added vectors and rectangles
This commit is contained in:
@@ -133,7 +133,7 @@
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Author
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~~~~~~
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David Barr, aka javidx9, ©OneLoneCoder 2018, 2019
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David Barr, aka javidx9, <EFBFBD>OneLoneCoder 2018, 2019
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*/
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//////////////////////////////////////////////////////////////////////////////////////////
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@@ -225,6 +225,8 @@
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#undef min
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#undef max
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class Rect;
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namespace olc // All OneLoneCoder stuff will now exist in the "olc" namespace
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{
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struct Pixel
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@@ -427,8 +429,10 @@ namespace olc // All OneLoneCoder stuff will now exist in the "olc" namespace
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void FillCircle(int32_t x, int32_t y, int32_t radius, Pixel p = olc::WHITE);
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// Draws a rectangle at (x,y) to (x+w,y+h)
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void DrawRect(int32_t x, int32_t y, int32_t w, int32_t h, Pixel p = olc::WHITE);
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void DrawRect(Rect rect, Pixel p = olc::WHITE);
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// Fills a rectangle at (x,y) to (x+w,y+h)
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void FillRect(int32_t x, int32_t y, int32_t w, int32_t h, Pixel p = olc::WHITE);
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void FillRect(Rect rect, Pixel p = olc::WHITE);
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// Draws a triangle between points (x1,y1), (x2,y2) and (x3,y3)
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void DrawTriangle(int32_t x1, int32_t y1, int32_t x2, int32_t y2, int32_t x3, int32_t y3, Pixel p = olc::WHITE);
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// Flat fills a triangle between points (x1,y1), (x2,y2) and (x3,y3)
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@@ -692,7 +696,7 @@ namespace olc
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wsImageFile = buffer;
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delete [] buffer;
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#else
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wsImageFile = ConvertS2W(sImageFile);
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// wsImageFile = ConvertS2W(sImageFile);
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#endif
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Gdiplus::Bitmap *bmp = Gdiplus::Bitmap::FromFile(wsImageFile.c_str());
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if (bmp == nullptr)
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@@ -1300,12 +1304,18 @@ namespace olc
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void PixelGameEngine::DrawRect(int32_t x, int32_t y, int32_t w, int32_t h, Pixel p)
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{
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w--; h--;
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DrawLine(x, y, x+w, y, p);
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DrawLine(x+w, y, x+w, y+h, p);
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DrawLine(x+w, y+h, x, y+h, p);
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DrawLine(x, y+h, x, y, p);
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}
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void PixelGameEngine::DrawRect(Rect rect, Pixel p)
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{
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DrawRect(rect.x, rect.y, rect.w -= 1, rect.h -= 1, p)
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}
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void PixelGameEngine::Clear(Pixel p)
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{
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int pixels = GetDrawTargetWidth() * GetDrawTargetHeight();
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@@ -1337,6 +1347,11 @@ namespace olc
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Draw(i, j, p);
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}
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void PixelGameEngine::FillRect(Rect rect, Pixel p)
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{
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FillRect(rect.x, rect.y, rect.w -= 1, rect.h -= 1, p)
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}
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void PixelGameEngine::DrawTriangle(int32_t x1, int32_t y1, int32_t x2, int32_t y2, int32_t x3, int32_t y3, Pixel p)
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{
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DrawLine(x1, y1, x2, y2, p);
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@@ -1686,7 +1701,11 @@ namespace olc
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}
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else if (xev.type == MotionNotify)
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{
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olc_UpdateMouse(xev.xmotion.x, xev.xmotion.y);
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XWindowAttributes gwa;
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XGetWindowAttributes(olc_Display, xev.xmotion.window, &gwa);
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olc_UpdateMouse((xev.xmotion.x * nScreenWidth * nPixelWidth) / gwa.width,
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(xev.xmotion.y * nScreenHeight * nPixelHeight) / gwa.height);
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// olc_UpdateMouse(xev.xmotion.x, xev.xmotion.y);
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}
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else if (xev.type == FocusIn)
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{
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@@ -1785,7 +1804,7 @@ namespace olc
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{
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fFrameTimer -= 1.0f;
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std::string sTitle = "OneLoneCoder.com - Pixel Game Engine - " + sAppName + " - FPS: " + std::to_string(nFrameCount);
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std::string sTitle = sAppName + " - FPS: " + std::to_string(nFrameCount);
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#ifdef _WIN32
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#ifdef UNICODE
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SetWindowText(olc_hWnd, ConvertS2W(sTitle).c_str());
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@@ -2017,7 +2036,7 @@ namespace olc
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XSetWMProtocols(olc_Display, olc_Window, &wmDelete, 1);
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XMapWindow(olc_Display, olc_Window);
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XStoreName(olc_Display, olc_Window, "OneLoneCoder.com - Pixel Game Engine");
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XStoreName(olc_Display, olc_Window, "");
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// Create Keyboard Mapping
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mapKeys[0x61] = Key::A; mapKeys[0x62] = Key::B; mapKeys[0x63] = Key::C; mapKeys[0x64] = Key::D; mapKeys[0x65] = Key::E;
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@@ -2083,7 +2102,472 @@ namespace olc
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#ifdef OLC_DBG_OVERDRAW
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int olc::Sprite::nOverdrawCount = 0;
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#endif
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//=============================================================
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}
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#endif
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#ifndef MATHS_H_
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#define MATHS_H_
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const float DEG2RAD = 0.01745329251994329576923690768f;
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const float RAD2DEG = 57.2957795130823208767981548141f;
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inline float ToRadian(const float Degree) {
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return (Degree * DEG2RAD);
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}
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inline float ToDegree(const float Radian) {
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return (Radian * RAD2DEG);
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}
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template<class T>
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struct Vec4 {
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T x, y, z, w;
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template<class P>
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Vec4(P x, P y, P z, P w) : x(x), y(y), z(z), w(w) {}
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template<class P>
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Vec4(P all) : x(all), y(all), z(all), w(all) {}
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Vec4() : x(0), y(0), z(0), w(0) {}
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inline Vec4& dot(const Vec4<T>& v) {
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return (x * v.x + y * v.y + z * v.z + w * v.w);
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}
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inline const Vec4& operator+() {
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return *this;
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}
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inline Vec4& operator-() {
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return Vec4<T>(-x, -y, -z, -w);
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}
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inline Vec4& operator+(const Vec4<T>& v) {
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return new Vec4(x + v.x, y + v.y, z + v.z, w + v.w);
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}
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inline Vec4& operator-(const Vec4<T>& v) {
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return new Vec4(x - v.x, y - v.y, z - v.z, w - v.w);
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}
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inline Vec4& operator*(const Vec4<T>& v) {
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return new Vec4(x * v.x, y * v.y, z * v.z, w * v.w);
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}
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inline Vec4& operator/(const Vec4<T>& v) {
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return new Vec4(x / v.x, y / v.y, z / v.z, w / v.w);
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}
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inline Vec4& operator+=(const Vec4<T>& v) {
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x+=v.x; y+=v.y; z+=v.z; w+=v.w;
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return *this;
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}
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inline Vec4& operator-=(const Vec4<T>& v) {
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x-=v.x; y-=v.y; z-=v.z; w-=v.w;
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return *this;
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}
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inline Vec4& operator*=(const Vec4<T>& v) {
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x*=v.x; y*=v.y; z*=v.z; w*=v.w;
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return *this;
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}
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inline Vec4& operator/=(const Vec4<T>& v) {
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x/=v.x; y/=v.y; z/=v.z; w/=v.w;
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return *this;
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}
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template<class P>
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inline Vec4& operator+=(P s) {
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x+=s; y+=s; z+=s; w+=s;
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return *this;
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}
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template<class P>
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inline Vec4& operator-=(P s) {
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x-=s; y-=s; z-=s; w-=s;
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return *this;
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}
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template<class P>
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inline Vec4& operator*=(P s) {
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x*=s; y*=s; z*=s; w*=s;
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return *this;
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}
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template<class P>
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inline Vec4& operator/=(P s) {
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x/=s; y/=s; z/=s; w/=s;
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return *this;
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}
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};
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template<class T>
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struct Vec3 {
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T x, y, z;
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template<class P>
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Vec3(P x, P y, P z) : x(x), y(y), z(z) {}
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template<class P>
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Vec3(P all) : x(all), y(all), z(all) {}
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Vec3() : x(0), y(0), z(0) {}
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inline Vec3& cross(const Vec3<T>& v) {
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return new Vec3(
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(y * v.z - z * v.y),
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(x * v.z - z * v.x),
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(x * v.y - y * v.x)
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);
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}
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inline Vec3& dot(const Vec3<T>& v) {
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return (x * v.x + y * v.y + z * v.z);
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}
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inline const Vec3& operator+() {
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return *this;
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}
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inline Vec3& operator-() {
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return Vec3<T>(-x, -y, -z);
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}
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inline Vec3& operator+(const Vec3<T>& v) {
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return new Vec3(x + v.x, y + v.y, z + v.z);
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}
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inline Vec3& operator-(const Vec3<T>& v) {
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return new Vec3(x - v.x, y - v.y, z - v.z);
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}
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inline Vec3& operator*(const Vec3<T>& v) {
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return new Vec3(x * v.x, y * v.y, z * v.z);
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}
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inline Vec3& operator/(const Vec3<T>& v) {
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return new Vec3(x / v.x, y / v.y, z / v.z);
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}
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inline Vec3& operator+=(const Vec3<T>& v) {
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x+=v.x; y+=v.y; z+=v.z;
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return *this;
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}
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inline Vec3& operator-=(const Vec3<T>& v) {
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x-=v.x; y-=v.y; z-=v.z;
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return *this;
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}
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inline Vec3& operator*=(const Vec3<T>& v) {
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x*=v.x; y*=v.y; z*=v.z;
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return *this;
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}
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inline Vec3& operator/=(const Vec3<T>& v) {
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x/=v.x; y/=v.y; z/=v.z;
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return *this;
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}
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template<class P>
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inline Vec3& operator+=(P s) {
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x+=s; y+=s; z+=s;
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return *this;
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}
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template<class P>
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inline Vec3& operator-=(P s) {
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x-=s; y-=s; z-=s;
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return *this;
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}
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template<class P>
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inline Vec3& operator*=(P s) {
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x*=s; y*=s; z*=s;
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return *this;
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}
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template<class P>
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inline Vec3& operator/=(P s) {
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x/=s; y/=s; z/=s;
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return *this;
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}
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};
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template<class T>
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struct Vec2 {
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T x, y;
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template<class P>
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Vec2(P x, P y) : x(x), y(y) {}
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template<class P>
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Vec2(P all) : x(all), y(all) {}
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Vec2() : x(0), y(0) {}
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inline const Vec2& operator+() {
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return *this;
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}
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inline Vec2& dot(const Vec3<T>& v) {
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return (x * v.x + y * v.y);
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}
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inline Vec2& operator-() {
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return Vec3<T>(-x, -y);
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}
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inline Vec2& operator+(const Vec2<T>& v) {
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return new Vec2(x + v.x, y + v.y);
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}
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inline Vec2& operator-(const Vec2<T>& v) {
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return new Vec2(x - v.x, y - v.y);
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}
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inline Vec2& operator*(const Vec2<T>& v) {
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return new Vec2(x * v.x, y * v.y);
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}
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inline Vec2& operator/(const Vec2<T>& v) {
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return new Vec2(x / v.x, y / v.y);
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}
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inline Vec2& operator+=(const Vec2<T>& v) {
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x+=v.x; y+=v.y;
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return *this;
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}
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inline Vec2& operator-=(const Vec2<T>& v) {
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x-=v.x; y-=v.y;
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return *this;
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}
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inline Vec2& operator*=(const Vec2<T>& v) {
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x*=v.x; y*=v.y;
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return *this;
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}
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inline Vec2& operator/=(const Vec2<T>& v) {
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x/=v.x; y/=v.y;
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return *this;
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}
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template<class P>
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inline Vec2& operator+=(P s) {
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x+=s; y+=s;
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return *this;
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}
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template<class P>
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inline Vec2& operator-=(P s) {
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x-=s; y-=s;
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return *this;
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}
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template<class P>
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inline Vec2& operator*=(P s) {
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x*=s; y*=s;
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return *this;
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}
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template<class P>
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inline Vec2& operator/=(P s) {
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x/=s; y/=s;
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return *this;
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}
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};
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#endif
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#ifndef RECT_H_
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#define RECT_H_
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#include <string>
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class Rect {
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public:
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Rect();
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Rect(int x, int y, int w, int h);
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void Clear();
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static Rect CreateRect(int x, int y, int w, int h) {
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Rect tempRect(x, y, w, h);
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return tempRect;
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}
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Rect operator+(Rect* rect) {
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return Rect(this->x + rect->x, this->y + this->x, w, h);
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}
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Rect operator-(Rect* rect) {
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return Rect(this->x - rect->x, this->y - this->x, w, h);
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}
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bool operator==(const Rect* rect) {
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return (x == rect->x && y == rect->y && w == rect->w && h == rect->h);
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}
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bool operator!=(const Rect* rect) {
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return !(x == rect->x && y == rect->y && w == rect->w && h == rect->h);
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}
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std::string ToString();
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bool Intersects(Rect* rect);
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// bool Intersects(int x, int y, int w, int h);
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bool Contains(Rect* rect);
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bool Contains(Vec2<int>* point);
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bool Contains(Vec2<int> point);
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bool Contains(int x, int y, int w, int h);
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Vec2<int>* Position();
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Vec2<int>* Center();
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int CenterX();
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int CenterY();
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int Left();
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int Right();
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int Top();
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int Bottom();
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int Perimiter();
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int Area();
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int GetX();
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int GetY();
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int GetW();
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int GetH();
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void SetRect(int x, int y, int w, int h);
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void SetSize(Vec2<int>* size);
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void SetPos(Vec2<int>* pos);
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void SetPos(int x, int y);
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void Translate(Vec2<int>* offset);
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void TranslateX(int x);
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void TranslateY(int y);
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int x, y, w, h;
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virtual ~Rect();
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private:
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};
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#endif
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#ifdef OLC_PGE_APPLICATION
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#undef OLC_PGE_APPLICATION
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Rect::Rect() {
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Clear();
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}
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Rect::Rect(int x, int y, int w, int h) {
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SetRect(x, y, w, h);
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}
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void Rect::Clear() {
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SetRect(0, 0, 0, 0);
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}
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std::string Rect::ToString() {
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std::string res = "(";
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res += std::to_string(x);
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res += ", ";
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res += std::to_string(y);
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res += ", ";
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res += std::to_string(w);
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res += ", ";
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res += std::to_string(h);
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res += ")";
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return res;
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}
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bool Rect::Intersects(Rect* rect) {
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int leftA = x;
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int rightA = x + w;
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int topA = y;
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int bottomA = y + h;
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int leftB = rect->x;
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int rightB = rect->x + rect->w;
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int topB = rect->y;
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int bottomB = rect->y + rect->h;
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if (bottomA <= topB) return false;
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if (topA >= bottomB) return false;
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if (rightA <= leftB) return false;
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if (leftA >= rightB) return false;
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return true;
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}
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// bool Rect::Intersects(int x, int y, int w, int h) {
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// return Intersects(&CreateRect(x, y, w, h));
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// }
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bool Rect::Contains(Rect* rect) {
|
||||
return (rect->x >= x && rect->Right() <= (x + w) && rect->y >= y && rect->Bottom() <= (y + h));
|
||||
}
|
||||
|
||||
bool Rect::Contains(Vec2<int>* point) {
|
||||
return (point->x >= x && point->x <= (x + w) && point->y >= y && point->y <= (y + h));
|
||||
}
|
||||
|
||||
|
||||
bool Rect::Contains(Vec2<int> point) {
|
||||
return (point.x >= x && point.x <= (x + w) && point.y >= y && point.y <= (y + h));
|
||||
}
|
||||
|
||||
bool Rect::Contains(int x, int y, int w, int h) {
|
||||
Rect tempRect(x, y, w, h);
|
||||
return Contains(&tempRect);
|
||||
}
|
||||
|
||||
Vec2<int>* Rect::Position() {
|
||||
Vec2<int>* res = new Vec2<int>(x, y);
|
||||
return res;
|
||||
}
|
||||
|
||||
Vec2<int>* Rect::Center() {
|
||||
Vec2<int>* res = new Vec2<int>(x + (w / 2), y + (h / 2));
|
||||
return res;
|
||||
}
|
||||
|
||||
int Rect::CenterX() {
|
||||
return (x + (w / 2));
|
||||
}
|
||||
|
||||
int Rect::CenterY() {
|
||||
return (y + (h / 2));
|
||||
}
|
||||
|
||||
int Rect::Left() {
|
||||
return x;
|
||||
}
|
||||
|
||||
int Rect::Right() {
|
||||
return (x + w);
|
||||
}
|
||||
|
||||
int Rect::Top() {
|
||||
return y;
|
||||
}
|
||||
|
||||
int Rect::Bottom() {
|
||||
return y + h;
|
||||
}
|
||||
|
||||
int Rect::Perimiter() {
|
||||
return (w + w + h + h);
|
||||
}
|
||||
|
||||
int Rect::Area() {
|
||||
return (w + h);
|
||||
}
|
||||
|
||||
int Rect::GetX() {
|
||||
return x;
|
||||
}
|
||||
|
||||
int Rect::GetY() {
|
||||
return y;
|
||||
}
|
||||
|
||||
int Rect::GetW() {
|
||||
return w;
|
||||
}
|
||||
|
||||
int Rect::GetH() {
|
||||
return h;
|
||||
}
|
||||
|
||||
void Rect::SetRect(int x, int y, int w, int h) {
|
||||
this->x = x;
|
||||
this->y = y;
|
||||
this->w = w;
|
||||
this->h = h;
|
||||
}
|
||||
|
||||
void Rect::SetSize(Vec2<int>* size) {
|
||||
this->x = size->x;
|
||||
this->y = size->y;
|
||||
}
|
||||
|
||||
void Rect::SetPos(Vec2<int>* pos) {
|
||||
this->w = pos->x;
|
||||
this->h = pos->y;
|
||||
}
|
||||
|
||||
void Rect::SetPos(int x, int y) {
|
||||
this->w = x;
|
||||
this->h = y;
|
||||
}
|
||||
|
||||
void Rect::Translate(Vec2<int>* offset) {
|
||||
this->x += offset->x;
|
||||
this->y += offset->y;
|
||||
}
|
||||
|
||||
void Rect::TranslateX(int x) {
|
||||
this->x += x;
|
||||
}
|
||||
|
||||
void Rect::TranslateY(int y) {
|
||||
this->y += y;
|
||||
}
|
||||
|
||||
Rect::~Rect() {
|
||||
|
||||
}
|
||||
|
||||
#endif
|
||||
Reference in New Issue
Block a user