gosu 0.7.48-x86-mingw32 → 0.7.49-x86-mingw32

Sign up to get free protection for your applications and to get access to all the features.
metadata CHANGED
@@ -1,30 +1,31 @@
1
- --- !ruby/object:Gem::Specification
1
+ --- !ruby/object:Gem::Specification
2
2
  name: gosu
3
- version: !ruby/object:Gem::Version
4
- version: 0.7.48
3
+ version: !ruby/object:Gem::Version
4
+ version: 0.7.49
5
5
  platform: x86-mingw32
6
- authors:
6
+ authors:
7
7
  - Julian Raschke
8
8
  autorequire:
9
9
  bindir: bin
10
10
  cert_chain: []
11
-
12
- date: 2013-07-14 00:00:00 Z
11
+ date: 2013-10-28 00:00:00.000000000 Z
13
12
  dependencies: []
13
+ description: |2
14
+ 2D game development library.
15
+
16
+ Gosu features easy to use and game-friendly interfaces to 2D graphics
17
+ and text (accelerated by 3D hardware), sound samples and music as well as
18
+ keyboard, mouse and gamepad/joystick input.
14
19
 
15
- description: " 2D game development library.\n\n Gosu features easy to use and game-friendly interfaces to 2D graphics\n and text (accelerated by 3D hardware), sound samples and music as well as\n keyboard, mouse and gamepad/joystick input.\n\n Also includes demos for integration with RMagick, Chipmunk and OpenGL.\n"
20
+ Also includes demos for integration with RMagick, Chipmunk and OpenGL.
16
21
  email: julian@raschke.de
17
22
  executables: []
18
-
19
23
  extensions: []
20
-
21
24
  extra_rdoc_files: []
22
-
23
- files:
25
+ files:
24
26
  - .yardopts
25
27
  - COPYING
26
28
  - README.txt
27
- - Gosu/Async.hpp
28
29
  - Gosu/Audio.hpp
29
30
  - Gosu/AutoLink.hpp
30
31
  - Gosu/Bitmap.hpp
@@ -82,10 +83,6 @@ files:
82
83
  - examples/media/Star.png
83
84
  - examples/media/Starfighter.bmp
84
85
  - reference/gosu.rb
85
- - reference/Drawing_with_Colors.rdoc
86
- - reference/Order_of_Corners.rdoc
87
- - reference/Tileability.rdoc
88
- - reference/Z_Ordering.rdoc
89
86
  - lib/gosu.for_1_8.so
90
87
  - lib/gosu.for_1_9.so
91
88
  - lib/FreeImage.dll
@@ -93,40 +90,25 @@ files:
93
90
  - lib/libsndfile.dll
94
91
  homepage: http://www.libgosu.org/
95
92
  licenses: []
96
-
97
93
  metadata: {}
98
-
99
94
  post_install_message:
100
- rdoc_options:
101
- - README.txt
102
- - COPYING
103
- - reference/gosu.rb
104
- - reference/Drawing_with_Colors.rdoc
105
- - reference/Order_of_Corners.rdoc
106
- - reference/Tileability.rdoc
107
- - reference/Z_Ordering.rdoc
108
- - --title
109
- - Gosu
110
- - --main
111
- - README.txt
112
- require_paths:
95
+ rdoc_options: []
96
+ require_paths:
113
97
  - lib
114
- required_ruby_version: !ruby/object:Gem::Requirement
115
- requirements:
116
- - - ">="
117
- - !ruby/object:Gem::Version
98
+ required_ruby_version: !ruby/object:Gem::Requirement
99
+ requirements:
100
+ - - '>='
101
+ - !ruby/object:Gem::Version
118
102
  version: 1.8.2
119
- required_rubygems_version: !ruby/object:Gem::Requirement
120
- requirements:
121
- - - ">="
122
- - !ruby/object:Gem::Version
123
- version: "0"
103
+ required_rubygems_version: !ruby/object:Gem::Requirement
104
+ requirements:
105
+ - - '>='
106
+ - !ruby/object:Gem::Version
107
+ version: '0'
124
108
  requirements: []
125
-
126
109
  rubyforge_project:
127
110
  rubygems_version: 2.0.3
128
111
  signing_key:
129
112
  specification_version: 4
130
113
  summary: 2D game development library.
131
114
  test_files: []
132
-
@@ -1,50 +0,0 @@
1
- // Undocumented for the first few iterations. Interface may change rapidly.
2
- // This is mainly a proof of concept. Stability will be the highest on OS X.
3
-
4
- #if 0
5
- #ifndef GOSU_ASYNC_HPP
6
- #define GOSU_ASYNC_HPP
7
-
8
- #include <Gosu/Fwd.hpp>
9
- #include <Gosu/TR1.hpp>
10
- #include <thread>
11
- #include <memory>
12
- #include <string>
13
-
14
- namespace Gosu
15
- {
16
- template<typename Result>
17
- class AsyncResult
18
- {
19
- std::tr1::shared_ptr<std::tr1::try_mutex> mutex;
20
- std::tr1::shared_ptr<std::auto_ptr<Result> > result;
21
-
22
- public:
23
- AsyncResult(const std::tr1::shared_ptr<std::tr1::try_mutex>& mutex,
24
- const std::tr1::shared_ptr<std::auto_ptr<Result> >& result)
25
- : mutex(mutex), result(result)
26
- {
27
- }
28
-
29
- bool hasValue() const
30
- {
31
- std::tr1::try_mutex::scoped_try_lock lock(*mutex);
32
- return lock && result->get();
33
- }
34
-
35
- std::auto_ptr<Result> takeValue()
36
- {
37
- std::tr1::try_mutex::scoped_lock lock(*mutex);
38
- return *result;
39
- }
40
- };
41
-
42
- // TODO: Will only work if the window doesn't die inbetween.
43
- // TODO: More functions to come; or a general interface?
44
-
45
- AsyncResult<Image>
46
- asyncNewImage(Window& window, const std::wstring& filename);
47
- }
48
-
49
- #endif
50
- #endif
@@ -1,5 +0,0 @@
1
- = Drawing with Colors
2
-
3
- Almost all image drawing functions accept modulation colors. The colors of all pixels on the source image will be multiplied with these colors, where a channel value of 255 corresponds to the maximum value of 1.0. This means modulation colors can be used only to reduce particular channels of an image.
4
-
5
- The most obvious use of this is to supply a color with an alpha value less than 255 so the image will drawn transparently, but you can also use this to darken images or to draw them in a different hue (which works best if the original image is mostly grayscale).
@@ -1,5 +0,0 @@
1
- = Order of Corners
2
-
3
- In all functions that expect arguments for all four corners of a rectangle or quadrilateral, you can either pass clockwise coordinates, or coordinates in the following order (a Z shape):
4
-
5
- http://www.libgosu.org/wiki_images/corner_indices.png
@@ -1,11 +0,0 @@
1
- = Tileability
2
-
3
- Functions related to image creation accept a boolean "tileable" argument. This is a consequence of using 3D hardware acceleration. Try to notice the subtle difference between these two, overstretched images:
4
-
5
- http://www.libgosu.org/wiki_images/hard_borders.png
6
-
7
- When you draw an image with stretching factors other than 1.0 (10.0 in this case) or at odd coordinates, it will become interpolated—which, in general, is much better than getting all pixel-y.
8
-
9
- But take a look at the image's borders. The image of the left girl was created with tileable set to 'false' (the default) and the borders fade out. The image of the right girl, which was created with tileable set to 'true, does not fade out at all, but just ends on its borders.
10
-
11
- While most images should not be tileable, you should always pass true for map tiles.
@@ -1,5 +0,0 @@
1
- = Z-Ordering
2
-
3
- All drawing operations in Gosu accept a floating-point value called "z" (technically, a double). Things drawn with a higher z position will be drawn over those with a lower one. If two things have the same z position, they will be drawn in the order the drawing functions were called.
4
-
5
- If you do not wish to use z ordering, just pass the same constant all the time.