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olcPixelGameEngine.h
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olcPixelGameEngine.h
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#pragma region license_and_help
/*
olcPixelGameEngine.h
+-------------------------------------------------------------+
| OneLoneCoder Pixel Game Engine v2.17 |
| "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
Special thanks to my Patreons too - I wont name you on here, but I've
certainly enjoyed my tea and flapjacks :D
Author
~~~~~~
David Barr, aka javidx9, �OneLoneCoder 2018, 2019, 2020, 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 v2d_generic
+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
!! 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 <cmath>
#include <cstdint>
#include <string>
#include <iostream>
#include <streambuf>
#include <sstream>
#include <chrono>
#include <vector>
#include <list>
#include <thread>
#include <atomic>
#include <fstream>
#include <map>
#include <functional>
#include <algorithm>
#include <array>
#include <cstring>
#pragma endregion
#define PGE_VER 217
// 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(USE_EXPERIMENTAL_FS) || defined(FORCE_EXPERIMENTAL_FS)
// C++14
#define _SILENCE_EXPERIMENTAL_FILESYSTEM_DEPRECATION_WARNING
#include <experimental/filesystem>
namespace _gfs = std::experimental::filesystem::v1;
#else
// C++17
#include <filesystem>
namespace _gfs = std::filesystem;
#endif
#if defined(UNICODE) || defined(_UNICODE)
#define olcT(s) L##s
#else
#define olcT(s) s
#endif
#define UNUSED(x) (void)(x)
// O------------------------------------------------------------------------------O
// | PLATFORM SELECTION CODE, Thanks slavka! |
// O------------------------------------------------------------------------------O
// Platform
#if !defined(OLC_PLATFORM_WINAPI) && !defined(OLC_PLATFORM_X11) && !defined(OLC_PLATFORM_GLUT) && !defined(OLC_PLATFORM_EMSCRIPTEN)
#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)
#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)
#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 <windows.h>
#undef _WINSOCKAPI_
#endif
#if defined(OLC_PLATFORM_X11)
namespace X11
{
#include <X11/X.h>
#include <X11/Xlib.h>
}
#endif
#if defined(OLC_PLATFORM_GLUT)
#if defined(__linux__)
#include <GL/glut.h>
#include <GL/freeglut_ext.h>
#endif
#if defined(__APPLE__)
#include <GLUT/glut.h>
#include <objc/message.h>
#include <objc/NSObjCRuntime.h>
#endif
#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;
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 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 <class T>
struct v2d_generic
{
T x = 0;
T y = 0;
v2d_generic() : x(0), y(0) {}
v2d_generic(T _x, T _y) : x(_x), y(_y) {}
v2d_generic(const v2d_generic& v) : x(v.x), y(v.y) {}
v2d_generic& operator=(const v2d_generic& v) = default;
T mag() const { return T(std::sqrt(x * x + y * y)); }
T mag2() const { return x * x + y * y; }
v2d_generic norm() const { T r = 1 / mag(); return v2d_generic(x * r, y * r); }
v2d_generic perp() const { return v2d_generic(-y, x); }
v2d_generic floor() const { return v2d_generic(std::floor(x), std::floor(y)); }
v2d_generic ceil() const { return v2d_generic(std::ceil(x), std::ceil(y)); }
v2d_generic max(const v2d_generic& v) const { return v2d_generic(std::max(x, v.x), std::max(y, v.y)); }
v2d_generic min(const v2d_generic& v) const { return v2d_generic(std::min(x, v.x), std::min(y, v.y)); }
v2d_generic cart() { return { std::cos(y) * x, std::sin(y) * x }; }
v2d_generic polar() { return { mag(), std::atan2(y, x) }; }
T dot(const v2d_generic& rhs) const { return this->x * rhs.x + this->y * rhs.y; }
T cross(const v2d_generic& rhs) const { return this->x * rhs.y - this->y * rhs.x; }
v2d_generic operator + (const v2d_generic& rhs) const { return v2d_generic(this->x + rhs.x, this->y + rhs.y); }
v2d_generic operator - (const v2d_generic& rhs) const { return v2d_generic(this->x - rhs.x, this->y - rhs.y); }
v2d_generic operator * (const T& rhs) const { return v2d_generic(this->x * rhs, this->y * rhs); }
v2d_generic operator * (const v2d_generic& rhs) const { return v2d_generic(this->x * rhs.x, this->y * rhs.y); }
v2d_generic operator / (const T& rhs) const { return v2d_generic(this->x / rhs, this->y / rhs); }
v2d_generic operator / (const v2d_generic& rhs) const { return v2d_generic(this->x / rhs.x, this->y / rhs.y); }
v2d_generic& operator += (const v2d_generic& rhs) { this->x += rhs.x; this->y += rhs.y; return *this; }
v2d_generic& operator -= (const v2d_generic& rhs) { this->x -= rhs.x; this->y -= rhs.y; return *this; }
v2d_generic& operator *= (const T& rhs) { this->x *= rhs; this->y *= rhs; return *this; }
v2d_generic& operator /= (const T& rhs) { this->x /= rhs; this->y /= rhs; return *this; }
v2d_generic& operator *= (const v2d_generic& rhs) { this->x *= rhs.x; this->y *= rhs.y; return *this; }
v2d_generic& operator /= (const v2d_generic& rhs) { this->x /= rhs.x; this->y /= rhs.y; return *this; }
v2d_generic operator + () const { return { +x, +y }; }
v2d_generic operator - () const { return { -x, -y }; }
bool operator == (const v2d_generic& rhs) const { return (this->x == rhs.x && this->y == rhs.y); }
bool operator != (const v2d_generic& 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 v2d_generic& rhs) { os << rhs.str(); return os; }
operator v2d_generic<int32_t>() const { return { static_cast<int32_t>(this->x), static_cast<int32_t>(this->y) }; }
operator v2d_generic<float>() const { return { static_cast<float>(this->x), static_cast<float>(this->y) }; }
operator v2d_generic<double>() const { return { static_cast<double>(this->x), static_cast<double>(this->y) }; }
};
// Note: joshinils has some good suggestions here, but they are complicated to implement at this moment,
// however they will appear in a future version of PGE
template<class T> inline v2d_generic<T> operator * (const float& lhs, const v2d_generic<T>& rhs)
{ return v2d_generic<T>((T)(lhs * (float)rhs.x), (T)(lhs * (float)rhs.y)); }
template<class T> inline v2d_generic<T> operator * (const double& lhs, const v2d_generic<T>& rhs)
{ return v2d_generic<T>((T)(lhs * (double)rhs.x), (T)(lhs * (double)rhs.y)); }
template<class T> inline v2d_generic<T> operator * (const int& lhs, const v2d_generic<T>& rhs)
{ return v2d_generic<T>((T)(lhs * (int)rhs.x), (T)(lhs * (int)rhs.y)); }
template<class T> inline v2d_generic<T> operator / (const float& lhs, const v2d_generic<T>& rhs)
{ return v2d_generic<T>((T)(lhs / (float)rhs.x), (T)(lhs / (float)rhs.y)); }
template<class T> inline v2d_generic<T> operator / (const double& lhs, const v2d_generic<T>& rhs)
{ return v2d_generic<T>((T)(lhs / (double)rhs.x), (T)(lhs / (double)rhs.y)); }
template<class T> inline v2d_generic<T> operator / (const int& lhs, const v2d_generic<T>& rhs)
{ return v2d_generic<T>((T)(lhs / (int)rhs.x), (T)(lhs / (int)rhs.y)); }
// To stop dandistine crying...
template<class T, class U> inline bool operator < (const v2d_generic<T>& lhs, const v2d_generic<U>& rhs)
{ return lhs.y < rhs.y || (lhs.y == rhs.y && lhs.x < rhs.x); }
template<class T, class U> inline bool operator > (const v2d_generic<T>& lhs, const v2d_generic<U>& rhs)
{ return lhs.y > rhs.y || (lhs.y == rhs.y && lhs.x > rhs.x); }
typedef v2d_generic<int32_t> vi2d;
typedef v2d_generic<uint32_t> vu2d;
typedef v2d_generic<float> vf2d;
typedef v2d_generic<double> vd2d;
#endif
// O------------------------------------------------------------------------------O
// | olc::ResourcePack - A virtual scrambled filesystem to pack your assets into |
// O------------------------------------------------------------------------------O
struct ResourceBuffer : public std::streambuf
{
ResourceBuffer(std::ifstream& ifs, uint32_t offset, uint32_t size);
std::vector<char> vMemory;
};
class ResourcePack : public std::streambuf
{
public:
ResourcePack();
~ResourcePack();
bool AddFile(const std::string& sFile);
bool LoadPack(const std::string& sFile, const std::string& sKey);
bool SavePack(const std::string& sFile, const std::string& sKey);
ResourceBuffer GetFileBuffer(const std::string& sFile);
bool Loaded();
private:
struct sResourceFile { uint32_t nSize; uint32_t nOffset; };
std::map<std::string, sResourceFile> mapFiles;
std::ifstream baseFile;
std::vector<char> scramble(const std::vector<char>& data, const std::string& key);
std::string makeposix(const std::string& path);
};
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 SampleBL(float u, float v) const;
Pixel* GetData();
olc::Sprite* Duplicate();
olc::Sprite* Duplicate(const olc::vi2d& vPos, const olc::vi2d& vSize);
std::vector<olc::Pixel> pColData;
Mode modeSample = Mode::NORMAL;
static std::unique_ptr<olc::ImageLoader> 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<olc::Sprite> pSprite = nullptr;
std::unique_ptr<olc::Decal> pDecal = nullptr;
};
// O------------------------------------------------------------------------------O
// | Auxilliary components internal to engine |
// O------------------------------------------------------------------------------O
struct DecalInstance
{
olc::Decal* decal = nullptr;
std::vector<olc::vf2d> pos;
std::vector<olc::vf2d> uv;
std::vector<float> w;
std::vector<olc::Pixel> 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<DecalInstance> vecDecalInstance;
olc::Pixel tint = olc::WHITE;
std::function<void()> funcHook = nullptr;
};
class Renderer
{
public:
virtual ~Renderer() = default;
virtual void PrepareDevice() = 0;
virtual olc::rcode CreateDevice(std::vector<void*> params, bool bFullScreen, bool bVSYNC) = 0;
virtual olc::rcode DestroyDevice() = 0;
virtual void DisplayFrame() = 0;
virtual void PrepareDrawing() = 0;
virtual void 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> renderer;
static std::unique_ptr<Platform> platform;
static std::map<size_t, uint8_t> mapKeys;
// O------------------------------------------------------------------------------O
// | olc::PixelGameEngine - The main BASE class for your application |
// O------------------------------------------------------------------------------O
class PixelGameEngine
{
public:
PixelGameEngine();
virtual ~PixelGameEngine();
public:
olc::rcode Construct(int32_t screen_w, int32_t screen_h, int32_t pixel_w, int32_t pixel_h,
bool full_screen = false, bool vsync = false, 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();
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<size_t, uint8_t>& 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;
public: // CONFIGURATION ROUTINES
// Layer targeting functions
void SetDrawTarget(uint8_t layer);
void EnableLayer(uint8_t layer, bool b);
void SetLayerOffset(uint8_t layer, const olc::vf2d& offset);
void SetLayerOffset(uint8_t layer, float x, float y);
void SetLayerScale(uint8_t layer, const olc::vf2d& scale);
void SetLayerScale(uint8_t layer, float x, float y);
void SetLayerTint(uint8_t layer, const olc::Pixel& tint);
void SetLayerCustomRenderFunction(uint8_t layer, std::function<void()> f);
std::vector<LayerDesc>& GetLayers();
uint32_t CreateLayer();
// Change the pixel mode for different optimisations
// olc::Pixel::NORMAL = No transparency
// olc::Pixel::MASK = Transparent if alpha is < 255
// olc::Pixel::ALPHA = Full transparency
void SetPixelMode(Pixel::Mode m);
Pixel::Mode GetPixelMode();
// Use a custom blend function
void SetPixelMode(std::function<olc::Pixel(const int x, const int y, const olc::Pixel& pSource, const olc::Pixel& pDest)> pixelMode);
// Change the blend factor 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);