[nTargetLayer].vecDecalInstance.push_back(di); - } - } - - void PixelGameEngine::DrawWarpedDecal(olc::Decal* decal, const std::array& pos, const olc::Pixel& tint) - { DrawWarpedDecal(decal, pos.data(), tint); } - - void PixelGameEngine::DrawWarpedDecal(olc::Decal* decal, const olc::vf2d(&pos)[4], const olc::Pixel& tint) - { DrawWarpedDecal(decal, &pos[0], tint); } - - void PixelGameEngine::DrawPartialWarpedDecal(olc::Decal* decal, const std::array& pos, const olc::vf2d& source_pos, const olc::vf2d& source_size, const olc::Pixel& tint) - { DrawPartialWarpedDecal(decal, pos.data(), source_pos, source_size, tint); } - - void PixelGameEngine::DrawPartialWarpedDecal(olc::Decal* decal, const olc::vf2d(&pos)[4], const olc::vf2d& source_pos, const olc::vf2d& source_size, const olc::Pixel& tint) - { DrawPartialWarpedDecal(decal, &pos[0], source_pos, source_size, tint); } - - void PixelGameEngine::DrawStringDecal(const olc::vf2d& pos, const std::string& sText, const Pixel col, const olc::vf2d& scale) - { - olc::vf2d spos = { 0.0f, 0.0f }; - for (auto c : sText) - { - if (c == '\n') - { - spos.x = 0; spos.y += 8.0f * scale.y; - } - else if (c == '\t') - { - spos.x += 8.0f * float(nTabSizeInSpaces) * scale.x; - } - else - { - int32_t ox = (c - 32) % 16; - int32_t oy = (c - 32) / 16; - DrawPartialDecal(pos + spos, fontRenderable.Decal(), {float(ox) * 8.0f, float(oy) * 8.0f}, {8.0f, 8.0f}, scale, col); - spos.x += 8.0f * scale.x; - } - } - } - - void PixelGameEngine::DrawStringPropDecal(const olc::vf2d& pos, const std::string& sText, const Pixel col, const olc::vf2d& scale) - { - olc::vf2d spos = { 0.0f, 0.0f }; - for (auto c : sText) - { - if (c == '\n') - { - spos.x = 0; spos.y += 8.0f * scale.y; - } - else if (c == '\t') - { - spos.x += 8.0f * float(nTabSizeInSpaces) * scale.x; - } - else - { - int32_t ox = (c - 32) % 16; - int32_t oy = (c - 32) / 16; - DrawPartialDecal(pos + spos, fontRenderable.Decal(), { float(ox) * 8.0f + float(vFontSpacing[c - 32].x), float(oy) * 8.0f }, { float(vFontSpacing[c - 32].y), 8.0f }, scale, col); - spos.x += float(vFontSpacing[c - 32].y) * scale.x; - } - } - } - // Thanks Oso-Grande/Sopadeoso For these awesom and stupidly clever Text Rotation routines... duh XD - void PixelGameEngine::DrawRotatedStringDecal(const olc::vf2d& pos, const std::string& sText, const float fAngle, const olc::vf2d& center, const Pixel col, const olc::vf2d& scale) - { - olc::vf2d spos = center; - for (auto c : sText) - { - if (c == '\n') - { - spos.x = center.x; spos.y -= 8.0f; - } - else if (c == '\t') - { - spos.x += 8.0f * float(nTabSizeInSpaces) * scale.x; - } - else - { - int32_t ox = (c - 32) % 16; - int32_t oy = (c - 32) / 16; - DrawPartialRotatedDecal(pos, fontRenderable.Decal(), fAngle, spos, { float(ox) * 8.0f, float(oy) * 8.0f }, { 8.0f, 8.0f }, scale, col); - spos.x -= 8.0f; - } - } - } - - void PixelGameEngine::DrawRotatedStringPropDecal(const olc::vf2d& pos, const std::string& sText, const float fAngle, const olc::vf2d& center, const Pixel col, const olc::vf2d& scale) - { - olc::vf2d spos = center; - for (auto c : sText) - { - if (c == '\n') - { - spos.x = center.x; spos.y -= 8.0f; - } - else if (c == '\t') - { - spos.x += 8.0f * float(nTabSizeInSpaces) * scale.x; - } - else - { - int32_t ox = (c - 32) % 16; - int32_t oy = (c - 32) / 16; - DrawPartialRotatedDecal(pos, fontRenderable.Decal(), fAngle, spos, { float(ox) * 8.0f + float(vFontSpacing[c - 32].x), float(oy) * 8.0f }, { float(vFontSpacing[c - 32].y), 8.0f }, scale, col); - spos.x -= float(vFontSpacing[c - 32].y); - } - } - } - - olc::vi2d PixelGameEngine::GetTextSize(const std::string& s) - { - olc::vi2d size = { 0,1 }; - olc::vi2d pos = { 0,1 }; - for (auto c : s) - { - if (c == '\n') { pos.y++; pos.x = 0; } - else if (c == '\t') { pos.x += nTabSizeInSpaces; } - else pos.x++; - size.x = std::max(size.x, pos.x); - size.y = std::max(size.y, pos.y); - } - return size * 8; - } - - 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; - // Thanks @tucna, spotted bug with col.ALPHA :P - if (m != Pixel::CUSTOM) // Thanks @Megarev, required for "shaders" - { - if (col.a != 255) SetPixelMode(Pixel::ALPHA); - else SetPixelMode(Pixel::MASK); - } - for (auto c : sText) - { - if (c == '\n') - { - sx = 0; sy += 8 * scale; - } - else if (c == '\t') - { - sx += 8 * nTabSizeInSpaces * 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 (fontRenderable.Sprite()->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 (fontRenderable.Sprite()->GetPixel(i + ox * 8, j + oy * 8).r > 0) - Draw(x + sx + i, y + sy + j, col); - } - sx += 8 * scale; - } - } - SetPixelMode(m); - } - - olc::vi2d PixelGameEngine::GetTextSizeProp(const std::string& s) - { - olc::vi2d size = { 0,1 }; - olc::vi2d pos = { 0,1 }; - for (auto c : s) - { - if (c == '\n') { pos.y += 1; pos.x = 0; } - else if (c == '\t') { pos.x += nTabSizeInSpaces * 8; } - else pos.x += vFontSpacing[c - 32].y; - size.x = std::max(size.x, pos.x); - size.y = std::max(size.y, pos.y); - } - - size.y *= 8; - return size; - } - - void PixelGameEngine::DrawStringProp(const olc::vi2d& pos, const std::string& sText, Pixel col, uint32_t scale) - { DrawStringProp(pos.x, pos.y, sText, col, scale); } - - void PixelGameEngine::DrawStringProp(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 (m != Pixel::CUSTOM) - { - if (col.a != 255) SetPixelMode(Pixel::ALPHA); - else SetPixelMode(Pixel::MASK); - } - for (auto c : sText) - { - if (c == '\n') - { - sx = 0; sy += 8 * scale; - } - else if (c == '\t') - { - sx += 8 * nTabSizeInSpaces * scale; - } - else - { - int32_t ox = (c - 32) % 16; - int32_t oy = (c - 32) / 16; - - if (scale > 1) - { - for (int32_t i = 0; i < vFontSpacing[c - 32].y; i++) - for (int32_t j = 0; j < 8; j++) - if (fontRenderable.Sprite()->GetPixel(i + ox * 8 + vFontSpacing[c - 32].x, j + oy * 8).r > 0) - for (int32_t is = 0; is < int(scale); is++) - for (int32_t js = 0; js < int(scale); js++) - Draw(x + sx + (i * scale) + is, y + sy + (j * scale) + js, col); - } - else - { - for (int32_t i = 0; i < vFontSpacing[c - 32].y; i++) - for (int32_t j = 0; j < 8; j++) - if (fontRenderable.Sprite()->GetPixel(i + ox * 8 + vFontSpacing[c - 32].x, j + oy * 8).r > 0) - Draw(x + sx + i, y + sy + j, col); - } - sx += vFontSpacing[c - 32].y * scale; - } - } - SetPixelMode(m); - } - - void PixelGameEngine::SetPixelMode(Pixel::Mode m) - { nPixelMode = m; } - - Pixel::Mode PixelGameEngine::GetPixelMode() - { return nPixelMode; } - - void PixelGameEngine::SetPixelMode(std::function pixelMode) - { - funcPixelMode = pixelMode; - nPixelMode = Pixel::Mode::CUSTOM; - } - - void PixelGameEngine::SetPixelBlend(float fBlend) - { - fBlendFactor = fBlend; - if (fBlendFactor < 0.0f) fBlendFactor = 0.0f; - if (fBlendFactor > 1.0f) fBlendFactor = 1.0f; - } - - std::stringstream& PixelGameEngine::ConsoleOut() - { return ssConsoleOutput; } - - bool PixelGameEngine::IsConsoleShowing() const - { return bConsoleShow; } - - void PixelGameEngine::ConsoleShow(const olc::Key& keyExit, bool bSuspendTime) - { - if (bConsoleShow) - return; - - bConsoleShow = true; - bConsoleSuspendTime = bSuspendTime; - TextEntryEnable(true); - keyConsoleExit = keyExit; - pKeyboardState[keyConsoleExit].bHeld = false; - pKeyboardState[keyConsoleExit].bPressed = false; - pKeyboardState[keyConsoleExit].bReleased = true; - } - - void PixelGameEngine::ConsoleClear() - { sConsoleLines.clear(); } - - void PixelGameEngine::ConsoleCaptureStdOut(const bool bCapture) - { - if(bCapture) - sbufOldCout = std::cout.rdbuf(ssConsoleOutput.rdbuf()); - else - std::cout.rdbuf(sbufOldCout); - } - - void PixelGameEngine::UpdateConsole() - { - if (GetKey(keyConsoleExit).bPressed) - { - TextEntryEnable(false); - bConsoleSuspendTime = false; - bConsoleShow = false; - return; - } - - // Keep Console sizes based in real screen dimensions - vConsoleCharacterScale = olc::vf2d(1.0f, 2.0f) / (olc::vf2d(vViewSize) * vInvScreenSize); - vConsoleSize = (vViewSize / olc::vi2d(8, 16)) - olc::vi2d(2, 4); - - // If console has changed size, simply reset it - if (vConsoleSize.y != sConsoleLines.size()) - { - vConsoleCursor = { 0,0 }; - sConsoleLines.clear(); - sConsoleLines.resize(vConsoleSize.y); - } - - auto TypeCharacter = [&](const char c) - { - if (c >= 32 && c < 127) - { - sConsoleLines[vConsoleCursor.y].append(1, c); - vConsoleCursor.x++; - } - - if( c == '\n' || vConsoleCursor.x >= vConsoleSize.x) - { - vConsoleCursor.y++; vConsoleCursor.x = 0; - } - - if (vConsoleCursor.y >= vConsoleSize.y) - { - vConsoleCursor.y = vConsoleSize.y - 1; - for (size_t i = 1; i < vConsoleSize.y; i++) - sConsoleLines[i - 1] = sConsoleLines[i]; - sConsoleLines[vConsoleCursor.y].clear(); - } - }; - - // Empty out "std::cout", parsing as we go - while (ssConsoleOutput.rdbuf()->sgetc() != -1) - { - char c = ssConsoleOutput.rdbuf()->sbumpc(); - TypeCharacter(c); - } - - // Draw Shadow - GradientFillRectDecal({ 0,0 }, olc::vf2d(vScreenSize), olc::PixelF(0, 0, 0.5f, 0.5f), olc::PixelF(0, 0, 0.25f, 0.5f), olc::PixelF(0, 0, 0.25f, 0.5f), olc::PixelF(0, 0, 0.25f, 0.5f)); - - // Draw the console buffer - SetDecalMode(olc::DecalMode::NORMAL); - for (int32_t nLine = 0; nLine < vConsoleSize.y; nLine++) - DrawStringDecal(olc::vf2d( 1, 1 + float(nLine) ) * vConsoleCharacterScale * 8.0f, sConsoleLines[nLine], olc::WHITE, vConsoleCharacterScale); - - // Draw Input State - FillRectDecal(olc::vf2d(1 + float((TextEntryGetCursor() + 1)), 1 + float((vConsoleSize.y - 1))) * vConsoleCharacterScale * 8.0f, olc::vf2d(8, 8) * vConsoleCharacterScale, olc::DARK_CYAN); - DrawStringDecal(olc::vf2d(1, 1 + float((vConsoleSize.y - 1))) * vConsoleCharacterScale * 8.0f, std::string(">") + TextEntryGetString(), olc::YELLOW, vConsoleCharacterScale); - } - - - const std::vector& PixelGameEngine::GetDroppedFiles() const - { return vDroppedFiles; } - - const olc::vi2d& PixelGameEngine::GetDroppedFilesPoint() const - { return vDroppedFilesPoint; } - - - void PixelGameEngine::TextEntryEnable(const bool bEnable, const std::string& sText) - { - if (bEnable) - { - nTextEntryCursor = int32_t(sText.size()); - sTextEntryString = sText; - bTextEntryEnable = true; - } - else - { - bTextEntryEnable = false; - } - } - - std::string PixelGameEngine::TextEntryGetString() const - { return sTextEntryString; } - - int32_t PixelGameEngine::TextEntryGetCursor() const - { return nTextEntryCursor; } - - bool PixelGameEngine::IsTextEntryEnabled() const - { return bTextEntryEnable; } - - - void PixelGameEngine::UpdateTextEntry() - { - // Check for typed characters - for (const auto& key : vKeyboardMap) - if (GetKey(std::get<0>(key)).bPressed) - { - sTextEntryString.insert(nTextEntryCursor, GetKey(olc::Key::SHIFT).bHeld ? std::get<2>(key) : std::get<1>(key)); - nTextEntryCursor++; - } - - // Check for command characters - if (GetKey(olc::Key::LEFT).bPressed) - nTextEntryCursor = std::max(0, nTextEntryCursor - 1); - if (GetKey(olc::Key::RIGHT).bPressed) - nTextEntryCursor = std::min(int32_t(sTextEntryString.size()), nTextEntryCursor + 1); - if (GetKey(olc::Key::BACK).bPressed && nTextEntryCursor > 0) - { - sTextEntryString.erase(nTextEntryCursor-1, 1); - nTextEntryCursor = std::max(0, nTextEntryCursor - 1); - } - if (GetKey(olc::Key::DEL).bPressed && nTextEntryCursor < sTextEntryString.size()) - sTextEntryString.erase(nTextEntryCursor, 1); - - if (GetKey(olc::Key::UP).bPressed) - { - if (!sCommandHistory.empty()) - { - if (sCommandHistoryIt != sCommandHistory.begin()) - sCommandHistoryIt--; - - nTextEntryCursor = int32_t(sCommandHistoryIt->size()); - sTextEntryString = *sCommandHistoryIt; - } - } - - if (GetKey(olc::Key::DOWN).bPressed) - { - if (!sCommandHistory.empty()) - { - if (sCommandHistoryIt != sCommandHistory.end()) - { - sCommandHistoryIt++; - if (sCommandHistoryIt != sCommandHistory.end()) - { - nTextEntryCursor = int32_t(sCommandHistoryIt->size()); - sTextEntryString = *sCommandHistoryIt; - } - else - { - nTextEntryCursor = 0; - sTextEntryString = ""; - } - } - } - } - - if (GetKey(olc::Key::ENTER).bPressed) - { - if (bConsoleShow) - { - std::cout << ">" + sTextEntryString + "\n"; - if (OnConsoleCommand(sTextEntryString)) - { - sCommandHistory.push_back(sTextEntryString); - sCommandHistoryIt = sCommandHistory.end(); - } - sTextEntryString.clear(); - nTextEntryCursor = 0; - } - else - { - OnTextEntryComplete(sTextEntryString); - TextEntryEnable(false); - } - } - } - - // 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::OnTextEntryComplete(const std::string& sText) { UNUSED(sText); } - bool PixelGameEngine::OnConsoleCommand(const std::string& sCommand) { UNUSED(sCommand); return false; } - - // Externalised API - void PixelGameEngine::olc_UpdateViewport() - { - int32_t ww = vScreenSize.x * vPixelSize.x; - int32_t wh = vScreenSize.y * vPixelSize.y; - float wasp = (float)ww / (float)wh; - - if (bPixelCohesion) - { - vScreenPixelSize = (vWindowSize / vScreenSize); - vViewSize = (vWindowSize / vScreenSize) * vScreenSize; - } - else - { - vViewSize.x = (int32_t)vWindowSize.x; - vViewSize.y = (int32_t)((float)vViewSize.x / wasp); - - if (vViewSize.y > vWindowSize.y) - { - vViewSize.y = vWindowSize.y; - vViewSize.x = (int32_t)((float)vViewSize.y * wasp); - } - } - - vViewPos = (vWindowSize - vViewSize) / 2; - } - - void PixelGameEngine::olc_UpdateWindowSize(int32_t x, int32_t y) - { - vWindowSize = { x, 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 - bHasMouseFocus = true; - vMouseWindowPos = { x, y }; - // Full Screen mode may have a weird viewport we must clamp to - x -= vViewPos.x; - y -= vViewPos.y; - vMousePosCache.x = (int32_t)(((float)x / (float)(vWindowSize.x - (vViewPos.x * 2)) * (float)vScreenSize.x)); - vMousePosCache.y = (int32_t)(((float)y / (float)(vWindowSize.y - (vViewPos.y * 2)) * (float)vScreenSize.y)); - if (vMousePosCache.x >= (int32_t)vScreenSize.x) vMousePosCache.x = vScreenSize.x - 1; - if (vMousePosCache.y >= (int32_t)vScreenSize.y) vMousePosCache.y = vScreenSize.y - 1; - if (vMousePosCache.x < 0) vMousePosCache.x = 0; - if (vMousePosCache.y < 0) vMousePosCache.y = 0; - } - - void PixelGameEngine::olc_UpdateMouseState(int32_t button, bool state) - { pMouseNewState[button] = state; } - - void PixelGameEngine::olc_UpdateKeyState(int32_t key, bool state) - { pKeyNewState[key] = state; } - - void PixelGameEngine::olc_UpdateMouseFocus(bool state) - { bHasMouseFocus = state; } - - void PixelGameEngine::olc_UpdateKeyFocus(bool state) - { bHasInputFocus = state; } - - void PixelGameEngine::olc_DropFiles(int32_t x, int32_t y, const std::vector& vFiles) - { - x -= vViewPos.x; - y -= vViewPos.y; - vDroppedFilesPointCache.x = (int32_t)(((float)x / (float)(vWindowSize.x - (vViewPos.x * 2)) * (float)vScreenSize.x)); - vDroppedFilesPointCache.y = (int32_t)(((float)y / (float)(vWindowSize.y - (vViewPos.y * 2)) * (float)vScreenSize.y)); - if (vDroppedFilesPointCache.x >= (int32_t)vScreenSize.x) vDroppedFilesPointCache.x = vScreenSize.x - 1; - if (vDroppedFilesPointCache.y >= (int32_t)vScreenSize.y) vDroppedFilesPointCache.y = vScreenSize.y - 1; - if (vDroppedFilesPointCache.x < 0) vDroppedFilesPointCache.x = 0; - if (vDroppedFilesPointCache.y < 0) vDroppedFilesPointCache.y = 0; - vDroppedFilesCache = vFiles; - } - - void PixelGameEngine::olc_Reanimate() - { bAtomActive = true; } - - bool PixelGameEngine::olc_IsRunning() - { return bAtomActive; } - - void PixelGameEngine::olc_Terminate() - { bAtomActive = false; } - - void PixelGameEngine::EngineThread() - { - // Allow platform to do stuff here if needed, since its now in the - // context of this thread - if (platform->ThreadStartUp() == olc::FAIL) return; - - // Do engine context specific initialisation - olc_PrepareEngine(); - - // Create user resources as part of this thread - for (auto& ext : vExtensions) ext->OnBeforeUserCreate(); - if (!OnUserCreate()) bAtomActive = false; - for (auto& ext : vExtensions) ext->OnAfterUserCreate(); - - while (bAtomActive) - { - // Run as fast as possible - while (bAtomActive) { olc_CoreUpdate(); } - - // Allow the user to free resources if they have overrided the destroy function - if (!OnUserDestroy()) - { - // User denied destroy for some reason, so continue running - bAtomActive = true; - } - } - - platform->ThreadCleanUp(); - } - - void PixelGameEngine::olc_PrepareEngine() - { - // Start OpenGL, the context is owned by the game thread - if (platform->CreateGraphics(bFullScreen, bEnableVSYNC, vViewPos, vViewSize) == olc::FAIL) return; - - // Construct default font sheet - olc_ConstructFontSheet(); - - // Create Primary Layer "0" - CreateLayer(); - vLayers[0].bUpdate = true; - vLayers[0].bShow = true; - SetDrawTarget(nullptr); - - m_tp1 = std::chrono::system_clock::now(); - m_tp2 = std::chrono::system_clock::now(); - } - - - void PixelGameEngine::olc_CoreUpdate() - { - // Handle Timing - m_tp2 = std::chrono::system_clock::now(); - std::chrono::duration elapsedTime = m_tp2 - m_tp1; - m_tp1 = m_tp2; - - // Our time per frame coefficient - float fElapsedTime = elapsedTime.count(); - fLastElapsed = fElapsedTime; - - if (bConsoleSuspendTime) - fElapsedTime = 0.0f; - - // Some platforms will need to check for events - platform->HandleSystemEvent(); - - // Compare hardware input states from previous frame - auto ScanHardware = [&](HWButton* pKeys, bool* pStateOld, bool* pStateNew, uint32_t nKeyCount) - { - for (uint32_t i = 0; i < nKeyCount; i++) - { - pKeys[i].bPressed = false; - pKeys[i].bReleased = false; - if (pStateNew[i] != pStateOld[i]) - { - if (pStateNew[i]) - { - pKeys[i].bPressed = !pKeys[i].bHeld; - pKeys[i].bHeld = true; - } - else - { - pKeys[i].bReleased = true; - pKeys[i].bHeld = false; - } - } - pStateOld[i] = pStateNew[i]; - } - }; - - ScanHardware(pKeyboardState, pKeyOldState, pKeyNewState, 256); - ScanHardware(pMouseState, pMouseOldState, pMouseNewState, nMouseButtons); - - // Cache mouse coordinates so they remain consistent during frame - vMousePos = vMousePosCache; - nMouseWheelDelta = nMouseWheelDeltaCache; - nMouseWheelDeltaCache = 0; - - vDroppedFiles = vDroppedFilesCache; - vDroppedFilesPoint = vDroppedFilesPointCache; - vDroppedFilesCache.clear(); - - if (bTextEntryEnable) - { - UpdateTextEntry(); - } - - // Handle Frame Update - bool bExtensionBlockFrame = false; - for (auto& ext : vExtensions) bExtensionBlockFrame |= ext->OnBeforeUserUpdate(fElapsedTime); - if (!bExtensionBlockFrame) - { - if (!OnUserUpdate(fElapsedTime)) bAtomActive = false; - - } - for (auto& ext : vExtensions) ext->OnAfterUserUpdate(fElapsedTime); - - if (bConsoleShow) - { - SetDrawTarget((uint8_t)0); - UpdateConsole(); - } - - - - // Display Frame - renderer->UpdateViewport(vViewPos, vViewSize); - renderer->ClearBuffer(olc::BLACK, true); - - // Layer 0 must always exist - vLayers[0].bUpdate = true; - vLayers[0].bShow = true; - SetDecalMode(DecalMode::NORMAL); - renderer->PrepareDrawing(); - - for (auto layer = vLayers.rbegin(); layer != vLayers.rend(); ++layer) - { - if (layer->bShow) - { - if (layer->funcHook == nullptr) - { - renderer->ApplyTexture(layer->pDrawTarget.Decal()->id); - if (!bSuspendTextureTransfer && layer->bUpdate) - { - layer->pDrawTarget.Decal()->Update(); - layer->bUpdate = false; - } - - renderer->DrawLayerQuad(layer->vOffset, layer->vScale, layer->tint); - - // Display Decals in order for this layer - for (auto& decal : layer->vecDecalInstance) - renderer->DrawDecal(decal); - layer->vecDecalInstance.clear(); - } - else - { - // Mwa ha ha.... Have Fun!!! - layer->funcHook(); - } - } - } - - - - // Present Graphics to screen - renderer->DisplayFrame(); - - // Update Title Bar - fFrameTimer += fElapsedTime; - nFrameCount++; - if (fFrameTimer >= 1.0f) - { - nLastFPS = nFrameCount; - fFrameTimer -= 1.0f; - std::string sTitle = "OneLoneCoder.com - Pixel Game Engine - " + sAppName + " - FPS: " + std::to_string(nFrameCount); - platform->SetWindowTitle(sTitle); - nFrameCount = 0; - } - } - - void PixelGameEngine::olc_ConstructFontSheet() - { - std::string data; - data += "?Q`0001oOch0o01o@F40o000000000"; - data += "O000000nOT0063Qo4d8>?7a14Gno94AA4gno94AaOT0>o3`oO400o7QN00000400"; - data += "Of80001oOg<7O7moBGT7O7lABET024@aBEd714AiOdl717a_=TH013Q>00000000"; - data += "720D000V?V5oB3Q_HdUoE7a9@DdDE4A9@DmoE4A;Hg]oM4Aj8S4D84@`00000000"; - data += "OaPT1000Oa`^13P1@AI[?g`1@A=[OdAoHgljA4Ao?WlBA7l1710007l100000000"; - data += "ObM6000oOfMV?3QoBDD`O7a0BDDH@5A0BDD<@5A0BGeVO5ao@CQR?5Po00000000"; - data += "Oc``000?Ogij70PO2D]??0Ph2DUM@7i`2DTg@7lh2GUj?0TO0C1870T?00000000"; - data += "70<4001o?P<7?1QoHg43O;`h@GT0@:@LB@d0>:@hN@L0@?aoN@<0O7ao0000?000"; - data += "OcH0001SOglLA7mg24TnK7ln24US>0PL24U140PnOgl0>7QgOcH0K71S0000A000"; - data += "00H00000@Dm1S007@DUSg00?OdTnH7YhOfTL<7Yh@Cl0700?@Ah0300700000000"; - data += "<008001QL00ZA41a@6HnI<1i@FHLM81M@@0LG81?O`0nC?Y7?`0ZA7Y300080000"; - data += "O`082000Oh0827mo6>Hn?Wmo?6HnMb11MP08@C11H`08@FP0@@0004@000000000"; - data += "00P00001Oab00003OcKP0006@6=PMgl<@440MglH@000000`@000001P00000000"; - data += "Ob@8@@00Ob@8@Ga13R@8Mga172@8?PAo3R@827QoOb@820@0O`0007`0000007P0"; - data += "O`000P08Od400g`<3V=P0G`673IP0`@3>1`00P@6O`P00g`SetPixel(px, py, olc::Pixel(k, k, k, k)); - if (++py == 48) { px++; py = 0; } - } - } - - fontRenderable.Decal()->Update(); - - constexpr std::array vSpacing = { { - 0x03,0x25,0x16,0x08,0x07,0x08,0x08,0x04,0x15,0x15,0x08,0x07,0x15,0x07,0x24,0x08, - 0x08,0x17,0x08,0x08,0x08,0x08,0x08,0x08,0x08,0x08,0x24,0x15,0x06,0x07,0x16,0x17, - 0x08,0x08,0x08,0x08,0x08,0x08,0x08,0x08,0x08,0x17,0x08,0x08,0x17,0x08,0x08,0x08, - 0x08,0x08,0x08,0x08,0x17,0x08,0x08,0x08,0x08,0x17,0x08,0x15,0x08,0x15,0x08,0x08, - 0x24,0x18,0x17,0x17,0x17,0x17,0x17,0x17,0x17,0x33,0x17,0x17,0x33,0x18,0x17,0x17, - 0x17,0x17,0x17,0x17,0x07,0x17,0x17,0x18,0x18,0x17,0x17,0x07,0x33,0x07,0x08,0x00, } }; - - for (auto c : vSpacing) vFontSpacing.push_back({ c >> 4, c & 15 }); - - // UK Standard Layout -#ifdef OLC_KEYBOARD_UK - vKeyboardMap = - { - {olc::Key::A, "a", "A"}, {olc::Key::B, "b", "B"}, {olc::Key::C, "c", "C"}, {olc::Key::D, "d", "D"}, {olc::Key::E, "e", "E"}, - {olc::Key::F, "f", "F"}, {olc::Key::G, "g", "G"}, {olc::Key::H, "h", "H"}, {olc::Key::I, "i", "I"}, {olc::Key::J, "j", "J"}, - {olc::Key::K, "k", "K"}, {olc::Key::L, "l", "L"}, {olc::Key::M, "m", "M"}, {olc::Key::N, "n", "N"}, {olc::Key::O, "o", "O"}, - {olc::Key::P, "p", "P"}, {olc::Key::Q, "q", "Q"}, {olc::Key::R, "r", "R"}, {olc::Key::S, "s", "S"}, {olc::Key::T, "t", "T"}, - {olc::Key::U, "u", "U"}, {olc::Key::V, "v", "V"}, {olc::Key::W, "w", "W"}, {olc::Key::X, "x", "X"}, {olc::Key::Y, "y", "Y"}, - {olc::Key::Z, "z", "Z"}, - - {olc::Key::K0, "0", ")"}, {olc::Key::K1, "1", "!"}, {olc::Key::K2, "2", "\""}, {olc::Key::K3, "3", "#"}, {olc::Key::K4, "4", "$"}, - {olc::Key::K5, "5", "%"}, {olc::Key::K6, "6", "^"}, {olc::Key::K7, "7", "&"}, {olc::Key::K8, "8", "*"}, {olc::Key::K9, "9", "("}, - - {olc::Key::NP0, "0", "0"}, {olc::Key::NP1, "1", "1"}, {olc::Key::NP2, "2", "2"}, {olc::Key::NP3, "3", "3"}, {olc::Key::NP4, "4", "4"}, - {olc::Key::NP5, "5", "5"}, {olc::Key::NP6, "6", "6"}, {olc::Key::NP7, "7", "7"}, {olc::Key::NP8, "8", "8"}, {olc::Key::NP9, "9", "9"}, - {olc::Key::NP_MUL, "*", "*"}, {olc::Key::NP_DIV, "/", "/"}, {olc::Key::NP_ADD, "+", "+"}, {olc::Key::NP_SUB, "-", "-"}, {olc::Key::NP_DECIMAL, ".", "."}, - - {olc::Key::PERIOD, ".", ">"}, {olc::Key::EQUALS, "=", "+"}, {olc::Key::COMMA, ",", "<"}, {olc::Key::MINUS, "-", "_"}, {olc::Key::SPACE, " ", " "}, - - {olc::Key::OEM_1, ";", ":"}, {olc::Key::OEM_2, "/", "?"}, {olc::Key::OEM_3, "\'", "@"}, {olc::Key::OEM_4, "[", "{"}, - {olc::Key::OEM_5, "\\", "|"}, {olc::Key::OEM_6, "]", "}"}, {olc::Key::OEM_7, "#", "~"}, - - // {olc::Key::TAB, "\t", "\t"} - }; -#endif - } - - void PixelGameEngine::pgex_Register(olc::PGEX* pgex) - { - if (std::find(vExtensions.begin(), vExtensions.end(), pgex) == vExtensions.end()) - vExtensions.push_back(pgex); - } - - - PGEX::PGEX(bool bHook) { if(bHook) pge->pgex_Register(this); } - void PGEX::OnBeforeUserCreate() {} - void PGEX::OnAfterUserCreate() {} - bool PGEX::OnBeforeUserUpdate(float& fElapsedTime) { return false; } - void PGEX::OnAfterUserUpdate(float fElapsedTime) {} - - // Need a couple of statics as these are singleton instances - // read from multiple locations - std::atomic PixelGameEngine::bAtomActive{ false }; - olc::PixelGameEngine* olc::PGEX::pge = nullptr; - olc::PixelGameEngine* olc::Platform::ptrPGE = nullptr; - olc::PixelGameEngine* olc::Renderer::ptrPGE = nullptr; - std::unique_ptr olc::Sprite::loader = nullptr; -}; -#pragma endregion - - -#pragma region platform_headless -namespace olc -{ -#if defined(OLC_GFX_HEADLESS) - class Renderer_Headless : public olc::Renderer - { - public: - virtual void PrepareDevice() {}; - virtual olc::rcode CreateDevice(std::vector params, bool bFullScreen, bool bVSYNC) { return olc::rcode::OK; } - virtual olc::rcode DestroyDevice() { return olc::rcode::OK; } - virtual void DisplayFrame() {} - virtual void PrepareDrawing() {} - virtual void SetDecalMode(const olc::DecalMode& mode) {} - virtual void DrawLayerQuad(const olc::vf2d& offset, const olc::vf2d& scale, const olc::Pixel tint) {} - virtual void DrawDecal(const olc::DecalInstance& decal) {} - virtual uint32_t CreateTexture(const uint32_t width, const uint32_t height, const bool filtered = false, const bool clamp = true) {return 1;}; - virtual void UpdateTexture(uint32_t id, olc::Sprite* spr) {} - virtual void ReadTexture(uint32_t id, olc::Sprite* spr) {} - virtual uint32_t DeleteTexture(const uint32_t id) {return 1;} - virtual void ApplyTexture(uint32_t id) {} - virtual void UpdateViewport(const olc::vi2d& pos, const olc::vi2d& size) {} - virtual void ClearBuffer(olc::Pixel p, bool bDepth) {} - }; -#endif -#if defined(OLC_PLATFORM_HEADLESS) - class Platform_Headless : public olc::Platform - { - public: - virtual olc::rcode ApplicationStartUp() { return olc::rcode::OK; } - virtual olc::rcode ApplicationCleanUp() { return olc::rcode::OK; } - virtual olc::rcode ThreadStartUp() { return olc::rcode::OK; } - virtual olc::rcode ThreadCleanUp() { return olc::rcode::OK; } - virtual olc::rcode CreateGraphics(bool bFullScreen, bool bEnableVSYNC, const olc::vi2d& vViewPos, const olc::vi2d& vViewSize) { return olc::rcode::OK; } - virtual olc::rcode CreateWindowPane(const olc::vi2d& vWindowPos, olc::vi2d& vWindowSize, bool bFullScreen) { return olc::rcode::OK; } - virtual olc::rcode SetWindowTitle(const std::string& s) { return olc::rcode::OK; } - virtual olc::rcode StartSystemEventLoop() { return olc::rcode::OK; } - virtual olc::rcode HandleSystemEvent() { return olc::rcode::OK; } - }; -#endif -} -#pragma endregion - -// O------------------------------------------------------------------------------O -// | olcPixelGameEngine Renderers - the draw-y bits | -// O------------------------------------------------------------------------------O - -#pragma region image_stb -// O------------------------------------------------------------------------------O -// | START IMAGE LOADER: stb_image.h, all systems, very fast | -// O------------------------------------------------------------------------------O -// Thanks to Sean Barrett - https://github.com/nothings/stb/blob/master/stb_image.h -// MIT License - Copyright(c) 2017 Sean Barrett - -// Note you need to download the above file into your project folder, and -// #define OLC_IMAGE_STB -// #define OLC_PGE_APPLICATION -// #include "olcPixelGameEngine.h" - -#if defined(OLC_IMAGE_STB) -#define STB_IMAGE_IMPLEMENTATION -#include "stb_image.h" -namespace olc -{ - class ImageLoader_STB : public olc::ImageLoader - { - public: - ImageLoader_STB() : ImageLoader() - {} - - olc::rcode LoadImageResource(olc::Sprite* spr, const std::string& sImageFile, olc::ResourcePack* pack) override - { - UNUSED(pack); - // clear out existing sprite - spr->pColData.clear(); - // Open file - stbi_uc* bytes = nullptr; - int w = 0, h = 0, cmp = 0; - if (pack != nullptr) - { - ResourceBuffer rb = pack->GetFileBuffer(sImageFile); - bytes = stbi_load_from_memory((unsigned char*)rb.vMemory.data(), rb.vMemory.size(), &w, &h, &cmp, 4); - } - else - { - // Check file exists - if (!_gfs::exists(sImageFile)) return olc::rcode::NO_FILE; - bytes = stbi_load(sImageFile.c_str(), &w, &h, &cmp, 4); - } - - if (!bytes) return olc::rcode::FAIL; - spr->width = w; spr->height = h; - spr->pColData.resize(spr->width * spr->height); - std::memcpy(spr->pColData.data(), bytes, spr->width * spr->height * 4); - delete[] bytes; - return olc::rcode::OK; - } - - olc::rcode SaveImageResource(olc::Sprite* spr, const std::string& sImageFile) override - { - return olc::rcode::OK; - } - }; -} -#endif -// O------------------------------------------------------------------------------O -// | START IMAGE LOADER: stb_image.h | -// O------------------------------------------------------------------------------O -#pragma endregion - - - -#if !defined(OLC_PGE_HEADLESS) - -#pragma region renderer_ogl10 -// O------------------------------------------------------------------------------O -// | START RENDERER: OpenGL 1.0 (the original, the best...) | -// O------------------------------------------------------------------------------O -#if defined(OLC_GFX_OPENGL10) - -#if defined(OLC_PLATFORM_WINAPI) - #include - #include - #if !defined(__MINGW32__) - #pragma comment(lib, "Dwmapi.lib") - #endif - typedef BOOL(WINAPI wglSwapInterval_t) (int interval); - static wglSwapInterval_t* wglSwapInterval = nullptr; - typedef HDC glDeviceContext_t; - typedef HGLRC glRenderContext_t; -#endif - -#if defined(__linux__) || defined(__FreeBSD__) - #include -#endif - -#if defined(OLC_PLATFORM_X11) - namespace X11 - { - #include - } - typedef int(glSwapInterval_t)(X11::Display* dpy, X11::GLXDrawable drawable, int interval); - static glSwapInterval_t* glSwapIntervalEXT; - typedef X11::GLXContext glDeviceContext_t; - typedef X11::GLXContext glRenderContext_t; -#endif - -#if defined(__APPLE__) - #define GL_SILENCE_DEPRECATION - #include - #include - #include -#endif - -namespace olc -{ - class Renderer_OGL10 : public olc::Renderer - { - private: -#if defined(OLC_PLATFORM_GLUT) - bool mFullScreen = false; -#else - glDeviceContext_t glDeviceContext = 0; - glRenderContext_t glRenderContext = 0; -#endif - - bool bSync = false; - olc::DecalMode nDecalMode = olc::DecalMode(-1); // Thanks Gusgo & Bispoo - olc::DecalStructure nDecalStructure = olc::DecalStructure(-1); -#if defined(OLC_PLATFORM_X11) - X11::Display* olc_Display = nullptr; - X11::Window* olc_Window = nullptr; - X11::XVisualInfo* olc_VisualInfo = nullptr; -#endif - - public: - void PrepareDevice() override - { -#if defined(OLC_PLATFORM_GLUT) - //glutInit has to be called with main() arguments, make fake ones - int argc = 0; - char* argv[1] = { (char*)"" }; - glutInit(&argc, argv); - glutInitWindowPosition(0, 0); - glutInitWindowSize(512, 512); - glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH | GLUT_RGBA); - // Creates the window and the OpenGL context for it - glutCreateWindow("OneLoneCoder.com - Pixel Game Engine"); - glEnable(GL_TEXTURE_2D); // Turn on texturing - glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); -#endif - } - - olc::rcode CreateDevice(std::vector params, bool bFullScreen, bool bVSYNC) override - { -#if defined(OLC_PLATFORM_WINAPI) - // Create Device Context - glDeviceContext = GetDC((HWND)(params[0])); - 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 olc::FAIL; - SetPixelFormat(glDeviceContext, pf, &pfd); - - if (!(glRenderContext = wglCreateContext(glDeviceContext))) return olc::FAIL; - wglMakeCurrent(glDeviceContext, glRenderContext); - - // Remove Frame cap - wglSwapInterval = (wglSwapInterval_t*)wglGetProcAddress("wglSwapIntervalEXT"); - if (wglSwapInterval && !bVSYNC) wglSwapInterval(0); - bSync = bVSYNC; -#endif - -#if defined(OLC_PLATFORM_X11) - using namespace X11; - // Linux has tighter coupling between OpenGL and X11, so we store - // various "platform" handles in the renderer - olc_Display = (X11::Display*)(params[0]); - olc_Window = (X11::Window*)(params[1]); - olc_VisualInfo = (X11::XVisualInfo*)(params[2]); - - 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 && !bVSYNC) - { - 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 && !bVSYNC) - glSwapIntervalEXT(olc_Display, *olc_Window, 0); -#endif - -#if defined(OLC_PLATFORM_GLUT) - mFullScreen = bFullScreen; - if (!bVSYNC) - { -#if defined(__APPLE__) - GLint sync = 0; - CGLContextObj ctx = CGLGetCurrentContext(); - if (ctx) CGLSetParameter(ctx, kCGLCPSwapInterval, &sync); -#endif - } -#else - glEnable(GL_TEXTURE_2D); // Turn on texturing - glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); -#endif - return olc::rcode::OK; - } - - olc::rcode DestroyDevice() override - { -#if defined(OLC_PLATFORM_WINAPI) - wglDeleteContext(glRenderContext); -#endif - -#if defined(OLC_PLATFORM_X11) - glXMakeCurrent(olc_Display, None, NULL); - glXDestroyContext(olc_Display, glDeviceContext); -#endif - -#if defined(OLC_PLATFORM_GLUT) - glutDestroyWindow(glutGetWindow()); -#endif - return olc::rcode::OK; - } - - void DisplayFrame() override - { -#if defined(OLC_PLATFORM_WINAPI) - SwapBuffers(glDeviceContext); - if (bSync) DwmFlush(); // Woooohooooooo!!!! SMOOOOOOOTH! -#endif - -#if defined(OLC_PLATFORM_X11) - X11::glXSwapBuffers(olc_Display, *olc_Window); -#endif - -#if defined(OLC_PLATFORM_GLUT) - glutSwapBuffers(); -#endif - } - - void PrepareDrawing() override - { - - //ClearBuffer(olc::GREEN, true); - glEnable(GL_BLEND); - nDecalMode = DecalMode::NORMAL; - nDecalStructure = DecalStructure::FAN; - glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - } - - void SetDecalMode(const olc::DecalMode& mode) - { - if (mode != nDecalMode) - { - switch (mode) - { - case olc::DecalMode::NORMAL: - case olc::DecalMode::MODEL3D: - glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - break; - case olc::DecalMode::ADDITIVE: - glBlendFunc(GL_SRC_ALPHA, GL_ONE); - break; - case olc::DecalMode::MULTIPLICATIVE: - glBlendFunc(GL_DST_COLOR, GL_ONE_MINUS_SRC_ALPHA); - break; - case olc::DecalMode::STENCIL: - glBlendFunc(GL_ZERO, GL_SRC_ALPHA); - break; - case olc::DecalMode::ILLUMINATE: - glBlendFunc(GL_ONE_MINUS_SRC_ALPHA, GL_SRC_ALPHA); - break; - case olc::DecalMode::WIREFRAME: - glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - break; - } - - nDecalMode = mode; - } - } - - void DrawLayerQuad(const olc::vf2d& offset, const olc::vf2d& scale, const olc::Pixel tint) override - { - glBegin(GL_QUADS); - glColor4ub(tint.r, tint.g, tint.b, tint.a); - glTexCoord2f(0.0f * scale.x + offset.x, 1.0f * scale.y + offset.y); - glVertex3f(-1.0f /*+ vSubPixelOffset.x*/, -1.0f /*+ vSubPixelOffset.y*/, 0.0f); - glTexCoord2f(0.0f * scale.x + offset.x, 0.0f * scale.y + offset.y); - glVertex3f(-1.0f /*+ vSubPixelOffset.x*/, 1.0f /*+ vSubPixelOffset.y*/, 0.0f); - glTexCoord2f(1.0f * scale.x + offset.x, 0.0f * scale.y + offset.y); - glVertex3f(1.0f /*+ vSubPixelOffset.x*/, 1.0f /*+ vSubPixelOffset.y*/, 0.0f); - glTexCoord2f(1.0f * scale.x + offset.x, 1.0f * scale.y + offset.y); - glVertex3f(1.0f /*+ vSubPixelOffset.x*/, -1.0f /*+ vSubPixelOffset.y*/, 0.0f); - glEnd(); - } - - void DrawDecal(const olc::DecalInstance& decal) override - { - SetDecalMode(decal.mode); - - if (decal.decal == nullptr) - glBindTexture(GL_TEXTURE_2D, 0); - else - glBindTexture(GL_TEXTURE_2D, decal.decal->id); - - if (nDecalMode == DecalMode::MODEL3D) - { -#ifdef OLC_ENABLE_EXPERIMENTAL - glMatrixMode(GL_PROJECTION); glPushMatrix(); - glMatrixMode(GL_MODELVIEW); glPushMatrix(); - - glEnable(GL_DEPTH_TEST); - glMatrixMode(GL_PROJECTION); - glLoadIdentity(); - glFrustum(-1.0f, 1.0f, -1.0f, 1.0f, 1, 1000); - - #pragma comment (lib, "winmm.lib") - - glMatrixMode(GL_MODELVIEW); - glLoadIdentity(); - glTranslatef(0, -40, -200); - glRotatef(float(clock()) * 0.1f, 1, 0, 0); - glRotatef(float(clock()) * 0.1f * 2, 0, 1, 0); - glEnable(GL_BLEND); - glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - - glBegin(GL_TRIANGLES); - - - // Render as 3D Spatial Entity - for (uint32_t n = 0; n < decal.points; n++) - { - glColor4ub(decal.tint[n].r, decal.tint[n].g, decal.tint[n].b, decal.tint[n].a); - glTexCoord2f(decal.uv[n].x, decal.uv[n].y); - glVertex3f(decal.pos[n].x, decal.pos[n].y, decal.w[n]); - } - - glEnd(); - - glMatrixMode(GL_PROJECTION); glPopMatrix(); - glMatrixMode(GL_MODELVIEW); glPopMatrix(); - glDisable(GL_DEPTH_TEST); -#endif - } - else - { - if (nDecalMode == DecalMode::WIREFRAME) - glBegin(GL_LINE_LOOP); - else - { - if(decal.structure == olc::DecalStructure::FAN) - glBegin(GL_TRIANGLE_FAN); - else if(decal.structure == olc::DecalStructure::STRIP) - glBegin(GL_TRIANGLE_STRIP); - else if(decal.structure == olc::DecalStructure::LIST) - glBegin(GL_TRIANGLES); - } - - // Render as 2D Spatial entity - for (uint32_t n = 0; n < decal.points; n++) - { - glColor4ub(decal.tint[n].r, decal.tint[n].g, decal.tint[n].b, decal.tint[n].a); - glTexCoord4f(decal.uv[n].x, decal.uv[n].y, 0.0f, decal.w[n]); - glVertex2f(decal.pos[n].x, decal.pos[n].y); - } - - glEnd(); - } - - - //glDisable(GL_DEPTH_TEST); - } - - uint32_t CreateTexture(const uint32_t width, const uint32_t height, const bool filtered, const bool clamp) override - { - UNUSED(width); - UNUSED(height); - uint32_t id = 0; - glGenTextures(1, &id); - glBindTexture(GL_TEXTURE_2D, id); - if (filtered) - { - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); - } - else - { - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); - } - - if (clamp) - { - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP); - } - else - { - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); - } - - glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); - return id; - } - - uint32_t DeleteTexture(const uint32_t id) override - { - glDeleteTextures(1, &id); - return id; - } - - void UpdateTexture(uint32_t id, olc::Sprite* spr) override - { - UNUSED(id); - glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, spr->width, spr->height, 0, GL_RGBA, GL_UNSIGNED_BYTE, spr->GetData()); - } - - void ReadTexture(uint32_t id, olc::Sprite* spr) override - { - glReadPixels(0, 0, spr->width, spr->height, GL_RGBA, GL_UNSIGNED_BYTE, spr->GetData()); - } - - void ApplyTexture(uint32_t id) override - { - glBindTexture(GL_TEXTURE_2D, id); - } - - void ClearBuffer(olc::Pixel p, bool bDepth) override - { - glClearColor(float(p.r) / 255.0f, float(p.g) / 255.0f, float(p.b) / 255.0f, float(p.a) / 255.0f); - glClear(GL_COLOR_BUFFER_BIT); - if (bDepth) glClear(GL_DEPTH_BUFFER_BIT); - } - - void UpdateViewport(const olc::vi2d& pos, const olc::vi2d& size) override - { - glViewport(pos.x, pos.y, size.x, size.y); - } - }; -} -#endif -// O------------------------------------------------------------------------------O -// | END RENDERER: OpenGL 1.0 (the original, the best...) | -// O------------------------------------------------------------------------------O -#pragma endregion - -#pragma region renderer_ogl33 -// O------------------------------------------------------------------------------O -// | START RENDERER: OpenGL 3.3 (3.0 es) (sh-sh-sh-shaders....) | -// O------------------------------------------------------------------------------O -#if defined(OLC_GFX_OPENGL33) - -#if defined(OLC_PLATFORM_WINAPI) - #include - //#include - #if !defined(__MINGW32__) - #pragma comment(lib, "Dwmapi.lib") - #endif - //typedef void __stdcall locSwapInterval_t(GLsizei n); - typedef HDC glDeviceContext_t; - typedef HGLRC glRenderContext_t; - //#define CALLSTYLE __stdcall - #define OGL_LOAD(t, n) (t*)wglGetProcAddress(#n) -#endif -// -//#if defined(__linux__) || defined(__FreeBSD__) -// #include -//#endif - -#if defined(OLC_PLATFORM_X11) - /*namespace X11 - { - #include - } - typedef int(locSwapInterval_t)(X11::Display* dpy, X11::GLXDrawable drawable, int interval);*/ - typedef X11::GLXContext glDeviceContext_t; - typedef X11::GLXContext glRenderContext_t; - //#define CALLSTYLE - #define OGL_LOAD(t, n) (t*)glXGetProcAddress((unsigned char*)#n); -#endif - -//#if defined(__APPLE__) -// #define GL_SILENCE_DEPRECATION -// #include -// #include -// #include -//#endif - -#if defined(OLC_PLATFORM_EMSCRIPTEN) - #include - #include - #define GL_GLEXT_PROTOTYPES - #include - #include - #define CALLSTYLE - typedef EGLBoolean(locSwapInterval_t)(EGLDisplay display, EGLint interval); - #define GL_CLAMP GL_CLAMP_TO_EDGE - #define OGL_LOAD(t, n) n; -#endif - -namespace olc -{ -// typedef char GLchar; -// typedef ptrdiff_t GLsizeiptr; -// typedef GLuint CALLSTYLE locCreateShader_t(GLenum type); -// typedef GLuint CALLSTYLE locCreateProgram_t(void); -// typedef void CALLSTYLE locDeleteShader_t(GLuint shader); -//#if defined(OLC_PLATFORM_EMSCRIPTEN) -// typedef void CALLSTYLE locShaderSource_t(GLuint shader, GLsizei count, const GLchar* const* string, const GLint* length); -//#else -// typedef void CALLSTYLE locShaderSource_t(GLuint shader, GLsizei count, const GLchar** string, const GLint* length); -//#endif -// typedef void CALLSTYLE locCompileShader_t(GLuint shader); -// typedef void CALLSTYLE locLinkProgram_t(GLuint program); -// typedef void CALLSTYLE locDeleteProgram_t(GLuint program); -// typedef void CALLSTYLE locAttachShader_t(GLuint program, GLuint shader); -// typedef void CALLSTYLE locBindBuffer_t(GLenum target, GLuint buffer); -// typedef void CALLSTYLE locBufferData_t(GLenum target, GLsizeiptr size, const void* data, GLenum usage); -// typedef void CALLSTYLE locGenBuffers_t(GLsizei n, GLuint* buffers); -// typedef void CALLSTYLE locVertexAttribPointer_t(GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const void* pointer); -// typedef void CALLSTYLE locEnableVertexAttribArray_t(GLuint index); -// typedef void CALLSTYLE locUseProgram_t(GLuint program); -// typedef void CALLSTYLE locBindVertexArray_t(GLuint array); -// typedef void CALLSTYLE locGenVertexArrays_t(GLsizei n, GLuint* arrays); -// typedef void CALLSTYLE locGetShaderInfoLog_t(GLuint shader, GLsizei bufSize, GLsizei* length, GLchar* infoLog); -// typedef GLint CALLSTYLE locGetUniformLocation_t(GLuint program, const GLchar* name); -// typedef void CALLSTYLE locUniform1f_t(GLint location, GLfloat v0); -// typedef void CALLSTYLE locUniform1i_t(GLint location, GLint v0); -// typedef void CALLSTYLE locUniform2fv_t(GLint location, GLsizei count, const GLfloat* value); -// typedef void CALLSTYLE locActiveTexture_t(GLenum texture); -// typedef void CALLSTYLE locGenFrameBuffers_t(GLsizei n, GLuint* ids); -// typedef void CALLSTYLE locBindFrameBuffer_t(GLenum target, GLuint fb); -// typedef GLenum CALLSTYLE locCheckFrameBufferStatus_t(GLenum target); -// typedef void CALLSTYLE locDeleteFrameBuffers_t(GLsizei n, const GLuint* fbs); -// typedef void CALLSTYLE locFrameBufferTexture2D_t(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level); -// typedef void CALLSTYLE locDrawBuffers_t(GLsizei n, const GLenum* bufs); -// typedef void CALLSTYLE locBlendFuncSeparate_t(GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha); - - - - class Renderer_OGL33 : public olc::Renderer - { - private: -#if defined(OLC_PLATFORM_EMSCRIPTEN) - EGLDisplay olc_Display; - EGLConfig olc_Config; - EGLContext olc_Context; - EGLSurface olc_Surface; -#endif - -#if defined(OLC_PLATFORM_GLUT) - bool mFullScreen = false; -#else - #if !defined(OLC_PLATFORM_EMSCRIPTEN) - glDeviceContext_t glDeviceContext = 0; - glRenderContext_t glRenderContext = 0; - #endif -#endif - bool bSync = false; - olc::DecalMode nDecalMode = olc::DecalMode(-1); // Thanks Gusgo & Bispoo -#if defined(OLC_PLATFORM_X11) - X11::Display* olc_Display = nullptr; - X11::Window* olc_Window = nullptr; - X11::XVisualInfo* olc_VisualInfo = nullptr; -#endif - - private: - locCreateShader_t* locCreateShader = nullptr; - locShaderSource_t* locShaderSource = nullptr; - locCompileShader_t* locCompileShader = nullptr; - locDeleteShader_t* locDeleteShader = nullptr; - locCreateProgram_t* locCreateProgram = nullptr; - locDeleteProgram_t* locDeleteProgram = nullptr; - locLinkProgram_t* locLinkProgram = nullptr; - locAttachShader_t* locAttachShader = nullptr; - locBindBuffer_t* locBindBuffer = nullptr; - locBufferData_t* locBufferData = nullptr; - locGenBuffers_t* locGenBuffers = nullptr; - locVertexAttribPointer_t* locVertexAttribPointer = nullptr; - locEnableVertexAttribArray_t* locEnableVertexAttribArray = nullptr; - locUseProgram_t* locUseProgram = nullptr; - locBindVertexArray_t* locBindVertexArray = nullptr; - locGenVertexArrays_t* locGenVertexArrays = nullptr; - locSwapInterval_t* locSwapInterval = nullptr; - locGetShaderInfoLog_t* locGetShaderInfoLog = nullptr; - - uint32_t m_nFS = 0; - uint32_t m_nVS = 0; - uint32_t m_nQuadShader = 0; - uint32_t m_vbQuad = 0; - uint32_t m_vaQuad = 0; - - struct locVertex - { - float pos[3]; - olc::vf2d tex; - olc::Pixel col; - }; - - locVertex pVertexMem[OLC_MAX_VERTS]; - - olc::Renderable rendBlankQuad; - - public: - void PrepareDevice() override - { -#if defined(OLC_PLATFORM_GLUT) - //glutInit has to be called with main() arguments, make fake ones - int argc = 0; - char* argv[1] = { (char*)"" }; - glutInit(&argc, argv); - glutInitWindowPosition(0, 0); - glutInitWindowSize(512, 512); - glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH | GLUT_RGBA); - // Creates the window and the OpenGL context for it - glutCreateWindow("OneLoneCoder.com - Pixel Game Engine"); - glEnable(GL_TEXTURE_2D); // Turn on texturing - glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); -#endif - } - - olc::rcode CreateDevice(std::vector params, bool bFullScreen, bool bVSYNC) override - { - // Create OpenGL Context -#if defined(OLC_PLATFORM_WINAPI) - // Create Device Context - glDeviceContext = GetDC((HWND)(params[0])); - 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 olc::FAIL; - SetPixelFormat(glDeviceContext, pf, &pfd); - - if (!(glRenderContext = wglCreateContext(glDeviceContext))) return olc::FAIL; - wglMakeCurrent(glDeviceContext, glRenderContext); - - // Set Vertical Sync - locSwapInterval = OGL_LOAD(locSwapInterval_t, wglSwapIntervalEXT); - if (locSwapInterval && !bVSYNC) locSwapInterval(0); - bSync = bVSYNC; -#endif - -#if defined(OLC_PLATFORM_X11) - using namespace X11; - // Linux has tighter coupling between OpenGL and X11, so we store - // various "platform" handles in the renderer - olc_Display = (X11::Display*)(params[0]); - olc_Window = (X11::Window*)(params[1]); - olc_VisualInfo = (X11::XVisualInfo*)(params[2]); - - 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); - - locSwapInterval = OGL_LOAD(locSwapInterval_t, glXSwapIntervalEXT); - - if (locSwapInterval == nullptr && !bVSYNC) - { - 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 (locSwapInterval != nullptr && !bVSYNC) - locSwapInterval(olc_Display, *olc_Window, 0); -#endif - -#if defined(OLC_PLATFORM_EMSCRIPTEN) - EGLint const attribute_list[] = { EGL_RED_SIZE, 8, EGL_GREEN_SIZE, 8, EGL_BLUE_SIZE, 8, EGL_ALPHA_SIZE, 8, EGL_NONE }; - EGLint const context_config[] = { EGL_CONTEXT_CLIENT_VERSION , 2, EGL_NONE }; - EGLint num_config; - - olc_Display = eglGetDisplay(EGL_DEFAULT_DISPLAY); - eglInitialize(olc_Display, nullptr, nullptr); - eglChooseConfig(olc_Display, attribute_list, &olc_Config, 1, &num_config); - - /* create an EGL rendering context */ - olc_Context = eglCreateContext(olc_Display, olc_Config, EGL_NO_CONTEXT, context_config); - olc_Surface = eglCreateWindowSurface(olc_Display, olc_Config, NULL, nullptr); - eglMakeCurrent(olc_Display, olc_Surface, olc_Surface, olc_Context); - //eglSwapInterval is currently a NOP, plement anyways in case it becomes supported - locSwapInterval = &eglSwapInterval; - locSwapInterval(olc_Display, bVSYNC ? 1 : 0); -#endif - -#if defined(OLC_PLATFORM_GLUT) - mFullScreen = bFullScreen; - if (!bVSYNC) - { -#if defined(__APPLE__) - GLint sync = 0; - CGLContextObj ctx = CGLGetCurrentContext(); - if (ctx) CGLSetParameter(ctx, kCGLCPSwapInterval, &sync); -#endif - } -#else - #if !defined(OLC_PLATFORM_EMSCRIPTEN) - glEnable(GL_TEXTURE_2D); // Turn on texturing - glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); - #endif -#endif - // Load External OpenGL Functions - locCreateShader = OGL_LOAD(locCreateShader_t, glCreateShader); - locCompileShader = OGL_LOAD(locCompileShader_t, glCompileShader); - locShaderSource = OGL_LOAD(locShaderSource_t, glShaderSource); - locDeleteShader = OGL_LOAD(locDeleteShader_t, glDeleteShader); - locCreateProgram = OGL_LOAD(locCreateProgram_t, glCreateProgram); - locDeleteProgram = OGL_LOAD(locDeleteProgram_t, glDeleteProgram); - locLinkProgram = OGL_LOAD(locLinkProgram_t, glLinkProgram); - locAttachShader = OGL_LOAD(locAttachShader_t, glAttachShader); - locBindBuffer = OGL_LOAD(locBindBuffer_t, glBindBuffer); - locBufferData = OGL_LOAD(locBufferData_t, glBufferData); - locGenBuffers = OGL_LOAD(locGenBuffers_t, glGenBuffers); - locVertexAttribPointer = OGL_LOAD(locVertexAttribPointer_t, glVertexAttribPointer); - locEnableVertexAttribArray = OGL_LOAD(locEnableVertexAttribArray_t, glEnableVertexAttribArray); - locUseProgram = OGL_LOAD(locUseProgram_t, glUseProgram); - locGetShaderInfoLog = OGL_LOAD(locGetShaderInfoLog_t, glGetShaderInfoLog); -#if !defined(OLC_PLATFORM_EMSCRIPTEN) - locBindVertexArray = OGL_LOAD(locBindVertexArray_t, glBindVertexArray); - locGenVertexArrays = OGL_LOAD(locGenVertexArrays_t, glGenVertexArrays); -#else - locBindVertexArray = glBindVertexArrayOES; - locGenVertexArrays = glGenVertexArraysOES; -#endif - - // Load & Compile Quad Shader - assumes no errors - m_nFS = locCreateShader(0x8B30); - const GLchar* strFS = -#if defined(__arm__) || defined(OLC_PLATFORM_EMSCRIPTEN) - "#version 300 es\n" - "precision mediump float;" -#else - "#version 330 core\n" -#endif - "out vec4 pixel;\n""in vec2 oTex;\n" - "in vec4 oCol;\n""uniform sampler2D sprTex;\n""void main(){pixel = texture(sprTex, oTex) * oCol;}"; - locShaderSource(m_nFS, 1, &strFS, NULL); - locCompileShader(m_nFS); - - m_nVS = locCreateShader(0x8B31); - const GLchar* strVS = -#if defined(__arm__) || defined(OLC_PLATFORM_EMSCRIPTEN) - "#version 300 es\n" - "precision mediump float;" -#else - "#version 330 core\n" -#endif - "layout(location = 0) in vec3 aPos;\n""layout(location = 1) in vec2 aTex;\n" - "layout(location = 2) in vec4 aCol;\n""out vec2 oTex;\n""out vec4 oCol;\n" - "void main(){ float p = 1.0 / aPos.z; gl_Position = p * vec4(aPos.x, aPos.y, 0.0, 1.0); oTex = p * aTex; oCol = aCol;}"; - locShaderSource(m_nVS, 1, &strVS, NULL); - locCompileShader(m_nVS); - - m_nQuadShader = locCreateProgram(); - locAttachShader(m_nQuadShader, m_nFS); - locAttachShader(m_nQuadShader, m_nVS); - locLinkProgram(m_nQuadShader); - - // Create Quad - locGenBuffers(1, &m_vbQuad); - locGenVertexArrays(1, &m_vaQuad); - locBindVertexArray(m_vaQuad); - locBindBuffer(0x8892, m_vbQuad); - - locVertex verts[OLC_MAX_VERTS]; - locBufferData(0x8892, sizeof(locVertex) * OLC_MAX_VERTS, verts, 0x88E0); - locVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(locVertex), 0); locEnableVertexAttribArray(0); - locVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(locVertex), (void*)(3 * sizeof(float))); locEnableVertexAttribArray(1); - locVertexAttribPointer(2, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(locVertex), (void*)(5 * sizeof(float))); locEnableVertexAttribArray(2); - locBindBuffer(0x8892, 0); - locBindVertexArray(0); - - // Create blank texture for spriteless decals - rendBlankQuad.Create(1, 1); - rendBlankQuad.Sprite()->GetData()[0] = olc::WHITE; - rendBlankQuad.Decal()->Update(); - return olc::rcode::OK; - } - - olc::rcode DestroyDevice() override - { -#if defined(OLC_PLATFORM_WINAPI) - wglDeleteContext(glRenderContext); -#endif - -#if defined(OLC_PLATFORM_X11) - glXMakeCurrent(olc_Display, None, NULL); - glXDestroyContext(olc_Display, glDeviceContext); -#endif - -#if defined(OLC_PLATFORM_GLUT) - glutDestroyWindow(glutGetWindow()); -#endif - -#if defined(OLC_PLATFORM_EMSCRIPTEN) - eglMakeCurrent(olc_Display, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT); - eglDestroyContext(olc_Display, olc_Context); - eglDestroySurface(olc_Display, olc_Surface); - eglTerminate(olc_Display); - olc_Display = EGL_NO_DISPLAY; - olc_Surface = EGL_NO_SURFACE; - olc_Context = EGL_NO_CONTEXT; -#endif - return olc::rcode::OK; - } - - void DisplayFrame() override - { -#if defined(OLC_PLATFORM_WINAPI) - SwapBuffers(glDeviceContext); - if (bSync) DwmFlush(); // Woooohooooooo!!!! SMOOOOOOOTH! -#endif - -#if defined(OLC_PLATFORM_X11) - X11::glXSwapBuffers(olc_Display, *olc_Window); -#endif - -#if defined(OLC_PLATFORM_GLUT) - glutSwapBuffers(); -#endif - -#if defined(OLC_PLATFORM_EMSCRIPTEN) - eglSwapBuffers(olc_Display, olc_Surface); -#endif - } - - void PrepareDrawing() override - { - glEnable(GL_BLEND); - nDecalMode = DecalMode::NORMAL; - glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - locUseProgram(m_nQuadShader); - locBindVertexArray(m_vaQuad); - -#if defined(OLC_PLATFORM_EMSCRIPTEN) - locVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(locVertex), 0); locEnableVertexAttribArray(0); - locVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(locVertex), (void*)(3 * sizeof(float))); locEnableVertexAttribArray(1); - locVertexAttribPointer(2, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(locVertex), (void*)(5 * sizeof(float))); locEnableVertexAttribArray(2); -#endif - } - - void SetDecalMode(const olc::DecalMode& mode) override - { - if (mode != nDecalMode) - { - switch (mode) - { - case olc::DecalMode::NORMAL: glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); break; - case olc::DecalMode::ADDITIVE: glBlendFunc(GL_SRC_ALPHA, GL_ONE); break; - case olc::DecalMode::MULTIPLICATIVE: glBlendFunc(GL_DST_COLOR, GL_ONE_MINUS_SRC_ALPHA); break; - case olc::DecalMode::STENCIL: glBlendFunc(GL_ZERO, GL_SRC_ALPHA); break; - case olc::DecalMode::ILLUMINATE: glBlendFunc(GL_ONE_MINUS_SRC_ALPHA, GL_SRC_ALPHA); break; - case olc::DecalMode::WIREFRAME: glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); break; - } - - nDecalMode = mode; - } - } - - void DrawLayerQuad(const olc::vf2d& offset, const olc::vf2d& scale, const olc::Pixel tint) override - { - locBindBuffer(0x8892, m_vbQuad); - locVertex verts[4] = { - {{-1.0f, -1.0f, 1.0}, {0.0f * scale.x + offset.x, 1.0f * scale.y + offset.y}, tint}, - {{+1.0f, -1.0f, 1.0}, {1.0f * scale.x + offset.x, 1.0f * scale.y + offset.y}, tint}, - {{-1.0f, +1.0f, 1.0}, {0.0f * scale.x + offset.x, 0.0f * scale.y + offset.y}, tint}, - {{+1.0f, +1.0f, 1.0}, {1.0f * scale.x + offset.x, 0.0f * scale.y + offset.y}, tint}, - }; - - locBufferData(0x8892, sizeof(locVertex) * 4, verts, 0x88E0); - glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); - } - - void DrawDecal(const olc::DecalInstance& decal) override - { - SetDecalMode(decal.mode); - if (decal.decal == nullptr) - glBindTexture(GL_TEXTURE_2D, rendBlankQuad.Decal()->id); - else - glBindTexture(GL_TEXTURE_2D, decal.decal->id); - - locBindBuffer(0x8892, m_vbQuad); - - for (uint32_t i = 0; i < decal.points; i++) - pVertexMem[i] = { { decal.pos[i].x, decal.pos[i].y, decal.w[i] }, { decal.uv[i].x, decal.uv[i].y }, decal.tint[i] }; - - locBufferData(0x8892, sizeof(locVertex) * decal.points, pVertexMem, 0x88E0); - - if (nDecalMode == DecalMode::WIREFRAME) - glDrawArrays(GL_LINE_LOOP, 0, decal.points); - else - { - if (decal.structure == olc::DecalStructure::FAN) - glDrawArrays(GL_TRIANGLE_FAN, 0, decal.points); - else if (decal.structure == olc::DecalStructure::STRIP) - glDrawArrays(GL_TRIANGLE_STRIP, 0, decal.points); - else if (decal.structure == olc::DecalStructure::LIST) - glDrawArrays(GL_TRIANGLES, 0, decal.points); - } - } - - uint32_t CreateTexture(const uint32_t width, const uint32_t height, const bool filtered, const bool clamp) override - { - UNUSED(width); - UNUSED(height); - uint32_t id = 0; - glGenTextures(1, &id); - glBindTexture(GL_TEXTURE_2D, id); - - if (filtered) - { - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); - } - else - { - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); - } - - if (clamp) - { - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP); - } - else - { - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); - } -#if !defined(OLC_PLATFORM_EMSCRIPTEN) - glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); -#endif - return id; - } - - uint32_t DeleteTexture(const uint32_t id) override - { - glDeleteTextures(1, &id); - return id; - } - - void UpdateTexture(uint32_t id, olc::Sprite* spr) override - { - UNUSED(id); - glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, spr->width, spr->height, 0, GL_RGBA, GL_UNSIGNED_BYTE, spr->GetData()); - } - - void ReadTexture(uint32_t id, olc::Sprite* spr) override - { - glReadPixels(0, 0, spr->width, spr->height, GL_RGBA, GL_UNSIGNED_BYTE, spr->GetData()); - } - - void ApplyTexture(uint32_t id) override - { - glBindTexture(GL_TEXTURE_2D, id); - } - - void ClearBuffer(olc::Pixel p, bool bDepth) override - { - glClearColor(float(p.r) / 255.0f, float(p.g) / 255.0f, float(p.b) / 255.0f, float(p.a) / 255.0f); - glClear(GL_COLOR_BUFFER_BIT); - if (bDepth) glClear(GL_DEPTH_BUFFER_BIT); - } - - void UpdateViewport(const olc::vi2d& pos, const olc::vi2d& size) override - { - glViewport(pos.x, pos.y, size.x, size.y); - } - }; -} -#endif -// O------------------------------------------------------------------------------O -// | END RENDERER: OpenGL 3.3 (3.0 es) (sh-sh-sh-shaders....) | -// O------------------------------------------------------------------------------O -#pragma endregion - -// O------------------------------------------------------------------------------O -// | olcPixelGameEngine Image loaders | -// O------------------------------------------------------------------------------O - -#pragma region image_gdi -// O------------------------------------------------------------------------------O -// | START IMAGE LOADER: GDI+, Windows Only, always exists, a little slow | -// O------------------------------------------------------------------------------O -#if defined(OLC_IMAGE_GDI) - -#define min(a, b) ((a < b) ? a : b) -#define max(a, b) ((a > b) ? a : b) -#include -#include -#if defined(__MINGW32__) // Thanks Gusgo & Dandistine, but c'mon mingw!! wtf?! - #include -#else - #include -#endif -#include -#undef min -#undef max - -#if !defined(__MINGW32__) - #pragma comment(lib, "gdiplus.lib") - #pragma comment(lib, "Shlwapi.lib") -#endif - -namespace olc -{ - // 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; - GdiplusStartup(&token, &startupInput, NULL); - } - - ULONG_PTR token; - - ~GDIPlusStartup() - { - // Well, MarcusTU thought this was important :D - Gdiplus::GdiplusShutdown(token); - } - } gdistartup; - - class ImageLoader_GDIPlus : public olc::ImageLoader - { - private: - 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; - } - - public: - ImageLoader_GDIPlus() : ImageLoader() - {} - - olc::rcode LoadImageResource(olc::Sprite* spr, const std::string& sImageFile, olc::ResourcePack* pack) override - { - // clear out existing sprite - spr->pColData.clear(); - - // Open file - UNUSED(pack); - 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(), UINT(rb.vMemory.size()))); - } - else - { - // Check file exists - if (!_gfs::exists(sImageFile)) return olc::rcode::NO_FILE; - - // Load sprite from file - bmp = Gdiplus::Bitmap::FromFile(ConvertS2W(sImageFile).c_str()); - } - - if (bmp->GetLastStatus() != Gdiplus::Ok) return olc::rcode::FAIL; - spr->width = bmp->GetWidth(); - spr->height = bmp->GetHeight(); - - spr->pColData.resize(spr->width * spr->height); - - for (int y = 0; y < spr->height; y++) - for (int x = 0; x < spr->width; x++) - { - Gdiplus::Color c; - bmp->GetPixel(x, y, &c); - spr->SetPixel(x, y, olc::Pixel(c.GetRed(), c.GetGreen(), c.GetBlue(), c.GetAlpha())); - } - delete bmp; - return olc::rcode::OK; - } - - olc::rcode SaveImageResource(olc::Sprite* spr, const std::string& sImageFile) override - { - return olc::rcode::OK; - } - }; -} -#endif -// O------------------------------------------------------------------------------O -// | END IMAGE LOADER: GDI+ | -// O------------------------------------------------------------------------------O -#pragma endregion - -#pragma region image_libpng -// O------------------------------------------------------------------------------O -// | START IMAGE LOADER: libpng, default on linux, requires -lpng (libpng-dev) | -// O------------------------------------------------------------------------------O -#if defined(OLC_IMAGE_LIBPNG) -#include -namespace olc -{ - 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); - } - - class ImageLoader_LibPNG : public olc::ImageLoader - { - public: - ImageLoader_LibPNG() : ImageLoader() - {} - - olc::rcode LoadImageResource(olc::Sprite* spr, const std::string& sImageFile, olc::ResourcePack* pack) override - { - UNUSED(pack); - - // clear out existing sprite - spr->pColData.clear(); - - //////////////////////////////////////////////////////////////////////////// - // 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; - spr->width = png_get_image_width(png, info); - spr->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) * spr->height); - for (int y = 0; y < spr->height; y++) { - row_pointers[y] = (png_byte*)malloc(png_get_rowbytes(png, info)); - } - png_read_image(png, row_pointers); - //////////////////////////////////////////////////////////////////////////// - // Create sprite array - spr->pColData.resize(spr->width * spr->height); - // Iterate through image rows, converting into sprite format - for (int y = 0; y < spr->height; y++) - { - png_bytep row = row_pointers[y]; - for (int x = 0; x < spr->width; x++) - { - png_bytep px = &(row[x * 4]); - spr->SetPixel(x, y, Pixel(px[0], px[1], px[2], px[3])); - } - } - - for (int y = 0; y < spr->height; y++) // Thanks maksym33 - free(row_pointers[y]); - free(row_pointers); - png_destroy_read_struct(&png, &info, nullptr); - }; - - 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::rcode::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::rcode::OK; - - fail_load: - spr->width = 0; - spr->height = 0; - spr->pColData.clear(); - return olc::rcode::FAIL; - } - - olc::rcode SaveImageResource(olc::Sprite* spr, const std::string& sImageFile) override - { - return olc::rcode::OK; - } - }; -} -#endif -// O------------------------------------------------------------------------------O -// | END IMAGE LOADER: | -// O------------------------------------------------------------------------------O -#pragma endregion - - -// O------------------------------------------------------------------------------O -// | olcPixelGameEngine Platforms | -// O------------------------------------------------------------------------------O - -#pragma region platform_windows -// O------------------------------------------------------------------------------O -// | START PLATFORM: MICROSOFT WINDOWS XP, VISTA, 7, 8, 10 | -// O------------------------------------------------------------------------------O -#if defined(OLC_PLATFORM_WINAPI) - -#if defined(_WIN32) && !defined(__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 -#endif - -namespace olc -{ - class Platform_Windows : public olc::Platform - { - private: - HWND olc_hWnd = nullptr; - std::wstring wsAppName; - - 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; - } - - - - public: - virtual olc::rcode ApplicationStartUp() override { return olc::rcode::OK; } - virtual olc::rcode ApplicationCleanUp() override { return olc::rcode::OK; } - virtual olc::rcode ThreadStartUp() override { return olc::rcode::OK; } - - virtual olc::rcode ThreadCleanUp() override - { - renderer->DestroyDevice(); - PostMessage(olc_hWnd, WM_DESTROY, 0, 0); - return olc::OK; - } - - virtual olc::rcode CreateGraphics(bool bFullScreen, bool bEnableVSYNC, const olc::vi2d& vViewPos, const olc::vi2d& vViewSize) override - { - if (renderer->CreateDevice({ olc_hWnd }, bFullScreen, bEnableVSYNC) == olc::rcode::OK) - { - renderer->UpdateViewport(vViewPos, vViewSize); - return olc::rcode::OK; - } - else - return olc::rcode::FAIL; - } - - virtual olc::rcode CreateWindowPane(const olc::vi2d& vWindowPos, olc::vi2d& vWindowSize, bool bFullScreen) override - { - 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; - wc.lpszClassName = olcT("OLC_PIXEL_GAME_ENGINE"); - RegisterClass(&wc); - - // Define window furniture - DWORD dwExStyle = WS_EX_APPWINDOW | WS_EX_WINDOWEDGE; - DWORD dwStyle = WS_CAPTION | WS_SYSMENU | WS_VISIBLE | WS_THICKFRAME; - - olc::vi2d vTopLeft = vWindowPos; - - // Handle Fullscreen - if (bFullScreen) - { - dwExStyle = 0; - dwStyle = WS_VISIBLE | WS_POPUP; - HMONITOR hmon = MonitorFromWindow(olc_hWnd, MONITOR_DEFAULTTONEAREST); - MONITORINFO mi = { sizeof(mi) }; - if (!GetMonitorInfo(hmon, &mi)) return olc::rcode::FAIL; - vWindowSize = { mi.rcMonitor.right, mi.rcMonitor.bottom }; - vTopLeft.x = 0; - vTopLeft.y = 0; - } - - // Keep client size as requested - RECT rWndRect = { 0, 0, vWindowSize.x, vWindowSize.y }; - AdjustWindowRectEx(&rWndRect, dwStyle, FALSE, dwExStyle); - int width = rWndRect.right - rWndRect.left; - int height = rWndRect.bottom - rWndRect.top; - - olc_hWnd = CreateWindowEx(dwExStyle, olcT("OLC_PIXEL_GAME_ENGINE"), olcT(""), dwStyle, - vTopLeft.x, vTopLeft.y, width, height, NULL, NULL, GetModuleHandle(nullptr), this); - - DragAcceptFiles(olc_hWnd, true); - - // 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; - - // Thanks scripticuk - mapKeys[VK_OEM_1] = Key::OEM_1; // On US and UK keyboards this is the ';:' key - mapKeys[VK_OEM_2] = Key::OEM_2; // On US and UK keyboards this is the '/?' key - mapKeys[VK_OEM_3] = Key::OEM_3; // On US keyboard this is the '~' key - mapKeys[VK_OEM_4] = Key::OEM_4; // On US and UK keyboards this is the '[{' key - mapKeys[VK_OEM_5] = Key::OEM_5; // On US keyboard this is '\|' key. - mapKeys[VK_OEM_6] = Key::OEM_6; // On US and UK keyboards this is the ']}' key - mapKeys[VK_OEM_7] = Key::OEM_7; // On US keyboard this is the single/double quote key. On UK, this is the single quote/@ symbol key - mapKeys[VK_OEM_8] = Key::OEM_8; // miscellaneous characters. Varies by keyboard - mapKeys[VK_OEM_PLUS] = Key::EQUALS; // the '+' key on any keyboard - mapKeys[VK_OEM_COMMA] = Key::COMMA; // the comma key on any keyboard - mapKeys[VK_OEM_MINUS] = Key::MINUS; // the minus key on any keyboard - mapKeys[VK_OEM_PERIOD] = Key::PERIOD; // the period key on any keyboard - mapKeys[VK_CAPITAL] = Key::CAPS_LOCK; - return olc::OK; - } - - virtual olc::rcode SetWindowTitle(const std::string& s) override - { -#ifdef UNICODE - SetWindowText(olc_hWnd, ConvertS2W(s).c_str()); -#else - SetWindowText(olc_hWnd, s.c_str()); -#endif - return olc::OK; - } - - virtual olc::rcode StartSystemEventLoop() override - { - MSG msg; - while (GetMessage(&msg, NULL, 0, 0) > 0) - { - TranslateMessage(&msg); - DispatchMessage(&msg); - } - return olc::OK; - } - - virtual olc::rcode HandleSystemEvent() override { return olc::rcode::FAIL; } - - // Windows Event Handler - this is statically connected to the windows event system - static LRESULT CALLBACK olc_WindowEvent(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam) - { - switch (uMsg) - { - case WM_MOUSEMOVE: - { - // Thanks @ForAbby (Discord) - uint16_t x = lParam & 0xFFFF; uint16_t y = (lParam >> 16) & 0xFFFF; - int16_t ix = *(int16_t*)&x; int16_t iy = *(int16_t*)&y; - ptrPGE->olc_UpdateMouse(ix, iy); - return 0; - } - case WM_SIZE: ptrPGE->olc_UpdateWindowSize(lParam & 0xFFFF, (lParam >> 16) & 0xFFFF); return 0; - case WM_MOUSEWHEEL: ptrPGE->olc_UpdateMouseWheel(GET_WHEEL_DELTA_WPARAM(wParam)); return 0; - case WM_MOUSELEAVE: ptrPGE->olc_UpdateMouseFocus(false); return 0; - case WM_SETFOCUS: ptrPGE->olc_UpdateKeyFocus(true); return 0; - case WM_KILLFOCUS: ptrPGE->olc_UpdateKeyFocus(false); return 0; - case WM_KEYDOWN: ptrPGE->olc_UpdateKeyState(mapKeys[wParam], true); return 0; - case WM_KEYUP: ptrPGE->olc_UpdateKeyState(mapKeys[wParam], false); return 0; - case WM_SYSKEYDOWN: ptrPGE->olc_UpdateKeyState(mapKeys[wParam], true); return 0; - case WM_SYSKEYUP: ptrPGE->olc_UpdateKeyState(mapKeys[wParam], false); return 0; - case WM_LBUTTONDOWN:ptrPGE->olc_UpdateMouseState(0, true); return 0; - case WM_LBUTTONUP: ptrPGE->olc_UpdateMouseState(0, false); return 0; - case WM_RBUTTONDOWN:ptrPGE->olc_UpdateMouseState(1, true); return 0; - case WM_RBUTTONUP: ptrPGE->olc_UpdateMouseState(1, false); return 0; - case WM_MBUTTONDOWN:ptrPGE->olc_UpdateMouseState(2, true); return 0; - case WM_MBUTTONUP: ptrPGE->olc_UpdateMouseState(2, false); return 0; - case WM_DROPFILES: - { - // This is all eww... - HDROP drop = (HDROP)wParam; - - uint32_t nFiles = DragQueryFile(drop, 0xFFFFFFFF, nullptr, 0); - std::vector vFiles; - for (uint32_t i = 0; i < nFiles; i++) - { - TCHAR dfbuffer[256]{}; - uint32_t len = DragQueryFile(drop, i, nullptr, 0); - DragQueryFile(drop, i, dfbuffer, 256); -#ifdef UNICODE - #ifdef __MINGW32__ - char* buffer = new char[len + 1]; - wcstombs(buffer, dfbuffer, len); - buffer[len] = '\0'; - #else - int count = WideCharToMultiByte(CP_UTF8, 0, dfbuffer, -1, NULL, 0, NULL, NULL); - char* buffer = new char[count]; - WideCharToMultiByte(CP_UTF8, 0, dfbuffer, -1, buffer, count, NULL, NULL); - #endif - vFiles.push_back(std::string(buffer)); - delete[] buffer; -#else - vFiles.push_back(std::string(dfbuffer)); -#endif - } - - // Even more eww... - POINT p; DragQueryPoint(drop, &p); - ptrPGE->olc_DropFiles(p.x, p.y, vFiles); - DragFinish(drop); - return 0; - } - break; - - - case WM_CLOSE: ptrPGE->olc_Terminate(); return 0; - case WM_DESTROY: PostQuitMessage(0); DestroyWindow(hWnd); return 0; - } - return DefWindowProc(hWnd, uMsg, wParam, lParam); - } - }; -} -#endif -// O------------------------------------------------------------------------------O -// | END PLATFORM: MICROSOFT WINDOWS XP, VISTA, 7, 8, 10 | -// O------------------------------------------------------------------------------O -#pragma endregion - -#pragma region platform_linux -// O------------------------------------------------------------------------------O -// | START PLATFORM: LINUX | -// O------------------------------------------------------------------------------O -#if defined(OLC_PLATFORM_X11) -namespace olc -{ - class Platform_Linux : public olc::Platform - { - private: - X11::Display* olc_Display = nullptr; - X11::Window olc_WindowRoot; - X11::Window olc_Window; - X11::XVisualInfo* olc_VisualInfo; - X11::Colormap olc_ColourMap; - X11::XSetWindowAttributes olc_SetWindowAttribs; - - public: - virtual olc::rcode ApplicationStartUp() override - { - return olc::rcode::OK; - } - - virtual olc::rcode ApplicationCleanUp() override - { - XDestroyWindow(olc_Display, olc_Window); - return olc::rcode::OK; - } - - virtual olc::rcode ThreadStartUp() override - { - return olc::rcode::OK; - } - - virtual olc::rcode ThreadCleanUp() override - { - renderer->DestroyDevice(); - return olc::OK; - } - - virtual olc::rcode CreateGraphics(bool bFullScreen, bool bEnableVSYNC, const olc::vi2d& vViewPos, const olc::vi2d& vViewSize) override - { - if (renderer->CreateDevice({ olc_Display, &olc_Window, olc_VisualInfo }, bFullScreen, bEnableVSYNC) == olc::rcode::OK) - { - renderer->UpdateViewport(vViewPos, vViewSize); - return olc::rcode::OK; - } - else - return olc::rcode::FAIL; - } - - virtual olc::rcode CreateWindowPane(const olc::vi2d& vWindowPos, olc::vi2d& vWindowSize, bool bFullScreen) override - { - using namespace X11; - 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, vWindowPos.x, vWindowPos.y, - vWindowSize.x, vWindowSize.y, - 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); - vWindowSize.x = gwa.width; - vWindowSize.y = gwa.height; - } - - // 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_period] = Key::PERIOD; - - 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; - - // These keys vary depending on the keyboard. I've included comments for US and UK keyboard layouts - mapKeys[XK_semicolon] = Key::OEM_1; // On US and UK keyboards this is the ';:' key - mapKeys[XK_slash] = Key::OEM_2; // On US and UK keyboards this is the '/?' key - mapKeys[XK_asciitilde] = Key::OEM_3; // On US keyboard this is the '~' key - mapKeys[XK_bracketleft] = Key::OEM_4; // On US and UK keyboards this is the '[{' key - mapKeys[XK_backslash] = Key::OEM_5; // On US keyboard this is '\|' key. - mapKeys[XK_bracketright] = Key::OEM_6; // On US and UK keyboards this is the ']}' key - mapKeys[XK_apostrophe] = Key::OEM_7; // On US keyboard this is the single/double quote key. On UK, this is the single quote/@ symbol key - mapKeys[XK_numbersign] = Key::OEM_8; // miscellaneous characters. Varies by keyboard. I believe this to be the '#~' key on UK keyboards - mapKeys[XK_equal] = Key::EQUALS; // the '+' key on any keyboard - mapKeys[XK_comma] = Key::COMMA; // the comma key on any keyboard - mapKeys[XK_minus] = Key::MINUS; // the minus key on any keyboard - - mapKeys[XK_Caps_Lock] = Key::CAPS_LOCK; - - return olc::OK; - } - - virtual olc::rcode SetWindowTitle(const std::string& s) override - { - X11::XStoreName(olc_Display, olc_Window, s.c_str()); - return olc::OK; - } - - virtual olc::rcode StartSystemEventLoop() override - { - return olc::OK; - } - - virtual olc::rcode HandleSystemEvent() override - { - using namespace X11; - // 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); - ptrPGE->olc_UpdateWindowSize(gwa.width, gwa.height); - } - else if (xev.type == ConfigureNotify) - { - XConfigureEvent xce = xev.xconfigure; - ptrPGE->olc_UpdateWindowSize(xce.width, xce.height); - } - else if (xev.type == KeyPress) - { - KeySym sym = XLookupKeysym(&xev.xkey, 0); - ptrPGE->olc_UpdateKeyState(mapKeys[sym], true); - XKeyEvent* e = (XKeyEvent*)&xev; // Because DragonEye loves numpads - XLookupString(e, NULL, 0, &sym, NULL); - ptrPGE->olc_UpdateKeyState(mapKeys[sym], true); - } - else if (xev.type == KeyRelease) - { - KeySym sym = XLookupKeysym(&xev.xkey, 0); - ptrPGE->olc_UpdateKeyState(mapKeys[sym], false); - XKeyEvent* e = (XKeyEvent*)&xev; - XLookupString(e, NULL, 0, &sym, NULL); - ptrPGE->olc_UpdateKeyState(mapKeys[sym], false); - } - else if (xev.type == ButtonPress) - { - switch (xev.xbutton.button) - { - case 1: ptrPGE->olc_UpdateMouseState(0, true); break; - case 2: ptrPGE->olc_UpdateMouseState(2, true); break; - case 3: ptrPGE->olc_UpdateMouseState(1, true); break; - case 4: ptrPGE->olc_UpdateMouseWheel(120); break; - case 5: ptrPGE->olc_UpdateMouseWheel(-120); break; - default: break; - } - } - else if (xev.type == ButtonRelease) - { - switch (xev.xbutton.button) - { - case 1: ptrPGE->olc_UpdateMouseState(0, false); break; - case 2: ptrPGE->olc_UpdateMouseState(2, false); break; - case 3: ptrPGE->olc_UpdateMouseState(1, false); break; - default: break; - } - } - else if (xev.type == MotionNotify) - { - ptrPGE->olc_UpdateMouse(xev.xmotion.x, xev.xmotion.y); - } - else if (xev.type == FocusIn) - { - ptrPGE->olc_UpdateKeyFocus(true); - } - else if (xev.type == FocusOut) - { - ptrPGE->olc_UpdateKeyFocus(false); - } - else if (xev.type == ClientMessage) - { - ptrPGE->olc_Terminate(); - } - } - return olc::OK; - } - }; -} -#endif -// O------------------------------------------------------------------------------O -// | END PLATFORM: LINUX | -// O------------------------------------------------------------------------------O -#pragma endregion - -#pragma region platform_glut -// O------------------------------------------------------------------------------O -// | START PLATFORM: GLUT (used to make it simple for Apple) | -// O------------------------------------------------------------------------------O -// -// VERY IMPORTANT!!! The Apple port was originally created by @Mumflr (discord) -// and the repo for the development of this project can be found here: -// https://github.com/MumflrFumperdink/olcPGEMac which contains maccy goodness -// and support on how to setup your build environment. -// -// "MASSIVE MASSIVE THANKS TO MUMFLR" - Javidx9 -#if defined(OLC_PLATFORM_GLUT) -namespace olc { - - class Platform_GLUT : public olc::Platform - { - public: - static std::atomic* bActiveRef; - - virtual olc::rcode ApplicationStartUp() override { - return olc::rcode::OK; - } - - virtual olc::rcode ApplicationCleanUp() override - { - return olc::rcode::OK; - } - - virtual olc::rcode ThreadStartUp() override - { - return olc::rcode::OK; - } - - virtual olc::rcode ThreadCleanUp() override - { - renderer->DestroyDevice(); - return olc::OK; - } - - virtual olc::rcode CreateGraphics(bool bFullScreen, bool bEnableVSYNC, const olc::vi2d& vViewPos, const olc::vi2d& vViewSize) override - { - if (renderer->CreateDevice({}, bFullScreen, bEnableVSYNC) == olc::rcode::OK) - { - renderer->UpdateViewport(vViewPos, vViewSize); - return olc::rcode::OK; - } - else - return olc::rcode::FAIL; - } - - static void ExitMainLoop() { - if (!ptrPGE->OnUserDestroy()) { - *bActiveRef = true; - return; - } - platform->ThreadCleanUp(); - platform->ApplicationCleanUp(); - exit(0); - } - -#if defined(__APPLE__) - static void scrollWheelUpdate(id selff, SEL _sel, id theEvent) { - static const SEL deltaYSel = sel_registerName("deltaY"); - -#if defined(__aarch64__) // Thanks ruarq! - double deltaY = ((double (*)(id, SEL))objc_msgSend)(theEvent, deltaYSel); -#else - double deltaY = ((double (*)(id, SEL))objc_msgSend_fpret)(theEvent, deltaYSel); -#endif - - for (int i = 0; i < abs(deltaY); i++) { - if (deltaY > 0) { - ptrPGE->olc_UpdateMouseWheel(-1); - } - else if (deltaY < 0) { - ptrPGE->olc_UpdateMouseWheel(1); - } - } - } -#endif - static void ThreadFunct() { -#if defined(__APPLE__) - static bool hasEnabledCocoa = false; - if (!hasEnabledCocoa) { - // Objective-C Wizardry - Class NSApplicationClass = objc_getClass("NSApplication"); - - // NSApp = [NSApplication sharedApplication] - SEL sharedApplicationSel = sel_registerName("sharedApplication"); - id NSApp = ((id(*)(Class, SEL))objc_msgSend)(NSApplicationClass, sharedApplicationSel); - // window = [NSApp mainWindow] - SEL mainWindowSel = sel_registerName("mainWindow"); - id window = ((id(*)(id, SEL))objc_msgSend)(NSApp, mainWindowSel); - - // [window setStyleMask: NSWindowStyleMaskClosable | ~NSWindowStyleMaskResizable] - SEL setStyleMaskSel = sel_registerName("setStyleMask:"); - ((void (*)(id, SEL, NSUInteger))objc_msgSend)(window, setStyleMaskSel, 7); - - hasEnabledCocoa = true; - } -#endif - if (!*bActiveRef) { - ExitMainLoop(); - return; - } - glutPostRedisplay(); - } - - static void DrawFunct() { - ptrPGE->olc_CoreUpdate(); - } - - virtual olc::rcode CreateWindowPane(const olc::vi2d& vWindowPos, olc::vi2d& vWindowSize, bool bFullScreen) override - { -#if defined(__APPLE__) - Class GLUTViewClass = objc_getClass("GLUTView"); - - SEL scrollWheelSel = sel_registerName("scrollWheel:"); - bool resultAddMethod = class_addMethod(GLUTViewClass, scrollWheelSel, (IMP)scrollWheelUpdate, "v@:@"); - assert(resultAddMethod); -#endif - - renderer->PrepareDevice(); - - if (bFullScreen) - { - vWindowSize.x = glutGet(GLUT_SCREEN_WIDTH); - vWindowSize.y = glutGet(GLUT_SCREEN_HEIGHT); - glutFullScreen(); - } - else - { - if (vWindowSize.x > glutGet(GLUT_SCREEN_WIDTH) || vWindowSize.y > glutGet(GLUT_SCREEN_HEIGHT)) - { - perror("ERROR: The specified window dimensions do not fit on your screen\n"); - return olc::FAIL; - } - glutReshapeWindow(vWindowSize.x, vWindowSize.y - 1); - } - - // Create Keyboard Mapping - mapKeys[0x00] = Key::NONE; - mapKeys['A'] = Key::A; mapKeys['B'] = Key::B; mapKeys['C'] = Key::C; mapKeys['D'] = Key::D; mapKeys['E'] = Key::E; - mapKeys['F'] = Key::F; mapKeys['G'] = Key::G; mapKeys['H'] = Key::H; mapKeys['I'] = Key::I; mapKeys['J'] = Key::J; - mapKeys['K'] = Key::K; mapKeys['L'] = Key::L; mapKeys['M'] = Key::M; mapKeys['N'] = Key::N; mapKeys['O'] = Key::O; - mapKeys['P'] = Key::P; mapKeys['Q'] = Key::Q; mapKeys['R'] = Key::R; mapKeys['S'] = Key::S; mapKeys['T'] = Key::T; - mapKeys['U'] = Key::U; mapKeys['V'] = Key::V; mapKeys['W'] = Key::W; mapKeys['X'] = Key::X; mapKeys['Y'] = Key::Y; - mapKeys['Z'] = Key::Z; - - mapKeys[GLUT_KEY_F1] = Key::F1; mapKeys[GLUT_KEY_F2] = Key::F2; mapKeys[GLUT_KEY_F3] = Key::F3; mapKeys[GLUT_KEY_F4] = Key::F4; - mapKeys[GLUT_KEY_F5] = Key::F5; mapKeys[GLUT_KEY_F6] = Key::F6; mapKeys[GLUT_KEY_F7] = Key::F7; mapKeys[GLUT_KEY_F8] = Key::F8; - mapKeys[GLUT_KEY_F9] = Key::F9; mapKeys[GLUT_KEY_F10] = Key::F10; mapKeys[GLUT_KEY_F11] = Key::F11; mapKeys[GLUT_KEY_F12] = Key::F12; - - mapKeys[GLUT_KEY_DOWN] = Key::DOWN; mapKeys[GLUT_KEY_LEFT] = Key::LEFT; mapKeys[GLUT_KEY_RIGHT] = Key::RIGHT; mapKeys[GLUT_KEY_UP] = Key::UP; - mapKeys[13] = Key::ENTER; - - mapKeys[127] = Key::BACK; mapKeys[27] = Key::ESCAPE; - mapKeys[9] = Key::TAB; mapKeys[GLUT_KEY_HOME] = Key::HOME; - mapKeys[GLUT_KEY_END] = Key::END; mapKeys[GLUT_KEY_PAGE_UP] = Key::PGUP; mapKeys[GLUT_KEY_PAGE_DOWN] = Key::PGDN; mapKeys[GLUT_KEY_INSERT] = Key::INS; - mapKeys[32] = Key::SPACE; mapKeys[46] = Key::PERIOD; - - mapKeys[48] = Key::K0; mapKeys[49] = Key::K1; mapKeys[50] = Key::K2; mapKeys[51] = Key::K3; mapKeys[52] = Key::K4; - mapKeys[53] = Key::K5; mapKeys[54] = Key::K6; mapKeys[55] = Key::K7; mapKeys[56] = Key::K8; mapKeys[57] = Key::K9; - - // NOTE: MISSING KEYS :O - - glutKeyboardFunc([](unsigned char key, int x, int y) -> void { - switch (glutGetModifiers()) { - case 0: //This is when there are no modifiers - if ('a' <= key && key <= 'z') key -= 32; - break; - case GLUT_ACTIVE_SHIFT: - ptrPGE->olc_UpdateKeyState(Key::SHIFT, true); - break; - case GLUT_ACTIVE_CTRL: - if ('a' <= key && key <= 'z') key -= 32; - ptrPGE->olc_UpdateKeyState(Key::CTRL, true); - break; - case GLUT_ACTIVE_ALT: - if ('a' <= key && key <= 'z') key -= 32; - break; - } - - if (mapKeys[key]) - ptrPGE->olc_UpdateKeyState(mapKeys[key], true); - }); - - glutKeyboardUpFunc([](unsigned char key, int x, int y) -> void { - switch (glutGetModifiers()) { - case 0: //This is when there are no modifiers - if ('a' <= key && key <= 'z') key -= 32; - break; - case GLUT_ACTIVE_SHIFT: - ptrPGE->olc_UpdateKeyState(Key::SHIFT, false); - break; - case GLUT_ACTIVE_CTRL: - if ('a' <= key && key <= 'z') key -= 32; - ptrPGE->olc_UpdateKeyState(Key::CTRL, false); - break; - case GLUT_ACTIVE_ALT: - if ('a' <= key && key <= 'z') key -= 32; - //No ALT in PGE - break; - } - - if (mapKeys[key]) - ptrPGE->olc_UpdateKeyState(mapKeys[key], false); - }); - - //Special keys - glutSpecialFunc([](int key, int x, int y) -> void { - if (mapKeys[key]) - ptrPGE->olc_UpdateKeyState(mapKeys[key], true); - }); - - glutSpecialUpFunc([](int key, int x, int y) -> void { - if (mapKeys[key]) - ptrPGE->olc_UpdateKeyState(mapKeys[key], false); - }); - - glutMouseFunc([](int button, int state, int x, int y) -> void { - switch (button) { - case GLUT_LEFT_BUTTON: - if (state == GLUT_UP) ptrPGE->olc_UpdateMouseState(0, false); - else if (state == GLUT_DOWN) ptrPGE->olc_UpdateMouseState(0, true); - break; - case GLUT_MIDDLE_BUTTON: - if (state == GLUT_UP) ptrPGE->olc_UpdateMouseState(2, false); - else if (state == GLUT_DOWN) ptrPGE->olc_UpdateMouseState(2, true); - break; - case GLUT_RIGHT_BUTTON: - if (state == GLUT_UP) ptrPGE->olc_UpdateMouseState(1, false); - else if (state == GLUT_DOWN) ptrPGE->olc_UpdateMouseState(1, true); - break; - } - }); - - auto mouseMoveCall = [](int x, int y) -> void { - ptrPGE->olc_UpdateMouse(x, y); - }; - - glutMotionFunc(mouseMoveCall); - glutPassiveMotionFunc(mouseMoveCall); - - glutEntryFunc([](int state) -> void { - if (state == GLUT_ENTERED) ptrPGE->olc_UpdateKeyFocus(true); - else if (state == GLUT_LEFT) ptrPGE->olc_UpdateKeyFocus(false); - }); - - glutDisplayFunc(DrawFunct); - glutIdleFunc(ThreadFunct); - - return olc::OK; - } - - virtual olc::rcode SetWindowTitle(const std::string& s) override - { - glutSetWindowTitle(s.c_str()); - return olc::OK; - } - - virtual olc::rcode StartSystemEventLoop() override { - glutMainLoop(); - return olc::OK; - } - - virtual olc::rcode HandleSystemEvent() override - { - return olc::OK; - } - }; - - std::atomic* Platform_GLUT::bActiveRef{ nullptr }; - - //Custom Start - olc::rcode PixelGameEngine::Start() - { - if (platform->ApplicationStartUp() != olc::OK) return olc::FAIL; - - // Construct the window - if (platform->CreateWindowPane({ 30,30 }, vWindowSize, bFullScreen) != olc::OK) return olc::FAIL; - olc_UpdateWindowSize(vWindowSize.x, vWindowSize.y); - - if (platform->ThreadStartUp() == olc::FAIL) return olc::FAIL; - olc_PrepareEngine(); - if (!OnUserCreate()) return olc::FAIL; - Platform_GLUT::bActiveRef = &bAtomActive; - glutWMCloseFunc(Platform_GLUT::ExitMainLoop); - bAtomActive = true; - platform->StartSystemEventLoop(); - - //This code will not even be run but why not - if (platform->ApplicationCleanUp() != olc::OK) return olc::FAIL; - - return olc::OK; - } -} - -#endif -// O------------------------------------------------------------------------------O -// | END PLATFORM: GLUT | -// O------------------------------------------------------------------------------O -#pragma endregion - - - - - -#pragma region platform_emscripten -// O------------------------------------------------------------------------------O -// | START PLATFORM: Emscripten - Totally Game Changing... | -// O------------------------------------------------------------------------------O - -// -// Firstly a big mega thank you to members of the OLC Community for sorting this -// out. Making a browser compatible version has been a priority for quite some -// time, but I lacked the expertise to do it. This awesome feature is possible -// because a group of former strangers got together and formed friendships over -// their shared passion for code. If anything demonstrates how powerful helping -// each other can be, it's this. - Javidx9 - -// Emscripten Platform: MaGetzUb, Moros1138, Slavka, Dandistine, Gorbit99, Bispoo -// also: Ishidex, Gusgo99, SlicEnDicE, Alexio - - -#if defined(OLC_PLATFORM_EMSCRIPTEN) - -#include -#include - -extern "C" -{ - EMSCRIPTEN_KEEPALIVE inline int olc_OnPageUnload() - { olc::platform->ApplicationCleanUp(); return 0; } -} - -namespace olc -{ - class Platform_Emscripten : public olc::Platform - { - public: - - virtual olc::rcode ApplicationStartUp() override - { return olc::rcode::OK; } - - virtual olc::rcode ApplicationCleanUp() override - { ThreadCleanUp(); return olc::rcode::OK; } - - virtual olc::rcode ThreadStartUp() override - { return olc::rcode::OK; } - - virtual olc::rcode ThreadCleanUp() override - { renderer->DestroyDevice(); return olc::OK; } - - virtual olc::rcode CreateGraphics(bool bFullScreen, bool bEnableVSYNC, const olc::vi2d& vViewPos, const olc::vi2d& vViewSize) override - { - if (renderer->CreateDevice({}, bFullScreen, bEnableVSYNC) == olc::rcode::OK) - { - renderer->UpdateViewport(vViewPos, vViewSize); - return olc::rcode::OK; - } - else - return olc::rcode::FAIL; - } - - virtual olc::rcode CreateWindowPane(const olc::vi2d& vWindowPos, olc::vi2d& vWindowSize, bool bFullScreen) override - { - emscripten_set_canvas_element_size("#canvas", vWindowSize.x, vWindowSize.y); - - mapKeys[DOM_PK_UNKNOWN] = Key::NONE; - mapKeys[DOM_PK_A] = Key::A; mapKeys[DOM_PK_B] = Key::B; mapKeys[DOM_PK_C] = Key::C; mapKeys[DOM_PK_D] = Key::D; - mapKeys[DOM_PK_E] = Key::E; mapKeys[DOM_PK_F] = Key::F; mapKeys[DOM_PK_G] = Key::G; mapKeys[DOM_PK_H] = Key::H; - mapKeys[DOM_PK_I] = Key::I; mapKeys[DOM_PK_J] = Key::J; mapKeys[DOM_PK_K] = Key::K; mapKeys[DOM_PK_L] = Key::L; - mapKeys[DOM_PK_M] = Key::M; mapKeys[DOM_PK_N] = Key::N; mapKeys[DOM_PK_O] = Key::O; mapKeys[DOM_PK_P] = Key::P; - mapKeys[DOM_PK_Q] = Key::Q; mapKeys[DOM_PK_R] = Key::R; mapKeys[DOM_PK_S] = Key::S; mapKeys[DOM_PK_T] = Key::T; - mapKeys[DOM_PK_U] = Key::U; mapKeys[DOM_PK_V] = Key::V; mapKeys[DOM_PK_W] = Key::W; mapKeys[DOM_PK_X] = Key::X; - mapKeys[DOM_PK_Y] = Key::Y; mapKeys[DOM_PK_Z] = Key::Z; - mapKeys[DOM_PK_0] = Key::K0; mapKeys[DOM_PK_1] = Key::K1; mapKeys[DOM_PK_2] = Key::K2; - mapKeys[DOM_PK_3] = Key::K3; mapKeys[DOM_PK_4] = Key::K4; mapKeys[DOM_PK_5] = Key::K5; - mapKeys[DOM_PK_6] = Key::K6; mapKeys[DOM_PK_7] = Key::K7; mapKeys[DOM_PK_8] = Key::K8; - mapKeys[DOM_PK_9] = Key::K9; - mapKeys[DOM_PK_F1] = Key::F1; mapKeys[DOM_PK_F2] = Key::F2; mapKeys[DOM_PK_F3] = Key::F3; mapKeys[DOM_PK_F4] = Key::F4; - mapKeys[DOM_PK_F5] = Key::F5; mapKeys[DOM_PK_F6] = Key::F6; mapKeys[DOM_PK_F7] = Key::F7; mapKeys[DOM_PK_F8] = Key::F8; - mapKeys[DOM_PK_F9] = Key::F9; mapKeys[DOM_PK_F10] = Key::F10; mapKeys[DOM_PK_F11] = Key::F11; mapKeys[DOM_PK_F12] = Key::F12; - mapKeys[DOM_PK_ARROW_UP] = Key::UP; mapKeys[DOM_PK_ARROW_DOWN] = Key::DOWN; - mapKeys[DOM_PK_ARROW_LEFT] = Key::LEFT; mapKeys[DOM_PK_ARROW_RIGHT] = Key::RIGHT; - mapKeys[DOM_PK_SPACE] = Key::SPACE; mapKeys[DOM_PK_TAB] = Key::TAB; - mapKeys[DOM_PK_SHIFT_LEFT] = Key::SHIFT; mapKeys[DOM_PK_SHIFT_RIGHT] = Key::SHIFT; - mapKeys[DOM_PK_CONTROL_LEFT] = Key::CTRL; mapKeys[DOM_PK_CONTROL_RIGHT] = Key::CTRL; - mapKeys[DOM_PK_INSERT] = Key::INS; mapKeys[DOM_PK_DELETE] = Key::DEL; mapKeys[DOM_PK_HOME] = Key::HOME; - mapKeys[DOM_PK_END] = Key::END; mapKeys[DOM_PK_PAGE_UP] = Key::PGUP; mapKeys[DOM_PK_PAGE_DOWN] = Key::PGDN; - mapKeys[DOM_PK_BACKSPACE] = Key::BACK; mapKeys[DOM_PK_ESCAPE] = Key::ESCAPE; - mapKeys[DOM_PK_ENTER] = Key::ENTER; mapKeys[DOM_PK_NUMPAD_EQUAL] = Key::EQUALS; - mapKeys[DOM_PK_NUMPAD_ENTER] = Key::ENTER; mapKeys[DOM_PK_PAUSE] = Key::PAUSE; - mapKeys[DOM_PK_SCROLL_LOCK] = Key::SCROLL; - mapKeys[DOM_PK_NUMPAD_0] = Key::NP0; mapKeys[DOM_PK_NUMPAD_1] = Key::NP1; mapKeys[DOM_PK_NUMPAD_2] = Key::NP2; - mapKeys[DOM_PK_NUMPAD_3] = Key::NP3; mapKeys[DOM_PK_NUMPAD_4] = Key::NP4; mapKeys[DOM_PK_NUMPAD_5] = Key::NP5; - mapKeys[DOM_PK_NUMPAD_6] = Key::NP6; mapKeys[DOM_PK_NUMPAD_7] = Key::NP7; mapKeys[DOM_PK_NUMPAD_8] = Key::NP8; - mapKeys[DOM_PK_NUMPAD_9] = Key::NP9; - mapKeys[DOM_PK_NUMPAD_MULTIPLY] = Key::NP_MUL; mapKeys[DOM_PK_NUMPAD_DIVIDE] = Key::NP_DIV; - mapKeys[DOM_PK_NUMPAD_ADD] = Key::NP_ADD; mapKeys[DOM_PK_NUMPAD_SUBTRACT] = Key::NP_SUB; - mapKeys[DOM_PK_NUMPAD_DECIMAL] = Key::NP_DECIMAL; - mapKeys[DOM_PK_PERIOD] = Key::PERIOD; mapKeys[DOM_PK_EQUAL] = Key::EQUALS; - mapKeys[DOM_PK_COMMA] = Key::COMMA; mapKeys[DOM_PK_MINUS] = Key::MINUS; - mapKeys[DOM_PK_CAPS_LOCK] = Key::CAPS_LOCK; - mapKeys[DOM_PK_SEMICOLON] = Key::OEM_1; mapKeys[DOM_PK_SLASH] = Key::OEM_2; mapKeys[DOM_PK_BACKQUOTE] = Key::OEM_3; - mapKeys[DOM_PK_BRACKET_LEFT] = Key::OEM_4; mapKeys[DOM_PK_BACKSLASH] = Key::OEM_5; mapKeys[DOM_PK_BRACKET_RIGHT] = Key::OEM_6; - mapKeys[DOM_PK_QUOTE] = Key::OEM_7; mapKeys[DOM_PK_BACKSLASH] = Key::OEM_8; - - // Keyboard Callbacks - emscripten_set_keydown_callback("#canvas", 0, 1, keyboard_callback); - emscripten_set_keyup_callback("#canvas", 0, 1, keyboard_callback); - - // Mouse Callbacks - emscripten_set_wheel_callback("#canvas", 0, 1, wheel_callback); - emscripten_set_mousedown_callback("#canvas", 0, 1, mouse_callback); - emscripten_set_mouseup_callback("#canvas", 0, 1, mouse_callback); - emscripten_set_mousemove_callback("#canvas", 0, 1, mouse_callback); - - // Touch Callbacks - emscripten_set_touchstart_callback("#canvas", 0, 1, touch_callback); - emscripten_set_touchmove_callback("#canvas", 0, 1, touch_callback); - emscripten_set_touchend_callback("#canvas", 0, 1, touch_callback); - - // Canvas Focus Callbacks - emscripten_set_blur_callback("#canvas", 0, 1, focus_callback); - emscripten_set_focus_callback("#canvas", 0, 1, focus_callback); - -#pragma warning disable format - EM_ASM( window.onunload = Module._olc_OnPageUnload; ); - - // IMPORTANT! - Sorry About This... - // - // In order to handle certain browser based events, such as resizing and - // going to full screen, we have to effectively inject code into the container - // running the PGE. Yes, I vomited about 11 times too when the others were - // convincing me this is the future. Well, this isnt the future, and if it - // were to be, I want no part of what must be a miserable distopian free - // for all of anarchic code injection to get rudimentary events like "Resize()". - // - // Wake up people! Of course theres a spoon. There has to be to keep feeding - // the giant web baby. - - - EM_ASM({ - - // olc_ApsectRatio - // - // Used by olc_ResizeHandler to calculate the viewport from the - // dimensions of the canvas container's element. - Module.olc_AspectRatio = $0 / $1; - - // HACK ALERT! - // - // Here we assume any html shell that uses 3 or more instance of the class "emscripten" - // is using one of the default or minimal emscripten page layouts - Module.olc_AssumeDefaultShells = (document.querySelectorAll('.emscripten').length >= 3) ? true : false; - - // olc_ResizeHandler - // - // Used by olc_Init, and is called when a resize observer and fullscreenchange event is triggered. - var olc_ResizeHandler = function() - { - // are we in fullscreen mode? - let isFullscreen = (document.fullscreenElement != null); - - // get the width of the containing element - let width = (isFullscreen) ? window.innerWidth : Module.canvas.parentNode.clientWidth; - let height = (isFullscreen) ? window.innerHeight : Module.canvas.parentNode.clientHeight; - - // calculate the expected viewport size - let viewWidth = width; - let viewHeight = width / Module.olc_AspectRatio; - - // if we're taller than the containing element, recalculate based on height - if(viewHeight > height) - { - viewWidth = height * Module.olc_AspectRatio; - viewHeight = height; - } - - // ensure resulting viewport is in integer space - viewWidth = parseInt(viewWidth); - viewHeight = parseInt(viewHeight); - - setTimeout(function() - { - // if default shells, apply default styles - if(Module.olc_AssumeDefaultShells) - Module.canvas.parentNode.setAttribute('style', 'width: 100%; height: 70vh; margin-left: auto; margin-right: auto;'); - - // apply viewport dimensions to teh canvas - Module.canvas.setAttribute('width', viewWidth); - Module.canvas.setAttribute('height', viewHeight); - Module.canvas.setAttribute('style', `width: ${viewWidth}px; height: ${viewHeight}px;`); - - // update the PGE window size - Module._olc_PGE_UpdateWindowSize(viewWidth, viewHeight); - - // force focus on our PGE canvas - Module.canvas.focus(); - }, 200); - }; - - - // olc_Init - // - // set up resize observer and fullscreenchange event handler - var olc_Init = function() - { - if(Module.olc_AspectRatio === undefined) - { - setTimeout(function() { Module.olc_Init(); }, 50); - return; - } - - let resizeObserver = new ResizeObserver(function(entries) - { - Module.olc_ResizeHandler(); - }).observe(Module.canvas.parentNode); - - let mutationObserver = new MutationObserver(function(mutationsList, observer) - { - setTimeout(function() { Module.olc_ResizeHandler(); }, 200); - }).observe(Module.canvas.parentNode, { attributes: false, childList: true, subtree: false }); - - window.addEventListener('fullscreenchange', function(e) - { - setTimeout(function() { Module.olc_ResizeHandler();}, 200); - }); - }; - - // set up hooks - Module.olc_ResizeHandler = (Module.olc_ResizeHandler != undefined) ? Module.olc_ResizeHandler : olc_ResizeHandler; - Module.olc_Init = (Module.olc_Init != undefined) ? Module.olc_Init : olc_Init; - - // run everything! - Module.olc_Init(); - - }, vWindowSize.x, vWindowSize.y); // Fullscreen and Resize Observers -#pragma warning restore format - return olc::rcode::OK; - } - - // Interface PGE's UpdateWindowSize, for use in Javascript - void UpdateWindowSize(int width, int height) - { - ptrPGE->olc_UpdateWindowSize(width, height); - } - - //TY Gorbit - static EM_BOOL focus_callback(int eventType, const EmscriptenFocusEvent* focusEvent, void* userData) - { - if (eventType == EMSCRIPTEN_EVENT_BLUR) - { - ptrPGE->olc_UpdateKeyFocus(false); - ptrPGE->olc_UpdateMouseFocus(false); - } - else if (eventType == EMSCRIPTEN_EVENT_FOCUS) - { - ptrPGE->olc_UpdateKeyFocus(true); - ptrPGE->olc_UpdateMouseFocus(true); - } - - return 0; - } - - //TY Moros - static EM_BOOL keyboard_callback(int eventType, const EmscriptenKeyboardEvent* e, void* userData) - { - if (eventType == EMSCRIPTEN_EVENT_KEYDOWN) - ptrPGE->olc_UpdateKeyState(mapKeys[emscripten_compute_dom_pk_code(e->code)], true); - - // THANK GOD!! for this compute function. And thanks Dandistine for pointing it out! - if (eventType == EMSCRIPTEN_EVENT_KEYUP) - ptrPGE->olc_UpdateKeyState(mapKeys[emscripten_compute_dom_pk_code(e->code)], false); - - //Consume keyboard events so that keys like F1 and F5 don't do weird things - return EM_TRUE; - } - - //TY Moros - static EM_BOOL wheel_callback(int eventType, const EmscriptenWheelEvent* e, void* userData) - { - if (eventType == EMSCRIPTEN_EVENT_WHEEL) - ptrPGE->olc_UpdateMouseWheel(-1 * e->deltaY); - - return EM_TRUE; - } - - //TY Bispoo - static EM_BOOL touch_callback(int eventType, const EmscriptenTouchEvent* e, void* userData) - { - // Move - if (eventType == EMSCRIPTEN_EVENT_TOUCHMOVE) - { - ptrPGE->olc_UpdateMouse(e->touches->targetX, e->touches->targetY); - } - - // Start - if (eventType == EMSCRIPTEN_EVENT_TOUCHSTART) - { - ptrPGE->olc_UpdateMouse(e->touches->targetX, e->touches->targetY); - ptrPGE->olc_UpdateMouseState(0, true); - } - - // End - if (eventType == EMSCRIPTEN_EVENT_TOUCHEND) - { - ptrPGE->olc_UpdateMouseState(0, false); - } - - return EM_TRUE; - } - - //TY Moros - static EM_BOOL mouse_callback(int eventType, const EmscriptenMouseEvent* e, void* userData) - { - //Mouse Movement - if (eventType == EMSCRIPTEN_EVENT_MOUSEMOVE) - ptrPGE->olc_UpdateMouse(e->targetX, e->targetY); - - - //Mouse button press - if (e->button == 0) // left click - { - if (eventType == EMSCRIPTEN_EVENT_MOUSEDOWN) - ptrPGE->olc_UpdateMouseState(0, true); - else if (eventType == EMSCRIPTEN_EVENT_MOUSEUP) - ptrPGE->olc_UpdateMouseState(0, false); - } - - if (e->button == 2) // right click - { - if (eventType == EMSCRIPTEN_EVENT_MOUSEDOWN) - ptrPGE->olc_UpdateMouseState(1, true); - else if (eventType == EMSCRIPTEN_EVENT_MOUSEUP) - ptrPGE->olc_UpdateMouseState(1, false); - - } - - if (e->button == 1) // middle click - { - if (eventType == EMSCRIPTEN_EVENT_MOUSEDOWN) - ptrPGE->olc_UpdateMouseState(2, true); - else if (eventType == EMSCRIPTEN_EVENT_MOUSEUP) - ptrPGE->olc_UpdateMouseState(2, false); - - //at the moment only middle mouse needs to consume events. - return EM_TRUE; - } - - return EM_FALSE; - } - - - virtual olc::rcode SetWindowTitle(const std::string& s) override - { emscripten_set_window_title(s.c_str()); return olc::OK; } - - virtual olc::rcode StartSystemEventLoop() override - { return olc::OK; } - - virtual olc::rcode HandleSystemEvent() override - { return olc::OK; } - - static void MainLoop() - { - olc::Platform::ptrPGE->olc_CoreUpdate(); - if (!ptrPGE->olc_IsRunning()) - { - if (ptrPGE->OnUserDestroy()) - { - emscripten_cancel_main_loop(); - platform->ApplicationCleanUp(); - } - else - { - ptrPGE->olc_Reanimate(); - } - } - } - }; - - //Emscripten needs a special Start function - //Much of this is usually done in EngineThread, but that isn't used here - olc::rcode PixelGameEngine::Start() - { - if (platform->ApplicationStartUp() != olc::OK) return olc::FAIL; - - // Construct the window - if (platform->CreateWindowPane({ 30,30 }, vWindowSize, bFullScreen) != olc::OK) return olc::FAIL; - olc_UpdateWindowSize(vWindowSize.x, vWindowSize.y); - - // Some implementations may form an event loop here - if (platform->ThreadStartUp() == olc::FAIL) return olc::FAIL; - - // Do engine context specific initialisation - olc_PrepareEngine(); - - // Consider the "thread" started - bAtomActive = true; - - // Create user resources as part of this thread - for (auto& ext : vExtensions) ext->OnBeforeUserCreate(); - if (!OnUserCreate()) bAtomActive = false; - for (auto& ext : vExtensions) ext->OnAfterUserCreate(); - - platform->StartSystemEventLoop(); - - //This causes a heap memory corruption in Emscripten for some reason - //Platform_Emscripten::bActiveRef = &bAtomActive; - emscripten_set_main_loop(&Platform_Emscripten::MainLoop, 0, 1); - - // Wait for thread to be exited - if (platform->ApplicationCleanUp() != olc::OK) return olc::FAIL; - return olc::OK; - } -} - -extern "C" -{ - EMSCRIPTEN_KEEPALIVE inline void olc_PGE_UpdateWindowSize(int width, int height) - { - emscripten_set_canvas_element_size("#canvas", width, height); - // Thanks slavka - ((olc::Platform_Emscripten*)olc::platform.get())->UpdateWindowSize(width, height); - } -} - -#endif -// O------------------------------------------------------------------------------O -// | END PLATFORM: Emscripten | -// O------------------------------------------------------------------------------O -#pragma endregion - - -#endif // Headless - -// O------------------------------------------------------------------------------O -// | olcPixelGameEngine Auto-Configuration | -// O------------------------------------------------------------------------------O -#pragma region pge_config -namespace olc -{ - void PixelGameEngine::olc_ConfigureSystem() - { - -//#if !defined(OLC_PGE_HEADLESS) - - olc::Sprite::loader = nullptr; - -#if defined(OLC_IMAGE_GDI) - olc::Sprite::loader = std::make_unique(); -#endif - -#if defined(OLC_IMAGE_LIBPNG) - olc::Sprite::loader = std::make_unique(); -#endif - -#if defined(OLC_IMAGE_STB) - olc::Sprite::loader = std::make_unique(); -#endif - -#if defined(OLC_IMAGE_CUSTOM_EX) - olc::Sprite::loader = std::make_unique(); -#endif - - -#if defined(OLC_PLATFORM_HEADLESS) - platform = std::make_unique(); -#endif - -#if defined(OLC_PLATFORM_WINAPI) - platform = std::make_unique(); -#endif - -#if defined(OLC_PLATFORM_X11) - platform = std::make_unique(); -#endif - -#if defined(OLC_PLATFORM_GLUT) - platform = std::make_unique(); -#endif - -#if defined(OLC_PLATFORM_EMSCRIPTEN) - platform = std::make_unique(); -#endif - -#if defined(OLC_PLATFORM_CUSTOM_EX) - platform = std::make_unique(); -#endif - -#if defined(OLC_GFX_HEADLESS) - renderer = std::make_unique(); -#endif - -#if defined(OLC_GFX_OPENGL10) - renderer = std::make_unique(); -#endif - -#if defined(OLC_GFX_OPENGL33) - renderer = std::make_unique(); -#endif - -#if defined(OLC_GFX_OPENGLES2) - renderer = std::make_unique(); -#endif - -#if defined(OLC_GFX_DIRECTX10) - renderer = std::make_unique(); -#endif - -#if defined(OLC_GFX_DIRECTX11) - renderer = std::make_unique(); -#endif - -#if defined(OLC_GFX_CUSTOM_EX) - renderer = std::make_unique(); -#endif - - // Associate components with PGE instance - platform->ptrPGE = this; - renderer->ptrPGE = this; -//#else -// olc::Sprite::loader = nullptr; -// platform = nullptr; -// renderer = nullptr; -//#endif - } -} - -#pragma endregion - -#endif // End OLC_PGE_APPLICATION - -// O------------------------------------------------------------------------------O -// | END OF OLC_PGE_APPLICATION | -// O------------------------------------------------------------------------------O - +#pragma region license_and_help +/* + olcPixelGameEngine.h + + +-------------------------------------------------------------+ + | OneLoneCoder Pixel Game Engine v2.24 | + | "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 - 2022 OneLoneCoder.com + + Redistribution and use in source and binary forms, with or without modification, + are permitted provided that the following conditions are met: + + 1. Redistributions or derivations of source code must retain the above copyright + notice, this list of conditions and the following disclaimer. + + 2. Redistributions or derivative works in binary form must reproduce the above + copyright notice. This list of conditions and the following disclaimer must be + reproduced in the documentation and/or other materials provided with the distribution. + + 3. Neither the name of the copyright holder nor the names of its contributors may + be used to endorse or promote products derived from this software without specific + prior written permission. + + THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY + EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES + OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT + SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, + INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED + TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR + BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN + CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN + ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF + SUCH DAMAGE. + + Links + ~~~~~ + YouTube: https://www.youtube.com/javidx9 + 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 dwmapi stdc++fs + + Set these compiler options: -std=c++17 + + + + Compiling on Mac - EXPERIMENTAL! PROBABLY HAS BUGS + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Yes yes, people use Macs for C++ programming! Who knew? Anyway, enough + arguing, thanks to Mumflr the PGE is now supported on Mac. Now I know nothing + about Mac, so if you need support, I suggest checking out the instructions + here: https://github.com/MumflrFumperdink/olcPGEMac + + clang++ -arch x86_64 -std=c++17 -mmacosx-version-min=10.15 -Wall -framework OpenGL + -framework GLUT -framework Carbon -lpng YourSource.cpp -o YourProgName + + + + Compiling with Emscripten (New & Experimental) + ~~~~~~~~~~~~~~~~~~~~~~~~~ + Emscripten compiler will turn your awesome C++ PixelGameEngine project into WASM! + This means you can run your application in teh browser, great for distributing + and submission in to jams and things! It's a bit new at the moment. + + em++ -std=c++17 -O2 -s ALLOW_MEMORY_GROWTH=1 -s MAX_WEBGL_VERSION=2 -s MIN_WEBGL_VERSION=2 -s USE_LIBPNG=1 ./YourSource.cpp -o pge.html + + + + Using stb_image.h + ~~~~~~~~~~~~~~~~~ + The PGE will load png images by default (with help from libpng on non-windows systems). + However, the excellent "stb_image.h" can be used instead, supporting a variety of + image formats, and has no library dependence - something we like at OLC studios ;) + To use stb_image.h, make sure it's in your code base, and simply: + + #define OLC_IMAGE_STB + + Before including the olcPixelGameEngine.h header file. stb_image.h works on many systems + and can be downloaded here: https://github.com/nothings/stb/blob/master/stb_image.h + + + + Multiple cpp file projects? + ~~~~~~~~~~~~~~~~~~~~~~~~~~~ + As a single header solution, the OLC_PGE_APPLICATION definition is used to + insert the engine implementation at a project location of your choosing. + The simplest way to setup multifile projects is to create a file called + "olcPixelGameEngine.cpp" which includes the following: + + #define OLC_PGE_APPLICATION + #include "olcPixelGameEngine.h" + + That's all it should include. You can also include PGEX includes and + defines in here too. With this in place, you dont need to + #define OLC_PGE_APPLICATION anywhere, and can simply include this + header file as an when you need to. + + + + 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 Ian McKay, Bispoo, Eremiell, slavka, Kwizatz77, gurkanctn, Phantim, + IProgramInCPP, JackOJC, KrossX, Huhlig, Dragoneye, Appa, JustinRichardsMusic, SliceNDice, + dandistine, Ralakus, Gorbit99, raoul, joshinils, benedani, Moros1138, Alexio, SaladinAkara + & MagetzUb for advice, ideas and testing, and I'd like to extend my appreciation to the + 250K YouTube followers, 80+ Patreons, 4.8K Twitch followers and 10K Discord server members + who give me the motivation to keep going with all this :D + + Significant Contributors: @Moros1138, @SaladinAkara, @MaGetzUb, @slavka, + @Dragoneye, @Gorbit99, @dandistine & @Mumflr + + Special thanks to those who bring gifts! + GnarGnarHead.......Domina + Gorbit99...........Bastion, Ori & The Blind Forest, Terraria, Spelunky 2, Skully + Marti Morta........Gris + Danicron...........Terraria + SaladinAkara.......Aseprite, Inside, Quern: Undying Thoughts, Outer Wilds + AlterEgo...........Final Fantasy XII - The Zodiac Age + SlicEnDicE.........Noita, Inside + TGD................Voucher Gift + Dragoneye..........Lucas Arts Adventure Game Pack + Anonymous Pirate...Return To Monkey Island + + Special thanks to my Patreons too - I wont name you on here, but I've + certainly enjoyed my tea and flapjacks :D + + + + Author + ~~~~~~ + David Barr, aka javidx9, (c) OneLoneCoder 2018, 2019, 2020, 2021, 2022 +*/ +#pragma endregion + +#pragma region version_history +/* + 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: +DrawPartialWarpedDecal() - draws a warped decal from a subset image + +DrawPartialRotatedDecal() - draws a rotated decal from a subset image + 2.06: +GetTextSize() - returns area occupied by multiline string + +GetWindowSize() - returns actual window size + +GetElapsedTime() - returns last calculated fElapsedTime + +GetWindowMouse() - returns actual mouse location in window + +DrawExplicitDecal() - bow-chikka-bow-bow + +DrawPartialDecal(pos, size) - draws a partial decal to specified area + +FillRectDecal() - draws a flat shaded rectangle as a decal + +GradientFillRectDecal() - draws a rectangle, with unique colour corners + +Modified DrawCircle() & FillCircle() - Thanks IanM-Matrix1 (#PR121) + +Gone someway to appeasing pedants + 2.07: +GetPixelSize() - returns user specified pixel size + +GetScreenPixelSize() - returns actual size in monitor pixels + +Pixel Cohesion Mode (flag in Construct()) - disallows arbitrary window scaling + +Working VSYNC in Windows windowed application - now much smoother + +Added string conversion for olc::vectors + +Added comparator operators for olc::vectors + +Added DestroyWindow() on windows platforms for serial PGE launches + +Added GetMousePos() to stop TarriestPython whinging + 2.08: Fix SetScreenSize() aspect ratio pre-calculation + Fix DrawExplicitDecal() - stupid oversight with multiple decals + Disabled olc::Sprite copy constructor + +olc::Sprite Duplicate() - produces a new clone of the sprite + +olc::Sprite Duplicate(pos, size) - produces a new sprite from the region defined + +Unary operators for vectors + +More pedant mollification - Thanks TheLandfill + +ImageLoader modules - user selectable image handling core, gdi+, libpng, stb_image + +Mac Support via GLUT - thanks Mumflr! + 2.09: Fix olc::Renderable Image load error - Thanks MaGetzUb & Zij-IT for finding and moaning about it + Fix file rejection in image loaders when using resource packs + Tidied Compiler defines per platform - Thanks slavka + +Pedant fixes, const correctness in parts + +DecalModes - Normal, Additive, Multiplicative blend modes + +Pixel Operators & Lerping + +Filtered Decals - If you hate pixels, then erase this file + +DrawStringProp(), GetTextSizeProp(), DrawStringPropDecal() - Draws non-monospaced font + 2.10: Fix PixelLerp() - oops my bad, lerped the wrong way :P + Fix "Shader" support for strings - thanks Megarev for crying about it + Fix GetTextSizeProp() - Height was just plain wrong... + +vec2d operator overloads (element wise *=, /=) + +vec2d comparison operators... :| yup... hmmmm... + +vec2d ceil(), floor(), min(), max() functions - surprising how often I do it manually + +DrawExplicitDecal(... uint32_t elements) - complete control over convex polygons and lines + +DrawPolygonDecal() - to keep Bispoo happy, required significant rewrite of EVERYTHING, but hey ho + +Complete rewrite of decal renderer + +OpenGL 3.3 Renderer (also supports Raspberry Pi) + +PGEX Break-In Hooks - with a push from Dandistine + +Wireframe Decal Mode - For debug overlays + 2.11: Made PGEX hooks optional - (provide true to super constructor) + 2.12: Fix for MinGW compiler non-compliance :( - why is its sdk structure different?? why??? + 2.13: +GetFontSprite() - allows access to font data + 2.14: Fix WIN32 Definition reshuffle + Fix DrawPartialDecal() - messed up dimension during renderer experiment, didnt remove junk code, thanks Alexio + Fix? Strange error regarding GDI+ Image Loader not knowing about COM, SDK change? + 2.15: Big Reformat + +WASM Platform (via Emscripten) - Big Thanks to OLC Community - See Platform for details + +Sample Mode for Decals + +Made olc_ConfigureSystem() accessible + +Added OLC_----_CUSTOM_EX for externalised platforms, renderers and image loaders + =Refactored olc::Sprite pixel data store + -Deprecating LoadFromPGESprFile() + -Deprecating SaveToPGESprFile() + Fix Pixel -= operator (thanks Au Lit) + 2.16: FIX Emscripten JS formatting in VS IDE (thanks Moros) + +"Headless" Mode + +DrawLineDecal() + +Mouse Button Constants + +Move Constructor for olc::Renderable + +Polar/Cartesian conversion for v_2d + +DrawRotatedStringDecal()/DrawRotatedStringPropDecal() (thanks Oso-Grande/Sopadeoso (PR #209)) + =Using olc::Renderable for layer surface + +Major Mac and GLUT Update (thanks Mumflr) + 2.17: +Clipping for DrawLine() functions + +Reintroduced sub-pixel decals + +Modified DrawPartialDecal() to quantise and correctly sample from tile atlasses + +olc::Sprite::GetPixel() - Clamp Mode + 2.18: +Option to not "dirty" layers with SetDrawTarget() - Thanks TerasKasi! + =Detection for Mac M1, fix for scroll wheel interrogation - Thanks ruarq! + 2.19: Textual Input(of)course Edition! + =Built in font is now olc::Renderable + +EnablePixelTransfer() - Gate if layer content transfers occur (speedup in decal only apps) + +TextEntryEnable() - Enables/Disables text entry mode + +TextEntryGetString() - Gets the current accumulated string in text entry mode + +TextEntryGetCursor() - Gets the current cursor position in text entry mode + +IsTextEntryEnabled() - Returns true if text entry mode is activated + +OnTextEntryComplete() - Override is called when user presses "ENTER" in text entry mode + +Potential for regional keyboard mappings - needs volunteers to do this + +ConsoleShow() - Opens built in command console + +ConsoleClear() - Clears built in command console output + +ConsoleOut() - Stream strings to command console output + +ConsoleCaptureStdOut() - Capture std::cout by redirecting to built-in console + +OnConsoleCommand() - Override is called when command is entered into built in console + 2.20: +DrawRectDecal() - Keeps OneSketchyGuy quiet + +GetScreenSize() + +olc::Sprite::Size() - returns size of sprite in vector format + 2.21: Emscripten Overhaul - Thanks Moros! + +DrawPolygonDecal() tint overload, can now tint a polygon accounting for vertex colours + +Multiplicative Pixel overload + +v_2d clamp() + +v_2d lerp() + +GetDroppedFiles() - returns files dropped onto engine window for that frame (MSW only) + +GetDroppedFilesPoint() - returns location of dropped files (MSW only) + +Exposed OpenGL33 Loader interface so the typedefs can be shared with PGEX & user + +Fix OGL33 DecalStructure types - wow, how did that one get missed?? lol + +FillTexturedTriangle() - Software rasterizes a textured, coloured, triangle + +FillTexturedPolygon() - Hijacks DecalStructure for configuration + +olc::vf2d arguments for Sprite::Sample() functions + 2.22: = Fix typo on dragged file buffers for unicode builds + 2.23: Fixed Emscripten host sizing errors - Thanks Moros + Fixed v_2d.clamp() function + 2.24: Fix FillTexturedTriangle() to remove const-ref + + !! Apple Platforms will not see these updates immediately - Sorry, I dont have a mac to test... !! + !! Volunteers willing to help appreciated, though PRs are manually integrated with credit !! +*/ +#pragma endregion + +#pragma region hello_world_example +// 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 your 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; +} + +*/ +#pragma endregion + +#ifndef OLC_PGE_DEF +#define OLC_PGE_DEF + +#pragma region std_includes +// O------------------------------------------------------------------------------O +// | STANDARD INCLUDES | +// O------------------------------------------------------------------------------O +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#pragma endregion + +#define PGE_VER 223 + +// O------------------------------------------------------------------------------O +// | COMPILER CONFIGURATION ODDITIES | +// O------------------------------------------------------------------------------O +#pragma region compiler_config +#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__) || defined(__APPLE__) + #if __cplusplus >= 201703L + #undef USE_EXPERIMENTAL_FS + #endif +#endif + +#if !defined(OLC_KEYBOARD_UK) + #define OLC_KEYBOARD_UK +#endif + + +#if defined(USE_EXPERIMENTAL_FS) || defined(FORCE_EXPERIMENTAL_FS) + // C++14 + #define _SILENCE_EXPERIMENTAL_FILESYSTEM_DEPRECATION_WARNING + #include + namespace _gfs = std::experimental::filesystem::v1; +#else + // C++17 + #include + 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) + +// O------------------------------------------------------------------------------O +// | PLATFORM SELECTION CODE, Thanks slavka! | +// O------------------------------------------------------------------------------O + +#if defined(OLC_PGE_HEADLESS) + #define OLC_PLATFORM_HEADLESS + #define OLC_GFX_HEADLESS + #if !defined(OLC_IMAGE_STB) && !defined(OLC_IMAGE_GDI) && !defined(OLC_IMAGE_LIBPNG) + #define OLC_IMAGE_HEADLESS + #endif +#endif + +// Platform +#if !defined(OLC_PLATFORM_WINAPI) && !defined(OLC_PLATFORM_X11) && !defined(OLC_PLATFORM_GLUT) && !defined(OLC_PLATFORM_EMSCRIPTEN) && !defined(OLC_PLATFORM_HEADLESS) + #if !defined(OLC_PLATFORM_CUSTOM_EX) + #if defined(_WIN32) + #define OLC_PLATFORM_WINAPI + #endif + #if defined(__linux__) || defined(__FreeBSD__) + #define OLC_PLATFORM_X11 + #endif + #if defined(__APPLE__) + #define GL_SILENCE_DEPRECATION + #define OLC_PLATFORM_GLUT + #endif + #if defined(__EMSCRIPTEN__) + #define OLC_PLATFORM_EMSCRIPTEN + #endif + #endif +#endif + +// Start Situation +#if defined(OLC_PLATFORM_GLUT) || defined(OLC_PLATFORM_EMSCRIPTEN) + #define PGE_USE_CUSTOM_START +#endif + + + +// Renderer +#if !defined(OLC_GFX_OPENGL10) && !defined(OLC_GFX_OPENGL33) && !defined(OLC_GFX_DIRECTX10) && !defined(OLC_GFX_HEADLESS) + #if !defined(OLC_GFX_CUSTOM_EX) + #if defined(OLC_PLATFORM_EMSCRIPTEN) + #define OLC_GFX_OPENGL33 + #else + #define OLC_GFX_OPENGL10 + #endif + #endif +#endif + +// Image loader +#if !defined(OLC_IMAGE_STB) && !defined(OLC_IMAGE_GDI) && !defined(OLC_IMAGE_LIBPNG) && !defined(OLC_IMAGE_HEADLESS) + #if !defined(OLC_IMAGE_CUSTOM_EX) + #if defined(_WIN32) + #define OLC_IMAGE_GDI + #endif + #if defined(__linux__) || defined(__APPLE__) || defined(__FreeBSD__) || defined(__EMSCRIPTEN__) + #define OLC_IMAGE_LIBPNG + #endif + #endif +#endif + + +// O------------------------------------------------------------------------------O +// | PLATFORM-SPECIFIC DEPENDENCIES | +// O------------------------------------------------------------------------------O +#if !defined(OLC_PGE_HEADLESS) +#if defined(OLC_PLATFORM_WINAPI) + #define _WINSOCKAPI_ // Thanks Cornchipss + #if !defined(VC_EXTRALEAN) + #define VC_EXTRALEAN + #endif + #if !defined(NOMINMAX) + #define NOMINMAX + #endif + + // 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 + + #include + #undef _WINSOCKAPI_ +#endif + +#if defined(OLC_PLATFORM_X11) + namespace X11 + { + #include + #include + } +#endif + +#if defined(OLC_PLATFORM_GLUT) + #if defined(__linux__) + #include + #include + #endif + #if defined(__APPLE__) + #include + #include + #include + #endif +#endif +#endif + +#if defined(OLC_PGE_HEADLESS) +#if defined max +#undef max +#endif +#if defined min +#undef min +#endif +#endif +#pragma endregion + +// O------------------------------------------------------------------------------O +// | olcPixelGameEngine INTERFACE DECLARATION | +// O------------------------------------------------------------------------------O +#pragma region pge_declaration +namespace olc +{ + class PixelGameEngine; + class Sprite; + + // Pixel Game Engine Advanced Configuration + constexpr uint8_t nMouseButtons = 5; + constexpr uint8_t nDefaultAlpha = 0xFF; + constexpr uint32_t nDefaultPixel = (nDefaultAlpha << 24); + constexpr uint8_t nTabSizeInSpaces = 4; + constexpr size_t OLC_MAX_VERTS = 128; + 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); + Pixel& operator = (const Pixel& v) = default; + bool operator ==(const Pixel& p) const; + bool operator !=(const Pixel& p) const; + Pixel operator * (const float i) const; + Pixel operator / (const float i) const; + Pixel& operator *=(const float i); + Pixel& operator /=(const float i); + Pixel operator + (const Pixel& p) const; + Pixel operator - (const Pixel& p) const; + Pixel& operator +=(const Pixel& p); + Pixel& operator -=(const Pixel& p); + Pixel operator * (const Pixel& p) const; + Pixel& operator *=(const Pixel& p); + Pixel inv() const; + }; + + Pixel PixelF(float red, float green, float blue, float alpha = 1.0f); + Pixel PixelLerp(const olc::Pixel& p1, const olc::Pixel& p2, float t); + + + // 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); + + // Thanks to scripticuk and others for updating the key maps + // NOTE: The GLUT platform will need updating, open to contributions ;) + 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, + EQUALS, COMMA, MINUS, + OEM_1, OEM_2, OEM_3, OEM_4, OEM_5, OEM_6, OEM_7, OEM_8, + CAPS_LOCK, ENUM_END + }; + + namespace Mouse + { + static constexpr int32_t LEFT = 0; + static constexpr int32_t RIGHT = 1; + static constexpr int32_t MIDDLE = 2; + }; + + // 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::vX2d - A generic 2D vector type | + // O------------------------------------------------------------------------------O +#if !defined(OLC_IGNORE_VEC2D) + template + struct v_2d + { + T x = 0; + T y = 0; + v_2d() : x(0), y(0) {} + v_2d(T _x, T _y) : x(_x), y(_y) {} + v_2d(const v_2d& v) : x(v.x), y(v.y) {} + v_2d& operator=(const v_2d& v) = default; + T mag() const { return T(std::sqrt(x * x + y * y)); } + T mag2() const { return x * x + y * y; } + v_2d norm() const { T r = 1 / mag(); return v_2d(x * r, y * r); } + v_2d perp() const { return v_2d(-y, x); } + v_2d floor() const { return v_2d(std::floor(x), std::floor(y)); } + v_2d ceil() const { return v_2d(std::ceil(x), std::ceil(y)); } + v_2d max(const v_2d& v) const { return v_2d(std::max(x, v.x), std::max(y, v.y)); } + v_2d min(const v_2d& v) const { return v_2d(std::min(x, v.x), std::min(y, v.y)); } + v_2d cart() { return { std::cos(y) * x, std::sin(y) * x }; } + v_2d polar() { return { mag(), std::atan2(y, x) }; } + v_2d clamp(const v_2d& v1, const v_2d& v2) const { return this->max(v1).min(v2); } + v_2d lerp(const v_2d& v1, const double t) { return this->operator*(T(1.0 - t)) + (v1 * T(t)); } + T dot(const v_2d& rhs) const { return this->x * rhs.x + this->y * rhs.y; } + T cross(const v_2d& rhs) const { return this->x * rhs.y - this->y * rhs.x; } + v_2d operator + (const v_2d& rhs) const { return v_2d(this->x + rhs.x, this->y + rhs.y); } + v_2d operator - (const v_2d& rhs) const { return v_2d(this->x - rhs.x, this->y - rhs.y); } + v_2d operator * (const T& rhs) const { return v_2d(this->x * rhs, this->y * rhs); } + v_2d operator * (const v_2d& rhs) const { return v_2d(this->x * rhs.x, this->y * rhs.y); } + v_2d operator / (const T& rhs) const { return v_2d(this->x / rhs, this->y / rhs); } + v_2d operator / (const v_2d& rhs) const { return v_2d(this->x / rhs.x, this->y / rhs.y); } + v_2d& operator += (const v_2d& rhs) { this->x += rhs.x; this->y += rhs.y; return *this; } + v_2d& operator -= (const v_2d& rhs) { this->x -= rhs.x; this->y -= rhs.y; return *this; } + v_2d& operator *= (const T& rhs) { this->x *= rhs; this->y *= rhs; return *this; } + v_2d& operator /= (const T& rhs) { this->x /= rhs; this->y /= rhs; return *this; } + v_2d& operator *= (const v_2d& rhs) { this->x *= rhs.x; this->y *= rhs.y; return *this; } + v_2d& operator /= (const v_2d& rhs) { this->x /= rhs.x; this->y /= rhs.y; return *this; } + v_2d operator + () const { return { +x, +y }; } + v_2d operator - () const { return { -x, -y }; } + bool operator == (const v_2d& rhs) const { return (this->x == rhs.x && this->y == rhs.y); } + bool operator != (const v_2d& rhs) const { return (this->x != rhs.x || this->y != rhs.y); } + const std::string str() const { return std::string("(") + std::to_string(this->x) + "," + std::to_string(this->y) + ")"; } + friend std::ostream& operator << (std::ostream& os, const v_2d& rhs) { os << rhs.str(); return os; } + operator v_2d() const { return { static_cast(this->x), static_cast(this->y) }; } + operator v_2d() const { return { static_cast(this->x), static_cast(this->y) }; } + operator v_2d() const { return { static_cast(this->x), static_cast(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 inline v_2d operator * (const float& lhs, const v_2d& rhs) + { return v_2d((T)(lhs * (float)rhs.x), (T)(lhs * (float)rhs.y)); } + template inline v_2d operator * (const double& lhs, const v_2d& rhs) + { return v_2d((T)(lhs * (double)rhs.x), (T)(lhs * (double)rhs.y)); } + template inline v_2d operator * (const int& lhs, const v_2d& rhs) + { return v_2d((T)(lhs * (int)rhs.x), (T)(lhs * (int)rhs.y)); } + template inline v_2d operator / (const float& lhs, const v_2d& rhs) + { return v_2d((T)(lhs / (float)rhs.x), (T)(lhs / (float)rhs.y)); } + template inline v_2d operator / (const double& lhs, const v_2d& rhs) + { return v_2d((T)(lhs / (double)rhs.x), (T)(lhs / (double)rhs.y)); } + template inline v_2d operator / (const int& lhs, const v_2d& rhs) + { return v_2d((T)(lhs / (int)rhs.x), (T)(lhs / (int)rhs.y)); } + + // To stop dandistine crying... + template inline bool operator < (const v_2d& lhs, const v_2d& rhs) + { return lhs.y < rhs.y || (lhs.y == rhs.y && lhs.x < rhs.x); } + template inline bool operator > (const v_2d& lhs, const v_2d& rhs) + { return lhs.y > rhs.y || (lhs.y == rhs.y && lhs.x > rhs.x); } + + typedef v_2d vi2d; + typedef v_2d vu2d; + typedef v_2d vf2d; + typedef v_2d vd2d; +#endif + + + + + + + // 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 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 mapFiles; + std::ifstream baseFile; + std::vector scramble(const std::vector& data, const std::string& key); + std::string makeposix(const std::string& path); + }; + + + class ImageLoader + { + public: + ImageLoader() = default; + virtual ~ImageLoader() = default; + virtual olc::rcode LoadImageResource(olc::Sprite* spr, const std::string& sImageFile, olc::ResourcePack* pack) = 0; + virtual olc::rcode SaveImageResource(olc::Sprite* spr, const std::string& sImageFile) = 0; + }; + + + // 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(const olc::Sprite&) = delete; + ~Sprite(); + + public: + olc::rcode LoadFromFile(const std::string& sImageFile, olc::ResourcePack* pack = nullptr); + + public: + int32_t width = 0; + int32_t height = 0; + enum Mode { NORMAL, PERIODIC, CLAMP }; + 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) const; + bool SetPixel(int32_t x, int32_t y, Pixel p); + Pixel GetPixel(const olc::vi2d& a) const; + bool SetPixel(const olc::vi2d& a, Pixel p); + Pixel Sample(float x, float y) const; + Pixel Sample(const olc::vf2d& uv) const; + Pixel SampleBL(float u, float v) const; + Pixel SampleBL(const olc::vf2d& uv) const; + Pixel* GetData(); + olc::Sprite* Duplicate(); + olc::Sprite* Duplicate(const olc::vi2d& vPos, const olc::vi2d& vSize); + olc::vi2d Size() const; + std::vector pColData; + Mode modeSample = Mode::NORMAL; + + static std::unique_ptr loader; + }; + + // O------------------------------------------------------------------------------O + // | olc::Decal - A GPU resident storage of an olc::Sprite | + // O------------------------------------------------------------------------------O + class Decal + { + public: + Decal(olc::Sprite* spr, bool filter = false, bool clamp = true); + Decal(const uint32_t nExistingTextureResource, olc::Sprite* spr); + virtual ~Decal(); + void Update(); + void UpdateSprite(); + + public: // But dont touch + int32_t id = -1; + olc::Sprite* sprite = nullptr; + olc::vf2d vUVScale = { 1.0f, 1.0f }; + }; + + enum class DecalMode + { + NORMAL, + ADDITIVE, + MULTIPLICATIVE, + STENCIL, + ILLUMINATE, + WIREFRAME, + MODEL3D, + }; + + enum class DecalStructure + { + LINE, + FAN, + STRIP, + LIST + }; + + // O------------------------------------------------------------------------------O + // | olc::Renderable - Convenience class to keep a sprite and decal together | + // O------------------------------------------------------------------------------O + class Renderable + { + public: + Renderable() = default; + Renderable(Renderable&& r) : pSprite(std::move(r.pSprite)), pDecal(std::move(r.pDecal)) {} + Renderable(const Renderable&) = delete; + olc::rcode Load(const std::string& sFile, ResourcePack* pack = nullptr, bool filter = false, bool clamp = true); + void Create(uint32_t width, uint32_t height, bool filter = false, bool clamp = true); + olc::Decal* Decal() const; + olc::Sprite* Sprite() const; + + private: + std::unique_ptr pSprite = nullptr; + std::unique_ptr pDecal = nullptr; + }; + + + // O------------------------------------------------------------------------------O + // | Auxilliary components internal to engine | + // O------------------------------------------------------------------------------O + + struct DecalInstance + { + olc::Decal* decal = nullptr; + std::vector pos; + std::vector uv; + std::vector w; + std::vector tint; + olc::DecalMode mode = olc::DecalMode::NORMAL; + olc::DecalStructure structure = olc::DecalStructure::FAN; + uint32_t points = 0; + }; + + struct LayerDesc + { + olc::vf2d vOffset = { 0, 0 }; + olc::vf2d vScale = { 1, 1 }; + bool bShow = false; + bool bUpdate = false; + olc::Renderable pDrawTarget; + uint32_t nResID = 0; + std::vector vecDecalInstance; + olc::Pixel tint = olc::WHITE; + std::function funcHook = nullptr; + }; + + class Renderer + { + public: + virtual ~Renderer() = default; + virtual void PrepareDevice() = 0; + virtual olc::rcode CreateDevice(std::vector params, bool bFullScreen, bool bVSYNC) = 0; + virtual olc::rcode DestroyDevice() = 0; + virtual void DisplayFrame() = 0; + virtual void PrepareDrawing() = 0; + virtual void SetDecalMode(const olc::DecalMode& mode) = 0; + virtual void DrawLayerQuad(const olc::vf2d& offset, const olc::vf2d& scale, const olc::Pixel tint) = 0; + virtual void DrawDecal(const olc::DecalInstance& decal) = 0; + virtual uint32_t CreateTexture(const uint32_t width, const uint32_t height, const bool filtered = false, const bool clamp = true) = 0; + virtual void UpdateTexture(uint32_t id, olc::Sprite* spr) = 0; + virtual void ReadTexture(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 ~Platform() = default; + 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; + }; + + class PGEX; + + // The Static Twins (plus one) + static std::unique_ptr renderer; + static std::unique_ptr platform; + static std::map 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, bool cohesion = 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(); + + // Called when a text entry is confirmed with "enter" key + virtual void OnTextEntryComplete(const std::string& sText); + // Called when a console command is executed + virtual bool OnConsoleCommand(const std::string& sCommand); + + + public: // Hardware Interfaces + // Returns true if window is currently in focus + bool IsFocused() const; + // Get the state of a specific keyboard button + HWButton GetKey(Key k) const; + // Get the state of a specific mouse button + HWButton GetMouse(uint32_t b) const; + // Get Mouse X coordinate in "pixel" space + int32_t GetMouseX() const; + // Get Mouse Y coordinate in "pixel" space + int32_t GetMouseY() const; + // Get Mouse Wheel Delta + int32_t GetMouseWheel() const; + // Get the mouse in window space + const olc::vi2d& GetWindowMouse() const; + // Gets the mouse as a vector to keep Tarriest happy + const olc::vi2d& GetMousePos() const; + + static const std::map& GetKeyMap() { return mapKeys; } + + public: // Utility + // Returns the width of the screen in "pixels" + int32_t ScreenWidth() const; + // Returns the height of the screen in "pixels" + int32_t ScreenHeight() const; + // Returns the width of the currently selected drawing target in "pixels" + int32_t GetDrawTargetWidth() const; + // Returns the height of the currently selected drawing target in "pixels" + int32_t GetDrawTargetHeight() const; + // Returns the currently active draw target + olc::Sprite* GetDrawTarget() const; + // 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() const; + // Gets last update of elapsed time + float GetElapsedTime() const; + // Gets Actual Window size + const olc::vi2d& GetWindowSize() const; + // Gets pixel scale + const olc::vi2d& GetPixelSize() const; + // Gets actual pixel scale + const olc::vi2d& GetScreenPixelSize() const; + // Gets "screen" size + const olc::vi2d& GetScreenSize() const; + // Gets any files dropped this frame + const std::vector& GetDroppedFiles() const; + const olc::vi2d& GetDroppedFilesPoint() const; + + public: // CONFIGURATION ROUTINES + // Layer targeting functions + void SetDrawTarget(uint8_t layer, bool bDirty = true); + 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 f); + + std::vector& 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 pixelMode); + // Change the blend factor from between 0.0f to 1.0f; + void SetPixelBlend(float fBlend); + + + + 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); + // Fill a textured and coloured triangle + void FillTexturedTriangle(std::vector vPoints, std::vector vTex, std::vector vColour, olc::Sprite* sprTex); + void FillTexturedPolygon(const std::vector& vPoints, const std::vector& vTex, const std::vector& vColour, olc::Sprite* sprTex, olc::DecalStructure structure = olc::DecalStructure::LIST); + // Draws an entire sprite at location (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 single line of text - traditional monospaced + 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); + olc::vi2d GetTextSize(const std::string& s); + // Draws a single line of text - non-monospaced + void DrawStringProp(int32_t x, int32_t y, const std::string& sText, Pixel col = olc::WHITE, uint32_t scale = 1); + void DrawStringProp(const olc::vi2d& pos, const std::string& sText, Pixel col = olc::WHITE, uint32_t scale = 1); + olc::vi2d GetTextSizeProp(const std::string& s); + + // Decal Quad functions + void SetDecalMode(const olc::DecalMode& mode); + void SetDecalStructure(const olc::DecalStructure& structure); + // 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 DrawPartialDecal(const olc::vf2d& pos, const olc::vf2d& size, olc::Decal* decal, const olc::vf2d& source_pos, const olc::vf2d& source_size, const olc::Pixel& tint = olc::WHITE); + // Draws fully user controlled 4 vertices, pos(pixels), uv(pixels), colours + void DrawExplicitDecal(olc::Decal* decal, const olc::vf2d* pos, const olc::vf2d* uv, const olc::Pixel* col, uint32_t elements = 4); + // Draws a decal with 4 arbitrary points, warping the texture to look "correct" + 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& pos, const olc::Pixel& tint = olc::WHITE); + // As above, but you can specify a region of a decal source sprite + 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& pos, const olc::vf2d& source_pos, const olc::vf2d& source_size, const olc::Pixel& tint = olc::WHITE); + // Draws a decal rotated to specified angle, wit point of rotation offset + 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 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); + // Draws a multiline string as a decal, with tiniting and scaling + void DrawStringDecal(const olc::vf2d& pos, const std::string& sText, const Pixel col = olc::WHITE, const olc::vf2d& scale = { 1.0f, 1.0f }); + void DrawStringPropDecal(const olc::vf2d& pos, const std::string& sText, const Pixel col = olc::WHITE, const olc::vf2d& scale = { 1.0f, 1.0f }); + // Draws a single shaded filled rectangle as a decal + void DrawRectDecal(const olc::vf2d& pos, const olc::vf2d& size, const olc::Pixel col = olc::WHITE); + void FillRectDecal(const olc::vf2d& pos, const olc::vf2d& size, const olc::Pixel col = olc::WHITE); + // Draws a corner shaded rectangle as a decal + void GradientFillRectDecal(const olc::vf2d& pos, const olc::vf2d& size, const olc::Pixel colTL, const olc::Pixel colBL, const olc::Pixel colBR, const olc::Pixel colTR); + // Draws an arbitrary convex textured polygon using GPU + void DrawPolygonDecal(olc::Decal* decal, const std::vector& pos, const std::vector& uv, const olc::Pixel tint = olc::WHITE); + void DrawPolygonDecal(olc::Decal* decal, const std::vector& pos, const std::vector& depth, const std::vector& uv, const olc::Pixel tint = olc::WHITE); + void DrawPolygonDecal(olc::Decal* decal, const std::vector& pos, const std::vector& uv, const std::vector& tint); + void DrawPolygonDecal(olc::Decal* decal, const std::vector& pos, const std::vector& uv, const std::vector& colours, const olc::Pixel tint); + // Draws a line in Decal Space + void DrawLineDecal(const olc::vf2d& pos1, const olc::vf2d& pos2, Pixel p = olc::WHITE); + void DrawRotatedStringDecal(const olc::vf2d& pos, const std::string& sText, const float fAngle, const olc::vf2d& center = { 0.0f, 0.0f }, const olc::Pixel col = olc::WHITE, const olc::vf2d& scale = { 1.0f, 1.0f }); + void DrawRotatedStringPropDecal(const olc::vf2d& pos, const std::string& sText, const float fAngle, const olc::vf2d& center = { 0.0f, 0.0f }, const olc::Pixel col = olc::WHITE, const olc::vf2d& scale = { 1.0f, 1.0f }); + // Clears entire draw target to Pixel + void Clear(Pixel p); + // Clears the rendering back buffer + void ClearBuffer(Pixel p, bool bDepth = true); + // Returns the font image + olc::Sprite* GetFontSprite(); + + // Clip a line segment to visible area + bool ClipLineToScreen(olc::vi2d& in_p1, olc::vi2d& in_p2); + + // Dont allow PGE to mark layers as dirty, so pixel graphics don't update + void EnablePixelTransfer(const bool bEnable = true); + + // Command Console Routines + void ConsoleShow(const olc::Key &keyExit, bool bSuspendTime = true); + bool IsConsoleShowing() const; + void ConsoleClear(); + std::stringstream& ConsoleOut(); + void ConsoleCaptureStdOut(const bool bCapture); + + // Text Entry Routines + void TextEntryEnable(const bool bEnable, const std::string& sText = ""); + std::string TextEntryGetString() const; + int32_t TextEntryGetCursor() const; + bool IsTextEntryEnabled() const; + + + + private: + void UpdateTextEntry(); + void UpdateConsole(); + + public: + + // Experimental Lightweight 3D Routines ================ +#ifdef OLC_ENABLE_EXPERIMENTAL + // Set Manual View Matrix + void LW3D_View(const std::array& m); + // Set Manual World Matrix + void LW3D_World(const std::array& m); + // Set Manual Projection Matrix + void LW3D_Projection(const std::array& m); + + // Draws a vector of vertices, interprted as individual triangles + void LW3D_DrawTriangles(olc::Decal* decal, const std::vector>& pos, const std::vector& tex, const std::vector& col); + + void LW3D_ModelTranslate(const float x, const float y, const float z); + + // Camera convenience functions + void LW3D_SetCameraAtTarget(const float fEyeX, const float fEyeY, const float fEyeZ, + const float fTargetX, const float fTargetY, const float fTargetZ, + const float fUpX = 0.0f, const float fUpY = 1.0f, const float fUpZ = 0.0f); + void LW3D_SetCameraAlongDirection(const float fEyeX, const float fEyeY, const float fEyeZ, + const float fDirX, const float fDirY, const float fDirZ, + const float fUpX = 0.0f, const float fUpY = 1.0f, const float fUpZ = 0.0f); + + // 3D Rendering Flags + void LW3D_EnableDepthTest(const bool bEnableDepth); + void LW3D_EnableBackfaceCulling(const bool bEnableCull); +#endif + public: // Branding + std::string sAppName; + + private: // Inner mysterious workings + olc::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 vScreenPixelSize = { 4, 4 }; + olc::vi2d vMousePos = { 0, 0 }; + int32_t nMouseWheelDelta = 0; + olc::vi2d vMousePosCache = { 0, 0 }; + olc::vi2d vMouseWindowPos = { 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; + float fLastElapsed = 0.0f; + int nFrameCount = 0; + bool bSuspendTextureTransfer = false; + Renderable fontRenderable; + std::vector vLayers; + uint8_t nTargetLayer = 0; + uint32_t nLastFPS = 0; + bool bPixelCohesion = false; + DecalMode nDecalMode = DecalMode::NORMAL; + DecalStructure nDecalStructure = DecalStructure::FAN; + std::function funcPixelMode; + std::chrono::time_point m_tp1, m_tp2; + std::vector vFontSpacing; + std::vector vDroppedFiles; + std::vector vDroppedFilesCache; + olc::vi2d vDroppedFilesPoint; + olc::vi2d vDroppedFilesPointCache; + + // Command Console Specific + bool bConsoleShow = false; + bool bConsoleSuspendTime = false; + olc::Key keyConsoleExit = olc::Key::F1; + std::stringstream ssConsoleOutput; + std::streambuf* sbufOldCout = nullptr; + olc::vi2d vConsoleSize; + olc::vi2d vConsoleCursor = { 0,0 }; + olc::vf2d vConsoleCharacterScale = { 1.0f, 2.0f }; + std::vector sConsoleLines; + std::list sCommandHistory; + std::list::iterator sCommandHistoryIt; + + // Text Entry Specific + bool bTextEntryEnable = false; + std::string sTextEntryString = ""; + int32_t nTextEntryCursor = 0; + std::vector> vKeyboardMap; + + + + // 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(); + + + // If anything sets this flag to false, the engine + // "should" shut down gracefully + static std::atomic 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(); + void olc_DropFiles(int32_t x, int32_t y, const std::vector& vFiles); + void olc_Reanimate(); + bool olc_IsRunning(); + + // At the very end of this file, chooses which + // components to compile + virtual void olc_ConfigureSystem(); + + // 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 }; + + public: // PGEX Stuff + friend class PGEX; + void pgex_Register(olc::PGEX* pgex); + + private: + std::vector vExtensions; + }; + + + + // O------------------------------------------------------------------------------O + // | PGE EXTENSION BASE CLASS - Permits access to PGE functions from extension | + // O------------------------------------------------------------------------------O + class PGEX + { + friend class olc::PixelGameEngine; + public: + PGEX(bool bHook = false); + + protected: + virtual void OnBeforeUserCreate(); + virtual void OnAfterUserCreate(); + virtual bool OnBeforeUserUpdate(float &fElapsedTime); + virtual void OnAfterUserUpdate(float fElapsedTime); + + protected: + static PixelGameEngine* pge; + }; +} + +#pragma endregion + + +#pragma region opengl33_iface +// In order to facilitate more advanced graphics features, some PGEX +// will rely on shaders. Instead of having each PGEX responsible for +// managing this, for convenience, this interface exists. + +#if defined(OLC_GFX_OPENGL33) + + #if defined(OLC_PLATFORM_WINAPI) + #include + #define CALLSTYLE __stdcall + #endif + + #if defined(__linux__) || defined(__FreeBSD__) + #include + #endif + + #if defined(OLC_PLATFORM_X11) + namespace X11 { + #include + } + #define CALLSTYLE + #endif + + #if defined(__APPLE__) + #define GL_SILENCE_DEPRECATION + #include + #include + #include + #endif + + #if defined(OLC_PLATFORM_EMSCRIPTEN) + #include + #include + #define GL_GLEXT_PROTOTYPES + #include + #include + #define CALLSTYLE + #define GL_CLAMP GL_CLAMP_TO_EDGE + #endif + +namespace olc +{ + typedef char GLchar; + typedef ptrdiff_t GLsizeiptr; + + typedef GLuint CALLSTYLE locCreateShader_t(GLenum type); + typedef GLuint CALLSTYLE locCreateProgram_t(void); + typedef void CALLSTYLE locDeleteShader_t(GLuint shader); + typedef void CALLSTYLE locCompileShader_t(GLuint shader); + typedef void CALLSTYLE locLinkProgram_t(GLuint program); + typedef void CALLSTYLE locDeleteProgram_t(GLuint program); + typedef void CALLSTYLE locAttachShader_t(GLuint program, GLuint shader); + typedef void CALLSTYLE locBindBuffer_t(GLenum target, GLuint buffer); + typedef void CALLSTYLE locBufferData_t(GLenum target, GLsizeiptr size, const void* data, GLenum usage); + typedef void CALLSTYLE locGenBuffers_t(GLsizei n, GLuint* buffers); + typedef void CALLSTYLE locVertexAttribPointer_t(GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const void* pointer); + typedef void CALLSTYLE locEnableVertexAttribArray_t(GLuint index); + typedef void CALLSTYLE locUseProgram_t(GLuint program); + typedef void CALLSTYLE locBindVertexArray_t(GLuint array); + typedef void CALLSTYLE locGenVertexArrays_t(GLsizei n, GLuint* arrays); + typedef void CALLSTYLE locGetShaderInfoLog_t(GLuint shader, GLsizei bufSize, GLsizei* length, GLchar* infoLog); + typedef GLint CALLSTYLE locGetUniformLocation_t(GLuint program, const GLchar* name); + typedef void CALLSTYLE locUniform1f_t(GLint location, GLfloat v0); + typedef void CALLSTYLE locUniform1i_t(GLint location, GLint v0); + typedef void CALLSTYLE locUniform2fv_t(GLint location, GLsizei count, const GLfloat* value); + typedef void CALLSTYLE locActiveTexture_t(GLenum texture); + typedef void CALLSTYLE locGenFrameBuffers_t(GLsizei n, GLuint* ids); + typedef void CALLSTYLE locBindFrameBuffer_t(GLenum target, GLuint fb); + typedef GLenum CALLSTYLE locCheckFrameBufferStatus_t(GLenum target); + typedef void CALLSTYLE locDeleteFrameBuffers_t(GLsizei n, const GLuint* fbs); + typedef void CALLSTYLE locFrameBufferTexture2D_t(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level); + typedef void CALLSTYLE locDrawBuffers_t(GLsizei n, const GLenum* bufs); + typedef void CALLSTYLE locBlendFuncSeparate_t(GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha); + +#if defined(OLC_PLATFORM_WINAPI) + typedef void __stdcall locSwapInterval_t(GLsizei n); +#endif + +#if defined(OLC_PLATFORM_X11) + typedef int(locSwapInterval_t)(X11::Display* dpy, X11::GLXDrawable drawable, int interval); +#endif + +#if defined(OLC_PLATFORM_EMSCRIPTEN) + typedef void CALLSTYLE locShaderSource_t(GLuint shader, GLsizei count, const GLchar* const* string, const GLint* length); + typedef EGLBoolean(locSwapInterval_t)(EGLDisplay display, EGLint interval); +#else + typedef void CALLSTYLE locShaderSource_t(GLuint shader, GLsizei count, const GLchar** string, const GLint* length); +#endif + +} // olc namespace +#endif // OpenGL33 Definitions +#pragma endregion + + +#endif // OLC_PGE_DEF + + +// 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 +#pragma region pge_implementation +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 Pixel::operator * (const float i) const + { + float fR = std::min(255.0f, std::max(0.0f, float(r) * i)); + float fG = std::min(255.0f, std::max(0.0f, float(g) * i)); + float fB = std::min(255.0f, std::max(0.0f, float(b) * i)); + return Pixel(uint8_t(fR), uint8_t(fG), uint8_t(fB), a); + } + + Pixel Pixel::operator / (const float i) const + { + float fR = std::min(255.0f, std::max(0.0f, float(r) / i)); + float fG = std::min(255.0f, std::max(0.0f, float(g) / i)); + float fB = std::min(255.0f, std::max(0.0f, float(b) / i)); + return Pixel(uint8_t(fR), uint8_t(fG), uint8_t(fB), a); + } + + Pixel& Pixel::operator *=(const float i) + { + this->r = uint8_t(std::min(255.0f, std::max(0.0f, float(r) * i))); + this->g = uint8_t(std::min(255.0f, std::max(0.0f, float(g) * i))); + this->b = uint8_t(std::min(255.0f, std::max(0.0f, float(b) * i))); + return *this; + } + + Pixel& Pixel::operator /=(const float i) + { + this->r = uint8_t(std::min(255.0f, std::max(0.0f, float(r) / i))); + this->g = uint8_t(std::min(255.0f, std::max(0.0f, float(g) / i))); + this->b = uint8_t(std::min(255.0f, std::max(0.0f, float(b) / i))); + return *this; + } + + Pixel Pixel::operator + (const Pixel& p) const + { + uint8_t nR = uint8_t(std::min(255, std::max(0, int(r) + int(p.r)))); + uint8_t nG = uint8_t(std::min(255, std::max(0, int(g) + int(p.g)))); + uint8_t nB = uint8_t(std::min(255, std::max(0, int(b) + int(p.b)))); + return Pixel(nR, nG, nB, a); + } + + Pixel Pixel::operator - (const Pixel& p) const + { + uint8_t nR = uint8_t(std::min(255, std::max(0, int(r) - int(p.r)))); + uint8_t nG = uint8_t(std::min(255, std::max(0, int(g) - int(p.g)))); + uint8_t nB = uint8_t(std::min(255, std::max(0, int(b) - int(p.b)))); + return Pixel(nR, nG, nB, a); + } + + Pixel& Pixel::operator += (const Pixel& p) + { + this->r = uint8_t(std::min(255, std::max(0, int(r) + int(p.r)))); + this->g = uint8_t(std::min(255, std::max(0, int(g) + int(p.g)))); + this->b = uint8_t(std::min(255, std::max(0, int(b) + int(p.b)))); + return *this; + } + + Pixel& Pixel::operator -= (const Pixel& p) // Thanks Au Lit + { + this->r = uint8_t(std::min(255, std::max(0, int(r) - int(p.r)))); + this->g = uint8_t(std::min(255, std::max(0, int(g) - int(p.g)))); + this->b = uint8_t(std::min(255, std::max(0, int(b) - int(p.b)))); + return *this; + } + + Pixel Pixel::operator * (const Pixel& p) const + { + uint8_t nR = uint8_t(std::min(255.0f, std::max(0.0f, float(r) * float(p.r) / 255.0f))); + uint8_t nG = uint8_t(std::min(255.0f, std::max(0.0f, float(g) * float(p.g) / 255.0f))); + uint8_t nB = uint8_t(std::min(255.0f, std::max(0.0f, float(b) * float(p.b) / 255.0f))); + uint8_t nA = uint8_t(std::min(255.0f, std::max(0.0f, float(a) * float(p.a) / 255.0f))); + return Pixel(nR, nG, nB, nA); + } + + Pixel& Pixel::operator *=(const Pixel& p) + { + this->r = uint8_t(std::min(255.0f, std::max(0.0f, float(r) * float(p.r) / 255.0f))); + this->g = uint8_t(std::min(255.0f, std::max(0.0f, float(g) * float(p.g) / 255.0f))); + this->b = uint8_t(std::min(255.0f, std::max(0.0f, float(b) * float(p.b) / 255.0f))); + this->a = uint8_t(std::min(255.0f, std::max(0.0f, float(a) * float(p.a) / 255.0f))); + return *this; + } + + Pixel Pixel::inv() const + { + uint8_t nR = uint8_t(std::min(255, std::max(0, 255 - int(r)))); + uint8_t nG = uint8_t(std::min(255, std::max(0, 255 - int(g)))); + uint8_t nB = uint8_t(std::min(255, std::max(0, 255 - int(b)))); + return Pixel(nR, nG, nB, a); + } + + 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)); } + + Pixel PixelLerp(const olc::Pixel& p1, const olc::Pixel& p2, float t) + { return (p2 * t) + p1 * (1.0f - t); } + + // O------------------------------------------------------------------------------O + // | olc::Sprite IMPLEMENTATION | + // O------------------------------------------------------------------------------O + Sprite::Sprite() + { width = 0; height = 0; } + + Sprite::Sprite(const std::string& sImageFile, olc::ResourcePack* pack) + { LoadFromFile(sImageFile, pack); } + + Sprite::Sprite(int32_t w, int32_t h) + { + width = w; height = h; + pColData.resize(width * height); + pColData.resize(width * height, nDefaultPixel); + } + + Sprite::~Sprite() + { pColData.clear(); } + + void Sprite::SetSampleMode(olc::Sprite::Mode mode) + { modeSample = mode; } + + Pixel Sprite::GetPixel(const olc::vi2d& a) const + { 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) const + { + 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 + { + if (modeSample == olc::Sprite::Mode::PERIODIC) + return pColData[abs(y % height) * width + abs(x % width)]; + else + return pColData[std::max(0, std::min(y, height-1)) * width + std::max(0, std::min(x, width-1))]; + } + } + + 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) const + { + 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::Sample(const olc::vf2d& uv) const + { + return Sample(uv.x, uv.y); + } + + Pixel Sprite::SampleBL(float u, float v) const + { + 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::SampleBL(const olc::vf2d& uv) const + { + return SampleBL(uv.x, uv.y); + } + + Pixel* Sprite::GetData() + { return pColData.data(); } + + + olc::rcode Sprite::LoadFromFile(const std::string& sImageFile, olc::ResourcePack* pack) + { + UNUSED(pack); + return loader->LoadImageResource(this, sImageFile, pack); + } + + olc::Sprite* Sprite::Duplicate() + { + olc::Sprite* spr = new olc::Sprite(width, height); + std::memcpy(spr->GetData(), GetData(), width * height * sizeof(olc::Pixel)); + spr->modeSample = modeSample; + return spr; + } + + olc::Sprite* Sprite::Duplicate(const olc::vi2d& vPos, const olc::vi2d& vSize) + { + olc::Sprite* spr = new olc::Sprite(vSize.x, vSize.y); + for (int y = 0; y < vSize.y; y++) + for (int x = 0; x < vSize.x; x++) + spr->SetPixel(x, y, GetPixel(vPos.x + x, vPos.y + y)); + return spr; + } + + olc::vi2d olc::Sprite::Size() const + { + return { width, height }; + } + + // O------------------------------------------------------------------------------O + // | olc::Decal IMPLEMENTATION | + // O------------------------------------------------------------------------------O + Decal::Decal(olc::Sprite* spr, bool filter, bool clamp) + { + id = -1; + if (spr == nullptr) return; + sprite = spr; + id = renderer->CreateTexture(sprite->width, sprite->height, filter, clamp); + Update(); + } + + Decal::Decal(const uint32_t nExistingTextureResource, olc::Sprite* spr) + { + if (spr == nullptr) return; + id = nExistingTextureResource; + } + + 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); + } + + void Decal::UpdateSprite() + { + if (sprite == nullptr) return; + renderer->ApplyTexture(id); + renderer->ReadTexture(id, sprite); + } + + Decal::~Decal() + { + if (id != -1) + { + renderer->DeleteTexture(id); + id = -1; + } + } + + void Renderable::Create(uint32_t width, uint32_t height, bool filter, bool clamp) + { + pSprite = std::make_unique(width, height); + pDecal = std::make_unique(pSprite.get(), filter, clamp); + } + + olc::rcode Renderable::Load(const std::string& sFile, ResourcePack* pack, bool filter, bool clamp) + { + pSprite = std::make_unique(); + if (pSprite->LoadFromFile(sFile, pack) == olc::rcode::OK) + { + pDecal = std::make_unique(pSprite.get(), filter, clamp); + return olc::rcode::OK; + } + else + { + pSprite.release(); + pSprite = nullptr; + return olc::rcode::NO_FILE; + } + } + + olc::Decal* Renderable::Decal() const + { return pDecal.get(); } + + olc::Sprite* Renderable::Sprite() const + { return pSprite.get(); } + + // O------------------------------------------------------------------------------O + // | olc::ResourcePack IMPLEMENTATION | + // O------------------------------------------------------------------------------O + + + //============================================================= + // Resource Packs - Allows you to store files in one large + // scrambled file - Thanks MaGetzUb for debugging a null char in std::stringstream bug + 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::vector buffer(nIndexSize); + for (uint32_t j = 0; j < nIndexSize; j++) + buffer[j] = baseFile.get(); + + std::vector decoded = scramble(buffer, sKey); + size_t pos = 0; + auto read = [&decoded, &pos](char* dst, size_t size) { + memcpy((void*)dst, (const void*)(decoded.data() + pos), size); + pos += size; + }; + + auto get = [&read]() -> int { char c; read(&c, 1); return c; }; + + // 2) Read Map + uint32_t nMapEntries = 0; + read((char*)&nMapEntries, sizeof(uint32_t)); + for (uint32_t i = 0; i < nMapEntries; i++) + { + uint32_t nFilePathSize = 0; + read((char*)&nFilePathSize, sizeof(uint32_t)); + + std::string sFileName(nFilePathSize, ' '); + for (uint32_t j = 0; j < nFilePathSize; j++) + sFileName[j] = get(); + + sResourceFile e; + read((char*)&e.nSize, sizeof(uint32_t)); + 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 = uint32_t(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 vBuffer(e.second.nSize); + std::ifstream i(e.first, std::ifstream::binary); + i.read((char*)vBuffer.data(), e.second.nSize); + i.close(); + + // Write the loaded file into resource pack file + ofs.write((char*)vBuffer.data(), e.second.nSize); + offset += e.second.nSize; + } + + // 3) Scramble Index + std::vector stream; + auto write = [&stream](const char* data, size_t size) { + size_t sizeNow = stream.size(); + stream.resize(sizeNow + size); + memcpy(stream.data() + sizeNow, data, size); + }; + + // Iterate through map + write((char*)&nMapSize, sizeof(uint32_t)); + for (auto& e : mapFiles) + { + // Write the path of the file + size_t nPathSize = e.first.size(); + write((char*)&nPathSize, sizeof(uint32_t)); + write(e.first.c_str(), nPathSize); + + // Write the file entry properties + write((char*)&e.second.nSize, sizeof(uint32_t)); + write((char*)&e.second.nOffset, sizeof(uint32_t)); + } + std::vector sIndexString = scramble(stream, sKey); + uint32_t nIndexStringLen = uint32_t(sIndexString.size()); + // 4) Rewrite Map (it has been updated with offsets now) + // at start of file + ofs.seekp(0, std::ios::beg); + ofs.write((char*)&nIndexStringLen, sizeof(uint32_t)); + ofs.write(sIndexString.data(), nIndexStringLen); + 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(); } + + std::vector ResourcePack::scramble(const std::vector& data, const std::string& key) + { + if (key.empty()) return data; + std::vector o; + size_t c = 0; + for (auto s : data) o.push_back(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; + }; + + // O------------------------------------------------------------------------------O + // | olc::PixelGameEngine IMPLEMENTATION | + // O------------------------------------------------------------------------------O + PixelGameEngine::PixelGameEngine() + { + sAppName = "Undefined"; + olc::PGEX::pge = this; + + // Bring in relevant Platform & Rendering systems depending + // on compiler parameters + olc_ConfigureSystem(); + } + + PixelGameEngine::~PixelGameEngine() + {} + + + olc::rcode PixelGameEngine::Construct(int32_t screen_w, int32_t screen_h, int32_t pixel_w, int32_t pixel_h, bool full_screen, bool vsync, bool cohesion) + { + bPixelCohesion = cohesion; + vScreenSize = { screen_w, screen_h }; + vInvScreenSize = { 1.0f / float(screen_w), 1.0f / float(screen_h) }; + vPixelSize = { pixel_w, pixel_h }; + vWindowSize = vScreenSize * vPixelSize; + bFullScreen = full_screen; + bEnableVSYNC = vsync; + vPixel = 2.0f / vScreenSize; + + if (vPixelSize.x <= 0 || vPixelSize.y <= 0 || vScreenSize.x <= 0 || vScreenSize.y <= 0) + return olc::FAIL; + return olc::OK; + } + + + void PixelGameEngine::SetScreenSize(int w, int h) + { + vScreenSize = { w, h }; + vInvScreenSize = { 1.0f / float(w), 1.0f / float(h) }; + for (auto& layer : vLayers) + { + layer.pDrawTarget.Create(vScreenSize.x, vScreenSize.y); + layer.bUpdate = true; + } + SetDrawTarget(nullptr); + renderer->ClearBuffer(olc::BLACK, true); + renderer->DisplayFrame(); + renderer->ClearBuffer(olc::BLACK, true); + renderer->UpdateViewport(vViewPos, vViewSize); + } + +#if !defined(PGE_USE_CUSTOM_START) + olc::rcode PixelGameEngine::Start() + { + if (platform->ApplicationStartUp() != olc::OK) return olc::FAIL; + + // Construct the window + if (platform->CreateWindowPane({ 30,30 }, vWindowSize, bFullScreen) != olc::OK) return olc::FAIL; + olc_UpdateWindowSize(vWindowSize.x, vWindowSize.y); + + // Start the thread + bAtomActive = true; + std::thread t = std::thread(&PixelGameEngine::EngineThread, this); + + // Some implementations may form an event loop here + platform->StartSystemEventLoop(); + + // Wait for thread to be exited + t.join(); + + if (platform->ApplicationCleanUp() != olc::OK) return olc::FAIL; + + return olc::OK; + } +#endif + + void PixelGameEngine::SetDrawTarget(Sprite* target) + { + if (target) + { + pDrawTarget = target; + } + else + { + nTargetLayer = 0; + pDrawTarget = vLayers[0].pDrawTarget.Sprite(); + } + } + + void PixelGameEngine::SetDrawTarget(uint8_t layer, bool bDirty) + { + if (layer < vLayers.size()) + { + pDrawTarget = vLayers[layer].pDrawTarget.Sprite(); + vLayers[layer].bUpdate = bDirty; + nTargetLayer = layer; + } + } + + void PixelGameEngine::EnableLayer(uint8_t layer, bool b) + { if (layer < vLayers.size()) vLayers[layer].bShow = b; } + + void PixelGameEngine::SetLayerOffset(uint8_t layer, const olc::vf2d& offset) + { SetLayerOffset(layer, offset.x, offset.y); } + + void PixelGameEngine::SetLayerOffset(uint8_t layer, float x, float y) + { if (layer < vLayers.size()) vLayers[layer].vOffset = { x, y }; } + + void PixelGameEngine::SetLayerScale(uint8_t layer, const olc::vf2d& scale) + { SetLayerScale(layer, scale.x, scale.y); } + + void PixelGameEngine::SetLayerScale(uint8_t layer, float x, float y) + { if (layer < vLayers.size()) vLayers[layer].vScale = { x, y }; } + + void PixelGameEngine::SetLayerTint(uint8_t layer, const olc::Pixel& tint) + { if (layer < vLayers.size()) vLayers[layer].tint = tint; } + + void PixelGameEngine::SetLayerCustomRenderFunction(uint8_t layer, std::function f) + { if (layer < vLayers.size()) vLayers[layer].funcHook = f; } + + std::vector& PixelGameEngine::GetLayers() + { return vLayers; } + + uint32_t PixelGameEngine::CreateLayer() + { + LayerDesc ld; + ld.pDrawTarget.Create(vScreenSize.x, vScreenSize.y); + vLayers.push_back(std::move(ld)); + return uint32_t(vLayers.size()) - 1; + } + + Sprite* PixelGameEngine::GetDrawTarget() const + { return pDrawTarget; } + + int32_t PixelGameEngine::GetDrawTargetWidth() const + { + if (pDrawTarget) + return pDrawTarget->width; + else + return 0; + } + + int32_t PixelGameEngine::GetDrawTargetHeight() const + { + if (pDrawTarget) + return pDrawTarget->height; + else + return 0; + } + + uint32_t PixelGameEngine::GetFPS() const + { return nLastFPS; } + + bool PixelGameEngine::IsFocused() const + { return bHasInputFocus; } + + HWButton PixelGameEngine::GetKey(Key k) const + { return pKeyboardState[k]; } + + HWButton PixelGameEngine::GetMouse(uint32_t b) const + { return pMouseState[b]; } + + int32_t PixelGameEngine::GetMouseX() const + { return vMousePos.x; } + + int32_t PixelGameEngine::GetMouseY() const + { return vMousePos.y; } + + const olc::vi2d& PixelGameEngine::GetMousePos() const + { return vMousePos; } + + int32_t PixelGameEngine::GetMouseWheel() const + { return nMouseWheelDelta; } + + int32_t PixelGameEngine::ScreenWidth() const + { return vScreenSize.x; } + + int32_t PixelGameEngine::ScreenHeight() const + { return vScreenSize.y; } + + float PixelGameEngine::GetElapsedTime() const + { return fLastElapsed; } + + const olc::vi2d& PixelGameEngine::GetWindowSize() const + { return vWindowSize; } + + const olc::vi2d& PixelGameEngine::GetPixelSize() const + { return vPixelSize; } + + const olc::vi2d& PixelGameEngine::GetScreenPixelSize() const + { return vScreenPixelSize; } + + const olc::vi2d& PixelGameEngine::GetScreenSize() const + { return vScreenSize; } + + const olc::vi2d& PixelGameEngine::GetWindowMouse() const + { return vMouseWindowPos; } + + bool PixelGameEngine::Draw(const olc::vi2d& pos, Pixel p) + { return Draw(pos.x, pos.y, p); } + + // This is it, the critical function that plots a pixel + 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/*, (uint8_t)(p.a * fBlendFactor)*/)); + } + + if (nPixelMode == Pixel::CUSTOM) + { + return pDrawTarget->SetPixel(x, y, funcPixelMode(x, y, p, pDrawTarget->GetPixel(x, y))); + } + + return false; + } + + + 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; }; + + olc::vi2d p1(x1, y1), p2(x2, y2); + if (!ClipLineToScreen(p1, p2)) + return; + x1 = p1.x; y1 = p1.y; + x2 = p2.x; y2 = p2.y; + + // 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) + { // Thanks to IanM-Matrix1 #PR121 + if (radius < 0 || x < -radius || y < -radius || x - GetDrawTargetWidth() > radius || y - GetDrawTargetHeight() > radius) + return; + + if (radius > 0) + { + int x0 = 0; + int y0 = radius; + int d = 3 - 2 * radius; + + while (y0 >= x0) // only formulate 1/8 of circle + { + // Draw even octants + if (mask & 0x01) Draw(x + x0, y - y0, p);// Q6 - upper right right + if (mask & 0x04) Draw(x + y0, y + x0, p);// Q4 - lower lower right + if (mask & 0x10) Draw(x - x0, y + y0, p);// Q2 - lower left left + if (mask & 0x40) Draw(x - y0, y - x0, p);// Q0 - upper upper left + if (x0 != 0 && x0 != y0) + { + if (mask & 0x02) Draw(x + y0, y - x0, p);// Q7 - upper upper right + if (mask & 0x08) Draw(x + x0, y + y0, p);// Q5 - lower right right + if (mask & 0x20) Draw(x - y0, y + x0, p);// Q3 - lower lower left + if (mask & 0x80) Draw(x - x0, y - y0, p);// Q1 - upper left left + } + + if (d < 0) + d += 4 * x0++ + 6; + else + d += 4 * (x0++ - y0--) + 10; + } + } + else + Draw(x, y, p); + } + + 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) + { // Thanks to IanM-Matrix1 #PR121 + if (radius < 0 || x < -radius || y < -radius || x - GetDrawTargetWidth() > radius || y - GetDrawTargetHeight() > radius) + return; + + if (radius > 0) + { + int x0 = 0; + int y0 = radius; + int d = 3 - 2 * radius; + + auto drawline = [&](int sx, int ex, int y) + { + for (int x = sx; x <= ex; x++) + Draw(x, y, p); + }; + + while (y0 >= x0) + { + drawline(x - y0, x + y0, y - x0); + if (x0 > 0) drawline(x - y0, x + y0, y + x0); + + if (d < 0) + d += 4 * x0++ + 6; + else + { + if (x0 != y0) + { + drawline(x - x0, x + x0, y - y0); + drawline(x - x0, x + x0, y + y0); + } + d += 4 * (x0++ - y0--) + 10; + } + } + } + else + Draw(x, y, p); + } + + 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; + } + + void PixelGameEngine::ClearBuffer(Pixel p, bool bDepth) + { renderer->ClearBuffer(p, bDepth); } + + olc::Sprite* PixelGameEngine::GetFontSprite() + { return fontRenderable.Sprite(); } + + bool PixelGameEngine::ClipLineToScreen(olc::vi2d& in_p1, olc::vi2d& in_p2) + { + // https://en.wikipedia.org/wiki/Cohen%E2%80%93Sutherland_algorithm + static constexpr int SEG_I = 0b0000, SEG_L = 0b0001, SEG_R = 0b0010, SEG_B = 0b0100, SEG_T = 0b1000; + auto Segment = [&vScreenSize = vScreenSize](const olc::vi2d& v) + { + int i = SEG_I; + if (v.x < 0) i |= SEG_L; else if (v.x > vScreenSize.x) i |= SEG_R; + if (v.y < 0) i |= SEG_B; else if (v.y > vScreenSize.y) i |= SEG_T; + return i; + }; + + int s1 = Segment(in_p1), s2 = Segment(in_p2); + + while (true) + { + if (!(s1 | s2)) return true; + else if (s1 & s2) return false; + else + { + int s3 = s2 > s1 ? s2 : s1; + olc::vi2d n; + if (s3 & SEG_T) { n.x = in_p1.x + (in_p2.x - in_p1.x) * (vScreenSize.y - in_p1.y) / (in_p2.y - in_p1.y); n.y = vScreenSize.y; } + else if (s3 & SEG_B) { n.x = in_p1.x + (in_p2.x - in_p1.x) * (0 - in_p1.y) / (in_p2.y - in_p1.y); n.y = 0; } + else if (s3 & SEG_R) { n.x = vScreenSize.x; n.y = in_p1.y + (in_p2.y - in_p1.y) * (vScreenSize.x - in_p1.x) / (in_p2.x - in_p1.x); } + else if (s3 & SEG_L) { n.x = 0; n.y = in_p1.y + (in_p2.y - in_p1.y) * (0 - in_p1.x) / (in_p2.x - in_p1.x); } + if (s3 == s1) { in_p1 = n; s1 = Segment(in_p1); } + else { in_p2 = n; s2 = Segment(in_p2); } + } + } + return true; + } + + void PixelGameEngine::EnablePixelTransfer(const bool bEnable) + { + bSuspendTextureTransfer = !bEnable; + } + + + 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 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) { std::swap(y1, y2); std::swap(x1, x2); } + if (y1 > y3) { std::swap(y1, y3); std::swap(x1, x3); } + if (y2 > y3) { std::swap(y2, y3); std::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) { std::swap(dx1, dy1); changed1 = true; } + if (dy2 > dx2) { std::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 + std::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::FillTexturedTriangle(std::vector vPoints, std::vector vTex, std::vector vColour, olc::Sprite* sprTex) + { + olc::vi2d p1 = vPoints[0]; + olc::vi2d p2 = vPoints[1]; + olc::vi2d p3 = vPoints[2]; + + if (p2.y < p1.y){std::swap(p1.y, p2.y); std::swap(p1.x, p2.x); std::swap(vTex[0].x, vTex[1].x); std::swap(vTex[0].y, vTex[1].y); std::swap(vColour[0], vColour[1]);} + if (p3.y < p1.y){std::swap(p1.y, p3.y); std::swap(p1.x, p3.x); std::swap(vTex[0].x, vTex[2].x); std::swap(vTex[0].y, vTex[2].y); std::swap(vColour[0], vColour[2]);} + if (p3.y < p2.y){std::swap(p2.y, p3.y); std::swap(p2.x, p3.x); std::swap(vTex[1].x, vTex[2].x); std::swap(vTex[1].y, vTex[2].y); std::swap(vColour[1], vColour[2]);} + + olc::vi2d dPos1 = p2 - p1; + olc::vf2d dTex1 = vTex[1] - vTex[0]; + int dcr1 = vColour[1].r - vColour[0].r; + int dcg1 = vColour[1].g - vColour[0].g; + int dcb1 = vColour[1].b - vColour[0].b; + int dca1 = vColour[1].a - vColour[0].a; + + olc::vi2d dPos2 = p3 - p1; + olc::vf2d dTex2 = vTex[2] - vTex[0]; + int dcr2 = vColour[2].r - vColour[0].r; + int dcg2 = vColour[2].g - vColour[0].g; + int dcb2 = vColour[2].b - vColour[0].b; + int dca2 = vColour[2].a - vColour[0].a; + + float dax_step = 0, dbx_step = 0, dcr1_step = 0, dcr2_step = 0, dcg1_step = 0, dcg2_step = 0, dcb1_step = 0, dcb2_step = 0, dca1_step = 0, dca2_step = 0; + olc::vf2d vTex1Step, vTex2Step; + + if (dPos1.y) + { + dax_step = dPos1.x / (float)abs(dPos1.y); + vTex1Step = dTex1 / (float)abs(dPos1.y); + dcr1_step = dcr1 / (float)abs(dPos1.y); + dcg1_step = dcg1 / (float)abs(dPos1.y); + dcb1_step = dcb1 / (float)abs(dPos1.y); + dca1_step = dca1 / (float)abs(dPos1.y); + } + + if (dPos2.y) + { + dbx_step = dPos2.x / (float)abs(dPos2.y); + vTex2Step = dTex2 / (float)abs(dPos2.y); + dcr2_step = dcr2 / (float)abs(dPos2.y); + dcg2_step = dcg2 / (float)abs(dPos2.y); + dcb2_step = dcb2 / (float)abs(dPos2.y); + dca2_step = dca2 / (float)abs(dPos2.y); + } + + olc::vi2d vStart; + olc::vi2d vEnd; + int vStartIdx; + + for (int pass = 0; pass < 2; pass++) + { + if (pass == 0) + { + vStart = p1; vEnd = p2; vStartIdx = 0; + } + else + { + dPos1 = p3 - p2; + dTex1 = vTex[2] - vTex[1]; + dcr1 = vColour[2].r - vColour[1].r; + dcg1 = vColour[2].g - vColour[1].g; + dcb1 = vColour[2].b - vColour[1].b; + dca1 = vColour[2].a - vColour[1].a; + dcr1_step = 0; dcg1_step = 0; dcb1_step = 0; dca1_step = 0; + + if (dPos2.y) dbx_step = dPos2.x / (float)abs(dPos2.y); + if (dPos1.y) + { + dax_step = dPos1.x / (float)abs(dPos1.y); + vTex1Step = dTex1 / (float)abs(dPos1.y); + dcr1_step = dcr1 / (float)abs(dPos1.y); + dcg1_step = dcg1 / (float)abs(dPos1.y); + dcb1_step = dcb1 / (float)abs(dPos1.y); + dca1_step = dca1 / (float)abs(dPos1.y); + } + + vStart = p2; vEnd = p3; vStartIdx = 1; + } + + if (dPos1.y) + { + for (int i = vStart.y; i <= vEnd.y; i++) + { + int ax = int(vStart.x + (float)(i - vStart.y) * dax_step); + int bx = int(p1.x + (float)(i - p1.y) * dbx_step); + + olc::vf2d tex_s(vTex[vStartIdx].x + (float)(i - vStart.y) * vTex1Step.x, vTex[vStartIdx].y + (float)(i - vStart.y) * vTex1Step.y); + olc::vf2d tex_e(vTex[0].x + (float)(i - p1.y) * vTex2Step.x, vTex[0].y + (float)(i - p1.y) * vTex2Step.y); + + olc::Pixel col_s(vColour[vStartIdx].r + uint8_t((float)(i - vStart.y) * dcr1_step), vColour[vStartIdx].g + uint8_t((float)(i - vStart.y) * dcg1_step), + vColour[vStartIdx].b + uint8_t((float)(i - vStart.y) * dcb1_step), vColour[vStartIdx].a + uint8_t((float)(i - vStart.y) * dca1_step)); + + olc::Pixel col_e(vColour[0].r + uint8_t((float)(i - p1.y) * dcr2_step), vColour[0].g + uint8_t((float)(i - p1.y) * dcg2_step), + vColour[0].b + uint8_t((float)(i - p1.y) * dcb2_step), vColour[0].a + uint8_t((float)(i - p1.y) * dca2_step)); + + if (ax > bx) { std::swap(ax, bx); std::swap(tex_s, tex_e); std::swap(col_s, col_e); } + + float tstep = 1.0f / ((float)(bx - ax)); + float t = 0.0f; + + for (int j = ax; j < bx; j++) + { + olc::Pixel pixel = PixelLerp(col_s, col_e, t); + if (sprTex != nullptr) pixel *= sprTex->Sample(tex_s.lerp(tex_e, t)); + Draw(j, i, pixel); + t += tstep; + } + } + } + } + } + + void PixelGameEngine::FillTexturedPolygon(const std::vector& vPoints, const std::vector& vTex, const std::vector& vColour, olc::Sprite* sprTex, olc::DecalStructure structure) + { + if (structure == olc::DecalStructure::LINE) + { + return; // Meaningless, so do nothing + } + + if (vPoints.size() < 3 || vTex.size() < 3 || vColour.size() < 3) + return; + + if (structure == olc::DecalStructure::LIST) + { + for (int tri = 0; tri < vPoints.size() / 3; tri++) + { + std::vector vP = { vPoints[tri * 3 + 0], vPoints[tri * 3 + 1], vPoints[tri * 3 + 2] }; + std::vector vT = { vTex[tri * 3 + 0], vTex[tri * 3 + 1], vTex[tri * 3 + 2] }; + std::vector vC = { vColour[tri * 3 + 0], vColour[tri * 3 + 1], vColour[tri * 3 + 2] }; + FillTexturedTriangle(vP, vT, vC, sprTex); + } + return; + } + + if (structure == olc::DecalStructure::STRIP) + { + for (int tri = 2; tri < vPoints.size(); tri++) + { + std::vector vP = { vPoints[tri - 2], vPoints[tri-1], vPoints[tri] }; + std::vector vT = { vTex[tri - 2], vTex[tri - 1], vTex[tri] }; + std::vector vC = { vColour[tri - 2], vColour[tri - 1], vColour[tri] }; + FillTexturedTriangle(vP, vT, vC, sprTex); + } + return; + } + + if (structure == olc::DecalStructure::FAN) + { + for (int tri = 2; tri < vPoints.size(); tri++) + { + std::vector vP = { vPoints[0], vPoints[tri - 1], vPoints[tri] }; + std::vector vT = { vTex[0], vTex[tri - 1], vTex[tri] }; + std::vector vC = { vColour[0], vColour[tri - 1], vColour[tri] }; + FillTexturedTriangle(vP, vT, vC, sprTex); + } + return; + } + } + + + void PixelGameEngine::DrawSprite(const olc::vi2d& pos, Sprite* sprite, uint32_t scale, uint8_t flip) + { DrawSprite(pos.x, pos.y, sprite, scale, flip); } + + void PixelGameEngine::DrawSprite(int32_t x, int32_t y, Sprite* sprite, uint32_t scale, uint8_t flip) + { + if (sprite == nullptr) + return; + + int32_t fxs = 0, fxm = 1, fx = 0; + int32_t fys = 0, fym = 1, fy = 0; + if (flip & olc::Sprite::Flip::HORIZ) { fxs = sprite->width - 1; fxm = -1; } + if (flip & olc::Sprite::Flip::VERT) { fys = sprite->height - 1; fym = -1; } + + if (scale > 1) + { + fx = fxs; + for (int32_t i = 0; i < sprite->width; i++, fx += fxm) + { + fy = fys; + for (int32_t j = 0; j < sprite->height; j++, fy += fym) + 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(fx, fy)); + } + } + else + { + fx = fxs; + for (int32_t i = 0; i < sprite->width; i++, fx += fxm) + { + fy = fys; + for (int32_t j = 0; j < sprite->height; j++, fy += fym) + Draw(x + i, y + j, sprite->GetPixel(fx, fy)); + } + } + } + + void PixelGameEngine::DrawPartialSprite(const olc::vi2d& pos, Sprite* sprite, const olc::vi2d& sourcepos, const olc::vi2d& size, uint32_t scale, uint8_t flip) + { DrawPartialSprite(pos.x, pos.y, sprite, sourcepos.x, sourcepos.y, size.x, size.y, scale, flip); } + + 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, uint8_t flip) + { + if (sprite == nullptr) + return; + + int32_t fxs = 0, fxm = 1, fx = 0; + int32_t fys = 0, fym = 1, fy = 0; + if (flip & olc::Sprite::Flip::HORIZ) { fxs = w - 1; fxm = -1; } + if (flip & olc::Sprite::Flip::VERT) { fys = h - 1; fym = -1; } + + if (scale > 1) + { + fx = fxs; + for (int32_t i = 0; i < w; i++, fx += fxm) + { + fy = fys; + for (int32_t j = 0; j < h; j++, fy += fym) + 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(fx + ox, fy + oy)); + } + } + else + { + fx = fxs; + for (int32_t i = 0; i < w; i++, fx += fxm) + { + fy = fys; + for (int32_t j = 0; j < h; j++, fy += fym) + Draw(x + i, y + j, sprite->GetPixel(fx + ox, fy + oy)); + } + } + } + + void PixelGameEngine::SetDecalMode(const olc::DecalMode& mode) + { nDecalMode = mode; } + + void PixelGameEngine::SetDecalStructure(const olc::DecalStructure& structure) + { nDecalStructure = structure; } + + void PixelGameEngine::DrawPartialDecal(const olc::vf2d& pos, olc::Decal* decal, const olc::vf2d& source_pos, const olc::vf2d& source_size, const olc::vf2d& scale, const olc::Pixel& tint) + { + olc::vf2d vScreenSpacePos = + { + (pos.x * vInvScreenSize.x) * 2.0f - 1.0f, + -((pos.y * vInvScreenSize.y) * 2.0f - 1.0f) + }; + + + olc::vf2d vScreenSpaceDim = + { + ((pos.x + source_size.x * scale.x) * vInvScreenSize.x) * 2.0f - 1.0f, + -(((pos.y + source_size.y * scale.y) * vInvScreenSize.y) * 2.0f - 1.0f) + }; + + olc::vf2d vWindow = olc::vf2d(vViewSize); + olc::vf2d vQuantisedPos = ((vScreenSpacePos * vWindow) + olc::vf2d(0.5f, 0.5f)).floor() / vWindow; + olc::vf2d vQuantisedDim = ((vScreenSpaceDim * vWindow) + olc::vf2d(0.5f, -0.5f)).ceil() / vWindow; + + DecalInstance di; + di.points = 4; + di.decal = decal; + di.tint = { tint, tint, tint, tint }; + di.pos = { { vQuantisedPos.x, vQuantisedPos.y }, { vQuantisedPos.x, vQuantisedDim.y }, { vQuantisedDim.x, vQuantisedDim.y }, { vQuantisedDim.x, vQuantisedPos.y } }; + olc::vf2d uvtl = (source_pos + olc::vf2d(0.0001f, 0.0001f)) * decal->vUVScale; + olc::vf2d uvbr = (source_pos + source_size - olc::vf2d(0.0001f, 0.0001f)) * decal->vUVScale; + di.uv = { { uvtl.x, uvtl.y }, { uvtl.x, uvbr.y }, { uvbr.x, uvbr.y }, { uvbr.x, uvtl.y } }; + di.w = { 1,1,1,1 }; + di.mode = nDecalMode; + di.structure = nDecalStructure; + vLayers[nTargetLayer].vecDecalInstance.push_back(di); + } + + void PixelGameEngine::DrawPartialDecal(const olc::vf2d& pos, const olc::vf2d& size, olc::Decal* decal, const olc::vf2d& source_pos, const olc::vf2d& source_size, const olc::Pixel& tint) + { + olc::vf2d vScreenSpacePos = + { + (pos.x * vInvScreenSize.x) * 2.0f - 1.0f, + ((pos.y * vInvScreenSize.y) * 2.0f - 1.0f) * -1.0f + }; + + olc::vf2d vScreenSpaceDim = + { + vScreenSpacePos.x + (2.0f * size.x * vInvScreenSize.x), + vScreenSpacePos.y - (2.0f * size.y * vInvScreenSize.y) + }; + + DecalInstance di; + di.points = 4; + di.decal = decal; + di.tint = { tint, tint, tint, tint }; + di.pos = { { vScreenSpacePos.x, vScreenSpacePos.y }, { vScreenSpacePos.x, vScreenSpaceDim.y }, { vScreenSpaceDim.x, vScreenSpaceDim.y }, { vScreenSpaceDim.x, vScreenSpacePos.y } }; + olc::vf2d uvtl = (source_pos) * decal->vUVScale; + olc::vf2d uvbr = uvtl + ((source_size) * decal->vUVScale); + di.uv = { { uvtl.x, uvtl.y }, { uvtl.x, uvbr.y }, { uvbr.x, uvbr.y }, { uvbr.x, uvtl.y } }; + di.w = { 1,1,1,1 }; + di.mode = nDecalMode; + di.structure = nDecalStructure; + vLayers[nTargetLayer].vecDecalInstance.push_back(di); + } + + + void PixelGameEngine::DrawDecal(const olc::vf2d& pos, olc::Decal* decal, const olc::vf2d& scale, const olc::Pixel& tint) + { + olc::vf2d vScreenSpacePos = + { + (pos.x * vInvScreenSize.x) * 2.0f - 1.0f, + ((pos.y * vInvScreenSize.y) * 2.0f - 1.0f) * -1.0f + }; + + olc::vf2d vScreenSpaceDim = + { + vScreenSpacePos.x + (2.0f * (float(decal->sprite->width) * vInvScreenSize.x)) * scale.x, + vScreenSpacePos.y - (2.0f * (float(decal->sprite->height) * vInvScreenSize.y)) * scale.y + }; + + DecalInstance di; + di.decal = decal; + di.points = 4; + di.tint = { tint, tint, tint, tint }; + di.pos = { { vScreenSpacePos.x, vScreenSpacePos.y }, { vScreenSpacePos.x, vScreenSpaceDim.y }, { vScreenSpaceDim.x, vScreenSpaceDim.y }, { vScreenSpaceDim.x, vScreenSpacePos.y } }; + di.uv = { { 0.0f, 0.0f}, {0.0f, 1.0f}, {1.0f, 1.0f}, {1.0f, 0.0f} }; + di.w = { 1, 1, 1, 1 }; + di.mode = nDecalMode; + di.structure = nDecalStructure; + vLayers[nTargetLayer].vecDecalInstance.push_back(di); + } + + void PixelGameEngine::DrawExplicitDecal(olc::Decal* decal, const olc::vf2d* pos, const olc::vf2d* uv, const olc::Pixel* col, uint32_t elements) + { + DecalInstance di; + di.decal = decal; + di.pos.resize(elements); + di.uv.resize(elements); + di.w.resize(elements); + di.tint.resize(elements); + di.points = elements; + for (uint32_t i = 0; i < elements; i++) + { + di.pos[i] = { (pos[i].x * vInvScreenSize.x) * 2.0f - 1.0f, ((pos[i].y * vInvScreenSize.y) * 2.0f - 1.0f) * -1.0f }; + di.uv[i] = uv[i]; + di.tint[i] = col[i]; + di.w[i] = 1.0f; + } + di.mode = nDecalMode; + di.structure = nDecalStructure; + vLayers[nTargetLayer].vecDecalInstance.push_back(di); + } + + void PixelGameEngine::DrawPolygonDecal(olc::Decal* decal, const std::vector& pos, const std::vector& uv, const olc::Pixel tint) + { + DecalInstance di; + di.decal = decal; + di.points = uint32_t(pos.size()); + di.pos.resize(di.points); + di.uv.resize(di.points); + di.w.resize(di.points); + di.tint.resize(di.points); + for (uint32_t i = 0; i < di.points; i++) + { + di.pos[i] = { (pos[i].x * vInvScreenSize.x) * 2.0f - 1.0f, ((pos[i].y * vInvScreenSize.y) * 2.0f - 1.0f) * -1.0f }; + di.uv[i] = uv[i]; + di.tint[i] = tint; + di.w[i] = 1.0f; + } + di.mode = nDecalMode; + di.structure = nDecalStructure; + vLayers[nTargetLayer].vecDecalInstance.push_back(di); + } + + void PixelGameEngine::DrawPolygonDecal(olc::Decal* decal, const std::vector& pos, const std::vector& uv, const std::vector &tint) + { + DecalInstance di; + di.decal = decal; + di.points = uint32_t(pos.size()); + di.pos.resize(di.points); + di.uv.resize(di.points); + di.w.resize(di.points); + di.tint.resize(di.points); + for (uint32_t i = 0; i < di.points; i++) + { + di.pos[i] = { (pos[i].x * vInvScreenSize.x) * 2.0f - 1.0f, ((pos[i].y * vInvScreenSize.y) * 2.0f - 1.0f) * -1.0f }; + di.uv[i] = uv[i]; + di.tint[i] = tint[i]; + di.w[i] = 1.0f; + } + di.mode = nDecalMode; + di.structure = nDecalStructure; + vLayers[nTargetLayer].vecDecalInstance.push_back(di); + } + + void PixelGameEngine::DrawPolygonDecal(olc::Decal* decal, const std::vector& pos, const std::vector& uv, const std::vector& colours, const olc::Pixel tint) + { + std::vector newColours(colours.size(), olc::WHITE); + std::transform(colours.begin(), colours.end(), newColours.begin(), + [&tint](const olc::Pixel pin) { return pin * tint; }); + DrawPolygonDecal(decal, pos, uv, newColours); + } + + + void PixelGameEngine::DrawPolygonDecal(olc::Decal* decal, const std::vector& pos, const std::vector& depth, const std::vector& uv, const olc::Pixel tint) + { + DecalInstance di; + di.decal = decal; + di.points = uint32_t(pos.size()); + di.pos.resize(di.points); + di.uv.resize(di.points); + di.w.resize(di.points); + di.tint.resize(di.points); + for (uint32_t i = 0; i < di.points; i++) + { + di.pos[i] = { (pos[i].x * vInvScreenSize.x) * 2.0f - 1.0f, ((pos[i].y * vInvScreenSize.y) * 2.0f - 1.0f) * -1.0f }; + di.uv[i] = uv[i]; + di.tint[i] = tint; + di.w[i] = depth[i]; + } + di.mode = nDecalMode; + di.structure = nDecalStructure; + vLayers[nTargetLayer].vecDecalInstance.push_back(di); + } + +#ifdef OLC_ENABLE_EXPERIMENTAL + // Lightweight 3D + void PixelGameEngine::LW3D_DrawTriangles(olc::Decal* decal, const std::vector>& pos, const std::vector& tex, const std::vector& col) + { + DecalInstance di; + di.decal = decal; + di.points = uint32_t(pos.size()); + di.pos.resize(di.points); + di.uv.resize(di.points); + di.w.resize(di.points); + di.tint.resize(di.points); + for (uint32_t i = 0; i < di.points; i++) + { + di.pos[i] = { pos[i][0], pos[i][1] }; + di.w[i] = pos[i][2]; + di.uv[i] = tex[i]; + di.tint[i] = col[i]; + } + di.mode = DecalMode::MODEL3D; + vLayers[nTargetLayer].vecDecalInstance.push_back(di); + } +#endif + + void PixelGameEngine::DrawLineDecal(const olc::vf2d& pos1, const olc::vf2d& pos2, Pixel p) + { + auto m = nDecalMode; + nDecalMode = olc::DecalMode::WIREFRAME; + DrawPolygonDecal(nullptr, { pos1, pos2 }, { {0, 0}, {0,0} }, p); + nDecalMode = m; + + /*DecalInstance di; + di.decal = nullptr; + di.points = uint32_t(2); + di.pos.resize(di.points); + di.uv.resize(di.points); + di.w.resize(di.points); + di.tint.resize(di.points); + di.pos[0] = { (pos1.x * vInvScreenSize.x) * 2.0f - 1.0f, ((pos1.y * vInvScreenSize.y) * 2.0f - 1.0f) * -1.0f }; + di.uv[0] = { 0.0f, 0.0f }; + di.tint[0] = p; + di.w[0] = 1.0f; + di.pos[1] = { (pos2.x * vInvScreenSize.x) * 2.0f - 1.0f, ((pos2.y * vInvScreenSize.y) * 2.0f - 1.0f) * -1.0f }; + di.uv[1] = { 0.0f, 0.0f }; + di.tint[1] = p; + di.w[1] = 1.0f; + di.mode = olc::DecalMode::WIREFRAME; + di.structure = nDecalStructure; + vLayers[nTargetLayer].vecDecalInstance.push_back(di);*/ + } + + void PixelGameEngine::DrawRectDecal(const olc::vf2d& pos, const olc::vf2d& size, const olc::Pixel col) + { + auto m = nDecalMode; + SetDecalMode(olc::DecalMode::WIREFRAME); + olc::vf2d vNewSize = size;// (size - olc::vf2d(0.375f, 0.375f)).ceil(); + std::array points = { { {pos}, {pos.x, pos.y + vNewSize.y}, {pos + vNewSize}, {pos.x + vNewSize.x, pos.y} } }; + std::array uvs = { {{0,0},{0,0},{0,0},{0,0}} }; + std::array cols = { {col, col, col, col} }; + DrawExplicitDecal(nullptr, points.data(), uvs.data(), cols.data(), 4); + SetDecalMode(m); + + } + + void PixelGameEngine::FillRectDecal(const olc::vf2d& pos, const olc::vf2d& size, const olc::Pixel col) + { + olc::vf2d vNewSize = size;// (size - olc::vf2d(0.375f, 0.375f)).ceil(); + std::array points = { { {pos}, {pos.x, pos.y + vNewSize.y}, {pos + vNewSize}, {pos.x + vNewSize.x, pos.y} } }; + std::array uvs = { {{0,0},{0,0},{0,0},{0,0}} }; + std::array cols = { {col, col, col, col} }; + DrawExplicitDecal(nullptr, points.data(), uvs.data(), cols.data(), 4); + } + + void PixelGameEngine::GradientFillRectDecal(const olc::vf2d& pos, const olc::vf2d& size, const olc::Pixel colTL, const olc::Pixel colBL, const olc::Pixel colBR, const olc::Pixel colTR) + { + std::array points = { { {pos}, {pos.x, pos.y + size.y}, {pos + size}, {pos.x + size.x, pos.y} } }; + std::array uvs = { {{0,0},{0,0},{0,0},{0,0}} }; + std::array cols = { {colTL, colBL, colBR, colTR} }; + DrawExplicitDecal(nullptr, points.data(), uvs.data(), cols.data(), 4); + } + + void PixelGameEngine::DrawRotatedDecal(const olc::vf2d& pos, olc::Decal* decal, const float fAngle, const olc::vf2d& center, const olc::vf2d& scale, const olc::Pixel& tint) + { + DecalInstance di; + di.decal = decal; + di.pos.resize(4); + di.uv = { { 0.0f, 0.0f}, {0.0f, 1.0f}, {1.0f, 1.0f}, {1.0f, 0.0f} }; + di.w = { 1, 1, 1, 1 }; + di.tint = { tint, tint, tint, tint }; + di.points = 4; + di.pos[0] = (olc::vf2d(0.0f, 0.0f) - center) * scale; + di.pos[1] = (olc::vf2d(0.0f, float(decal->sprite->height)) - center) * scale; + di.pos[2] = (olc::vf2d(float(decal->sprite->width), float(decal->sprite->height)) - center) * scale; + di.pos[3] = (olc::vf2d(float(decal->sprite->width), 0.0f) - center) * scale; + float c = cos(fAngle), s = sin(fAngle); + for (int i = 0; i < 4; i++) + { + di.pos[i] = pos + olc::vf2d(di.pos[i].x * c - di.pos[i].y * s, di.pos[i].x * s + di.pos[i].y * c); + di.pos[i] = di.pos[i] * vInvScreenSize * 2.0f - olc::vf2d(1.0f, 1.0f); + di.pos[i].y *= -1.0f; + di.w[i] = 1; + } + di.mode = nDecalMode; + di.structure = nDecalStructure; + vLayers[nTargetLayer].vecDecalInstance.push_back(di); + } + + + void PixelGameEngine::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, const olc::Pixel& tint) + { + DecalInstance di; + di.decal = decal; + di.points = 4; + di.tint = { tint, tint, tint, tint }; + di.w = { 1, 1, 1, 1 }; + di.pos.resize(4); + di.pos[0] = (olc::vf2d(0.0f, 0.0f) - center) * scale; + di.pos[1] = (olc::vf2d(0.0f, source_size.y) - center) * scale; + di.pos[2] = (olc::vf2d(source_size.x, source_size.y) - center) * scale; + di.pos[3] = (olc::vf2d(source_size.x, 0.0f) - center) * scale; + float c = cos(fAngle), s = sin(fAngle); + for (int i = 0; i < 4; i++) + { + di.pos[i] = pos + olc::vf2d(di.pos[i].x * c - di.pos[i].y * s, di.pos[i].x * s + di.pos[i].y * c); + di.pos[i] = di.pos[i] * vInvScreenSize * 2.0f - olc::vf2d(1.0f, 1.0f); + di.pos[i].y *= -1.0f; + } + + olc::vf2d uvtl = source_pos * decal->vUVScale; + olc::vf2d uvbr = uvtl + (source_size * decal->vUVScale); + di.uv = { { uvtl.x, uvtl.y }, { uvtl.x, uvbr.y }, { uvbr.x, uvbr.y }, { uvbr.x, uvtl.y } }; + di.mode = nDecalMode; + di.structure = nDecalStructure; + vLayers[nTargetLayer].vecDecalInstance.push_back(di); + } + + void PixelGameEngine::DrawPartialWarpedDecal(olc::Decal* decal, const olc::vf2d* pos, const olc::vf2d& source_pos, const olc::vf2d& source_size, const olc::Pixel& tint) + { + DecalInstance di; + di.points = 4; + di.decal = decal; + di.tint = { tint, tint, tint, tint }; + di.w = { 1, 1, 1, 1 }; + di.pos.resize(4); + di.uv = { { 0.0f, 0.0f}, {0.0f, 1.0f}, {1.0f, 1.0f}, {1.0f, 0.0f} }; + olc::vf2d center; + float rd = ((pos[2].x - pos[0].x) * (pos[3].y - pos[1].y) - (pos[3].x - pos[1].x) * (pos[2].y - pos[0].y)); + if (rd != 0) + { + olc::vf2d uvtl = source_pos * decal->vUVScale; + olc::vf2d uvbr = uvtl + (source_size * decal->vUVScale); + di.uv = { { uvtl.x, uvtl.y }, { uvtl.x, uvbr.y }, { uvbr.x, uvbr.y }, { uvbr.x, uvtl.y } }; + + rd = 1.0f / rd; + float rn = ((pos[3].x - pos[1].x) * (pos[0].y - pos[1].y) - (pos[3].y - pos[1].y) * (pos[0].x - pos[1].x)) * rd; + float sn = ((pos[2].x - pos[0].x) * (pos[0].y - pos[1].y) - (pos[2].y - pos[0].y) * (pos[0].x - pos[1].x)) * rd; + if (!(rn < 0.f || rn > 1.f || sn < 0.f || sn > 1.f)) center = pos[0] + rn * (pos[2] - pos[0]); + float d[4]; for (int i = 0; i < 4; i++) d[i] = (pos[i] - center).mag(); + for (int i = 0; i < 4; i++) + { + float q = d[i] == 0.0f ? 1.0f : (d[i] + d[(i + 2) & 3]) / d[(i + 2) & 3]; + di.uv[i] *= q; di.w[i] *= q; + di.pos[i] = { (pos[i].x * vInvScreenSize.x) * 2.0f - 1.0f, ((pos[i].y * vInvScreenSize.y) * 2.0f - 1.0f) * -1.0f }; + } + di.mode = nDecalMode; + di.structure = nDecalStructure; + vLayers[nTargetLayer].vecDecalInstance.push_back(di); + } + } + + void PixelGameEngine::DrawWarpedDecal(olc::Decal* decal, const olc::vf2d* pos, const olc::Pixel& tint) + { + // Thanks Nathan Reed, a brilliant article explaining whats going on here + // http://www.reedbeta.com/blog/quadrilateral-interpolation-part-1/ + DecalInstance di; + di.points = 4; + di.decal = decal; + di.tint = { tint, tint, tint, tint }; + di.w = { 1, 1, 1, 1 }; + di.pos.resize(4); + di.uv = { { 0.0f, 0.0f}, {0.0f, 1.0f}, {1.0f, 1.0f}, {1.0f, 0.0f} }; + olc::vf2d center; + float rd = ((pos[2].x - pos[0].x) * (pos[3].y - pos[1].y) - (pos[3].x - pos[1].x) * (pos[2].y - pos[0].y)); + if (rd != 0) + { + rd = 1.0f / rd; + float rn = ((pos[3].x - pos[1].x) * (pos[0].y - pos[1].y) - (pos[3].y - pos[1].y) * (pos[0].x - pos[1].x)) * rd; + float sn = ((pos[2].x - pos[0].x) * (pos[0].y - pos[1].y) - (pos[2].y - pos[0].y) * (pos[0].x - pos[1].x)) * rd; + if (!(rn < 0.f || rn > 1.f || sn < 0.f || sn > 1.f)) center = pos[0] + rn * (pos[2] - pos[0]); + float d[4]; for (int i = 0; i < 4; i++) d[i] = (pos[i] - center).mag(); + for (int i = 0; i < 4; i++) + { + float q = d[i] == 0.0f ? 1.0f : (d[i] + d[(i + 2) & 3]) / d[(i + 2) & 3]; + di.uv[i] *= q; di.w[i] *= q; + di.pos[i] = { (pos[i].x * vInvScreenSize.x) * 2.0f - 1.0f, ((pos[i].y * vInvScreenSize.y) * 2.0f - 1.0f) * -1.0f }; + } + di.mode = nDecalMode; + di.structure = nDecalStructure; + vLayers[nTargetLayer].vecDecalInstance.push_back(di); + } + } + + void PixelGameEngine::DrawWarpedDecal(olc::Decal* decal, const std::array& pos, const olc::Pixel& tint) + { DrawWarpedDecal(decal, pos.data(), tint); } + + void PixelGameEngine::DrawWarpedDecal(olc::Decal* decal, const olc::vf2d(&pos)[4], const olc::Pixel& tint) + { DrawWarpedDecal(decal, &pos[0], tint); } + + void PixelGameEngine::DrawPartialWarpedDecal(olc::Decal* decal, const std::array& pos, const olc::vf2d& source_pos, const olc::vf2d& source_size, const olc::Pixel& tint) + { DrawPartialWarpedDecal(decal, pos.data(), source_pos, source_size, tint); } + + void PixelGameEngine::DrawPartialWarpedDecal(olc::Decal* decal, const olc::vf2d(&pos)[4], const olc::vf2d& source_pos, const olc::vf2d& source_size, const olc::Pixel& tint) + { DrawPartialWarpedDecal(decal, &pos[0], source_pos, source_size, tint); } + + void PixelGameEngine::DrawStringDecal(const olc::vf2d& pos, const std::string& sText, const Pixel col, const olc::vf2d& scale) + { + olc::vf2d spos = { 0.0f, 0.0f }; + for (auto c : sText) + { + if (c == '\n') + { + spos.x = 0; spos.y += 8.0f * scale.y; + } + else if (c == '\t') + { + spos.x += 8.0f * float(nTabSizeInSpaces) * scale.x; + } + else + { + int32_t ox = (c - 32) % 16; + int32_t oy = (c - 32) / 16; + DrawPartialDecal(pos + spos, fontRenderable.Decal(), {float(ox) * 8.0f, float(oy) * 8.0f}, {8.0f, 8.0f}, scale, col); + spos.x += 8.0f * scale.x; + } + } + } + + void PixelGameEngine::DrawStringPropDecal(const olc::vf2d& pos, const std::string& sText, const Pixel col, const olc::vf2d& scale) + { + olc::vf2d spos = { 0.0f, 0.0f }; + for (auto c : sText) + { + if (c == '\n') + { + spos.x = 0; spos.y += 8.0f * scale.y; + } + else if (c == '\t') + { + spos.x += 8.0f * float(nTabSizeInSpaces) * scale.x; + } + else + { + int32_t ox = (c - 32) % 16; + int32_t oy = (c - 32) / 16; + DrawPartialDecal(pos + spos, fontRenderable.Decal(), { float(ox) * 8.0f + float(vFontSpacing[c - 32].x), float(oy) * 8.0f }, { float(vFontSpacing[c - 32].y), 8.0f }, scale, col); + spos.x += float(vFontSpacing[c - 32].y) * scale.x; + } + } + } + // Thanks Oso-Grande/Sopadeoso For these awesom and stupidly clever Text Rotation routines... duh XD + void PixelGameEngine::DrawRotatedStringDecal(const olc::vf2d& pos, const std::string& sText, const float fAngle, const olc::vf2d& center, const Pixel col, const olc::vf2d& scale) + { + olc::vf2d spos = center; + for (auto c : sText) + { + if (c == '\n') + { + spos.x = center.x; spos.y -= 8.0f; + } + else if (c == '\t') + { + spos.x += 8.0f * float(nTabSizeInSpaces) * scale.x; + } + else + { + int32_t ox = (c - 32) % 16; + int32_t oy = (c - 32) / 16; + DrawPartialRotatedDecal(pos, fontRenderable.Decal(), fAngle, spos, { float(ox) * 8.0f, float(oy) * 8.0f }, { 8.0f, 8.0f }, scale, col); + spos.x -= 8.0f; + } + } + } + + void PixelGameEngine::DrawRotatedStringPropDecal(const olc::vf2d& pos, const std::string& sText, const float fAngle, const olc::vf2d& center, const Pixel col, const olc::vf2d& scale) + { + olc::vf2d spos = center; + for (auto c : sText) + { + if (c == '\n') + { + spos.x = center.x; spos.y -= 8.0f; + } + else if (c == '\t') + { + spos.x += 8.0f * float(nTabSizeInSpaces) * scale.x; + } + else + { + int32_t ox = (c - 32) % 16; + int32_t oy = (c - 32) / 16; + DrawPartialRotatedDecal(pos, fontRenderable.Decal(), fAngle, spos, { float(ox) * 8.0f + float(vFontSpacing[c - 32].x), float(oy) * 8.0f }, { float(vFontSpacing[c - 32].y), 8.0f }, scale, col); + spos.x -= float(vFontSpacing[c - 32].y); + } + } + } + + olc::vi2d PixelGameEngine::GetTextSize(const std::string& s) + { + olc::vi2d size = { 0,1 }; + olc::vi2d pos = { 0,1 }; + for (auto c : s) + { + if (c == '\n') { pos.y++; pos.x = 0; } + else if (c == '\t') { pos.x += nTabSizeInSpaces; } + else pos.x++; + size.x = std::max(size.x, pos.x); + size.y = std::max(size.y, pos.y); + } + return size * 8; + } + + 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; + // Thanks @tucna, spotted bug with col.ALPHA :P + if (m != Pixel::CUSTOM) // Thanks @Megarev, required for "shaders" + { + if (col.a != 255) SetPixelMode(Pixel::ALPHA); + else SetPixelMode(Pixel::MASK); + } + for (auto c : sText) + { + if (c == '\n') + { + sx = 0; sy += 8 * scale; + } + else if (c == '\t') + { + sx += 8 * nTabSizeInSpaces * 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 (fontRenderable.Sprite()->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 (fontRenderable.Sprite()->GetPixel(i + ox * 8, j + oy * 8).r > 0) + Draw(x + sx + i, y + sy + j, col); + } + sx += 8 * scale; + } + } + SetPixelMode(m); + } + + olc::vi2d PixelGameEngine::GetTextSizeProp(const std::string& s) + { + olc::vi2d size = { 0,1 }; + olc::vi2d pos = { 0,1 }; + for (auto c : s) + { + if (c == '\n') { pos.y += 1; pos.x = 0; } + else if (c == '\t') { pos.x += nTabSizeInSpaces * 8; } + else pos.x += vFontSpacing[c - 32].y; + size.x = std::max(size.x, pos.x); + size.y = std::max(size.y, pos.y); + } + + size.y *= 8; + return size; + } + + void PixelGameEngine::DrawStringProp(const olc::vi2d& pos, const std::string& sText, Pixel col, uint32_t scale) + { DrawStringProp(pos.x, pos.y, sText, col, scale); } + + void PixelGameEngine::DrawStringProp(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 (m != Pixel::CUSTOM) + { + if (col.a != 255) SetPixelMode(Pixel::ALPHA); + else SetPixelMode(Pixel::MASK); + } + for (auto c : sText) + { + if (c == '\n') + { + sx = 0; sy += 8 * scale; + } + else if (c == '\t') + { + sx += 8 * nTabSizeInSpaces * scale; + } + else + { + int32_t ox = (c - 32) % 16; + int32_t oy = (c - 32) / 16; + + if (scale > 1) + { + for (int32_t i = 0; i < vFontSpacing[c - 32].y; i++) + for (int32_t j = 0; j < 8; j++) + if (fontRenderable.Sprite()->GetPixel(i + ox * 8 + vFontSpacing[c - 32].x, j + oy * 8).r > 0) + for (int32_t is = 0; is < int(scale); is++) + for (int32_t js = 0; js < int(scale); js++) + Draw(x + sx + (i * scale) + is, y + sy + (j * scale) + js, col); + } + else + { + for (int32_t i = 0; i < vFontSpacing[c - 32].y; i++) + for (int32_t j = 0; j < 8; j++) + if (fontRenderable.Sprite()->GetPixel(i + ox * 8 + vFontSpacing[c - 32].x, j + oy * 8).r > 0) + Draw(x + sx + i, y + sy + j, col); + } + sx += vFontSpacing[c - 32].y * scale; + } + } + SetPixelMode(m); + } + + void PixelGameEngine::SetPixelMode(Pixel::Mode m) + { nPixelMode = m; } + + Pixel::Mode PixelGameEngine::GetPixelMode() + { return nPixelMode; } + + void PixelGameEngine::SetPixelMode(std::function pixelMode) + { + funcPixelMode = pixelMode; + nPixelMode = Pixel::Mode::CUSTOM; + } + + void PixelGameEngine::SetPixelBlend(float fBlend) + { + fBlendFactor = fBlend; + if (fBlendFactor < 0.0f) fBlendFactor = 0.0f; + if (fBlendFactor > 1.0f) fBlendFactor = 1.0f; + } + + std::stringstream& PixelGameEngine::ConsoleOut() + { return ssConsoleOutput; } + + bool PixelGameEngine::IsConsoleShowing() const + { return bConsoleShow; } + + void PixelGameEngine::ConsoleShow(const olc::Key& keyExit, bool bSuspendTime) + { + if (bConsoleShow) + return; + + bConsoleShow = true; + bConsoleSuspendTime = bSuspendTime; + TextEntryEnable(true); + keyConsoleExit = keyExit; + pKeyboardState[keyConsoleExit].bHeld = false; + pKeyboardState[keyConsoleExit].bPressed = false; + pKeyboardState[keyConsoleExit].bReleased = true; + } + + void PixelGameEngine::ConsoleClear() + { sConsoleLines.clear(); } + + void PixelGameEngine::ConsoleCaptureStdOut(const bool bCapture) + { + if(bCapture) + sbufOldCout = std::cout.rdbuf(ssConsoleOutput.rdbuf()); + else + std::cout.rdbuf(sbufOldCout); + } + + void PixelGameEngine::UpdateConsole() + { + if (GetKey(keyConsoleExit).bPressed) + { + TextEntryEnable(false); + bConsoleSuspendTime = false; + bConsoleShow = false; + return; + } + + // Keep Console sizes based in real screen dimensions + vConsoleCharacterScale = olc::vf2d(1.0f, 2.0f) / (olc::vf2d(vViewSize) * vInvScreenSize); + vConsoleSize = (vViewSize / olc::vi2d(8, 16)) - olc::vi2d(2, 4); + + // If console has changed size, simply reset it + if (vConsoleSize.y != sConsoleLines.size()) + { + vConsoleCursor = { 0,0 }; + sConsoleLines.clear(); + sConsoleLines.resize(vConsoleSize.y); + } + + auto TypeCharacter = [&](const char c) + { + if (c >= 32 && c < 127) + { + sConsoleLines[vConsoleCursor.y].append(1, c); + vConsoleCursor.x++; + } + + if( c == '\n' || vConsoleCursor.x >= vConsoleSize.x) + { + vConsoleCursor.y++; vConsoleCursor.x = 0; + } + + if (vConsoleCursor.y >= vConsoleSize.y) + { + vConsoleCursor.y = vConsoleSize.y - 1; + for (size_t i = 1; i < vConsoleSize.y; i++) + sConsoleLines[i - 1] = sConsoleLines[i]; + sConsoleLines[vConsoleCursor.y].clear(); + } + }; + + // Empty out "std::cout", parsing as we go + while (ssConsoleOutput.rdbuf()->sgetc() != -1) + { + char c = ssConsoleOutput.rdbuf()->sbumpc(); + TypeCharacter(c); + } + + // Draw Shadow + GradientFillRectDecal({ 0,0 }, olc::vf2d(vScreenSize), olc::PixelF(0, 0, 0.5f, 0.5f), olc::PixelF(0, 0, 0.25f, 0.5f), olc::PixelF(0, 0, 0.25f, 0.5f), olc::PixelF(0, 0, 0.25f, 0.5f)); + + // Draw the console buffer + SetDecalMode(olc::DecalMode::NORMAL); + for (int32_t nLine = 0; nLine < vConsoleSize.y; nLine++) + DrawStringDecal(olc::vf2d( 1, 1 + float(nLine) ) * vConsoleCharacterScale * 8.0f, sConsoleLines[nLine], olc::WHITE, vConsoleCharacterScale); + + // Draw Input State + FillRectDecal(olc::vf2d(1 + float((TextEntryGetCursor() + 1)), 1 + float((vConsoleSize.y - 1))) * vConsoleCharacterScale * 8.0f, olc::vf2d(8, 8) * vConsoleCharacterScale, olc::DARK_CYAN); + DrawStringDecal(olc::vf2d(1, 1 + float((vConsoleSize.y - 1))) * vConsoleCharacterScale * 8.0f, std::string(">") + TextEntryGetString(), olc::YELLOW, vConsoleCharacterScale); + } + + + const std::vector& PixelGameEngine::GetDroppedFiles() const + { return vDroppedFiles; } + + const olc::vi2d& PixelGameEngine::GetDroppedFilesPoint() const + { return vDroppedFilesPoint; } + + + void PixelGameEngine::TextEntryEnable(const bool bEnable, const std::string& sText) + { + if (bEnable) + { + nTextEntryCursor = int32_t(sText.size()); + sTextEntryString = sText; + bTextEntryEnable = true; + } + else + { + bTextEntryEnable = false; + } + } + + std::string PixelGameEngine::TextEntryGetString() const + { return sTextEntryString; } + + int32_t PixelGameEngine::TextEntryGetCursor() const + { return nTextEntryCursor; } + + bool PixelGameEngine::IsTextEntryEnabled() const + { return bTextEntryEnable; } + + + void PixelGameEngine::UpdateTextEntry() + { + // Check for typed characters + for (const auto& key : vKeyboardMap) + if (GetKey(std::get<0>(key)).bPressed) + { + sTextEntryString.insert(nTextEntryCursor, GetKey(olc::Key::SHIFT).bHeld ? std::get<2>(key) : std::get<1>(key)); + nTextEntryCursor++; + } + + // Check for command characters + if (GetKey(olc::Key::LEFT).bPressed) + nTextEntryCursor = std::max(0, nTextEntryCursor - 1); + if (GetKey(olc::Key::RIGHT).bPressed) + nTextEntryCursor = std::min(int32_t(sTextEntryString.size()), nTextEntryCursor + 1); + if (GetKey(olc::Key::BACK).bPressed && nTextEntryCursor > 0) + { + sTextEntryString.erase(nTextEntryCursor-1, 1); + nTextEntryCursor = std::max(0, nTextEntryCursor - 1); + } + if (GetKey(olc::Key::DEL).bPressed && nTextEntryCursor < sTextEntryString.size()) + sTextEntryString.erase(nTextEntryCursor, 1); + + if (GetKey(olc::Key::UP).bPressed) + { + if (!sCommandHistory.empty()) + { + if (sCommandHistoryIt != sCommandHistory.begin()) + sCommandHistoryIt--; + + nTextEntryCursor = int32_t(sCommandHistoryIt->size()); + sTextEntryString = *sCommandHistoryIt; + } + } + + if (GetKey(olc::Key::DOWN).bPressed) + { + if (!sCommandHistory.empty()) + { + if (sCommandHistoryIt != sCommandHistory.end()) + { + sCommandHistoryIt++; + if (sCommandHistoryIt != sCommandHistory.end()) + { + nTextEntryCursor = int32_t(sCommandHistoryIt->size()); + sTextEntryString = *sCommandHistoryIt; + } + else + { + nTextEntryCursor = 0; + sTextEntryString = ""; + } + } + } + } + + if (GetKey(olc::Key::ENTER).bPressed) + { + if (bConsoleShow) + { + std::cout << ">" + sTextEntryString + "\n"; + if (OnConsoleCommand(sTextEntryString)) + { + sCommandHistory.push_back(sTextEntryString); + sCommandHistoryIt = sCommandHistory.end(); + } + sTextEntryString.clear(); + nTextEntryCursor = 0; + } + else + { + OnTextEntryComplete(sTextEntryString); + TextEntryEnable(false); + } + } + } + + // 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::OnTextEntryComplete(const std::string& sText) { UNUSED(sText); } + bool PixelGameEngine::OnConsoleCommand(const std::string& sCommand) { UNUSED(sCommand); return false; } + + // Externalised API + void PixelGameEngine::olc_UpdateViewport() + { + int32_t ww = vScreenSize.x * vPixelSize.x; + int32_t wh = vScreenSize.y * vPixelSize.y; + float wasp = (float)ww / (float)wh; + + if (bPixelCohesion) + { + vScreenPixelSize = (vWindowSize / vScreenSize); + vViewSize = (vWindowSize / vScreenSize) * vScreenSize; + } + else + { + vViewSize.x = (int32_t)vWindowSize.x; + vViewSize.y = (int32_t)((float)vViewSize.x / wasp); + + if (vViewSize.y > vWindowSize.y) + { + vViewSize.y = vWindowSize.y; + vViewSize.x = (int32_t)((float)vViewSize.y * wasp); + } + } + + vViewPos = (vWindowSize - vViewSize) / 2; + } + + void PixelGameEngine::olc_UpdateWindowSize(int32_t x, int32_t y) + { + vWindowSize = { x, 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 + bHasMouseFocus = true; + vMouseWindowPos = { x, y }; + // Full Screen mode may have a weird viewport we must clamp to + x -= vViewPos.x; + y -= vViewPos.y; + vMousePosCache.x = (int32_t)(((float)x / (float)(vWindowSize.x - (vViewPos.x * 2)) * (float)vScreenSize.x)); + vMousePosCache.y = (int32_t)(((float)y / (float)(vWindowSize.y - (vViewPos.y * 2)) * (float)vScreenSize.y)); + if (vMousePosCache.x >= (int32_t)vScreenSize.x) vMousePosCache.x = vScreenSize.x - 1; + if (vMousePosCache.y >= (int32_t)vScreenSize.y) vMousePosCache.y = vScreenSize.y - 1; + if (vMousePosCache.x < 0) vMousePosCache.x = 0; + if (vMousePosCache.y < 0) vMousePosCache.y = 0; + } + + void PixelGameEngine::olc_UpdateMouseState(int32_t button, bool state) + { pMouseNewState[button] = state; } + + void PixelGameEngine::olc_UpdateKeyState(int32_t key, bool state) + { pKeyNewState[key] = state; } + + void PixelGameEngine::olc_UpdateMouseFocus(bool state) + { bHasMouseFocus = state; } + + void PixelGameEngine::olc_UpdateKeyFocus(bool state) + { bHasInputFocus = state; } + + void PixelGameEngine::olc_DropFiles(int32_t x, int32_t y, const std::vector& vFiles) + { + x -= vViewPos.x; + y -= vViewPos.y; + vDroppedFilesPointCache.x = (int32_t)(((float)x / (float)(vWindowSize.x - (vViewPos.x * 2)) * (float)vScreenSize.x)); + vDroppedFilesPointCache.y = (int32_t)(((float)y / (float)(vWindowSize.y - (vViewPos.y * 2)) * (float)vScreenSize.y)); + if (vDroppedFilesPointCache.x >= (int32_t)vScreenSize.x) vDroppedFilesPointCache.x = vScreenSize.x - 1; + if (vDroppedFilesPointCache.y >= (int32_t)vScreenSize.y) vDroppedFilesPointCache.y = vScreenSize.y - 1; + if (vDroppedFilesPointCache.x < 0) vDroppedFilesPointCache.x = 0; + if (vDroppedFilesPointCache.y < 0) vDroppedFilesPointCache.y = 0; + vDroppedFilesCache = vFiles; + } + + void PixelGameEngine::olc_Reanimate() + { bAtomActive = true; } + + bool PixelGameEngine::olc_IsRunning() + { return bAtomActive; } + + void PixelGameEngine::olc_Terminate() + { bAtomActive = false; } + + void PixelGameEngine::EngineThread() + { + // Allow platform to do stuff here if needed, since its now in the + // context of this thread + if (platform->ThreadStartUp() == olc::FAIL) return; + + // Do engine context specific initialisation + olc_PrepareEngine(); + + // Create user resources as part of this thread + for (auto& ext : vExtensions) ext->OnBeforeUserCreate(); + if (!OnUserCreate()) bAtomActive = false; + for (auto& ext : vExtensions) ext->OnAfterUserCreate(); + + while (bAtomActive) + { + // Run as fast as possible + while (bAtomActive) { olc_CoreUpdate(); } + + // Allow the user to free resources if they have overrided the destroy function + if (!OnUserDestroy()) + { + // User denied destroy for some reason, so continue running + bAtomActive = true; + } + } + + platform->ThreadCleanUp(); + } + + void PixelGameEngine::olc_PrepareEngine() + { + // Start OpenGL, the context is owned by the game thread + if (platform->CreateGraphics(bFullScreen, bEnableVSYNC, vViewPos, vViewSize) == olc::FAIL) return; + + // Construct default font sheet + olc_ConstructFontSheet(); + + // Create Primary Layer "0" + CreateLayer(); + vLayers[0].bUpdate = true; + vLayers[0].bShow = true; + SetDrawTarget(nullptr); + + m_tp1 = std::chrono::system_clock::now(); + m_tp2 = std::chrono::system_clock::now(); + } + + + void PixelGameEngine::olc_CoreUpdate() + { + // Handle Timing + m_tp2 = std::chrono::system_clock::now(); + std::chrono::duration elapsedTime = m_tp2 - m_tp1; + m_tp1 = m_tp2; + + // Our time per frame coefficient + float fElapsedTime = elapsedTime.count(); + fLastElapsed = fElapsedTime; + + if (bConsoleSuspendTime) + fElapsedTime = 0.0f; + + // Some platforms will need to check for events + platform->HandleSystemEvent(); + + // Compare hardware input states from previous frame + auto ScanHardware = [&](HWButton* pKeys, bool* pStateOld, bool* pStateNew, uint32_t nKeyCount) + { + for (uint32_t i = 0; i < nKeyCount; i++) + { + pKeys[i].bPressed = false; + pKeys[i].bReleased = false; + if (pStateNew[i] != pStateOld[i]) + { + if (pStateNew[i]) + { + pKeys[i].bPressed = !pKeys[i].bHeld; + pKeys[i].bHeld = true; + } + else + { + pKeys[i].bReleased = true; + pKeys[i].bHeld = false; + } + } + pStateOld[i] = pStateNew[i]; + } + }; + + ScanHardware(pKeyboardState, pKeyOldState, pKeyNewState, 256); + ScanHardware(pMouseState, pMouseOldState, pMouseNewState, nMouseButtons); + + // Cache mouse coordinates so they remain consistent during frame + vMousePos = vMousePosCache; + nMouseWheelDelta = nMouseWheelDeltaCache; + nMouseWheelDeltaCache = 0; + + vDroppedFiles = vDroppedFilesCache; + vDroppedFilesPoint = vDroppedFilesPointCache; + vDroppedFilesCache.clear(); + + if (bTextEntryEnable) + { + UpdateTextEntry(); + } + + // Handle Frame Update + bool bExtensionBlockFrame = false; + for (auto& ext : vExtensions) bExtensionBlockFrame |= ext->OnBeforeUserUpdate(fElapsedTime); + if (!bExtensionBlockFrame) + { + if (!OnUserUpdate(fElapsedTime)) bAtomActive = false; + + } + for (auto& ext : vExtensions) ext->OnAfterUserUpdate(fElapsedTime); + + if (bConsoleShow) + { + SetDrawTarget((uint8_t)0); + UpdateConsole(); + } + + + + // Display Frame + renderer->UpdateViewport(vViewPos, vViewSize); + renderer->ClearBuffer(olc::BLACK, true); + + // Layer 0 must always exist + vLayers[0].bUpdate = true; + vLayers[0].bShow = true; + SetDecalMode(DecalMode::NORMAL); + renderer->PrepareDrawing(); + + for (auto layer = vLayers.rbegin(); layer != vLayers.rend(); ++layer) + { + if (layer->bShow) + { + if (layer->funcHook == nullptr) + { + renderer->ApplyTexture(layer->pDrawTarget.Decal()->id); + if (!bSuspendTextureTransfer && layer->bUpdate) + { + layer->pDrawTarget.Decal()->Update(); + layer->bUpdate = false; + } + + renderer->DrawLayerQuad(layer->vOffset, layer->vScale, layer->tint); + + // Display Decals in order for this layer + for (auto& decal : layer->vecDecalInstance) + renderer->DrawDecal(decal); + layer->vecDecalInstance.clear(); + } + else + { + // Mwa ha ha.... Have Fun!!! + layer->funcHook(); + } + } + } + + + + // Present Graphics to screen + renderer->DisplayFrame(); + + // Update Title Bar + fFrameTimer += fElapsedTime; + nFrameCount++; + if (fFrameTimer >= 1.0f) + { + nLastFPS = nFrameCount; + fFrameTimer -= 1.0f; + std::string sTitle = "OneLoneCoder.com - Pixel Game Engine - " + sAppName + " - FPS: " + std::to_string(nFrameCount); + platform->SetWindowTitle(sTitle); + nFrameCount = 0; + } + } + + void PixelGameEngine::olc_ConstructFontSheet() + { + std::string data; + data += "?Q`0001oOch0o01o@F40o000000000"; + data += "O000000nOT0063Qo4d8>?7a14Gno94AA4gno94AaOT0>o3`oO400o7QN00000400"; + data += "Of80001oOg<7O7moBGT7O7lABET024@aBEd714AiOdl717a_=TH013Q>00000000"; + data += "720D000V?V5oB3Q_HdUoE7a9@DdDE4A9@DmoE4A;Hg]oM4Aj8S4D84@`00000000"; + data += "OaPT1000Oa`^13P1@AI[?g`1@A=[OdAoHgljA4Ao?WlBA7l1710007l100000000"; + data += "ObM6000oOfMV?3QoBDD`O7a0BDDH@5A0BDD<@5A0BGeVO5ao@CQR?5Po00000000"; + data += "Oc``000?Ogij70PO2D]??0Ph2DUM@7i`2DTg@7lh2GUj?0TO0C1870T?00000000"; + data += "70<4001o?P<7?1QoHg43O;`h@GT0@:@LB@d0>:@hN@L0@?aoN@<0O7ao0000?000"; + data += "OcH0001SOglLA7mg24TnK7ln24US>0PL24U140PnOgl0>7QgOcH0K71S0000A000"; + data += "00H00000@Dm1S007@DUSg00?OdTnH7YhOfTL<7Yh@Cl0700?@Ah0300700000000"; + data += "<008001QL00ZA41a@6HnI<1i@FHLM81M@@0LG81?O`0nC?Y7?`0ZA7Y300080000"; + data += "O`082000Oh0827mo6>Hn?Wmo?6HnMb11MP08@C11H`08@FP0@@0004@000000000"; + data += "00P00001Oab00003OcKP0006@6=PMgl<@440MglH@000000`@000001P00000000"; + data += "Ob@8@@00Ob@8@Ga13R@8Mga172@8?PAo3R@827QoOb@820@0O`0007`0000007P0"; + data += "O`000P08Od400g`<3V=P0G`673IP0`@3>1`00P@6O`P00g`SetPixel(px, py, olc::Pixel(k, k, k, k)); + if (++py == 48) { px++; py = 0; } + } + } + + fontRenderable.Decal()->Update(); + + constexpr std::array vSpacing = { { + 0x03,0x25,0x16,0x08,0x07,0x08,0x08,0x04,0x15,0x15,0x08,0x07,0x15,0x07,0x24,0x08, + 0x08,0x17,0x08,0x08,0x08,0x08,0x08,0x08,0x08,0x08,0x24,0x15,0x06,0x07,0x16,0x17, + 0x08,0x08,0x08,0x08,0x08,0x08,0x08,0x08,0x08,0x17,0x08,0x08,0x17,0x08,0x08,0x08, + 0x08,0x08,0x08,0x08,0x17,0x08,0x08,0x08,0x08,0x17,0x08,0x15,0x08,0x15,0x08,0x08, + 0x24,0x18,0x17,0x17,0x17,0x17,0x17,0x17,0x17,0x33,0x17,0x17,0x33,0x18,0x17,0x17, + 0x17,0x17,0x17,0x17,0x07,0x17,0x17,0x18,0x18,0x17,0x17,0x07,0x33,0x07,0x08,0x00, } }; + + for (auto c : vSpacing) vFontSpacing.push_back({ c >> 4, c & 15 }); + + // UK Standard Layout +#ifdef OLC_KEYBOARD_UK + vKeyboardMap = + { + {olc::Key::A, "a", "A"}, {olc::Key::B, "b", "B"}, {olc::Key::C, "c", "C"}, {olc::Key::D, "d", "D"}, {olc::Key::E, "e", "E"}, + {olc::Key::F, "f", "F"}, {olc::Key::G, "g", "G"}, {olc::Key::H, "h", "H"}, {olc::Key::I, "i", "I"}, {olc::Key::J, "j", "J"}, + {olc::Key::K, "k", "K"}, {olc::Key::L, "l", "L"}, {olc::Key::M, "m", "M"}, {olc::Key::N, "n", "N"}, {olc::Key::O, "o", "O"}, + {olc::Key::P, "p", "P"}, {olc::Key::Q, "q", "Q"}, {olc::Key::R, "r", "R"}, {olc::Key::S, "s", "S"}, {olc::Key::T, "t", "T"}, + {olc::Key::U, "u", "U"}, {olc::Key::V, "v", "V"}, {olc::Key::W, "w", "W"}, {olc::Key::X, "x", "X"}, {olc::Key::Y, "y", "Y"}, + {olc::Key::Z, "z", "Z"}, + + {olc::Key::K0, "0", ")"}, {olc::Key::K1, "1", "!"}, {olc::Key::K2, "2", "\""}, {olc::Key::K3, "3", "#"}, {olc::Key::K4, "4", "$"}, + {olc::Key::K5, "5", "%"}, {olc::Key::K6, "6", "^"}, {olc::Key::K7, "7", "&"}, {olc::Key::K8, "8", "*"}, {olc::Key::K9, "9", "("}, + + {olc::Key::NP0, "0", "0"}, {olc::Key::NP1, "1", "1"}, {olc::Key::NP2, "2", "2"}, {olc::Key::NP3, "3", "3"}, {olc::Key::NP4, "4", "4"}, + {olc::Key::NP5, "5", "5"}, {olc::Key::NP6, "6", "6"}, {olc::Key::NP7, "7", "7"}, {olc::Key::NP8, "8", "8"}, {olc::Key::NP9, "9", "9"}, + {olc::Key::NP_MUL, "*", "*"}, {olc::Key::NP_DIV, "/", "/"}, {olc::Key::NP_ADD, "+", "+"}, {olc::Key::NP_SUB, "-", "-"}, {olc::Key::NP_DECIMAL, ".", "."}, + + {olc::Key::PERIOD, ".", ">"}, {olc::Key::EQUALS, "=", "+"}, {olc::Key::COMMA, ",", "<"}, {olc::Key::MINUS, "-", "_"}, {olc::Key::SPACE, " ", " "}, + + {olc::Key::OEM_1, ";", ":"}, {olc::Key::OEM_2, "/", "?"}, {olc::Key::OEM_3, "\'", "@"}, {olc::Key::OEM_4, "[", "{"}, + {olc::Key::OEM_5, "\\", "|"}, {olc::Key::OEM_6, "]", "}"}, {olc::Key::OEM_7, "#", "~"}, + + // {olc::Key::TAB, "\t", "\t"} + }; +#endif + } + + void PixelGameEngine::pgex_Register(olc::PGEX* pgex) + { + if (std::find(vExtensions.begin(), vExtensions.end(), pgex) == vExtensions.end()) + vExtensions.push_back(pgex); + } + + + PGEX::PGEX(bool bHook) { if(bHook) pge->pgex_Register(this); } + void PGEX::OnBeforeUserCreate() {} + void PGEX::OnAfterUserCreate() {} + bool PGEX::OnBeforeUserUpdate(float& fElapsedTime) { return false; } + void PGEX::OnAfterUserUpdate(float fElapsedTime) {} + + // Need a couple of statics as these are singleton instances + // read from multiple locations + std::atomic PixelGameEngine::bAtomActive{ false }; + olc::PixelGameEngine* olc::PGEX::pge = nullptr; + olc::PixelGameEngine* olc::Platform::ptrPGE = nullptr; + olc::PixelGameEngine* olc::Renderer::ptrPGE = nullptr; + std::unique_ptr olc::Sprite::loader = nullptr; +}; +#pragma endregion + + +#pragma region platform_headless +namespace olc +{ +#if defined(OLC_GFX_HEADLESS) + class Renderer_Headless : public olc::Renderer + { + public: + virtual void PrepareDevice() {}; + virtual olc::rcode CreateDevice(std::vector params, bool bFullScreen, bool bVSYNC) { return olc::rcode::OK; } + virtual olc::rcode DestroyDevice() { return olc::rcode::OK; } + virtual void DisplayFrame() {} + virtual void PrepareDrawing() {} + virtual void SetDecalMode(const olc::DecalMode& mode) {} + virtual void DrawLayerQuad(const olc::vf2d& offset, const olc::vf2d& scale, const olc::Pixel tint) {} + virtual void DrawDecal(const olc::DecalInstance& decal) {} + virtual uint32_t CreateTexture(const uint32_t width, const uint32_t height, const bool filtered = false, const bool clamp = true) {return 1;}; + virtual void UpdateTexture(uint32_t id, olc::Sprite* spr) {} + virtual void ReadTexture(uint32_t id, olc::Sprite* spr) {} + virtual uint32_t DeleteTexture(const uint32_t id) {return 1;} + virtual void ApplyTexture(uint32_t id) {} + virtual void UpdateViewport(const olc::vi2d& pos, const olc::vi2d& size) {} + virtual void ClearBuffer(olc::Pixel p, bool bDepth) {} + }; +#endif +#if defined(OLC_PLATFORM_HEADLESS) + class Platform_Headless : public olc::Platform + { + public: + virtual olc::rcode ApplicationStartUp() { return olc::rcode::OK; } + virtual olc::rcode ApplicationCleanUp() { return olc::rcode::OK; } + virtual olc::rcode ThreadStartUp() { return olc::rcode::OK; } + virtual olc::rcode ThreadCleanUp() { return olc::rcode::OK; } + virtual olc::rcode CreateGraphics(bool bFullScreen, bool bEnableVSYNC, const olc::vi2d& vViewPos, const olc::vi2d& vViewSize) { return olc::rcode::OK; } + virtual olc::rcode CreateWindowPane(const olc::vi2d& vWindowPos, olc::vi2d& vWindowSize, bool bFullScreen) { return olc::rcode::OK; } + virtual olc::rcode SetWindowTitle(const std::string& s) { return olc::rcode::OK; } + virtual olc::rcode StartSystemEventLoop() { return olc::rcode::OK; } + virtual olc::rcode HandleSystemEvent() { return olc::rcode::OK; } + }; +#endif +} +#pragma endregion + +// O------------------------------------------------------------------------------O +// | olcPixelGameEngine Renderers - the draw-y bits | +// O------------------------------------------------------------------------------O + +#pragma region image_stb +// O------------------------------------------------------------------------------O +// | START IMAGE LOADER: stb_image.h, all systems, very fast | +// O------------------------------------------------------------------------------O +// Thanks to Sean Barrett - https://github.com/nothings/stb/blob/master/stb_image.h +// MIT License - Copyright(c) 2017 Sean Barrett + +// Note you need to download the above file into your project folder, and +// #define OLC_IMAGE_STB +// #define OLC_PGE_APPLICATION +// #include "olcPixelGameEngine.h" + +#if defined(OLC_IMAGE_STB) +#define STB_IMAGE_IMPLEMENTATION +#include "stb_image.h" +namespace olc +{ + class ImageLoader_STB : public olc::ImageLoader + { + public: + ImageLoader_STB() : ImageLoader() + {} + + olc::rcode LoadImageResource(olc::Sprite* spr, const std::string& sImageFile, olc::ResourcePack* pack) override + { + UNUSED(pack); + // clear out existing sprite + spr->pColData.clear(); + // Open file + stbi_uc* bytes = nullptr; + int w = 0, h = 0, cmp = 0; + if (pack != nullptr) + { + ResourceBuffer rb = pack->GetFileBuffer(sImageFile); + bytes = stbi_load_from_memory((unsigned char*)rb.vMemory.data(), rb.vMemory.size(), &w, &h, &cmp, 4); + } + else + { + // Check file exists + if (!_gfs::exists(sImageFile)) return olc::rcode::NO_FILE; + bytes = stbi_load(sImageFile.c_str(), &w, &h, &cmp, 4); + } + + if (!bytes) return olc::rcode::FAIL; + spr->width = w; spr->height = h; + spr->pColData.resize(spr->width * spr->height); + std::memcpy(spr->pColData.data(), bytes, spr->width * spr->height * 4); + delete[] bytes; + return olc::rcode::OK; + } + + olc::rcode SaveImageResource(olc::Sprite* spr, const std::string& sImageFile) override + { + return olc::rcode::OK; + } + }; +} +#endif +// O------------------------------------------------------------------------------O +// | START IMAGE LOADER: stb_image.h | +// O------------------------------------------------------------------------------O +#pragma endregion + + + +#if !defined(OLC_PGE_HEADLESS) + +#pragma region renderer_ogl10 +// O------------------------------------------------------------------------------O +// | START RENDERER: OpenGL 1.0 (the original, the best...) | +// O------------------------------------------------------------------------------O +#if defined(OLC_GFX_OPENGL10) + +#if defined(OLC_PLATFORM_WINAPI) + #include + #include + #if !defined(__MINGW32__) + #pragma comment(lib, "Dwmapi.lib") + #endif + typedef BOOL(WINAPI wglSwapInterval_t) (int interval); + static wglSwapInterval_t* wglSwapInterval = nullptr; + typedef HDC glDeviceContext_t; + typedef HGLRC glRenderContext_t; +#endif + +#if defined(__linux__) || defined(__FreeBSD__) + #include +#endif + +#if defined(OLC_PLATFORM_X11) + namespace X11 + { + #include + } + typedef int(glSwapInterval_t)(X11::Display* dpy, X11::GLXDrawable drawable, int interval); + static glSwapInterval_t* glSwapIntervalEXT; + typedef X11::GLXContext glDeviceContext_t; + typedef X11::GLXContext glRenderContext_t; +#endif + +#if defined(__APPLE__) + #define GL_SILENCE_DEPRECATION + #include + #include + #include +#endif + +namespace olc +{ + class Renderer_OGL10 : public olc::Renderer + { + private: +#if defined(OLC_PLATFORM_GLUT) + bool mFullScreen = false; +#else + glDeviceContext_t glDeviceContext = 0; + glRenderContext_t glRenderContext = 0; +#endif + + bool bSync = false; + olc::DecalMode nDecalMode = olc::DecalMode(-1); // Thanks Gusgo & Bispoo + olc::DecalStructure nDecalStructure = olc::DecalStructure(-1); +#if defined(OLC_PLATFORM_X11) + X11::Display* olc_Display = nullptr; + X11::Window* olc_Window = nullptr; + X11::XVisualInfo* olc_VisualInfo = nullptr; +#endif + + public: + void PrepareDevice() override + { +#if defined(OLC_PLATFORM_GLUT) + //glutInit has to be called with main() arguments, make fake ones + int argc = 0; + char* argv[1] = { (char*)"" }; + glutInit(&argc, argv); + glutInitWindowPosition(0, 0); + glutInitWindowSize(512, 512); + glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH | GLUT_RGBA); + // Creates the window and the OpenGL context for it + glutCreateWindow("OneLoneCoder.com - Pixel Game Engine"); + glEnable(GL_TEXTURE_2D); // Turn on texturing + glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); +#endif + } + + olc::rcode CreateDevice(std::vector params, bool bFullScreen, bool bVSYNC) override + { +#if defined(OLC_PLATFORM_WINAPI) + // Create Device Context + glDeviceContext = GetDC((HWND)(params[0])); + 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 olc::FAIL; + SetPixelFormat(glDeviceContext, pf, &pfd); + + if (!(glRenderContext = wglCreateContext(glDeviceContext))) return olc::FAIL; + wglMakeCurrent(glDeviceContext, glRenderContext); + + // Remove Frame cap + wglSwapInterval = (wglSwapInterval_t*)wglGetProcAddress("wglSwapIntervalEXT"); + if (wglSwapInterval && !bVSYNC) wglSwapInterval(0); + bSync = bVSYNC; +#endif + +#if defined(OLC_PLATFORM_X11) + using namespace X11; + // Linux has tighter coupling between OpenGL and X11, so we store + // various "platform" handles in the renderer + olc_Display = (X11::Display*)(params[0]); + olc_Window = (X11::Window*)(params[1]); + olc_VisualInfo = (X11::XVisualInfo*)(params[2]); + + 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 && !bVSYNC) + { + 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 && !bVSYNC) + glSwapIntervalEXT(olc_Display, *olc_Window, 0); +#endif + +#if defined(OLC_PLATFORM_GLUT) + mFullScreen = bFullScreen; + if (!bVSYNC) + { +#if defined(__APPLE__) + GLint sync = 0; + CGLContextObj ctx = CGLGetCurrentContext(); + if (ctx) CGLSetParameter(ctx, kCGLCPSwapInterval, &sync); +#endif + } +#else + glEnable(GL_TEXTURE_2D); // Turn on texturing + glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); +#endif + return olc::rcode::OK; + } + + olc::rcode DestroyDevice() override + { +#if defined(OLC_PLATFORM_WINAPI) + wglDeleteContext(glRenderContext); +#endif + +#if defined(OLC_PLATFORM_X11) + glXMakeCurrent(olc_Display, None, NULL); + glXDestroyContext(olc_Display, glDeviceContext); +#endif + +#if defined(OLC_PLATFORM_GLUT) + glutDestroyWindow(glutGetWindow()); +#endif + return olc::rcode::OK; + } + + void DisplayFrame() override + { +#if defined(OLC_PLATFORM_WINAPI) + SwapBuffers(glDeviceContext); + if (bSync) DwmFlush(); // Woooohooooooo!!!! SMOOOOOOOTH! +#endif + +#if defined(OLC_PLATFORM_X11) + X11::glXSwapBuffers(olc_Display, *olc_Window); +#endif + +#if defined(OLC_PLATFORM_GLUT) + glutSwapBuffers(); +#endif + } + + void PrepareDrawing() override + { + + //ClearBuffer(olc::GREEN, true); + glEnable(GL_BLEND); + nDecalMode = DecalMode::NORMAL; + nDecalStructure = DecalStructure::FAN; + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + } + + void SetDecalMode(const olc::DecalMode& mode) + { + if (mode != nDecalMode) + { + switch (mode) + { + case olc::DecalMode::NORMAL: + case olc::DecalMode::MODEL3D: + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + break; + case olc::DecalMode::ADDITIVE: + glBlendFunc(GL_SRC_ALPHA, GL_ONE); + break; + case olc::DecalMode::MULTIPLICATIVE: + glBlendFunc(GL_DST_COLOR, GL_ONE_MINUS_SRC_ALPHA); + break; + case olc::DecalMode::STENCIL: + glBlendFunc(GL_ZERO, GL_SRC_ALPHA); + break; + case olc::DecalMode::ILLUMINATE: + glBlendFunc(GL_ONE_MINUS_SRC_ALPHA, GL_SRC_ALPHA); + break; + case olc::DecalMode::WIREFRAME: + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + break; + } + + nDecalMode = mode; + } + } + + void DrawLayerQuad(const olc::vf2d& offset, const olc::vf2d& scale, const olc::Pixel tint) override + { + glBegin(GL_QUADS); + glColor4ub(tint.r, tint.g, tint.b, tint.a); + glTexCoord2f(0.0f * scale.x + offset.x, 1.0f * scale.y + offset.y); + glVertex3f(-1.0f /*+ vSubPixelOffset.x*/, -1.0f /*+ vSubPixelOffset.y*/, 0.0f); + glTexCoord2f(0.0f * scale.x + offset.x, 0.0f * scale.y + offset.y); + glVertex3f(-1.0f /*+ vSubPixelOffset.x*/, 1.0f /*+ vSubPixelOffset.y*/, 0.0f); + glTexCoord2f(1.0f * scale.x + offset.x, 0.0f * scale.y + offset.y); + glVertex3f(1.0f /*+ vSubPixelOffset.x*/, 1.0f /*+ vSubPixelOffset.y*/, 0.0f); + glTexCoord2f(1.0f * scale.x + offset.x, 1.0f * scale.y + offset.y); + glVertex3f(1.0f /*+ vSubPixelOffset.x*/, -1.0f /*+ vSubPixelOffset.y*/, 0.0f); + glEnd(); + } + + void DrawDecal(const olc::DecalInstance& decal) override + { + SetDecalMode(decal.mode); + + if (decal.decal == nullptr) + glBindTexture(GL_TEXTURE_2D, 0); + else + glBindTexture(GL_TEXTURE_2D, decal.decal->id); + + if (nDecalMode == DecalMode::MODEL3D) + { +#ifdef OLC_ENABLE_EXPERIMENTAL + glMatrixMode(GL_PROJECTION); glPushMatrix(); + glMatrixMode(GL_MODELVIEW); glPushMatrix(); + + glEnable(GL_DEPTH_TEST); + glMatrixMode(GL_PROJECTION); + glLoadIdentity(); + glFrustum(-1.0f, 1.0f, -1.0f, 1.0f, 1, 1000); + + #pragma comment (lib, "winmm.lib") + + glMatrixMode(GL_MODELVIEW); + glLoadIdentity(); + glTranslatef(0, -40, -200); + glRotatef(float(clock()) * 0.1f, 1, 0, 0); + glRotatef(float(clock()) * 0.1f * 2, 0, 1, 0); + glEnable(GL_BLEND); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + + glBegin(GL_TRIANGLES); + + + // Render as 3D Spatial Entity + for (uint32_t n = 0; n < decal.points; n++) + { + glColor4ub(decal.tint[n].r, decal.tint[n].g, decal.tint[n].b, decal.tint[n].a); + glTexCoord2f(decal.uv[n].x, decal.uv[n].y); + glVertex3f(decal.pos[n].x, decal.pos[n].y, decal.w[n]); + } + + glEnd(); + + glMatrixMode(GL_PROJECTION); glPopMatrix(); + glMatrixMode(GL_MODELVIEW); glPopMatrix(); + glDisable(GL_DEPTH_TEST); +#endif + } + else + { + if (nDecalMode == DecalMode::WIREFRAME) + glBegin(GL_LINE_LOOP); + else + { + if(decal.structure == olc::DecalStructure::FAN) + glBegin(GL_TRIANGLE_FAN); + else if(decal.structure == olc::DecalStructure::STRIP) + glBegin(GL_TRIANGLE_STRIP); + else if(decal.structure == olc::DecalStructure::LIST) + glBegin(GL_TRIANGLES); + } + + // Render as 2D Spatial entity + for (uint32_t n = 0; n < decal.points; n++) + { + glColor4ub(decal.tint[n].r, decal.tint[n].g, decal.tint[n].b, decal.tint[n].a); + glTexCoord4f(decal.uv[n].x, decal.uv[n].y, 0.0f, decal.w[n]); + glVertex2f(decal.pos[n].x, decal.pos[n].y); + } + + glEnd(); + } + + + //glDisable(GL_DEPTH_TEST); + } + + uint32_t CreateTexture(const uint32_t width, const uint32_t height, const bool filtered, const bool clamp) override + { + UNUSED(width); + UNUSED(height); + uint32_t id = 0; + glGenTextures(1, &id); + glBindTexture(GL_TEXTURE_2D, id); + if (filtered) + { + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); + } + else + { + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); + } + + if (clamp) + { + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP); + } + else + { + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); + } + + glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); + return id; + } + + uint32_t DeleteTexture(const uint32_t id) override + { + glDeleteTextures(1, &id); + return id; + } + + void UpdateTexture(uint32_t id, olc::Sprite* spr) override + { + UNUSED(id); + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, spr->width, spr->height, 0, GL_RGBA, GL_UNSIGNED_BYTE, spr->GetData()); + } + + void ReadTexture(uint32_t id, olc::Sprite* spr) override + { + glReadPixels(0, 0, spr->width, spr->height, GL_RGBA, GL_UNSIGNED_BYTE, spr->GetData()); + } + + void ApplyTexture(uint32_t id) override + { + glBindTexture(GL_TEXTURE_2D, id); + } + + void ClearBuffer(olc::Pixel p, bool bDepth) override + { + glClearColor(float(p.r) / 255.0f, float(p.g) / 255.0f, float(p.b) / 255.0f, float(p.a) / 255.0f); + glClear(GL_COLOR_BUFFER_BIT); + if (bDepth) glClear(GL_DEPTH_BUFFER_BIT); + } + + void UpdateViewport(const olc::vi2d& pos, const olc::vi2d& size) override + { + glViewport(pos.x, pos.y, size.x, size.y); + } + }; +} +#endif +// O------------------------------------------------------------------------------O +// | END RENDERER: OpenGL 1.0 (the original, the best...) | +// O------------------------------------------------------------------------------O +#pragma endregion + +#pragma region renderer_ogl33 +// O------------------------------------------------------------------------------O +// | START RENDERER: OpenGL 3.3 (3.0 es) (sh-sh-sh-shaders....) | +// O------------------------------------------------------------------------------O +#if defined(OLC_GFX_OPENGL33) + +#if defined(OLC_PLATFORM_WINAPI) + #include + //#include + #if !defined(__MINGW32__) + #pragma comment(lib, "Dwmapi.lib") + #endif + //typedef void __stdcall locSwapInterval_t(GLsizei n); + typedef HDC glDeviceContext_t; + typedef HGLRC glRenderContext_t; + //#define CALLSTYLE __stdcall + #define OGL_LOAD(t, n) (t*)wglGetProcAddress(#n) +#endif +// +//#if defined(__linux__) || defined(__FreeBSD__) +// #include +//#endif + +#if defined(OLC_PLATFORM_X11) + /*namespace X11 + { + #include + } + typedef int(locSwapInterval_t)(X11::Display* dpy, X11::GLXDrawable drawable, int interval);*/ + typedef X11::GLXContext glDeviceContext_t; + typedef X11::GLXContext glRenderContext_t; + //#define CALLSTYLE + #define OGL_LOAD(t, n) (t*)glXGetProcAddress((unsigned char*)#n); +#endif + +//#if defined(__APPLE__) +// #define GL_SILENCE_DEPRECATION +// #include +// #include +// #include +//#endif + +#if defined(OLC_PLATFORM_EMSCRIPTEN) + #include + #include + #define GL_GLEXT_PROTOTYPES + #include + #include + #define CALLSTYLE + typedef EGLBoolean(locSwapInterval_t)(EGLDisplay display, EGLint interval); + #define GL_CLAMP GL_CLAMP_TO_EDGE + #define OGL_LOAD(t, n) n; +#endif + +namespace olc +{ +// typedef char GLchar; +// typedef ptrdiff_t GLsizeiptr; +// typedef GLuint CALLSTYLE locCreateShader_t(GLenum type); +// typedef GLuint CALLSTYLE locCreateProgram_t(void); +// typedef void CALLSTYLE locDeleteShader_t(GLuint shader); +//#if defined(OLC_PLATFORM_EMSCRIPTEN) +// typedef void CALLSTYLE locShaderSource_t(GLuint shader, GLsizei count, const GLchar* const* string, const GLint* length); +//#else +// typedef void CALLSTYLE locShaderSource_t(GLuint shader, GLsizei count, const GLchar** string, const GLint* length); +//#endif +// typedef void CALLSTYLE locCompileShader_t(GLuint shader); +// typedef void CALLSTYLE locLinkProgram_t(GLuint program); +// typedef void CALLSTYLE locDeleteProgram_t(GLuint program); +// typedef void CALLSTYLE locAttachShader_t(GLuint program, GLuint shader); +// typedef void CALLSTYLE locBindBuffer_t(GLenum target, GLuint buffer); +// typedef void CALLSTYLE locBufferData_t(GLenum target, GLsizeiptr size, const void* data, GLenum usage); +// typedef void CALLSTYLE locGenBuffers_t(GLsizei n, GLuint* buffers); +// typedef void CALLSTYLE locVertexAttribPointer_t(GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const void* pointer); +// typedef void CALLSTYLE locEnableVertexAttribArray_t(GLuint index); +// typedef void CALLSTYLE locUseProgram_t(GLuint program); +// typedef void CALLSTYLE locBindVertexArray_t(GLuint array); +// typedef void CALLSTYLE locGenVertexArrays_t(GLsizei n, GLuint* arrays); +// typedef void CALLSTYLE locGetShaderInfoLog_t(GLuint shader, GLsizei bufSize, GLsizei* length, GLchar* infoLog); +// typedef GLint CALLSTYLE locGetUniformLocation_t(GLuint program, const GLchar* name); +// typedef void CALLSTYLE locUniform1f_t(GLint location, GLfloat v0); +// typedef void CALLSTYLE locUniform1i_t(GLint location, GLint v0); +// typedef void CALLSTYLE locUniform2fv_t(GLint location, GLsizei count, const GLfloat* value); +// typedef void CALLSTYLE locActiveTexture_t(GLenum texture); +// typedef void CALLSTYLE locGenFrameBuffers_t(GLsizei n, GLuint* ids); +// typedef void CALLSTYLE locBindFrameBuffer_t(GLenum target, GLuint fb); +// typedef GLenum CALLSTYLE locCheckFrameBufferStatus_t(GLenum target); +// typedef void CALLSTYLE locDeleteFrameBuffers_t(GLsizei n, const GLuint* fbs); +// typedef void CALLSTYLE locFrameBufferTexture2D_t(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level); +// typedef void CALLSTYLE locDrawBuffers_t(GLsizei n, const GLenum* bufs); +// typedef void CALLSTYLE locBlendFuncSeparate_t(GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha); + + + + class Renderer_OGL33 : public olc::Renderer + { + private: +#if defined(OLC_PLATFORM_EMSCRIPTEN) + EGLDisplay olc_Display; + EGLConfig olc_Config; + EGLContext olc_Context; + EGLSurface olc_Surface; +#endif + +#if defined(OLC_PLATFORM_GLUT) + bool mFullScreen = false; +#else + #if !defined(OLC_PLATFORM_EMSCRIPTEN) + glDeviceContext_t glDeviceContext = 0; + glRenderContext_t glRenderContext = 0; + #endif +#endif + bool bSync = false; + olc::DecalMode nDecalMode = olc::DecalMode(-1); // Thanks Gusgo & Bispoo +#if defined(OLC_PLATFORM_X11) + X11::Display* olc_Display = nullptr; + X11::Window* olc_Window = nullptr; + X11::XVisualInfo* olc_VisualInfo = nullptr; +#endif + + private: + locCreateShader_t* locCreateShader = nullptr; + locShaderSource_t* locShaderSource = nullptr; + locCompileShader_t* locCompileShader = nullptr; + locDeleteShader_t* locDeleteShader = nullptr; + locCreateProgram_t* locCreateProgram = nullptr; + locDeleteProgram_t* locDeleteProgram = nullptr; + locLinkProgram_t* locLinkProgram = nullptr; + locAttachShader_t* locAttachShader = nullptr; + locBindBuffer_t* locBindBuffer = nullptr; + locBufferData_t* locBufferData = nullptr; + locGenBuffers_t* locGenBuffers = nullptr; + locVertexAttribPointer_t* locVertexAttribPointer = nullptr; + locEnableVertexAttribArray_t* locEnableVertexAttribArray = nullptr; + locUseProgram_t* locUseProgram = nullptr; + locBindVertexArray_t* locBindVertexArray = nullptr; + locGenVertexArrays_t* locGenVertexArrays = nullptr; + locSwapInterval_t* locSwapInterval = nullptr; + locGetShaderInfoLog_t* locGetShaderInfoLog = nullptr; + + uint32_t m_nFS = 0; + uint32_t m_nVS = 0; + uint32_t m_nQuadShader = 0; + uint32_t m_vbQuad = 0; + uint32_t m_vaQuad = 0; + + struct locVertex + { + float pos[3]; + olc::vf2d tex; + olc::Pixel col; + }; + + locVertex pVertexMem[OLC_MAX_VERTS]; + + olc::Renderable rendBlankQuad; + + public: + void PrepareDevice() override + { +#if defined(OLC_PLATFORM_GLUT) + //glutInit has to be called with main() arguments, make fake ones + int argc = 0; + char* argv[1] = { (char*)"" }; + glutInit(&argc, argv); + glutInitWindowPosition(0, 0); + glutInitWindowSize(512, 512); + glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH | GLUT_RGBA); + // Creates the window and the OpenGL context for it + glutCreateWindow("OneLoneCoder.com - Pixel Game Engine"); + glEnable(GL_TEXTURE_2D); // Turn on texturing + glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); +#endif + } + + olc::rcode CreateDevice(std::vector params, bool bFullScreen, bool bVSYNC) override + { + // Create OpenGL Context +#if defined(OLC_PLATFORM_WINAPI) + // Create Device Context + glDeviceContext = GetDC((HWND)(params[0])); + 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 olc::FAIL; + SetPixelFormat(glDeviceContext, pf, &pfd); + + if (!(glRenderContext = wglCreateContext(glDeviceContext))) return olc::FAIL; + wglMakeCurrent(glDeviceContext, glRenderContext); + + // Set Vertical Sync + locSwapInterval = OGL_LOAD(locSwapInterval_t, wglSwapIntervalEXT); + if (locSwapInterval && !bVSYNC) locSwapInterval(0); + bSync = bVSYNC; +#endif + +#if defined(OLC_PLATFORM_X11) + using namespace X11; + // Linux has tighter coupling between OpenGL and X11, so we store + // various "platform" handles in the renderer + olc_Display = (X11::Display*)(params[0]); + olc_Window = (X11::Window*)(params[1]); + olc_VisualInfo = (X11::XVisualInfo*)(params[2]); + + 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); + + locSwapInterval = OGL_LOAD(locSwapInterval_t, glXSwapIntervalEXT); + + if (locSwapInterval == nullptr && !bVSYNC) + { + 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 (locSwapInterval != nullptr && !bVSYNC) + locSwapInterval(olc_Display, *olc_Window, 0); +#endif + +#if defined(OLC_PLATFORM_EMSCRIPTEN) + EGLint const attribute_list[] = { EGL_RED_SIZE, 8, EGL_GREEN_SIZE, 8, EGL_BLUE_SIZE, 8, EGL_ALPHA_SIZE, 8, EGL_NONE }; + EGLint const context_config[] = { EGL_CONTEXT_CLIENT_VERSION , 2, EGL_NONE }; + EGLint num_config; + + olc_Display = eglGetDisplay(EGL_DEFAULT_DISPLAY); + eglInitialize(olc_Display, nullptr, nullptr); + eglChooseConfig(olc_Display, attribute_list, &olc_Config, 1, &num_config); + + /* create an EGL rendering context */ + olc_Context = eglCreateContext(olc_Display, olc_Config, EGL_NO_CONTEXT, context_config); + olc_Surface = eglCreateWindowSurface(olc_Display, olc_Config, NULL, nullptr); + eglMakeCurrent(olc_Display, olc_Surface, olc_Surface, olc_Context); + //eglSwapInterval is currently a NOP, plement anyways in case it becomes supported + locSwapInterval = &eglSwapInterval; + locSwapInterval(olc_Display, bVSYNC ? 1 : 0); +#endif + +#if defined(OLC_PLATFORM_GLUT) + mFullScreen = bFullScreen; + if (!bVSYNC) + { +#if defined(__APPLE__) + GLint sync = 0; + CGLContextObj ctx = CGLGetCurrentContext(); + if (ctx) CGLSetParameter(ctx, kCGLCPSwapInterval, &sync); +#endif + } +#else + #if !defined(OLC_PLATFORM_EMSCRIPTEN) + glEnable(GL_TEXTURE_2D); // Turn on texturing + glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); + #endif +#endif + // Load External OpenGL Functions + locCreateShader = OGL_LOAD(locCreateShader_t, glCreateShader); + locCompileShader = OGL_LOAD(locCompileShader_t, glCompileShader); + locShaderSource = OGL_LOAD(locShaderSource_t, glShaderSource); + locDeleteShader = OGL_LOAD(locDeleteShader_t, glDeleteShader); + locCreateProgram = OGL_LOAD(locCreateProgram_t, glCreateProgram); + locDeleteProgram = OGL_LOAD(locDeleteProgram_t, glDeleteProgram); + locLinkProgram = OGL_LOAD(locLinkProgram_t, glLinkProgram); + locAttachShader = OGL_LOAD(locAttachShader_t, glAttachShader); + locBindBuffer = OGL_LOAD(locBindBuffer_t, glBindBuffer); + locBufferData = OGL_LOAD(locBufferData_t, glBufferData); + locGenBuffers = OGL_LOAD(locGenBuffers_t, glGenBuffers); + locVertexAttribPointer = OGL_LOAD(locVertexAttribPointer_t, glVertexAttribPointer); + locEnableVertexAttribArray = OGL_LOAD(locEnableVertexAttribArray_t, glEnableVertexAttribArray); + locUseProgram = OGL_LOAD(locUseProgram_t, glUseProgram); + locGetShaderInfoLog = OGL_LOAD(locGetShaderInfoLog_t, glGetShaderInfoLog); +#if !defined(OLC_PLATFORM_EMSCRIPTEN) + locBindVertexArray = OGL_LOAD(locBindVertexArray_t, glBindVertexArray); + locGenVertexArrays = OGL_LOAD(locGenVertexArrays_t, glGenVertexArrays); +#else + locBindVertexArray = glBindVertexArrayOES; + locGenVertexArrays = glGenVertexArraysOES; +#endif + + // Load & Compile Quad Shader - assumes no errors + m_nFS = locCreateShader(0x8B30); + const GLchar* strFS = +#if defined(__arm__) || defined(OLC_PLATFORM_EMSCRIPTEN) + "#version 300 es\n" + "precision mediump float;" +#else + "#version 330 core\n" +#endif + "out vec4 pixel;\n""in vec2 oTex;\n" + "in vec4 oCol;\n""uniform sampler2D sprTex;\n""void main(){pixel = texture(sprTex, oTex) * oCol;}"; + locShaderSource(m_nFS, 1, &strFS, NULL); + locCompileShader(m_nFS); + + m_nVS = locCreateShader(0x8B31); + const GLchar* strVS = +#if defined(__arm__) || defined(OLC_PLATFORM_EMSCRIPTEN) + "#version 300 es\n" + "precision mediump float;" +#else + "#version 330 core\n" +#endif + "layout(location = 0) in vec3 aPos;\n""layout(location = 1) in vec2 aTex;\n" + "layout(location = 2) in vec4 aCol;\n""out vec2 oTex;\n""out vec4 oCol;\n" + "void main(){ float p = 1.0 / aPos.z; gl_Position = p * vec4(aPos.x, aPos.y, 0.0, 1.0); oTex = p * aTex; oCol = aCol;}"; + locShaderSource(m_nVS, 1, &strVS, NULL); + locCompileShader(m_nVS); + + m_nQuadShader = locCreateProgram(); + locAttachShader(m_nQuadShader, m_nFS); + locAttachShader(m_nQuadShader, m_nVS); + locLinkProgram(m_nQuadShader); + + // Create Quad + locGenBuffers(1, &m_vbQuad); + locGenVertexArrays(1, &m_vaQuad); + locBindVertexArray(m_vaQuad); + locBindBuffer(0x8892, m_vbQuad); + + locVertex verts[OLC_MAX_VERTS]; + locBufferData(0x8892, sizeof(locVertex) * OLC_MAX_VERTS, verts, 0x88E0); + locVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(locVertex), 0); locEnableVertexAttribArray(0); + locVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(locVertex), (void*)(3 * sizeof(float))); locEnableVertexAttribArray(1); + locVertexAttribPointer(2, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(locVertex), (void*)(5 * sizeof(float))); locEnableVertexAttribArray(2); + locBindBuffer(0x8892, 0); + locBindVertexArray(0); + + // Create blank texture for spriteless decals + rendBlankQuad.Create(1, 1); + rendBlankQuad.Sprite()->GetData()[0] = olc::WHITE; + rendBlankQuad.Decal()->Update(); + return olc::rcode::OK; + } + + olc::rcode DestroyDevice() override + { +#if defined(OLC_PLATFORM_WINAPI) + wglDeleteContext(glRenderContext); +#endif + +#if defined(OLC_PLATFORM_X11) + glXMakeCurrent(olc_Display, None, NULL); + glXDestroyContext(olc_Display, glDeviceContext); +#endif + +#if defined(OLC_PLATFORM_GLUT) + glutDestroyWindow(glutGetWindow()); +#endif + +#if defined(OLC_PLATFORM_EMSCRIPTEN) + eglMakeCurrent(olc_Display, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT); + eglDestroyContext(olc_Display, olc_Context); + eglDestroySurface(olc_Display, olc_Surface); + eglTerminate(olc_Display); + olc_Display = EGL_NO_DISPLAY; + olc_Surface = EGL_NO_SURFACE; + olc_Context = EGL_NO_CONTEXT; +#endif + return olc::rcode::OK; + } + + void DisplayFrame() override + { +#if defined(OLC_PLATFORM_WINAPI) + SwapBuffers(glDeviceContext); + if (bSync) DwmFlush(); // Woooohooooooo!!!! SMOOOOOOOTH! +#endif + +#if defined(OLC_PLATFORM_X11) + X11::glXSwapBuffers(olc_Display, *olc_Window); +#endif + +#if defined(OLC_PLATFORM_GLUT) + glutSwapBuffers(); +#endif + +#if defined(OLC_PLATFORM_EMSCRIPTEN) + eglSwapBuffers(olc_Display, olc_Surface); +#endif + } + + void PrepareDrawing() override + { + glEnable(GL_BLEND); + nDecalMode = DecalMode::NORMAL; + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + locUseProgram(m_nQuadShader); + locBindVertexArray(m_vaQuad); + +#if defined(OLC_PLATFORM_EMSCRIPTEN) + locVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(locVertex), 0); locEnableVertexAttribArray(0); + locVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(locVertex), (void*)(3 * sizeof(float))); locEnableVertexAttribArray(1); + locVertexAttribPointer(2, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(locVertex), (void*)(5 * sizeof(float))); locEnableVertexAttribArray(2); +#endif + } + + void SetDecalMode(const olc::DecalMode& mode) override + { + if (mode != nDecalMode) + { + switch (mode) + { + case olc::DecalMode::NORMAL: glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); break; + case olc::DecalMode::ADDITIVE: glBlendFunc(GL_SRC_ALPHA, GL_ONE); break; + case olc::DecalMode::MULTIPLICATIVE: glBlendFunc(GL_DST_COLOR, GL_ONE_MINUS_SRC_ALPHA); break; + case olc::DecalMode::STENCIL: glBlendFunc(GL_ZERO, GL_SRC_ALPHA); break; + case olc::DecalMode::ILLUMINATE: glBlendFunc(GL_ONE_MINUS_SRC_ALPHA, GL_SRC_ALPHA); break; + case olc::DecalMode::WIREFRAME: glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); break; + } + + nDecalMode = mode; + } + } + + void DrawLayerQuad(const olc::vf2d& offset, const olc::vf2d& scale, const olc::Pixel tint) override + { + locBindBuffer(0x8892, m_vbQuad); + locVertex verts[4] = { + {{-1.0f, -1.0f, 1.0}, {0.0f * scale.x + offset.x, 1.0f * scale.y + offset.y}, tint}, + {{+1.0f, -1.0f, 1.0}, {1.0f * scale.x + offset.x, 1.0f * scale.y + offset.y}, tint}, + {{-1.0f, +1.0f, 1.0}, {0.0f * scale.x + offset.x, 0.0f * scale.y + offset.y}, tint}, + {{+1.0f, +1.0f, 1.0}, {1.0f * scale.x + offset.x, 0.0f * scale.y + offset.y}, tint}, + }; + + locBufferData(0x8892, sizeof(locVertex) * 4, verts, 0x88E0); + glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); + } + + void DrawDecal(const olc::DecalInstance& decal) override + { + SetDecalMode(decal.mode); + if (decal.decal == nullptr) + glBindTexture(GL_TEXTURE_2D, rendBlankQuad.Decal()->id); + else + glBindTexture(GL_TEXTURE_2D, decal.decal->id); + + locBindBuffer(0x8892, m_vbQuad); + + for (uint32_t i = 0; i < decal.points; i++) + pVertexMem[i] = { { decal.pos[i].x, decal.pos[i].y, decal.w[i] }, { decal.uv[i].x, decal.uv[i].y }, decal.tint[i] }; + + locBufferData(0x8892, sizeof(locVertex) * decal.points, pVertexMem, 0x88E0); + + if (nDecalMode == DecalMode::WIREFRAME) + glDrawArrays(GL_LINE_LOOP, 0, decal.points); + else + { + if (decal.structure == olc::DecalStructure::FAN) + glDrawArrays(GL_TRIANGLE_FAN, 0, decal.points); + else if (decal.structure == olc::DecalStructure::STRIP) + glDrawArrays(GL_TRIANGLE_STRIP, 0, decal.points); + else if (decal.structure == olc::DecalStructure::LIST) + glDrawArrays(GL_TRIANGLES, 0, decal.points); + } + } + + uint32_t CreateTexture(const uint32_t width, const uint32_t height, const bool filtered, const bool clamp) override + { + UNUSED(width); + UNUSED(height); + uint32_t id = 0; + glGenTextures(1, &id); + glBindTexture(GL_TEXTURE_2D, id); + + if (filtered) + { + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); + } + else + { + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); + } + + if (clamp) + { + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP); + } + else + { + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); + } +#if !defined(OLC_PLATFORM_EMSCRIPTEN) + glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); +#endif + return id; + } + + uint32_t DeleteTexture(const uint32_t id) override + { + glDeleteTextures(1, &id); + return id; + } + + void UpdateTexture(uint32_t id, olc::Sprite* spr) override + { + UNUSED(id); + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, spr->width, spr->height, 0, GL_RGBA, GL_UNSIGNED_BYTE, spr->GetData()); + } + + void ReadTexture(uint32_t id, olc::Sprite* spr) override + { + glReadPixels(0, 0, spr->width, spr->height, GL_RGBA, GL_UNSIGNED_BYTE, spr->GetData()); + } + + void ApplyTexture(uint32_t id) override + { + glBindTexture(GL_TEXTURE_2D, id); + } + + void ClearBuffer(olc::Pixel p, bool bDepth) override + { + glClearColor(float(p.r) / 255.0f, float(p.g) / 255.0f, float(p.b) / 255.0f, float(p.a) / 255.0f); + glClear(GL_COLOR_BUFFER_BIT); + if (bDepth) glClear(GL_DEPTH_BUFFER_BIT); + } + + void UpdateViewport(const olc::vi2d& pos, const olc::vi2d& size) override + { + glViewport(pos.x, pos.y, size.x, size.y); + } + }; +} +#endif +// O------------------------------------------------------------------------------O +// | END RENDERER: OpenGL 3.3 (3.0 es) (sh-sh-sh-shaders....) | +// O------------------------------------------------------------------------------O +#pragma endregion + +// O------------------------------------------------------------------------------O +// | olcPixelGameEngine Image loaders | +// O------------------------------------------------------------------------------O + +#pragma region image_gdi +// O------------------------------------------------------------------------------O +// | START IMAGE LOADER: GDI+, Windows Only, always exists, a little slow | +// O------------------------------------------------------------------------------O +#if defined(OLC_IMAGE_GDI) + +#define min(a, b) ((a < b) ? a : b) +#define max(a, b) ((a > b) ? a : b) +#include +#include +#if defined(__MINGW32__) // Thanks Gusgo & Dandistine, but c'mon mingw!! wtf?! + #include +#else + #include +#endif +#include +#undef min +#undef max + +#if !defined(__MINGW32__) + #pragma comment(lib, "gdiplus.lib") + #pragma comment(lib, "Shlwapi.lib") +#endif + +namespace olc +{ + // 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; + GdiplusStartup(&token, &startupInput, NULL); + } + + ULONG_PTR token; + + ~GDIPlusStartup() + { + // Well, MarcusTU thought this was important :D + Gdiplus::GdiplusShutdown(token); + } + } gdistartup; + + class ImageLoader_GDIPlus : public olc::ImageLoader + { + private: + 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; + } + + public: + ImageLoader_GDIPlus() : ImageLoader() + {} + + olc::rcode LoadImageResource(olc::Sprite* spr, const std::string& sImageFile, olc::ResourcePack* pack) override + { + // clear out existing sprite + spr->pColData.clear(); + + // Open file + UNUSED(pack); + 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(), UINT(rb.vMemory.size()))); + } + else + { + // Check file exists + if (!_gfs::exists(sImageFile)) return olc::rcode::NO_FILE; + + // Load sprite from file + bmp = Gdiplus::Bitmap::FromFile(ConvertS2W(sImageFile).c_str()); + } + + if (bmp->GetLastStatus() != Gdiplus::Ok) return olc::rcode::FAIL; + spr->width = bmp->GetWidth(); + spr->height = bmp->GetHeight(); + + spr->pColData.resize(spr->width * spr->height); + + for (int y = 0; y < spr->height; y++) + for (int x = 0; x < spr->width; x++) + { + Gdiplus::Color c; + bmp->GetPixel(x, y, &c); + spr->SetPixel(x, y, olc::Pixel(c.GetRed(), c.GetGreen(), c.GetBlue(), c.GetAlpha())); + } + delete bmp; + return olc::rcode::OK; + } + + olc::rcode SaveImageResource(olc::Sprite* spr, const std::string& sImageFile) override + { + return olc::rcode::OK; + } + }; +} +#endif +// O------------------------------------------------------------------------------O +// | END IMAGE LOADER: GDI+ | +// O------------------------------------------------------------------------------O +#pragma endregion + +#pragma region image_libpng +// O------------------------------------------------------------------------------O +// | START IMAGE LOADER: libpng, default on linux, requires -lpng (libpng-dev) | +// O------------------------------------------------------------------------------O +#if defined(OLC_IMAGE_LIBPNG) +#include +namespace olc +{ + 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); + } + + class ImageLoader_LibPNG : public olc::ImageLoader + { + public: + ImageLoader_LibPNG() : ImageLoader() + {} + + olc::rcode LoadImageResource(olc::Sprite* spr, const std::string& sImageFile, olc::ResourcePack* pack) override + { + UNUSED(pack); + + // clear out existing sprite + spr->pColData.clear(); + + //////////////////////////////////////////////////////////////////////////// + // 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; + spr->width = png_get_image_width(png, info); + spr->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) * spr->height); + for (int y = 0; y < spr->height; y++) { + row_pointers[y] = (png_byte*)malloc(png_get_rowbytes(png, info)); + } + png_read_image(png, row_pointers); + //////////////////////////////////////////////////////////////////////////// + // Create sprite array + spr->pColData.resize(spr->width * spr->height); + // Iterate through image rows, converting into sprite format + for (int y = 0; y < spr->height; y++) + { + png_bytep row = row_pointers[y]; + for (int x = 0; x < spr->width; x++) + { + png_bytep px = &(row[x * 4]); + spr->SetPixel(x, y, Pixel(px[0], px[1], px[2], px[3])); + } + } + + for (int y = 0; y < spr->height; y++) // Thanks maksym33 + free(row_pointers[y]); + free(row_pointers); + png_destroy_read_struct(&png, &info, nullptr); + }; + + 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::rcode::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::rcode::OK; + + fail_load: + spr->width = 0; + spr->height = 0; + spr->pColData.clear(); + return olc::rcode::FAIL; + } + + olc::rcode SaveImageResource(olc::Sprite* spr, const std::string& sImageFile) override + { + return olc::rcode::OK; + } + }; +} +#endif +// O------------------------------------------------------------------------------O +// | END IMAGE LOADER: | +// O------------------------------------------------------------------------------O +#pragma endregion + + +// O------------------------------------------------------------------------------O +// | olcPixelGameEngine Platforms | +// O------------------------------------------------------------------------------O + +#pragma region platform_windows +// O------------------------------------------------------------------------------O +// | START PLATFORM: MICROSOFT WINDOWS XP, VISTA, 7, 8, 10 | +// O------------------------------------------------------------------------------O +#if defined(OLC_PLATFORM_WINAPI) + +#if defined(_WIN32) && !defined(__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 +#endif + +namespace olc +{ + class Platform_Windows : public olc::Platform + { + private: + HWND olc_hWnd = nullptr; + std::wstring wsAppName; + + 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; + } + + + + public: + virtual olc::rcode ApplicationStartUp() override { return olc::rcode::OK; } + virtual olc::rcode ApplicationCleanUp() override { return olc::rcode::OK; } + virtual olc::rcode ThreadStartUp() override { return olc::rcode::OK; } + + virtual olc::rcode ThreadCleanUp() override + { + renderer->DestroyDevice(); + PostMessage(olc_hWnd, WM_DESTROY, 0, 0); + return olc::OK; + } + + virtual olc::rcode CreateGraphics(bool bFullScreen, bool bEnableVSYNC, const olc::vi2d& vViewPos, const olc::vi2d& vViewSize) override + { + if (renderer->CreateDevice({ olc_hWnd }, bFullScreen, bEnableVSYNC) == olc::rcode::OK) + { + renderer->UpdateViewport(vViewPos, vViewSize); + return olc::rcode::OK; + } + else + return olc::rcode::FAIL; + } + + virtual olc::rcode CreateWindowPane(const olc::vi2d& vWindowPos, olc::vi2d& vWindowSize, bool bFullScreen) override + { + 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; + wc.lpszClassName = olcT("OLC_PIXEL_GAME_ENGINE"); + RegisterClass(&wc); + + // Define window furniture + DWORD dwExStyle = WS_EX_APPWINDOW | WS_EX_WINDOWEDGE; + DWORD dwStyle = WS_CAPTION | WS_SYSMENU | WS_VISIBLE | WS_THICKFRAME; + + olc::vi2d vTopLeft = vWindowPos; + + // Handle Fullscreen + if (bFullScreen) + { + dwExStyle = 0; + dwStyle = WS_VISIBLE | WS_POPUP; + HMONITOR hmon = MonitorFromWindow(olc_hWnd, MONITOR_DEFAULTTONEAREST); + MONITORINFO mi = { sizeof(mi) }; + if (!GetMonitorInfo(hmon, &mi)) return olc::rcode::FAIL; + vWindowSize = { mi.rcMonitor.right, mi.rcMonitor.bottom }; + vTopLeft.x = 0; + vTopLeft.y = 0; + } + + // Keep client size as requested + RECT rWndRect = { 0, 0, vWindowSize.x, vWindowSize.y }; + AdjustWindowRectEx(&rWndRect, dwStyle, FALSE, dwExStyle); + int width = rWndRect.right - rWndRect.left; + int height = rWndRect.bottom - rWndRect.top; + + olc_hWnd = CreateWindowEx(dwExStyle, olcT("OLC_PIXEL_GAME_ENGINE"), olcT(""), dwStyle, + vTopLeft.x, vTopLeft.y, width, height, NULL, NULL, GetModuleHandle(nullptr), this); + + DragAcceptFiles(olc_hWnd, true); + + // 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; + + // Thanks scripticuk + mapKeys[VK_OEM_1] = Key::OEM_1; // On US and UK keyboards this is the ';:' key + mapKeys[VK_OEM_2] = Key::OEM_2; // On US and UK keyboards this is the '/?' key + mapKeys[VK_OEM_3] = Key::OEM_3; // On US keyboard this is the '~' key + mapKeys[VK_OEM_4] = Key::OEM_4; // On US and UK keyboards this is the '[{' key + mapKeys[VK_OEM_5] = Key::OEM_5; // On US keyboard this is '\|' key. + mapKeys[VK_OEM_6] = Key::OEM_6; // On US and UK keyboards this is the ']}' key + mapKeys[VK_OEM_7] = Key::OEM_7; // On US keyboard this is the single/double quote key. On UK, this is the single quote/@ symbol key + mapKeys[VK_OEM_8] = Key::OEM_8; // miscellaneous characters. Varies by keyboard + mapKeys[VK_OEM_PLUS] = Key::EQUALS; // the '+' key on any keyboard + mapKeys[VK_OEM_COMMA] = Key::COMMA; // the comma key on any keyboard + mapKeys[VK_OEM_MINUS] = Key::MINUS; // the minus key on any keyboard + mapKeys[VK_OEM_PERIOD] = Key::PERIOD; // the period key on any keyboard + mapKeys[VK_CAPITAL] = Key::CAPS_LOCK; + return olc::OK; + } + + virtual olc::rcode SetWindowTitle(const std::string& s) override + { +#ifdef UNICODE + SetWindowText(olc_hWnd, ConvertS2W(s).c_str()); +#else + SetWindowText(olc_hWnd, s.c_str()); +#endif + return olc::OK; + } + + virtual olc::rcode StartSystemEventLoop() override + { + MSG msg; + while (GetMessage(&msg, NULL, 0, 0) > 0) + { + TranslateMessage(&msg); + DispatchMessage(&msg); + } + return olc::OK; + } + + virtual olc::rcode HandleSystemEvent() override { return olc::rcode::FAIL; } + + // Windows Event Handler - this is statically connected to the windows event system + static LRESULT CALLBACK olc_WindowEvent(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam) + { + switch (uMsg) + { + case WM_MOUSEMOVE: + { + // Thanks @ForAbby (Discord) + uint16_t x = lParam & 0xFFFF; uint16_t y = (lParam >> 16) & 0xFFFF; + int16_t ix = *(int16_t*)&x; int16_t iy = *(int16_t*)&y; + ptrPGE->olc_UpdateMouse(ix, iy); + return 0; + } + case WM_SIZE: ptrPGE->olc_UpdateWindowSize(lParam & 0xFFFF, (lParam >> 16) & 0xFFFF); return 0; + case WM_MOUSEWHEEL: ptrPGE->olc_UpdateMouseWheel(GET_WHEEL_DELTA_WPARAM(wParam)); return 0; + case WM_MOUSELEAVE: ptrPGE->olc_UpdateMouseFocus(false); return 0; + case WM_SETFOCUS: ptrPGE->olc_UpdateKeyFocus(true); return 0; + case WM_KILLFOCUS: ptrPGE->olc_UpdateKeyFocus(false); return 0; + case WM_KEYDOWN: ptrPGE->olc_UpdateKeyState(mapKeys[wParam], true); return 0; + case WM_KEYUP: ptrPGE->olc_UpdateKeyState(mapKeys[wParam], false); return 0; + case WM_SYSKEYDOWN: ptrPGE->olc_UpdateKeyState(mapKeys[wParam], true); return 0; + case WM_SYSKEYUP: ptrPGE->olc_UpdateKeyState(mapKeys[wParam], false); return 0; + case WM_LBUTTONDOWN:ptrPGE->olc_UpdateMouseState(0, true); return 0; + case WM_LBUTTONUP: ptrPGE->olc_UpdateMouseState(0, false); return 0; + case WM_RBUTTONDOWN:ptrPGE->olc_UpdateMouseState(1, true); return 0; + case WM_RBUTTONUP: ptrPGE->olc_UpdateMouseState(1, false); return 0; + case WM_MBUTTONDOWN:ptrPGE->olc_UpdateMouseState(2, true); return 0; + case WM_MBUTTONUP: ptrPGE->olc_UpdateMouseState(2, false); return 0; + case WM_DROPFILES: + { + // This is all eww... + HDROP drop = (HDROP)wParam; + + uint32_t nFiles = DragQueryFile(drop, 0xFFFFFFFF, nullptr, 0); + std::vector vFiles; + for (uint32_t i = 0; i < nFiles; i++) + { + TCHAR dfbuffer[256]{}; + uint32_t len = DragQueryFile(drop, i, nullptr, 0); + DragQueryFile(drop, i, dfbuffer, 256); +#ifdef UNICODE + #ifdef __MINGW32__ + char* buffer = new char[len + 1]; + wcstombs(buffer, dfbuffer, len); + buffer[len] = '\0'; + #else + int count = WideCharToMultiByte(CP_UTF8, 0, dfbuffer, -1, NULL, 0, NULL, NULL); + char* buffer = new char[count]; + WideCharToMultiByte(CP_UTF8, 0, dfbuffer, -1, buffer, count, NULL, NULL); + #endif + vFiles.push_back(std::string(buffer)); + delete[] buffer; +#else + vFiles.push_back(std::string(dfbuffer)); +#endif + } + + // Even more eww... + POINT p; DragQueryPoint(drop, &p); + ptrPGE->olc_DropFiles(p.x, p.y, vFiles); + DragFinish(drop); + return 0; + } + break; + + + case WM_CLOSE: ptrPGE->olc_Terminate(); return 0; + case WM_DESTROY: PostQuitMessage(0); DestroyWindow(hWnd); return 0; + } + return DefWindowProc(hWnd, uMsg, wParam, lParam); + } + }; +} +#endif +// O------------------------------------------------------------------------------O +// | END PLATFORM: MICROSOFT WINDOWS XP, VISTA, 7, 8, 10 | +// O------------------------------------------------------------------------------O +#pragma endregion + +#pragma region platform_linux +// O------------------------------------------------------------------------------O +// | START PLATFORM: LINUX | +// O------------------------------------------------------------------------------O +#if defined(OLC_PLATFORM_X11) +namespace olc +{ + class Platform_Linux : public olc::Platform + { + private: + X11::Display* olc_Display = nullptr; + X11::Window olc_WindowRoot; + X11::Window olc_Window; + X11::XVisualInfo* olc_VisualInfo; + X11::Colormap olc_ColourMap; + X11::XSetWindowAttributes olc_SetWindowAttribs; + + public: + virtual olc::rcode ApplicationStartUp() override + { + return olc::rcode::OK; + } + + virtual olc::rcode ApplicationCleanUp() override + { + XDestroyWindow(olc_Display, olc_Window); + return olc::rcode::OK; + } + + virtual olc::rcode ThreadStartUp() override + { + return olc::rcode::OK; + } + + virtual olc::rcode ThreadCleanUp() override + { + renderer->DestroyDevice(); + return olc::OK; + } + + virtual olc::rcode CreateGraphics(bool bFullScreen, bool bEnableVSYNC, const olc::vi2d& vViewPos, const olc::vi2d& vViewSize) override + { + if (renderer->CreateDevice({ olc_Display, &olc_Window, olc_VisualInfo }, bFullScreen, bEnableVSYNC) == olc::rcode::OK) + { + renderer->UpdateViewport(vViewPos, vViewSize); + return olc::rcode::OK; + } + else + return olc::rcode::FAIL; + } + + virtual olc::rcode CreateWindowPane(const olc::vi2d& vWindowPos, olc::vi2d& vWindowSize, bool bFullScreen) override + { + using namespace X11; + 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, vWindowPos.x, vWindowPos.y, + vWindowSize.x, vWindowSize.y, + 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); + vWindowSize.x = gwa.width; + vWindowSize.y = gwa.height; + } + + // 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_period] = Key::PERIOD; + + 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; + + // These keys vary depending on the keyboard. I've included comments for US and UK keyboard layouts + mapKeys[XK_semicolon] = Key::OEM_1; // On US and UK keyboards this is the ';:' key + mapKeys[XK_slash] = Key::OEM_2; // On US and UK keyboards this is the '/?' key + mapKeys[XK_asciitilde] = Key::OEM_3; // On US keyboard this is the '~' key + mapKeys[XK_bracketleft] = Key::OEM_4; // On US and UK keyboards this is the '[{' key + mapKeys[XK_backslash] = Key::OEM_5; // On US keyboard this is '\|' key. + mapKeys[XK_bracketright] = Key::OEM_6; // On US and UK keyboards this is the ']}' key + mapKeys[XK_apostrophe] = Key::OEM_7; // On US keyboard this is the single/double quote key. On UK, this is the single quote/@ symbol key + mapKeys[XK_numbersign] = Key::OEM_8; // miscellaneous characters. Varies by keyboard. I believe this to be the '#~' key on UK keyboards + mapKeys[XK_equal] = Key::EQUALS; // the '+' key on any keyboard + mapKeys[XK_comma] = Key::COMMA; // the comma key on any keyboard + mapKeys[XK_minus] = Key::MINUS; // the minus key on any keyboard + + mapKeys[XK_Caps_Lock] = Key::CAPS_LOCK; + + return olc::OK; + } + + virtual olc::rcode SetWindowTitle(const std::string& s) override + { + X11::XStoreName(olc_Display, olc_Window, s.c_str()); + return olc::OK; + } + + virtual olc::rcode StartSystemEventLoop() override + { + return olc::OK; + } + + virtual olc::rcode HandleSystemEvent() override + { + using namespace X11; + // 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); + ptrPGE->olc_UpdateWindowSize(gwa.width, gwa.height); + } + else if (xev.type == ConfigureNotify) + { + XConfigureEvent xce = xev.xconfigure; + ptrPGE->olc_UpdateWindowSize(xce.width, xce.height); + } + else if (xev.type == KeyPress) + { + KeySym sym = XLookupKeysym(&xev.xkey, 0); + ptrPGE->olc_UpdateKeyState(mapKeys[sym], true); + XKeyEvent* e = (XKeyEvent*)&xev; // Because DragonEye loves numpads + XLookupString(e, NULL, 0, &sym, NULL); + ptrPGE->olc_UpdateKeyState(mapKeys[sym], true); + } + else if (xev.type == KeyRelease) + { + KeySym sym = XLookupKeysym(&xev.xkey, 0); + ptrPGE->olc_UpdateKeyState(mapKeys[sym], false); + XKeyEvent* e = (XKeyEvent*)&xev; + XLookupString(e, NULL, 0, &sym, NULL); + ptrPGE->olc_UpdateKeyState(mapKeys[sym], false); + } + else if (xev.type == ButtonPress) + { + switch (xev.xbutton.button) + { + case 1: ptrPGE->olc_UpdateMouseState(0, true); break; + case 2: ptrPGE->olc_UpdateMouseState(2, true); break; + case 3: ptrPGE->olc_UpdateMouseState(1, true); break; + case 4: ptrPGE->olc_UpdateMouseWheel(120); break; + case 5: ptrPGE->olc_UpdateMouseWheel(-120); break; + default: break; + } + } + else if (xev.type == ButtonRelease) + { + switch (xev.xbutton.button) + { + case 1: ptrPGE->olc_UpdateMouseState(0, false); break; + case 2: ptrPGE->olc_UpdateMouseState(2, false); break; + case 3: ptrPGE->olc_UpdateMouseState(1, false); break; + default: break; + } + } + else if (xev.type == MotionNotify) + { + ptrPGE->olc_UpdateMouse(xev.xmotion.x, xev.xmotion.y); + } + else if (xev.type == FocusIn) + { + ptrPGE->olc_UpdateKeyFocus(true); + } + else if (xev.type == FocusOut) + { + ptrPGE->olc_UpdateKeyFocus(false); + } + else if (xev.type == ClientMessage) + { + ptrPGE->olc_Terminate(); + } + } + return olc::OK; + } + }; +} +#endif +// O------------------------------------------------------------------------------O +// | END PLATFORM: LINUX | +// O------------------------------------------------------------------------------O +#pragma endregion + +#pragma region platform_glut +// O------------------------------------------------------------------------------O +// | START PLATFORM: GLUT (used to make it simple for Apple) | +// O------------------------------------------------------------------------------O +// +// VERY IMPORTANT!!! The Apple port was originally created by @Mumflr (discord) +// and the repo for the development of this project can be found here: +// https://github.com/MumflrFumperdink/olcPGEMac which contains maccy goodness +// and support on how to setup your build environment. +// +// "MASSIVE MASSIVE THANKS TO MUMFLR" - Javidx9 +#if defined(OLC_PLATFORM_GLUT) +namespace olc { + + class Platform_GLUT : public olc::Platform + { + public: + static std::atomic* bActiveRef; + + virtual olc::rcode ApplicationStartUp() override { + return olc::rcode::OK; + } + + virtual olc::rcode ApplicationCleanUp() override + { + return olc::rcode::OK; + } + + virtual olc::rcode ThreadStartUp() override + { + return olc::rcode::OK; + } + + virtual olc::rcode ThreadCleanUp() override + { + renderer->DestroyDevice(); + return olc::OK; + } + + virtual olc::rcode CreateGraphics(bool bFullScreen, bool bEnableVSYNC, const olc::vi2d& vViewPos, const olc::vi2d& vViewSize) override + { + if (renderer->CreateDevice({}, bFullScreen, bEnableVSYNC) == olc::rcode::OK) + { + renderer->UpdateViewport(vViewPos, vViewSize); + return olc::rcode::OK; + } + else + return olc::rcode::FAIL; + } + + static void ExitMainLoop() { + if (!ptrPGE->OnUserDestroy()) { + *bActiveRef = true; + return; + } + platform->ThreadCleanUp(); + platform->ApplicationCleanUp(); + exit(0); + } + +#if defined(__APPLE__) + static void scrollWheelUpdate(id selff, SEL _sel, id theEvent) { + static const SEL deltaYSel = sel_registerName("deltaY"); + +#if defined(__aarch64__) // Thanks ruarq! + double deltaY = ((double (*)(id, SEL))objc_msgSend)(theEvent, deltaYSel); +#else + double deltaY = ((double (*)(id, SEL))objc_msgSend_fpret)(theEvent, deltaYSel); +#endif + + for (int i = 0; i < abs(deltaY); i++) { + if (deltaY > 0) { + ptrPGE->olc_UpdateMouseWheel(-1); + } + else if (deltaY < 0) { + ptrPGE->olc_UpdateMouseWheel(1); + } + } + } +#endif + static void ThreadFunct() { +#if defined(__APPLE__) + static bool hasEnabledCocoa = false; + if (!hasEnabledCocoa) { + // Objective-C Wizardry + Class NSApplicationClass = objc_getClass("NSApplication"); + + // NSApp = [NSApplication sharedApplication] + SEL sharedApplicationSel = sel_registerName("sharedApplication"); + id NSApp = ((id(*)(Class, SEL))objc_msgSend)(NSApplicationClass, sharedApplicationSel); + // window = [NSApp mainWindow] + SEL mainWindowSel = sel_registerName("mainWindow"); + id window = ((id(*)(id, SEL))objc_msgSend)(NSApp, mainWindowSel); + + // [window setStyleMask: NSWindowStyleMaskClosable | ~NSWindowStyleMaskResizable] + SEL setStyleMaskSel = sel_registerName("setStyleMask:"); + ((void (*)(id, SEL, NSUInteger))objc_msgSend)(window, setStyleMaskSel, 7); + + hasEnabledCocoa = true; + } +#endif + if (!*bActiveRef) { + ExitMainLoop(); + return; + } + glutPostRedisplay(); + } + + static void DrawFunct() { + ptrPGE->olc_CoreUpdate(); + } + + virtual olc::rcode CreateWindowPane(const olc::vi2d& vWindowPos, olc::vi2d& vWindowSize, bool bFullScreen) override + { +#if defined(__APPLE__) + Class GLUTViewClass = objc_getClass("GLUTView"); + + SEL scrollWheelSel = sel_registerName("scrollWheel:"); + bool resultAddMethod = class_addMethod(GLUTViewClass, scrollWheelSel, (IMP)scrollWheelUpdate, "v@:@"); + assert(resultAddMethod); +#endif + + renderer->PrepareDevice(); + + if (bFullScreen) + { + vWindowSize.x = glutGet(GLUT_SCREEN_WIDTH); + vWindowSize.y = glutGet(GLUT_SCREEN_HEIGHT); + glutFullScreen(); + } + else + { + if (vWindowSize.x > glutGet(GLUT_SCREEN_WIDTH) || vWindowSize.y > glutGet(GLUT_SCREEN_HEIGHT)) + { + perror("ERROR: The specified window dimensions do not fit on your screen\n"); + return olc::FAIL; + } + glutReshapeWindow(vWindowSize.x, vWindowSize.y - 1); + } + + // Create Keyboard Mapping + mapKeys[0x00] = Key::NONE; + mapKeys['A'] = Key::A; mapKeys['B'] = Key::B; mapKeys['C'] = Key::C; mapKeys['D'] = Key::D; mapKeys['E'] = Key::E; + mapKeys['F'] = Key::F; mapKeys['G'] = Key::G; mapKeys['H'] = Key::H; mapKeys['I'] = Key::I; mapKeys['J'] = Key::J; + mapKeys['K'] = Key::K; mapKeys['L'] = Key::L; mapKeys['M'] = Key::M; mapKeys['N'] = Key::N; mapKeys['O'] = Key::O; + mapKeys['P'] = Key::P; mapKeys['Q'] = Key::Q; mapKeys['R'] = Key::R; mapKeys['S'] = Key::S; mapKeys['T'] = Key::T; + mapKeys['U'] = Key::U; mapKeys['V'] = Key::V; mapKeys['W'] = Key::W; mapKeys['X'] = Key::X; mapKeys['Y'] = Key::Y; + mapKeys['Z'] = Key::Z; + + mapKeys[GLUT_KEY_F1] = Key::F1; mapKeys[GLUT_KEY_F2] = Key::F2; mapKeys[GLUT_KEY_F3] = Key::F3; mapKeys[GLUT_KEY_F4] = Key::F4; + mapKeys[GLUT_KEY_F5] = Key::F5; mapKeys[GLUT_KEY_F6] = Key::F6; mapKeys[GLUT_KEY_F7] = Key::F7; mapKeys[GLUT_KEY_F8] = Key::F8; + mapKeys[GLUT_KEY_F9] = Key::F9; mapKeys[GLUT_KEY_F10] = Key::F10; mapKeys[GLUT_KEY_F11] = Key::F11; mapKeys[GLUT_KEY_F12] = Key::F12; + + mapKeys[GLUT_KEY_DOWN] = Key::DOWN; mapKeys[GLUT_KEY_LEFT] = Key::LEFT; mapKeys[GLUT_KEY_RIGHT] = Key::RIGHT; mapKeys[GLUT_KEY_UP] = Key::UP; + mapKeys[13] = Key::ENTER; + + mapKeys[127] = Key::BACK; mapKeys[27] = Key::ESCAPE; + mapKeys[9] = Key::TAB; mapKeys[GLUT_KEY_HOME] = Key::HOME; + mapKeys[GLUT_KEY_END] = Key::END; mapKeys[GLUT_KEY_PAGE_UP] = Key::PGUP; mapKeys[GLUT_KEY_PAGE_DOWN] = Key::PGDN; mapKeys[GLUT_KEY_INSERT] = Key::INS; + mapKeys[32] = Key::SPACE; mapKeys[46] = Key::PERIOD; + + mapKeys[48] = Key::K0; mapKeys[49] = Key::K1; mapKeys[50] = Key::K2; mapKeys[51] = Key::K3; mapKeys[52] = Key::K4; + mapKeys[53] = Key::K5; mapKeys[54] = Key::K6; mapKeys[55] = Key::K7; mapKeys[56] = Key::K8; mapKeys[57] = Key::K9; + + // NOTE: MISSING KEYS :O + + glutKeyboardFunc([](unsigned char key, int x, int y) -> void { + switch (glutGetModifiers()) { + case 0: //This is when there are no modifiers + if ('a' <= key && key <= 'z') key -= 32; + break; + case GLUT_ACTIVE_SHIFT: + ptrPGE->olc_UpdateKeyState(Key::SHIFT, true); + break; + case GLUT_ACTIVE_CTRL: + if ('a' <= key && key <= 'z') key -= 32; + ptrPGE->olc_UpdateKeyState(Key::CTRL, true); + break; + case GLUT_ACTIVE_ALT: + if ('a' <= key && key <= 'z') key -= 32; + break; + } + + if (mapKeys[key]) + ptrPGE->olc_UpdateKeyState(mapKeys[key], true); + }); + + glutKeyboardUpFunc([](unsigned char key, int x, int y) -> void { + switch (glutGetModifiers()) { + case 0: //This is when there are no modifiers + if ('a' <= key && key <= 'z') key -= 32; + break; + case GLUT_ACTIVE_SHIFT: + ptrPGE->olc_UpdateKeyState(Key::SHIFT, false); + break; + case GLUT_ACTIVE_CTRL: + if ('a' <= key && key <= 'z') key -= 32; + ptrPGE->olc_UpdateKeyState(Key::CTRL, false); + break; + case GLUT_ACTIVE_ALT: + if ('a' <= key && key <= 'z') key -= 32; + //No ALT in PGE + break; + } + + if (mapKeys[key]) + ptrPGE->olc_UpdateKeyState(mapKeys[key], false); + }); + + //Special keys + glutSpecialFunc([](int key, int x, int y) -> void { + if (mapKeys[key]) + ptrPGE->olc_UpdateKeyState(mapKeys[key], true); + }); + + glutSpecialUpFunc([](int key, int x, int y) -> void { + if (mapKeys[key]) + ptrPGE->olc_UpdateKeyState(mapKeys[key], false); + }); + + glutMouseFunc([](int button, int state, int x, int y) -> void { + switch (button) { + case GLUT_LEFT_BUTTON: + if (state == GLUT_UP) ptrPGE->olc_UpdateMouseState(0, false); + else if (state == GLUT_DOWN) ptrPGE->olc_UpdateMouseState(0, true); + break; + case GLUT_MIDDLE_BUTTON: + if (state == GLUT_UP) ptrPGE->olc_UpdateMouseState(2, false); + else if (state == GLUT_DOWN) ptrPGE->olc_UpdateMouseState(2, true); + break; + case GLUT_RIGHT_BUTTON: + if (state == GLUT_UP) ptrPGE->olc_UpdateMouseState(1, false); + else if (state == GLUT_DOWN) ptrPGE->olc_UpdateMouseState(1, true); + break; + } + }); + + auto mouseMoveCall = [](int x, int y) -> void { + ptrPGE->olc_UpdateMouse(x, y); + }; + + glutMotionFunc(mouseMoveCall); + glutPassiveMotionFunc(mouseMoveCall); + + glutEntryFunc([](int state) -> void { + if (state == GLUT_ENTERED) ptrPGE->olc_UpdateKeyFocus(true); + else if (state == GLUT_LEFT) ptrPGE->olc_UpdateKeyFocus(false); + }); + + glutDisplayFunc(DrawFunct); + glutIdleFunc(ThreadFunct); + + return olc::OK; + } + + virtual olc::rcode SetWindowTitle(const std::string& s) override + { + glutSetWindowTitle(s.c_str()); + return olc::OK; + } + + virtual olc::rcode StartSystemEventLoop() override { + glutMainLoop(); + return olc::OK; + } + + virtual olc::rcode HandleSystemEvent() override + { + return olc::OK; + } + }; + + std::atomic* Platform_GLUT::bActiveRef{ nullptr }; + + //Custom Start + olc::rcode PixelGameEngine::Start() + { + if (platform->ApplicationStartUp() != olc::OK) return olc::FAIL; + + // Construct the window + if (platform->CreateWindowPane({ 30,30 }, vWindowSize, bFullScreen) != olc::OK) return olc::FAIL; + olc_UpdateWindowSize(vWindowSize.x, vWindowSize.y); + + if (platform->ThreadStartUp() == olc::FAIL) return olc::FAIL; + olc_PrepareEngine(); + if (!OnUserCreate()) return olc::FAIL; + Platform_GLUT::bActiveRef = &bAtomActive; + glutWMCloseFunc(Platform_GLUT::ExitMainLoop); + bAtomActive = true; + platform->StartSystemEventLoop(); + + //This code will not even be run but why not + if (platform->ApplicationCleanUp() != olc::OK) return olc::FAIL; + + return olc::OK; + } +} + +#endif +// O------------------------------------------------------------------------------O +// | END PLATFORM: GLUT | +// O------------------------------------------------------------------------------O +#pragma endregion + + + + + +#pragma region platform_emscripten +// O------------------------------------------------------------------------------O +// | START PLATFORM: Emscripten - Totally Game Changing... | +// O------------------------------------------------------------------------------O + +// +// Firstly a big mega thank you to members of the OLC Community for sorting this +// out. Making a browser compatible version has been a priority for quite some +// time, but I lacked the expertise to do it. This awesome feature is possible +// because a group of former strangers got together and formed friendships over +// their shared passion for code. If anything demonstrates how powerful helping +// each other can be, it's this. - Javidx9 + +// Emscripten Platform: MaGetzUb, Moros1138, Slavka, Dandistine, Gorbit99, Bispoo +// also: Ishidex, Gusgo99, SlicEnDicE, Alexio + + +#if defined(OLC_PLATFORM_EMSCRIPTEN) + +#include +#include + +extern "C" +{ + EMSCRIPTEN_KEEPALIVE inline int olc_OnPageUnload() + { olc::platform->ApplicationCleanUp(); return 0; } +} + +namespace olc +{ + class Platform_Emscripten : public olc::Platform + { + public: + + virtual olc::rcode ApplicationStartUp() override + { return olc::rcode::OK; } + + virtual olc::rcode ApplicationCleanUp() override + { ThreadCleanUp(); return olc::rcode::OK; } + + virtual olc::rcode ThreadStartUp() override + { return olc::rcode::OK; } + + virtual olc::rcode ThreadCleanUp() override + { renderer->DestroyDevice(); return olc::OK; } + + virtual olc::rcode CreateGraphics(bool bFullScreen, bool bEnableVSYNC, const olc::vi2d& vViewPos, const olc::vi2d& vViewSize) override + { + if (renderer->CreateDevice({}, bFullScreen, bEnableVSYNC) == olc::rcode::OK) + { + renderer->UpdateViewport(vViewPos, vViewSize); + return olc::rcode::OK; + } + else + return olc::rcode::FAIL; + } + + virtual olc::rcode CreateWindowPane(const olc::vi2d& vWindowPos, olc::vi2d& vWindowSize, bool bFullScreen) override + { + emscripten_set_canvas_element_size("#canvas", vWindowSize.x, vWindowSize.y); + + mapKeys[DOM_PK_UNKNOWN] = Key::NONE; + mapKeys[DOM_PK_A] = Key::A; mapKeys[DOM_PK_B] = Key::B; mapKeys[DOM_PK_C] = Key::C; mapKeys[DOM_PK_D] = Key::D; + mapKeys[DOM_PK_E] = Key::E; mapKeys[DOM_PK_F] = Key::F; mapKeys[DOM_PK_G] = Key::G; mapKeys[DOM_PK_H] = Key::H; + mapKeys[DOM_PK_I] = Key::I; mapKeys[DOM_PK_J] = Key::J; mapKeys[DOM_PK_K] = Key::K; mapKeys[DOM_PK_L] = Key::L; + mapKeys[DOM_PK_M] = Key::M; mapKeys[DOM_PK_N] = Key::N; mapKeys[DOM_PK_O] = Key::O; mapKeys[DOM_PK_P] = Key::P; + mapKeys[DOM_PK_Q] = Key::Q; mapKeys[DOM_PK_R] = Key::R; mapKeys[DOM_PK_S] = Key::S; mapKeys[DOM_PK_T] = Key::T; + mapKeys[DOM_PK_U] = Key::U; mapKeys[DOM_PK_V] = Key::V; mapKeys[DOM_PK_W] = Key::W; mapKeys[DOM_PK_X] = Key::X; + mapKeys[DOM_PK_Y] = Key::Y; mapKeys[DOM_PK_Z] = Key::Z; + mapKeys[DOM_PK_0] = Key::K0; mapKeys[DOM_PK_1] = Key::K1; mapKeys[DOM_PK_2] = Key::K2; + mapKeys[DOM_PK_3] = Key::K3; mapKeys[DOM_PK_4] = Key::K4; mapKeys[DOM_PK_5] = Key::K5; + mapKeys[DOM_PK_6] = Key::K6; mapKeys[DOM_PK_7] = Key::K7; mapKeys[DOM_PK_8] = Key::K8; + mapKeys[DOM_PK_9] = Key::K9; + mapKeys[DOM_PK_F1] = Key::F1; mapKeys[DOM_PK_F2] = Key::F2; mapKeys[DOM_PK_F3] = Key::F3; mapKeys[DOM_PK_F4] = Key::F4; + mapKeys[DOM_PK_F5] = Key::F5; mapKeys[DOM_PK_F6] = Key::F6; mapKeys[DOM_PK_F7] = Key::F7; mapKeys[DOM_PK_F8] = Key::F8; + mapKeys[DOM_PK_F9] = Key::F9; mapKeys[DOM_PK_F10] = Key::F10; mapKeys[DOM_PK_F11] = Key::F11; mapKeys[DOM_PK_F12] = Key::F12; + mapKeys[DOM_PK_ARROW_UP] = Key::UP; mapKeys[DOM_PK_ARROW_DOWN] = Key::DOWN; + mapKeys[DOM_PK_ARROW_LEFT] = Key::LEFT; mapKeys[DOM_PK_ARROW_RIGHT] = Key::RIGHT; + mapKeys[DOM_PK_SPACE] = Key::SPACE; mapKeys[DOM_PK_TAB] = Key::TAB; + mapKeys[DOM_PK_SHIFT_LEFT] = Key::SHIFT; mapKeys[DOM_PK_SHIFT_RIGHT] = Key::SHIFT; + mapKeys[DOM_PK_CONTROL_LEFT] = Key::CTRL; mapKeys[DOM_PK_CONTROL_RIGHT] = Key::CTRL; + mapKeys[DOM_PK_INSERT] = Key::INS; mapKeys[DOM_PK_DELETE] = Key::DEL; mapKeys[DOM_PK_HOME] = Key::HOME; + mapKeys[DOM_PK_END] = Key::END; mapKeys[DOM_PK_PAGE_UP] = Key::PGUP; mapKeys[DOM_PK_PAGE_DOWN] = Key::PGDN; + mapKeys[DOM_PK_BACKSPACE] = Key::BACK; mapKeys[DOM_PK_ESCAPE] = Key::ESCAPE; + mapKeys[DOM_PK_ENTER] = Key::ENTER; mapKeys[DOM_PK_NUMPAD_EQUAL] = Key::EQUALS; + mapKeys[DOM_PK_NUMPAD_ENTER] = Key::ENTER; mapKeys[DOM_PK_PAUSE] = Key::PAUSE; + mapKeys[DOM_PK_SCROLL_LOCK] = Key::SCROLL; + mapKeys[DOM_PK_NUMPAD_0] = Key::NP0; mapKeys[DOM_PK_NUMPAD_1] = Key::NP1; mapKeys[DOM_PK_NUMPAD_2] = Key::NP2; + mapKeys[DOM_PK_NUMPAD_3] = Key::NP3; mapKeys[DOM_PK_NUMPAD_4] = Key::NP4; mapKeys[DOM_PK_NUMPAD_5] = Key::NP5; + mapKeys[DOM_PK_NUMPAD_6] = Key::NP6; mapKeys[DOM_PK_NUMPAD_7] = Key::NP7; mapKeys[DOM_PK_NUMPAD_8] = Key::NP8; + mapKeys[DOM_PK_NUMPAD_9] = Key::NP9; + mapKeys[DOM_PK_NUMPAD_MULTIPLY] = Key::NP_MUL; mapKeys[DOM_PK_NUMPAD_DIVIDE] = Key::NP_DIV; + mapKeys[DOM_PK_NUMPAD_ADD] = Key::NP_ADD; mapKeys[DOM_PK_NUMPAD_SUBTRACT] = Key::NP_SUB; + mapKeys[DOM_PK_NUMPAD_DECIMAL] = Key::NP_DECIMAL; + mapKeys[DOM_PK_PERIOD] = Key::PERIOD; mapKeys[DOM_PK_EQUAL] = Key::EQUALS; + mapKeys[DOM_PK_COMMA] = Key::COMMA; mapKeys[DOM_PK_MINUS] = Key::MINUS; + mapKeys[DOM_PK_CAPS_LOCK] = Key::CAPS_LOCK; + mapKeys[DOM_PK_SEMICOLON] = Key::OEM_1; mapKeys[DOM_PK_SLASH] = Key::OEM_2; mapKeys[DOM_PK_BACKQUOTE] = Key::OEM_3; + mapKeys[DOM_PK_BRACKET_LEFT] = Key::OEM_4; mapKeys[DOM_PK_BACKSLASH] = Key::OEM_5; mapKeys[DOM_PK_BRACKET_RIGHT] = Key::OEM_6; + mapKeys[DOM_PK_QUOTE] = Key::OEM_7; mapKeys[DOM_PK_BACKSLASH] = Key::OEM_8; + + // Keyboard Callbacks + emscripten_set_keydown_callback("#canvas", 0, 1, keyboard_callback); + emscripten_set_keyup_callback("#canvas", 0, 1, keyboard_callback); + + // Mouse Callbacks + emscripten_set_wheel_callback("#canvas", 0, 1, wheel_callback); + emscripten_set_mousedown_callback("#canvas", 0, 1, mouse_callback); + emscripten_set_mouseup_callback("#canvas", 0, 1, mouse_callback); + emscripten_set_mousemove_callback("#canvas", 0, 1, mouse_callback); + + // Touch Callbacks + emscripten_set_touchstart_callback("#canvas", 0, 1, touch_callback); + emscripten_set_touchmove_callback("#canvas", 0, 1, touch_callback); + emscripten_set_touchend_callback("#canvas", 0, 1, touch_callback); + + // Canvas Focus Callbacks + emscripten_set_blur_callback("#canvas", 0, 1, focus_callback); + emscripten_set_focus_callback("#canvas", 0, 1, focus_callback); + +#pragma warning disable format + EM_ASM( window.onunload = Module._olc_OnPageUnload; ); + + // IMPORTANT! - Sorry About This... + // + // In order to handle certain browser based events, such as resizing and + // going to full screen, we have to effectively inject code into the container + // running the PGE. Yes, I vomited about 11 times too when the others were + // convincing me this is the future. Well, this isnt the future, and if it + // were to be, I want no part of what must be a miserable distopian free + // for all of anarchic code injection to get rudimentary events like "Resize()". + // + // Wake up people! Of course theres a spoon. There has to be to keep feeding + // the giant web baby. + + + EM_ASM({ + + // olc_ApsectRatio + // + // Used by olc_ResizeHandler to calculate the viewport from the + // dimensions of the canvas container's element. + Module.olc_AspectRatio = $0 / $1; + + // HACK ALERT! + // + // Here we assume any html shell that uses 3 or more instance of the class "emscripten" + // is using one of the default or minimal emscripten page layouts + Module.olc_AssumeDefaultShells = (document.querySelectorAll('.emscripten').length >= 3) ? true : false; + + // olc_ResizeHandler + // + // Used by olc_Init, and is called when a resize observer and fullscreenchange event is triggered. + var olc_ResizeHandler = function() + { + // are we in fullscreen mode? + let isFullscreen = (document.fullscreenElement != null); + + // get the width of the containing element + let width = (isFullscreen) ? window.innerWidth : Module.canvas.parentNode.clientWidth; + let height = (isFullscreen) ? window.innerHeight : Module.canvas.parentNode.clientHeight; + + // calculate the expected viewport size + let viewWidth = width; + let viewHeight = width / Module.olc_AspectRatio; + + // if we're taller than the containing element, recalculate based on height + if(viewHeight > height) + { + viewWidth = height * Module.olc_AspectRatio; + viewHeight = height; + } + + // ensure resulting viewport is in integer space + viewWidth = parseInt(viewWidth); + viewHeight = parseInt(viewHeight); + + setTimeout(function() + { + // if default shells, apply default styles + if(Module.olc_AssumeDefaultShells) + Module.canvas.parentNode.setAttribute('style', 'width: 100%; height: 70vh; margin-left: auto; margin-right: auto;'); + + // apply viewport dimensions to teh canvas + Module.canvas.setAttribute('width', viewWidth); + Module.canvas.setAttribute('height', viewHeight); + Module.canvas.setAttribute('style', `width: ${viewWidth}px; height: ${viewHeight}px;`); + + // update the PGE window size + Module._olc_PGE_UpdateWindowSize(viewWidth, viewHeight); + + // force focus on our PGE canvas + Module.canvas.focus(); + }, 200); + }; + + + // olc_Init + // + // set up resize observer and fullscreenchange event handler + var olc_Init = function() + { + if(Module.olc_AspectRatio === undefined) + { + setTimeout(function() { Module.olc_Init(); }, 50); + return; + } + + let resizeObserver = new ResizeObserver(function(entries) + { + Module.olc_ResizeHandler(); + }).observe(Module.canvas.parentNode); + + let mutationObserver = new MutationObserver(function(mutationsList, observer) + { + setTimeout(function() { Module.olc_ResizeHandler(); }, 200); + }).observe(Module.canvas.parentNode, { attributes: false, childList: true, subtree: false }); + + window.addEventListener('fullscreenchange', function(e) + { + setTimeout(function() { Module.olc_ResizeHandler();}, 200); + }); + }; + + // set up hooks + Module.olc_ResizeHandler = (Module.olc_ResizeHandler != undefined) ? Module.olc_ResizeHandler : olc_ResizeHandler; + Module.olc_Init = (Module.olc_Init != undefined) ? Module.olc_Init : olc_Init; + + // run everything! + Module.olc_Init(); + + }, vWindowSize.x, vWindowSize.y); // Fullscreen and Resize Observers +#pragma warning restore format + return olc::rcode::OK; + } + + // Interface PGE's UpdateWindowSize, for use in Javascript + void UpdateWindowSize(int width, int height) + { + ptrPGE->olc_UpdateWindowSize(width, height); + } + + //TY Gorbit + static EM_BOOL focus_callback(int eventType, const EmscriptenFocusEvent* focusEvent, void* userData) + { + if (eventType == EMSCRIPTEN_EVENT_BLUR) + { + ptrPGE->olc_UpdateKeyFocus(false); + ptrPGE->olc_UpdateMouseFocus(false); + } + else if (eventType == EMSCRIPTEN_EVENT_FOCUS) + { + ptrPGE->olc_UpdateKeyFocus(true); + ptrPGE->olc_UpdateMouseFocus(true); + } + + return 0; + } + + //TY Moros + static EM_BOOL keyboard_callback(int eventType, const EmscriptenKeyboardEvent* e, void* userData) + { + if (eventType == EMSCRIPTEN_EVENT_KEYDOWN) + ptrPGE->olc_UpdateKeyState(mapKeys[emscripten_compute_dom_pk_code(e->code)], true); + + // THANK GOD!! for this compute function. And thanks Dandistine for pointing it out! + if (eventType == EMSCRIPTEN_EVENT_KEYUP) + ptrPGE->olc_UpdateKeyState(mapKeys[emscripten_compute_dom_pk_code(e->code)], false); + + //Consume keyboard events so that keys like F1 and F5 don't do weird things + return EM_TRUE; + } + + //TY Moros + static EM_BOOL wheel_callback(int eventType, const EmscriptenWheelEvent* e, void* userData) + { + if (eventType == EMSCRIPTEN_EVENT_WHEEL) + ptrPGE->olc_UpdateMouseWheel(-1 * e->deltaY); + + return EM_TRUE; + } + + //TY Bispoo + static EM_BOOL touch_callback(int eventType, const EmscriptenTouchEvent* e, void* userData) + { + // Move + if (eventType == EMSCRIPTEN_EVENT_TOUCHMOVE) + { + ptrPGE->olc_UpdateMouse(e->touches->targetX, e->touches->targetY); + } + + // Start + if (eventType == EMSCRIPTEN_EVENT_TOUCHSTART) + { + ptrPGE->olc_UpdateMouse(e->touches->targetX, e->touches->targetY); + ptrPGE->olc_UpdateMouseState(0, true); + } + + // End + if (eventType == EMSCRIPTEN_EVENT_TOUCHEND) + { + ptrPGE->olc_UpdateMouseState(0, false); + } + + return EM_TRUE; + } + + //TY Moros + static EM_BOOL mouse_callback(int eventType, const EmscriptenMouseEvent* e, void* userData) + { + //Mouse Movement + if (eventType == EMSCRIPTEN_EVENT_MOUSEMOVE) + ptrPGE->olc_UpdateMouse(e->targetX, e->targetY); + + + //Mouse button press + if (e->button == 0) // left click + { + if (eventType == EMSCRIPTEN_EVENT_MOUSEDOWN) + ptrPGE->olc_UpdateMouseState(0, true); + else if (eventType == EMSCRIPTEN_EVENT_MOUSEUP) + ptrPGE->olc_UpdateMouseState(0, false); + } + + if (e->button == 2) // right click + { + if (eventType == EMSCRIPTEN_EVENT_MOUSEDOWN) + ptrPGE->olc_UpdateMouseState(1, true); + else if (eventType == EMSCRIPTEN_EVENT_MOUSEUP) + ptrPGE->olc_UpdateMouseState(1, false); + + } + + if (e->button == 1) // middle click + { + if (eventType == EMSCRIPTEN_EVENT_MOUSEDOWN) + ptrPGE->olc_UpdateMouseState(2, true); + else if (eventType == EMSCRIPTEN_EVENT_MOUSEUP) + ptrPGE->olc_UpdateMouseState(2, false); + + //at the moment only middle mouse needs to consume events. + return EM_TRUE; + } + + return EM_FALSE; + } + + + virtual olc::rcode SetWindowTitle(const std::string& s) override + { emscripten_set_window_title(s.c_str()); return olc::OK; } + + virtual olc::rcode StartSystemEventLoop() override + { return olc::OK; } + + virtual olc::rcode HandleSystemEvent() override + { return olc::OK; } + + static void MainLoop() + { + olc::Platform::ptrPGE->olc_CoreUpdate(); + if (!ptrPGE->olc_IsRunning()) + { + if (ptrPGE->OnUserDestroy()) + { + emscripten_cancel_main_loop(); + platform->ApplicationCleanUp(); + } + else + { + ptrPGE->olc_Reanimate(); + } + } + } + }; + + //Emscripten needs a special Start function + //Much of this is usually done in EngineThread, but that isn't used here + olc::rcode PixelGameEngine::Start() + { + if (platform->ApplicationStartUp() != olc::OK) return olc::FAIL; + + // Construct the window + if (platform->CreateWindowPane({ 30,30 }, vWindowSize, bFullScreen) != olc::OK) return olc::FAIL; + olc_UpdateWindowSize(vWindowSize.x, vWindowSize.y); + + // Some implementations may form an event loop here + if (platform->ThreadStartUp() == olc::FAIL) return olc::FAIL; + + // Do engine context specific initialisation + olc_PrepareEngine(); + + // Consider the "thread" started + bAtomActive = true; + + // Create user resources as part of this thread + for (auto& ext : vExtensions) ext->OnBeforeUserCreate(); + if (!OnUserCreate()) bAtomActive = false; + for (auto& ext : vExtensions) ext->OnAfterUserCreate(); + + platform->StartSystemEventLoop(); + + //This causes a heap memory corruption in Emscripten for some reason + //Platform_Emscripten::bActiveRef = &bAtomActive; + emscripten_set_main_loop(&Platform_Emscripten::MainLoop, 0, 1); + + // Wait for thread to be exited + if (platform->ApplicationCleanUp() != olc::OK) return olc::FAIL; + return olc::OK; + } +} + +extern "C" +{ + EMSCRIPTEN_KEEPALIVE inline void olc_PGE_UpdateWindowSize(int width, int height) + { + emscripten_set_canvas_element_size("#canvas", width, height); + // Thanks slavka + ((olc::Platform_Emscripten*)olc::platform.get())->UpdateWindowSize(width, height); + } +} + +#endif +// O------------------------------------------------------------------------------O +// | END PLATFORM: Emscripten | +// O------------------------------------------------------------------------------O +#pragma endregion + + +#endif // Headless + +// O------------------------------------------------------------------------------O +// | olcPixelGameEngine Auto-Configuration | +// O------------------------------------------------------------------------------O +#pragma region pge_config +namespace olc +{ + void PixelGameEngine::olc_ConfigureSystem() + { + +//#if !defined(OLC_PGE_HEADLESS) + + olc::Sprite::loader = nullptr; + +#if defined(OLC_IMAGE_GDI) + olc::Sprite::loader = std::make_unique(); +#endif + +#if defined(OLC_IMAGE_LIBPNG) + olc::Sprite::loader = std::make_unique(); +#endif + +#if defined(OLC_IMAGE_STB) + olc::Sprite::loader = std::make_unique(); +#endif + +#if defined(OLC_IMAGE_CUSTOM_EX) + olc::Sprite::loader = std::make_unique(); +#endif + + +#if defined(OLC_PLATFORM_HEADLESS) + platform = std::make_unique(); +#endif + +#if defined(OLC_PLATFORM_WINAPI) + platform = std::make_unique(); +#endif + +#if defined(OLC_PLATFORM_X11) + platform = std::make_unique(); +#endif + +#if defined(OLC_PLATFORM_GLUT) + platform = std::make_unique(); +#endif + +#if defined(OLC_PLATFORM_EMSCRIPTEN) + platform = std::make_unique(); +#endif + +#if defined(OLC_PLATFORM_CUSTOM_EX) + platform = std::make_unique(); +#endif + +#if defined(OLC_GFX_HEADLESS) + renderer = std::make_unique(); +#endif + +#if defined(OLC_GFX_OPENGL10) + renderer = std::make_unique(); +#endif + +#if defined(OLC_GFX_OPENGL33) + renderer = std::make_unique(); +#endif + +#if defined(OLC_GFX_OPENGLES2) + renderer = std::make_unique(); +#endif + +#if defined(OLC_GFX_DIRECTX10) + renderer = std::make_unique(); +#endif + +#if defined(OLC_GFX_DIRECTX11) + renderer = std::make_unique(); +#endif + +#if defined(OLC_GFX_CUSTOM_EX) + renderer = std::make_unique(); +#endif + + // Associate components with PGE instance + platform->ptrPGE = this; + renderer->ptrPGE = this; +//#else +// olc::Sprite::loader = nullptr; +// platform = nullptr; +// renderer = nullptr; +//#endif + } +} + +#pragma endregion + +#endif // End OLC_PGE_APPLICATION + +// O------------------------------------------------------------------------------O +// | END OF OLC_PGE_APPLICATION | +// O------------------------------------------------------------------------------O +