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olcSimpleEngine.cpp
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/*
Object Oriented Mode
~~~~~~~~~~~~~~~~~~~~
If the olcPixelGameEngine.h is called from several sources it can cause
multiple definitions of objects. To prevent this, ONLY ONE of the pathways
to including this file must have OLC_PGE_APPLICATION defined before it. This prevents
the definitions being duplicated.
Consider the following project structure:
Class1.h - Includes olcPixelGameEngine.h, overrides olc::PixelGameEngine
Class1.cpp - #define OLC_PGE_APPLICATION #include "Class1.h"
Class2.h - Includes Class1.h, which includes olcPixelGameEngine.h
Class2.cpp - #define OLC_PGE_APPLICATION #include "Class2.h"
main.cpp - Includes Class1.h and Class2.h
If all of this is a bit too confusing, you can split this file in two!
Everything below this comment block can go into olcPixelGameEngineOOP.cpp
and everything above it can go into olcPixelGameEngineOOP.h
*/
#include "olcSimpleEngine.h"
namespace olc
{
// User must override these functions as required. I have not made
// them abstract because I do need a default behaviour to occur if
// they are not overwritten
bool PixelGameEngine::OnUserCreate()
{
return false;
}
bool PixelGameEngine::OnUserUpdate(float fElapsedTime)
{
return false;
}
bool PixelGameEngine::OnUserDestroy()
{
return true;
}
std::map<uint16_t, uint8_t> PixelGameEngine::mapKeys;
olc::PixelGameEngine* olc::PGEX::pge = nullptr;
//=============================================================
#pragma region GameEngine
//==========================================================
std::string PixelGameEngine::to_string_with_precision(float a_value, int n)
{
std::ostringstream out;
out.precision(n);
out << std::fixed << a_value;
return out.str();
}
PixelGameEngine::PixelGameEngine()
{
sAppName = "Undefined";
olc::PGEX::pge = this;
}
olc::rcode PixelGameEngine::Construct(uint32_t screen_w, uint32_t screen_h, uint32_t pixel_w, uint32_t pixel_h)
{
nScreenWidth = screen_w;
nScreenHeight = screen_h;
nPixelWidth = pixel_w;
nPixelHeight = pixel_h;
fPixelX = 2.0f / (float)(nScreenWidth);
fPixelY = 2.0f / (float)(nScreenHeight);
if (nPixelWidth == 0 || nPixelHeight == 0 || nScreenWidth == 0 || nScreenHeight == 0)
return olc::FAIL;
// Load the default font sheet
olc_ConstructFontSheet();
// Create a sprite that represents the primary drawing target
pDefaultDrawTarget = new Sprite(nScreenWidth, nScreenHeight);
SetDrawTarget(nullptr);
return olc::OK;
}
olc::rcode PixelGameEngine::Start()
{
// Construct the window
if (!olc_WindowCreate())
return olc::FAIL;
// Load libraries required for PNG file interaction
// Windows use GDI+
Gdiplus::GdiplusStartupInput startupInput;
ULONG_PTR token;
Gdiplus::GdiplusStartup(&token, &startupInput, NULL);
// Start the thread
bAtomActive = true;
std::thread t = std::thread(&PixelGameEngine::EngineThread, this);
//EngineThread();
// Handle Windows Message Loop
MSG msg;
while (GetMessage(&msg, NULL, 0, 0) > 0)
{
TranslateMessage(&msg);
DispatchMessage(&msg);
}
// Wait for thread to be exited
t.join();
return olc::OK;
}
void PixelGameEngine::SetDrawTarget(Sprite *target)
{
if (target)
pDrawTarget = target;
else
pDrawTarget = pDefaultDrawTarget;
}
Sprite* PixelGameEngine::GetDrawTarget()
{
return pDrawTarget;
}
int32_t PixelGameEngine::GetDrawTargetWidth()
{
if (pDrawTarget)
return pDrawTarget->width;
else
return 0;
}
int32_t PixelGameEngine::GetDrawTargetHeight()
{
if (pDrawTarget)
return pDrawTarget->height;
else
return 0;
}
bool PixelGameEngine::IsFocused()
{
return bHasInputFocus;
}
HWButton PixelGameEngine::GetKey(Key k)
{
return pKeyboardState[k];
}
HWButton PixelGameEngine::GetMouse(uint32_t b)
{
return pMouseState[b];
}
int32_t PixelGameEngine::GetMouseX()
{
return nMousePosX;
}
int32_t PixelGameEngine::GetMouseY()
{
return nMousePosY;
}
int32_t PixelGameEngine::ScreenWidth()
{
return nScreenWidth;
}
int32_t PixelGameEngine::ScreenHeight()
{
return nScreenHeight;
}
void PixelGameEngine::Draw(int32_t x, int32_t y, Pixel p)
{
if (!pDrawTarget) return;
if (nPixelMode == Pixel::NORMAL)
{
pDrawTarget->SetPixel(x, y, p);
return;
}
if (nPixelMode == Pixel::MASK)
{
if (p.a == 255)
pDrawTarget->SetPixel(x, y, p);
return;
}
if (nPixelMode == Pixel::ALPHA)
{
Pixel d = pDrawTarget->GetPixel(x, y);
float a = (float)(p.a / 255.0f) * fBlendFactor;
float c = 1.0f - a;
float r = a * (float)p.r + c * (float)d.r;
float g = a * (float)p.g + c * (float)d.g;
float b = a * (float)p.b + c * (float)d.b;
pDrawTarget->SetPixel(x, y, Pixel((uint8_t)r, (uint8_t)g, (uint8_t)b));
return;
}
if (nPixelMode == Pixel::CUSTOM)
{
pDrawTarget->SetPixel(x, y, funcPixelMode(x, y, p, pDrawTarget->GetPixel(x, y)));
return;
}
}
void PixelGameEngine::SetSubPixelOffset(float ox, float oy)
{
fSubPixelOffsetX = ox * fPixelX;
fSubPixelOffsetY = oy * fPixelY;
}
void PixelGameEngine::DrawLine(int32_t x1, int32_t y1, int32_t x2, int32_t y2, Pixel p)
{
int x, y, dx, dy, dx1, dy1, px, py, xe, ye, i;
dx = x2 - x1; dy = y2 - y1;
// straight lines idea by gurkanctn
if (dx == 0) // Line is vertical
{
if (y2 < y1) std::swap(y1, y2);
for (y = y1; y <= y2; y++)
Draw(x1, y, p);
return;
}
if (dy == 0) // Line is horizontal
{
if (x2 < x1) std::swap(x1, x2);
for (x = x1; x <= x2; x++)
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;
}
Draw(x, y, p);
for (i = 0; x<xe; i++)
{
x = x + 1;
if (px<0)
px = px + 2 * dy1;
else
{
if ((dx<0 && dy<0) || (dx>0 && dy>0)) y = y + 1; else y = y - 1;
px = px + 2 * (dy1 - dx1);
}
Draw(x, y, p);
}
}
else
{
if (dy >= 0)
{
x = x1; y = y1; ye = y2;
}
else
{
x = x2; y = y2; ye = y1;
}
Draw(x, y, p);
for (i = 0; y<ye; i++)
{
y = y + 1;
if (py <= 0)
py = py + 2 * dx1;
else
{
if ((dx<0 && dy<0) || (dx>0 && dy>0)) x = x + 1; else x = x - 1;
py = py + 2 * (dx1 - dy1);
}
Draw(x, y, p);
}
}
}
void PixelGameEngine::DrawCircle(int32_t x, int32_t y, int32_t radius, Pixel p)
{
int x0 = 0;
int y0 = radius;
int d = 3 - 2 * radius;
if (!radius) return;
while (y0 >= x0) // only formulate 1/8 of circle
{
Draw(x - x0, y - y0, p);//upper left left
Draw(x - y0, y - x0, p);//upper upper left
Draw(x + y0, y - x0, p);//upper upper right
Draw(x + x0, y - y0, p);//upper right right
Draw(x - x0, y + y0, p);//lower left left
Draw(x - y0, y + x0, p);//lower lower left
Draw(x + y0, y + x0, p);//lower lower right
Draw(x + x0, y + y0, p);//lower right right
if (d < 0) d += 4 * x0++ + 6;
else d += 4 * (x0++ - y0--) + 10;
}
}
void PixelGameEngine::FillCircle(int32_t x, int32_t y, int32_t radius, Pixel p)
{
// Taken from wikipedia
int x0 = 0;
int y0 = radius;
int d = 3 - 2 * radius;
if (!radius) return;
auto drawline = [&](int sx, int ex, int ny)
{
for (int i = sx; i <= ex; i++)
Draw(i, ny, p);
};
while (y0 >= x0)
{
// Modified to draw scan-lines instead of edges
drawline(x - x0, x + x0, y - y0);
drawline(x - y0, x + y0, y - x0);
drawline(x - x0, x + x0, y + y0);
drawline(x - y0, x + y0, y + x0);
if (d < 0) d += 4 * x0++ + 6;
else d += 4 * (x0++ - y0--) + 10;
}
}
void PixelGameEngine::DrawRect(int32_t x, int32_t y, int32_t w, int32_t h, Pixel p)
{
DrawLine(x, y, x + w, y, p);
DrawLine(x + w, y, x + w, y + h, p);
DrawLine(x + w, y + h, x, y + h, p);
DrawLine(x, y + h, x, y, p);
}
void PixelGameEngine::Clear(Pixel p)
{
int pixels = GetDrawTargetWidth() * GetDrawTargetHeight();
Pixel* m = GetDrawTarget()->GetData();
for (int i = 0; i < pixels; i++)
m[i] = p;
}
void PixelGameEngine::FillRect(int32_t x, int32_t y, int32_t w, int32_t h, Pixel p)
{
int32_t x2 = x + w;
int32_t y2 = y + h;
if (x < 0) x = 0;
if (x >= (int32_t)nScreenWidth) x = (int32_t)nScreenWidth;
if (y < 0) y = 0;
if (y >= (int32_t)nScreenHeight) y = (int32_t)nScreenHeight;
if (x2 < 0) x2 = 0;
if (x2 >= (int32_t)nScreenWidth) x2 = (int32_t)nScreenWidth;
if (y2 < 0) y2 = 0;
if (y2 >= (int32_t)nScreenHeight) y2 = (int32_t)nScreenHeight;
for (int i = x; i < x2; i++)
for (int j = y; j < y2; j++)
Draw(i, j, p);
}
void PixelGameEngine::DrawTriangle(int32_t x1, int32_t y1, int32_t x2, int32_t y2, int32_t x3, int32_t y3, Pixel p)
{
DrawLine(x1, y1, x2, y2, p);
DrawLine(x2, y2, x3, y3, p);
DrawLine(x3, y3, x1, y1, p);
}
// https://www.avrfreaks.net/sites/default/files/triangles.c
void PixelGameEngine::FillTriangle(int32_t x1, int32_t y1, int32_t x2, int32_t y2, int32_t x3, int32_t y3, Pixel p)
{
auto SWAP = [](int &x, int &y) { int t = x; x = y; y = t; };
auto drawline = [&](int sx, int ex, int ny) { for (int i = sx; i <= ex; i++) Draw(i, ny, p); };
int t1x, t2x, y, minx, maxx, t1xp, t2xp;
bool changed1 = false;
bool changed2 = false;
int signx1, signx2, dx1, dy1, dx2, dy2;
int e1, e2;
// Sort vertices
if (y1>y2) { SWAP(y1, y2); SWAP(x1, x2); }
if (y1>y3) { SWAP(y1, y3); SWAP(x1, x3); }
if (y2>y3) { SWAP(y2, y3); SWAP(x2, x3); }
t1x = t2x = x1; y = y1; // Starting points
dx1 = (int)(x2 - x1); if (dx1<0) { dx1 = -dx1; signx1 = -1; }
else signx1 = 1;
dy1 = (int)(y2 - y1);
dx2 = (int)(x3 - x1); if (dx2<0) { dx2 = -dx2; signx2 = -1; }
else signx2 = 1;
dy2 = (int)(y3 - y1);
if (dy1 > dx1) { // swap values
SWAP(dx1, dy1);
changed1 = true;
}
if (dy2 > dx2) { // swap values
SWAP(dy2, dx2);
changed2 = true;
}
e2 = (int)(dx2 >> 1);
// Flat top, just process the second half
if (y1 == y2) goto next;
e1 = (int)(dx1 >> 1);
for (int i = 0; i < dx1;) {
t1xp = 0; t2xp = 0;
if (t1x<t2x) { minx = t1x; maxx = t2x; }
else { minx = t2x; maxx = t1x; }
// process first line until y value is about to change
while (i<dx1) {
i++;
e1 += dy1;
while (e1 >= dx1) {
e1 -= dx1;
if (changed1) t1xp = signx1;//t1x += signx1;
else goto next1;
}
if (changed1) break;
else t1x += signx1;
}
// Move line
next1:
// process second line until y value is about to change
while (1) {
e2 += dy2;
while (e2 >= dx2) {
e2 -= dx2;
if (changed2) t2xp = signx2;//t2x += signx2;
else goto next2;
}
if (changed2) break;
else t2x += signx2;
}
next2:
if (minx>t1x) minx = t1x; if (minx>t2x) minx = t2x;
if (maxx<t1x) maxx = t1x; if (maxx<t2x) maxx = t2x;
drawline(minx, maxx, y); // Draw line from min to max points found on the y
// Now increase y
if (!changed1) t1x += signx1;
t1x += t1xp;
if (!changed2) t2x += signx2;
t2x += t2xp;
y += 1;
if (y == y2) break;
}
next:
// Second half
dx1 = (int)(x3 - x2); if (dx1<0) { dx1 = -dx1; signx1 = -1; }
else signx1 = 1;
dy1 = (int)(y3 - y2);
t1x = x2;
if (dy1 > dx1) { // swap values
SWAP(dy1, dx1);
changed1 = true;
}
else changed1 = false;
e1 = (int)(dx1 >> 1);
for (int i = 0; i <= dx1; i++) {
t1xp = 0; t2xp = 0;
if (t1x<t2x) { minx = t1x; maxx = t2x; }
else { minx = t2x; maxx = t1x; }
// process first line until y value is about to change
while (i<dx1) {
e1 += dy1;
while (e1 >= dx1) {
e1 -= dx1;
if (changed1) { t1xp = signx1; break; }//t1x += signx1;
else goto next3;
}
if (changed1) break;
else t1x += signx1;
if (i<dx1) i++;
}
next3:
// process second line until y value is about to change
while (t2x != x3) {
e2 += dy2;
while (e2 >= dx2) {
e2 -= dx2;
if (changed2) t2xp = signx2;
else goto next4;
}
if (changed2) break;
else t2x += signx2;
}
next4:
if (minx>t1x) minx = t1x; if (minx>t2x) minx = t2x;
if (maxx<t1x) maxx = t1x; if (maxx<t2x) maxx = t2x;
drawline(minx, maxx, y);
if (!changed1) t1x += signx1;
t1x += t1xp;
if (!changed2) t2x += signx2;
t2x += t2xp;
y += 1;
if (y>y3) return;
}
}
void PixelGameEngine::DrawSprite(int32_t x, int32_t y, std::shared_ptr <Sprite> sprite, uint32_t scale)
{
if (sprite == nullptr)
return;
if (scale > 1)
{
for (int32_t i = 0; i < sprite->width; i++)
for (int32_t j = 0; j < sprite->height; j++)
for (uint32_t is = 0; is < scale; is++)
for (uint32_t js = 0; js < scale; js++)
Draw(x + (i*scale) + is, y + (j*scale) + js, sprite->GetPixel(i, j));
}
else
{
for (int32_t i = 0; i < sprite->width; i++)
for (int32_t j = 0; j < sprite->height; j++)
Draw(x + i, y + j, sprite->GetPixel(i, j));
}
}
void PixelGameEngine::DrawPartialSprite(int32_t x, int32_t y, Sprite *sprite, int32_t ox, int32_t oy, int32_t w, int32_t h, uint32_t scale)
{
if (sprite == nullptr)
return;
if (scale > 1)
{
for (int32_t i = 0; i < w; i++)
for (int32_t j = 0; j < h; j++)
for (uint32_t is = 0; is < scale; is++)
for (uint32_t js = 0; js < scale; js++)
Draw(x + (i*scale) + is, y + (j*scale) + js, sprite->GetPixel(i + ox, j + oy));
}
else
{
for (int32_t i = 0; i < w; i++)
for (int32_t j = 0; j < h; j++)
Draw(x + i, y + j, sprite->GetPixel(i + ox, j + oy));
}
}
void PixelGameEngine::DrawString(int32_t x, int32_t y, std::string sText, Pixel col, uint32_t scale)
{
int32_t sx = 0;
int32_t sy = 0;
Pixel::Mode m = nPixelMode;
if (col.ALPHA != 255) SetPixelMode(Pixel::ALPHA);
else SetPixelMode(Pixel::MASK);
for (auto c : sText)
{
if (c == '\n')
{
sx = 0; sy += 8 * scale;
}
else
{
int32_t ox = (c - 32) % 16;
int32_t oy = (c - 32) / 16;
if (scale > 1)
{
for (uint32_t i = 0; i < 8; i++)
for (uint32_t j = 0; j < 8; j++)
if (fontSprite->GetPixel(i + ox * 8, j + oy * 8).r > 0)
for (uint32_t is = 0; is < scale; is++)
for (uint32_t js = 0; js < scale; js++)
Draw(x + sx + (i*scale) + is, y + sy + (j*scale) + js, col);
}
else
{
for (uint32_t i = 0; i < 8; i++)
for (uint32_t j = 0; j < 8; j++)
if (fontSprite->GetPixel(i + ox * 8, j + oy * 8).r > 0)
Draw(x + sx + i, y + sy + j, col);
}
sx += 8 * scale;
}
}
SetPixelMode(m);
}
void PixelGameEngine::SetPixelMode(Pixel::Mode m)
{
nPixelMode = m;
}
void PixelGameEngine::SetPixelMode(std::function<olc::Pixel(const int x, const int y, const olc::Pixel&, const olc::Pixel&)> pixelMode)
{
funcPixelMode = pixelMode;
nPixelMode = Pixel::Mode::CUSTOM;
}
void PixelGameEngine::SetPixelBlend(float fBlend)
{
fBlendFactor = fBlend;
if (fBlendFactor < 0.0f) fBlendFactor = 0.0f;
if (fBlendFactor > 1.0f) fBlendFactor = 1.0f;
}
void PixelGameEngine::olc_UpdateMouse(int32_t x, int32_t y)
{
// Mouse coords come in screen space
// But leave in pixel space
nMousePosX = x / (int32_t)nPixelWidth;
nMousePosY = y / (int32_t)nPixelHeight;
if (nMousePosX >= (int32_t)nScreenWidth)
nMousePosX = nScreenWidth - 1;
if (nMousePosY >= (int32_t)nScreenHeight)
nMousePosY = nScreenHeight - 1;
if (nMousePosX < 0)
nMousePosX = 0;
if (nMousePosY < 0)
nMousePosY = 0;
}
void PixelGameEngine::EngineThread()
{
// Start OpenGL, the context is owned by the game thread
olc_OpenGLCreate();
// Create Screen Texture - disable filtering
glEnable(GL_TEXTURE_2D);
glGenTextures(1, &glBuffer);
glBindTexture(GL_TEXTURE_2D, glBuffer);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, nScreenWidth, nScreenHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, pDefaultDrawTarget->GetData());
// Create user resources as part of this thread
if (!OnUserCreate())
bAtomActive = false;
auto tp1 = std::chrono::system_clock::now();
auto tp2 = std::chrono::system_clock::now();
while (bAtomActive)
{
// Run as fast as possible
while (bAtomActive)
{
// Handle Timing
tp2 = std::chrono::system_clock::now();
std::chrono::duration<float> elapsedTime = tp2 - tp1;
tp1 = tp2;
// Our time per frame coefficient
float fElapsedTime = elapsedTime.count();
// Handle User Input - Keyboard
for (int i = 0; i < 256; i++)
{
pKeyboardState[i].bPressed = false;
pKeyboardState[i].bReleased = false;
if (pKeyNewState[i] != pKeyOldState[i])
{
if (pKeyNewState[i])
{
pKeyboardState[i].bPressed = !pKeyboardState[i].bHeld;
pKeyboardState[i].bHeld = true;
}
else
{
pKeyboardState[i].bReleased = true;
pKeyboardState[i].bHeld = false;
}
}
pKeyOldState[i] = pKeyNewState[i];
}
// Handle User Input - Mouse
for (int i = 0; i < 5; i++)
{
pMouseState[i].bPressed = false;
pMouseState[i].bReleased = false;
if (pMouseNewState[i] != pMouseOldState[i])
{
if (pMouseNewState[i])
{
pMouseState[i].bPressed = !pMouseState[i].bHeld;
pMouseState[i].bHeld = true;
}
else
{
pMouseState[i].bReleased = true;
pMouseState[i].bHeld = false;
}
}
pMouseOldState[i] = pMouseNewState[i];
}
// Handle Frame Update
if (!OnUserUpdate(fElapsedTime))
bAtomActive = false;
// Display Graphics
// TODO: This is a bit slow (especially in debug, but 100x faster in release mode???)
// Copy pixel array into texture
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, nScreenWidth, nScreenHeight, GL_RGBA, GL_UNSIGNED_BYTE, pDefaultDrawTarget->GetData());
// Display texture on screen
glBegin(GL_QUADS);
glTexCoord2f(0.0, 1.0); glVertex3f(-1.0f + (fSubPixelOffsetX), -1.0f + (fSubPixelOffsetY), 0.0f);
glTexCoord2f(0.0, 0.0); glVertex3f(-1.0f + (fSubPixelOffsetX), 1.0f + (fSubPixelOffsetY), 0.0f);
glTexCoord2f(1.0, 0.0); glVertex3f(1.0f + (fSubPixelOffsetX), 1.0f + (fSubPixelOffsetY), 0.0f);
glTexCoord2f(1.0, 1.0); glVertex3f(1.0f + (fSubPixelOffsetX), -1.0f + (fSubPixelOffsetY), 0.0f);
glEnd();
// Present Graphics to screen
SwapBuffers(glDeviceContext);
// Update Title Bar
fFrameTimer += fElapsedTime;
nFrameCount++;
if (fFrameTimer >= 1.0f)
{
fFrameTimer -= 1.0f;
std::string sTitle = "OneLoneCoder.com - Pixel Game Engine - " + sAppName + " - FPS: " + std::to_string(nFrameCount);
SetWindowText(olc_hWnd, sTitle.c_str());
nFrameCount = 0;
}
}
// Allow the user to free resources if they have overrided the destroy function
if (OnUserDestroy())
{
// User has permitted destroy, so exit and clean up
}
else
{
// User denied destroy for some reason, so continue running
bAtomActive = true;
}
}
wglDeleteContext(glRenderContext);
PostMessage(olc_hWnd, WM_DESTROY, 0, 0);
}
void PixelGameEngine::olc_ConstructFontSheet()
{
std::string data;
data += "?Q`0001oOch0o01o@F40o0<AGD4090LAGD<090@A7ch0?00O7Q`0600>00000000";
data += "O000000nOT0063Qo4d8>?7a14Gno94AA4gno94AaOT0>o3`oO400o7QN00000400";
data += "Of80001oOg<7O7moBGT7O7lABET024@aBEd714AiOdl717a_=TH013Q>00000000";
data += "720D000V?V5oB3Q_HdUoE7a9@DdDE4A9@DmoE4A;Hg]oM4Aj8S4D84@`00000000";
data += "OaPT1000Oa`^13P1@AI[?g`1@A=[OdAoHgljA4Ao?WlBA7l1710007l100000000";
data += "ObM6000oOfMV?3QoBDD`O7a0BDDH@5A0BDD<@5A0BGeVO5ao@CQR?5Po00000000";
data += "Oc``000?Ogij70PO2D]??0Ph2DUM@7i`2DTg@7lh2GUj?0TO0C1870T?00000000";
data += "70<4001o?P<7?1QoHg43O;`h@GT0@:@LB@d0>:@hN@L0@?aoN@<0O7ao0000?000";
data += "OcH0001SOglLA7mg24TnK7ln24US>0PL24U140PnOgl0>7QgOcH0K71S0000A000";
data += "00H00000@Dm1S007@DUSg00?OdTnH7YhOfTL<7Yh@Cl0700?@Ah0300700000000";
data += "<008001QL00ZA41a@6HnI<1i@FHLM81M@@0LG81?O`0nC?Y7?`0ZA7Y300080000";
data += "O`082000Oh0827mo6>Hn?Wmo?6HnMb11MP08@C11H`08@FP0@@0004@000000000";
data += "00P00001Oab00003OcKP0006@6=PMgl<@440MglH@000000`@000001P00000000";
data += "Ob@8@@00Ob@8@Ga13R@8Mga172@8?PAo3R@827QoOb@820@0O`0007`0000007P0";
data += "O`000P08Od400g`<3V=P0G`673IP0`@3>1`00P@6O`P00g`<O`000GP800000000";
data += "?P9PL020O`<`N3R0@E4HC7b0@ET<ATB0@@l6C4B0O`H3N7b0?P01L3R000000020";
fontSprite = new olc::Sprite(128, 48);
int px = 0, py = 0;
for (int b = 0; b < 1024; b += 4)
{
uint32_t sym1 = (uint32_t)data[b + 0] - 48;
uint32_t sym2 = (uint32_t)data[b + 1] - 48;
uint32_t sym3 = (uint32_t)data[b + 2] - 48;
uint32_t sym4 = (uint32_t)data[b + 3] - 48;
uint32_t r = sym1 << 18 | sym2 << 12 | sym3 << 6 | sym4;
for (int i = 0; i < 24; i++)
{
int k = r & (1 << i) ? 255 : 0;
fontSprite->SetPixel(px, py, olc::Pixel(k, k, k, k));
if (++py == 48) { px++; py = 0; }
}
}
}
HWND PixelGameEngine::olc_WindowCreate()
{
WNDCLASS wc;
wc.hIcon = LoadIcon(NULL, IDI_APPLICATION);
wc.hCursor = LoadCursor(NULL, IDC_ARROW);
wc.style = CS_HREDRAW | CS_VREDRAW | CS_OWNDC;
wc.hInstance = GetModuleHandle(nullptr);
wc.lpfnWndProc = olc_WindowEvent;
wc.cbClsExtra = 0;
wc.cbWndExtra = 0;
wc.lpszMenuName = nullptr;
wc.hbrBackground = nullptr;
#ifdef UNICODE
wc.lpszClassName = L"OLC_PIXEL_GAME_ENGINE";
#else
wc.lpszClassName = "OLC_PIXEL_GAME_ENGINE";
#endif
RegisterClass(&wc);
// Define window furniture
DWORD dwExStyle = WS_EX_APPWINDOW | WS_EX_WINDOWEDGE;
DWORD dwStyle = WS_CAPTION | WS_SYSMENU | WS_VISIBLE;
RECT rWndRect = { 0, 0, (LONG)nScreenWidth * (LONG)nPixelWidth, (LONG)nScreenHeight * (LONG)nPixelHeight };
// Keep client size as requested
AdjustWindowRectEx(&rWndRect, dwStyle, FALSE, dwExStyle);
int width = rWndRect.right - rWndRect.left;
int height = rWndRect.bottom - rWndRect.top;
#ifdef UNICODE
olc_hWnd = CreateWindowEx(dwExStyle, L"OLC_PIXEL_GAME_ENGINE", L"", dwStyle,
30, 30, width, height, NULL, NULL, GetModuleHandle(nullptr), this);
#else
olc_hWnd = CreateWindowEx(dwExStyle, "OLC_PIXEL_GAME_ENGINE", "", dwStyle,
30, 30, width, height, NULL, NULL, GetModuleHandle(nullptr), this);
#endif
// Create Keyboard Mapping
mapKeys[0x41] = Key::A; mapKeys[0x42] = Key::B; mapKeys[0x43] = Key::C; mapKeys[0x44] = Key::D; mapKeys[0x45] = Key::E;
mapKeys[0x46] = Key::F; mapKeys[0x47] = Key::G; mapKeys[0x48] = Key::H; mapKeys[0x49] = Key::I; mapKeys[0x4A] = Key::J;
mapKeys[0x4B] = Key::K; mapKeys[0x4C] = Key::L; mapKeys[0x4D] = Key::M; mapKeys[0x4E] = Key::N; mapKeys[0x4F] = Key::O;
mapKeys[0x50] = Key::P; mapKeys[0x51] = Key::Q; mapKeys[0x52] = Key::R; mapKeys[0x53] = Key::S; mapKeys[0x54] = Key::T;
mapKeys[0x55] = Key::U; mapKeys[0x56] = Key::V; mapKeys[0x57] = Key::W; mapKeys[0x58] = Key::X; mapKeys[0x59] = Key::Y;
mapKeys[0x5A] = Key::Z;
mapKeys[VK_F1] = Key::F1; mapKeys[VK_F2] = Key::F2; mapKeys[VK_F3] = Key::F3; mapKeys[VK_F4] = Key::F4;
mapKeys[VK_F5] = Key::F5; mapKeys[VK_F6] = Key::F6; mapKeys[VK_F7] = Key::F7; mapKeys[VK_F8] = Key::F8;
mapKeys[VK_F9] = Key::F9; mapKeys[VK_F10] = Key::F10; mapKeys[VK_F11] = Key::F11; mapKeys[VK_F12] = Key::F12;
mapKeys[VK_DOWN] = Key::DOWN; mapKeys[VK_LEFT] = Key::LEFT; mapKeys[VK_RIGHT] = Key::RIGHT; mapKeys[VK_UP] = Key::UP;
mapKeys[VK_BACK] = Key::BACK; mapKeys[VK_ESCAPE] = Key::ESCAPE; mapKeys[VK_RETURN] = Key::ENTER; mapKeys[VK_PAUSE] = Key::PAUSE;
mapKeys[VK_SCROLL] = Key::SCROLL; mapKeys[VK_TAB] = Key::TAB; mapKeys[VK_DELETE] = Key::DEL; mapKeys[VK_HOME] = Key::HOME;
mapKeys[VK_END] = Key::END; mapKeys[VK_PRIOR] = Key::PGUP; mapKeys[VK_NEXT] = Key::PGDN; mapKeys[VK_INSERT] = Key::INS;
mapKeys[VK_SHIFT] = Key::SHIFT; mapKeys[VK_CONTROL] = Key::CTRL;
mapKeys[VK_SPACE] = Key::SPACE;
mapKeys[0x30] = Key::K0; mapKeys[0x31] = Key::K1; mapKeys[0x32] = Key::K2; mapKeys[0x33] = Key::K3; mapKeys[0x34] = Key::K4;
mapKeys[0x35] = Key::K5; mapKeys[0x36] = Key::K6; mapKeys[0x37] = Key::K7; mapKeys[0x38] = Key::K8; mapKeys[0x39] = Key::K9;
return olc_hWnd;
}
bool PixelGameEngine::olc_OpenGLCreate()
{
// Create Device Context
glDeviceContext = GetDC(olc_hWnd);
PIXELFORMATDESCRIPTOR pfd =
{
sizeof(PIXELFORMATDESCRIPTOR), 1,
PFD_DRAW_TO_WINDOW | PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER,
PFD_TYPE_RGBA, 32, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
PFD_MAIN_PLANE, 0, 0, 0, 0
};
int pf = 0;
if (!(pf = ChoosePixelFormat(glDeviceContext, &pfd))) return false;
SetPixelFormat(glDeviceContext, pf, &pfd);
if (!(glRenderContext = wglCreateContext(glDeviceContext))) return false;
wglMakeCurrent(glDeviceContext, glRenderContext);
// Remove Frame cap
wglSwapInterval = (wglSwapInterval_t*)wglGetProcAddress("wglSwapIntervalEXT");
wglSwapInterval(0);
return true;
}
// Windows Event Handler
LRESULT CALLBACK PixelGameEngine::olc_WindowEvent(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam)
{
static PixelGameEngine *sge;
switch (uMsg)
{
case WM_CREATE: sge = (PixelGameEngine*)((LPCREATESTRUCT)lParam)->lpCreateParams; return 0;
case WM_MOUSEMOVE:
{
uint16_t x = lParam & 0xFFFF; // Thanks @ForAbby (Discord)
uint16_t y = (lParam >> 16) & 0xFFFF;
int16_t ix = *(int16_t*)&x;
int16_t iy = *(int16_t*)&y;
sge->olc_UpdateMouse(ix, iy);
return 0;
}
case WM_MOUSELEAVE: sge->bHasMouseFocus = false;
case WM_SETFOCUS: sge->bHasInputFocus = true; return 0;
case WM_KILLFOCUS: sge->bHasInputFocus = false; return 0;
case WM_KEYDOWN: sge->pKeyNewState[mapKeys[wParam]] = true; return 0;
case WM_KEYUP: sge->pKeyNewState[mapKeys[wParam]] = false; return 0;
case WM_LBUTTONDOWN:sge->pMouseNewState[0] = true; return 0;
case WM_LBUTTONUP: sge->pMouseNewState[0] = false; return 0;
case WM_RBUTTONDOWN:sge->pMouseNewState[1] = true; return 0;
case WM_RBUTTONUP: sge->pMouseNewState[1] = false; return 0;
case WM_MBUTTONDOWN:sge->pMouseNewState[2] = true; return 0;
case WM_MBUTTONUP: sge->pMouseNewState[2] = false; return 0;
case WM_CLOSE: bAtomActive = false; return 0;
case WM_DESTROY: PostQuitMessage(0); return 0;
}
return DefWindowProc(hWnd, uMsg, wParam, lParam);
}
std::atomic<bool> PixelGameEngine::bAtomActive{ false };
#pragma endregion
//////////////////////////////////////////////////////////////////
std::wstring ConvertS2W(std::string s)
{
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);
std::wstring w(buffer);
delete[] buffer;
return w;
delete[] buffer;
}
#pragma region Pixel
Pixel::Pixel()
{
r = 0; g = 0; b = 0; a = 255;
}
Pixel::Pixel(uint8_t red, uint8_t green, uint8_t blue, uint8_t alpha)
{
r = red; g = green; b = blue; a = alpha;
}
Pixel::Pixel(uint32_t p)
{
n = p;
}
//==========================================================
#pragma endregion
#pragma region Sprite
Sprite::Sprite()
{
pColData = nullptr;
width = 0;
height = 0;
}
Sprite::Sprite(std::string sImageFile)
{
LoadFromFile(sImageFile);
}
Sprite::Sprite(std::string sImageFile, olc::ResourcePack* pack)
{
LoadFromPGESprFile(sImageFile, pack);
}
Sprite::Sprite(int32_t w, int32_t h)
{