allegro4r 0.0.1-x86-mswin32-60

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Files changed (60) hide show
  1. data/History.txt +4 -0
  2. data/Manifest.txt +59 -0
  3. data/README.txt +94 -0
  4. data/examples/exdbuf.rb +58 -0
  5. data/examples/exfixed.rb +46 -0
  6. data/examples/exflame.rb +200 -0
  7. data/examples/exflip.rb +87 -0
  8. data/examples/exfont.rb +70 -0
  9. data/examples/exhello.rb +46 -0
  10. data/examples/exjoy.rb +206 -0
  11. data/examples/exkeys.rb +216 -0
  12. data/examples/exmem.rb +50 -0
  13. data/examples/exmidi.rb +97 -0
  14. data/examples/exmouse.rb +149 -0
  15. data/examples/expal.rb +70 -0
  16. data/examples/expat.rb +62 -0
  17. data/examples/exsample.rb +89 -0
  18. data/examples/extimer.rb +84 -0
  19. data/examples/unifont.dat +0 -0
  20. data/ext/a4r_API_BITMAP.c +27 -0
  21. data/ext/a4r_API_DIGI_DRIVER.c +14 -0
  22. data/ext/a4r_API_GFX_DRIVER.c +14 -0
  23. data/ext/a4r_API_JOYSTICK_AXIS_INFO.c +53 -0
  24. data/ext/a4r_API_JOYSTICK_BUTTON_INFO.c +27 -0
  25. data/ext/a4r_API_JOYSTICK_DRIVER.c +14 -0
  26. data/ext/a4r_API_JOYSTICK_INFO.c +84 -0
  27. data/ext/a4r_API_JOYSTICK_STICK_INFO.c +62 -0
  28. data/ext/a4r_API_KEYBOARD_DRIVER.c +14 -0
  29. data/ext/a4r_API_MIDI_DRIVER.c +14 -0
  30. data/ext/a4r_API_MOUSE_DRIVER.c +14 -0
  31. data/ext/a4r_API_PALETTE.c +63 -0
  32. data/ext/a4r_API_RGB.c +118 -0
  33. data/ext/a4r_API_TIMER_DRIVER.c +14 -0
  34. data/ext/a4r_API_bitmap_objects.c +310 -0
  35. data/ext/a4r_API_blitting_and_sprites.c +86 -0
  36. data/ext/a4r_API_digital_sample_routines.c +83 -0
  37. data/ext/a4r_API_direct_access_to_video_memory.c +102 -0
  38. data/ext/a4r_API_drawing_primitives.c +114 -0
  39. data/ext/a4r_API_file_and_compression_routines.c +27 -0
  40. data/ext/a4r_API_fixed_point_math_routines.c +98 -0
  41. data/ext/a4r_API_fonts.c +147 -0
  42. data/ext/a4r_API_graphics_modes.c +155 -0
  43. data/ext/a4r_API_joystick_routines.c +213 -0
  44. data/ext/a4r_API_keyboard_routines.c +420 -0
  45. data/ext/a4r_API_misc.c +133 -0
  46. data/ext/a4r_API_mouse_routines.c +220 -0
  47. data/ext/a4r_API_music_routines_midi.c +147 -0
  48. data/ext/a4r_API_palette_routines.c +112 -0
  49. data/ext/a4r_API_sound_init_routines.c +29 -0
  50. data/ext/a4r_API_text_output.c +178 -0
  51. data/ext/a4r_API_timer_routines.c +250 -0
  52. data/ext/a4r_API_transparency_and_patterned_drawing.c +87 -0
  53. data/ext/a4r_API_truecolor_pixel_formats.c +44 -0
  54. data/ext/a4r_API_unicode_routines.c +53 -0
  55. data/ext/a4r_API_using_allegro.c +98 -0
  56. data/ext/allegro4r.c +866 -0
  57. data/ext/allegro4r.h +311 -0
  58. data/ext/allegro4r.so +0 -0
  59. data/ext/extconf.rb +11 -0
  60. metadata +113 -0
@@ -0,0 +1,155 @@
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+ #include "allegro4r.h"
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+
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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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+ /*
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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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+ /*
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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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+ /*
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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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+ }
@@ -0,0 +1,213 @@
1
+ #include "allegro4r.h"
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+
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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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+ /*
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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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+ /*
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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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+ /*
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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.
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+ *
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+ * JOYFLAG_CALIB_ANALOGUE
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+ * This control will be capable of providing analogue input once it has been
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+ * calibrated, but is not doing this at the moment.
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+ *
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+ * JOYFLAG_CALIBRATE
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+ * Indicates that this control needs to be calibrated. Many devices require
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+ * multiple calibration steps, so you should call the calibrate_joystick
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+ * function from a loop until this flag is cleared.
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+ *
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+ * JOYFLAG_SIGNED
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+ * Indicates that the analogue axis position is in signed format, ranging from
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+ * -128 to 128. This is the case for all 2d directional controls.
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+ *
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+ * JOYFLAG_UNSIGNED
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+ * Indicates that the analogue axis position is in unsigned format, ranging from
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+ * 0 to 255. This is the case for all 1d throttle controls.
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+ *
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+ * Note for people who spell funny: in case you don't like having to type
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+ * "analogue", there are some aliases h that will allow you to write "analog"
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+ * instead.
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+ */
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+ VALUE a4r_API_joy(VALUE self)
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+ {
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+ VALUE ret = rb_ary_new2(num_joysticks);
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+ long x;
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+ for (x = 0; x < num_joysticks; x++)
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+ {
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+ VALUE obj = Data_Wrap_Struct(cAPI_JOYSTICK_INFO, 0, 0, &(joy[x]));
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+ rb_ary_store(ret, x, obj);
160
+ }
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+
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+ return ret;
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+ }
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+
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+ /*
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+ * call-seq:
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+ * calibrate_joystick_name(n) -> str
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+ *
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+ * Pass the number of the joystick you want to calibrate as the parameter.
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+ *
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+ * Return value: Returns a text description for the next type of calibration
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+ * that will be done on the specified joystick, or nil if no more calibration is
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+ * required.
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+ */
175
+ VALUE a4r_API_calibrate_joystick_name(VALUE self, VALUE n)
176
+ {
177
+ const char *s = calibrate_joystick_name(FIX2INT(n));
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+ if (s == NULL)
179
+ return Qnil;
180
+ else
181
+ return rb_str_new2(s);
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+ }
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+
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+ /*
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+ * call-seq:
186
+ * calibrate_joystick(n) -> int
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+ *
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+ * 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
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+ * the manner described by a previous call to calibrate_joystick_name, returning
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+ * zero on success. For example, a simple routine to fully calibrate all the
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+ * joysticks might look like:
194
+ * (0...num_joysticks).each do |i|
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+ * while joy[i].flags & JOYFLAG_CALIBRATE != 0
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+ * msg = calibrate_joystick_name(i)
197
+ * textprintf_ex(..., "%s, and press a key\n" % msg)
198
+ * readkey
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+ * if calibrate_joystick(i) != 0
200
+ * textprintf_ex(..., "oops!\n")
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+ * readkey
202
+ * exit 1
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+ * end
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+ * end
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+ * end
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+ *
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+ * Return value: Returns zero on success, non-zero if the calibration could not
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+ * be performed successfully.
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+ */
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+ VALUE a4r_API_calibrate_joystick(VALUE self, VALUE n)
211
+ {
212
+ return INT2FIX(calibrate_joystick(FIX2INT(n)));
213
+ }