allegro4r 0.0.1-x86-mswin32-60
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- data/History.txt +4 -0
- data/Manifest.txt +59 -0
- data/README.txt +94 -0
- data/examples/exdbuf.rb +58 -0
- data/examples/exfixed.rb +46 -0
- data/examples/exflame.rb +200 -0
- data/examples/exflip.rb +87 -0
- data/examples/exfont.rb +70 -0
- data/examples/exhello.rb +46 -0
- data/examples/exjoy.rb +206 -0
- data/examples/exkeys.rb +216 -0
- data/examples/exmem.rb +50 -0
- data/examples/exmidi.rb +97 -0
- data/examples/exmouse.rb +149 -0
- data/examples/expal.rb +70 -0
- data/examples/expat.rb +62 -0
- data/examples/exsample.rb +89 -0
- data/examples/extimer.rb +84 -0
- data/examples/unifont.dat +0 -0
- data/ext/a4r_API_BITMAP.c +27 -0
- data/ext/a4r_API_DIGI_DRIVER.c +14 -0
- data/ext/a4r_API_GFX_DRIVER.c +14 -0
- data/ext/a4r_API_JOYSTICK_AXIS_INFO.c +53 -0
- data/ext/a4r_API_JOYSTICK_BUTTON_INFO.c +27 -0
- data/ext/a4r_API_JOYSTICK_DRIVER.c +14 -0
- data/ext/a4r_API_JOYSTICK_INFO.c +84 -0
- data/ext/a4r_API_JOYSTICK_STICK_INFO.c +62 -0
- data/ext/a4r_API_KEYBOARD_DRIVER.c +14 -0
- data/ext/a4r_API_MIDI_DRIVER.c +14 -0
- data/ext/a4r_API_MOUSE_DRIVER.c +14 -0
- data/ext/a4r_API_PALETTE.c +63 -0
- data/ext/a4r_API_RGB.c +118 -0
- data/ext/a4r_API_TIMER_DRIVER.c +14 -0
- data/ext/a4r_API_bitmap_objects.c +310 -0
- data/ext/a4r_API_blitting_and_sprites.c +86 -0
- data/ext/a4r_API_digital_sample_routines.c +83 -0
- data/ext/a4r_API_direct_access_to_video_memory.c +102 -0
- data/ext/a4r_API_drawing_primitives.c +114 -0
- data/ext/a4r_API_file_and_compression_routines.c +27 -0
- data/ext/a4r_API_fixed_point_math_routines.c +98 -0
- data/ext/a4r_API_fonts.c +147 -0
- data/ext/a4r_API_graphics_modes.c +155 -0
- data/ext/a4r_API_joystick_routines.c +213 -0
- data/ext/a4r_API_keyboard_routines.c +420 -0
- data/ext/a4r_API_misc.c +133 -0
- data/ext/a4r_API_mouse_routines.c +220 -0
- data/ext/a4r_API_music_routines_midi.c +147 -0
- data/ext/a4r_API_palette_routines.c +112 -0
- data/ext/a4r_API_sound_init_routines.c +29 -0
- data/ext/a4r_API_text_output.c +178 -0
- data/ext/a4r_API_timer_routines.c +250 -0
- data/ext/a4r_API_transparency_and_patterned_drawing.c +87 -0
- data/ext/a4r_API_truecolor_pixel_formats.c +44 -0
- data/ext/a4r_API_unicode_routines.c +53 -0
- data/ext/a4r_API_using_allegro.c +98 -0
- data/ext/allegro4r.c +866 -0
- data/ext/allegro4r.h +311 -0
- data/ext/allegro4r.so +0 -0
- data/ext/extconf.rb +11 -0
- metadata +113 -0
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#include "allegro4r.h"
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/*
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* call-seq:
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* set_gfx_mode(card, w, h, v_w, v_h) -> int
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*
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* Switches into graphics mode. The card parameter should usually be one of the
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* Allegro magic drivers (read introduction of chapter "Graphics modes") or see
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* the platform specific documentation for a list of the available drivers. The
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* w and h parameters specify what screen resolution you want. The color depth
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* of the graphic mode has to be specified before calling this function with
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* set_color_depth.
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*
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* The v_w and v_h parameters specify the minimum virtual screen size, in case
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* you need a large virtual screen for hardware scrolling or page flipping. You
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* should set them to zero if you don't care about the virtual screen size.
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*
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* When you call set_gfx_mode, the v_w and v_h parameters represent the minimum
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* size of virtual screen that is acceptable for your program. The range of
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* possible sizes is usually very restricted, and Allegro may end up creating a
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* virtual screen much larger than the one you request. Allowed sizes are driver
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* dependent and some drivers do not allow virtual screens that are larger than
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* the visible screen at all: don't assume that whatever you pass will always
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* work.
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*
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* In mode-X the virtual width can be any multiple of eight greater than or
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* equal to the physical screen width, and the virtual height will be set
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* accordingly (the VGA has 256k of vram, so the virtual height will be
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* 256*1024/virtual_width).
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*
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* Currently, using a big virtual screen for page flipping is considered bad
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* practice. There are platforms which don't support virtual screens bigger than
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* the physical screen but can create different video pages to flip back and
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* forth. This means that, if you want page flipping and aren't going to use
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* hardware scrolling, you should call set_gfx_mode with (0,0) as the virtual
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* screen size and later create the different video pages with
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* create_video_bitmap. Otherwise your program will be limited to the platforms
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* supporting hardware scrolling.
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*
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* After you select a graphics mode, the physical and virtual screen sizes can
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* be checked with the macros SCREEN_W, SCREEN_H, VIRTUAL_W, and VIRTUAL_H.
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*
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* Return value: Returns zero on success. On failure returns a negative number
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* and stores a description of the problem in allegro_error.
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*/
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VALUE a4r_API_set_gfx_mode(VALUE self, VALUE card, VALUE w, VALUE h, VALUE v_w, VALUE v_h)
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{
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return INT2FIX(set_gfx_mode(NUM2INT(card), FIX2INT(w), FIX2INT(h), FIX2INT(v_w), FIX2INT(v_h)));
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}
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/*
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* call-seq:
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* set_display_switch_mode(mode) -> int
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*
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* Sets how the program should handle being switched into the background, if the
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* user tabs away from it. Not all of the possible modes will be supported by
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* every graphics driver on every platform. The available modes are:
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* SWITCH_NONE::
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* Disables switching. This is the default in single-tasking systems like DOS.
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* It may be supported on other platforms, but you should use it with caution,
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* because your users won't be impressed if they want to switch away from your
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* program, but you don't let them!
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* SWITCH_PAUSE::
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* Pauses the program whenever it is in the background. Execution will be
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* resumed as soon as the user switches back to it. This is the default in
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* most fullscreen multitasking environments, for example the Linux console,
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* but not under Windows.
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* SWITCH_AMNESIA::
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* Like SWITCH_PAUSE, but this mode doesn't bother to remember the contents of
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* video memory, so the screen, and any video bitmaps that you have created,
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* will be erased after the user switches away and then back to your program.
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* This is not a terribly useful mode to have, but it is the default for the
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* fullscreen drivers under Windows because DirectDraw is too dumb to
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* implement anything better.
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* SWITCH_BACKGROUND::
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* The program will carry on running in the background, with the screen bitmap
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* temporarily being pointed at a memory buffer for the fullscreen drivers.
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* You must take special care when using this mode, because bad things will
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* happen if the screen bitmap gets changed around when your program isn't
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* expecting it (see below).
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* SWITCH_BACKAMNESIA::
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* Like SWITCH_BACKGROUND, but this mode doesn't bother to remember the
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* contents of video memory (see SWITCH_AMNESIA). It is again the only mode
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* supported by the fullscreen drivers under Windows that lets the program
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* keep running in the background.
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*
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* Note that you should be very careful when you are using graphics routines in
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* the switching context: you must always call acquire_screen before the start
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* of any drawing code onto the screen and not release it until you are
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* completely finished, because the automatic locking mechanism may not be good
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* enough to work when the program runs in the background or has just been
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* raised in the foreground.
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*
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* Return value: Returns zero on success, invalidating at the same time all
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* callbacks previously registered with set_display_switch_callback. Returns -1
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* if the requested mode is not currently possible.
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*/
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VALUE a4r_API_set_display_switch_mode(VALUE self, VALUE mode)
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{
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return INT2FIX(set_display_switch_mode(FIX2INT(mode)));
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}
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/*
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* call-seq:
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* show_video_bitmap(bitmap) -> int
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*
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* Attempts to page flip the hardware screen to display the specified video
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* bitmap object, which must be the same size as the physical screen, and should
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* have been obtained by calling the create_video_bitmap function.
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*
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* Allegro will handle any necessary vertical retrace synchronisation when page
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* flipping, so you don't need to call vsync before it. This means that
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* show_video_bitmap has the same time delay effects as vsync by default. This
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* can be adjusted with the "disable_vsync" config key in the [graphics] section
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* of allegro.cfg. Example:
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* video_page = Array.new
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* ...
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* # Create pages for page flipping
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* video_page[0] = create_video_bitmap(SCREEN_W, SCREEN_H)
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* video_page[1] = create_video_bitmap(SCREEN_W, SCREEN_H)
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* current_page = 0
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* ...
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* # draw the screen and flip pages
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* draw_screen(video_page[current_page])
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* show_video_bitmap(video_page[current_page])
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* current_page = (current_page + 1) % 2
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* ...
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*
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* Return value: Returns zero on success and non-zero on failure.
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*/
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VALUE a4r_API_show_video_bitmap(VALUE self, VALUE bitmap)
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{
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BITMAP *bmp;
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Data_Get_Struct(bitmap, BITMAP, bmp);
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return INT2FIX(show_video_bitmap(bmp));
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}
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/*
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* call-seq:
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* vsync -> nil
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*
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* Waits for a vertical retrace to begin. The retrace happens when the electron
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* beam in your monitor has reached the bottom of the screen and is moving back
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* to the top ready for another scan. During this short period the graphics card
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* isn't sending any data to the monitor, so you can do things to it that aren't
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* possible at other times, such as altering the palette without causing
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* flickering (snow). Allegro will automatically wait for a retrace before
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* altering the palette or doing any hardware scrolling, though, so you don't
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* normally need to bother with this function.
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*/
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VALUE a4r_API_vsync(VALUE self)
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{
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vsync();
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return Qnil;
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}
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#include "allegro4r.h"
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/*
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* call-seq:
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* install_joystick(type) -> int
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*
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* Installs Allegro's joystick handler, and calibrates the centre position
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* values. The type parameter should usually be JOY_TYPE_AUTODETECT, or see the
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* platform specific documentation for a list of the available drivers. You must
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* call this routine before using any other joystick functions, and you should
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* make sure that all joysticks are in the middle position at the time. Example:
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* textout_centre_ex(screen, font,
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* "Center the joystick and press a key",
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* SCREEN_W()/2, SCREEN_H()/2, red_color, -1)
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* readkey
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* if install_joystick(JOY_TYPE_AUTODETECT) != 0
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* abort_on_error("Error initialising joystick!")
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* end
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*
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* Return value: Returns zero on success. As soon as you have installed the
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* joystick module, you will be able to read the button state and digital
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* (on/off toggle) direction information, which may be enough for some games. If
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* you want to get full analogue input, though, you need to use the
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* calibrate_joystick functions to measure the exact range of the inputs: see
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* below.
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*/
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VALUE a4r_API_install_joystick(VALUE self, VALUE type)
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{
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return INT2FIX(install_joystick(FIX2INT(type)));
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}
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/*
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* call-seq:
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* poll_joystick -> int
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*
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* The joystick handler is not interrupt driven, so you need to call this
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* function every now and again to update the global position values. Example:
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* loop do
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* # Get joystick input
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* poll_joystick
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*
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* # Process input for the first joystick
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* if joy[0].button[0].b
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* first_button_pressed
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* end
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*
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* if joy[0].button[1].b
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* second_button_pressed
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* end
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* ...
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* break if done
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* end
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*
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* Return value: Returns zero on success or a negative number on failure
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* (usually because no joystick driver was installed).
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*/
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VALUE a4r_API_poll_joystick(VALUE self)
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{
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return INT2FIX(poll_joystick());
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}
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/*
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* call-seq:
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* num_joysticks -> int
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*
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* Global variable containing the number of active joystick devices. The current
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* drivers support a maximum of eight controllers.
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*/
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VALUE a4r_API_num_joysticks(VALUE self)
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{
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// TODO: Convert to data struct or cached or hooked variable?
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return INT2FIX(num_joysticks);
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}
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/*
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* call-seq:
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* joy -> ary
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*
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* Global array of joystick state information, which is updated by the
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* poll_joystick function. Only the first num_joysticks elements will contain
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* meaningful information. Joystick info is described by the JOYSTICK_INFO
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* class.
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*
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* The button status is stored in the JOYSTICK_BUTTON_INFO class.
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*
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* You may wish to display the button names as part of an input configuration
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* screen to let the user choose what game function will be performed by each
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* button, but in simpler situations you can safely assume that the first two
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* elements in the button array will always be the main trigger controls.
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*
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* Each joystick will provide one or more stick inputs, of varying types. These
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* can be digital controls which snap to specific positions (eg. a gamepad
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* controller, the coolie hat on a Flightstick Pro or Wingman Extreme, or a
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* normal joystick which hasn't yet been calibrated), or they can be full
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* analogue inputs with a smooth range of motion. Sticks may also have different
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* numbers of axes, for example a normal directional control has two, but the
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* Flightstick Pro throttle is only a single axis, and it is possible that the
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* system could be extended in the future to support full 3d controllers. A
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* stick input is described by the JOYSTICK_STICK_INFO class.
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*
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* A single joystick may provide several different stick inputs, but you can
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* safely assume that the first element in the stick array will always be the
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* main directional controller.
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*
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* Information about each of the stick axis is stored in the subclass
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* JOYSTICK_AXIS_INFO.
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*
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* This provides both analogue input in the pos field (ranging from -128 to 128
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* or from 0 to 255, depending on the type of the control), and digital values
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* in the d1 and d2 fields. For example, when describing the X-axis position,
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* the pos field will hold the horizontal position of the joystick, d1 will be
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* set if it is moved left, and d2 will be set if it is moved right. Allegro
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* will fill in all these values regardless of whether it is using a digital or
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* analogue joystick, emulating the pos field for digital inputs by snapping it
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* to the min, middle, and maximum positions, and emulating the d1 and d2 values
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* for an analogue stick by comparing the current position with the centre
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* point.
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*
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* The joystick flags field may contain any combination of the bit flags:
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*
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* JOYFLAG_DIGITAL
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* This control is currently providing digital input.
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*
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* JOYFLAG_ANALOGUE
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* This control is currently providing analogue input.
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*
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* JOYFLAG_CALIB_DIGITAL
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* This control will be capable of providing digital input once it has been
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+
* calibrated, but is not doing this at the moment.
|
130
|
+
*
|
131
|
+
* JOYFLAG_CALIB_ANALOGUE
|
132
|
+
* This control will be capable of providing analogue input once it has been
|
133
|
+
* calibrated, but is not doing this at the moment.
|
134
|
+
*
|
135
|
+
* JOYFLAG_CALIBRATE
|
136
|
+
* Indicates that this control needs to be calibrated. Many devices require
|
137
|
+
* multiple calibration steps, so you should call the calibrate_joystick
|
138
|
+
* function from a loop until this flag is cleared.
|
139
|
+
*
|
140
|
+
* JOYFLAG_SIGNED
|
141
|
+
* Indicates that the analogue axis position is in signed format, ranging from
|
142
|
+
* -128 to 128. This is the case for all 2d directional controls.
|
143
|
+
*
|
144
|
+
* JOYFLAG_UNSIGNED
|
145
|
+
* Indicates that the analogue axis position is in unsigned format, ranging from
|
146
|
+
* 0 to 255. This is the case for all 1d throttle controls.
|
147
|
+
*
|
148
|
+
* Note for people who spell funny: in case you don't like having to type
|
149
|
+
* "analogue", there are some aliases h that will allow you to write "analog"
|
150
|
+
* instead.
|
151
|
+
*/
|
152
|
+
VALUE a4r_API_joy(VALUE self)
|
153
|
+
{
|
154
|
+
VALUE ret = rb_ary_new2(num_joysticks);
|
155
|
+
long x;
|
156
|
+
for (x = 0; x < num_joysticks; x++)
|
157
|
+
{
|
158
|
+
VALUE obj = Data_Wrap_Struct(cAPI_JOYSTICK_INFO, 0, 0, &(joy[x]));
|
159
|
+
rb_ary_store(ret, x, obj);
|
160
|
+
}
|
161
|
+
|
162
|
+
return ret;
|
163
|
+
}
|
164
|
+
|
165
|
+
/*
|
166
|
+
* call-seq:
|
167
|
+
* calibrate_joystick_name(n) -> str
|
168
|
+
*
|
169
|
+
* Pass the number of the joystick you want to calibrate as the parameter.
|
170
|
+
*
|
171
|
+
* Return value: Returns a text description for the next type of calibration
|
172
|
+
* that will be done on the specified joystick, or nil if no more calibration is
|
173
|
+
* required.
|
174
|
+
*/
|
175
|
+
VALUE a4r_API_calibrate_joystick_name(VALUE self, VALUE n)
|
176
|
+
{
|
177
|
+
const char *s = calibrate_joystick_name(FIX2INT(n));
|
178
|
+
if (s == NULL)
|
179
|
+
return Qnil;
|
180
|
+
else
|
181
|
+
return rb_str_new2(s);
|
182
|
+
}
|
183
|
+
|
184
|
+
/*
|
185
|
+
* call-seq:
|
186
|
+
* calibrate_joystick(n) -> int
|
187
|
+
*
|
188
|
+
* Most joysticks need to be calibrated before they can provide full analogue
|
189
|
+
* input. This function performs the next operation in the calibration series
|
190
|
+
* for the specified stick, assuming that the joystick has been positioned in
|
191
|
+
* the manner described by a previous call to calibrate_joystick_name, returning
|
192
|
+
* zero on success. For example, a simple routine to fully calibrate all the
|
193
|
+
* joysticks might look like:
|
194
|
+
* (0...num_joysticks).each do |i|
|
195
|
+
* while joy[i].flags & JOYFLAG_CALIBRATE != 0
|
196
|
+
* msg = calibrate_joystick_name(i)
|
197
|
+
* textprintf_ex(..., "%s, and press a key\n" % msg)
|
198
|
+
* readkey
|
199
|
+
* if calibrate_joystick(i) != 0
|
200
|
+
* textprintf_ex(..., "oops!\n")
|
201
|
+
* readkey
|
202
|
+
* exit 1
|
203
|
+
* end
|
204
|
+
* end
|
205
|
+
* end
|
206
|
+
*
|
207
|
+
* Return value: Returns zero on success, non-zero if the calibration could not
|
208
|
+
* be performed successfully.
|
209
|
+
*/
|
210
|
+
VALUE a4r_API_calibrate_joystick(VALUE self, VALUE n)
|
211
|
+
{
|
212
|
+
return INT2FIX(calibrate_joystick(FIX2INT(n)));
|
213
|
+
}
|