/* olcPixelGameEngine.h +-------------------------------------------------------------+ | OneLoneCoder Pixel Game Engine v1.17 | | "Like the command prompt console one, but not..." - javidx9 | +-------------------------------------------------------------+ What is this? ~~~~~~~~~~~~~ The olcConsoleGameEngine has been a surprising and wonderful success for me, and I'm delighted how people have reacted so positively towards it, so thanks for that. However, there are limitations that I simply cannot avoid. Firstly, I need to maintain several different versions of it to accommodate users on Windows7, 8, 10, Linux, Mac, Visual Studio & Code::Blocks. Secondly, this year I've been pushing the console to the limits of its graphical capabilities and the effect is becoming underwhelming. The engine itself is not slow at all, but the process that Windows uses to draw the command prompt to the screen is, and worse still, it's dynamic based upon the variation of character colours and glyphs. Sadly I have no control over this, and recent videos that are extremely graphical (for a command prompt :P ) have been dipping to unacceptable framerates. As the channel has been popular with aspiring game developers, I'm concerned that the visual appeal of the command prompt is perhaps limited to us oldies, and I dont want to alienate younger learners. Finally, I'd like to demonstrate many more algorithms and image processing that exist in the graphical domain, for which the console is insufficient. For this reason, I have created olcPixelGameEngine! The look and feel to the programmer is almost identical, so all of my existing code from the videos is easily portable, and the programmer uses this file in exactly the same way. But I've decided that rather than just build a command prompt emulator, that I would at least harness some modern(ish) portable technologies. As a result, the olcPixelGameEngine supports 32-bit colour, is written in a cross-platform style, uses modern(ish) C++ conventions and most importantly, renders much much faster. I will use this version when my applications are predominantly graphics based, but use the console version when they are predominantly text based - Don't worry, loads more command prompt silliness to come yet, but evolution is important!! License (OLC-3) ~~~~~~~~~~~~~~~ Copyright 2018 - 2019 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 Relevant Videos ~~~~~~~~~~~~~~~ https://youtu.be/kRH6oJLFYxY Introducing olcPixelGameEngine Compiling in Linux ~~~~~~~~~~~~~~~~~~ You will need a modern C++ compiler, so update yours! To compile use the command: g++ -o YourProgName YourSource.cpp -lX11 -lGL -lpthread -lpng On some Linux configurations, the frame rate is locked to the refresh rate of the monitor. This engine tries to unlock it but may not be able to, in which case try launching your program like this: vblank_mode=0 ./YourProgName Compiling in Code::Blocks on Windows ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Well I wont judge you, but make sure your Code::Blocks installation is really up to date - you may even consider updating your C++ toolchain to use MinGW32-W64, so google this. You will also need to enable C++14 in your build options, and add to your linker the following libraries: user32 gdi32 opengl32 gdiplus Ports ~~~~~ olc::PixelGameEngine has been ported and tested with varying degrees of success to: WinXP, Win7, Win8, Win10, Various Linux, Rapberry Pi, Chromebook, Playstation Portable (PSP) and Nintendo Switch. If you are interested in the details of these ports, come and visit the Discord! Thanks ~~~~~~ I'd like to extend thanks to Eremiell, slavka, gurkanctn, Phantim, JackOJC, KrossX, Huhlig, Dragoneye, Appa, JustinRichardsMusic, SliceNDice Ralakus, Gorbit99, raoul, joshinils, benedani & MagetzUb for advice, ideas and testing, and I'd like to extend my appreciation to the 40K YouTube followers, 22 Patreons and 2.6K Discord server members who give me the motivation to keep going with all this :D Special thanks to those who bring gifts! GnarGnarHead.......Domina Gorbit99...........Bastion, Ori & The Blind Forest Marti Morta........Gris 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 */ ////////////////////////////////////////////////////////////////////////////////////////// /* Example Usage (main.cpp) #define OLC_PGE_APPLICATION #include "olcPixelGameEngine.h" // Override base class with your custom functionality class Example : public olc::PixelGameEngine { public: Example() { 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() % 255, rand() % 255, rand()% 255)); return true; } }; int main() { Example demo; if (demo.Construct(256, 240, 4, 4)) demo.Start(); return 0; } */ #ifndef OLC_PGE_DEF #define OLC_PGE_DEF #ifdef _WIN32 // Link to libraries #ifndef __MINGW32__ #pragma comment(lib, "user32.lib") // Visual Studio Only #pragma comment(lib, "gdi32.lib") // For other Windows Compilers please add #pragma comment(lib, "opengl32.lib") // these libs to your linker input #pragma comment(lib, "gdiplus.lib") #else // In Code::Blocks, Select C++14 in your build options, and add the // following libs to your linker: user32 gdi32 opengl32 gdiplus #if !defined _WIN32_WINNT #ifdef HAVE_MSMF #define _WIN32_WINNT 0x0600 // Windows Vista #else #define _WIN32_WINNT 0x0500 // Windows 2000 #endif #endif #endif // Include WinAPI #include #include // OpenGL Extension #include typedef BOOL(WINAPI wglSwapInterval_t) (int interval); #else #include #include #include #include typedef int(glSwapInterval_t) (Display *dpy, GLXDrawable drawable, int interval); #endif // Standard includes #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include "olcPGE_Common.h" #include "olcPGE_Sprite.h" #include "olcPGE_ResourcePack.h" #undef min #undef max namespace olc // All OneLoneCoder stuff will now exist in the "olc" namespace { template struct v2d_generic { T x = 0; T y = 0; inline v2d_generic() : x(0), y(0) { } inline v2d_generic(T _x, T _y) : x(_x), y(_y) { } inline v2d_generic(const v2d_generic& v) : x(v.x), y(v.y){ } inline T mag() { return sqrt(x * x + y * y); } inline v2d_generic norm() { T r = 1 / mag(); return v2d_generic(x*r, y*r); } inline v2d_generic perp() { return v2d_generic(-y, x); } inline T dot(const v2d_generic& rhs) { return this->x * rhs.x + this->y * rhs.y; } inline T cross(const v2d_generic& rhs) { return this->x * rhs.y - this->y * rhs.x; } inline v2d_generic operator + (const v2d_generic& rhs) const { return v2d_generic(this->x + rhs.x, this->y + rhs.y);} inline v2d_generic operator - (const v2d_generic& rhs) const { return v2d_generic(this->x - rhs.x, this->y - rhs.y);} inline v2d_generic operator * (const T& rhs) const { return v2d_generic(this->x * rhs, this->y * rhs); } inline v2d_generic operator / (const T& rhs) const { return v2d_generic(this->x / rhs, this->y / rhs); } inline v2d_generic& operator += (const v2d_generic& rhs) { this->x += rhs.x; this->y += rhs.y; return *this; } inline v2d_generic& operator -= (const v2d_generic& rhs) { this->x -= rhs.x; this->y -= rhs.y; return *this; } inline v2d_generic& operator *= (const T& rhs) { this->x *= rhs; this->y *= rhs; return *this; } inline v2d_generic& operator /= (const T& rhs) { this->x /= rhs; this->y /= rhs; return *this; } inline T& operator [] (std::size_t i) { return *((T*)this + i); /* <-- D'oh :( */ } }; template inline v2d_generic operator * (const float& lhs, const v2d_generic& rhs) { return v2d_generic(lhs * rhs.x, lhs * rhs.y); } template inline v2d_generic operator * (const double& lhs, const v2d_generic& rhs){ return v2d_generic(lhs * rhs.x, lhs * rhs.y); } template inline v2d_generic operator * (const int& lhs, const v2d_generic& rhs) { return v2d_generic(lhs * rhs.x, lhs * rhs.y); } template inline v2d_generic operator / (const float& lhs, const v2d_generic& rhs) { return v2d_generic(lhs / rhs.x, lhs / rhs.y); } template inline v2d_generic operator / (const double& lhs, const v2d_generic& rhs){ return v2d_generic(lhs / rhs.x, lhs / rhs.y); } template inline v2d_generic operator / (const int& lhs, const v2d_generic& rhs) { return v2d_generic(lhs / rhs.x, lhs / rhs.y); } typedef v2d_generic vi2d; typedef v2d_generic vf2d; typedef v2d_generic vd2d; //============================================================= 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 }; //============================================================= 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, }; //============================================================= class PixelGameEngine { public: PixelGameEngine(); public: olc::rcode Construct(uint32_t screen_w, uint32_t screen_h, uint32_t pixel_w, uint32_t pixel_h, bool full_screen = false); // Selects maximum pixel size to fit in the display resolution olc::rcode ConstructAuto(uint32_t screen_w, uint32_t screen_h, bool full_screen = false); olc::rcode Start(); public: // Override Interfaces // Called once on application startup, use to load your resources virtual bool OnUserCreate(); // Called every frame, and provides you with a time per frame value virtual bool OnUserUpdate(float fElapsedTime); // Called once on application termination, so you can be a clean coder virtual bool OnUserDestroy(); public: // Hardware Interfaces // Returns true if window is currently in focus bool IsFocused(); // Get the state of a specific keyboard button HWButton GetKey(Key k); // Get the state of a specific mouse button HWButton GetMouse(uint32_t b); // Get Mouse X coordinate in "pixel" space int32_t GetMouseX(); // Get Mouse Y coordinate in "pixel" space int32_t GetMouseY(); // Get Mouse Wheel Delta int32_t GetMouseWheel(); public: // Utility // Returns the width of the screen in "pixels" int32_t ScreenWidth(); // Returns the height of the screen in "pixels" int32_t ScreenHeight(); // Returns the width of the currently selected drawing target in "pixels" int32_t GetDrawTargetWidth(); // Returns the height of the currently selected drawing target in "pixels" int32_t GetDrawTargetHeight(); // Returns the currently active draw target Sprite* GetDrawTarget(); public: // Draw Routines // Specify which Sprite should be the target of drawing functions, use nullptr // to specify the primary screen void SetDrawTarget(Sprite *target); // Change the pixel mode for different optimisations // olc::Pixel::NORMAL = No transparency // olc::Pixel::MASK = Transparent if alpha is < 255 // olc::Pixel::ALPHA = Full transparency void SetPixelMode(Pixel::Mode m); Pixel::Mode GetPixelMode(); // Use a custom blend function void SetPixelMode(std::function pixelMode); // Change the blend factor form between 0.0f to 1.0f; void SetPixelBlend(float fBlend); // Offset texels by sub-pixel amount (advanced, do not use) void SetSubPixelOffset(float ox, float oy); // Draws a single Pixel virtual bool Draw(int32_t x, int32_t y, Pixel p = olc::WHITE); // Draws a line from (x1,y1) to (x2,y2) void DrawLine(int32_t x1, int32_t y1, int32_t x2, int32_t y2, Pixel p = olc::WHITE, 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); // Fills a circle located at (x,y) with radius void FillCircle(int32_t x, int32_t y, int32_t radius, Pixel p = olc::WHITE); // Draws a rectangle at (x,y) to (x+w,y+h) void DrawRect(int32_t x, int32_t y, int32_t w, int32_t h, Pixel p = olc::WHITE); // Fills a rectangle at (x,y) to (x+w,y+h) void FillRect(int32_t x, int32_t y, int32_t w, int32_t h, Pixel p = olc::WHITE); // Draws a triangle between points (x1,y1), (x2,y2) and (x3,y3) void DrawTriangle(int32_t x1, int32_t y1, int32_t x2, int32_t y2, int32_t x3, int32_t y3, Pixel p = olc::WHITE); // Flat fills a triangle between points (x1,y1), (x2,y2) and (x3,y3) void FillTriangle(int32_t x1, int32_t y1, int32_t x2, int32_t y2, int32_t x3, int32_t y3, Pixel p = olc::WHITE); // Draws an entire sprite at location (x,y) void DrawSprite(int32_t x, int32_t y, Sprite *sprite, uint32_t scale = 1); // 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); // Draws a single line of text void DrawString(int32_t x, int32_t y, std::string sText, Pixel col = olc::WHITE, uint32_t scale = 1); // Clears entire draw target to Pixel void Clear(Pixel p); public: // Branding std::string sAppName; private: // Inner mysterious workings Sprite *pDefaultDrawTarget = nullptr; Sprite *pDrawTarget = nullptr; Pixel::Mode nPixelMode = Pixel::NORMAL; float fBlendFactor = 1.0f; uint32_t nScreenWidth = 256; uint32_t nScreenHeight = 240; uint32_t nPixelWidth = 4; uint32_t nPixelHeight = 4; int32_t nMousePosX = 0; int32_t nMousePosY = 0; int32_t nMouseWheelDelta = 0; int32_t nMousePosXcache = 0; int32_t nMousePosYcache = 0; int32_t nMouseWheelDeltaCache = 0; int32_t nWindowWidth = 0; int32_t nWindowHeight = 0; int32_t nViewX = 0; int32_t nViewY = 0; int32_t nViewW = 0; int32_t nViewH = 0; bool bFullScreen = false; float fPixelX = 1.0f; float fPixelY = 1.0f; float fSubPixelOffsetX = 0.0f; float fSubPixelOffsetY = 0.0f; bool bHasInputFocus = false; bool bHasMouseFocus = false; float fFrameTimer = 1.0f; int nFrameCount = 0; Sprite *fontSprite = nullptr; std::function funcPixelMode; static std::map mapKeys; bool pKeyNewState[256]{ 0 }; bool pKeyOldState[256]{ 0 }; HWButton pKeyboardState[256]; bool pMouseNewState[5]{ 0 }; bool pMouseOldState[5]{ 0 }; HWButton pMouseState[5]; #ifdef _WIN32 HDC glDeviceContext = nullptr; HGLRC glRenderContext = nullptr; #else GLXContext glDeviceContext = nullptr; GLXContext glRenderContext = nullptr; #endif GLuint glBuffer; void EngineThread(); // If anything sets this flag to false, the engine // "should" shut down gracefully static std::atomic bAtomActive; // Common initialisation 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(); bool olc_OpenGLCreate(); void olc_ConstructFontSheet(); uint32_t olc_GetMaximumPixelSize(uint32_t w, uint32_t h); #ifdef _WIN32 // Windows specific window handling HWND olc_hWnd = nullptr; HWND olc_WindowCreate(); std::wstring wsAppName; static LRESULT CALLBACK olc_WindowEvent(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam); #else // Non-Windows specific window handling Display* olc_Display = nullptr; Window olc_WindowRoot; Window olc_Window; XVisualInfo* olc_VisualInfo; Colormap olc_ColourMap; XSetWindowAttributes olc_SetWindowAttribs; XSizeHints olc_SizeHints; Display* olc_WindowCreate(); #endif }; class PGEX { friend class olc::PixelGameEngine; protected: static PixelGameEngine* pge; }; //============================================================= } #endif // OLC_PGE_DEF