gosu 0.7.39-x86-mingw32

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  1. data/COPYING +34 -0
  2. data/Gosu/Async.hpp +50 -0
  3. data/Gosu/Audio.hpp +163 -0
  4. data/Gosu/AutoLink.hpp +16 -0
  5. data/Gosu/Bitmap.hpp +96 -0
  6. data/Gosu/ButtonsMac.hpp +140 -0
  7. data/Gosu/ButtonsWin.hpp +140 -0
  8. data/Gosu/ButtonsX.hpp +141 -0
  9. data/Gosu/Color.hpp +204 -0
  10. data/Gosu/Directories.hpp +36 -0
  11. data/Gosu/Font.hpp +83 -0
  12. data/Gosu/Fwd.hpp +31 -0
  13. data/Gosu/Gosu.hpp +34 -0
  14. data/Gosu/Graphics.hpp +120 -0
  15. data/Gosu/GraphicsBase.hpp +66 -0
  16. data/Gosu/IO.hpp +259 -0
  17. data/Gosu/Image.hpp +138 -0
  18. data/Gosu/ImageData.hpp +58 -0
  19. data/Gosu/Input.hpp +161 -0
  20. data/Gosu/Inspection.hpp +14 -0
  21. data/Gosu/Math.hpp +135 -0
  22. data/Gosu/Platform.hpp +73 -0
  23. data/Gosu/Sockets.hpp +137 -0
  24. data/Gosu/TR1.hpp +44 -0
  25. data/Gosu/Text.hpp +71 -0
  26. data/Gosu/TextInput.hpp +70 -0
  27. data/Gosu/Timing.hpp +16 -0
  28. data/Gosu/Utility.hpp +28 -0
  29. data/Gosu/Version.hpp +526 -0
  30. data/Gosu/WinUtility.hpp +75 -0
  31. data/Gosu/Window.hpp +124 -0
  32. data/README.txt +25 -0
  33. data/examples/ChipmunkIntegration.rb +275 -0
  34. data/examples/CptnRuby.rb +223 -0
  35. data/examples/MoreChipmunkAndRMagick.rb +155 -0
  36. data/examples/OpenGLIntegration.rb +226 -0
  37. data/examples/RMagickIntegration.rb +417 -0
  38. data/examples/TextInput.rb +154 -0
  39. data/examples/Tutorial.rb +131 -0
  40. data/examples/media/Beep.wav +0 -0
  41. data/examples/media/CptnRuby Gem.png +0 -0
  42. data/examples/media/CptnRuby Map.txt +25 -0
  43. data/examples/media/CptnRuby Tileset.png +0 -0
  44. data/examples/media/CptnRuby.png +0 -0
  45. data/examples/media/Cursor.png +0 -0
  46. data/examples/media/Earth.png +0 -0
  47. data/examples/media/Explosion.wav +0 -0
  48. data/examples/media/Landscape.svg +10 -0
  49. data/examples/media/LargeStar.png +0 -0
  50. data/examples/media/Smoke.png +0 -0
  51. data/examples/media/Soldier.png +0 -0
  52. data/examples/media/Space.png +0 -0
  53. data/examples/media/Star.png +0 -0
  54. data/examples/media/Starfighter.bmp +0 -0
  55. data/lib/FreeImage.dll +0 -0
  56. data/lib/OpenAL32.dll +0 -0
  57. data/lib/gosu.for_1_8.so +0 -0
  58. data/lib/gosu.for_1_9.so +0 -0
  59. data/lib/gosu.rb +17 -0
  60. data/lib/gosu/patches.rb +75 -0
  61. data/lib/gosu/preview.rb +121 -0
  62. data/lib/gosu/run.rb +11 -0
  63. data/lib/gosu/swig_patches.rb +48 -0
  64. data/lib/gosu/zen.rb +28 -0
  65. data/lib/libsndfile.dll +0 -0
  66. metadata +138 -0
@@ -0,0 +1,75 @@
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+ //! \file WinUtility.hpp
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+ //! Contains some functions which are used to implement Gosu on Windows and
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+ //! might be useful for advanced users who try to integrate Gosu in a Win32
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+ //! application.
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+
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+ #ifndef GOSU_WINUTILITY_HPP
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+ #define GOSU_WINUTILITY_HPP
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+
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+ #include <windows.h>
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+ #include <Gosu/Platform.hpp>
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+ #include <Gosu/TR1.hpp>
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+ #include <string>
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+
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+ namespace Gosu
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+ {
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+ //! Implementation helpers for the Windows platform.
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+ namespace Win
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+ {
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+ //! Returns the instance handle of the application.
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+ HINSTANCE instance();
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+
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+ //! Blocking function which waits for the next message, processes it,
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+ //! then returns.
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+ void handleMessage();
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+
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+ //! Non-blocking function which processes all waiting messages but does
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+ //! not wait for further incoming messages.
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+ void processMessages();
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+
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+ //! Registers a function to be called by handleMessage and
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+ //! processMessages. Every message is passed to the hooks and not
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+ //! processed further if any hook function returns true.
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+ void registerMessageHook(const std::tr1::function<bool (MSG&)>& hook);
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+
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+ //! Throws an exception according to the error which GetLastError()
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+ //! returns, optionally prefixed with "While (action), the following
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+ //! error occured: ".
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+ GOSU_NORETURN void throwLastError(const std::string& action = "");
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+
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+ //! Small helper function that throws an exception whenever the value
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+ //! passed through is false. Note that this doesn't make sense for all
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+ //! Windows API functions, but for most of them.
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+ template<typename T>
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+ inline T check(T valToCheck, const std::string& action = "")
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+ {
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+ if (!valToCheck)
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+ throwLastError(action);
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+ return valToCheck;
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+ }
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+
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+ // IMPR: Why can't I use mem_fn for releasing objects even though it is
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+ // shown like that in the shared_ptr documentation?
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+ template<typename T>
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+ void releaseComPtr(T* ptr)
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+ {
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+ ptr->Release();
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+ }
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+
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+ //! Small helper function that transfers ownership of a COM interface
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+ //! to a std::tr1::shared_ptr.
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+ template<typename T>
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+ inline std::tr1::shared_ptr<T> shareComPtr(T* ptr)
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+ {
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+ return std::tr1::shared_ptr<T>(ptr, releaseComPtr<T>);
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+ }
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+
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+ //! Returns the executable's filename.
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+ std::wstring appFilename();
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+
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+ //! Returns the executable's containing directory.
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+ std::wstring appDirectory();
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+ }
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+ }
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+
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+ #endif
data/Gosu/Window.hpp ADDED
@@ -0,0 +1,124 @@
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+ //! \file Window.hpp
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+ //! Interface of the Window class.
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+
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+ #ifndef GOSU_WINDOW_HPP
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+ #define GOSU_WINDOW_HPP
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+
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+ #include <Gosu/Fwd.hpp>
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+ #include <Gosu/Platform.hpp>
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+ #include <Gosu/Input.hpp>
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+ #include <Gosu/TR1.hpp>
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+ #include <memory>
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+ #include <string>
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+
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+ #ifdef GOSU_IS_WIN
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+ #ifndef NOMINMAX
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+ #define NOMINMAX
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+ #endif
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+ #include <windows.h>
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+ #endif
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+
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+ namespace Gosu
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+ {
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+ //! Convenient all-in-one class that serves as the foundation of a standard
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+ //! Gosu application. Manages initialization of all of Gosu's core components
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+ //! and provides timing functionality.
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+ //! Note that you should really only use one instance of this class at the same time.
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+ //! This may or may not change later.
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+ class Window
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+ {
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+ struct Impl;
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+ const std::auto_ptr<Impl> pimpl;
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+
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+ public:
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+ //! Constructs a Window.
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+ //! \param updateInterval Interval in milliseconds between two calls
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+ //! to the update member function.
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+ Window(unsigned width, unsigned height, bool fullscreen,
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+ double updateInterval = 16.666666);
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+ virtual ~Window();
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+
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+ std::wstring caption() const;
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+ void setCaption(const std::wstring& caption);
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+
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+ double updateInterval() const;
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+
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+ //! Enters a modal loop where the Window is visible on screen and
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+ //! receives calls to draw, update etc.
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+ void show();
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+ //! Closes the window if it is currently shown.
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+ void close();
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+
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+ //! Called every updateInterval milliseconds while the window is being
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+ //! shown. Your application's main game logic goes here.
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+ virtual void update() {}
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+ //! Called after every update and when the OS wants the window to
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+ //! repaint itself. Your application's rendering code goes here.
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+ virtual void draw() {}
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+
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+ //! Gives the game a chance to say no to being redrawn.
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+ //! This is not a definitive answer. The operating system can still cause
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+ //! redraws for one reason or another.
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+ //! By default, the window is redrawn all the time.
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+ virtual bool needsRedraw() const { return true; }
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+
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+ //! If this function returns true, the system arrow cursor is drawn while
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+ //! over the window.
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+ virtual bool needsCursor() const { return false; }
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+
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+ //! This function is called when the window loses focus on some platforms.
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+ //! Most importantly, it is called on the iPhone or iPad when the user
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+ //! locks the screen.
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+ virtual void loseFocus() {}
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+
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+ //! This function is called when the operating system's memory is low.
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+ //! So far, it is only called in iOS applications.
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+ virtual void releaseMemory() {}
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+
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+ //! Called before update when the user pressed a button while the
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+ //! window had the focus.
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+ virtual void buttonDown(Gosu::Button) {}
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+ //! Same as buttonDown. Called then the user released a button.
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+ virtual void buttonUp(Gosu::Button) {}
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+
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+ // Ignore when SWIG is wrapping this class for Ruby/Gosu.
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+ #ifndef SWIG
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+
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+ const Graphics& graphics() const;
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+ Graphics& graphics();
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+
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+ const Input& input() const;
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+ Input& input();
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+
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+ #ifdef GOSU_IS_WIN
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+ // Only on Windows, used for integrating with GUI toolkits.
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+ HWND handle() const;
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+ virtual LRESULT handleMessage(UINT message, WPARAM wparam,
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+ LPARAM lparam);
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+ #endif
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+
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+ #ifdef GOSU_IS_UNIX
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+ // Context for creating shared contexts.
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+ // Only on Unices (so far).
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+ typedef std::tr1::shared_ptr<std::tr1::function<void()> > SharedContext;
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+ SharedContext createSharedContext();
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+ #endif
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+
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+ #ifdef GOSU_IS_IPHONE
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+ // iPhone-only callbacks for touch events.
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+ // Note that it does not hurt to override them even if you compile
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+ // for another platform; if you don't specify "virtual" the code
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+ // should even be stripped away cleanly.
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+ virtual void touchBegan(Touch touch) {}
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+ virtual void touchMoved(Touch touch) {}
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+ virtual void touchEnded(Touch touch) {}
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+ #endif
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+
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+ const Audio& audio() const;
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+ Audio& audio();
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+
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+ #endif
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+ };
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+ }
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+
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+ #endif
data/README.txt ADDED
@@ -0,0 +1,25 @@
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+  Moin and welcome to Gosu!
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+
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+  Gosu's main website is http://www.libgosu.org/, which always has the latest
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+ links to all relevant information.
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+
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+  The actual source code, wiki, issue tracker etc. are all hosted on GitHub:
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+
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+ http://github.com/jlnr/gosu/
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+
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+  The best entry point into Gosu's documentation is the wiki home page:
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+
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+ http://github.com/jlnr/gosu/wiki
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+
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+  Try doing the tutorial there if you don't know how to start out. Or look at
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+ one of the games in the Gosu Users board.
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+
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+  Remember that Gosu is licensed under the MIT license and feel invited to fork,
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+ port and transmogrify all parts of it. The only license that may affect you by
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+ indirection is libogg's (BSD-style). If you release a Gosu game in any common
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+ binary form, you will need to mention use of libogg and libvorbis somewhere.
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+
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+  Complaints, questions, feedback?
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+ * Visit the boards, http://www.libgosu.org/
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+ * try your luck in the chat, irc://irc.freenode.org/gosu
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+ * or e-mail me. Have fun, write games! julian@raschke.de
@@ -0,0 +1,275 @@
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+ ## File: ChipmunkIntegration.rb
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+ ## Author: Dirk Johnson
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+ ## Version: 1.0.0
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+ ## Date: 2007-10-05
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+ ## License: Same as for Gosu (MIT)
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+ ## Comments: Based on the Gosu Ruby Tutorial, but incorporating the Chipmunk Physics Engine
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+ ## See https://github.com/jlnr/gosu/wiki/Ruby-Chipmunk-Integration for the accompanying text.
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+
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+ require 'rubygems'
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+ require 'gosu'
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+ require 'chipmunk'
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+
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+ SCREEN_WIDTH = 640
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+ SCREEN_HEIGHT = 480
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+
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+ # The number of steps to process every Gosu update
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+ # The Player ship can get going so fast as to "move through" a
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+ # star without triggering a collision; an increased number of
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+ # Chipmunk step calls per update will effectively avoid this issue
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+ SUBSTEPS = 6
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+
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+ # Convenience method for converting from radians to a Vec2 vector.
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+ class Numeric
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+ def radians_to_vec2
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+ CP::Vec2.new(Math::cos(self), Math::sin(self))
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+ end
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+ end
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+
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+ # Layering of sprites
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+ module ZOrder
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+ Background, Stars, Player, UI = *0..3
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+ end
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+
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+ # This game will have one Player in the form of a ship
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+ class Player
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+ attr_reader :shape
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+
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+ def initialize(window, shape)
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+ @image = Gosu::Image.new(window, "media/Starfighter.bmp", false)
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+ @shape = shape
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+ @shape.body.p = CP::Vec2.new(0.0, 0.0) # position
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+ @shape.body.v = CP::Vec2.new(0.0, 0.0) # velocity
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+
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+ # Keep in mind that down the screen is positive y, which means that PI/2 radians,
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+ # which you might consider the top in the traditional Trig unit circle sense is actually
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+ # the bottom; thus 3PI/2 is the top
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+ @shape.body.a = (3*Math::PI/2.0) # angle in radians; faces towards top of screen
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+ end
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+
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+ # Directly set the position of our Player
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+ def warp(vect)
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+ @shape.body.p = vect
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+ end
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+
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+ # Apply negative Torque; Chipmunk will do the rest
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+ # SUBSTEPS is used as a divisor to keep turning rate constant
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+ # even if the number of steps per update are adjusted
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+ def turn_left
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+ @shape.body.t -= 400.0/SUBSTEPS
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+ end
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+
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+ # Apply positive Torque; Chipmunk will do the rest
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+ # SUBSTEPS is used as a divisor to keep turning rate constant
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+ # even if the number of steps per update are adjusted
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+ def turn_right
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+ @shape.body.t += 400.0/SUBSTEPS
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+ end
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+
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+ # Apply forward force; Chipmunk will do the rest
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+ # SUBSTEPS is used as a divisor to keep acceleration rate constant
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+ # even if the number of steps per update are adjusted
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+ # Here we must convert the angle (facing) of the body into
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+ # forward momentum by creating a vector in the direction of the facing
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+ # and with a magnitude representing the force we want to apply
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+ def accelerate
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+ @shape.body.apply_force((@shape.body.a.radians_to_vec2 * (3000.0/SUBSTEPS)), CP::Vec2.new(0.0, 0.0))
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+ end
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+
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+ # Apply even more forward force
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+ # See accelerate for more details
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+ def boost
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+ @shape.body.apply_force((@shape.body.a.radians_to_vec2 * (3000.0)), CP::Vec2.new(0.0, 0.0))
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+ end
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+
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+ # Apply reverse force
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+ # See accelerate for more details
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+ def reverse
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+ @shape.body.apply_force(-(@shape.body.a.radians_to_vec2 * (1000.0/SUBSTEPS)), CP::Vec2.new(0.0, 0.0))
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+ end
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+
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+ # Wrap to the other side of the screen when we fly off the edge
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+ def validate_position
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+ l_position = CP::Vec2.new(@shape.body.p.x % SCREEN_WIDTH, @shape.body.p.y % SCREEN_HEIGHT)
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+ @shape.body.p = l_position
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+ end
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+
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+ def draw
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+ @image.draw_rot(@shape.body.p.x, @shape.body.p.y, ZOrder::Player, @shape.body.a.radians_to_gosu)
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+ end
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+ end
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+
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+ # See how simple our Star is?
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+ # Of course... it just sits around and looks good...
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+ class Star
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+ attr_reader :shape
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+
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+ def initialize(animation, shape)
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+ @animation = animation
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+ @color = Gosu::Color.new(0xff000000)
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+ @color.red = rand(255 - 40) + 40
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+ @color.green = rand(255 - 40) + 40
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+ @color.blue = rand(255 - 40) + 40
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+ @shape = shape
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+ @shape.body.p = CP::Vec2.new(rand * SCREEN_WIDTH, rand * SCREEN_HEIGHT) # position
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+ @shape.body.v = CP::Vec2.new(0.0, 0.0) # velocity
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+ @shape.body.a = (3*Math::PI/2.0) # angle in radians; faces towards top of screen
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+ end
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+
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+ def draw
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+ img = @animation[Gosu::milliseconds / 100 % @animation.size];
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+ img.draw(@shape.body.p.x - img.width / 2.0, @shape.body.p.y - img.height / 2.0, ZOrder::Stars, 1, 1, @color, :add)
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+ end
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+ end
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+
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+ # The Gosu::Window is always the "environment" of our game
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+ # It also provides the pulse of our game
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+ class GameWindow < Gosu::Window
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+ def initialize
129
+ super(SCREEN_WIDTH, SCREEN_HEIGHT, false, 16)
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+ self.caption = "Gosu & Chipmunk Integration Demo"
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+ @background_image = Gosu::Image.new(self, "media/Space.png", true)
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+
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+ # Put the beep here, as it is the environment now that determines collision
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+ @beep = Gosu::Sample.new(self, "media/Beep.wav")
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+
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+ # Put the score here, as it is the environment that tracks this now
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+ @score = 0
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+ @font = Gosu::Font.new(self, Gosu::default_font_name, 20)
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+
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+ # Time increment over which to apply a physics "step" ("delta t")
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+ @dt = (1.0/60.0)
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+
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+ # Create our Space and set its damping
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+ # A damping of 0.8 causes the ship bleed off its force and torque over time
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+ # This is not realistic behavior in a vacuum of space, but it gives the game
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+ # the feel I'd like in this situation
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+ @space = CP::Space.new
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+ @space.damping = 0.8
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+
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+ # Create the Body for the Player
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+ body = CP::Body.new(10.0, 150.0)
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+
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+ # In order to create a shape, we must first define it
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+ # Chipmunk defines 3 types of Shapes: Segments, Circles and Polys
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+ # We'll use s simple, 4 sided Poly for our Player (ship)
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+ # You need to define the vectors so that the "top" of the Shape is towards 0 radians (the right)
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+ shape_array = [CP::Vec2.new(-25.0, -25.0), CP::Vec2.new(-25.0, 25.0), CP::Vec2.new(25.0, 1.0), CP::Vec2.new(25.0, -1.0)]
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+ shape = CP::Shape::Poly.new(body, shape_array, CP::Vec2.new(0,0))
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+
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+ # The collision_type of a shape allows us to set up special collision behavior
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+ # based on these types. The actual value for the collision_type is arbitrary
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+ # and, as long as it is consistent, will work for us; of course, it helps to have it make sense
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+ shape.collision_type = :ship
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+
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+ @space.add_body(body)
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+ @space.add_shape(shape)
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+
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+ @player = Player.new(self, shape)
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+ @player.warp(CP::Vec2.new(320, 240)) # move to the center of the window
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+
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+ @star_anim = Gosu::Image::load_tiles(self, "media/Star.png", 25, 25, false)
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+ @stars = Array.new
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+
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+ # Here we define what is supposed to happen when a Player (ship) collides with a Star
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+ # I create a @remove_shapes array because we cannot remove either Shapes or Bodies
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+ # from Space within a collision closure, rather, we have to wait till the closure
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+ # is through executing, then we can remove the Shapes and Bodies
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+ # In this case, the Shapes and the Bodies they own are removed in the Gosu::Window.update phase
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+ # by iterating over the @remove_shapes array
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+ # Also note that both Shapes involved in the collision are passed into the closure
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+ # in the same order that their collision_types are defined in the add_collision_func call
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+ @remove_shapes = []
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+ @space.add_collision_func(:ship, :star) do |ship_shape, star_shape|
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+ @score += 10
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+ @beep.play
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+ @remove_shapes << star_shape
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+ end
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+
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+ # Here we tell Space that we don't want one star bumping into another
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+ # The reason we need to do this is because when the Player hits a Star,
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+ # the Star will travel until it is removed in the update cycle below
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+ # which means it may collide and therefore push other Stars
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+ # To see the effect, remove this line and play the game, every once in a while
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+ # you'll see a Star moving
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+ @space.add_collision_func(:star, :star, &nil)
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+ end
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+
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+ def update
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+ # Step the physics environment SUBSTEPS times each update
200
+ SUBSTEPS.times do
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+ # This iterator makes an assumption of one Shape per Star making it safe to remove
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+ # each Shape's Body as it comes up
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+ # If our Stars had multiple Shapes, as would be required if we were to meticulously
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+ # define their true boundaries, we couldn't do this as we would remove the Body
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+ # multiple times
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+ # We would probably solve this by creating a separate @remove_bodies array to remove the Bodies
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+ # of the Stars that were gathered by the Player
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+ @remove_shapes.each do |shape|
209
+ @stars.delete_if { |star| star.shape == shape }
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+ @space.remove_body(shape.body)
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+ @space.remove_shape(shape)
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+ end
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+ @remove_shapes.clear # clear out the shapes for next pass
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+
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+ # When a force or torque is set on a Body, it is cumulative
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+ # This means that the force you applied last SUBSTEP will compound with the
217
+ # force applied this SUBSTEP; which is probably not the behavior you want
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+ # We reset the forces on the Player each SUBSTEP for this reason
219
+ @player.shape.body.reset_forces
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+
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+ # Wrap around the screen to the other side
222
+ @player.validate_position
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+
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+ # Check keyboard
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+ if button_down? Gosu::KbLeft
226
+ @player.turn_left
227
+ end
228
+ if button_down? Gosu::KbRight
229
+ @player.turn_right
230
+ end
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+
232
+ if button_down? Gosu::KbUp
233
+ if ( (button_down? Gosu::KbRightShift) || (button_down? Gosu::KbLeftShift) )
234
+ @player.boost
235
+ else
236
+ @player.accelerate
237
+ end
238
+ elsif button_down? Gosu::KbDown
239
+ @player.reverse
240
+ end
241
+
242
+ # Perform the step over @dt period of time
243
+ # For best performance @dt should remain consistent for the game
244
+ @space.step(@dt)
245
+ end
246
+
247
+ # Each update (not SUBSTEP) we see if we need to add more Stars
248
+ if rand(100) < 4 and @stars.size < 25 then
249
+ body = CP::Body.new(0.0001, 0.0001)
250
+ shape = CP::Shape::Circle.new(body, 25/2, CP::Vec2.new(0.0, 0.0))
251
+ shape.collision_type = :star
252
+
253
+ @space.add_body(body)
254
+ @space.add_shape(shape)
255
+
256
+ @stars.push(Star.new(@star_anim, shape))
257
+ end
258
+ end
259
+
260
+ def draw
261
+ @background_image.draw(0, 0, ZOrder::Background)
262
+ @player.draw
263
+ @stars.each { |star| star.draw }
264
+ @font.draw("Score: #{@score}", 10, 10, ZOrder::UI, 1.0, 1.0, 0xffffff00)
265
+ end
266
+
267
+ def button_down(id)
268
+ if id == Gosu::KbEscape
269
+ close
270
+ end
271
+ end
272
+ end
273
+
274
+ window = GameWindow.new
275
+ window.show