text: #pragma region license_and_help
  /*
  	olcPixelGameEngine.h
  
  	+-------------------------------------------------------------+
  	|           OneLoneCoder Pixel Game Engine v2.17              |
  	|  "What do you need? Pixels... Lots of Pixels..." - javidx9  |
  	+-------------------------------------------------------------+
  
  	What is this?
  	~~~~~~~~~~~~~
  	olc::PixelGameEngine is a single file, cross platform graphics and userinput
  	framework used for games, visualisations, algorithm exploration and learning.
  	It was developed by YouTuber "javidx9" as an assistive tool for many of his
  	videos. The goal of this project is to provide high speed graphics with
  	minimal project setup complexity, to encourage new programmers, younger people,
  	and anyone else that wants to make fun things.
  
  	However, olc::PixelGameEngine is not a toy! It is a powerful and fast utility
  	capable of delivering high resolution, high speed, high quality applications
  	which behave the same way regardless of the operating system or platform.
  
  	This file provides the core utility set of the olc::PixelGameEngine, including
  	window creation, keyboard/mouse input, main game thread, timing, pixel drawing
  	routines, image/sprite loading and drawing routines, and a bunch of utility
  	types to make rapid development of games/visualisations possible.
  
  
  	License (OLC-3)
  	~~~~~~~~~~~~~~~
  
  	Copyright 2018 - 2022 OneLoneCoder.com
  
  	Redistribution and use in source and binary forms, with or without modification,
  	are permitted provided that the following conditions are met:
  
  	1. Redistributions or derivations of source code must retain the above copyright
  	notice, this list of conditions and the following disclaimer.
  
  	2. Redistributions or derivative works in binary form must reproduce the above
  	copyright notice. This list of conditions and the following	disclaimer must be
  	reproduced in the documentation and/or other materials provided with the distribution.
  
  	3. Neither the name of the copyright holder nor the names of its contributors may
  	be used to endorse or promote products derived from this software without specific
  	prior written permission.
  
  	THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS	"AS IS" AND ANY
  	EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
  	OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT
  	SHALL THE COPYRIGHT	HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT,
  	INCIDENTAL,	SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED
  	TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR
  	BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
  	CONTRACT, STRICT LIABILITY, OR TORT	(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN
  	ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
  	SUCH DAMAGE.
  
  	Links
  	~~~~~
  	YouTube:	https://www.youtube.com/javidx9
  				https://www.youtube.com/javidx9extra
  	Discord:	https://discord.gg/WhwHUMV
  	Twitter:	https://www.twitter.com/javidx9
  	Twitch:		https://www.twitch.tv/javidx9
  	GitHub:		https://www.github.com/onelonecoder
  	Homepage:	https://www.onelonecoder.com
  	Patreon:	https://www.patreon.com/javidx9
  	Community:  https://community.onelonecoder.com
  
  
  
  	Compiling in Linux
  	~~~~~~~~~~~~~~~~~~
  	You will need a modern C++ compiler, so update yours!
  	To compile use the command:
  
  	g++ -o YourProgName YourSource.cpp -lX11 -lGL -lpthread -lpng -lstdc++fs -std=c++17
  
  	On some Linux configurations, the frame rate is locked to the refresh
  	rate of the monitor. This engine tries to unlock it but may not be
  	able to, in which case try launching your program like this:
  
  	vblank_mode=0 ./YourProgName
  
  
  
  	Compiling in Code::Blocks on Windows
  	~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  	Well I wont judge you, but make sure your Code::Blocks installation
  	is really up to date - you may even consider updating your C++ toolchain
  	to use MinGW32-W64.
  
  	Guide for installing recent GCC for Windows:
  	https://www.msys2.org/
  	Guide for configuring code::blocks:
  	https://solarianprogrammer.com/2019/11/05/install-gcc-windows/
  	https://solarianprogrammer.com/2019/11/16/install-codeblocks-gcc-windows-build-c-cpp-fortran-programs/
  
  	Add these libraries to "Linker Options":
  	user32 gdi32 opengl32 gdiplus Shlwapi dwmapi stdc++fs
  
  	Set these compiler options: -std=c++17
  
  
  
  	Compiling on Mac - EXPERIMENTAL! PROBABLY HAS BUGS
  	~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  	Yes yes, people use Macs for C++ programming! Who knew? Anyway, enough
  	arguing, thanks to Mumflr the PGE is now supported on Mac. Now I know nothing
  	about Mac, so if you need support, I suggest checking out the instructions
  	here: https://github.com/MumflrFumperdink/olcPGEMac
  
  	clang++ -arch x86_64 -std=c++17 -mmacosx-version-min=10.15 -Wall -framework OpenGL 
  		-framework GLUT -framework Carbon -lpng YourSource.cpp -o YourProgName
  
  
  
  	Compiling with Emscripten (New & Experimental)
  	~~~~~~~~~~~~~~~~~~~~~~~~~
  	Emscripten compiler will turn your awesome C++ PixelGameEngine project into WASM!
  	This means you can run your application in teh browser, great for distributing
  	and submission in to jams and things! It's a bit new at the moment. 
  
  	em++ -std=c++17 -O2 -s ALLOW_MEMORY_GROWTH=1 -s MAX_WEBGL_VERSION=2 -s MIN_WEBGL_VERSION=2 -s USE_LIBPNG=1 ./YourSource.cpp -o pge.html
  
  
  
  	Using stb_image.h
  	~~~~~~~~~~~~~~~~~
  	The PGE will load png images by default (with help from libpng on non-windows systems).
  	However, the excellent "stb_image.h" can be used instead, supporting a variety of
  	image formats, and has no library dependence - something we like at OLC studios ;)
  	To use stb_image.h, make sure it's in your code base, and simply:
  
  	#define OLC_IMAGE_STB
  
  	Before including the olcPixelGameEngine.h header file. stb_image.h works on many systems
  	and can be downloaded here: https://github.com/nothings/stb/blob/master/stb_image.h
  
  
  
  	Multiple cpp file projects?
  	~~~~~~~~~~~~~~~~~~~~~~~~~~~
  	As a single header solution, the OLC_PGE_APPLICATION definition is used to
  	insert the engine implementation at a project location of your choosing.
  	The simplest way to setup multifile projects is to create a file called
  	"olcPixelGameEngine.cpp" which includes the following:
  
  	#define OLC_PGE_APPLICATION
  	#include "olcPixelGameEngine.h"
  
  	That's all it should include. You can also include PGEX includes and 
  	defines in here too. With this in place, you dont need to 
  	#define OLC_PGE_APPLICATION anywhere, and can simply include this 
  	header file as an when you need to.
  
  
  
  	Ports
  	~~~~~
  	olc::PixelGameEngine has been ported and tested with varying degrees of
  	success to: WinXP, Win7, Win8, Win10, Various Linux, Raspberry Pi,
  	Chromebook, Playstation Portable (PSP) and Nintendo Switch. If you are
  	interested in the details of these ports, come and visit the Discord!
  
  
  
  	Thanks
  	~~~~~~
  	I'd like to extend thanks to Ian McKay, Bispoo, Eremiell, slavka, Kwizatz77, gurkanctn, Phantim,
  	IProgramInCPP, JackOJC, KrossX, Huhlig, Dragoneye, Appa, JustinRichardsMusic, SliceNDice, 
  	dandistine,	Ralakus, Gorbit99, raoul, joshinils, benedani, Moros1138, Alexio, SaladinAkara 
  	& MagetzUb for advice, ideas and testing, and I'd like to extend my appreciation to the
  	250K YouTube followers,	80+ Patreons, 4.8K Twitch followers and 10K Discord server members 
  	who give me	the motivation to keep going with all this :D
  
  	Significant Contributors: @Moros1138, @SaladinAkara, @MaGetzUb, @slavka,
  							  @Dragoneye, @Gorbit99, @dandistine & @Mumflr
  
  	Special thanks to those who bring gifts!
  	GnarGnarHead.......Domina
  	Gorbit99...........Bastion, Ori & The Blind Forest, Terraria, Spelunky 2, Skully
  	Marti Morta........Gris
  	Danicron...........Terraria
  	SaladinAkara.......Aseprite, Inside, Quern: Undying Thoughts, Outer Wilds
  	AlterEgo...........Final Fantasy XII - The Zodiac Age
  	SlicEnDicE.........Noita, Inside
  	TGD................Voucher Gift
  
  	Special thanks to my Patreons too - I wont name you on here, but I've
  	certainly enjoyed my tea and flapjacks :D
  
  
  
  	Author
  	~~~~~~
  	David Barr, aka javidx9, �OneLoneCoder 2018, 2019, 2020, 2021, 2022
  */
  #pragma endregion
  
  #pragma region version_history
  /*
  	2.01: Made renderer and platform static for multifile projects
  	2.02: Added Decal destructor, optimised Pixel constructor
  	2.03: Added FreeBSD flags, Added DrawStringDecal()
  	2.04: Windows Full-Screen bug fixed
  	2.05: +DrawPartialWarpedDecal() - draws a warped decal from a subset image
  		  +DrawPartialRotatedDecal() - draws a rotated decal from a subset image
  	2.06: +GetTextSize() - returns area occupied by multiline string
  		  +GetWindowSize() - returns actual window size
  		  +GetElapsedTime() - returns last calculated fElapsedTime
  		  +GetWindowMouse() - returns actual mouse location in window
  		  +DrawExplicitDecal() - bow-chikka-bow-bow
  		  +DrawPartialDecal(pos, size) - draws a partial decal to specified area
  		  +FillRectDecal() - draws a flat shaded rectangle as a decal
  		  +GradientFillRectDecal() - draws a rectangle, with unique colour corners
  		  +Modified DrawCircle() & FillCircle() - Thanks IanM-Matrix1 (#PR121)
  		  +Gone someway to appeasing pedants
  	2.07: +GetPixelSize() - returns user specified pixel size
  		  +GetScreenPixelSize() - returns actual size in monitor pixels
  		  +Pixel Cohesion Mode (flag in Construct()) - disallows arbitrary window scaling
  		  +Working VSYNC in Windows windowed application - now much smoother
  		  +Added string conversion for olc::vectors
  		  +Added comparator operators for olc::vectors
  		  +Added DestroyWindow() on windows platforms for serial PGE launches
  		  +Added GetMousePos() to stop TarriestPython whinging
  	2.08: Fix SetScreenSize() aspect ratio pre-calculation
  		  Fix DrawExplicitDecal() - stupid oversight with multiple decals
  		  Disabled olc::Sprite copy constructor
  		  +olc::Sprite Duplicate() - produces a new clone of the sprite
  		  +olc::Sprite Duplicate(pos, size) - produces a new sprite from the region defined
  		  +Unary operators for vectors
  		  +More pedant mollification - Thanks TheLandfill
  		  +ImageLoader modules - user selectable image handling core, gdi+, libpng, stb_image
  		  +Mac Support via GLUT - thanks Mumflr!
  	2.09: Fix olc::Renderable Image load error - Thanks MaGetzUb & Zij-IT for finding and moaning about it
  		  Fix file rejection in image loaders when using resource packs
  		  Tidied Compiler defines per platform - Thanks slavka
  		  +Pedant fixes, const correctness in parts
  		  +DecalModes - Normal, Additive, Multiplicative blend modes
  		  +Pixel Operators & Lerping
  		  +Filtered Decals - If you hate pixels, then erase this file
  		  +DrawStringProp(), GetTextSizeProp(), DrawStringPropDecal() - Draws non-monospaced font
  	2.10: Fix PixelLerp() - oops my bad, lerped the wrong way :P
  		  Fix "Shader" support for strings - thanks Megarev for crying about it
  		  Fix GetTextSizeProp() - Height was just plain wrong...
  		  +vec2d operator overloads (element wise *=, /=)
  		  +vec2d comparison operators... :| yup... hmmmm...
  		  +vec2d ceil(), floor(), min(), max() functions - surprising how often I do it manually
  		  +DrawExplicitDecal(... uint32_t elements) - complete control over convex polygons and lines
  		  +DrawPolygonDecal() - to keep Bispoo happy, required significant rewrite of EVERYTHING, but hey ho
  		  +Complete rewrite of decal renderer
  		  +OpenGL 3.3 Renderer (also supports Raspberry Pi)
  		  +PGEX Break-In Hooks - with a push from Dandistine
  		  +Wireframe Decal Mode - For debug overlays
  	2.11: Made PGEX hooks optional - (provide true to super constructor)
  	2.12: Fix for MinGW compiler non-compliance :( - why is its sdk structure different?? why???
  	2.13: +GetFontSprite() - allows access to font data	 
  	2.14: Fix WIN32 Definition reshuffle
  		  Fix DrawPartialDecal() - messed up dimension during renderer experiment, didnt remove junk code, thanks Alexio
  		  Fix? Strange error regarding GDI+ Image Loader not knowing about COM, SDK change?
  	2.15: Big Reformat
  		  +WASM Platform (via Emscripten) - Big Thanks to OLC Community - See Platform for details		  
  		  +Sample Mode for Decals
  		  +Made olc_ConfigureSystem() accessible
  		  +Added OLC_----_CUSTOM_EX for externalised platforms, renderers and image loaders
  		  =Refactored olc::Sprite pixel data store
  		  -Deprecating LoadFromPGESprFile()
  		  -Deprecating SaveToPGESprFile()
  		  Fix Pixel -= operator (thanks Au Lit)
  	2.16: FIX Emscripten JS formatting in VS IDE (thanks Moros)
  		  +"Headless" Mode
  		  +DrawLineDecal()
  		  +Mouse Button Constants
  		  +Move Constructor for olc::Renderable
  		  +Polar/Cartesian conversion for v2d_generic
  		  +DrawRotatedStringDecal()/DrawRotatedStringPropDecal() (thanks Oso-Grande/Sopadeoso (PR #209))
  		  =Using olc::Renderable for layer surface
  		  +Major Mac and GLUT Update (thanks Mumflr)
  	2.17: +Clipping for DrawLine() functions
  		  +Reintroduced sub-pixel decals
  		  +Modified DrawPartialDecal() to quantise and correctly sample from tile atlasses
  		  +olc::Sprite::GetPixel() - Clamp Mode
  
  		  
      !! Apple Platforms will not see these updates immediately - Sorry, I dont have a mac to test... !!
  	!!   Volunteers willing to help appreciated, though PRs are manually integrated with credit     !!
  */
  #pragma endregion
  
  #pragma region hello_world_example
  // O------------------------------------------------------------------------------O
  // | Example "Hello World" Program (main.cpp)                                     |
  // O------------------------------------------------------------------------------O
  /*
  
  #define OLC_PGE_APPLICATION
  #include "olcPixelGameEngine.h"
  
  // Override base class with your custom functionality
  class Example : public olc::PixelGameEngine
  {
  public:
  	Example()
  	{
  		// Name your application
  		sAppName = "Example";
  	}
  
  public:
  	bool OnUserCreate() override
  	{
  		// Called once at the start, so create things here
  		return true;
  	}
  
  	bool OnUserUpdate(float fElapsedTime) override
  	{
  		// Called once per frame, draws random coloured pixels
  		for (int x = 0; x < ScreenWidth(); x++)
  			for (int y = 0; y < ScreenHeight(); y++)
  				Draw(x, y, olc::Pixel(rand() % 256, rand() % 256, rand() % 256));
  		return true;
  	}
  };
  
  int main()
  {
  	Example demo;
  	if (demo.Construct(256, 240, 4, 4))
  		demo.Start();
  	return 0;
  }
  
  */
  #pragma endregion
  
  #ifndef OLC_PGE_DEF
  #define OLC_PGE_DEF
  
  #pragma region std_includes
  // O------------------------------------------------------------------------------O
  // | STANDARD INCLUDES                                                            |
  // O------------------------------------------------------------------------------O
  #include <cmath>
  #include <cstdint>
  #include <string>
  #include <iostream>
  #include <streambuf>
  #include <sstream>
  #include <chrono>
  #include <vector>
  #include <list>
  #include <thread>
  #include <atomic>
  #include <fstream>
  #include <map>
  #include <functional>
  #include <algorithm>
  #include <array>
  #include <cstring>
  #pragma endregion
  
  #define PGE_VER 217
  
  // O------------------------------------------------------------------------------O
  // | COMPILER CONFIGURATION ODDITIES                                              |
  // O------------------------------------------------------------------------------O
  #pragma region compiler_config
  #define USE_EXPERIMENTAL_FS
  #if defined(_WIN32)
  	#if _MSC_VER >= 1920 && _MSVC_LANG >= 201703L
  		#undef USE_EXPERIMENTAL_FS
  	#endif
  #endif
  #if defined(__linux__) || defined(__MINGW32__) || defined(__EMSCRIPTEN__) || defined(__FreeBSD__) || defined(__APPLE__)
  	#if __cplusplus >= 201703L
  		#undef USE_EXPERIMENTAL_FS
  	#endif
  #endif
  
  
  #if defined(USE_EXPERIMENTAL_FS) || defined(FORCE_EXPERIMENTAL_FS)
  	// C++14
  	#define _SILENCE_EXPERIMENTAL_FILESYSTEM_DEPRECATION_WARNING
  	#include <experimental/filesystem>
  	namespace _gfs = std::experimental::filesystem::v1;
  #else
  	// C++17
  	#include <filesystem>
  	namespace _gfs = std::filesystem;
  #endif
  
  #if defined(UNICODE) || defined(_UNICODE)
  	#define olcT(s) L##s
  #else
  	#define olcT(s) s
  #endif
  
  #define UNUSED(x) (void)(x)
  
  // O------------------------------------------------------------------------------O
  // | PLATFORM SELECTION CODE, Thanks slavka!                                      |
  // O------------------------------------------------------------------------------O
  
  // Platform
  #if !defined(OLC_PLATFORM_WINAPI) && !defined(OLC_PLATFORM_X11) && !defined(OLC_PLATFORM_GLUT) && !defined(OLC_PLATFORM_EMSCRIPTEN)
  	#if !defined(OLC_PLATFORM_CUSTOM_EX)
  		#if defined(_WIN32)
  			#define OLC_PLATFORM_WINAPI
  		#endif
  		#if defined(__linux__) || defined(__FreeBSD__)
  			#define OLC_PLATFORM_X11
  		#endif
  		#if defined(__APPLE__)
  			#define GL_SILENCE_DEPRECATION
  			#define OLC_PLATFORM_GLUT
  		#endif
  		#if defined(__EMSCRIPTEN__)
  			#define OLC_PLATFORM_EMSCRIPTEN
  		#endif
  	#endif
  #endif
  
  // Start Situation
  #if defined(OLC_PLATFORM_GLUT) || defined(OLC_PLATFORM_EMSCRIPTEN)
  	#define PGE_USE_CUSTOM_START
  #endif
  
  // Renderer
  #if !defined(OLC_GFX_OPENGL10) && !defined(OLC_GFX_OPENGL33) && !defined(OLC_GFX_DIRECTX10)
  	#if !defined(OLC_GFX_CUSTOM_EX)
  		#if defined(OLC_PLATFORM_EMSCRIPTEN)
  			#define OLC_GFX_OPENGL33
  		#else
  			#define OLC_GFX_OPENGL10
  		#endif
  	#endif
  #endif
  
  // Image loader
  #if !defined(OLC_IMAGE_STB) && !defined(OLC_IMAGE_GDI) && !defined(OLC_IMAGE_LIBPNG)
  	#if !defined(OLC_IMAGE_CUSTOM_EX)
  		#if defined(_WIN32)
  			#define	OLC_IMAGE_GDI
  		#endif
  		#if defined(__linux__) || defined(__APPLE__) || defined(__FreeBSD__) || defined(__EMSCRIPTEN__)
  			#define	OLC_IMAGE_LIBPNG
  		#endif
  	#endif
  #endif
  
  
  // O------------------------------------------------------------------------------O
  // | PLATFORM-SPECIFIC DEPENDENCIES                                               |
  // O------------------------------------------------------------------------------O
  #if !defined(OLC_PGE_HEADLESS)
  #if defined(OLC_PLATFORM_WINAPI)	
  	#define _WINSOCKAPI_ // Thanks Cornchipss
  		#if !defined(VC_EXTRALEAN)
  		#define VC_EXTRALEAN
  	#endif
  	#if !defined(NOMINMAX)
  		#define NOMINMAX
  	#endif
  
  	// In Code::Blocks
  	#if !defined(_WIN32_WINNT)
  		#ifdef HAVE_MSMF
  			#define _WIN32_WINNT 0x0600 // Windows Vista
  		#else
  			#define _WIN32_WINNT 0x0500 // Windows 2000
  		#endif
  	#endif
  
  	#include <windows.h>
  	#undef _WINSOCKAPI_
  #endif
  
  #if defined(OLC_PLATFORM_X11)
  	namespace X11
  	{
  		#include <X11/X.h>
  		#include <X11/Xlib.h>
  	}
  #endif
  
  #if defined(OLC_PLATFORM_GLUT)
  	#if defined(__linux__)
  		#include <GL/glut.h>
  		#include <GL/freeglut_ext.h>
  	#endif
  	#if defined(__APPLE__)
  		#include <GLUT/glut.h>
  	#include <objc/message.h>
  	#include <objc/NSObjCRuntime.h>
  	#endif
  #endif
  #endif
  #pragma endregion
  
  // O------------------------------------------------------------------------------O
  // | olcPixelGameEngine INTERFACE DECLARATION                                     |
  // O------------------------------------------------------------------------------O
  #pragma region pge_declaration
  namespace olc
  {
  	class PixelGameEngine;
  	class Sprite;
  
  	// Pixel Game Engine Advanced Configuration
  	constexpr uint8_t  nMouseButtons = 5;
  	constexpr uint8_t  nDefaultAlpha = 0xFF;
  	constexpr uint32_t nDefaultPixel = (nDefaultAlpha << 24);
  	constexpr uint8_t  nTabSizeInSpaces = 4;
  	enum rcode { FAIL = 0, OK = 1, NO_FILE = -1 };
  
  	// O------------------------------------------------------------------------------O
  	// | olc::Pixel - Represents a 32-Bit RGBA colour                                 |
  	// O------------------------------------------------------------------------------O
  	struct Pixel
  	{
  		union
  		{
  			uint32_t n = nDefaultPixel;
  			struct { uint8_t r; uint8_t g; uint8_t b; uint8_t a; };
  		};
  
  		enum Mode { NORMAL, MASK, ALPHA, CUSTOM };
  
  		Pixel();
  		Pixel(uint8_t red, uint8_t green, uint8_t blue, uint8_t alpha = nDefaultAlpha);
  		Pixel(uint32_t p);
  		Pixel& operator = (const Pixel& v) = default;
  		bool   operator ==(const Pixel& p) const;
  		bool   operator !=(const Pixel& p) const;
  		Pixel  operator * (const float i) const;
  		Pixel  operator / (const float i) const;
  		Pixel& operator *=(const float i);
  		Pixel& operator /=(const float i);
  		Pixel  operator + (const Pixel& p) const;
  		Pixel  operator - (const Pixel& p) const;
  		Pixel& operator +=(const Pixel& p);
  		Pixel& operator -=(const Pixel& p);
  		Pixel  inv() const;
  	};
  
  	Pixel PixelF(float red, float green, float blue, float alpha = 1.0f);
  	Pixel PixelLerp(const olc::Pixel& p1, const olc::Pixel& p2, float t);
  
  
  	// O------------------------------------------------------------------------------O
  	// | USEFUL CONSTANTS                                                             |
  	// O------------------------------------------------------------------------------O
  	static const Pixel
  		GREY(192, 192, 192), DARK_GREY(128, 128, 128), VERY_DARK_GREY(64, 64, 64),
  		RED(255, 0, 0), DARK_RED(128, 0, 0), VERY_DARK_RED(64, 0, 0),
  		YELLOW(255, 255, 0), DARK_YELLOW(128, 128, 0), VERY_DARK_YELLOW(64, 64, 0),
  		GREEN(0, 255, 0), DARK_GREEN(0, 128, 0), VERY_DARK_GREEN(0, 64, 0),
  		CYAN(0, 255, 255), DARK_CYAN(0, 128, 128), VERY_DARK_CYAN(0, 64, 64),
  		BLUE(0, 0, 255), DARK_BLUE(0, 0, 128), VERY_DARK_BLUE(0, 0, 64),
  		MAGENTA(255, 0, 255), DARK_MAGENTA(128, 0, 128), VERY_DARK_MAGENTA(64, 0, 64),
  		WHITE(255, 255, 255), BLACK(0, 0, 0), BLANK(0, 0, 0, 0);
  
  	// Thanks to scripticuk and others for updating the key maps
  	// NOTE: The GLUT platform will need updating, open to contributions ;)
  	enum Key
  	{
  		NONE,
  		A, B, C, D, E, F, G, H, I, J, K, L, M, N, O, P, Q, R, S, T, U, V, W, X, Y, Z,
  		K0, K1, K2, K3, K4, K5, K6, K7, K8, K9,
  		F1, F2, F3, F4, F5, F6, F7, F8, F9, F10, F11, F12,
  		UP, DOWN, LEFT, RIGHT,
  		SPACE, TAB, SHIFT, CTRL, INS, DEL, HOME, END, PGUP, PGDN,
  		BACK, ESCAPE, RETURN, ENTER, PAUSE, SCROLL,
  		NP0, NP1, NP2, NP3, NP4, NP5, NP6, NP7, NP8, NP9,
  		NP_MUL, NP_DIV, NP_ADD, NP_SUB, NP_DECIMAL, PERIOD,
  		EQUALS, COMMA, MINUS,
  		OEM_1, OEM_2, OEM_3, OEM_4, OEM_5, OEM_6, OEM_7, OEM_8,
  		CAPS_LOCK, ENUM_END
  	};
  
  	namespace Mouse
  	{
  		static constexpr int32_t LEFT = 0;
  		static constexpr int32_t RIGHT = 1;
  		static constexpr int32_t MIDDLE = 2;
  	};
  
  	// O------------------------------------------------------------------------------O
  	// | olc::HWButton - Represents the state of a hardware button (mouse/key/joy)    |
  	// O------------------------------------------------------------------------------O
  	struct HWButton
  	{
  		bool bPressed = false;	// Set once during the frame the event occurs
  		bool bReleased = false;	// Set once during the frame the event occurs
  		bool bHeld = false;		// Set true for all frames between pressed and released events
  	};
  
  
  
  
  	// O------------------------------------------------------------------------------O
  	// | olc::vX2d - A generic 2D vector type                                         |
  	// O------------------------------------------------------------------------------O
  #if !defined(OLC_IGNORE_VEC2D)
  	template <class T>
  	struct v2d_generic
  	{
  		T x = 0;
  		T y = 0;
  		v2d_generic() : x(0), y(0) {}
  		v2d_generic(T _x, T _y) : x(_x), y(_y) {}
  		v2d_generic(const v2d_generic& v) : x(v.x), y(v.y) {}
  		v2d_generic& operator=(const v2d_generic& v) = default;
  		T mag() const { return T(std::sqrt(x * x + y * y)); }
  		T mag2() const { return x * x + y * y; }
  		v2d_generic  norm() const { T r = 1 / mag(); return v2d_generic(x * r, y * r); }
  		v2d_generic  perp() const { return v2d_generic(-y, x); }
  		v2d_generic  floor() const { return v2d_generic(std::floor(x), std::floor(y)); }
  		v2d_generic  ceil() const { return v2d_generic(std::ceil(x), std::ceil(y)); }
  		v2d_generic  max(const v2d_generic& v) const { return v2d_generic(std::max(x, v.x), std::max(y, v.y)); }
  		v2d_generic  min(const v2d_generic& v) const { return v2d_generic(std::min(x, v.x), std::min(y, v.y)); }
  		v2d_generic  cart() { return { std::cos(y) * x, std::sin(y) * x }; }
  		v2d_generic  polar() { return { mag(), std::atan2(y, x) }; }
  		T dot(const v2d_generic& rhs) const { return this->x * rhs.x + this->y * rhs.y; }
  		T cross(const v2d_generic& rhs) const { return this->x * rhs.y - this->y * rhs.x; }
  		v2d_generic  operator +  (const v2d_generic& rhs) const { return v2d_generic(this->x + rhs.x, this->y + rhs.y); }
  		v2d_generic  operator -  (const v2d_generic& rhs) const { return v2d_generic(this->x - rhs.x, this->y - rhs.y); }
  		v2d_generic  operator *  (const T& rhs)           const { return v2d_generic(this->x * rhs, this->y * rhs); }
  		v2d_generic  operator *  (const v2d_generic& rhs) const { return v2d_generic(this->x * rhs.x, this->y * rhs.y); }
  		v2d_generic  operator /  (const T& rhs)           const { return v2d_generic(this->x / rhs, this->y / rhs); }
  		v2d_generic  operator /  (const v2d_generic& rhs) const { return v2d_generic(this->x / rhs.x, this->y / rhs.y); }
  		v2d_generic& operator += (const v2d_generic& rhs) { this->x += rhs.x; this->y += rhs.y; return *this; }
  		v2d_generic& operator -= (const v2d_generic& rhs) { this->x -= rhs.x; this->y -= rhs.y; return *this; }
  		v2d_generic& operator *= (const T& rhs) { this->x *= rhs; this->y *= rhs; return *this; }
  		v2d_generic& operator /= (const T& rhs) { this->x /= rhs; this->y /= rhs; return *this; }
  		v2d_generic& operator *= (const v2d_generic& rhs) { this->x *= rhs.x; this->y *= rhs.y; return *this; }
  		v2d_generic& operator /= (const v2d_generic& rhs) { this->x /= rhs.x; this->y /= rhs.y; return *this; }
  		v2d_generic  operator +  () const { return { +x, +y }; }
  		v2d_generic  operator -  () const { return { -x, -y }; }
  		bool operator == (const v2d_generic& rhs) const { return (this->x == rhs.x && this->y == rhs.y); }
  		bool operator != (const v2d_generic& rhs) const { return (this->x != rhs.x || this->y != rhs.y); }
  		const std::string str() const { return std::string("(") + std::to_string(this->x) + "," + std::to_string(this->y) + ")"; }
  		friend std::ostream& operator << (std::ostream& os, const v2d_generic& rhs) { os << rhs.str(); return os; }
  		operator v2d_generic<int32_t>() const { return { static_cast<int32_t>(this->x), static_cast<int32_t>(this->y) }; }
  		operator v2d_generic<float>() const { return { static_cast<float>(this->x), static_cast<float>(this->y) }; }
  		operator v2d_generic<double>() const { return { static_cast<double>(this->x), static_cast<double>(this->y) }; }
  	};
  
  	// Note: joshinils has some good suggestions here, but they are complicated to implement at this moment, 
  	// however they will appear in a future version of PGE
  	template<class T> inline v2d_generic<T> operator * (const float& lhs, const v2d_generic<T>& rhs)
  	{ return v2d_generic<T>((T)(lhs * (float)rhs.x), (T)(lhs * (float)rhs.y)); }
  	template<class T> inline v2d_generic<T> operator * (const double& lhs, const v2d_generic<T>& rhs)
  	{ return v2d_generic<T>((T)(lhs * (double)rhs.x), (T)(lhs * (double)rhs.y)); }
  	template<class T> inline v2d_generic<T> operator * (const int& lhs, const v2d_generic<T>& rhs)
  	{ return v2d_generic<T>((T)(lhs * (int)rhs.x), (T)(lhs * (int)rhs.y)); }
  	template<class T> inline v2d_generic<T> operator / (const float& lhs, const v2d_generic<T>& rhs)
  	{ return v2d_generic<T>((T)(lhs / (float)rhs.x), (T)(lhs / (float)rhs.y)); }
  	template<class T> inline v2d_generic<T> operator / (const double& lhs, const v2d_generic<T>& rhs)
  	{ return v2d_generic<T>((T)(lhs / (double)rhs.x), (T)(lhs / (double)rhs.y)); }
  	template<class T> inline v2d_generic<T> operator / (const int& lhs, const v2d_generic<T>& rhs)
  	{ return v2d_generic<T>((T)(lhs / (int)rhs.x), (T)(lhs / (int)rhs.y)); }
  
  	// To stop dandistine crying...
  	template<class T, class U> inline bool operator < (const v2d_generic<T>& lhs, const v2d_generic<U>& rhs)
  	{ return lhs.y < rhs.y || (lhs.y == rhs.y && lhs.x < rhs.x); }
  	template<class T, class U> inline bool operator > (const v2d_generic<T>& lhs, const v2d_generic<U>& rhs)
  	{ return lhs.y > rhs.y || (lhs.y == rhs.y && lhs.x > rhs.x); }
  
  	typedef v2d_generic<int32_t> vi2d;
  	typedef v2d_generic<uint32_t> vu2d;
  	typedef v2d_generic<float> vf2d;
  	typedef v2d_generic<double> vd2d;
  #endif
  
  
  
  	
  
  
  	// O------------------------------------------------------------------------------O
  	// | olc::ResourcePack - A virtual scrambled filesystem to pack your assets into  |
  	// O------------------------------------------------------------------------------O
  	struct ResourceBuffer : public std::streambuf
  	{
  		ResourceBuffer(std::ifstream& ifs, uint32_t offset, uint32_t size);
  		std::vector<char> vMemory;
  	};
  
  	class ResourcePack : public std::streambuf
  	{
  	public:
  		ResourcePack();
  		~ResourcePack();
  		bool AddFile(const std::string& sFile);
  		bool LoadPack(const std::string& sFile, const std::string& sKey);
  		bool SavePack(const std::string& sFile, const std::string& sKey);
  		ResourceBuffer GetFileBuffer(const std::string& sFile);
  		bool Loaded();
  	private:
  		struct sResourceFile { uint32_t nSize; uint32_t nOffset; };
  		std::map<std::string, sResourceFile> mapFiles;
  		std::ifstream baseFile;
  		std::vector<char> scramble(const std::vector<char>& data, const std::string& key);
  		std::string makeposix(const std::string& path);
  	};
  
  
  	class ImageLoader
  	{
  	public:
  		ImageLoader() = default;
  		virtual ~ImageLoader() = default;
  		virtual olc::rcode LoadImageResource(olc::Sprite* spr, const std::string& sImageFile, olc::ResourcePack* pack) = 0;
  		virtual olc::rcode SaveImageResource(olc::Sprite* spr, const std::string& sImageFile) = 0;
  	};
  
  
  	// O------------------------------------------------------------------------------O
  	// | olc::Sprite - An image represented by a 2D array of olc::Pixel               |
  	// O------------------------------------------------------------------------------O
  	class Sprite
  	{
  	public:
  		Sprite();
  		Sprite(const std::string& sImageFile, olc::ResourcePack* pack = nullptr);
  		Sprite(int32_t w, int32_t h);
  		Sprite(const olc::Sprite&) = delete;
  		~Sprite();
  
  	public:
  		olc::rcode LoadFromFile(const std::string& sImageFile, olc::ResourcePack* pack = nullptr);
  
  	public:
  		int32_t width = 0;
  		int32_t height = 0;
  		enum Mode { NORMAL, PERIODIC, CLAMP };
  		enum Flip { NONE = 0, HORIZ = 1, VERT = 2 };
  
  	public:
  		void SetSampleMode(olc::Sprite::Mode mode = olc::Sprite::Mode::NORMAL);
  		Pixel GetPixel(int32_t x, int32_t y) const;
  		bool  SetPixel(int32_t x, int32_t y, Pixel p);
  		Pixel GetPixel(const olc::vi2d& a) const;
  		bool  SetPixel(const olc::vi2d& a, Pixel p);
  		Pixel Sample(float x, float y) const;
  		Pixel SampleBL(float u, float v) const;
  		Pixel* GetData();
  		olc::Sprite* Duplicate();
  		olc::Sprite* Duplicate(const olc::vi2d& vPos, const olc::vi2d& vSize);
  		std::vector<olc::Pixel> pColData;
  		Mode modeSample = Mode::NORMAL;
  
  		static std::unique_ptr<olc::ImageLoader> loader;
  	};
  
  	// O------------------------------------------------------------------------------O
  	// | olc::Decal - A GPU resident storage of an olc::Sprite                        |
  	// O------------------------------------------------------------------------------O
  	class Decal
  	{
  	public:
  		Decal(olc::Sprite* spr, bool filter = false, bool clamp = true);
  		Decal(const uint32_t nExistingTextureResource, olc::Sprite* spr);
  		virtual ~Decal();
  		void Update();
  		void UpdateSprite();
  
  	public: // But dont touch
  		int32_t id = -1;
  		olc::Sprite* sprite = nullptr;
  		olc::vf2d vUVScale = { 1.0f, 1.0f };
  	};
  
  	enum class DecalMode
  	{
  		NORMAL,
  		ADDITIVE,
  		MULTIPLICATIVE,
  		STENCIL,
  		ILLUMINATE,
  		WIREFRAME,
  		MODEL3D,
  	};
  
  	enum class DecalStructure
  	{
  		LINE,
  		FAN,
  		STRIP,
  		LIST
  	};
  
  	// O------------------------------------------------------------------------------O
  	// | olc::Renderable - Convenience class to keep a sprite and decal together      |
  	// O------------------------------------------------------------------------------O
  	class Renderable
  	{
  	public:
  		Renderable() = default;		
  		Renderable(Renderable&& r) : pSprite(std::move(r.pSprite)), pDecal(std::move(r.pDecal)) {}		
  		Renderable(const Renderable&) = delete;
  		olc::rcode Load(const std::string& sFile, ResourcePack* pack = nullptr, bool filter = false, bool clamp = true);
  		void Create(uint32_t width, uint32_t height, bool filter = false, bool clamp = true);
  		olc::Decal* Decal() const;
  		olc::Sprite* Sprite() const;
  
  	private:
  		std::unique_ptr<olc::Sprite> pSprite = nullptr;
  		std::unique_ptr<olc::Decal> pDecal = nullptr;
  	};
  
  
  	// O------------------------------------------------------------------------------O
  	// | Auxilliary components internal to engine                                     |
  	// O------------------------------------------------------------------------------O
  
  	struct DecalInstance
  	{
  		olc::Decal* decal = nullptr;
  		std::vector<olc::vf2d> pos;
  		std::vector<olc::vf2d> uv;
  		std::vector<float> w;
  		std::vector<olc::Pixel> tint;
  		olc::DecalMode mode = olc::DecalMode::NORMAL;
  		olc::DecalStructure structure = olc::DecalStructure::FAN;
  		uint32_t points = 0;
  	};
  
  	struct LayerDesc
  	{
  		olc::vf2d vOffset = { 0, 0 };
  		olc::vf2d vScale = { 1, 1 };
  		bool bShow = false;
  		bool bUpdate = false;
  		olc::Renderable pDrawTarget;
  		uint32_t nResID = 0;
  		std::vector<DecalInstance> vecDecalInstance;
  		olc::Pixel tint = olc::WHITE;
  		std::function<void()> funcHook = nullptr;
  	};
  
  	class Renderer
  	{
  	public:
  		virtual ~Renderer() = default;
  		virtual void       PrepareDevice() = 0;
  		virtual olc::rcode CreateDevice(std::vector<void*> params, bool bFullScreen, bool bVSYNC) = 0;
  		virtual olc::rcode DestroyDevice() = 0;
  		virtual void       DisplayFrame() = 0;
  		virtual void       PrepareDrawing() = 0;
  		virtual void	   SetDecalMode(const olc::DecalMode& mode) = 0;
  		virtual void       DrawLayerQuad(const olc::vf2d& offset, const olc::vf2d& scale, const olc::Pixel tint) = 0;
  		virtual void       DrawDecal(const olc::DecalInstance& decal) = 0;
  		virtual uint32_t   CreateTexture(const uint32_t width, const uint32_t height, const bool filtered = false, const bool clamp = true) = 0;
  		virtual void       UpdateTexture(uint32_t id, olc::Sprite* spr) = 0;
  		virtual void       ReadTexture(uint32_t id, olc::Sprite* spr) = 0;
  		virtual uint32_t   DeleteTexture(const uint32_t id) = 0;
  		virtual void       ApplyTexture(uint32_t id) = 0;
  		virtual void       UpdateViewport(const olc::vi2d& pos, const olc::vi2d& size) = 0;
  		virtual void       ClearBuffer(olc::Pixel p, bool bDepth) = 0;
  		static olc::PixelGameEngine* ptrPGE;
  	};
  
  	class Platform
  	{
  	public:
  		virtual ~Platform() = default;
  		virtual olc::rcode ApplicationStartUp() = 0;
  		virtual olc::rcode ApplicationCleanUp() = 0;
  		virtual olc::rcode ThreadStartUp() = 0;
  		virtual olc::rcode ThreadCleanUp() = 0;
  		virtual olc::rcode CreateGraphics(bool bFullScreen, bool bEnableVSYNC, const olc::vi2d& vViewPos, const olc::vi2d& vViewSize) = 0;
  		virtual olc::rcode CreateWindowPane(const olc::vi2d& vWindowPos, olc::vi2d& vWindowSize, bool bFullScreen) = 0;
  		virtual olc::rcode SetWindowTitle(const std::string& s) = 0;
  		virtual olc::rcode StartSystemEventLoop() = 0;
  		virtual olc::rcode HandleSystemEvent() = 0;
  		static olc::PixelGameEngine* ptrPGE;
  	};
  
  	class PGEX;
  
  	// The Static Twins (plus one)
  	static std::unique_ptr<Renderer> renderer;
  	static std::unique_ptr<Platform> platform;
  	static std::map<size_t, uint8_t> mapKeys;
  
  	// O------------------------------------------------------------------------------O
  	// | olc::PixelGameEngine - The main BASE class for your application              |
  	// O------------------------------------------------------------------------------O
  	class PixelGameEngine
  	{
  	public:
  		PixelGameEngine();
  		virtual ~PixelGameEngine();
  	public:
  		olc::rcode Construct(int32_t screen_w, int32_t screen_h, int32_t pixel_w, int32_t pixel_h,
  			bool full_screen = false, bool vsync = false, bool cohesion = false);
  		olc::rcode Start();
  
  	public: // User Override Interfaces
  		// Called once on application startup, use to load your resources
  		virtual bool OnUserCreate();
  		// Called every frame, and provides you with a time per frame value
  		virtual bool OnUserUpdate(float fElapsedTime);
  		// Called once on application termination, so you can be one clean coder
  		virtual bool OnUserDestroy();
  
  	public: // Hardware Interfaces
  		// Returns true if window is currently in focus
  		bool IsFocused() const;
  		// Get the state of a specific keyboard button
  		HWButton GetKey(Key k) const;
  		// Get the state of a specific mouse button
  		HWButton GetMouse(uint32_t b) const;
  		// Get Mouse X coordinate in "pixel" space
  		int32_t GetMouseX() const;
  		// Get Mouse Y coordinate in "pixel" space
  		int32_t GetMouseY() const;
  		// Get Mouse Wheel Delta
  		int32_t GetMouseWheel() const;
  		// Get the mouse in window space
  		const olc::vi2d& GetWindowMouse() const;
  		// Gets the mouse as a vector to keep Tarriest happy
  		const olc::vi2d& GetMousePos() const;
  
  		static const std::map<size_t, uint8_t>& GetKeyMap() { return mapKeys; }
  
  	public: // Utility
  		// Returns the width of the screen in "pixels"
  		int32_t ScreenWidth() const;
  		// Returns the height of the screen in "pixels"
  		int32_t ScreenHeight() const;
  		// Returns the width of the currently selected drawing target in "pixels"
  		int32_t GetDrawTargetWidth() const;
  		// Returns the height of the currently selected drawing target in "pixels"
  		int32_t GetDrawTargetHeight() const;
  		// Returns the currently active draw target
  		olc::Sprite* GetDrawTarget() const;
  		// Resize the primary screen sprite
  		void SetScreenSize(int w, int h);
  		// Specify which Sprite should be the target of drawing functions, use nullptr
  		// to specify the primary screen
  		void SetDrawTarget(Sprite* target);
  		// Gets the current Frames Per Second
  		uint32_t GetFPS() const;
  		// Gets last update of elapsed time
  		float GetElapsedTime() const;
  		// Gets Actual Window size
  		const olc::vi2d& GetWindowSize() const;
  		// Gets pixel scale
  		const olc::vi2d& GetPixelSize() const;
  		// Gets actual pixel scale
  		const olc::vi2d& GetScreenPixelSize() const;
  
  	public: // CONFIGURATION ROUTINES
  		// Layer targeting functions
  		void SetDrawTarget(uint8_t layer);
  		void EnableLayer(uint8_t layer, bool b);
  		void SetLayerOffset(uint8_t layer, const olc::vf2d& offset);
  		void SetLayerOffset(uint8_t layer, float x, float y);
  		void SetLayerScale(uint8_t layer, const olc::vf2d& scale);
  		void SetLayerScale(uint8_t layer, float x, float y);
  		void SetLayerTint(uint8_t layer, const olc::Pixel& tint);
  		void SetLayerCustomRenderFunction(uint8_t layer, std::function<void()> f);
  
  		std::vector<LayerDesc>& GetLayers();
  		uint32_t CreateLayer();
  
  		// Change the pixel mode for different optimisations
  		// olc::Pixel::NORMAL = No transparency
  		// olc::Pixel::MASK   = Transparent if alpha is < 255
  		// olc::Pixel::ALPHA  = Full transparency
  		void SetPixelMode(Pixel::Mode m);
  		Pixel::Mode GetPixelMode();
  		// Use a custom blend function
  		void SetPixelMode(std::function<olc::Pixel(const int x, const int y, const olc::Pixel& pSource, const olc::Pixel& pDest)> pixelMode);
  		// Change the blend factor from between 0.0f to 1.0f;
  		void SetPixelBlend(float fBlend);
  
  
  
  	public: // DRAWING ROUTINES
  		// Draws a single Pixel
  		virtual bool Draw(int32_t x, int32_t y, Pixel p = olc::WHITE);
  		bool Draw(const olc::vi2d& pos, Pixel p = olc::WHITE);
  		// Draws a line from (x1,y1) to (x2,y2)
  		void DrawLine(int32_t x1, int32_t y1, int32_t x2, int32_t y2, Pixel p = olc::WHITE, uint32_t pattern = 0xFFFFFFFF);
  		void DrawLine(const olc::vi2d& pos1, const olc::vi2d& pos2, Pixel p = olc::WHITE, uint32_t pattern = 0xFFFFFFFF);
  		// Draws a circle located at (x,y) with radius
  		void DrawCircle(int32_t x, int32_t y, int32_t radius, Pixel p = olc::WHITE, uint8_t mask = 0xFF);
  		void DrawCircle(const olc::vi2d& pos, int32_t radius, Pixel p = olc::WHITE, uint8_t mask = 0xFF);
  		// Fills a circle located at (x,y) with radius
  		void FillCircle(int32_t x, int32_t y, int32_t radius, Pixel p = olc::WHITE);
  		void FillCircle(const olc::vi2d& pos, int32_t radius, Pixel p = olc::WHITE);
  		// Draws a rectangle at (x,y) to (x+w,y+h)
  		void DrawRect(int32_t x, int32_t y, int32_t w, int32_t h, Pixel p = olc::WHITE);
  		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 location (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 single line of text - traditional monospaced
  		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);
  		olc::vi2d GetTextSize(const std::string& s);
  		// Draws a single line of text - non-monospaced
  		void DrawStringProp(int32_t x, int32_t y, const std::string& sText, Pixel col = olc::WHITE, uint32_t scale = 1);
  		void DrawStringProp(const olc::vi2d& pos, const std::string& sText, Pixel col = olc::WHITE, uint32_t scale = 1);
  		olc::vi2d GetTextSizeProp(const std::string& s);
  
  		// Decal Quad functions
  		void SetDecalMode(const olc::DecalMode& mode);
  		void SetDecalStructure(const olc::DecalStructure& structure);
  		// 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 DrawPartialDecal(const olc::vf2d& pos, const olc::vf2d& size, olc::Decal* decal, const olc::vf2d& source_pos, const olc::vf2d& source_size, const olc::Pixel& tint = olc::WHITE);
  		// Draws fully user controlled 4 vertices, pos(pixels), uv(pixels), colours
  		void DrawExplicitDecal(olc::Decal* decal, const olc::vf2d* pos, const olc::vf2d* uv, const olc::Pixel* col, uint32_t elements = 4);
  		// Draws a decal with 4 arbitrary points, warping the texture to look "correct"
  		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);
  		// As above, but you can specify a region of a decal source sprite
  		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 decal rotated to specified angle, wit point of rotation offset
  		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 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);
  		// Draws a multiline string as a decal, with tiniting and scaling
  		void DrawStringDecal(const olc::vf2d& pos, const std::string& sText, const Pixel col = olc::WHITE, const olc::vf2d& scale = { 1.0f, 1.0f });
  		void DrawStringPropDecal(const olc::vf2d& pos, const std::string& sText, const Pixel col = olc::WHITE, const olc::vf2d& scale = { 1.0f, 1.0f });
  		// Draws a single shaded filled rectangle as a decal
  		void FillRectDecal(const olc::vf2d& pos, const olc::vf2d& size, const olc::Pixel col = olc::WHITE);
  		// Draws a corner shaded rectangle as a decal
  		void GradientFillRectDecal(const olc::vf2d& pos, const olc::vf2d& size, const olc::Pixel colTL, const olc::Pixel colBL, const olc::Pixel colBR, const olc::Pixel colTR);
  		// Draws an arbitrary convex textured polygon using GPU
  		void DrawPolygonDecal(olc::Decal* decal, const std::vector<olc::vf2d>& pos, const std::vector<olc::vf2d>& uv, const olc::Pixel tint = olc::WHITE);
  		void DrawPolygonDecal(olc::Decal* decal, const std::vector<olc::vf2d>& pos, const std::vector<float>& depth, const std::vector<olc::vf2d>& uv, const olc::Pixel tint = olc::WHITE);
  		void DrawPolygonDecal(olc::Decal* decal, const std::vector<olc::vf2d>& pos, const std::vector<olc::vf2d>& uv, const std::vector<olc::Pixel>& tint);
  
  		// Draws a line in Decal Space
  		void DrawLineDecal(const olc::vf2d& pos1, const olc::vf2d& pos2, Pixel p = olc::WHITE);
  		void DrawRotatedStringDecal(const olc::vf2d& pos, const std::string& sText, const float fAngle, const olc::vf2d& center = { 0.0f, 0.0f }, const olc::Pixel col = olc::WHITE, const olc::vf2d& scale = { 1.0f, 1.0f });
  		void DrawRotatedStringPropDecal(const olc::vf2d& pos, const std::string& sText, const float fAngle, const olc::vf2d& center = { 0.0f, 0.0f }, const olc::Pixel col = olc::WHITE, const olc::vf2d& scale = { 1.0f, 1.0f });
  		// Clears entire draw target to Pixel
  		void Clear(Pixel p);
  		// Clears the rendering back buffer
  		void ClearBuffer(Pixel p, bool bDepth = true);
  		// Returns the font image
  		olc::Sprite* GetFontSprite();
  
  		// Clip a line segment to visible area
  		bool ClipLineToScreen(olc::vi2d& in_p1, olc::vi2d& in_p2);
  
  		// Experimental Lightweight 3D Routines ================
  #ifdef OLC_ENABLE_EXPERIMENTAL
  		// Set Manual View Matrix
  		void LW3D_View(const std::array<float, 16>& m);
  		// Set Manual World Matrix
  		void LW3D_World(const std::array<float, 16>& m);
  		// Set Manual Projection Matrix
  		void LW3D_Projection(const std::array<float, 16>& m);
  		
  		// Draws a vector of vertices, interprted as individual triangles
  		void LW3D_DrawTriangles(olc::Decal* decal, const std::vector<std::array<float,3>>& pos, const std::vector<olc::vf2d>& tex, const std::vector<olc::Pixel>& col);
  
  		void LW3D_ModelTranslate(const float x, const float y, const float z);
  		
  		// Camera convenience functions
  		void LW3D_SetCameraAtTarget(const float fEyeX, const float fEyeY, const float fEyeZ,
  			const float fTargetX, const float fTargetY, const float fTargetZ,
  			const float fUpX = 0.0f, const float fUpY = 1.0f, const float fUpZ = 0.0f);
  		void LW3D_SetCameraAlongDirection(const float fEyeX, const float fEyeY, const float fEyeZ,
  			const float fDirX, const float fDirY, const float fDirZ,
  			const float fUpX = 0.0f, const float fUpY = 1.0f, const float fUpZ = 0.0f);
  
  		// 3D Rendering Flags
  		void LW3D_EnableDepthTest(const bool bEnableDepth);
  		void LW3D_EnableBackfaceCulling(const bool bEnableCull);
  #endif
  	public: // Branding
  		std::string sAppName;
  
  	private: // Inner mysterious workings
  		olc::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   vScreenPixelSize = { 4, 4 };
  		olc::vi2d	vMousePos = { 0, 0 };
  		int32_t		nMouseWheelDelta = 0;
  		olc::vi2d	vMousePosCache = { 0, 0 };
  		olc::vi2d   vMouseWindowPos = { 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;
  		float		fLastElapsed = 0.0f;
  		int			nFrameCount = 0;
  		Sprite*     fontSprite = nullptr;
  		Decal*      fontDecal = nullptr;
  		std::vector<LayerDesc> vLayers;
  		uint8_t		nTargetLayer = 0;
  		uint32_t	nLastFPS = 0;
  		bool        bPixelCohesion = false;
  		DecalMode   nDecalMode = DecalMode::NORMAL;
  		DecalStructure nDecalStructure = DecalStructure::FAN;
  		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;
  		std::vector<olc::vi2d> vFontSpacing;
  
  		// 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();
  
  
  		// 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();
  		void olc_Reanimate();
  		bool olc_IsRunning();
  
  		// At the very end of this file, chooses which
  		// components to compile
  		virtual void olc_ConfigureSystem();
  
  		// 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 };
  
  	public: // PGEX Stuff
  		friend class PGEX;
  		void pgex_Register(olc::PGEX* pgex);
  
  	private:
  		std::vector<olc::PGEX*> vExtensions;
  	};
  
  
  
  	// O------------------------------------------------------------------------------O
  	// | PGE EXTENSION BASE CLASS - Permits access to PGE functions from extension    |
  	// O------------------------------------------------------------------------------O
  	class PGEX
  	{
  		friend class olc::PixelGameEngine;
  	public:
  		PGEX(bool bHook = false);
  
  	protected:
  		virtual void OnBeforeUserCreate();
  		virtual void OnAfterUserCreate();
  		virtual bool OnBeforeUserUpdate(float &fElapsedTime);
  		virtual void OnAfterUserUpdate(float fElapsedTime);
  
  	protected:
  		static PixelGameEngine* pge;
  	};
  }
  
  #pragma endregion
  
  #endif // OLC_PGE_DEF
  
  
  // 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
  #pragma region pge_implementation
  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  Pixel::operator * (const float i) const
  	{
  		float fR = std::min(255.0f, std::max(0.0f, float(r) * i));
  		float fG = std::min(255.0f, std::max(0.0f, float(g) * i));
  		float fB = std::min(255.0f, std::max(0.0f, float(b) * i));
  		return Pixel(uint8_t(fR), uint8_t(fG), uint8_t(fB), a);
  	}
  
  	Pixel  Pixel::operator / (const float i) const
  	{
  		float fR = std::min(255.0f, std::max(0.0f, float(r) / i));
  		float fG = std::min(255.0f, std::max(0.0f, float(g) / i));
  		float fB = std::min(255.0f, std::max(0.0f, float(b) / i));
  		return Pixel(uint8_t(fR), uint8_t(fG), uint8_t(fB), a);
  	}
  
  	Pixel& Pixel::operator *=(const float i)
  	{
  		this->r = uint8_t(std::min(255.0f, std::max(0.0f, float(r) * i)));
  		this->g = uint8_t(std::min(255.0f, std::max(0.0f, float(g) * i)));
  		this->b = uint8_t(std::min(255.0f, std::max(0.0f, float(b) * i)));
  		return *this;
  	}
  
  	Pixel& Pixel::operator /=(const float i)
  	{
  		this->r = uint8_t(std::min(255.0f, std::max(0.0f, float(r) / i)));
  		this->g = uint8_t(std::min(255.0f, std::max(0.0f, float(g) / i)));
  		this->b = uint8_t(std::min(255.0f, std::max(0.0f, float(b) / i)));
  		return *this;
  	}
  
  	Pixel  Pixel::operator + (const Pixel& p) const
  	{
  		uint8_t nR = uint8_t(std::min(255, std::max(0, int(r) + int(p.r))));
  		uint8_t nG = uint8_t(std::min(255, std::max(0, int(g) + int(p.g))));
  		uint8_t nB = uint8_t(std::min(255, std::max(0, int(b) + int(p.b))));
  		return Pixel(nR, nG, nB, a);
  	}
  
  	Pixel  Pixel::operator - (const Pixel& p) const
  	{
  		uint8_t nR = uint8_t(std::min(255, std::max(0, int(r) - int(p.r))));
  		uint8_t nG = uint8_t(std::min(255, std::max(0, int(g) - int(p.g))));
  		uint8_t nB = uint8_t(std::min(255, std::max(0, int(b) - int(p.b))));
  		return Pixel(nR, nG, nB, a);
  	}
  
  	Pixel& Pixel::operator += (const Pixel& p)
  	{
  		this->r = uint8_t(std::min(255, std::max(0, int(r) + int(p.r))));
  		this->g = uint8_t(std::min(255, std::max(0, int(g) + int(p.g))));
  		this->b = uint8_t(std::min(255, std::max(0, int(b) + int(p.b))));
  		return *this;
  	}
  
  	Pixel& Pixel::operator -= (const Pixel& p) // Thanks Au Lit
  	{
  		this->r = uint8_t(std::min(255, std::max(0, int(r) - int(p.r))));
  		this->g = uint8_t(std::min(255, std::max(0, int(g) - int(p.g))));
  		this->b = uint8_t(std::min(255, std::max(0, int(b) - int(p.b))));
  		return *this;
  	}
  
  	Pixel Pixel::inv() const
  	{
  		uint8_t nR = uint8_t(std::min(255, std::max(0, 255 - int(r))));
  		uint8_t nG = uint8_t(std::min(255, std::max(0, 255 - int(g))));
  		uint8_t nB = uint8_t(std::min(255, std::max(0, 255 - int(b))));
  		return Pixel(nR, nG, nB, a);
  	}
  
  	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)); }
  
  	Pixel PixelLerp(const olc::Pixel& p1, const olc::Pixel& p2, float t)
  	{ return (p2 * t) + p1 * (1.0f - t); }
  
  	// O------------------------------------------------------------------------------O
  	// | olc::Sprite IMPLEMENTATION                                                   |
  	// O------------------------------------------------------------------------------O
  	Sprite::Sprite()
  	{ width = 0; height = 0; }
  
  	Sprite::Sprite(const std::string& sImageFile, olc::ResourcePack* pack)
  	{ LoadFromFile(sImageFile, pack); }
  
  	Sprite::Sprite(int32_t w, int32_t h)
  	{		
  		width = w;		height = h;
  		pColData.resize(width * height);
  		pColData.resize(width * height, nDefaultPixel);
  	}
  
  	Sprite::~Sprite()
  	{ pColData.clear();	}
  
  	void Sprite::SetSampleMode(olc::Sprite::Mode mode)
  	{ modeSample = mode; }
  
  	Pixel Sprite::GetPixel(const olc::vi2d& a) const
  	{ 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) const
  	{
  		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
  		{
  			if (modeSample == olc::Sprite::Mode::PERIODIC)
  				return pColData[abs(y % height) * width + abs(x % width)];
  			else
  				return pColData[std::max(0, std::min(y, height-1)) * width + std::max(0, std::min(x, width-1))];
  		}
  	}
  
  	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) const
  	{
  		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) const
  	{
  		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.data(); }
  
  
  	olc::rcode Sprite::LoadFromFile(const std::string& sImageFile, olc::ResourcePack* pack)
  	{
  		UNUSED(pack);
  		return loader->LoadImageResource(this, sImageFile, pack);
  	}
  
  	olc::Sprite* Sprite::Duplicate()
  	{
  		olc::Sprite* spr = new olc::Sprite(width, height);
  		std::memcpy(spr->GetData(), GetData(), width * height * sizeof(olc::Pixel));
  		spr->modeSample = modeSample;
  		return spr;
  	}
  
  	olc::Sprite* Sprite::Duplicate(const olc::vi2d& vPos, const olc::vi2d& vSize)
  	{
  		olc::Sprite* spr = new olc::Sprite(vSize.x, vSize.y);
  		for (int y = 0; y < vSize.y; y++)
  			for (int x = 0; x < vSize.x; x++)
  				spr->SetPixel(x, y, GetPixel(vPos.x + x, vPos.y + y));
  		return spr;
  	}
  
  	// O------------------------------------------------------------------------------O
  	// | olc::Decal IMPLEMENTATION                                                    |
  	// O------------------------------------------------------------------------------O
  	Decal::Decal(olc::Sprite* spr, bool filter, bool clamp)
  	{
  		id = -1;
  		if (spr == nullptr) return;
  		sprite = spr;
  		id = renderer->CreateTexture(sprite->width, sprite->height, filter, clamp);
  		Update();
  	}
  
  	Decal::Decal(const uint32_t nExistingTextureResource, olc::Sprite* spr)
  	{
  		if (spr == nullptr) return;
  		id = nExistingTextureResource;
  	}
  
  	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);
  	}
  
  	void Decal::UpdateSprite()
  	{
  		if (sprite == nullptr) return;
  		renderer->ApplyTexture(id);
  		renderer->ReadTexture(id, sprite);
  	}
  
  	Decal::~Decal()
  	{
  		if (id != -1)
  		{
  			renderer->DeleteTexture(id);
  			id = -1;
  		}
  	}
  
  	void Renderable::Create(uint32_t width, uint32_t height, bool filter, bool clamp)
  	{
  		pSprite = std::make_unique<olc::Sprite>(width, height);
  		pDecal = std::make_unique<olc::Decal>(pSprite.get(), filter, clamp);
  	}
  
  	olc::rcode Renderable::Load(const std::string& sFile, ResourcePack* pack, bool filter, bool clamp)
  	{
  		pSprite = std::make_unique<olc::Sprite>();
  		if (pSprite->LoadFromFile(sFile, pack) == olc::rcode::OK)
  		{
  			pDecal = std::make_unique<olc::Decal>(pSprite.get(), filter, clamp);
  			return olc::rcode::OK;
  		}
  		else
  		{
  			pSprite.release();
  			pSprite = nullptr;
  			return olc::rcode::NO_FILE;
  		}
  	}
  
  	olc::Decal* Renderable::Decal() const
  	{ return pDecal.get(); }
  
  	olc::Sprite* Renderable::Sprite() const
  	{ return pSprite.get(); }
  
  	// 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, bool cohesion)
  	{
  		bPixelCohesion = cohesion;
  		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 };
  		vInvScreenSize = { 1.0f / float(w), 1.0f / float(h) };
  		for (auto& layer : vLayers)
  		{
  			layer.pDrawTarget.Create(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.Sprite();
  		}
  	}
  
  	void PixelGameEngine::SetDrawTarget(uint8_t layer)
  	{
  		if (layer < vLayers.size())
  		{
  			pDrawTarget = vLayers[layer].pDrawTarget.Sprite();
  			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.Create(vScreenSize.x, vScreenSize.y);
  		vLayers.push_back(std::move(ld));
  		return uint32_t(vLayers.size()) - 1;
  	}
  
  	Sprite* PixelGameEngine::GetDrawTarget() const
  	{ return pDrawTarget; }
  
  	int32_t PixelGameEngine::GetDrawTargetWidth() const
  	{
  		if (pDrawTarget)
  			return pDrawTarget->width;
  		else
  			return 0;
  	}
  
  	int32_t PixelGameEngine::GetDrawTargetHeight() const
  	{
  		if (pDrawTarget)
  			return pDrawTarget->height;
  		else
  			return 0;
  	}
  
  	uint32_t PixelGameEngine::GetFPS() const
  	{ return nLastFPS; }
  
  	bool PixelGameEngine::IsFocused() const
  	{ return bHasInputFocus; }
  
  	HWButton PixelGameEngine::GetKey(Key k) const
  	{ return pKeyboardState[k];	}
  
  	HWButton PixelGameEngine::GetMouse(uint32_t b) const
  	{ return pMouseState[b]; }
  
  	int32_t PixelGameEngine::GetMouseX() const
  	{ return vMousePos.x; }
  
  	int32_t PixelGameEngine::GetMouseY() const
  	{ return vMousePos.y; }
  
  	const olc::vi2d& PixelGameEngine::GetMousePos() const
  	{ return vMousePos; }
  
  	int32_t PixelGameEngine::GetMouseWheel() const
  	{ return nMouseWheelDelta; }
  
  	int32_t PixelGameEngine::ScreenWidth() const
  	{ return vScreenSize.x; }
  
  	int32_t PixelGameEngine::ScreenHeight() const
  	{ return vScreenSize.y; }
  
  	float PixelGameEngine::GetElapsedTime() const
  	{ return fLastElapsed; }
  
  	const olc::vi2d& PixelGameEngine::GetWindowSize() const
  	{ return vWindowSize; }
  
  	const olc::vi2d& PixelGameEngine::GetPixelSize() const
  	{ return vPixelSize; }
  
  	const olc::vi2d& PixelGameEngine::GetScreenPixelSize() const
  	{ return vScreenPixelSize; }
  
  	const olc::vi2d& PixelGameEngine::GetWindowMouse() const
  	{ return vMouseWindowPos; }
  
  	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::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; };
  
  		olc::vi2d p1(x1, y1), p2(x2, y2);
  		//if (!ClipLineToScreen(p1, p2))
  		//	return;
  		x1 = p1.x; y1 = p1.y;
  		x2 = p2.x; y2 = p2.y;
  
  		// 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)
  	{ // Thanks to IanM-Matrix1 #PR121
  		if (radius < 0 || x < -radius || y < -radius || x - GetDrawTargetWidth() > radius || y - GetDrawTargetHeight() > radius)
  			return;
  
  		if (radius > 0)
  		{
  			int x0 = 0;
  			int y0 = radius;
  			int d = 3 - 2 * radius;
  
  			while (y0 >= x0) // only formulate 1/8 of circle
  			{
  				// Draw even octants
  				if (mask & 0x01) Draw(x + x0, y - y0, p);// Q6 - upper right right
  				if (mask & 0x04) Draw(x + y0, y + x0, p);// Q4 - lower lower right
  				if (mask & 0x10) Draw(x - x0, y + y0, p);// Q2 - lower left left
  				if (mask & 0x40) Draw(x - y0, y - x0, p);// Q0 - upper upper left
  				if (x0 != 0 && x0 != y0)
  				{
  					if (mask & 0x02) Draw(x + y0, y - x0, p);// Q7 - upper upper right
  					if (mask & 0x08) Draw(x + x0, y + y0, p);// Q5 - lower right right
  					if (mask & 0x20) Draw(x - y0, y + x0, p);// Q3 - lower lower left
  					if (mask & 0x80) Draw(x - x0, y - y0, p);// Q1 - upper left left
  				}
  
  				if (d < 0)
  					d += 4 * x0++ + 6;
  				else
  					d += 4 * (x0++ - y0--) + 10;
  			}
  		}
  		else
  			Draw(x, y, p);
  	}
  
  	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)
  	{ // Thanks to IanM-Matrix1 #PR121
  		if (radius < 0 || x < -radius || y < -radius || x - GetDrawTargetWidth() > radius || y - GetDrawTargetHeight() > radius)
  			return;
  
  		if (radius > 0)
  		{
  			int x0 = 0;
  			int y0 = radius;
  			int d = 3 - 2 * radius;
  
  			auto drawline = [&](int sx, int ex, int y)
  			{
  				for (int x = sx; x <= ex; x++)
  					Draw(x, y, p);
  			};
  
  			while (y0 >= x0)
  			{
  				drawline(x - y0, x + y0, y - x0);
  				if (x0 > 0)	drawline(x - y0, x + y0, y + x0);
  
  				if (d < 0)
  					d += 4 * x0++ + 6;
  				else
  				{
  					if (x0 != y0)
  					{
  						drawline(x - x0, x + x0, y - y0);
  						drawline(x - x0, x + x0, y + y0);
  					}
  					d += 4 * (x0++ - y0--) + 10;
  				}
  			}
  		}
  		else
  			Draw(x, y, p);
  	}
  
  	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);	}
  
  	olc::Sprite* PixelGameEngine::GetFontSprite()
  	{ return fontSprite; }
  
  	bool PixelGameEngine::ClipLineToScreen(olc::vi2d& in_p1, olc::vi2d& in_p2)
  	{
  		// https://en.wikipedia.org/wiki/Cohen%E2%80%93Sutherland_algorithm
  		static constexpr int SEG_I = 0b0000, SEG_L = 0b0001, SEG_R = 0b0010, SEG_B = 0b0100, SEG_T = 0b1000;
  		auto Segment = [&vScreenSize = vScreenSize](const olc::vi2d& v)
  		{
  			int i = SEG_I;
  			if (v.x < 0) i |= SEG_L; else if (v.x > vScreenSize.x) i |= SEG_R;
  			if (v.y < 0) i |= SEG_B; else if (v.y > vScreenSize.y) i |= SEG_T;
  			return i;
  		};
  
  		int s1 = Segment(in_p1), s2 = Segment(in_p2);
  
  		while (true)
  		{
  			if (!(s1 | s2))	  return true;
  			else if (s1 & s2) return false;
  			else
  			{
  				int s3 = s2 > s1 ? s2 : s1;
  				olc::vi2d n;
  				if (s3 & SEG_T) { n.x = in_p1.x + (in_p2.x - in_p1.x) * (vScreenSize.y - in_p1.y) / (in_p2.y - in_p1.y); n.y = vScreenSize.y; }
  				else if (s3 & SEG_B) { n.x = in_p1.x + (in_p2.x - in_p1.x) * (0 - in_p1.y) / (in_p2.y - in_p1.y); n.y = 0; }
  				else if (s3 & SEG_R) { n.x = vScreenSize.x; n.y = in_p1.y + (in_p2.y - in_p1.y) * (vScreenSize.x - in_p1.x) / (in_p2.x - in_p1.x); }
  				else if (s3 & SEG_L) { n.x = 0; n.y = in_p1.y + (in_p2.y - in_p1.y) * (0 - in_p1.x) / (in_p2.x - in_p1.x); }
  				if (s3 == s1) { in_p1 = n; s1 = Segment(in_p1); }
  				else { in_p2 = n; s2 = Segment(in_p2); }
  			}
  		}
  		return true;
  	}
  
  
  	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::SetDecalMode(const olc::DecalMode& mode)
  	{ nDecalMode = mode; }
  
  	void PixelGameEngine::SetDecalStructure(const olc::DecalStructure& structure)
  	{ nDecalStructure = structure; }
  
  	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)
  		};
  
  		
  		olc::vf2d vScreenSpaceDim =
  		{
  			  ((pos.x + source_size.x * scale.x) * vInvScreenSize.x) * 2.0f - 1.0f,
  			-(((pos.y + source_size.y * scale.y) * vInvScreenSize.y) * 2.0f - 1.0f)
  		};
  
  		olc::vf2d vWindow = olc::vf2d(vViewSize);
  		olc::vf2d vQuantisedPos = ((vScreenSpacePos * vWindow) + olc::vf2d(0.5f, 0.5f)).floor() / vWindow;
  		olc::vf2d vQuantisedDim = ((vScreenSpaceDim * vWindow) + olc::vf2d(0.5f, -0.5f)).ceil() / vWindow;
  
  		DecalInstance di;
  		di.points = 4;
  		di.decal = decal;
  		di.tint = { tint, tint, tint, tint };
  		di.pos = { { vQuantisedPos.x, vQuantisedPos.y }, { vQuantisedPos.x, vQuantisedDim.y }, { vQuantisedDim.x, vQuantisedDim.y }, { vQuantisedDim.x, vQuantisedPos.y } };
  		olc::vf2d uvtl = (source_pos + olc::vf2d(0.0001f, 0.0001f)) * decal->vUVScale;
  		olc::vf2d uvbr = (source_pos + source_size - olc::vf2d(0.0001f, 0.0001f)) * decal->vUVScale;
  		di.uv = { { uvtl.x, uvtl.y }, { uvtl.x, uvbr.y }, { uvbr.x, uvbr.y }, { uvbr.x, uvtl.y } };
  		di.w = { 1,1,1,1 };
  		di.mode = nDecalMode;
  		di.structure = nDecalStructure;
  		vLayers[nTargetLayer].vecDecalInstance.push_back(di);
  	}
  
  	void PixelGameEngine::DrawPartialDecal(const olc::vf2d& pos, const olc::vf2d& size, olc::Decal* decal, const olc::vf2d& source_pos, const olc::vf2d& source_size, 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 * size.x * vInvScreenSize.x),
  			vScreenSpacePos.y - (2.0f * size.y * vInvScreenSize.y)
  		};
  
  		DecalInstance di;
  		di.points = 4;
  		di.decal = decal;
  		di.tint = { tint, tint, tint, tint };
  		di.pos = { { vScreenSpacePos.x, vScreenSpacePos.y }, { vScreenSpacePos.x, vScreenSpaceDim.y }, { vScreenSpaceDim.x, vScreenSpaceDim.y }, { vScreenSpaceDim.x, vScreenSpacePos.y } };
  		olc::vf2d uvtl = (source_pos) * decal->vUVScale;
  		olc::vf2d uvbr = uvtl + ((source_size) * decal->vUVScale);
  		di.uv = { { uvtl.x, uvtl.y }, { uvtl.x, uvbr.y }, { uvbr.x, uvbr.y }, { uvbr.x, uvtl.y } };
  		di.w = { 1,1,1,1 };
  		di.mode = nDecalMode;
  		di.structure = nDecalStructure;
  		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.points = 4;
  		di.tint = { tint, tint, tint, tint };
  		di.pos = { { vScreenSpacePos.x, vScreenSpacePos.y }, { vScreenSpacePos.x, vScreenSpaceDim.y }, { vScreenSpaceDim.x, vScreenSpaceDim.y }, { vScreenSpaceDim.x, vScreenSpacePos.y } };
  		di.uv = { { 0.0f, 0.0f}, {0.0f, 1.0f}, {1.0f, 1.0f}, {1.0f, 0.0f} };
  		di.w = { 1, 1, 1, 1 };
  		di.mode = nDecalMode;
  		di.structure = nDecalStructure;
  		vLayers[nTargetLayer].vecDecalInstance.push_back(di);
  	}
  
  	void PixelGameEngine::DrawExplicitDecal(olc::Decal* decal, const olc::vf2d* pos, const olc::vf2d* uv, const olc::Pixel* col, uint32_t elements)
  	{
  		DecalInstance di;
  		di.decal = decal;
  		di.pos.resize(elements);
  		di.uv.resize(elements);
  		di.w.resize(elements);
  		di.tint.resize(elements);
  		di.points = elements;
  		for (uint32_t i = 0; i < elements; i++)
  		{
  			di.pos[i] = { (pos[i].x * vInvScreenSize.x) * 2.0f - 1.0f, ((pos[i].y * vInvScreenSize.y) * 2.0f - 1.0f) * -1.0f };
  			di.uv[i] = uv[i];
  			di.tint[i] = col[i];
  			di.w[i] = 1.0f;
  		}
  		di.mode = nDecalMode;
  		di.structure = nDecalStructure;
  		vLayers[nTargetLayer].vecDecalInstance.push_back(di);
  	}
  
  	void PixelGameEngine::DrawPolygonDecal(olc::Decal* decal, const std::vector<olc::vf2d>& pos, const std::vector<olc::vf2d>& uv, const olc::Pixel tint)
  	{
  		DecalInstance di;
  		di.decal = decal;
  		di.points = uint32_t(pos.size());
  		di.pos.resize(di.points);
  		di.uv.resize(di.points);
  		di.w.resize(di.points);
  		di.tint.resize(di.points);
  		for (uint32_t i = 0; i < di.points; i++)
  		{
  			di.pos[i] = { (pos[i].x * vInvScreenSize.x) * 2.0f - 1.0f, ((pos[i].y * vInvScreenSize.y) * 2.0f - 1.0f) * -1.0f };
  			di.uv[i] = uv[i];
  			di.tint[i] = tint;
  			di.w[i] = 1.0f;
  		}
  		di.mode = nDecalMode;
  		di.structure = nDecalStructure;
  		vLayers[nTargetLayer].vecDecalInstance.push_back(di);
  	}
  
  	void PixelGameEngine::DrawPolygonDecal(olc::Decal* decal, const std::vector<olc::vf2d>& pos, const std::vector<olc::vf2d>& uv, const std::vector<olc::Pixel> &tint)
  	{
  		DecalInstance di;
  		di.decal = decal;
  		di.points = uint32_t(pos.size());
  		di.pos.resize(di.points);
  		di.uv.resize(di.points);
  		di.w.resize(di.points);
  		di.tint.resize(di.points);
  		for (uint32_t i = 0; i < di.points; i++)
  		{
  			di.pos[i] = { (pos[i].x * vInvScreenSize.x) * 2.0f - 1.0f, ((pos[i].y * vInvScreenSize.y) * 2.0f - 1.0f) * -1.0f };
  			di.uv[i] = uv[i];
  			di.tint[i] = tint[i];
  			di.w[i] = 1.0f;
  		}
  		di.mode = nDecalMode;
  		di.structure = nDecalStructure;
  		vLayers[nTargetLayer].vecDecalInstance.push_back(di);
  	}
  
  	void PixelGameEngine::DrawPolygonDecal(olc::Decal* decal, const std::vector<olc::vf2d>& pos, const std::vector<float>& depth, const std::vector<olc::vf2d>& uv, const olc::Pixel tint)
  	{
  		DecalInstance di;
  		di.decal = decal;
  		di.points = uint32_t(pos.size());
  		di.pos.resize(di.points);
  		di.uv.resize(di.points);
  		di.w.resize(di.points);
  		di.tint.resize(di.points);
  		for (uint32_t i = 0; i < di.points; i++)
  		{
  			di.pos[i] = { (pos[i].x * vInvScreenSize.x) * 2.0f - 1.0f, ((pos[i].y * vInvScreenSize.y) * 2.0f - 1.0f) * -1.0f };
  			di.uv[i] = uv[i];
  			di.tint[i] = tint;
  			di.w[i] = 1.0f;
  		}
  		di.mode = nDecalMode;
  		di.structure = nDecalStructure;
  		vLayers[nTargetLayer].vecDecalInstance.push_back(di);
  	}
  
  #ifdef OLC_ENABLE_EXPERIMENTAL
  	// Lightweight 3D
  	void PixelGameEngine::LW3D_DrawTriangles(olc::Decal* decal, const std::vector<std::array<float, 3>>& pos, const std::vector<olc::vf2d>& tex, const std::vector<olc::Pixel>& col)
  	{
  		DecalInstance di;
  		di.decal = decal;
  		di.points = uint32_t(pos.size());
  		di.pos.resize(di.points);
  		di.uv.resize(di.points);
  		di.w.resize(di.points);
  		di.tint.resize(di.points);
  		for (uint32_t i = 0; i < di.points; i++)
  		{
  			di.pos[i] = { pos[i][0], pos[i][1] };
  			di.w[i] = pos[i][2];
  			di.uv[i] = tex[i];
  			di.tint[i] = col[i];			
  		}
  		di.mode = DecalMode::MODEL3D;
  		vLayers[nTargetLayer].vecDecalInstance.push_back(di);
  	}
  #endif
  
  	void PixelGameEngine::DrawLineDecal(const olc::vf2d& pos1, const olc::vf2d& pos2, Pixel p)
  	{
  		DecalInstance di;
  		di.decal = nullptr;
  		di.points = uint32_t(2);
  		di.pos.resize(di.points);
  		di.uv.resize(di.points);
  		di.w.resize(di.points);
  		di.tint.resize(di.points);
  		di.pos[0] = { (pos1.x * vInvScreenSize.x) * 2.0f - 1.0f, ((pos1.y * vInvScreenSize.y) * 2.0f - 1.0f) * -1.0f };
  		di.uv[0] = { 0.0f, 0.0f };
  		di.tint[0] = p;
  		di.w[0] = 1.0f;
  		di.pos[1] = { (pos2.x * vInvScreenSize.x) * 2.0f - 1.0f, ((pos2.y * vInvScreenSize.y) * 2.0f - 1.0f) * -1.0f };
  		di.uv[1] = { 0.0f, 0.0f };
  		di.tint[1] = p;
  		di.w[1] = 1.0f;
  		di.mode = olc::DecalMode::WIREFRAME;
  		vLayers[nTargetLayer].vecDecalInstance.push_back(di);
  	}
  
  	void PixelGameEngine::FillRectDecal(const olc::vf2d& pos, const olc::vf2d& size, const olc::Pixel col)
  	{
  		olc::vf2d vNewSize = (size - olc::vf2d(0.375f, 0.375f)).ceil();
  		std::array<olc::vf2d, 4> points = { { {pos}, {pos.x, pos.y + vNewSize.y}, {pos + vNewSize}, {pos.x + vNewSize.x, pos.y} } };
  		std::array<olc::vf2d, 4> uvs = { {{0,0},{0,0},{0,0},{0,0}} };
  		std::array<olc::Pixel, 4> cols = { {col, col, col, col} };
  		DrawExplicitDecal(nullptr, points.data(), uvs.data(), cols.data(), 4);
  	}
  
  	void PixelGameEngine::GradientFillRectDecal(const olc::vf2d& pos, const olc::vf2d& size, const olc::Pixel colTL, const olc::Pixel colBL, const olc::Pixel colBR, const olc::Pixel colTR)
  	{
  		std::array<olc::vf2d, 4> points = { { {pos}, {pos.x, pos.y + size.y}, {pos + size}, {pos.x + size.x, pos.y} } };
  		std::array<olc::vf2d, 4> uvs = { {{0,0},{0,0},{0,0},{0,0}} };
  		std::array<olc::Pixel, 4> cols = { {colTL, colBL, colBR, colTR} };
  		DrawExplicitDecal(nullptr, points.data(), uvs.data(), cols.data(), 4);
  	}
  
  	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.pos.resize(4);
  		di.uv = { { 0.0f, 0.0f}, {0.0f, 1.0f}, {1.0f, 1.0f}, {1.0f, 0.0f} };
  		di.w = { 1, 1, 1, 1 };
  		di.tint = { tint, tint, tint, tint };
  		di.points = 4;
  		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;
  			di.w[i] = 1;
  		}
  		di.mode = nDecalMode;
  		di.structure = nDecalStructure;
  		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.points = 4;
  		di.tint = { tint, tint, tint, tint };
  		di.w = { 1, 1, 1, 1 };
  		di.pos.resize(4);
  		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 = { { uvtl.x, uvtl.y }, { uvtl.x, uvbr.y }, { uvbr.x, uvbr.y }, { uvbr.x, uvtl.y } };
  		di.mode = nDecalMode;
  		di.structure = nDecalStructure;
  		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.points = 4;
  		di.decal = decal;
  		di.tint = { tint, tint, tint, tint };
  		di.w = { 1, 1, 1, 1 };
  		di.pos.resize(4);
  		di.uv = { { 0.0f, 0.0f}, {0.0f, 1.0f}, {1.0f, 1.0f}, {1.0f, 0.0f} };
  		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 = { { uvtl.x, uvtl.y }, { uvtl.x, uvbr.y }, { uvbr.x, uvbr.y }, { 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 };
  			}
  			di.mode = nDecalMode;
  			di.structure = nDecalStructure;
  			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.points = 4;
  		di.decal = decal;
  		di.tint = { tint, tint, tint, tint };
  		di.w = { 1, 1, 1, 1 };
  		di.pos.resize(4);
  		di.uv = { { 0.0f, 0.0f}, {0.0f, 1.0f}, {1.0f, 1.0f}, {1.0f, 0.0f} };
  		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 };
  			}
  			di.mode = nDecalMode;
  			di.structure = nDecalStructure;
  			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 if (c == '\t')
  			{
  				spos.x += 8.0f * float(nTabSizeInSpaces) * scale.x;
  			}
  			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::DrawStringPropDecal(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 if (c == '\t')
  			{
  				spos.x += 8.0f * float(nTabSizeInSpaces) * scale.x;
  			}
  			else
  			{
  				int32_t ox = (c - 32) % 16;
  				int32_t oy = (c - 32) / 16;
  				DrawPartialDecal(pos + spos, fontDecal, { float(ox) * 8.0f + float(vFontSpacing[c - 32].x), float(oy) * 8.0f }, { float(vFontSpacing[c - 32].y), 8.0f }, scale, col);
  				spos.x += float(vFontSpacing[c - 32].y) * scale.x;
  			}
  		}
  	}
  	// Thanks Oso-Grande/Sopadeoso For these awesom and stupidly clever Text Rotation routines... duh XD
  	void PixelGameEngine::DrawRotatedStringDecal(const olc::vf2d& pos, const std::string& sText, const float fAngle, const olc::vf2d& center, const Pixel col, const olc::vf2d& scale)
  	{
  		olc::vf2d spos = center;
  		for (auto c : sText)
  		{
  			if (c == '\n')
  			{
  				spos.x = center.x; spos.y -= 8.0f;
  			}
  			else if (c == '\t')
  			{
  				spos.x += 8.0f * float(nTabSizeInSpaces) * scale.x;
  			}
  			else
  			{
  				int32_t ox = (c - 32) % 16;
  				int32_t oy = (c - 32) / 16;
  				DrawPartialRotatedDecal(pos, fontDecal, fAngle, spos, { float(ox) * 8.0f, float(oy) * 8.0f }, { 8.0f, 8.0f }, scale, col);
  				spos.x -= 8.0f;
  			}
  		}
  	}
  
  	void PixelGameEngine::DrawRotatedStringPropDecal(const olc::vf2d& pos, const std::string& sText, const float fAngle, const olc::vf2d& center, const Pixel col, const olc::vf2d& scale)
  	{
  		olc::vf2d spos = center;
  		for (auto c : sText)
  		{
  			if (c == '\n')
  			{
  				spos.x = center.x; spos.y -= 8.0f;
  			}
  			else if (c == '\t')
  			{
  				spos.x += 8.0f * float(nTabSizeInSpaces) * scale.x;
  			}
  			else
  			{
  				int32_t ox = (c - 32) % 16;
  				int32_t oy = (c - 32) / 16;
  				DrawPartialRotatedDecal(pos, fontDecal, fAngle, spos, { float(ox) * 8.0f + float(vFontSpacing[c - 32].x), float(oy) * 8.0f }, { float(vFontSpacing[c - 32].y), 8.0f }, scale, col);
  				spos.x -= float(vFontSpacing[c - 32].y);
  			}
  		}
  	}
  
  	olc::vi2d PixelGameEngine::GetTextSize(const std::string& s)
  	{
  		olc::vi2d size = { 0,1 };
  		olc::vi2d pos = { 0,1 };
  		for (auto c : s)
  		{
  			if (c == '\n') { pos.y++;  pos.x = 0; }
  			else if (c == '\t') { pos.x += nTabSizeInSpaces; }
  			else pos.x++;
  			size.x = std::max(size.x, pos.x);
  			size.y = std::max(size.y, pos.y);
  		}
  		return size * 8;
  	}
  
  	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 (m != Pixel::CUSTOM) // Thanks @Megarev, required for "shaders"
  		{
  			if (col.a != 255)		SetPixelMode(Pixel::ALPHA);
  			else					SetPixelMode(Pixel::MASK);
  		}
  		for (auto c : sText)
  		{
  			if (c == '\n')
  			{
  				sx = 0; sy += 8 * scale;
  			}
  			else if (c == '\t')
  			{
  				sx += 8 * nTabSizeInSpaces * 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);
  	}
  
  	olc::vi2d PixelGameEngine::GetTextSizeProp(const std::string& s)
  	{
  		olc::vi2d size = { 0,1 };
  		olc::vi2d pos = { 0,1 };
  		for (auto c : s)
  		{
  			if (c == '\n') { pos.y += 1;  pos.x = 0; }
  			else if (c == '\t') { pos.x += nTabSizeInSpaces * 8; }
  			else pos.x += vFontSpacing[c - 32].y;
  			size.x = std::max(size.x, pos.x);
  			size.y = std::max(size.y, pos.y);
  		}
  
  		size.y *= 8;
  		return size;
  	}
  
  	void PixelGameEngine::DrawStringProp(const olc::vi2d& pos, const std::string& sText, Pixel col, uint32_t scale)
  	{ DrawStringProp(pos.x, pos.y, sText, col, scale); }
  
  	void PixelGameEngine::DrawStringProp(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;
  
  		if (m != Pixel::CUSTOM)
  		{
  			if (col.a != 255)		SetPixelMode(Pixel::ALPHA);
  			else					SetPixelMode(Pixel::MASK);
  		}
  		for (auto c : sText)
  		{
  			if (c == '\n')
  			{
  				sx = 0; sy += 8 * scale;
  			}
  			else if (c == '\t')
  			{
  				sx += 8 * nTabSizeInSpaces * scale;
  			}
  			else
  			{
  				int32_t ox = (c - 32) % 16;
  				int32_t oy = (c - 32) / 16;
  
  				if (scale > 1)
  				{
  					for (int32_t i = 0; i < vFontSpacing[c - 32].y; i++)
  						for (int32_t j = 0; j < 8; j++)
  							if (fontSprite->GetPixel(i + ox * 8 + vFontSpacing[c - 32].x, j + oy * 8).r > 0)
  								for (int32_t is = 0; is < int(scale); is++)
  									for (int32_t js = 0; js < int(scale); js++)
  										Draw(x + sx + (i * scale) + is, y + sy + (j * scale) + js, col);
  				}
  				else
  				{
  					for (int32_t i = 0; i < vFontSpacing[c - 32].y; i++)
  						for (int32_t j = 0; j < 8; j++)
  							if (fontSprite->GetPixel(i + ox * 8 + vFontSpacing[c - 32].x, j + oy * 8).r > 0)
  								Draw(x + sx + i, y + sy + j, col);
  				}
  				sx += vFontSpacing[c - 32].y * 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;
  
  		if (bPixelCohesion)
  		{
  			vScreenPixelSize = (vWindowSize / vScreenSize);
  			vViewSize = (vWindowSize / vScreenSize) * vScreenSize;
  		}
  		else
  		{
  			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
  		bHasMouseFocus = true;
  		vMouseWindowPos = { x, y };
  		// 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_Reanimate()
  	{ bAtomActive = true; }
  
  	bool PixelGameEngine::olc_IsRunning()
  	{ return bAtomActive; }
  
  	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
  		for (auto& ext : vExtensions) ext->OnBeforeUserCreate();
  		if (!OnUserCreate()) bAtomActive = false;
  		for (auto& ext : vExtensions) ext->OnAfterUserCreate();
  
  		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();
  		fLastElapsed = fElapsedTime;
  
  		// 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
  		bool bExtensionBlockFrame = false;
  		for (auto& ext : vExtensions) bExtensionBlockFrame |= ext->OnBeforeUserUpdate(fElapsedTime);
  		if (!bExtensionBlockFrame)
  		{
  			if (!OnUserUpdate(fElapsedTime)) bAtomActive = false;
  		}
  		for (auto& ext : vExtensions) ext->OnAfterUserUpdate(fElapsedTime);
  
  		// Display Frame
  		renderer->UpdateViewport(vViewPos, vViewSize);
  		renderer->ClearBuffer(olc::BLACK, true);
  
  		// Layer 0 must always exist
  		vLayers[0].bUpdate = true;
  		vLayers[0].bShow = true;
  		SetDecalMode(DecalMode::NORMAL);
  		renderer->PrepareDrawing();
  
  		for (auto layer = vLayers.rbegin(); layer != vLayers.rend(); ++layer)
  		{
  			if (layer->bShow)
  			{
  				if (layer->funcHook == nullptr)
  				{
  					renderer->ApplyTexture(layer->pDrawTarget.Decal()->id);
  					if (layer->bUpdate)
  					{
  						layer->pDrawTarget.Decal()->Update();
  						layer->bUpdate = false;
  					}
  
  					renderer->DrawLayerQuad(layer->vOffset, layer->vScale, layer->tint);
  
  					// Display Decals in order for this layer
  					for (auto& decal : layer->vecDecalInstance)
  						renderer->DrawDecal(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 (size_t 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);
  
  		constexpr std::array<uint8_t, 96> vSpacing = { {
  			0x03,0x25,0x16,0x08,0x07,0x08,0x08,0x04,0x15,0x15,0x08,0x07,0x15,0x07,0x24,0x08,
  			0x08,0x17,0x08,0x08,0x08,0x08,0x08,0x08,0x08,0x08,0x24,0x15,0x06,0x07,0x16,0x17,
  			0x08,0x08,0x08,0x08,0x08,0x08,0x08,0x08,0x08,0x17,0x08,0x08,0x17,0x08,0x08,0x08,
  			0x08,0x08,0x08,0x08,0x17,0x08,0x08,0x08,0x08,0x17,0x08,0x15,0x08,0x15,0x08,0x08,
  			0x24,0x18,0x17,0x17,0x17,0x17,0x17,0x17,0x17,0x33,0x17,0x17,0x33,0x18,0x17,0x17,
  			0x17,0x17,0x17,0x17,0x07,0x17,0x17,0x18,0x18,0x17,0x17,0x07,0x33,0x07,0x08,0x00, } };
  
  		for (auto c : vSpacing) vFontSpacing.push_back({ c >> 4, c & 15 });
  
  	}
  
  	void PixelGameEngine::pgex_Register(olc::PGEX* pgex)
  	{
  		if (std::find(vExtensions.begin(), vExtensions.end(), pgex) == vExtensions.end())
  			vExtensions.push_back(pgex);			
  	}
  
  
  	PGEX::PGEX(bool bHook) { if(bHook) pge->pgex_Register(this); }
  	void PGEX::OnBeforeUserCreate() {}
  	void PGEX::OnAfterUserCreate()	{}
  	bool PGEX::OnBeforeUserUpdate(float& fElapsedTime) { return false; }
  	void PGEX::OnAfterUserUpdate(float fElapsedTime) {}
  
  	// 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;
  	std::unique_ptr<ImageLoader> olc::Sprite::loader = nullptr;
  };
  #pragma endregion 
  
  // O------------------------------------------------------------------------------O
  // | olcPixelGameEngine Renderers - the draw-y bits                               |
  // O------------------------------------------------------------------------------O
  
  #if !defined(OLC_PGE_HEADLESS)
  
  #pragma region renderer_ogl10
  // O------------------------------------------------------------------------------O
  // | START RENDERER: OpenGL 1.0 (the original, the best...)                       |
  // O------------------------------------------------------------------------------O
  #if defined(OLC_GFX_OPENGL10)
  
  #if defined(OLC_PLATFORM_WINAPI)
  	#include <dwmapi.h>
  	#include <GL/gl.h>
  	#if !defined(__MINGW32__)
  		#pragma comment(lib, "Dwmapi.lib")
  	#endif
  	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>
  #endif
  
  #if defined(OLC_PLATFORM_X11)
  	namespace X11
  	{
  		#include <GL/glx.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
  
  #if defined(__APPLE__)
  	#define GL_SILENCE_DEPRECATION
  	#include <OpenGL/OpenGL.h>
  	#include <OpenGL/gl.h>
  	#include <OpenGL/glu.h>
  #endif
  
  namespace olc
  {
  	class Renderer_OGL10 : public olc::Renderer
  	{
  	private:
  #if defined(OLC_PLATFORM_GLUT)
  		bool mFullScreen = false;
  #else
  		glDeviceContext_t glDeviceContext = 0;
  		glRenderContext_t glRenderContext = 0;
  #endif
  
  		bool bSync = false;
  		olc::DecalMode nDecalMode = olc::DecalMode(-1); // Thanks Gusgo & Bispoo
  		olc::DecalStructure nDecalStructure = olc::DecalStructure(-1);
  #if defined(OLC_PLATFORM_X11)
  		X11::Display* olc_Display = nullptr;
  		X11::Window* olc_Window = nullptr;
  		X11::XVisualInfo* olc_VisualInfo = nullptr;
  #endif
  
  	public:
  		void PrepareDevice() override
  		{
  #if defined(OLC_PLATFORM_GLUT)
  			//glutInit has to be called with main() arguments, make fake ones
  			int argc = 0;
  			char* argv[1] = { (char*)"" };
  			glutInit(&argc, argv);
  			glutInitWindowPosition(0, 0);
  			glutInitWindowSize(512, 512);
  			glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH | GLUT_RGBA);
  			// Creates the window and the OpenGL context for it
  			glutCreateWindow("OneLoneCoder.com - Pixel Game Engine");
  			glEnable(GL_TEXTURE_2D); // Turn on texturing
  			glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
  #endif
  		}
  
  		olc::rcode CreateDevice(std::vector<void*> params, bool bFullScreen, bool bVSYNC) override
  		{
  #if defined(OLC_PLATFORM_WINAPI)
  			// 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);
  			bSync = bVSYNC;
  #endif
  
  #if defined(OLC_PLATFORM_X11)
  			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		
  
  #if defined(OLC_PLATFORM_GLUT)
  			mFullScreen = bFullScreen;
  			if (!bVSYNC)
  			{
  #if defined(__APPLE__)
  				GLint sync = 0;
  				CGLContextObj ctx = CGLGetCurrentContext();
  				if (ctx) CGLSetParameter(ctx, kCGLCPSwapInterval, &sync);
  #endif
  			}
  #else
  			glEnable(GL_TEXTURE_2D); // Turn on texturing
  			glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
  #endif
  			return olc::rcode::OK;
  		}
  
  		olc::rcode DestroyDevice() override
  		{
  #if defined(OLC_PLATFORM_WINAPI)
  			wglDeleteContext(glRenderContext);
  #endif
  
  #if defined(OLC_PLATFORM_X11)
  			glXMakeCurrent(olc_Display, None, NULL);
  			glXDestroyContext(olc_Display, glDeviceContext);
  #endif
  
  #if defined(OLC_PLATFORM_GLUT)
  			glutDestroyWindow(glutGetWindow());
  #endif
  			return olc::rcode::OK;
  		}
  
  		void DisplayFrame() override
  		{
  #if defined(OLC_PLATFORM_WINAPI)
  			SwapBuffers(glDeviceContext);
  			if (bSync) DwmFlush(); // Woooohooooooo!!!! SMOOOOOOOTH!
  #endif	
  
  #if defined(OLC_PLATFORM_X11)
  			X11::glXSwapBuffers(olc_Display, *olc_Window);
  #endif		
  
  #if defined(OLC_PLATFORM_GLUT)
  			glutSwapBuffers();
  #endif
  		}
  
  		void PrepareDrawing() override
  		{
  			
  			//ClearBuffer(olc::GREEN, true);
  			glEnable(GL_BLEND);
  			nDecalMode = DecalMode::NORMAL;
  			nDecalStructure = DecalStructure::FAN;
  			glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
  		}
  
  		void SetDecalMode(const olc::DecalMode& mode)
  		{
  			if (mode != nDecalMode)
  			{
  				switch (mode)
  				{
  				case olc::DecalMode::NORMAL:
  				case olc::DecalMode::MODEL3D:
  					glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
  					break;
  				case olc::DecalMode::ADDITIVE:
  					glBlendFunc(GL_SRC_ALPHA, GL_ONE);
  					break;
  				case olc::DecalMode::MULTIPLICATIVE:
  					glBlendFunc(GL_DST_COLOR, GL_ONE_MINUS_SRC_ALPHA);
  					break;
  				case olc::DecalMode::STENCIL:
  					glBlendFunc(GL_ZERO, GL_SRC_ALPHA);
  					break;
  				case olc::DecalMode::ILLUMINATE:
  					glBlendFunc(GL_ONE_MINUS_SRC_ALPHA, GL_SRC_ALPHA);
  					break;
  				case olc::DecalMode::WIREFRAME:
  					glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
  					break;
  				}
  
  				nDecalMode = mode;
  			}
  		}
  
  		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 DrawDecal(const olc::DecalInstance& decal) override
  		{
  			SetDecalMode(decal.mode);
  
  			if (decal.decal == nullptr)
  				glBindTexture(GL_TEXTURE_2D, 0);
  			else
  				glBindTexture(GL_TEXTURE_2D, decal.decal->id);
  			
  			if (nDecalMode == DecalMode::MODEL3D)
  			{
  #ifdef OLC_ENABLE_EXPERIMENTAL
  				glMatrixMode(GL_PROJECTION); glPushMatrix();
  				glMatrixMode(GL_MODELVIEW);  glPushMatrix();
  
  				glEnable(GL_DEPTH_TEST);
  				glMatrixMode(GL_PROJECTION);
  				glLoadIdentity();
  				glFrustum(-1.0f, 1.0f, -1.0f, 1.0f, 1, 1000);
  
  				#pragma comment (lib, "winmm.lib")
  
  				glMatrixMode(GL_MODELVIEW);
  				glLoadIdentity();
  				glTranslatef(0, -40, -200);
  				glRotatef(float(clock()) * 0.1f, 1, 0, 0);
  				glRotatef(float(clock()) * 0.1f * 2, 0, 1, 0);
  				glEnable(GL_BLEND);
  				glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
  
  				glBegin(GL_TRIANGLES);
  				
  
  				// Render as 3D Spatial Entity
  				for (uint32_t n = 0; n < decal.points; n++)
  				{
  					glColor4ub(decal.tint[n].r, decal.tint[n].g, decal.tint[n].b, decal.tint[n].a);
  					glTexCoord2f(decal.uv[n].x, decal.uv[n].y);
  					glVertex3f(decal.pos[n].x, decal.pos[n].y, decal.w[n]);
  				}
  
  				glEnd();
  
  				glMatrixMode(GL_PROJECTION); glPopMatrix();
  				glMatrixMode(GL_MODELVIEW);  glPopMatrix();
  				glDisable(GL_DEPTH_TEST);
  #endif
  			}
  			else
  			{
  				if (nDecalMode == DecalMode::WIREFRAME)
  					glBegin(GL_LINE_LOOP);
  				else
  				{
  					if(decal.structure == olc::DecalStructure::FAN)
  						glBegin(GL_TRIANGLE_FAN);
  					else if(decal.structure == olc::DecalStructure::STRIP)
  						glBegin(GL_TRIANGLE_STRIP);
  					else if(decal.structure == olc::DecalStructure::LIST)
  						glBegin(GL_TRIANGLES);
  				}
  
  				// Render as 2D Spatial entity
  				for (uint32_t n = 0; n < decal.points; n++)
  				{
  					glColor4ub(decal.tint[n].r, decal.tint[n].g, decal.tint[n].b, decal.tint[n].a);
  					glTexCoord4f(decal.uv[n].x, decal.uv[n].y, 0.0f, decal.w[n]);
  					glVertex2f(decal.pos[n].x, decal.pos[n].y);
  				}
  
  				glEnd();
  			}
  			
  
  			//glDisable(GL_DEPTH_TEST);
  		}
  
  		uint32_t CreateTexture(const uint32_t width, const uint32_t height, const bool filtered, const bool clamp) override
  		{
  			UNUSED(width);
  			UNUSED(height);
  			uint32_t id = 0;
  			glGenTextures(1, &id);
  			glBindTexture(GL_TEXTURE_2D, id);
  			if (filtered)
  			{
  				glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
  				glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
  			}
  			else
  			{
  				glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
  				glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
  			}
  
  			if (clamp)
  			{
  				glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
  				glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
  			}
  			else
  			{
  				glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
  				glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
  			}
  
  			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
  		{
  			UNUSED(id);
  			glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, spr->width, spr->height, 0, GL_RGBA, GL_UNSIGNED_BYTE, spr->GetData());
  		}
  
  		void ReadTexture(uint32_t id, olc::Sprite* spr) override
  		{
  			glReadPixels(0, 0, spr->width, spr->height, 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
  #pragma endregion
  
  #pragma region renderer_ogl33
  // O------------------------------------------------------------------------------O
  // | START RENDERER: OpenGL 3.3 (3.0 es) (sh-sh-sh-shaders....)                   |
  // O------------------------------------------------------------------------------O
  #if defined(OLC_GFX_OPENGL33)
  
  #if defined(OLC_PLATFORM_WINAPI)
  	#include <dwmapi.h>
  	#include <gl/GL.h>
  	#if !defined(__MINGW32__)
  		#pragma comment(lib, "Dwmapi.lib")
  	#endif		
  	typedef void __stdcall locSwapInterval_t(GLsizei n);
  	typedef HDC glDeviceContext_t;
  	typedef HGLRC glRenderContext_t;
  	#define CALLSTYLE __stdcall
  	#define OGL_LOAD(t, n) (t*)wglGetProcAddress(#n)
  #endif
  
  #if defined(__linux__) || defined(__FreeBSD__)
  	#include <GL/gl.h>
  #endif
  
  #if defined(OLC_PLATFORM_X11)
  	namespace X11
  	{
  		#include <GL/glx.h>
  	}
  	typedef int(locSwapInterval_t)(X11::Display* dpy, X11::GLXDrawable drawable, int interval);
  	typedef X11::GLXContext glDeviceContext_t;
  	typedef X11::GLXContext glRenderContext_t;
  	#define CALLSTYLE 
  	#define OGL_LOAD(t, n) (t*)glXGetProcAddress((unsigned char*)#n);
  #endif
  
  #if defined(__APPLE__)
  	#define GL_SILENCE_DEPRECATION
  	#include <OpenGL/OpenGL.h>
  	#include <OpenGL/gl.h>
  	#include <OpenGL/glu.h>
  #endif
  
  #if defined(OLC_PLATFORM_EMSCRIPTEN)
  	#include <EGL/egl.h>
  	#include <GLES2/gl2.h>
  	#define GL_GLEXT_PROTOTYPES
  	#include <GLES2/gl2ext.h>
  	#include <emscripten/emscripten.h>
  	#define CALLSTYLE
  	typedef EGLBoolean(locSwapInterval_t)(EGLDisplay display, EGLint interval);
  	#define GL_CLAMP GL_CLAMP_TO_EDGE
  	#define OGL_LOAD(t, n) n;
  #endif
  
  namespace olc
  {
  	typedef char GLchar;
  	typedef ptrdiff_t GLsizeiptr;
  	typedef GLuint CALLSTYLE locCreateShader_t(GLenum type);
  	typedef GLuint CALLSTYLE locCreateProgram_t(void);
  	typedef void CALLSTYLE locDeleteShader_t(GLuint shader);
  #if defined(OLC_PLATFORM_EMSCRIPTEN)
  	typedef void CALLSTYLE locShaderSource_t(GLuint shader, GLsizei count, const GLchar* const* string, const GLint* length);
  #else
  	typedef void CALLSTYLE locShaderSource_t(GLuint shader, GLsizei count, const GLchar** string, const GLint* length);
  #endif
  	typedef void CALLSTYLE locCompileShader_t(GLuint shader);
  	typedef void CALLSTYLE locLinkProgram_t(GLuint program);
  	typedef void CALLSTYLE locDeleteProgram_t(GLuint program);
  	typedef void CALLSTYLE locAttachShader_t(GLuint program, GLuint shader);
  	typedef void CALLSTYLE locBindBuffer_t(GLenum target, GLuint buffer);
  	typedef void CALLSTYLE locBufferData_t(GLenum target, GLsizeiptr size, const void* data, GLenum usage);
  	typedef void CALLSTYLE locGenBuffers_t(GLsizei n, GLuint* buffers);
  	typedef void CALLSTYLE locVertexAttribPointer_t(GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const void* pointer);
  	typedef void CALLSTYLE locEnableVertexAttribArray_t(GLuint index);
  	typedef void CALLSTYLE locUseProgram_t(GLuint program);
  	typedef void CALLSTYLE locBindVertexArray_t(GLuint array);
  	typedef void CALLSTYLE locGenVertexArrays_t(GLsizei n, GLuint* arrays);
  	typedef void CALLSTYLE locGetShaderInfoLog_t(GLuint shader, GLsizei bufSize, GLsizei* length, GLchar* infoLog);
  
  	constexpr size_t OLC_MAX_VERTS = 128;
  
  	class Renderer_OGL33 : public olc::Renderer
  	{
  	private:
  #if defined(OLC_PLATFORM_EMSCRIPTEN)
  		EGLDisplay olc_Display;
  		EGLConfig olc_Config;
  		EGLContext olc_Context;
  		EGLSurface olc_Surface;
  #endif
  
  #if defined(OLC_PLATFORM_GLUT)
  		bool mFullScreen = false;
  #else
  	#if !defined(OLC_PLATFORM_EMSCRIPTEN)
  		glDeviceContext_t glDeviceContext = 0;
  		glRenderContext_t glRenderContext = 0;
  	#endif
  #endif
  		bool bSync = false;
  		olc::DecalMode nDecalMode = olc::DecalMode(-1); // Thanks Gusgo & Bispoo
  #if defined(OLC_PLATFORM_X11)
  		X11::Display* olc_Display = nullptr;
  		X11::Window* olc_Window = nullptr;
  		X11::XVisualInfo* olc_VisualInfo = nullptr;
  #endif
  
  	private:
  		locCreateShader_t* locCreateShader = nullptr;
  		locShaderSource_t* locShaderSource = nullptr;
  		locCompileShader_t* locCompileShader = nullptr;
  		locDeleteShader_t* locDeleteShader = nullptr;
  		locCreateProgram_t* locCreateProgram = nullptr;
  		locDeleteProgram_t* locDeleteProgram = nullptr;
  		locLinkProgram_t* locLinkProgram = nullptr;
  		locAttachShader_t* locAttachShader = nullptr;
  		locBindBuffer_t* locBindBuffer = nullptr;
  		locBufferData_t* locBufferData = nullptr;
  		locGenBuffers_t* locGenBuffers = nullptr;
  		locVertexAttribPointer_t* locVertexAttribPointer = nullptr;
  		locEnableVertexAttribArray_t* locEnableVertexAttribArray = nullptr;
  		locUseProgram_t* locUseProgram = nullptr;
  		locBindVertexArray_t* locBindVertexArray = nullptr;
  		locGenVertexArrays_t* locGenVertexArrays = nullptr;
  		locSwapInterval_t* locSwapInterval = nullptr;
  		locGetShaderInfoLog_t* locGetShaderInfoLog = nullptr;
  
  		uint32_t m_nFS = 0;
  		uint32_t m_nVS = 0;
  		uint32_t m_nQuadShader = 0;
  		uint32_t m_vbQuad = 0;
  		uint32_t m_vaQuad = 0;
  
  		struct locVertex
  		{
  			float pos[3];
  			olc::vf2d tex;
  			olc::Pixel col;
  		};
  
  		locVertex pVertexMem[OLC_MAX_VERTS];
  
  		olc::Renderable rendBlankQuad;
  
  	public:
  		void PrepareDevice() override
  		{
  #if defined(OLC_PLATFORM_GLUT)
  			//glutInit has to be called with main() arguments, make fake ones
  			int argc = 0;
  			char* argv[1] = { (char*)"" };
  			glutInit(&argc, argv);
  			glutInitWindowPosition(0, 0);
  			glutInitWindowSize(512, 512);
  			glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH | GLUT_RGBA);
  			// Creates the window and the OpenGL context for it
  			glutCreateWindow("OneLoneCoder.com - Pixel Game Engine");
  			glEnable(GL_TEXTURE_2D); // Turn on texturing
  			glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
  #endif
  		}
  
  		olc::rcode CreateDevice(std::vector<void*> params, bool bFullScreen, bool bVSYNC) override
  		{
  			// Create OpenGL Context
  #if defined(OLC_PLATFORM_WINAPI)
  			// 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);
  
  			// Set Vertical Sync
  			locSwapInterval = OGL_LOAD(locSwapInterval_t, "wglSwapIntervalEXT");
  			if (locSwapInterval && !bVSYNC) locSwapInterval(0);
  			bSync = bVSYNC;
  #endif
  
  #if defined(OLC_PLATFORM_X11)
  			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);
  
  			locSwapInterval = OGL_LOAD(locSwapInterval_t, "glXSwapIntervalEXT");
  
  			if (locSwapInterval == 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 (locSwapInterval != nullptr && !bVSYNC)
  				locSwapInterval(olc_Display, *olc_Window, 0);
  #endif		
  
  #if defined(OLC_PLATFORM_EMSCRIPTEN)
  			EGLint const attribute_list[] = { EGL_RED_SIZE, 8, EGL_GREEN_SIZE, 8, EGL_BLUE_SIZE, 8, EGL_ALPHA_SIZE, 8, EGL_NONE };
  			EGLint const context_config[] = { EGL_CONTEXT_CLIENT_VERSION , 2, EGL_NONE };
  			EGLint num_config;
  
  			olc_Display = eglGetDisplay(EGL_DEFAULT_DISPLAY);
  			eglInitialize(olc_Display, nullptr, nullptr);
  			eglChooseConfig(olc_Display, attribute_list, &olc_Config, 1, &num_config);
  
  			/* create an EGL rendering context */
  			olc_Context = eglCreateContext(olc_Display, olc_Config, EGL_NO_CONTEXT, context_config);
  			olc_Surface = eglCreateWindowSurface(olc_Display, olc_Config, NULL, nullptr);
  			eglMakeCurrent(olc_Display, olc_Surface, olc_Surface, olc_Context);
  			//eglSwapInterval is currently a NOP, plement anyways in case it becomes supported
  			locSwapInterval = &eglSwapInterval;
  			locSwapInterval(olc_Display, bVSYNC ? 1 : 0);
  #endif
  
  #if defined(OLC_PLATFORM_GLUT)
  			mFullScreen = bFullScreen;
  			if (!bVSYNC)
  			{
  #if defined(__APPLE__)
  				GLint sync = 0;
  				CGLContextObj ctx = CGLGetCurrentContext();
  				if (ctx) CGLSetParameter(ctx, kCGLCPSwapInterval, &sync);
  #endif
  			}
  #else
  	#if !defined(OLC_PLATFORM_EMSCRIPTEN)
  			glEnable(GL_TEXTURE_2D); // Turn on texturing
  			glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
  	#endif
  #endif
  			// Load External OpenGL Functions
  			locCreateShader = OGL_LOAD(locCreateShader_t, glCreateShader);
  			locCompileShader = OGL_LOAD(locCompileShader_t, glCompileShader);
  			locShaderSource = OGL_LOAD(locShaderSource_t, glShaderSource);
  			locDeleteShader = OGL_LOAD(locDeleteShader_t, glDeleteShader);
  			locCreateProgram = OGL_LOAD(locCreateProgram_t, glCreateProgram);
  			locDeleteProgram = OGL_LOAD(locDeleteProgram_t, glDeleteProgram);
  			locLinkProgram = OGL_LOAD(locLinkProgram_t, glLinkProgram);
  			locAttachShader = OGL_LOAD(locAttachShader_t, glAttachShader);
  			locBindBuffer = OGL_LOAD(locBindBuffer_t, glBindBuffer);
  			locBufferData = OGL_LOAD(locBufferData_t, glBufferData);
  			locGenBuffers = OGL_LOAD(locGenBuffers_t, glGenBuffers);
  			locVertexAttribPointer = OGL_LOAD(locVertexAttribPointer_t, glVertexAttribPointer);
  			locEnableVertexAttribArray = OGL_LOAD(locEnableVertexAttribArray_t, glEnableVertexAttribArray);
  			locUseProgram = OGL_LOAD(locUseProgram_t, glUseProgram);
  			locGetShaderInfoLog = OGL_LOAD(locGetShaderInfoLog_t, glGetShaderInfoLog);
  #if !defined(OLC_PLATFORM_EMSCRIPTEN)
  			locBindVertexArray = OGL_LOAD(locBindVertexArray_t, glBindVertexArray);
  			locGenVertexArrays = OGL_LOAD(locGenVertexArrays_t, glGenVertexArrays);
  #else
  			locBindVertexArray = glBindVertexArrayOES;
  			locGenVertexArrays = glGenVertexArraysOES;
  #endif
  
  			// Load & Compile Quad Shader - assumes no errors
  			m_nFS = locCreateShader(0x8B30);
  			const GLchar* strFS =
  #if defined(__arm__) || defined(OLC_PLATFORM_EMSCRIPTEN)
  				"#version 300 es\n"
  				"precision mediump float;"
  #else
  				"#version 330 core\n"
  #endif
  				"out vec4 pixel;\n""in vec2 oTex;\n"
  				"in vec4 oCol;\n""uniform sampler2D sprTex;\n""void main(){pixel = texture(sprTex, oTex) * oCol;}";
  			locShaderSource(m_nFS, 1, &strFS, NULL);
  			locCompileShader(m_nFS);
  
  			m_nVS = locCreateShader(0x8B31);
  			const GLchar* strVS =
  #if defined(__arm__) || defined(OLC_PLATFORM_EMSCRIPTEN)
  				"#version 300 es\n"
  				"precision mediump float;"
  #else
  				"#version 330 core\n"
  #endif
  				"layout(location = 0) in vec3 aPos;\n""layout(location = 1) in vec2 aTex;\n"
  				"layout(location = 2) in vec4 aCol;\n""out vec2 oTex;\n""out vec4 oCol;\n"
  				"void main(){ float p = 1.0 / aPos.z; gl_Position = p * vec4(aPos.x, aPos.y, 0.0, 1.0); oTex = p * aTex; oCol = aCol;}";
  			locShaderSource(m_nVS, 1, &strVS, NULL);
  			locCompileShader(m_nVS);
  
  			m_nQuadShader = locCreateProgram();
  			locAttachShader(m_nQuadShader, m_nFS);
  			locAttachShader(m_nQuadShader, m_nVS);
  			locLinkProgram(m_nQuadShader);
  
  			// Create Quad
  			locGenBuffers(1, &m_vbQuad);
  			locGenVertexArrays(1, &m_vaQuad);
  			locBindVertexArray(m_vaQuad);
  			locBindBuffer(0x8892, m_vbQuad);
  
  			locVertex verts[OLC_MAX_VERTS];
  			locBufferData(0x8892, sizeof(locVertex) * OLC_MAX_VERTS, verts, 0x88E0);
  			locVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(locVertex), 0); locEnableVertexAttribArray(0);
  			locVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(locVertex), (void*)(3 * sizeof(float))); locEnableVertexAttribArray(1);
  			locVertexAttribPointer(2, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(locVertex), (void*)(5 * sizeof(float)));	locEnableVertexAttribArray(2);
  			locBindBuffer(0x8892, 0);
  			locBindVertexArray(0);
  
  			// Create blank texture for spriteless decals
  			rendBlankQuad.Create(1, 1);
  			rendBlankQuad.Sprite()->GetData()[0] = olc::WHITE;
  			rendBlankQuad.Decal()->Update();
  			return olc::rcode::OK;
  		}
  
  		olc::rcode DestroyDevice() override
  		{
  #if defined(OLC_PLATFORM_WINAPI)
  			wglDeleteContext(glRenderContext);
  #endif
  
  #if defined(OLC_PLATFORM_X11)
  			glXMakeCurrent(olc_Display, None, NULL);
  			glXDestroyContext(olc_Display, glDeviceContext);
  #endif
  
  #if defined(OLC_PLATFORM_GLUT)
  			glutDestroyWindow(glutGetWindow());
  #endif
  
  #if defined(OLC_PLATFORM_EMSCRIPTEN)
  			eglMakeCurrent(olc_Display, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT);
  			eglDestroyContext(olc_Display, olc_Context);
  			eglDestroySurface(olc_Display, olc_Surface);
  			eglTerminate(olc_Display);
  			olc_Display = EGL_NO_DISPLAY;
  			olc_Surface = EGL_NO_SURFACE;
  			olc_Context = EGL_NO_CONTEXT;
  #endif
  			return olc::rcode::OK;
  		}
  
  		void DisplayFrame() override
  		{
  #if defined(OLC_PLATFORM_WINAPI)
  			SwapBuffers(glDeviceContext);
  			if (bSync) DwmFlush(); // Woooohooooooo!!!! SMOOOOOOOTH!
  #endif	
  
  #if defined(OLC_PLATFORM_X11)
  			X11::glXSwapBuffers(olc_Display, *olc_Window);
  #endif		
  
  #if defined(OLC_PLATFORM_GLUT)
  			glutSwapBuffers();
  #endif
  
  #if defined(OLC_PLATFORM_EMSCRIPTEN)
  			eglSwapBuffers(olc_Display, olc_Surface);
  #endif
  		}
  
  		void PrepareDrawing() override
  		{
  			glEnable(GL_BLEND);
  			nDecalMode = DecalMode::NORMAL;
  			glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
  			locUseProgram(m_nQuadShader);
  			locBindVertexArray(m_vaQuad);
  
  #if defined(OLC_PLATFORM_EMSCRIPTEN)
  			locVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(locVertex), 0); locEnableVertexAttribArray(0);
  			locVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(locVertex), (void*)(3 * sizeof(float))); locEnableVertexAttribArray(1);
  			locVertexAttribPointer(2, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(locVertex), (void*)(5 * sizeof(float)));	locEnableVertexAttribArray(2);
  #endif
  		}
  
  		void SetDecalMode(const olc::DecalMode& mode) override
  		{
  			if (mode != nDecalMode)
  			{
  				switch (mode)
  				{
  				case olc::DecalMode::NORMAL: glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);	break;
  				case olc::DecalMode::ADDITIVE: glBlendFunc(GL_SRC_ALPHA, GL_ONE); break;
  				case olc::DecalMode::MULTIPLICATIVE: glBlendFunc(GL_DST_COLOR, GL_ONE_MINUS_SRC_ALPHA);	break;
  				case olc::DecalMode::STENCIL: glBlendFunc(GL_ZERO, GL_SRC_ALPHA); break;
  				case olc::DecalMode::ILLUMINATE: glBlendFunc(GL_ONE_MINUS_SRC_ALPHA, GL_SRC_ALPHA);	break;
  				case olc::DecalMode::WIREFRAME: glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);	break;
  				}
  
  				nDecalMode = mode;
  			}
  		}
  
  		void DrawLayerQuad(const olc::vf2d& offset, const olc::vf2d& scale, const olc::Pixel tint) override
  		{
  			locBindBuffer(0x8892, m_vbQuad);
  			locVertex verts[4] = {
  				{{-1.0f, -1.0f, 1.0}, {0.0f * scale.x + offset.x, 1.0f * scale.y + offset.y}, tint},
  				{{+1.0f, -1.0f, 1.0}, {1.0f * scale.x + offset.x, 1.0f * scale.y + offset.y}, tint},
  				{{-1.0f, +1.0f, 1.0}, {0.0f * scale.x + offset.x, 0.0f * scale.y + offset.y}, tint},
  				{{+1.0f, +1.0f, 1.0}, {1.0f * scale.x + offset.x, 0.0f * scale.y + offset.y}, tint},
  			};
  
  			locBufferData(0x8892, sizeof(locVertex) * 4, verts, 0x88E0);
  			glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
  		}
  
  		void DrawDecal(const olc::DecalInstance& decal) override
  		{
  			SetDecalMode(decal.mode);
  			if (decal.decal == nullptr)
  				glBindTexture(GL_TEXTURE_2D, rendBlankQuad.Decal()->id);
  			else
  				glBindTexture(GL_TEXTURE_2D, decal.decal->id);
  
  			locBindBuffer(0x8892, m_vbQuad);
  
  			for (uint32_t i = 0; i < decal.points; i++)
  				pVertexMem[i] = { { decal.pos[i].x, decal.pos[i].y, decal.w[i] }, { decal.uv[i].x, decal.uv[i].y }, decal.tint[i] };
  
  			locBufferData(0x8892, sizeof(locVertex) * decal.points, pVertexMem, 0x88E0);
  
  			if (nDecalMode == DecalMode::WIREFRAME)
  				glDrawArrays(GL_LINE_LOOP, 0, decal.points);
  			else
  				glDrawArrays(GL_TRIANGLE_FAN, 0, decal.points);
  		}
  
  		uint32_t CreateTexture(const uint32_t width, const uint32_t height, const bool filtered, const bool clamp) override
  		{
  			UNUSED(width);
  			UNUSED(height);
  			uint32_t id = 0;
  			glGenTextures(1, &id);
  			glBindTexture(GL_TEXTURE_2D, id);
  
  			if (filtered)
  			{
  				glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
  				glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
  			}
  			else
  			{
  				glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
  				glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
  			}
  
  			if (clamp)
  			{
  				glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
  				glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
  			}
  			else
  			{
  				glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
  				glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
  			}
  #if !defined(OLC_PLATFORM_EMSCRIPTEN)
  			glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
  #endif
  			return id;
  		}
  
  		uint32_t DeleteTexture(const uint32_t id) override
  		{
  			glDeleteTextures(1, &id);
  			return id;
  		}
  
  		void UpdateTexture(uint32_t id, olc::Sprite* spr) override
  		{
  			UNUSED(id);
  			glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, spr->width, spr->height, 0, GL_RGBA, GL_UNSIGNED_BYTE, spr->GetData());
  		}
  
  		void ReadTexture(uint32_t id, olc::Sprite* spr) override
  		{
  			glReadPixels(0, 0, spr->width, spr->height, 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 3.3 (3.0 es) (sh-sh-sh-shaders....)                     |
  // O------------------------------------------------------------------------------O
  #pragma endregion
  
  // O------------------------------------------------------------------------------O
  // | olcPixelGameEngine Image loaders                                             |
  // O------------------------------------------------------------------------------O
  
  #pragma region image_gdi
  // O------------------------------------------------------------------------------O
  // | START IMAGE LOADER: GDI+, Windows Only, always exists, a little slow         |
  // O------------------------------------------------------------------------------O
  #if defined(OLC_IMAGE_GDI)
  
  #define min(a, b) ((a < b) ? a : b)
  #define max(a, b) ((a > b) ? a : b)
  #include <objidl.h>
  #include <gdiplus.h>
  #if defined(__MINGW32__) // Thanks Gusgo & Dandistine, but c'mon mingw!! wtf?!
  	#include <gdiplus/gdiplusinit.h>
  #else
  	#include <gdiplusinit.h>
  #endif
  #include <shlwapi.h>
  #undef min
  #undef max
  
  #if !defined(__MINGW32__)
  	#pragma comment(lib, "gdiplus.lib")
  	#pragma comment(lib, "Shlwapi.lib")
  #endif
  
  namespace olc
  {
  	// 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;
  			GdiplusStartup(&token, &startupInput, NULL);
  		}
  
  		ULONG_PTR	token;
  		
  		~GDIPlusStartup()
  		{
  			// Well, MarcusTU thought this was important :D
  			Gdiplus::GdiplusShutdown(token);
  		}
  	} gdistartup;
  
  	class ImageLoader_GDIPlus : public olc::ImageLoader
  	{
  	private:
  		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;
  		}
  
  	public:
  		ImageLoader_GDIPlus() : ImageLoader()
  		{}
  
  		olc::rcode LoadImageResource(olc::Sprite* spr, const std::string& sImageFile, olc::ResourcePack* pack) override
  		{
  			// clear out existing sprite
  			spr->pColData.clear();
  
  			// Open file
  			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
  			{
  				// Check file exists
  				if (!_gfs::exists(sImageFile)) return olc::rcode::NO_FILE;
  
  				// Load sprite from file
  				bmp = Gdiplus::Bitmap::FromFile(ConvertS2W(sImageFile).c_str());
  			}
  
  			if (bmp->GetLastStatus() != Gdiplus::Ok) return olc::rcode::FAIL;
  			spr->width = bmp->GetWidth();
  			spr->height = bmp->GetHeight();
  
  			spr->pColData.resize(spr->width * spr->height);
  
  			for (int y = 0; y < spr->height; y++)
  				for (int x = 0; x < spr->width; x++)
  				{
  					Gdiplus::Color c;
  					bmp->GetPixel(x, y, &c);
  					spr->SetPixel(x, y, olc::Pixel(c.GetRed(), c.GetGreen(), c.GetBlue(), c.GetAlpha()));
  				}
  			delete bmp;
  			return olc::rcode::OK;
  		}
  
  		olc::rcode SaveImageResource(olc::Sprite* spr, const std::string& sImageFile) override
  		{
  			return olc::rcode::OK;
  		}
  	};
  }
  #endif
  // O------------------------------------------------------------------------------O
  // | END IMAGE LOADER: GDI+                                                       |
  // O------------------------------------------------------------------------------O
  #pragma endregion
  
  #pragma region image_libpng
  // O------------------------------------------------------------------------------O
  // | START IMAGE LOADER: libpng, default on linux, requires -lpng  (libpng-dev)   |
  // O------------------------------------------------------------------------------O
  #if defined(OLC_IMAGE_LIBPNG)
  #include <png.h>
  namespace olc
  {
  	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);
  	}
  
  	class ImageLoader_LibPNG : public olc::ImageLoader
  	{
  	public:
  		ImageLoader_LibPNG() : ImageLoader()
  		{}
  
  		olc::rcode LoadImageResource(olc::Sprite* spr, const std::string& sImageFile, olc::ResourcePack* pack) override
  		{
  			UNUSED(pack);
  
  			// clear out existing sprite
  			spr->pColData.clear();
  
  			////////////////////////////////////////////////////////////////////////////
  			// 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;
  				spr->width = png_get_image_width(png, info);
  				spr->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) * spr->height);
  				for (int y = 0; y < spr->height; y++) {
  					row_pointers[y] = (png_byte*)malloc(png_get_rowbytes(png, info));
  				}
  				png_read_image(png, row_pointers);
  				////////////////////////////////////////////////////////////////////////////
  				// Create sprite array
  				spr->pColData.resize(spr->width * spr->height);
  				// Iterate through image rows, converting into sprite format
  				for (int y = 0; y < spr->height; y++)
  				{
  					png_bytep row = row_pointers[y];
  					for (int x = 0; x < spr->width; x++)
  					{
  						png_bytep px = &(row[x * 4]);
  						spr->SetPixel(x, y, Pixel(px[0], px[1], px[2], px[3]));
  					}
  				}
  
  				for (int y = 0; y < spr->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::rcode::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::rcode::OK;
  
  		fail_load:
  			spr->width = 0;
  			spr->height = 0;
  			spr->pColData.clear();
  			return olc::rcode::FAIL;
  		}
  
  		olc::rcode SaveImageResource(olc::Sprite* spr, const std::string& sImageFile) override
  		{
  			return olc::rcode::OK;
  		}
  	};
  }
  #endif
  // O------------------------------------------------------------------------------O
  // | END IMAGE LOADER:                                                            |
  // O------------------------------------------------------------------------------O
  #pragma endregion
  
  #pragma region image_stb
  // O------------------------------------------------------------------------------O
  // | START IMAGE LOADER: stb_image.h, all systems, very fast                      |
  // O------------------------------------------------------------------------------O
  // Thanks to Sean Barrett - https://github.com/nothings/stb/blob/master/stb_image.h
  // MIT License - Copyright(c) 2017 Sean Barrett
  
  // Note you need to download the above file into your project folder, and
  // #define OLC_IMAGE_STB 
  // #define OLC_PGE_APPLICATION
  // #include "olcPixelGameEngine.h"
  
  #if defined(OLC_IMAGE_STB)
  #define STB_IMAGE_IMPLEMENTATION
  #include "stb_image.h"
  namespace olc
  {
  	class ImageLoader_STB : public olc::ImageLoader
  	{
  	public:
  		ImageLoader_STB() : ImageLoader()
  		{}
  
  		olc::rcode LoadImageResource(olc::Sprite* spr, const std::string& sImageFile, olc::ResourcePack* pack) override
  		{
  			UNUSED(pack);
  			// clear out existing sprite
  			spr->pColData.clear();
  			// Open file
  			stbi_uc* bytes = nullptr;
  			int w = 0, h = 0, cmp = 0;
  			if (pack != nullptr)
  			{
  				ResourceBuffer rb = pack->GetFileBuffer(sImageFile);
  				bytes = stbi_load_from_memory((unsigned char*)rb.vMemory.data(), rb.vMemory.size(), &w, &h, &cmp, 4);
  			}
  			else
  			{
  				// Check file exists
  				if (!_gfs::exists(sImageFile)) return olc::rcode::NO_FILE;
  				bytes = stbi_load(sImageFile.c_str(), &w, &h, &cmp, 4);
  			}
  
  			if (!bytes) return olc::rcode::FAIL;
  			spr->width = w; spr->height = h;
  			spr->pColData.resize(spr->width * spr->height);
  			std::memcpy(spr->pColData.data(), bytes, spr->width * spr->height * 4);
  			delete[] bytes;
  			return olc::rcode::OK;
  		}
  
  		olc::rcode SaveImageResource(olc::Sprite* spr, const std::string& sImageFile) override
  		{
  			return olc::rcode::OK;
  		}
  	};
  }
  #endif
  // O------------------------------------------------------------------------------O
  // | START IMAGE LOADER: stb_image.h                                              |
  // O------------------------------------------------------------------------------O
  #pragma endregion
  
  // O------------------------------------------------------------------------------O
  // | olcPixelGameEngine Platforms                                                 |
  // O------------------------------------------------------------------------------O
  
  #pragma region platform_windows
  // O------------------------------------------------------------------------------O
  // | START PLATFORM: MICROSOFT WINDOWS XP, VISTA, 7, 8, 10                        |
  // O------------------------------------------------------------------------------O
  #if defined(OLC_PLATFORM_WINAPI)
  
  #if defined(_WIN32) && !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
  #endif
  
  namespace olc
  {
  	class Platform_Windows : public olc::Platform
  	{
  	private:
  		HWND olc_hWnd = nullptr;
  		std::wstring wsAppName;
  
  		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;
  		}
  
  	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;
  
  			// Thanks scripticuk
  			mapKeys[VK_OEM_1] = Key::OEM_1;			// On US and UK keyboards this is the ';:' key
  			mapKeys[VK_OEM_2] = Key::OEM_2;			// On US and UK keyboards this is the '/?' key
  			mapKeys[VK_OEM_3] = Key::OEM_3;			// On US keyboard this is the '~' key
  			mapKeys[VK_OEM_4] = Key::OEM_4;			// On US and UK keyboards this is the '[{' key
  			mapKeys[VK_OEM_5] = Key::OEM_5;			// On US keyboard this is '\|' key.
  			mapKeys[VK_OEM_6] = Key::OEM_6;			// On US and UK keyboards this is the ']}' key
  			mapKeys[VK_OEM_7] = Key::OEM_7;			// On US keyboard this is the single/double quote key. On UK, this is the single quote/@ symbol key
  			mapKeys[VK_OEM_8] = Key::OEM_8;			// miscellaneous characters. Varies by keyboard
  			mapKeys[VK_OEM_PLUS] = Key::EQUALS;		// the '+' key on any keyboard
  			mapKeys[VK_OEM_COMMA] = Key::COMMA;		// the comma key on any keyboard
  			mapKeys[VK_OEM_MINUS] = Key::MINUS;		// the minus key on any keyboard
  			mapKeys[VK_OEM_PERIOD] = Key::PERIOD;	// the period key on any keyboard
  			mapKeys[VK_CAPITAL] = Key::CAPS_LOCK;
  			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_SYSKEYDOWN: ptrPGE->olc_UpdateKeyState(mapKeys[wParam], true);						return 0;
  			case WM_SYSKEYUP:	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); DestroyWindow(hWnd);								return 0;
  			}
  			return DefWindowProc(hWnd, uMsg, wParam, lParam);
  		}
  	};
  }
  #endif
  // O------------------------------------------------------------------------------O
  // | END PLATFORM: MICROSOFT WINDOWS XP, VISTA, 7, 8, 10                          |
  // O------------------------------------------------------------------------------O
  #pragma endregion 
  
  #pragma region platform_linux
  // O------------------------------------------------------------------------------O
  // | START PLATFORM: LINUX                                                        |
  // O------------------------------------------------------------------------------O
  #if defined(OLC_PLATFORM_X11)
  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
  		{
  			XDestroyWindow(olc_Display, olc_Window);
  			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;
  
  			// These keys vary depending on the keyboard. I've included comments for US and UK keyboard layouts
  			mapKeys[XK_semicolon] = Key::OEM_1;		// On US and UK keyboards this is the ';:' key
  			mapKeys[XK_slash] = Key::OEM_2;			// On US and UK keyboards this is the '/?' key
  			mapKeys[XK_asciitilde] = Key::OEM_3;	// On US keyboard this is the '~' key
  			mapKeys[XK_bracketleft] = Key::OEM_4;	// On US and UK keyboards this is the '[{' key
  			mapKeys[XK_backslash] = Key::OEM_5;		// On US keyboard this is '\|' key.
  			mapKeys[XK_bracketright] = Key::OEM_6;	// On US and UK keyboards this is the ']}' key
  			mapKeys[XK_apostrophe] = Key::OEM_7;	// On US keyboard this is the single/double quote key. On UK, this is the single quote/@ symbol key
  			mapKeys[XK_numbersign] = Key::OEM_8;	// miscellaneous characters. Varies by keyboard. I believe this to be the '#~' key on UK keyboards
  			mapKeys[XK_equal] = Key::EQUALS;		// the '+' key on any keyboard
  			mapKeys[XK_comma] = Key::COMMA;			// the comma key on any keyboard
  			mapKeys[XK_minus] = Key::MINUS;			// the minus key on any keyboard			
  
  			mapKeys[XK_Caps_Lock] = Key::CAPS_LOCK;
  
  			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;
  		}
  	};
  }
  #endif
  // O------------------------------------------------------------------------------O
  // | END PLATFORM: LINUX                                                          |
  // O------------------------------------------------------------------------------O
  #pragma endregion
  
  #pragma region platform_glut
  // O------------------------------------------------------------------------------O
  // | START PLATFORM: GLUT (used to make it simple for Apple)                      |
  // O------------------------------------------------------------------------------O
  //
  // VERY IMPORTANT!!! The Apple port was originally created by @Mumflr (discord)
  // and the repo for the development of this project can be found here:
  // https://github.com/MumflrFumperdink/olcPGEMac which contains maccy goodness
  // and support on how to setup your build environment.
  //
  // "MASSIVE MASSIVE THANKS TO MUMFLR" - Javidx9
  #if defined(OLC_PLATFORM_GLUT)
  namespace olc {
  
  	class Platform_GLUT : public olc::Platform
  	{
  	public:
  		static std::atomic<bool>* bActiveRef;
  
  		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({}, bFullScreen, bEnableVSYNC) == olc::rcode::OK)
  			{
  				renderer->UpdateViewport(vViewPos, vViewSize);
  				return olc::rcode::OK;
  			}
  			else
  				return olc::rcode::FAIL;
  		}
  
  		static void ExitMainLoop() {
  			if (!ptrPGE->OnUserDestroy()) {
  				*bActiveRef = true;
  				return;
  			}
  			platform->ThreadCleanUp();
  			platform->ApplicationCleanUp();
  			exit(0);
  		}
  
  #if defined(__APPLE__)
  		static void scrollWheelUpdate(id selff, SEL _sel, id theEvent) {
  			static const SEL deltaYSel = sel_registerName("deltaY");
  
  			double deltaY = ((double (*)(id, SEL))objc_msgSend_fpret)(theEvent, deltaYSel);
  
  			for (int i = 0; i < abs(deltaY); i++) {
  				if (deltaY > 0) {
  					ptrPGE->olc_UpdateMouseWheel(-1);
  				}
  				else if (deltaY < 0) {
  					ptrPGE->olc_UpdateMouseWheel(1);
  				}
  			}
  		}
  #endif
  		static void ThreadFunct() {
  #if defined(__APPLE__)
  			static bool hasEnabledCocoa = false;
  			if (!hasEnabledCocoa) {
  				// Objective-C Wizardry
  				Class NSApplicationClass = objc_getClass("NSApplication");
  
  				// NSApp = [NSApplication sharedApplication]
  				SEL sharedApplicationSel = sel_registerName("sharedApplication");
  				id NSApp = ((id(*)(Class, SEL))objc_msgSend)(NSApplicationClass, sharedApplicationSel);
  				// window = [NSApp mainWindow]
  				SEL mainWindowSel = sel_registerName("mainWindow");
  				id window = ((id(*)(id, SEL))objc_msgSend)(NSApp, mainWindowSel);
  
  				// [window setStyleMask: NSWindowStyleMaskClosable | ~NSWindowStyleMaskResizable]
  				SEL setStyleMaskSel = sel_registerName("setStyleMask:");
  				((void (*)(id, SEL, NSUInteger))objc_msgSend)(window, setStyleMaskSel, 7);
  
  				hasEnabledCocoa = true;
  			}
  #endif
  			if (!*bActiveRef) {
  				ExitMainLoop();
  				return;
  			}
  			glutPostRedisplay();
  		}
  
  		static void DrawFunct() {
  			ptrPGE->olc_CoreUpdate();
  		}
  
  		virtual olc::rcode CreateWindowPane(const olc::vi2d& vWindowPos, olc::vi2d& vWindowSize, bool bFullScreen) override
  		{
  #if defined(__APPLE__)
  			Class GLUTViewClass = objc_getClass("GLUTView");
  
  			SEL scrollWheelSel = sel_registerName("scrollWheel:");
  			bool resultAddMethod = class_addMethod(GLUTViewClass, scrollWheelSel, (IMP)scrollWheelUpdate, "v@:@");
  			assert(resultAddMethod);
  #endif
  
  			renderer->PrepareDevice();
  
  			if (bFullScreen)
  			{
  				vWindowSize.x = glutGet(GLUT_SCREEN_WIDTH);
  				vWindowSize.y = glutGet(GLUT_SCREEN_HEIGHT);
  				glutFullScreen();
  			}
  			else
  			{
  				if (vWindowSize.x > glutGet(GLUT_SCREEN_WIDTH) || vWindowSize.y > glutGet(GLUT_SCREEN_HEIGHT))
  				{
  					perror("ERROR: The specified window dimensions do not fit on your screen\n");
  					return olc::FAIL;
  				}
  				glutReshapeWindow(vWindowSize.x, vWindowSize.y - 1);
  			}
  
  			// Create Keyboard Mapping
  			mapKeys[0x00] = Key::NONE;
  			mapKeys['A'] = Key::A; mapKeys['B'] = Key::B; mapKeys['C'] = Key::C; mapKeys['D'] = Key::D; mapKeys['E'] = Key::E;
  			mapKeys['F'] = Key::F; mapKeys['G'] = Key::G; mapKeys['H'] = Key::H; mapKeys['I'] = Key::I; mapKeys['J'] = Key::J;
  			mapKeys['K'] = Key::K; mapKeys['L'] = Key::L; mapKeys['M'] = Key::M; mapKeys['N'] = Key::N; mapKeys['O'] = Key::O;
  			mapKeys['P'] = Key::P; mapKeys['Q'] = Key::Q; mapKeys['R'] = Key::R; mapKeys['S'] = Key::S; mapKeys['T'] = Key::T;
  			mapKeys['U'] = Key::U; mapKeys['V'] = Key::V; mapKeys['W'] = Key::W; mapKeys['X'] = Key::X; mapKeys['Y'] = Key::Y;
  			mapKeys['Z'] = Key::Z;
  
  			mapKeys[GLUT_KEY_F1] = Key::F1; mapKeys[GLUT_KEY_F2] = Key::F2; mapKeys[GLUT_KEY_F3] = Key::F3; mapKeys[GLUT_KEY_F4] = Key::F4;
  			mapKeys[GLUT_KEY_F5] = Key::F5; mapKeys[GLUT_KEY_F6] = Key::F6; mapKeys[GLUT_KEY_F7] = Key::F7; mapKeys[GLUT_KEY_F8] = Key::F8;
  			mapKeys[GLUT_KEY_F9] = Key::F9; mapKeys[GLUT_KEY_F10] = Key::F10; mapKeys[GLUT_KEY_F11] = Key::F11; mapKeys[GLUT_KEY_F12] = Key::F12;
  
  			mapKeys[GLUT_KEY_DOWN] = Key::DOWN; mapKeys[GLUT_KEY_LEFT] = Key::LEFT; mapKeys[GLUT_KEY_RIGHT] = Key::RIGHT; mapKeys[GLUT_KEY_UP] = Key::UP;
  			mapKeys[13] = Key::ENTER;
  
  			mapKeys[127] = Key::BACK; mapKeys[27] = Key::ESCAPE;
  			mapKeys[9] = Key::TAB;  mapKeys[GLUT_KEY_HOME] = Key::HOME;
  			mapKeys[GLUT_KEY_END] = Key::END; mapKeys[GLUT_KEY_PAGE_UP] = Key::PGUP; mapKeys[GLUT_KEY_PAGE_DOWN] = Key::PGDN;    mapKeys[GLUT_KEY_INSERT] = Key::INS;
  			mapKeys[32] = Key::SPACE; mapKeys[46] = Key::PERIOD;
  
  			mapKeys[48] = Key::K0; mapKeys[49] = Key::K1; mapKeys[50] = Key::K2; mapKeys[51] = Key::K3; mapKeys[52] = Key::K4;
  			mapKeys[53] = Key::K5; mapKeys[54] = Key::K6; mapKeys[55] = Key::K7; mapKeys[56] = Key::K8; mapKeys[57] = Key::K9;
  
  			// NOTE: MISSING KEYS :O
  
  			glutKeyboardFunc([](unsigned char key, int x, int y) -> void {
  				switch (glutGetModifiers()) {
  				case 0: //This is when there are no modifiers
  					if ('a' <= key && key <= 'z') key -= 32;
  					break;
  				case GLUT_ACTIVE_SHIFT:
  					ptrPGE->olc_UpdateKeyState(Key::SHIFT, true);
  					break;
  				case GLUT_ACTIVE_CTRL:
  					if ('a' <= key && key <= 'z') key -= 32;
  					ptrPGE->olc_UpdateKeyState(Key::CTRL, true);
  					break;
  				case GLUT_ACTIVE_ALT:
  					if ('a' <= key && key <= 'z') key -= 32;
  					break;
  				}
  
  				if (mapKeys[key])
  					ptrPGE->olc_UpdateKeyState(mapKeys[key], true);
  				});
  
  			glutKeyboardUpFunc([](unsigned char key, int x, int y) -> void {
  				switch (glutGetModifiers()) {
  				case 0: //This is when there are no modifiers
  					if ('a' <= key && key <= 'z') key -= 32;
  					break;
  				case GLUT_ACTIVE_SHIFT:
  					ptrPGE->olc_UpdateKeyState(Key::SHIFT, false);
  					break;
  				case GLUT_ACTIVE_CTRL:
  					if ('a' <= key && key <= 'z') key -= 32;
  					ptrPGE->olc_UpdateKeyState(Key::CTRL, false);
  					break;
  				case GLUT_ACTIVE_ALT:
  					if ('a' <= key && key <= 'z') key -= 32;
  					//No ALT in PGE
  					break;
  				}
  
  				if (mapKeys[key])
  					ptrPGE->olc_UpdateKeyState(mapKeys[key], false);
  				});
  
  			//Special keys
  			glutSpecialFunc([](int key, int x, int y) -> void {
  				if (mapKeys[key])
  					ptrPGE->olc_UpdateKeyState(mapKeys[key], true);
  				});
  
  			glutSpecialUpFunc([](int key, int x, int y) -> void {
  				if (mapKeys[key])
  					ptrPGE->olc_UpdateKeyState(mapKeys[key], false);
  				});
  
  			glutMouseFunc([](int button, int state, int x, int y) -> void {
  				switch (button) {
  				case GLUT_LEFT_BUTTON:
  					if (state == GLUT_UP) ptrPGE->olc_UpdateMouseState(0, false);
  					else if (state == GLUT_DOWN) ptrPGE->olc_UpdateMouseState(0, true);
  					break;
  				case GLUT_MIDDLE_BUTTON:
  					if (state == GLUT_UP) ptrPGE->olc_UpdateMouseState(2, false);
  					else if (state == GLUT_DOWN) ptrPGE->olc_UpdateMouseState(2, true);
  					break;
  				case GLUT_RIGHT_BUTTON:
  					if (state == GLUT_UP) ptrPGE->olc_UpdateMouseState(1, false);
  					else if (state == GLUT_DOWN) ptrPGE->olc_UpdateMouseState(1, true);
  					break;
  				}
  				});
  
  			auto mouseMoveCall = [](int x, int y) -> void {
  				ptrPGE->olc_UpdateMouse(x, y);
  			};
  
  			glutMotionFunc(mouseMoveCall);
  			glutPassiveMotionFunc(mouseMoveCall);
  
  			glutEntryFunc([](int state) -> void {
  				if (state == GLUT_ENTERED) ptrPGE->olc_UpdateKeyFocus(true);
  				else if (state == GLUT_LEFT) ptrPGE->olc_UpdateKeyFocus(false);
  				});
  
  			glutDisplayFunc(DrawFunct);
  			glutIdleFunc(ThreadFunct);
  
  			return olc::OK;
  		}
  
  		virtual olc::rcode SetWindowTitle(const std::string& s) override
  		{
  			glutSetWindowTitle(s.c_str());
  			return olc::OK;
  		}
  
  		virtual olc::rcode StartSystemEventLoop() override {
  			glutMainLoop();
  			return olc::OK;
  		}
  
  		virtual olc::rcode HandleSystemEvent() override
  		{
  			return olc::OK;
  		}
  	};
  
  	std::atomic<bool>* Platform_GLUT::bActiveRef{ nullptr };
  
  	//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);
  
  		if (platform->ThreadStartUp() == olc::FAIL)  return olc::FAIL;
  		olc_PrepareEngine();
  		if (!OnUserCreate()) return olc::FAIL;
  		Platform_GLUT::bActiveRef = &bAtomActive;
  		glutWMCloseFunc(Platform_GLUT::ExitMainLoop);
  		bAtomActive = true;
  		platform->StartSystemEventLoop();
  
  		//This code will not even be run but why not
  		if (platform->ApplicationCleanUp() != olc::OK) return olc::FAIL;
  
  		return olc::OK;
  	}
  }
  
  #endif
  // O------------------------------------------------------------------------------O
  // | END PLATFORM: GLUT                                                           |
  // O------------------------------------------------------------------------------O
  #pragma endregion 
  
  
  #pragma region platform_emscripten
  // O------------------------------------------------------------------------------O
  // | START PLATFORM: Emscripten - Totally Game Changing...                        |
  // O------------------------------------------------------------------------------O
  
  //
  //	Firstly a big mega thank you to members of the OLC Community for sorting this 
  //	out. Making a browser compatible version has been a priority for quite some
  //	time, but I lacked the expertise to do it. This awesome feature is possible
  //	because a group of former strangers got together and formed friendships over
  //	their shared passion for code. If anything demonstrates how powerful helping
  //	each other can be, it's this. - Javidx9
  
  //	Emscripten Platform: MaGetzUb, Moros1138, Slavka, Dandistine, Gorbit99, Bispoo
  //				   also: Ishidex, Gusgo99, SlicEnDicE, Alexio
  
  
  #if defined(OLC_PLATFORM_EMSCRIPTEN)
  
  #include <emscripten/html5.h>
  #include <emscripten/key_codes.h>
  
  extern "C" 
  {
  	EMSCRIPTEN_KEEPALIVE inline int olc_OnPageUnload()
  	{ olc::platform->ApplicationCleanUp(); return 0; }
  }
  
  namespace olc
  {
  	class Platform_Emscripten : public olc::Platform
  	{
  	public:
  
  		virtual olc::rcode ApplicationStartUp() override 
  		{ return olc::rcode::OK; }
  
  		virtual olc::rcode ApplicationCleanUp() override 
  		{ ThreadCleanUp(); 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({}, 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
  		{
  			emscripten_set_canvas_element_size("#canvas", vWindowSize.x, vWindowSize.y);
  
  			mapKeys[DOM_PK_UNKNOWN] = Key::NONE;
  			mapKeys[DOM_PK_A] = Key::A; mapKeys[DOM_PK_B] = Key::B; mapKeys[DOM_PK_C] = Key::C; mapKeys[DOM_PK_D] = Key::D;
  			mapKeys[DOM_PK_E] = Key::E; mapKeys[DOM_PK_F] = Key::F; mapKeys[DOM_PK_G] = Key::G; mapKeys[DOM_PK_H] = Key::H;
  			mapKeys[DOM_PK_I] = Key::I; mapKeys[DOM_PK_J] = Key::J; mapKeys[DOM_PK_K] = Key::K; mapKeys[DOM_PK_L] = Key::L;
  			mapKeys[DOM_PK_M] = Key::M; mapKeys[DOM_PK_N] = Key::N; mapKeys[DOM_PK_O] = Key::O; mapKeys[DOM_PK_P] = Key::P;
  			mapKeys[DOM_PK_Q] = Key::Q; mapKeys[DOM_PK_R] = Key::R; mapKeys[DOM_PK_S] = Key::S; mapKeys[DOM_PK_T] = Key::T;
  			mapKeys[DOM_PK_U] = Key::U; mapKeys[DOM_PK_V] = Key::V; mapKeys[DOM_PK_W] = Key::W; mapKeys[DOM_PK_X] = Key::X;
  			mapKeys[DOM_PK_Y] = Key::Y; mapKeys[DOM_PK_Z] = Key::Z;
  			mapKeys[DOM_PK_0] = Key::K0; mapKeys[DOM_PK_1] = Key::K1; mapKeys[DOM_PK_2] = Key::K2;
  			mapKeys[DOM_PK_3] = Key::K3; mapKeys[DOM_PK_4] = Key::K4; mapKeys[DOM_PK_5] = Key::K5;
  			mapKeys[DOM_PK_6] = Key::K6; mapKeys[DOM_PK_7] = Key::K7; mapKeys[DOM_PK_8] = Key::K8;
  			mapKeys[DOM_PK_9] = Key::K9;
  			mapKeys[DOM_PK_F1] = Key::F1; mapKeys[DOM_PK_F2] = Key::F2; mapKeys[DOM_PK_F3] = Key::F3; mapKeys[DOM_PK_F4] = Key::F4;
  			mapKeys[DOM_PK_F5] = Key::F5; mapKeys[DOM_PK_F6] = Key::F6; mapKeys[DOM_PK_F7] = Key::F7; mapKeys[DOM_PK_F8] = Key::F8;
  			mapKeys[DOM_PK_F9] = Key::F9; mapKeys[DOM_PK_F10] = Key::F10; mapKeys[DOM_PK_F11] = Key::F11; mapKeys[DOM_PK_F12] = Key::F12;
  			mapKeys[DOM_PK_ARROW_UP] = Key::UP; mapKeys[DOM_PK_ARROW_DOWN] = Key::DOWN;
  			mapKeys[DOM_PK_ARROW_LEFT] = Key::LEFT; mapKeys[DOM_PK_ARROW_RIGHT] = Key::RIGHT;
  			mapKeys[DOM_PK_SPACE] = Key::SPACE; mapKeys[DOM_PK_TAB] = Key::TAB;
  			mapKeys[DOM_PK_SHIFT_LEFT] = Key::SHIFT; mapKeys[DOM_PK_SHIFT_RIGHT] = Key::SHIFT;
  			mapKeys[DOM_PK_CONTROL_LEFT] = Key::CTRL; mapKeys[DOM_PK_CONTROL_RIGHT] = Key::CTRL;
  			mapKeys[DOM_PK_INSERT] = Key::INS; mapKeys[DOM_PK_DELETE] = Key::DEL; mapKeys[DOM_PK_HOME] = Key::HOME;
  			mapKeys[DOM_PK_END] = Key::END; mapKeys[DOM_PK_PAGE_UP] = Key::PGUP; mapKeys[DOM_PK_PAGE_DOWN] = Key::PGDN;
  			mapKeys[DOM_PK_BACKSPACE] = Key::BACK; mapKeys[DOM_PK_ESCAPE] = Key::ESCAPE;
  			mapKeys[DOM_PK_ENTER] = Key::ENTER; mapKeys[DOM_PK_NUMPAD_EQUAL] = Key::EQUALS;
  			mapKeys[DOM_PK_NUMPAD_ENTER] = Key::ENTER; mapKeys[DOM_PK_PAUSE] = Key::PAUSE;
  			mapKeys[DOM_PK_SCROLL_LOCK] = Key::SCROLL;
  			mapKeys[DOM_PK_NUMPAD_0] = Key::NP0; mapKeys[DOM_PK_NUMPAD_1] = Key::NP1; mapKeys[DOM_PK_NUMPAD_2] = Key::NP2;
  			mapKeys[DOM_PK_NUMPAD_3] = Key::NP3; mapKeys[DOM_PK_NUMPAD_4] = Key::NP4; mapKeys[DOM_PK_NUMPAD_5] = Key::NP5;
  			mapKeys[DOM_PK_NUMPAD_6] = Key::NP6; mapKeys[DOM_PK_NUMPAD_7] = Key::NP7; mapKeys[DOM_PK_NUMPAD_8] = Key::NP8;
  			mapKeys[DOM_PK_NUMPAD_9] = Key::NP9;
  			mapKeys[DOM_PK_NUMPAD_MULTIPLY] = Key::NP_MUL; mapKeys[DOM_PK_NUMPAD_DIVIDE] = Key::NP_DIV;
  			mapKeys[DOM_PK_NUMPAD_ADD] = Key::NP_ADD; mapKeys[DOM_PK_NUMPAD_SUBTRACT] = Key::NP_SUB;
  			mapKeys[DOM_PK_NUMPAD_DECIMAL] = Key::NP_DECIMAL;
  			mapKeys[DOM_PK_PERIOD] = Key::PERIOD; mapKeys[DOM_PK_EQUAL] = Key::EQUALS;
  			mapKeys[DOM_PK_COMMA] = Key::COMMA; mapKeys[DOM_PK_MINUS] = Key::MINUS;
  			mapKeys[DOM_PK_CAPS_LOCK] = Key::CAPS_LOCK;
  			mapKeys[DOM_PK_SEMICOLON] = Key::OEM_1;	mapKeys[DOM_PK_SLASH] = Key::OEM_2; mapKeys[DOM_PK_BACKQUOTE] = Key::OEM_3;
  			mapKeys[DOM_PK_BRACKET_LEFT] = Key::OEM_4; mapKeys[DOM_PK_BACKSLASH] = Key::OEM_5; mapKeys[DOM_PK_BRACKET_RIGHT] = Key::OEM_6;
  			mapKeys[DOM_PK_QUOTE] = Key::OEM_7; mapKeys[DOM_PK_BACKSLASH] = Key::OEM_8;
  
  			// Keyboard Callbacks
  			emscripten_set_keydown_callback("#canvas", 0, 1, keyboard_callback);
  			emscripten_set_keyup_callback("#canvas", 0, 1, keyboard_callback);
  
  			// Mouse Callbacks
  			emscripten_set_wheel_callback("#canvas", 0, 1, wheel_callback);
  			emscripten_set_mousedown_callback("#canvas", 0, 1, mouse_callback);
  			emscripten_set_mouseup_callback("#canvas", 0, 1, mouse_callback);
  			emscripten_set_mousemove_callback("#canvas", 0, 1, mouse_callback);
  
  			// Touch Callbacks
  			emscripten_set_touchstart_callback("#canvas", 0, 1, touch_callback);
  			emscripten_set_touchmove_callback("#canvas", 0, 1, touch_callback);
  			emscripten_set_touchend_callback("#canvas", 0, 1, touch_callback);
  
  			// Canvas Focus Callbacks
  			emscripten_set_blur_callback("#canvas", 0, 1, focus_callback);
  			emscripten_set_focus_callback("#canvas", 0, 1, focus_callback);
  			
  #pragma warning disable format
  			EM_ASM( window.onunload = Module._olc_OnPageUnload; );
  
  			// IMPORTANT! - Sorry About This...
  			//
  			//	In order to handle certain browser based events, such as resizing and
  			//	going to full screen, we have to effectively inject code into the container
  			//	running the PGE. Yes, I vomited about 11 times too when the others were
  			//	convincing me this is the future. Well, this isnt the future, and if it
  			//	were to be, I want no part of what must be a miserable distopian free
  			//	for all of anarchic code injection to get rudimentary events like "Resize()".
  			//
  			//	Wake up people! Of course theres a spoon. There has to be to keep feeding
  			//	the giant web baby.
  			
  
  			// Fullscreen and Resize Observers
  			EM_ASM({
  
  			// cache for reuse
  			Module._olc_EmscriptenShellCss = "width: 100%; height: 70vh; margin-left: auto; margin-right: auto;";
  
  			// width / height = aspect ratio
  			Module._olc_WindowAspectRatio = $0 / $1;
  			Module.canvas.parentNode.addEventListener("resize", function(e) {
  				
  				if (e.defaultPrevented) { e.stopPropagation(); 	return;	}
  				var viewWidth = e.detail.width;
  				var viewHeight = e.detail.width / Module._olc_WindowAspectRatio;
  				if (viewHeight > e.detail.height)
  				{
  					viewHeight = e.detail.height;
  					viewWidth = e.detail.height * Module._olc_WindowAspectRatio;
  				}
  					
  				if (Module.canvas.parentNode.className == 'emscripten_border')
  					Module.canvas.parentNode.style.cssText = Module._olc_EmscriptenShellCss + " width: " + viewWidth.toString() + "px; height: " + viewHeight.toString() + "px;";
  
  				Module.canvas.setAttribute("width", viewWidth);
  				Module.canvas.setAttribute("height", viewHeight);
  
  				if (document.fullscreenElement != null)
  				{						
  					var top = (e.detail.height - viewHeight) / 2;
  					var left = (e.detail.width - viewWidth) / 2;
  					Module.canvas.style.position = "fixed";
  					Module.canvas.style.top = top.toString() + "px";
  					Module.canvas.style.left = left.toString() + "px";
  					Module.canvas.style.width = "";
  					Module.canvas.style.height = "";
  				}
  
  				// trigger PGE update
  				Module._olc_PGE_UpdateWindowSize(viewWidth, viewHeight);
  				// this is really only needed when enter/exiting fullscreen
  				Module.canvas.focus();
  				// prevent this event from ever affecting the document beyond this element
  				e.stopPropagation();
  			});
  
  			// helper function to prevent repeating the same code everywhere
  			Module._olc_ResizeCanvas = function()
  			{
  				// yes, we still have to wait, sigh..
  				setTimeout(function()
  				{
  					// if default template, stretch width as well
  					if (Module.canvas.parentNode.className == 'emscripten_border')
  						Module.canvas.parentNode.style.cssText = Module._olc_EmscriptenShellCss;
  
  					// override it's styling so we can get it's stretched size
  					Module.canvas.style.cssText = "width: 100%; height: 100%; outline: none;";
  
  					// setup custom resize event
  					var resizeEvent = new CustomEvent('resize', 
  					{
  						detail: {
  							width: Module.canvas.clientWidth,
  							height : Module.canvas.clientHeight
  						},
  						bubbles : true,
  						cancelable : true
  					});
  
  					// trigger custom resize event on canvas element
  					Module.canvas.dispatchEvent(resizeEvent);
  				}, 50);
  			};
  
  
  			// Disable Refresh Gesture on mobile
  			document.body.style.cssText += " overscroll-behavior-y: contain;";
  
  			if (Module.canvas.parentNode.className == 'emscripten_border')
  			{
  				// force body to have no margin in emscripten's minimal shell
  				document.body.style.margin = "0";
  				Module.canvas.parentNode.style.cssText = Module._olc_EmscriptenShellCss;
  			}
  
  			Module._olc_ResizeCanvas();
  
  			// observe and react to resizing of the container element
  			var resizeObserver = new ResizeObserver(function(entries) {Module._olc_ResizeCanvas();}).observe(Module.canvas.parentNode);
  
  			// observe and react to changes that occur when entering/exiting fullscreen
  			var mutationObserver = new MutationObserver(function(mutationsList, observer)
  			{
  				// a change has occurred, let's check them out!
  				for (var i = 0; i < mutationsList.length; i++)
  				{
  					// cycle through all of the newly added elements
  					for (var j = 0; j < mutationsList[i].addedNodes.length; j++)
  					{
  						// if this element is a our canvas, trigger resize
  						if (mutationsList[i].addedNodes[j].id == 'canvas')
  							Module._olc_ResizeCanvas();
  					}
  				}
  			}).observe(Module.canvas.parentNode, 
  			{
  				attributes: false,
  				childList : true,
  				subtree : false
  			});
  
  			// add resize listener on window
  			window.addEventListener("resize", function(e) { Module._olc_ResizeCanvas(); });
  
  			}, vWindowSize.x, vWindowSize.y); // Fullscreen and Resize Observers
  #pragma warning restore format
  			return olc::rcode::OK;
  		}
  
  		// Interface PGE's UpdateWindowSize, for use in Javascript
  		void UpdateWindowSize(int width, int height)
  		{
  			ptrPGE->olc_UpdateWindowSize(width, height);
  		}
  
  		//TY Gorbit
  		static EM_BOOL focus_callback(int eventType, const EmscriptenFocusEvent* focusEvent, void* userData) 
  		{
  			if (eventType == EMSCRIPTEN_EVENT_BLUR)
  			{
  				ptrPGE->olc_UpdateKeyFocus(false);
  				ptrPGE->olc_UpdateMouseFocus(false);
  			}
  			else if (eventType == EMSCRIPTEN_EVENT_FOCUS)
  			{
  				ptrPGE->olc_UpdateKeyFocus(true);
  				ptrPGE->olc_UpdateMouseFocus(true);
  			}
  
  			return 0;
  		}
  
  		//TY Moros
  		static EM_BOOL keyboard_callback(int eventType, const EmscriptenKeyboardEvent* e, void* userData)
  		{
  			if (eventType == EMSCRIPTEN_EVENT_KEYDOWN)
  				ptrPGE->olc_UpdateKeyState(mapKeys[emscripten_compute_dom_pk_code(e->code)], true);
  
  			// THANK GOD!! for this compute function. And thanks Dandistine for pointing it out!
  			if (eventType == EMSCRIPTEN_EVENT_KEYUP)
  				ptrPGE->olc_UpdateKeyState(mapKeys[emscripten_compute_dom_pk_code(e->code)], false);
  
  			//Consume keyboard events so that keys like F1 and F5 don't do weird things
  			return EM_TRUE;
  		}
  
  		//TY Moros
  		static EM_BOOL wheel_callback(int eventType, const EmscriptenWheelEvent* e, void* userData)
  		{
  			if (eventType == EMSCRIPTEN_EVENT_WHEEL)
  				ptrPGE->olc_UpdateMouseWheel(-1 * e->deltaY);
  
  			return EM_TRUE;
  		}
  
  		//TY Bispoo
  		static EM_BOOL touch_callback(int eventType, const EmscriptenTouchEvent* e, void* userData)
  		{
  			// Move
  			if (eventType == EMSCRIPTEN_EVENT_TOUCHMOVE)
  			{
  				ptrPGE->olc_UpdateMouse(e->touches->targetX, e->touches->targetY);
  			}
  
  			// Start
  			if (eventType == EMSCRIPTEN_EVENT_TOUCHSTART)
  			{
  				ptrPGE->olc_UpdateMouse(e->touches->targetX, e->touches->targetY);
  				ptrPGE->olc_UpdateMouseState(0, true);
  			}
  
  			// End
  			if (eventType == EMSCRIPTEN_EVENT_TOUCHEND)
  			{
  				ptrPGE->olc_UpdateMouseState(0, false);
  			}
  
  			return EM_TRUE;
  		}
  
  		//TY Moros
  		static EM_BOOL mouse_callback(int eventType, const EmscriptenMouseEvent* e, void* userData)
  		{
  			//Mouse Movement
  			if (eventType == EMSCRIPTEN_EVENT_MOUSEMOVE)
  				ptrPGE->olc_UpdateMouse(e->targetX, e->targetY);
  
  
  			//Mouse button press
  			if (e->button == 0) // left click
  			{
  				if (eventType == EMSCRIPTEN_EVENT_MOUSEDOWN)
  					ptrPGE->olc_UpdateMouseState(0, true);
  				else if (eventType == EMSCRIPTEN_EVENT_MOUSEUP)
  					ptrPGE->olc_UpdateMouseState(0, false);
  			}
  
  			if (e->button == 2) // right click
  			{
  				if (eventType == EMSCRIPTEN_EVENT_MOUSEDOWN)
  					ptrPGE->olc_UpdateMouseState(1, true);
  				else if (eventType == EMSCRIPTEN_EVENT_MOUSEUP)
  					ptrPGE->olc_UpdateMouseState(1, false);
  
  			}
  
  			if (e->button == 1) // middle click
  			{
  				if (eventType == EMSCRIPTEN_EVENT_MOUSEDOWN)
  					ptrPGE->olc_UpdateMouseState(2, true);
  				else if (eventType == EMSCRIPTEN_EVENT_MOUSEUP)
  					ptrPGE->olc_UpdateMouseState(2, false);
  
  				//at the moment only middle mouse needs to consume events.
  				return EM_TRUE;
  			}
  
  			return EM_FALSE;
  		}
  
  
  		virtual olc::rcode SetWindowTitle(const std::string& s) override
  		{ emscripten_set_window_title(s.c_str()); return olc::OK; }
  
  		virtual olc::rcode StartSystemEventLoop() override 
  		{ return olc::OK; }
  
  		virtual olc::rcode HandleSystemEvent() override
  		{ return olc::OK; }
  
  		static void MainLoop()
  		{
  			olc::Platform::ptrPGE->olc_CoreUpdate();
  			if (!ptrPGE->olc_IsRunning())
  			{
  				if (ptrPGE->OnUserDestroy())
  				{
  					emscripten_cancel_main_loop();
  					platform->ApplicationCleanUp();
  				}
  				else
  				{
  					ptrPGE->olc_Reanimate();
  				}
  			}
  		}
  	};
  
  	//Emscripten needs a special Start function
  	//Much of this is usually done in EngineThread, but that isn't used here
  	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);
  
  		// Some implementations may form an event loop here
  		if (platform->ThreadStartUp() == olc::FAIL)	return olc::FAIL;
  
  		// Do engine context specific initialisation
  		olc_PrepareEngine();
  
  		// Consider the "thread" started
  		bAtomActive = true;
  
  		// Create user resources as part of this thread
  		for (auto& ext : vExtensions) ext->OnBeforeUserCreate();
  		if (!OnUserCreate()) bAtomActive = false;
  		for (auto& ext : vExtensions) ext->OnAfterUserCreate();
  
  		platform->StartSystemEventLoop();
  
  		//This causes a heap memory corruption in Emscripten for some reason
  		//Platform_Emscripten::bActiveRef = &bAtomActive;
  		emscripten_set_main_loop(&Platform_Emscripten::MainLoop, 0, 1);
  
  		// Wait for thread to be exited
  		if (platform->ApplicationCleanUp() != olc::OK) return olc::FAIL;
  		return olc::OK;
  	}
  }
  
  extern "C" 
  {
  	EMSCRIPTEN_KEEPALIVE inline void olc_PGE_UpdateWindowSize(int width, int height)
  	{
  		emscripten_set_canvas_element_size("#canvas", width, height);
  		// Thanks slavka
  		((olc::Platform_Emscripten*)olc::platform.get())->UpdateWindowSize(width, height);
  	}
  }
  
  #endif
  // O------------------------------------------------------------------------------O
  // | END PLATFORM: Emscripten                                                     |
  // O------------------------------------------------------------------------------O
  #pragma endregion
  
  
  #endif // Headless
  
  // O------------------------------------------------------------------------------O
  // | olcPixelGameEngine Auto-Configuration                                        |
  // O------------------------------------------------------------------------------O
  #pragma region pge_config
  namespace olc
  {
  	void PixelGameEngine::olc_ConfigureSystem()
  	{
  
  #if !defined(OLC_PGE_HEADLESS)
  
  #if defined(OLC_IMAGE_GDI)
  		olc::Sprite::loader = std::make_unique<olc::ImageLoader_GDIPlus>();
  #endif
  
  #if defined(OLC_IMAGE_LIBPNG)
  		olc::Sprite::loader = std::make_unique<olc::ImageLoader_LibPNG>();
  #endif
  
  #if defined(OLC_IMAGE_STB)
  		olc::Sprite::loader = std::make_unique<olc::ImageLoader_STB>();
  #endif
  
  #if defined(OLC_IMAGE_CUSTOM_EX)
  		olc::Sprite::loader = std::make_unique<OLC_IMAGE_CUSTOM_EX>();
  #endif
  
  
  
  
  #if defined(OLC_PLATFORM_WINAPI)
  		platform = std::make_unique<olc::Platform_Windows>();
  #endif
  
  #if defined(OLC_PLATFORM_X11)
  		platform = std::make_unique<olc::Platform_Linux>();
  #endif
  
  #if defined(OLC_PLATFORM_GLUT)
  		platform = std::make_unique<olc::Platform_GLUT>();
  #endif
  
  #if defined(OLC_PLATFORM_EMSCRIPTEN)
  		platform = std::make_unique<olc::Platform_Emscripten>();
  #endif
  
  #if defined(OLC_PLATFORM_CUSTOM_EX)
  		platform = std::make_unique<OLC_PLATFORM_CUSTOM_EX>();
  #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_OPENGLES2)
  		renderer = std::make_unique<olc::Renderer_OGLES2>();
  #endif
  
  #if defined(OLC_GFX_DIRECTX10)
  		renderer = std::make_unique<olc::Renderer_DX10>();
  #endif
  
  #if defined(OLC_GFX_DIRECTX11)
  		renderer = std::make_unique<olc::Renderer_DX11>();
  #endif
  
  #if defined(OLC_GFX_CUSTOM_EX)
  		renderer = std::make_unique<OLC_RENDERER_CUSTOM_EX>();
  #endif
  
  		// Associate components with PGE instance
  		platform->ptrPGE = this;
  		renderer->ptrPGE = this;
  #else
  		olc::Sprite::loader = nullptr;
  		platform = nullptr;
  		renderer = nullptr;
  #endif
  	}
  }
  
  #pragma endregion
  
  #endif // End OLC_PGE_APPLICATION
  
  // O------------------------------------------------------------------------------O
  // | END OF OLC_PGE_APPLICATION                                                   |
  // O------------------------------------------------------------------------------O
  
  