/*
	olcPixelGameEngine.h

	+-------------------------------------------------------------+
	|           OneLoneCoder Pixel Game Engine v2.05              |
	|  "What do you need? Pixels... Lots of Pixels..." - javidx9  |
	+-------------------------------------------------------------+

	What is this?
	~~~~~~~~~~~~~
	olc::PixelGameEngine is a single file, cross platform graphics and userinput
	framework used for games, visualisations, algorithm exploration and learning.
	It was developed by YouTuber "javidx9" as an assistive tool for many of his
	videos. The goal of this project is to provide high speed graphics with
	minimal project setup complexity, to encourage new programmers, younger people,
	and anyone else that wants to make fun things.

	However, olc::PixelGameEngine is not a toy! It is a powerful and fast utility
	capable of delivering high resolution, high speed, high quality applications
	which behave the same way regardless of the operating system or platform.

	This file provides the core utility set of the olc::PixelGameEngine, including
	window creation, keyboard/mouse input, main game thread, timing, pixel drawing
	routines, image/sprite loading and drawing routines, and a bunch of utility
	types to make rapid development of games/visualisations possible.


	License (OLC-3)
	~~~~~~~~~~~~~~~

	Copyright 2018 - 2020 OneLoneCoder.com

	Redistribution and use in source and binary forms, with or without modification,
	are permitted provided that the following conditions are met:

	1. Redistributions or derivations of source code must retain the above copyright
	notice, this list of conditions and the following disclaimer.

	2. Redistributions or derivative works in binary form must reproduce the above
	copyright notice. This list of conditions and the following	disclaimer must be
	reproduced in the documentation and/or other materials provided with the distribution.

	3. Neither the name of the copyright holder nor the names of its contributors may
	be used to endorse or promote products derived from this software without specific
	prior written permission.

	THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS	"AS IS" AND ANY
	EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
	OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT
	SHALL THE COPYRIGHT	HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT,
	INCIDENTAL,	SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED
	TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR
	BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
	CONTRACT, STRICT LIABILITY, OR TORT	(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN
	ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
	SUCH DAMAGE.

	Links
	~~~~~
	YouTube:	https://www.youtube.com/javidx9
				https://www.youtube.com/javidx9extra
	Discord:	https://discord.gg/WhwHUMV
	Twitter:	https://www.twitter.com/javidx9
	Twitch:		https://www.twitch.tv/javidx9
	GitHub:		https://www.github.com/onelonecoder
	Homepage:	https://www.onelonecoder.com
	Patreon:	https://www.patreon.com/javidx9
	Community:  https://community.onelonecoder.com

	Compiling in Linux
	~~~~~~~~~~~~~~~~~~
	You will need a modern C++ compiler, so update yours!
	To compile use the command:

	g++ -o YourProgName YourSource.cpp -lX11 -lGL -lpthread -lpng -lstdc++fs -std=c++17

	On some Linux configurations, the frame rate is locked to the refresh
	rate of the monitor. This engine tries to unlock it but may not be
	able to, in which case try launching your program like this:

	vblank_mode=0 ./YourProgName


	Compiling in Code::Blocks on Windows
	~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
	Well I wont judge you, but make sure your Code::Blocks installation
	is really up to date - you may even consider updating your C++ toolchain
	to use MinGW32-W64.

	Guide for installing recent GCC for Windows:
	https://www.msys2.org/
	Guide for configuring code::blocks:
	https://solarianprogrammer.com/2019/11/05/install-gcc-windows/
	https://solarianprogrammer.com/2019/11/16/install-codeblocks-gcc-windows-build-c-cpp-fortran-programs/

	Add these libraries to "Linker Options":
	user32 gdi32 opengl32 gdiplus Shlwapi stdc++fs

	Set these compiler options: -std=c++17

	Ports
	~~~~~
	olc::PixelGameEngine has been ported and tested with varying degrees of
	success to: WinXP, Win7, Win8, Win10, Various Linux, Raspberry Pi,
	Chromebook, Playstation Portable (PSP) and Nintendo Switch. If you are
	interested in the details of these ports, come and visit the Discord!

	Thanks
	~~~~~~
	I'd like to extend thanks to Eremiell, slavka, gurkanctn, Phantim, IProgramInCPP
	JackOJC, KrossX, Huhlig, Dragoneye, Appa, JustinRichardsMusic, SliceNDice
	Ralakus, Gorbit99, raoul, joshinils, benedani, Moros1138, SaladinAkara & MagetzUb 
	for advice, ideas and testing, and I'd like to extend my appreciation to the 
	144K YouTube followers,	70+ Patreons and 6K Discord server members who give me 
	the motivation to keep going with all this :D

	Significant Contributors: @MaGetzUb, @slavka, @Dragoneye & @Gorbit99

	Special thanks to those who bring gifts!
	GnarGnarHead.......Domina
	Gorbit99...........Bastion, Ori & The Blind Forest, Terraria
	Marti Morta........Gris
	Danicron...........Terraria
	SaladinAkara.......Aseprite

	Special thanks to my Patreons too - I wont name you on here, but I've
	certainly enjoyed my tea and flapjacks :D

	Author
	~~~~~~
	David Barr, aka javidx9, ŠOneLoneCoder 2018, 2019, 2020

	2.01: Made renderer and platform static for multifile projects
	2.02: Added Decal destructor, optimised Pixel constructor
	2.03: Added FreeBSD flags, Added DrawStringDecal()
	2.04: Windows Full-Screen bug fixed
	2.05: Added DrawPartialWarpedDecal(), Added DrawPartialRotatedDecal()
*/

//////////////////////////////////////////////////////////////////////////////////////////


// O------------------------------------------------------------------------------O
// | Example "Hello World" Program (main.cpp)                                     |
// O------------------------------------------------------------------------------O
/*

#define OLC_PGE_APPLICATION
#include "olcPixelGameEngine.h"

// Override base class with your custom functionality
class Example : public olc::PixelGameEngine
{
public:
	Example()
	{
		// Name you application
		sAppName = "Example";
	}

public:
	bool OnUserCreate() override
	{
		// Called once at the start, so create things here
		return true;
	}

	bool OnUserUpdate(float fElapsedTime) override
	{
		// called once per frame, draws random coloured pixels
		for (int x = 0; x < ScreenWidth(); x++)
			for (int y = 0; y < ScreenHeight(); y++)
				Draw(x, y, olc::Pixel(rand() % 256, rand() % 256, rand()% 256));
		return true;
	}
};

int main()
{
	Example demo;
	if (demo.Construct(256, 240, 4, 4))
		demo.Start();
	return 0;
}

*/

#ifndef OLC_PGE_DEF
#define OLC_PGE_DEF

// O------------------------------------------------------------------------------O
// | STANDARD INCLUDES                                                            |
// O------------------------------------------------------------------------------O
#include <cmath>
#include <cstdint>
#include <string>
#include <iostream>
#include <streambuf>
#include <sstream>
#include <chrono>
#include <vector>
#include <list>
#include <thread>
#include <atomic>
#include <fstream>
#include <map>
#include <functional>
#include <algorithm>
#include <array>
#include <cstring>

// O------------------------------------------------------------------------------O
// | COMPILER CONFIGURATION ODDITIES                                              |
// O------------------------------------------------------------------------------O
#define USE_EXPERIMENTAL_FS

#if defined(_WIN32)
	#if _MSC_VER >= 1920 && _MSVC_LANG >= 201703L
		#undef USE_EXPERIMENTAL_FS
	#endif
#endif

#if defined(__linux__) || defined(__MINGW32__) || defined(__EMSCRIPTEN__) || defined(__FreeBSD__)
	#if __cplusplus >= 201703L
		#undef USE_EXPERIMENTAL_FS
	#endif
#endif

#if defined(USE_EXPERIMENTAL_FS)
	// C++14
	#define _SILENCE_EXPERIMENTAL_FILESYSTEM_DEPRECATION_WARNING
	#include <experimental/filesystem>
	namespace _gfs = std::experimental::filesystem::v1;
#else
	// C++17
	#include <filesystem>
	namespace _gfs = std::filesystem;
#endif

#if defined(UNICODE) || defined(_UNICODE)
	#define olcT(s) L##s
#else
	#define olcT(s) s
#endif

#define UNUSED(x) (void)(x)


#if !defined(OLC_GFX_OPENGL33) && !defined(OLC_GFX_DIRECTX10)
	#define OLC_GFX_OPENGL10
#endif

// O------------------------------------------------------------------------------O
// | olcPixelGameEngine INTERFACE DECLARATION                                     |
// O------------------------------------------------------------------------------O
namespace olc
{
	class PixelGameEngine;
		
	// Pixel Game Engine Advanced Configuration
	constexpr uint8_t  nMouseButtons = 5;
	constexpr uint8_t  nDefaultAlpha = 0xFF;
	constexpr uint32_t nDefaultPixel = (nDefaultAlpha << 24);
	enum rcode { FAIL = 0, OK = 1, NO_FILE = -1 };

	

	// O------------------------------------------------------------------------------O
	// | olc::Pixel - Represents a 32-Bit RGBA colour                                 |
	// O------------------------------------------------------------------------------O
	struct Pixel
	{
		union
		{
			uint32_t n = nDefaultPixel;
			struct { uint8_t r; uint8_t g; uint8_t b; uint8_t a; };
		};

		enum Mode { NORMAL, MASK, ALPHA, CUSTOM };

		Pixel();
		Pixel(uint8_t red, uint8_t green, uint8_t blue, uint8_t alpha = nDefaultAlpha);
		Pixel(uint32_t p);
		bool operator==(const Pixel& p) const;
		bool operator!=(const Pixel& p) const;
	};

	Pixel PixelF(float red, float green, float blue, float alpha = 1.0f);



	// O------------------------------------------------------------------------------O
	// | USEFUL CONSTANTS                                                             |
	// O------------------------------------------------------------------------------O
	static const Pixel
	GREY(192, 192, 192), DARK_GREY(128, 128, 128), VERY_DARK_GREY(64, 64, 64),
	RED(255, 0, 0),      DARK_RED(128, 0, 0),      VERY_DARK_RED(64, 0, 0),
	YELLOW(255, 255, 0), DARK_YELLOW(128, 128, 0), VERY_DARK_YELLOW(64, 64, 0),
	GREEN(0, 255, 0),    DARK_GREEN(0, 128, 0),    VERY_DARK_GREEN(0, 64, 0),
	CYAN(0, 255, 255),   DARK_CYAN(0, 128, 128),   VERY_DARK_CYAN(0, 64, 64),
	BLUE(0, 0, 255),     DARK_BLUE(0, 0, 128),     VERY_DARK_BLUE(0, 0, 64),
	MAGENTA(255, 0, 255),DARK_MAGENTA(128, 0, 128),VERY_DARK_MAGENTA(64, 0, 64),
	WHITE(255, 255, 255),BLACK(0, 0, 0),           BLANK(0, 0, 0, 0);

	enum Key
	{
		NONE,
		A, B, C, D, E, F, G, H, I, J, K, L, M, N, O, P, Q, R, S, T, U, V, W, X, Y, Z,
		K0, K1, K2, K3, K4, K5, K6, K7, K8, K9,
		F1, F2, F3, F4, F5, F6, F7, F8, F9, F10, F11, F12,
		UP, DOWN, LEFT, RIGHT,
		SPACE, TAB, SHIFT, CTRL, INS, DEL, HOME, END, PGUP, PGDN,
		BACK, ESCAPE, RETURN, ENTER, PAUSE, SCROLL,
		NP0, NP1, NP2, NP3, NP4, NP5, NP6, NP7, NP8, NP9,
		NP_MUL, NP_DIV, NP_ADD, NP_SUB, NP_DECIMAL, PERIOD
	};



	// O------------------------------------------------------------------------------O
	// | olc::vX2d - A generic 2D vector type                                         |
	// O------------------------------------------------------------------------------O
#if !defined(OLC_IGNORE_VEC2D)
	template <class T>
	struct v2d_generic
	{
		T x = 0;
		T y = 0;
		inline v2d_generic() : x(0), y(0)                        {                                                            }
		inline v2d_generic(T _x, T _y) : x(_x), y(_y)            {                                                            }
		inline v2d_generic(const v2d_generic& v) : x(v.x), y(v.y){                                                            }
		inline T mag()                                           { return std::sqrt(x * x + y * y);                           }
		inline T mag2()					                         { return x * x + y * y;                                      }
		inline v2d_generic  norm()                               { T r = 1 / mag(); return v2d_generic(x*r, y*r);             }
		inline v2d_generic  perp()                               { return v2d_generic(-y, x);                                 }
		inline T dot(const v2d_generic& rhs)                     { return this->x * rhs.x + this->y * rhs.y;                  }
		inline T cross(const v2d_generic& rhs)                   { return this->x * rhs.y - this->y * rhs.x;                  }
		inline v2d_generic  operator +  (const v2d_generic& rhs) const { return v2d_generic(this->x + rhs.x, this->y + rhs.y);}
		inline v2d_generic  operator -  (const v2d_generic& rhs) const { return v2d_generic(this->x - rhs.x, this->y - rhs.y);}
		inline v2d_generic  operator *  (const T& rhs)           const { return v2d_generic(this->x * rhs, this->y * rhs);    }
		inline v2d_generic  operator *  (const v2d_generic& rhs) const { return v2d_generic(this->x * rhs.x, this->y * rhs.y);}
		inline v2d_generic  operator /  (const T& rhs)           const { return v2d_generic(this->x / rhs, this->y / rhs);    }
		inline v2d_generic  operator /  (const v2d_generic& rhs) const { return v2d_generic(this->x / rhs.x, this->y / rhs.y);}
		inline v2d_generic& operator += (const v2d_generic& rhs) { this->x += rhs.x; this->y += rhs.y; return *this;          }
		inline v2d_generic& operator -= (const v2d_generic& rhs) { this->x -= rhs.x; this->y -= rhs.y; return *this;          }
		inline v2d_generic& operator *= (const T& rhs)           { this->x *= rhs; this->y *= rhs; return *this;              }
		inline v2d_generic& operator /= (const T& rhs)           { this->x /= rhs; this->y /= rhs; return *this;              }
		inline operator v2d_generic<int32_t>() const { return { static_cast<int32_t>(this->x), static_cast<int32_t>(this->y) }; }
		inline operator v2d_generic<float>() const { return { static_cast<float>(this->x), static_cast<float>(this->y) };     }
		inline operator v2d_generic<double>() const { return { static_cast<double>(this->x), static_cast<double>(this->y) };  }
	};

	// Note: joshinils has some good suggestions here, but they are complicated to implement at this moment, 
	// however they will appear in a future version of PGE
	template<class T> inline v2d_generic<T> operator * (const float& lhs, const v2d_generic<T>& rhs)
	{ return v2d_generic<T>((T)(lhs * (float)rhs.x), (T)(lhs * (float)rhs.y)); }
	template<class T> inline v2d_generic<T> operator * (const double& lhs, const v2d_generic<T>& rhs)
	{ return v2d_generic<T>((T)(lhs * (double)rhs.x), (T)(lhs * (double)rhs.y)); }
	template<class T> inline v2d_generic<T> operator * (const int& lhs, const v2d_generic<T>& rhs)
	{ return v2d_generic<T>((T)(lhs * (int)rhs.x), (T)(lhs * (int)rhs.y)); }
	template<class T> inline v2d_generic<T> operator / (const float& lhs, const v2d_generic<T>& rhs)
	{ return v2d_generic<T>((T)(lhs / (float)rhs.x), (T)(lhs / (float)rhs.y)); }
	template<class T> inline v2d_generic<T> operator / (const double& lhs, const v2d_generic<T>& rhs)
	{ return v2d_generic<T>((T)(lhs / (double)rhs.x), (T)(lhs / (double)rhs.y)); }
	template<class T> inline v2d_generic<T> operator / (const int& lhs, const v2d_generic<T>& rhs)
	{ return v2d_generic<T>((T)(lhs / (int)rhs.x), (T)(lhs / (int)rhs.y)); }

	typedef v2d_generic<int32_t> vi2d;
	typedef v2d_generic<uint32_t> vu2d;
	typedef v2d_generic<float> vf2d;
	typedef v2d_generic<double> vd2d;
#endif



	// O------------------------------------------------------------------------------O
	// | olc::HWButton - Represents the state of a hardware button (mouse/key/joy)    |
	// O------------------------------------------------------------------------------O
	struct HWButton
	{
		bool bPressed = false;	// Set once during the frame the event occurs
		bool bReleased = false;	// Set once during the frame the event occurs
		bool bHeld = false;		// Set true for all frames between pressed and released events
	};



	// O------------------------------------------------------------------------------O
	// | olc::ResourcePack - A virtual scrambled filesystem to pack your assets into  |
	// O------------------------------------------------------------------------------O
	struct ResourceBuffer : public std::streambuf
	{
		ResourceBuffer(std::ifstream &ifs, uint32_t offset, uint32_t size);
		std::vector<char> vMemory;
	};

	class ResourcePack : public std::streambuf
	{
	public:
		ResourcePack();
		~ResourcePack();
		bool AddFile(const std::string& sFile);
		bool LoadPack(const std::string& sFile, const std::string& sKey);
		bool SavePack(const std::string& sFile, const std::string& sKey);
		ResourceBuffer GetFileBuffer(const std::string& sFile);
		bool Loaded();
	private:
		struct sResourceFile { uint32_t nSize; uint32_t nOffset; };
		std::map<std::string, sResourceFile> mapFiles;
		std::ifstream baseFile;
		std::vector<char> scramble(const std::vector<char>& data, const std::string& key);
		std::string makeposix(const std::string& path);
	};



	// O------------------------------------------------------------------------------O
	// | olc::Sprite - An image represented by a 2D array of olc::Pixel               |
	// O------------------------------------------------------------------------------O
	class Sprite
	{
	public:
		Sprite();
		Sprite(const std::string& sImageFile, olc::ResourcePack *pack = nullptr);
		Sprite(int32_t w, int32_t h);
		~Sprite();

	public:
		olc::rcode LoadFromFile(const std::string& sImageFile, olc::ResourcePack *pack = nullptr);
		olc::rcode LoadFromPGESprFile(const std::string& sImageFile, olc::ResourcePack *pack = nullptr);
		olc::rcode SaveToPGESprFile(const std::string& sImageFile);

	public:
		int32_t width = 0;
		int32_t height = 0;
		enum Mode { NORMAL, PERIODIC };
		enum Flip { NONE = 0, HORIZ = 1, VERT = 2 };

	public:
		void SetSampleMode(olc::Sprite::Mode mode = olc::Sprite::Mode::NORMAL);
		Pixel GetPixel(int32_t x, int32_t y);
		bool  SetPixel(int32_t x, int32_t y, Pixel p);
		Pixel GetPixel(const olc::vi2d& a);
		bool  SetPixel(const olc::vi2d& a, Pixel p);
		Pixel Sample(float x, float y);
		Pixel SampleBL(float u, float v);
		Pixel* GetData();
		Pixel *pColData = nullptr;
		Mode modeSample = Mode::NORMAL;
	};

	// O------------------------------------------------------------------------------O
	// | olc::Decal - A GPU resident storage of an olc::Sprite                        |
	// O------------------------------------------------------------------------------O
	class Decal
	{
	public:
		Decal(olc::Sprite* spr);
		virtual ~Decal();
		void Update();

	public: // But dont touch
		int32_t id = -1;
		olc::Sprite* sprite = nullptr;
		olc::vf2d vUVScale = { 1.0f, 1.0f };
	};

	// O------------------------------------------------------------------------------O
	// | Auxilliary components internal to engine                                     |
	// O------------------------------------------------------------------------------O

	struct DecalInstance 
	{
		olc::Decal* decal = nullptr; 
		olc::vf2d pos[4] = {{ 0.0f, 0.0f}, {0.0f, 0.0f}, {0.0f, 0.0f}, {0.0f, 0.0f}};
		olc::vf2d uv[4] = {{ 0.0f, 0.0f}, {0.0f, 1.0f}, {1.0f, 1.0f}, {1.0f, 0.0f}};
		float w[4] = { 1, 1, 1, 1 };
		olc::Pixel tint;
	};

	struct LayerDesc
	{
		olc::vf2d vOffset = { 0, 0 };
		olc::vf2d vScale = { 1, 1 };
		bool bShow = false;
		bool bUpdate = false;
		olc::Sprite* pDrawTarget = nullptr;
		uint32_t nResID = 0;
		std::vector<DecalInstance> vecDecalInstance;
		olc::Pixel tint = olc::WHITE;
		std::function<void()> funcHook = nullptr;
	};

	class Renderer
	{
	public:
		virtual void       PrepareDevice() = 0;
		virtual olc::rcode CreateDevice(std::vector<void*> params, bool bFullScreen, bool bVSYNC) = 0;
		virtual olc::rcode DestroyDevice() = 0;
		virtual void       DisplayFrame() = 0;
		virtual void       PrepareDrawing() = 0;
		virtual void       DrawLayerQuad(const olc::vf2d& offset, const olc::vf2d& scale, const olc::Pixel tint) = 0;
		virtual void       DrawDecalQuad(const olc::DecalInstance& decal) = 0;
		virtual uint32_t   CreateTexture(const uint32_t width, const uint32_t height) = 0;
		virtual void       UpdateTexture(uint32_t id, olc::Sprite* spr) = 0;
		virtual uint32_t   DeleteTexture(const uint32_t id) = 0;
		virtual void       ApplyTexture(uint32_t id) = 0;
		virtual void       UpdateViewport(const olc::vi2d& pos, const olc::vi2d& size) = 0;
		virtual void       ClearBuffer(olc::Pixel p, bool bDepth) = 0;
		static olc::PixelGameEngine* ptrPGE;
	};
	
	class Platform
	{
	public:
		virtual olc::rcode ApplicationStartUp() = 0;
		virtual olc::rcode ApplicationCleanUp() = 0;
		virtual olc::rcode ThreadStartUp() = 0;
		virtual olc::rcode ThreadCleanUp() = 0;
		virtual olc::rcode CreateGraphics(bool bFullScreen, bool bEnableVSYNC, const olc::vi2d& vViewPos, const olc::vi2d& vViewSize) = 0;
		virtual olc::rcode CreateWindowPane(const olc::vi2d& vWindowPos, olc::vi2d& vWindowSize, bool bFullScreen) = 0;
		virtual olc::rcode SetWindowTitle(const std::string& s) = 0;
		virtual olc::rcode StartSystemEventLoop() = 0;
		virtual olc::rcode HandleSystemEvent() = 0;
		static olc::PixelGameEngine* ptrPGE;
	};
	
	static std::unique_ptr<Renderer> renderer;
	static std::unique_ptr<Platform> platform;
	static std::map<size_t, uint8_t> mapKeys;

	// O------------------------------------------------------------------------------O
	// | olc::PixelGameEngine - The main BASE class for your application              |
	// O------------------------------------------------------------------------------O
	class PixelGameEngine
	{
	public:
		PixelGameEngine();
		virtual ~PixelGameEngine();
	public:
		olc::rcode Construct(int32_t screen_w, int32_t screen_h, int32_t pixel_w, int32_t pixel_h,
			bool full_screen = false, bool vsync = false);
		olc::rcode Start();

	public: // User Override Interfaces
		// Called once on application startup, use to load your resources
		virtual bool OnUserCreate();
		// Called every frame, and provides you with a time per frame value
		virtual bool OnUserUpdate(float fElapsedTime);
		// Called once on application termination, so you can be one clean coder
		virtual bool OnUserDestroy();

	public: // Hardware Interfaces
		// Returns true if window is currently in focus
		bool IsFocused();
		// Get the state of a specific keyboard button
		HWButton GetKey(Key k);
		// Get the state of a specific mouse button
		HWButton GetMouse(uint32_t b);
		// Get Mouse X coordinate in "pixel" space
		int32_t GetMouseX();
		// Get Mouse Y coordinate in "pixel" space
		int32_t GetMouseY();
		// Get Mouse Wheel Delta
		int32_t GetMouseWheel();

	public: // Utility
		// Returns the width of the screen in "pixels"
		const int32_t ScreenWidth();
		// Returns the height of the screen in "pixels"
		const int32_t ScreenHeight();
		// Returns the width of the currently selected drawing target in "pixels"
		int32_t GetDrawTargetWidth();
		// Returns the height of the currently selected drawing target in "pixels"
		int32_t GetDrawTargetHeight();
		// Returns the currently active draw target
		olc::Sprite* GetDrawTarget();
		// Resize the primary screen sprite
		void SetScreenSize(int w, int h);
		// Specify which Sprite should be the target of drawing functions, use nullptr
		// to specify the primary screen
		void SetDrawTarget(Sprite *target);
		// Gets the current Frames Per Second
		uint32_t GetFPS();

	public: // CONFIGURATION ROUTINES
		// Layer targeting functions
		void SetDrawTarget(uint8_t layer);
		void EnableLayer(uint8_t layer, bool b);
		void SetLayerOffset(uint8_t layer, const olc::vf2d& offset);
		void SetLayerOffset(uint8_t layer, float x, float y);
		void SetLayerScale(uint8_t layer, const olc::vf2d& scale);
		void SetLayerScale(uint8_t layer, float x, float y);
		void SetLayerTint(uint8_t layer, const olc::Pixel& tint);
		void SetLayerCustomRenderFunction(uint8_t layer, std::function<void()> f);

		std::vector<LayerDesc>& GetLayers();
		uint32_t CreateLayer();

		// Change the pixel mode for different optimisations
		// olc::Pixel::NORMAL = No transparency
		// olc::Pixel::MASK   = Transparent if alpha is < 255
		// olc::Pixel::ALPHA  = Full transparency
		void SetPixelMode(Pixel::Mode m);
		Pixel::Mode GetPixelMode();
		// Use a custom blend function
		void SetPixelMode(std::function<olc::Pixel(const int x, const int y, const olc::Pixel& pSource, const olc::Pixel& pDest)> pixelMode);
		// Change the blend factor form between 0.0f to 1.0f;
		void SetPixelBlend(float fBlend);
		// Offset texels by sub-pixel amount (advanced, do not use)
		[[deprecated]]
		void SetSubPixelOffset(float ox, float oy);


	public: // DRAWING ROUTINES
		// Draws a single Pixel
		virtual bool Draw(int32_t x, int32_t y, Pixel p = olc::WHITE);
		bool Draw(const olc::vi2d& pos, Pixel p = olc::WHITE);
		// Draws a line from (x1,y1) to (x2,y2)
		void DrawLine(int32_t x1, int32_t y1, int32_t x2, int32_t y2, Pixel p = olc::WHITE, uint32_t pattern = 0xFFFFFFFF);
		void DrawLine(const olc::vi2d& pos1, const olc::vi2d& pos2, Pixel p = olc::WHITE, uint32_t pattern = 0xFFFFFFFF);
		// Draws a circle located at (x,y) with radius
		void DrawCircle(int32_t x, int32_t y, int32_t radius, Pixel p = olc::WHITE, uint8_t mask = 0xFF);
		void DrawCircle(const olc::vi2d& pos, int32_t radius, Pixel p = olc::WHITE, uint8_t mask = 0xFF);
		// Fills a circle located at (x,y) with radius
		void FillCircle(int32_t x, int32_t y, int32_t radius, Pixel p = olc::WHITE);
		void FillCircle(const olc::vi2d& pos, int32_t radius, Pixel p = olc::WHITE);
		// Draws a rectangle at (x,y) to (x+w,y+h)
		void DrawRect(int32_t x, int32_t y, int32_t w, int32_t h, Pixel p = olc::WHITE);
		void DrawRect(const olc::vi2d& pos, const olc::vi2d& size, Pixel p = olc::WHITE);
		// Fills a rectangle at (x,y) to (x+w,y+h)
		void FillRect(int32_t x, int32_t y, int32_t w, int32_t h, Pixel p = olc::WHITE);
		void FillRect(const olc::vi2d& pos, const olc::vi2d& size, Pixel p = olc::WHITE);
		// Draws a triangle between points (x1,y1), (x2,y2) and (x3,y3)
		void DrawTriangle(int32_t x1, int32_t y1, int32_t x2, int32_t y2, int32_t x3, int32_t y3, Pixel p = olc::WHITE);
		void DrawTriangle(const olc::vi2d& pos1, const olc::vi2d& pos2, const olc::vi2d& pos3, Pixel p = olc::WHITE);
		// Flat fills a triangle between points (x1,y1), (x2,y2) and (x3,y3)
		void FillTriangle(int32_t x1, int32_t y1, int32_t x2, int32_t y2, int32_t x3, int32_t y3, Pixel p = olc::WHITE);
		void FillTriangle(const olc::vi2d& pos1, const olc::vi2d& pos2, const olc::vi2d& pos3, Pixel p = olc::WHITE);
		// Draws an entire sprite at well in my defencelocation (x,y)
		void DrawSprite(int32_t x, int32_t y, Sprite *sprite, uint32_t scale = 1, uint8_t flip = olc::Sprite::NONE);
		void DrawSprite(const olc::vi2d& pos, Sprite *sprite, uint32_t scale = 1, uint8_t flip = olc::Sprite::NONE);
		// Draws an area of a sprite at location (x,y), where the
		// selected area is (ox,oy) to (ox+w,oy+h)
		void DrawPartialSprite(int32_t x, int32_t y, Sprite *sprite, int32_t ox, int32_t oy, int32_t w, int32_t h, uint32_t scale = 1, uint8_t flip = olc::Sprite::NONE);
		void DrawPartialSprite(const olc::vi2d& pos, Sprite *sprite, const olc::vi2d& sourcepos, const olc::vi2d& size, uint32_t scale = 1, uint8_t flip = olc::Sprite::NONE);
		// Draws a whole decal, with optional scale and tinting
		void DrawDecal(const olc::vf2d& pos, olc::Decal *decal, const olc::vf2d& scale = { 1.0f,1.0f }, const olc::Pixel& tint = olc::WHITE);
		// Draws a region of a decal, with optional scale and tinting
		void DrawPartialDecal(const olc::vf2d& pos, olc::Decal* decal, const olc::vf2d& source_pos, const olc::vf2d& source_size, const olc::vf2d& scale = { 1.0f,1.0f }, const olc::Pixel& tint = olc::WHITE);
		
		void DrawWarpedDecal(olc::Decal* decal, const olc::vf2d(&pos)[4], const olc::Pixel& tint = olc::WHITE);
		void DrawWarpedDecal(olc::Decal* decal, const olc::vf2d* pos, const olc::Pixel& tint = olc::WHITE);
		void DrawWarpedDecal(olc::Decal* decal, const std::array<olc::vf2d, 4>& pos, const olc::Pixel& tint = olc::WHITE);

		void DrawRotatedDecal(const olc::vf2d& pos, olc::Decal* decal, const float fAngle, const olc::vf2d& center = { 0.0f, 0.0f }, const olc::vf2d& scale = { 1.0f,1.0f }, const olc::Pixel& tint = olc::WHITE);

		void DrawStringDecal(const olc::vf2d& pos, const std::string& sText, const Pixel col = olc::WHITE, const olc::vf2d& scale = { 1.0f, 1.0f });
		void DrawPartialRotatedDecal(const olc::vf2d& pos, olc::Decal* decal, const float fAngle, const olc::vf2d& center, const olc::vf2d& source_pos, const olc::vf2d& source_size, const olc::vf2d& scale = { 1.0f, 1.0f }, const olc::Pixel& tint = olc::WHITE);

		void DrawPartialWarpedDecal(olc::Decal* decal, const olc::vf2d(&pos)[4], const olc::vf2d& source_pos, const olc::vf2d& source_size, const olc::Pixel& tint = olc::WHITE);
		void DrawPartialWarpedDecal(olc::Decal* decal, const olc::vf2d* pos, const olc::vf2d& source_pos, const olc::vf2d& source_size, const olc::Pixel& tint = olc::WHITE);
		void DrawPartialWarpedDecal(olc::Decal* decal, const std::array<olc::vf2d, 4>& pos, const olc::vf2d& source_pos, const olc::vf2d& source_size, const olc::Pixel& tint = olc::WHITE);


		// Draws a single line of text
		void DrawString(int32_t x, int32_t y, const std::string& sText, Pixel col = olc::WHITE, uint32_t scale = 1);
		void DrawString(const olc::vi2d& pos, const std::string& sText, Pixel col = olc::WHITE, uint32_t scale = 1);
		// Clears entire draw target to Pixel
		void Clear(Pixel p);
		// Clears the rendering back buffer
		void ClearBuffer(Pixel p, bool bDepth = true);


	public: // Branding
		std::string sAppName;

	private: // Inner mysterious workings
		Sprite*     pDrawTarget           = nullptr;
		Pixel::Mode	nPixelMode            = Pixel::NORMAL;
		float		fBlendFactor          = 1.0f;
		olc::vi2d	vScreenSize           = { 256, 240 };
		olc::vf2d	vInvScreenSize        = { 1.0f / 256.0f, 1.0f / 240.0f };
		olc::vi2d	vPixelSize            = { 4, 4 };
		olc::vi2d	vMousePos             = { 0, 0 };
		int32_t		nMouseWheelDelta      = 0;
		olc::vi2d	vMousePosCache        = { 0, 0 };
		int32_t		nMouseWheelDeltaCache = 0;
		olc::vi2d	vWindowSize           = { 0, 0 };
		olc::vi2d	vViewPos              = { 0, 0 };
		olc::vi2d	vViewSize             = { 0,0 };
		bool		bFullScreen           = false;
		olc::vf2d	vPixel                = { 1.0f, 1.0f };
		bool		bHasInputFocus        = false;
		bool		bHasMouseFocus        = false;
		bool		bEnableVSYNC          = false;
		float		fFrameTimer           = 1.0f;
		int			nFrameCount           = 0;
		Sprite*     fontSprite            = nullptr;
		Decal*		fontDecal			  = nullptr;
		Sprite*     pDefaultDrawTarget    = nullptr;
		std::vector<LayerDesc> vLayers;
		uint8_t		nTargetLayer          = 0;
		uint32_t	nLastFPS              = 0;
		std::function<olc::Pixel(const int x, const int y, const olc::Pixel&, const olc::Pixel&)> funcPixelMode;
		std::chrono::time_point<std::chrono::system_clock> m_tp1, m_tp2;

		// State of keyboard		
		bool		pKeyNewState[256]{ 0 };
		bool		pKeyOldState[256]{ 0 };
		HWButton	pKeyboardState[256]{ 0 };

		// State of mouse
		bool		pMouseNewState[nMouseButtons]{ 0 };
		bool		pMouseOldState[nMouseButtons]{ 0 };
		HWButton	pMouseState[nMouseButtons]{ 0 };

		// The main engine thread
		void		EngineThread();

		// At the very end of this file, chooses which
		// components to compile
		void        olc_ConfigureSystem();

		// If anything sets this flag to false, the engine
		// "should" shut down gracefully
		static std::atomic<bool> bAtomActive;

	public:
		// "Break In" Functions
		void olc_UpdateMouse(int32_t x, int32_t y);
		void olc_UpdateMouseWheel(int32_t delta);
		void olc_UpdateWindowSize(int32_t x, int32_t y);
		void olc_UpdateViewport();
		void olc_ConstructFontSheet();
		void olc_CoreUpdate();
		void olc_PrepareEngine();
		void olc_UpdateMouseState(int32_t button, bool state);
		void olc_UpdateKeyState(int32_t key, bool state);
		void olc_UpdateMouseFocus(bool state);
		void olc_UpdateKeyFocus(bool state);
		void olc_Terminate();

		// NOTE: Items Here are to be deprecated, I have left them in for now
		// in case you are using them, but they will be removed.
		// olc::vf2d	vSubPixelOffset = { 0.0f, 0.0f };
	};



	// O------------------------------------------------------------------------------O
	// | PGE EXTENSION BASE CLASS - Permits access to PGE functions from extension    |
	// O------------------------------------------------------------------------------O
	class PGEX
	{
		friend class olc::PixelGameEngine;
	protected:
		static PixelGameEngine* pge;
	};
}

#endif // OLC_PGE_DEF




/*
	Object Oriented Mode
	~~~~~~~~~~~~~~~~~~~~

	If the olcPixelGameEngine.h is called from several sources it can cause
	multiple definitions of objects. To prevent this, ONLY ONE of the pathways
	to including this file must have OLC_PGE_APPLICATION defined before it. This prevents
	the definitions being duplicated.

	If all else fails, create a file called "olcPixelGameEngine.cpp" with the following
	two lines. Then you can just #include "olcPixelGameEngine.h" as normal without worrying
	about defining things. Dont forget to include that cpp file as part of your build!

	#define OLC_PGE_APPLICATION
	#include "olcPixelGameEngine.h"

*/


// O------------------------------------------------------------------------------O
// | START OF OLC_PGE_APPLICATION                                                 |
// O------------------------------------------------------------------------------O
#ifdef OLC_PGE_APPLICATION
#undef OLC_PGE_APPLICATION

// O------------------------------------------------------------------------------O
// | olcPixelGameEngine INTERFACE IMPLEMENTATION (CORE)                           |
// | Note: The core implementation is platform independent                        |
// O------------------------------------------------------------------------------O
namespace olc
{
	// O------------------------------------------------------------------------------O
	// | olc::Pixel IMPLEMENTATION                                                    |
	// O------------------------------------------------------------------------------O
	Pixel::Pixel()
	{ r = 0; g = 0; b = 0; a = nDefaultAlpha; }

	Pixel::Pixel(uint8_t red, uint8_t green, uint8_t blue, uint8_t alpha)
	{ n = red | (green << 8) | (blue << 16) | (alpha << 24); } // Thanks jarekpelczar 


	Pixel::Pixel(uint32_t p)
	{ n = p; }

	bool Pixel::operator==(const Pixel& p) const
	{ return n == p.n; }

	bool Pixel::operator!=(const Pixel& p) const
	{ return n != p.n; }

	Pixel PixelF(float red, float green, float blue, float alpha)
	{
		return Pixel(uint8_t(red * 255.0f), uint8_t(green * 255.0f), uint8_t(blue * 255.0f), uint8_t(alpha * 255.0f));
	}

	// O------------------------------------------------------------------------------O
	// | olc::Sprite IMPLEMENTATION                                                   |
	// O------------------------------------------------------------------------------O
	Sprite::Sprite()
	{ pColData = nullptr; width = 0; height = 0; }

	Sprite::Sprite(const std::string& sImageFile, olc::ResourcePack *pack)
	{ LoadFromFile(sImageFile, pack); }

	Sprite::Sprite(int32_t w, int32_t h)
	{
		if(pColData) delete[] pColData;
		width = w;		height = h;
		pColData = new Pixel[width * height];
		for (int32_t i = 0; i < width*height; i++)
			pColData[i] = Pixel();
	}

	Sprite::~Sprite()
	{ if (pColData) delete[] pColData; }


	olc::rcode Sprite::LoadFromPGESprFile(const std::string& sImageFile, olc::ResourcePack *pack)
	{
		if (pColData) delete[] pColData;
		auto ReadData = [&](std::istream &is)
		{
			is.read((char*)&width, sizeof(int32_t));
			is.read((char*)&height, sizeof(int32_t));
			pColData = new Pixel[width * height];
			is.read((char*)pColData, (size_t)width * (size_t)height * sizeof(uint32_t));
		};

		// These are essentially Memory Surfaces represented by olc::Sprite
		// which load very fast, but are completely uncompressed
		if (pack == nullptr)
		{
			std::ifstream ifs;
			ifs.open(sImageFile, std::ifstream::binary);
			if (ifs.is_open())
			{
				ReadData(ifs);
				return olc::OK;
			}
			else
				return olc::FAIL;
		}
		else
		{
			ResourceBuffer rb = pack->GetFileBuffer(sImageFile);
			std::istream is(&rb);
			ReadData(is);
			return olc::OK;
		}
		return olc::FAIL;
	}

	olc::rcode Sprite::SaveToPGESprFile(const std::string& sImageFile)
	{
		if (pColData == nullptr) return olc::FAIL;

		std::ofstream ofs;
		ofs.open(sImageFile, std::ifstream::binary);
		if (ofs.is_open())
		{
			ofs.write((char*)&width, sizeof(int32_t));
			ofs.write((char*)&height, sizeof(int32_t));
			ofs.write((char*)pColData, (size_t)width * (size_t)height * sizeof(uint32_t));
			ofs.close();
			return olc::OK;
		}

		return olc::FAIL;
	}

	void Sprite::SetSampleMode(olc::Sprite::Mode mode)
	{ modeSample = mode; }

	Pixel Sprite::GetPixel(const olc::vi2d& a)
	{ return GetPixel(a.x, a.y); }

	bool Sprite::SetPixel(const olc::vi2d& a, Pixel p)
	{ return SetPixel(a.x, a.y, p); }

	Pixel Sprite::GetPixel(int32_t x, int32_t y)
	{
		if (modeSample == olc::Sprite::Mode::NORMAL)
		{
			if (x >= 0 && x < width && y >= 0 && y < height)
				return pColData[y*width + x];
			else
				return Pixel(0, 0, 0, 0);
		}
		else
		{
			return pColData[abs(y%height)*width + abs(x%width)];
		}
	}

	bool Sprite::SetPixel(int32_t x, int32_t y, Pixel p)
	{
		if (x >= 0 && x < width && y >= 0 && y < height)
		{
			pColData[y*width + x] = p;
			return true;
		}
		else
			return false;
	}

	Pixel Sprite::Sample(float x, float y)
	{
		int32_t sx = std::min((int32_t)((x * (float)width)), width - 1);
		int32_t sy = std::min((int32_t)((y * (float)height)), height - 1);
		return GetPixel(sx, sy);
	}

	Pixel Sprite::SampleBL(float u, float v)
	{
		u = u * width - 0.5f;
		v = v * height - 0.5f;
		int x = (int)floor(u); // cast to int rounds toward zero, not downward
		int y = (int)floor(v); // Thanks @joshinils
		float u_ratio = u - x;
		float v_ratio = v - y;
		float u_opposite = 1 - u_ratio;
		float v_opposite = 1 - v_ratio;

		olc::Pixel p1 = GetPixel(std::max(x, 0), std::max(y, 0));
		olc::Pixel p2 = GetPixel(std::min(x + 1, (int)width - 1), std::max(y, 0));
		olc::Pixel p3 = GetPixel(std::max(x, 0), std::min(y + 1, (int)height - 1));
		olc::Pixel p4 = GetPixel(std::min(x + 1, (int)width - 1), std::min(y + 1, (int)height - 1));

		return olc::Pixel(
			(uint8_t)((p1.r * u_opposite + p2.r * u_ratio) * v_opposite + (p3.r * u_opposite + p4.r * u_ratio) * v_ratio),
			(uint8_t)((p1.g * u_opposite + p2.g * u_ratio) * v_opposite + (p3.g * u_opposite + p4.g * u_ratio) * v_ratio),
			(uint8_t)((p1.b * u_opposite + p2.b * u_ratio) * v_opposite + (p3.b * u_opposite + p4.b * u_ratio) * v_ratio));
	}

	Pixel* Sprite::GetData()
	{ return pColData; }


	// O------------------------------------------------------------------------------O
	// | olc::Decal IMPLEMENTATION                                                   |
	// O------------------------------------------------------------------------------O
	Decal::Decal(olc::Sprite* spr)
	{
		id = -1;
		if (spr == nullptr) return;
		sprite = spr;
		id = renderer->CreateTexture(sprite->width, sprite->height);
		Update();
	}

	void Decal::Update()
	{
		if (sprite == nullptr) return;
		vUVScale = { 1.0f / float(sprite->width), 1.0f / float(sprite->height) };
		renderer->ApplyTexture(id);
		renderer->UpdateTexture(id, sprite);
	}

	Decal::~Decal()
	{
		if (id != -1)
		{
			renderer->DeleteTexture(id);
			id = -1;
		}
	}



	// O------------------------------------------------------------------------------O
	// | olc::ResourcePack IMPLEMENTATION                                             |
	// O------------------------------------------------------------------------------O


	//=============================================================
	// 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<char> buffer(nIndexSize);
		for (uint32_t j = 0; j < nIndexSize; j++)
			buffer[j] = baseFile.get();

		std::vector<char> 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<uint8_t> 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<char> 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<char> 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<char> ResourcePack::scramble(const std::vector<char>& data, const std::string& key)
	{
		if (key.empty()) return data;
		std::vector<char> 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)
	{
		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 };
		for (auto& layer : vLayers)
		{
			delete layer.pDrawTarget; // Erase existing layer sprites
			layer.pDrawTarget = new Sprite(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;
		}
	}

	void PixelGameEngine::SetDrawTarget(uint8_t layer)
	{
		if (layer < vLayers.size())
		{
			pDrawTarget = vLayers[layer].pDrawTarget;
			vLayers[layer].bUpdate = true;
			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<void()> f)
	{ if (layer < vLayers.size()) vLayers[layer].funcHook = f; }

	std::vector<LayerDesc>& PixelGameEngine::GetLayers()
	{ return vLayers; }

	uint32_t PixelGameEngine::CreateLayer()
	{
		LayerDesc ld;
		ld.pDrawTarget = new olc::Sprite(vScreenSize.x, vScreenSize.y);
		ld.nResID = renderer->CreateTexture(vScreenSize.x, vScreenSize.y);
		renderer->UpdateTexture(ld.nResID, ld.pDrawTarget);		
		vLayers.push_back(ld);
		return uint32_t(vLayers.size()) - 1;
	}

	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;
	}

	uint32_t PixelGameEngine::GetFPS()
	{ return nLastFPS; }

	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 vMousePos.x; }

	int32_t PixelGameEngine::GetMouseY()
	{ return vMousePos.y; }

	int32_t PixelGameEngine::GetMouseWheel()
	{ return nMouseWheelDelta; }

	const int32_t PixelGameEngine::ScreenWidth()
	{ return vScreenSize.x; }

	const int32_t PixelGameEngine::ScreenHeight()
	{ return vScreenSize.y; }

	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::SetSubPixelOffset(float ox, float oy)
	{
		//vSubPixelOffset.x = ox * vPixel.x;
		//vSubPixelOffset.y = oy * vPixel.y;
	}

	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; };

		// 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)
	{
		int x0 = 0;
		int y0 = radius;
		int d = 3 - 2 * radius;
		if (!radius) return;

		while (y0 >= x0) // only formulate 1/8 of circle
		{
			if (mask & 0x01) Draw(x + x0, y - y0, p);
			if (mask & 0x02) Draw(x + y0, y - x0, p);
			if (mask & 0x04) Draw(x + y0, y + x0, p);
			if (mask & 0x08) Draw(x + x0, y + y0, p);
			if (mask & 0x10) Draw(x - x0, y + y0, p);
			if (mask & 0x20) Draw(x - y0, y + x0, p);
			if (mask & 0x40) Draw(x - y0, y - x0, p);
			if (mask & 0x80) Draw(x - x0, y - y0, p);
			if (d < 0) d += 4 * x0++ + 6;
			else d += 4 * (x0++ - y0--) + 10;
		}
	}

	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)
	{
		// 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(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);
	}

	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::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::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) * -1.0f
		};

		olc::vf2d vScreenSpaceDim =
		{
			vScreenSpacePos.x + (2.0f * source_size.x * vInvScreenSize.x) * scale.x,
			vScreenSpacePos.y - (2.0f * source_size.y * vInvScreenSize.y) * scale.y
		};

		DecalInstance di; di.decal = decal;	di.tint = tint;

		di.pos[0] = { vScreenSpacePos.x, vScreenSpacePos.y };
		di.pos[1] = { vScreenSpacePos.x, vScreenSpaceDim.y };
		di.pos[2] = { vScreenSpaceDim.x, vScreenSpaceDim.y };
		di.pos[3] = { vScreenSpaceDim.x, vScreenSpacePos.y };

		olc::vf2d uvtl = source_pos * decal->vUVScale;
		olc::vf2d uvbr = uvtl + (source_size * decal->vUVScale);
		di.uv[0] = { uvtl.x, uvtl.y }; di.uv[1] = { uvtl.x, uvbr.y };
		di.uv[2] = { uvbr.x, uvbr.y }; di.uv[3] = { uvbr.x, uvtl.y };	
		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.tint = tint;
		di.pos[0] = { vScreenSpacePos.x, vScreenSpacePos.y };
		di.pos[1] = { vScreenSpacePos.x, vScreenSpaceDim.y };
		di.pos[2] = { vScreenSpaceDim.x, vScreenSpaceDim.y };
		di.pos[3] = { vScreenSpaceDim.x, vScreenSpacePos.y };
		vLayers[nTargetLayer].vecDecalInstance.push_back(di);
	}

	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.tint = tint;
		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;
		}
		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.tint = tint;
		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[0] = { uvtl.x, uvtl.y }; di.uv[1] = { uvtl.x, uvbr.y };
		di.uv[2] = { uvbr.x, uvbr.y }; di.uv[3] = { uvbr.x, uvtl.y };

		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.decal = decal;
		di.tint = tint;
		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[0] = { uvtl.x, uvtl.y }; di.uv[1] = { uvtl.x, uvbr.y };
			di.uv[2] = { uvbr.x, uvbr.y }; di.uv[3] = { 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 };
			}			
			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.decal = decal;
		di.tint = tint;
		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 };
			}
			vLayers[nTargetLayer].vecDecalInstance.push_back(di);
		}
	}

	void PixelGameEngine::DrawWarpedDecal(olc::Decal* decal, const std::array<olc::vf2d, 4>& 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<olc::vf2d, 4>& 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
			{
				int32_t ox = (c - 32) % 16;
				int32_t oy = (c - 32) / 16;
				DrawPartialDecal(pos + spos, fontDecal, { float(ox) * 8.0f, float(oy) * 8.0f }, { 8.0f, 8.0f }, scale, col);
				spos.x += 8.0f * scale.x;
			}
		}
	}

	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(col.a != 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; }

	Pixel::Mode PixelGameEngine::GetPixelMode()
	{ return nPixelMode; }

	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;
	}

	// 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::olc_UpdateViewport()
	{
		int32_t ww = vScreenSize.x * vPixelSize.x;
		int32_t wh = vScreenSize.y * vPixelSize.y;
		float wasp = (float)ww / (float)wh;

		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

		// 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_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
		if (!OnUserCreate()) bAtomActive = false;

		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<float> elapsedTime = m_tp2 - m_tp1;
		m_tp1 = m_tp2;

		// Our time per frame coefficient
		float fElapsedTime = elapsedTime.count();

		// 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;

		renderer->ClearBuffer(olc::BLACK, true);

		// Handle Frame Update
		if (!OnUserUpdate(fElapsedTime))
			bAtomActive = false;

		// Display Frame
		renderer->UpdateViewport(vViewPos, vViewSize);
		renderer->ClearBuffer(olc::BLACK, true);

		// Layer 0 must always exist
		vLayers[0].bUpdate = true;
		vLayers[0].bShow = true;
		renderer->PrepareDrawing();

		for (auto layer = vLayers.rbegin(); layer != vLayers.rend(); ++layer)
		{
			if (layer->bShow)
			{
				if (layer->funcHook == nullptr)
				{
					renderer->ApplyTexture(layer->nResID);
					if (layer->bUpdate)
					{
						renderer->UpdateTexture(layer->nResID, layer->pDrawTarget);
						layer->bUpdate = false;
					}

					renderer->DrawLayerQuad(layer->vOffset, layer->vScale, layer->tint);

					// Display Decals in order for this layer
					for (auto& decal : layer->vecDecalInstance)
						renderer->DrawDecalQuad(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@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; }
			}
		}

		fontDecal = new olc::Decal(fontSprite);
	}

	// Need a couple of statics as these are singleton instances
	// read from multiple locations
	std::atomic<bool> PixelGameEngine::bAtomActive{ false };
	olc::PixelGameEngine* olc::PGEX::pge = nullptr;
	olc::PixelGameEngine* olc::Platform::ptrPGE = nullptr;
	olc::PixelGameEngine* olc::Renderer::ptrPGE = nullptr;
};



// O------------------------------------------------------------------------------O
// | olcPixelGameEngine PLATFORM SPECIFIC IMPLEMENTATIONS                         |
// O------------------------------------------------------------------------------O

// O------------------------------------------------------------------------------O
// | START RENDERER: OpenGL 1.0 (the original, the best...)                       |
// O------------------------------------------------------------------------------O
#if defined(OLC_GFX_OPENGL10)
#if defined(_WIN32)
	#include <windows.h>
	#include <GL/gl.h>
	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 <GL/gl.h>
	namespace X11
	{
		#include <GL/glx.h>
		#include <X11/X.h>
		#include <X11/Xlib.h>
	}
	#include <png.h>
	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

namespace olc
{
	class Renderer_OGL10 : public olc::Renderer
	{
	private:
		glDeviceContext_t glDeviceContext = 0;
		glRenderContext_t glRenderContext = 0;

	#if defined(__linux__) || defined(__FreeBSD__)
		X11::Display*				 olc_Display = nullptr;
		X11::Window*				 olc_Window = nullptr;
		X11::XVisualInfo*            olc_VisualInfo = nullptr;
	#endif

	public:
		void PrepareDevice() override
		{ }

		olc::rcode CreateDevice(std::vector<void*> params, bool bFullScreen, bool bVSYNC) override
		{
		#if defined(_WIN32)
			// 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);
		#endif

		#if defined(__linux__) || defined(__FreeBSD__)
			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		
		
			glEnable(GL_TEXTURE_2D); // Turn on texturing
			glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
			return olc::rcode::OK;
		}

		olc::rcode DestroyDevice() override
		{
		#if defined(_WIN32)
			wglDeleteContext(glRenderContext);
		#endif

		#if defined(__linux__) || defined(__FreeBSD__)
			glXMakeCurrent(olc_Display, None, NULL);
			glXDestroyContext(olc_Display, glDeviceContext);
		#endif
			return olc::rcode::OK;
		}

		void DisplayFrame() override
		{
		#if defined(_WIN32)
			SwapBuffers(glDeviceContext);
		#endif	

		#if defined(__linux__) || defined(__FreeBSD__)
			X11::glXSwapBuffers(olc_Display, *olc_Window);
		#endif		
		}

		void PrepareDrawing() override
		{
			glEnable(GL_BLEND);
			glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
		}

		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 DrawDecalQuad(const olc::DecalInstance& decal) override
		{
			glBindTexture(GL_TEXTURE_2D, decal.decal->id);
			glBegin(GL_QUADS);
			glColor4ub(decal.tint.r, decal.tint.g, decal.tint.b, decal.tint.a);
			glTexCoord4f(decal.uv[0].x, decal.uv[0].y, 0.0f, decal.w[0]); glVertex2f(decal.pos[0].x, decal.pos[0].y);
			glTexCoord4f(decal.uv[1].x, decal.uv[1].y, 0.0f, decal.w[1]); glVertex2f(decal.pos[1].x, decal.pos[1].y);
			glTexCoord4f(decal.uv[2].x, decal.uv[2].y, 0.0f, decal.w[2]); glVertex2f(decal.pos[2].x, decal.pos[2].y);
			glTexCoord4f(decal.uv[3].x, decal.uv[3].y, 0.0f, decal.w[3]); glVertex2f(decal.pos[3].x, decal.pos[3].y);
			glEnd();
		}

		uint32_t CreateTexture(const uint32_t width, const uint32_t height) override
		{
			uint32_t id = 0;
			glGenTextures(1, &id);
			glBindTexture(GL_TEXTURE_2D, id);
			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_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
		{
			glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, spr->width, spr->height, 0, 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


// O------------------------------------------------------------------------------O
// | START PLATFORM: MICROSOFT WINDOWS XP, VISTA, 7, 8, 10                        |
// O------------------------------------------------------------------------------O
#if defined(_WIN32)
#if !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
	#pragma comment(lib, "gdiplus.lib")
	#pragma comment(lib, "Shlwapi.lib")
#else
	// 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
#endif

// Include WinAPI
#if !defined(NOMINMAX)
	#define NOMINMAX
#endif
#define VC_EXTRALEAN
#define WIN32_LEAN_AND_MEAN
#include <windows.h>
#include <gdiplus.h>
#include <Shlwapi.h>

namespace olc
{
	// Little utility function to convert from char to wchar in Windows environments
	// depending upon how the compiler is configured. This should not be necessary
	// on linux platforms
	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;
	}

	// 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;
			ULONG_PTR	token;
			Gdiplus::GdiplusStartup(&token, &startupInput, NULL);
		};
	} gdistartup;


	class Platform_Windows : public olc::Platform
	{
	private:
		HWND olc_hWnd = nullptr;
		std::wstring wsAppName;

	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);

			// 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;
			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_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_CLOSE:		ptrPGE->olc_Terminate();                                                return 0;
			case WM_DESTROY:	PostQuitMessage(0);                                                     return 0;
			}
			return DefWindowProc(hWnd, uMsg, wParam, lParam);
		}
	};

	// On Windows load images using GDI+ library
	olc::rcode Sprite::LoadFromFile(const std::string& sImageFile, olc::ResourcePack *pack)
	{
		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
		{
			// Load sprite from file
			bmp = Gdiplus::Bitmap::FromFile(ConvertS2W(sImageFile).c_str());
		}
		
		if (bmp->GetLastStatus() != Gdiplus::Ok) return olc::NO_FILE;
		width = bmp->GetWidth();
		height = bmp->GetHeight();
		pColData = new Pixel[width * height];

		for (int y = 0; y < height; y++)
			for (int x = 0; x < width; x++)
			{
				Gdiplus::Color c;
				bmp->GetPixel(x, y, &c);
				SetPixel(x, y, olc::Pixel(c.GetRed(), c.GetGreen(), c.GetBlue(), c.GetAlpha()));
			}
		delete bmp;
		return olc::OK;
	}
}
#endif
// O------------------------------------------------------------------------------O
// | END PLATFORM: MICROSOFT WINDOWS XP, VISTA, 7, 8, 10                          |
// O------------------------------------------------------------------------------O





// O------------------------------------------------------------------------------O
// | START PLATFORM: LINUX                                                        |
// O------------------------------------------------------------------------------O
#if defined(__linux__) || defined(__FreeBSD__)
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
		{ 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;
	
			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;
		}
	};

	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);
	}

	olc::rcode Sprite::LoadFromFile(const std::string& sImageFile, olc::ResourcePack* pack)
	{
		UNUSED(pack);
		////////////////////////////////////////////////////////////////////////////
		// 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;
			width = png_get_image_width(png, info);
			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) * height);
			for (int y = 0; y < height; y++) {
				row_pointers[y] = (png_byte*)malloc(png_get_rowbytes(png, info));
			}
			png_read_image(png, row_pointers);
			////////////////////////////////////////////////////////////////////////////
			// Create sprite array
			pColData = new Pixel[width * height];
			// Iterate through image rows, converting into sprite format
			for (int y = 0; y < height; y++)
			{
				png_bytep row = row_pointers[y];
				for (int x = 0; x < width; x++)
				{
					png_bytep px = &(row[x * 4]);
					SetPixel(x, y, Pixel(px[0], px[1], px[2], px[3]));
				}
			}

			for (int y = 0; y < 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::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::OK;

	fail_load:
		width = 0;
		height = 0;
		pColData = nullptr;
		return olc::FAIL;
	}
}
#endif
// O------------------------------------------------------------------------------O
// | END PLATFORM: LINUX                                                          |
// O------------------------------------------------------------------------------O

namespace olc
{
	void PixelGameEngine::olc_ConfigureSystem()
	{
#if defined(_WIN32)
		platform = std::make_unique<olc::Platform_Windows>();
#endif

#if defined(__linux__) || defined(__FreeBSD__)
		platform = std::make_unique<olc::Platform_Linux>();
#endif

#if defined(OLC_GFX_OPENGL10)
		renderer = std::make_unique<olc::Renderer_OGL10>();
#endif

#if defined(OLC_GFX_OPENGL33)
		renderer = std::make_unique<olc::Renderer_OGL33>();
#endif

#if defined(OLC_GFX_DIRECTX10)
		renderer = std::make_unique<olc::Renderer_DX10>();
#endif

		//// Associate components with PGE instance
		platform->ptrPGE = this;
		renderer->ptrPGE = this;
	}
}

#endif // End olc namespace

// O------------------------------------------------------------------------------O
// | END OF OLC_PGE_APPLICATION                                                   |
// O------------------------------------------------------------------------------O

