allegro4r 0.0.1

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Files changed (59) hide show
  1. data/History.txt +4 -0
  2. data/Manifest.txt +58 -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/extconf.rb +11 -0
  59. metadata +112 -0
@@ -0,0 +1,155 @@
1
+ #include "allegro4r.h"
2
+
3
+ /*
4
+ * call-seq:
5
+ * set_gfx_mode(card, w, h, v_w, v_h) -> int
6
+ *
7
+ * Switches into graphics mode. The card parameter should usually be one of the
8
+ * Allegro magic drivers (read introduction of chapter "Graphics modes") or see
9
+ * the platform specific documentation for a list of the available drivers. The
10
+ * w and h parameters specify what screen resolution you want. The color depth
11
+ * of the graphic mode has to be specified before calling this function with
12
+ * set_color_depth.
13
+ *
14
+ * The v_w and v_h parameters specify the minimum virtual screen size, in case
15
+ * you need a large virtual screen for hardware scrolling or page flipping. You
16
+ * should set them to zero if you don't care about the virtual screen size.
17
+ *
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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
21
+ * 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
36
+ * 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
41
+ * be checked with the macros SCREEN_W, SCREEN_H, VIRTUAL_W, and VIRTUAL_H.
42
+ *
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+ * Return value: Returns zero on success. On failure returns a negative number
44
+ * and stores a description of the problem in allegro_error.
45
+ */
46
+ VALUE a4r_API_set_gfx_mode(VALUE self, VALUE card, VALUE w, VALUE h, VALUE v_w, VALUE v_h)
47
+ {
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+ return INT2FIX(set_gfx_mode(NUM2INT(card), FIX2INT(w), FIX2INT(h), FIX2INT(v_w), FIX2INT(v_h)));
49
+ }
50
+
51
+ /*
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+ * call-seq:
53
+ * set_display_switch_mode(mode) -> int
54
+ *
55
+ * Sets how the program should handle being switched into the background, if the
56
+ * 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:
58
+ * 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.
68
+ * 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.
75
+ * SWITCH_BACKGROUND::
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+ * The program will carry on running in the background, with the screen bitmap
77
+ * 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).
81
+ * SWITCH_BACKAMNESIA::
82
+ * 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
84
+ * supported by the fullscreen drivers under Windows that lets the program
85
+ * keep running in the background.
86
+ *
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+ * Note that you should be very careful when you are using graphics routines in
88
+ * the switching context: you must always call acquire_screen before the start
89
+ * 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
92
+ * raised in the foreground.
93
+ *
94
+ * Return value: Returns zero on success, invalidating at the same time all
95
+ * callbacks previously registered with set_display_switch_callback. Returns -1
96
+ * if the requested mode is not currently possible.
97
+ */
98
+ VALUE a4r_API_set_display_switch_mode(VALUE self, VALUE mode)
99
+ {
100
+ return INT2FIX(set_display_switch_mode(FIX2INT(mode)));
101
+ }
102
+
103
+ /*
104
+ * call-seq:
105
+ * show_video_bitmap(bitmap) -> int
106
+ *
107
+ * Attempts to page flip the hardware screen to display the specified video
108
+ * 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
113
+ * show_video_bitmap has the same time delay effects as vsync by default. This
114
+ * can be adjusted with the "disable_vsync" config key in the [graphics] section
115
+ * of allegro.cfg. Example:
116
+ * video_page = Array.new
117
+ * ...
118
+ * # Create pages for page flipping
119
+ * video_page[0] = create_video_bitmap(SCREEN_W, SCREEN_H)
120
+ * 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])
125
+ * show_video_bitmap(video_page[current_page])
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+ * current_page = (current_page + 1) % 2
127
+ * ...
128
+ *
129
+ * Return value: Returns zero on success and non-zero on failure.
130
+ */
131
+ VALUE a4r_API_show_video_bitmap(VALUE self, VALUE bitmap)
132
+ {
133
+ BITMAP *bmp;
134
+ Data_Get_Struct(bitmap, BITMAP, bmp);
135
+ return INT2FIX(show_video_bitmap(bmp));
136
+ }
137
+
138
+ /*
139
+ * call-seq:
140
+ * vsync -> nil
141
+ *
142
+ * Waits for a vertical retrace to begin. The retrace happens when the electron
143
+ * beam in your monitor has reached the bottom of the screen and is moving back
144
+ * 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
148
+ * altering the palette or doing any hardware scrolling, though, so you don't
149
+ * normally need to bother with this function.
150
+ */
151
+ VALUE a4r_API_vsync(VALUE self)
152
+ {
153
+ vsync();
154
+ return Qnil;
155
+ }
@@ -0,0 +1,213 @@
1
+ #include "allegro4r.h"
2
+
3
+ /*
4
+ * call-seq:
5
+ * install_joystick(type) -> int
6
+ *
7
+ * Installs Allegro's joystick handler, and calibrates the centre position
8
+ * values. The type parameter should usually be JOY_TYPE_AUTODETECT, or see the
9
+ * platform specific documentation for a list of the available drivers. You must
10
+ * call this routine before using any other joystick functions, and you should
11
+ * make sure that all joysticks are in the middle position at the time. Example:
12
+ * textout_centre_ex(screen, font,
13
+ * "Center the joystick and press a key",
14
+ * SCREEN_W()/2, SCREEN_H()/2, red_color, -1)
15
+ * readkey
16
+ * if install_joystick(JOY_TYPE_AUTODETECT) != 0
17
+ * abort_on_error("Error initialising joystick!")
18
+ * end
19
+ *
20
+ * Return value: Returns zero on success. As soon as you have installed the
21
+ * joystick module, you will be able to read the button state and digital
22
+ * (on/off toggle) direction information, which may be enough for some games. If
23
+ * you want to get full analogue input, though, you need to use the
24
+ * calibrate_joystick functions to measure the exact range of the inputs: see
25
+ * below.
26
+ */
27
+ VALUE a4r_API_install_joystick(VALUE self, VALUE type)
28
+ {
29
+ return INT2FIX(install_joystick(FIX2INT(type)));
30
+ }
31
+
32
+ /*
33
+ * call-seq:
34
+ * poll_joystick -> int
35
+ *
36
+ * The joystick handler is not interrupt driven, so you need to call this
37
+ * function every now and again to update the global position values. Example:
38
+ * loop do
39
+ * # Get joystick input
40
+ * poll_joystick
41
+ *
42
+ * # Process input for the first joystick
43
+ * if joy[0].button[0].b
44
+ * first_button_pressed
45
+ * end
46
+ *
47
+ * if joy[0].button[1].b
48
+ * second_button_pressed
49
+ * end
50
+ * ...
51
+ * break if done
52
+ * end
53
+ *
54
+ * Return value: Returns zero on success or a negative number on failure
55
+ * (usually because no joystick driver was installed).
56
+ */
57
+ VALUE a4r_API_poll_joystick(VALUE self)
58
+ {
59
+ return INT2FIX(poll_joystick());
60
+ }
61
+
62
+ /*
63
+ * call-seq:
64
+ * num_joysticks -> int
65
+ *
66
+ * Global variable containing the number of active joystick devices. The current
67
+ * drivers support a maximum of eight controllers.
68
+ */
69
+ VALUE a4r_API_num_joysticks(VALUE self)
70
+ {
71
+ // TODO: Convert to data struct or cached or hooked variable?
72
+ return INT2FIX(num_joysticks);
73
+ }
74
+
75
+ /*
76
+ * call-seq:
77
+ * joy -> ary
78
+ *
79
+ * Global array of joystick state information, which is updated by the
80
+ * poll_joystick function. Only the first num_joysticks elements will contain
81
+ * meaningful information. Joystick info is described by the JOYSTICK_INFO
82
+ * class.
83
+ *
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+ * The button status is stored in the JOYSTICK_BUTTON_INFO class.
85
+ *
86
+ * You may wish to display the button names as part of an input configuration
87
+ * 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
89
+ * elements in the button array will always be the main trigger controls.
90
+ *
91
+ * Each joystick will provide one or more stick inputs, of varying types. These
92
+ * can be digital controls which snap to specific positions (eg. a gamepad
93
+ * controller, the coolie hat on a Flightstick Pro or Wingman Extreme, or a
94
+ * normal joystick which hasn't yet been calibrated), or they can be full
95
+ * analogue inputs with a smooth range of motion. Sticks may also have different
96
+ * numbers of axes, for example a normal directional control has two, but the
97
+ * Flightstick Pro throttle is only a single axis, and it is possible that the
98
+ * system could be extended in the future to support full 3d controllers. A
99
+ * stick input is described by the JOYSTICK_STICK_INFO class.
100
+ *
101
+ * A single joystick may provide several different stick inputs, but you can
102
+ * safely assume that the first element in the stick array will always be the
103
+ * main directional controller.
104
+ *
105
+ * Information about each of the stick axis is stored in the subclass
106
+ * JOYSTICK_AXIS_INFO.
107
+ *
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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,
111
+ * 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
113
+ * 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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+ *
119
+ * The joystick flags field may contain any combination of the bit flags:
120
+ *
121
+ * JOYFLAG_DIGITAL
122
+ * This control is currently providing digital input.
123
+ *
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+ * JOYFLAG_ANALOGUE
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+ * This control is currently providing analogue input.
126
+ *
127
+ * JOYFLAG_CALIB_DIGITAL
128
+ * 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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+ *
135
+ * JOYFLAG_CALIBRATE
136
+ * 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
138
+ * function from a loop until this flag is cleared.
139
+ *
140
+ * 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.
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
+ }
@@ -0,0 +1,420 @@
1
+ #include "allegro4r.h"
2
+
3
+ /*
4
+ * call-seq:
5
+ * install_keyboard -> int
6
+ *
7
+ * Installs the Allegro keyboard interrupt handler. You must call this before
8
+ * using any of the keyboard input routines. Once you have set up the Allegro
9
+ * handler, you can no longer use operating system calls or C library functions
10
+ * to access the keyboard.
11
+ *
12
+ * Note that on some platforms the keyboard won't work unless you have set a
13
+ * graphics mode, even if this function returns a success value before calling
14
+ * set_gfx_mode. This can happen in environments with graphic windowed modes,
15
+ * since Allegro usually reads the keyboard through the graphical window (which
16
+ * appears after the set_gfx_mode call). Example:
17
+ * allegro_init
18
+ * install_timer
19
+ * install_keyboard
20
+ * # We are not 100% sure we can read the keyboard yet!
21
+ * if set_gfx_mode(GFX_AUTODETECT, 640, 480, 0, 0) != 0
22
+ * abort_on_error("Couldn't set graphic mode!")
23
+ * end
24
+ *
25
+ * # Now we are guaranteed to be able to read the keyboard.
26
+ * readkey
27
+ *
28
+ * Return value: Returns zero on success, or a negative number on failure (but
29
+ * you may decide not to check the return value as this function is very
30
+ * unlikely to fail).
31
+ */
32
+ VALUE a4r_API_install_keyboard(VALUE self)
33
+ {
34
+ return INT2FIX(install_keyboard());
35
+ }
36
+
37
+ /*
38
+ * call-seq:
39
+ * poll_keyboard -> int
40
+ *
41
+ * Wherever possible, Allegro will read the keyboard input asynchronously (ie.
42
+ * from inside an interrupt handler), but on some platforms that may not be
43
+ * possible, in which case you must call this routine at regular intervals to
44
+ * update the keyboard state variables.
45
+ *
46
+ * To help you test your keyboard polling code even if you are programming on a
47
+ * platform that doesn't require it, after the first time that you call this
48
+ * function Allegro will switch into polling mode, so from that point onwards
49
+ * you will have to call this routine in order to get any keyboard input at all,
50
+ * regardless of whether the current driver actually needs to be polled or not.
51
+ *
52
+ * The keypressed, readkey, and ureadkey functions call poll_keyboard
53
+ * automatically, so you only need to use this function when accessing the
54
+ * key array and key_shifts variable.
55
+ *
56
+ * Return value: Returns zero on success, or a negative number on failure (ie.
57
+ * no keyboard driver installed).
58
+ */
59
+ VALUE a4r_API_poll_keyboard(VALUE self)
60
+ {
61
+ return INT2FIX(poll_keyboard());
62
+ }
63
+
64
+ /*
65
+ * call-seq:
66
+ * key -> ary
67
+ *
68
+ * Array of flags indicating the state of each key, ordered by scancode.
69
+ * Wherever possible these values will be updated asynchronously, but if
70
+ * keyboard_needs_poll returns true, you must manually call poll_keyboard to
71
+ * update them with the current input state. The scancodes are defined as a
72
+ * series of KEY_* constants (and are also listed below). For example, you could
73
+ * write:
74
+ * printf("Space is pressed\n") if key[KEY_SPACE]
75
+ *
76
+ * Note that the array is supposed to represent which keys are physically held
77
+ * down and which keys are not, so it is semantically read-only.
78
+ *
79
+ * These are the keyboard scancodes:
80
+ * KEY_A ... KEY_Z,
81
+ * KEY_0 ... KEY_9,
82
+ * KEY_0_PAD ... KEY_9_PAD,
83
+ * KEY_F1 ... KEY_F12,
84
+ *
85
+ * KEY_ESC, KEY_TILDE, KEY_MINUS, KEY_EQUALS,
86
+ * KEY_BACKSPACE, KEY_TAB, KEY_OPENBRACE, KEY_CLOSEBRACE,
87
+ * KEY_ENTER, KEY_COLON, KEY_QUOTE, KEY_BACKSLASH,
88
+ * KEY_BACKSLASH2, KEY_COMMA, KEY_STOP, KEY_SLASH,
89
+ * KEY_SPACE,
90
+ *
91
+ * KEY_INSERT, KEY_DEL, KEY_HOME, KEY_END, KEY_PGUP,
92
+ * KEY_PGDN, KEY_LEFT, KEY_RIGHT, KEY_UP, KEY_DOWN,
93
+ *
94
+ * KEY_SLASH_PAD, KEY_ASTERISK, KEY_MINUS_PAD,
95
+ * KEY_PLUS_PAD, KEY_DEL_PAD, KEY_ENTER_PAD,
96
+ *
97
+ * KEY_PRTSCR, KEY_PAUSE,
98
+ *
99
+ * KEY_ABNT_C1, KEY_YEN, KEY_KANA, KEY_CONVERT, KEY_NOCONVERT,
100
+ * KEY_AT, KEY_CIRCUMFLEX, KEY_COLON2, KEY_KANJI,
101
+ *
102
+ * KEY_LSHIFT, KEY_RSHIFT,
103
+ * KEY_LCONTROL, KEY_RCONTROL,
104
+ * KEY_ALT, KEY_ALTGR,
105
+ * KEY_LWIN, KEY_RWIN, KEY_MENU,
106
+ * KEY_SCRLOCK, KEY_NUMLOCK, KEY_CAPSLOCK
107
+ *
108
+ * KEY_EQUALS_PAD, KEY_BACKQUOTE, KEY_SEMICOLON, KEY_COMMAND
109
+ *
110
+ * Finally, you may notice an 'odd' behaviour of the KEY_PAUSE key. This key
111
+ * only generates an interrupt when it is pressed, not when it is released. For
112
+ * this reason, Allegro pretends the pause key is a 'state' key, which is the
113
+ * only way to make it usable.
114
+ */
115
+ VALUE a4r_API_key(VALUE self)
116
+ {
117
+ // TODO: Convert to data struct or cached or hooked variable?
118
+ // make [] access directly without array conversion?
119
+ VALUE ret = rb_ary_new2(KEY_MAX);
120
+ long x;
121
+ for (x = KEY_A; x <= KEY_MAX; x++)
122
+ rb_ary_store(ret, x, key[x] == 0 ? Qfalse : Qtrue);
123
+ return ret;
124
+ }
125
+
126
+ /*
127
+ * call-seq:
128
+ * key_shifts -> int
129
+ *
130
+ * Bitmask containing the current state of shift/ctrl/alt, the special Windows
131
+ * keys, and the accent escape characters. Wherever possible this value will be
132
+ * updated asynchronously, but if keyboard_needs_poll returns true, you must
133
+ * manually call poll_keyboard to update it with the current input state. This
134
+ * can contain any of the flags:
135
+ * KB_SHIFT_FLAG
136
+ * KB_CTRL_FLAG
137
+ * KB_ALT_FLAG
138
+ * KB_LWIN_FLAG
139
+ * KB_RWIN_FLAG
140
+ * KB_MENU_FLAG
141
+ * KB_COMMAND_FLAG
142
+ * KB_SCROLOCK_FLAG
143
+ * KB_NUMLOCK_FLAG
144
+ * KB_CAPSLOCK_FLAG
145
+ * KB_INALTSEQ_FLAG
146
+ * KB_ACCENT1_FLAG
147
+ * KB_ACCENT2_FLAG
148
+ * KB_ACCENT3_FLAG
149
+ * KB_ACCENT4_FLAG
150
+ *
151
+ * Example:
152
+ * if key[KEY_W]
153
+ * if key_shifts & KB_SHIFT_FLAG != 0
154
+ * # User is pressing shift + W.
155
+ * else
156
+ * # Hmmm... lower case W then.
157
+ * end
158
+ * end
159
+ */
160
+ VALUE a4r_API_key_shifts(VALUE self)
161
+ {
162
+ // TODO: Convert to data struct or cached or hooked variable?
163
+ return INT2FIX(key_shifts);
164
+ }
165
+
166
+ /*
167
+ * call-seq:
168
+ * keypressed -> true or false
169
+ *
170
+ * Returns true if there are keypresses waiting in the input buffer. You can use
171
+ * this to see if the next call to readkey is going to block or to simply wait
172
+ * for the user to press a key while you still update the screen possibly
173
+ * drawing some animation. Example:
174
+ * while !keypressed do
175
+ * # Show cool animated logo.
176
+ * end
177
+ * # So he skipped our title screen.
178
+ */
179
+ VALUE a4r_API_keypressed(VALUE self)
180
+ {
181
+ return keypressed() ? Qtrue : Qfalse;
182
+ }
183
+
184
+ /*
185
+ * call-seq:
186
+ * readkey -> int
187
+ *
188
+ * Returns the next character from the keyboard buffer, in ASCII format. If the
189
+ * buffer is empty, it waits until a key is pressed. You can see if there are
190
+ * queued keypresses with keypressed.
191
+ *
192
+ * The low byte of the return value contains the ASCII code of the key, and the
193
+ * high byte the scancode. The scancode remains the same whatever the state of
194
+ * the shift, ctrl and alt keys, while the ASCII code is affected by shift and
195
+ * ctrl in the normal way (shift changes case, ctrl+letter gives the position of
196
+ * that letter in the alphabet, eg. ctrl+A = 1, ctrl+B = 2, etc). Pressing
197
+ * alt+key returns only the scancode, with a zero ASCII code in the low byte.
198
+ * For example:
199
+ * val = readkey
200
+ * if (val & 0xff) == 'd' # by ASCII code
201
+ * allegro_message("You pressed 'd'\n")
202
+ * end
203
+ *
204
+ * if (val >> 8) == KEY_SPACE # by scancode
205
+ * allegro_message("You pressed Space\n");
206
+ * end
207
+ *
208
+ * if (val & 0xff) == 3 # ctrl+letter
209
+ * allegro_message("You pressed Control+C\n");
210
+ * end
211
+ *
212
+ * if val == (KEY_X << 8) # alt+letter
213
+ * allegro_message("You pressed Alt+X\n");
214
+ * end
215
+ *
216
+ * This function cannot return character values greater than 255. If you need to
217
+ * read Unicode input, use ureadkey instead.
218
+ */
219
+ VALUE a4r_API_readkey(VALUE self)
220
+ {
221
+ return INT2FIX(readkey());
222
+ }
223
+
224
+ /*
225
+ * call-seq:
226
+ * ureadkey(scancode) -> int
227
+ * ureadkey(scancode) -> [int, int]
228
+ *
229
+ * Returns the next character from the keyboard buffer, in Unicode format. If
230
+ * the buffer is empty, it waits until a key is pressed. You can see if there
231
+ * are queued keypresses with keypressed. The return value contains the Unicode
232
+ * value of the key, and if not nil or false, the second return value will be
233
+ * set to the scancode. Unlike readkey, this function is able to return
234
+ * character values greater than 255. Example:
235
+ * val, scancode = ureadkey(true)
236
+ * if val == 0x00F1
237
+ * allegro_message("You pressed n with tilde\n")
238
+ * end
239
+ *
240
+ * if val == 0x00DF
241
+ * allegro_message("You pressed sharp s\n")
242
+ * end
243
+ *
244
+ * You should be able to find Unicode character maps at http://www.unicode.org/.
245
+ * Remember that on DOS you must specify a custom keyboard map (like those found
246
+ * in 'keyboard.dat') usually with the help of a configuration file specifying
247
+ * the language mapping (keyboard variable in system section of 'allegro.cfg'),
248
+ * or you will get the default US keyboard mapping.
249
+ *
250
+ * *** The Ruby method signature differs from the Allegro method signature. The
251
+ * Allegro signature takes scancode by reference, but the Ruby signature takes a
252
+ * boolean. If false or nil, the method returns only the read key, otherwise it
253
+ * returns an array containing the read key and the scancode.
254
+ */
255
+ VALUE a4r_API_ureadkey(VALUE self, VALUE scancode)
256
+ {
257
+ int s;
258
+ int *s_p = NULL;
259
+
260
+ if (RTEST(scancode))
261
+ s_p = &s;
262
+ int u = ureadkey(s_p);
263
+
264
+ VALUE ret;
265
+ if (s_p)
266
+ ret = rb_ary_new3(2, INT2FIX(u), INT2FIX(s));
267
+ else
268
+ ret = INT2FIX(u);
269
+
270
+ return ret;
271
+ }
272
+
273
+ /*
274
+ * call-seq:
275
+ * scancode_to_name(scancode) -> str
276
+ *
277
+ * This function returns a string containing the name of they key with the given
278
+ * scancode. This is useful if you e.g. let the user choose a key for some
279
+ * action, and want to display something more meaningful than just the scancode.
280
+ * Example:
281
+ * keyname = scancode_to_name(scancode)
282
+ * allegro_message("You pressed the %s key." % keyname)
283
+ */
284
+ VALUE a4r_API_scancode_to_name(VALUE self, VALUE scancode)
285
+ {
286
+ return rb_str_new2(scancode_to_name(FIX2INT(scancode)));
287
+ }
288
+
289
+ /*
290
+ * call-seq:
291
+ * keyboard_callback = proc
292
+ *
293
+ * If set, this function is called by the keyboard handler in response to every
294
+ * keypress. It is passed a copy of the value that is about to be added into the
295
+ * input buffer, and can either return this value unchanged, return zero to
296
+ * cause the key to be ignored, or return a modified value to change what
297
+ * readkey will later return. This routine executes in an interrupt context, so
298
+ * it must be in locked memory. Example:
299
+ * def enigma_scrambler(key)
300
+ * # Add one to both the scancode and ascii values.
301
+ * return (((key >> 8) + 1) << 8) | ((key & 0xff) + 1)
302
+ * end
303
+ *
304
+ * ...
305
+ *
306
+ * install_timer
307
+ * LOCK_FUNCTION(:enigma_scrambler)
308
+ * install_keyboard
309
+ * keyboard_callback = self.method(:enigma_scrambler)
310
+ *
311
+ * Note that this callback will be ignored if you also set the unicode keyboard
312
+ * callback.
313
+ */
314
+ VALUE a4r_API_keyboard_callback_set(VALUE self, VALUE proc)
315
+ {
316
+ // TODO: Validate proc and maybe check for 0 in the keyboard_callback_method?
317
+ // TODO: hooked variable?
318
+ keyboard_callback_proc = proc;
319
+ if (proc == Qnil)
320
+ keyboard_callback = NULL;
321
+ else
322
+ keyboard_callback = keyboard_callback_method;
323
+ return proc;
324
+ }
325
+
326
+ /*
327
+ * call-seq:
328
+ * keyboard_lowlevel_callback = proc
329
+ *
330
+ * If set, this function is called by the keyboard handler in response to every
331
+ * keyboard event, both presses (including keyboard repeat rate) and releases.
332
+ * It will be passed a raw keyboard scancode byte (scancodes are 7 bits long),
333
+ * with the top bit (8th bit) clear if the key has been pressed or set if it was
334
+ * released. This routine executes in an interrupt context, so it must be in
335
+ * locked memory. Example:
336
+ *
337
+ * def keypress_watcher(scancode)
338
+ * if (scancode & 0x80) != 0
339
+ * key_up = 1
340
+ * else
341
+ * key_down = 1
342
+ * end
343
+ * end
344
+ *
345
+ * ...
346
+ *
347
+ * install_timer
348
+ * LOCK_FUNCTION(silence_g_key)
349
+ * LOCK_VARIABLE(key_down)
350
+ * LOCK_VARIABLE(key_up)
351
+ * install_keyboard
352
+ * keyboard_lowlevel_callback = self.method(:keypress_watcher)
353
+ * # Disable keyboard repeat to get typewriter effect.
354
+ * set_keyboard_rate(0, 0)
355
+ *
356
+ * ...
357
+ *
358
+ * while (game_loop)
359
+ * if (key_down == 1)
360
+ * key_down = 0
361
+ * # Play sample of typewriter key press.
362
+ * end
363
+ * if (key_up == 1)
364
+ * key_up = 0;
365
+ * # Play sample of typewriter key release.
366
+ * end
367
+ * end
368
+ */
369
+ VALUE a4r_API_keyboard_lowlevel_callback_set(VALUE self, VALUE proc)
370
+ {
371
+ // TODO: Validate proc and maybe check for 0 in the keyboard_lowlevel_callback_method?
372
+ // TODO: hooked variable?
373
+ keyboard_lowlevel_callback_proc = proc;
374
+ if (proc == Qnil)
375
+ keyboard_lowlevel_callback = NULL;
376
+ else
377
+ keyboard_lowlevel_callback = keyboard_lowlevel_callback_method;
378
+ return proc;
379
+ }
380
+
381
+ /*
382
+ * call-seq:
383
+ * clear_keybuf -> nil
384
+ *
385
+ * Empties the keyboard buffer. Usually you want to use this in your program
386
+ * before reading keys to avoid previously buffered keys to be returned by calls
387
+ * to readkey or ureadkey.
388
+ */
389
+ VALUE a4r_API_clear_keybuf(VALUE self)
390
+ {
391
+ clear_keybuf();
392
+ return Qnil;
393
+ }
394
+
395
+ /******************************************************************************/
396
+ // Predefined keyboard callback routines
397
+ /*
398
+ * TODO: The keyboard callback routines are not working as expected. I thought
399
+ * I might be able to fake things by setting a global variable to a proc, which
400
+ * then would get called by the below methods. Unfortunately, even with no code
401
+ * in the proc, it crashes ruby. I'm assuming that since these methods run
402
+ * in an interrupt context, there is a clash between the Ruby code and the
403
+ * lowlevel code.
404
+ */
405
+
406
+ VALUE keyboard_callback_proc;
407
+ VALUE keyboard_lowlevel_callback_proc;
408
+
409
+ int keyboard_callback_method(int key)
410
+ {
411
+ return FIX2INT(rb_funcall(keyboard_callback_proc, CALL_ID, 1, INT2FIX(key)));
412
+ }
413
+ END_OF_FUNCTION(keyboard_callback_method)
414
+
415
+ void keyboard_lowlevel_callback_method(int scancode)
416
+ {
417
+ rb_funcall(keyboard_lowlevel_callback_proc, CALL_ID, 1, INT2FIX(scancode));
418
+ }
419
+ END_OF_FUNCTION(keyboard_lowlevel_callback_method)
420
+