gosu 0.8.6-x64-mingw32
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- checksums.yaml +7 -0
- data/Gosu/Audio.hpp +171 -0
- data/Gosu/AutoLink.hpp +16 -0
- data/Gosu/Bitmap.hpp +96 -0
- data/Gosu/Buttons.hpp +265 -0
- data/Gosu/Color.hpp +204 -0
- data/Gosu/Directories.hpp +36 -0
- data/Gosu/Font.hpp +83 -0
- data/Gosu/Fwd.hpp +31 -0
- data/Gosu/Gosu.hpp +34 -0
- data/Gosu/Graphics.hpp +115 -0
- data/Gosu/GraphicsBase.hpp +110 -0
- data/Gosu/IO.hpp +269 -0
- data/Gosu/Image.hpp +122 -0
- data/Gosu/ImageData.hpp +61 -0
- data/Gosu/Input.hpp +149 -0
- data/Gosu/Inspection.hpp +14 -0
- data/Gosu/Math.hpp +135 -0
- data/Gosu/Platform.hpp +93 -0
- data/Gosu/Sockets.hpp +156 -0
- data/Gosu/TR1.hpp +56 -0
- data/Gosu/Text.hpp +71 -0
- data/Gosu/TextInput.hpp +70 -0
- data/Gosu/Timing.hpp +16 -0
- data/Gosu/Utility.hpp +28 -0
- data/Gosu/Version.hpp +19 -0
- data/Gosu/WinUtility.hpp +75 -0
- data/Gosu/Window.hpp +145 -0
- data/examples/ChipmunkIntegration.rb +275 -0
- data/examples/CptnRuby.rb +223 -0
- data/examples/GosuZen.rb +68 -0
- data/examples/MoreChipmunkAndRMagick.rb +155 -0
- data/examples/OpenGLIntegration.rb +226 -0
- data/examples/RMagickIntegration.rb +417 -0
- data/examples/TextInput.rb +154 -0
- data/examples/Tutorial.rb +131 -0
- data/examples/media/Beep.wav +0 -0
- data/examples/media/CptnRuby Gem.png +0 -0
- data/examples/media/CptnRuby Map.txt +25 -0
- data/examples/media/CptnRuby Tileset.png +0 -0
- data/examples/media/CptnRuby.png +0 -0
- data/examples/media/Cursor.png +0 -0
- data/examples/media/Earth.png +0 -0
- data/examples/media/Explosion.wav +0 -0
- data/examples/media/Landscape.svg +10 -0
- data/examples/media/LargeStar.png +0 -0
- data/examples/media/Smoke.png +0 -0
- data/examples/media/Soldier.png +0 -0
- data/examples/media/Space.png +0 -0
- data/examples/media/Star.png +0 -0
- data/examples/media/Starfighter.bmp +0 -0
- data/lib/gosu.rb +20 -0
- data/lib/gosu/patches.rb +81 -0
- data/lib/gosu/preview.rb +139 -0
- data/lib/gosu/run.rb +11 -0
- data/lib/gosu/swig_patches.rb +60 -0
- data/lib/gosu/zen.rb +89 -0
- data/lib64/2.1/gosu.so +0 -0
- data/lib64/FreeImage.dll +0 -0
- data/lib64/OpenAL32.dll +0 -0
- data/lib64/SDL2.dll +0 -0
- data/lib64/libsndfile.dll +0 -0
- metadata +110 -0
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# A (too) simple Gorilla-style shooter for two players.
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# Shows how Gosu and RMagick can be used together to generate a map, implement
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# a dynamic landscape and generally look great.
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# Also shows a very minimal, yet effective way of designing a game's object system.
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# Doesn't make use of Gosu's Z-ordering. Not many different things to draw, it's
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# easy to get the order right without it.
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# Known issues:
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# * Collision detection of the missiles is lazy, allows shooting through thin walls.
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# * The look of dead soldiers is, err, by accident. Soldier.png needs to be
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# designed in a less obfuscated way :)
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require 'rubygems'
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require 'gosu'
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require 'RMagick'
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NULL_PIXEL = Magick::Pixel.from_color('none')
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# The class for this game's map.
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# Design:
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# * Dynamic map creation at startup, holding it as RMagick Image in @image
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# * Testing for solidity by testing @image's pixel values
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# * Drawing from a Gosu::Image instance
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# * Blasting holes into the map is implemented by drawing and erasing portions
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# of @image, then recreating the corresponding area in the Gosu::Image
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class Map
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WIDTH, HEIGHT = 800, 600
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def initialize window
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# We'll need the window later for re-creating Gosu images.
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@window = window
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# Let's start with something simple and load the sky via RMagick.
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# Loading SVG files isn't possible with Gosu, so say wow!
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# (Seems to take a while though)
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sky = Magick::Image.read("media/Landscape.svg").first
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@sky = Gosu::Image.new(window, sky, true)
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# Create the map an stores the RMagick image in @image
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create_rmagick_map
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# Copy the RMagick Image to a Gosu Image (still unchanged)
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@gosu_image = Gosu::Image.new(window, @image, true)
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end
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def solid? x, y
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# Map is open at the top.
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return false if y < 0
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# Map is closed on all other sides.
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return true if x < 0 or x >= 800 or y >= 600
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# Inside of the map, determine solidity from the map image.
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@image.pixel_color(x, y) != NULL_PIXEL
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end
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def draw
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# Sky background.
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@sky.draw(0, 0, 0)
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# The landscape.
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@gosu_image.draw 0, 0, 0
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end
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# Radius of a crater.
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RADIUS = 25
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# Radius of a crater, Shadow included.
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SH_RADIUS = 45
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# Create the crater image (basically a circle shape that is used to erase
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# parts of the map) and the crater shadow image.
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CRATER_IMAGE = begin
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crater = Magick::Image.new(2 * RADIUS, 2 * RADIUS) { self.background_color = 'none' }
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gc = Magick::Draw.new
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gc.fill('black').circle(RADIUS, RADIUS, RADIUS, 0)
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gc.draw crater
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crater
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end
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CRATER_SHADOW = CRATER_IMAGE.shadow(0, 0, (SH_RADIUS - RADIUS) / 2, 1)
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def blast x, y
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# Draw the shadow (twice for more intensity), then erase a circle from the map.
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@image.composite!(CRATER_SHADOW, x - SH_RADIUS, y - SH_RADIUS, Magick::AtopCompositeOp)
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@image.composite!(CRATER_SHADOW, x - SH_RADIUS, y - SH_RADIUS, Magick::AtopCompositeOp)
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@image.composite!(CRATER_IMAGE, x - RADIUS, y - RADIUS, Magick::DstOutCompositeOp)
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# Isolate the affected portion of the RMagick image.
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dirty_portion = @image.crop(x - SH_RADIUS, y - SH_RADIUS, SH_RADIUS * 2, SH_RADIUS * 2)
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# Overwrite this part of the Gosu image. If the crater begins outside of the map, still
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# just update the inner part.
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@gosu_image.insert dirty_portion, [x - SH_RADIUS, 0].max, [y - SH_RADIUS, 0].max
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end
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private
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def create_rmagick_map
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# This is the one large RMagick image that represents the map.
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@image = Magick::Image.new(WIDTH, HEIGHT) { self.background_color = 'none' }
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# Set up a Draw object that fills with an earth texture.
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earth = Magick::Image.read('media/Earth.png').first.resize(1.5)
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gc = Magick::Draw.new
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gc.pattern('earth', 0, 0, earth.columns, earth.rows) { gc.composite(0, 0, 0, 0, earth) }
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gc.fill('earth')
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gc.stroke('#603000').stroke_width(1.5)
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# Draw a smooth bezier island onto the map!
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polypoints = [0, HEIGHT]
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0.upto(8) do |x|
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polypoints += [x * 100, HEIGHT * 0.2 + rand(HEIGHT * 0.8)]
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end
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polypoints += [WIDTH, HEIGHT]
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gc.bezier(*polypoints)
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gc.draw(@image)
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# Create a bright-dark gradient fill, an image from it and change the map's
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# brightness with it.
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fill = Magick::GradientFill.new(0, HEIGHT * 0.4, WIDTH, HEIGHT * 0.4, '#fff', '#666')
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gradient = Magick::Image.new(WIDTH, HEIGHT, fill)
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gradient = @image.composite(gradient, 0, 0, Magick::InCompositeOp)
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@image.composite!(gradient, 0, 0, Magick::MultiplyCompositeOp)
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# Finally, place the star in the middle of the map, just onto the ground.
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star = Magick::Image.read('media/LargeStar.png').first
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star_y = 0
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star_y += 20 until solid?(WIDTH / 2, star_y)
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@image.composite!(star, (WIDTH - star.columns) / 2, star_y - star.rows * 0.85,
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Magick::DstOverCompositeOp)
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end
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end
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# Player class.
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# Note that applies to the whole game:
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# All objects implement an informal interface.
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# draw: Draws the object (obviously)
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# update: Moves the object etc., returns false if the object is to be deleted
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# hit_by?(missile): Returns true if an object is hit by the missile, causing
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# it to explode on this object.
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class Player
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# Magic numbers considered harmful! This is the height of the
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# player as used for collision detection.
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HEIGHT = 14
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attr_reader :x, :y, :dead
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def initialize(window, x, y, color)
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# Only load the images once for all instances of this class.
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@@images ||= Gosu::Image.load_tiles(window, "media/Soldier.png", 40, 50, false)
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@window, @x, @y, @color = window, x, y, color
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@vy = 0
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# -1: left, +1: right
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@dir = -1
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# Aiming angle.
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@angle = 90
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end
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def draw
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if dead then
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# Poor, broken soldier.
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@@images[0].draw_rot(x, y, 0, 290 * @dir, 0.5, 0.65, @dir * 0.5, 0.5, @color)
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@@images[2].draw_rot(x, y, 0, 160 * @dir, 0.95, 0.5, 0.5, @dir * 0.5, @color)
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else
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# Was moved last frame?
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if @show_walk_anim
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# Yes: Display walking animation.
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frame = Gosu::milliseconds / 200 % 2
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else
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# No: Stand around (boring).
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frame = 0
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end
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# Draw feet, then chest.
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@@images[frame].draw(x - 10 * @dir, y - 20, 0, @dir * 0.5, 0.5, @color)
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angle = @angle
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angle = 180 - angle if @dir == -1
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@@images[2].draw_rot(x, y - 5, 0, angle, 1, 0.5, 0.5, @dir * 0.5, @color)
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end
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end
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def update
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# First, assume that no walking happened this frame.
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@show_walk_anim = false
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# Gravity.
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@vy += 1
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if @vy > 1 then
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# Move upwards until hitting something.
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@vy.times do
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if @window.map.solid?(x, y + 1)
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@vy = 0
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break
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else
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@y += 1
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end
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end
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else
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# Move downwards until hitting something.
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(-@vy).times do
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if @window.map.solid?(x, y - HEIGHT - 1)
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@vy = 0
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break
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else
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@y -= 1
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end
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end
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end
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# Soldiers are never deleted (they may die, though, but that is a different
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# concept).
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true
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end
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def aim_up
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@angle -= 2 unless @angle < 10
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end
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def aim_down
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@angle += 2 unless @angle > 170
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end
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def try_walk(dir)
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@show_walk_anim = true
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@dir = dir
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# First, magically move up (so soldiers can run up hills)
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2.times { @y -= 1 unless @window.map.solid?(x, y - HEIGHT - 1) }
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# Now move into the desired direction.
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@x += dir unless @window.map.solid?(x + dir, y) or
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@window.map.solid?(x + dir, y - HEIGHT)
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# To make up for unnecessary movement upwards, sink downward again.
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2.times { @y += 1 unless @window.map.solid?(x, y + 1) }
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end
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def try_jump
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@vy = -12 if @window.map.solid?(x, y + 1)
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end
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def shoot
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@window.objects << Missile.new(@window, x + 10 * @dir, y - 10, @angle * @dir)
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end
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def hit_by? missile
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if Gosu::distance(missile.x, missile.y, x, y) < 30 then
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# Was hit :(
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@dead = true
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return true
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else
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return false
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end
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end
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end
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# Implements the same interface as Player, except it'S a missile!
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class Missile
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attr_reader :x, :y, :vx, :vy
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# All missile instances use the same sound.
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EXPLOSION = Gosu::Sample.new("media/Explosion.wav")
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def initialize(window, x, y, angle)
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# Horizontal/vertical velocity.
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@vx, @vy = Gosu::offset_x(angle, 20).to_i, Gosu::offset_y(angle, 20).to_i
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@window, @x, @y = window, x + @vx, y + @vy
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end
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def update
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# Movement, gravity
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@x += @vx
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@y += @vy
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@vy += 1
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# Hit anything?
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if @window.map.solid?(x, y) or @window.objects.any? { |o| o.hit_by?(self) } then
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# Create great particles.
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5.times { @window.objects << Particle.new(@window, x - 25 + rand(51), y - 25 + rand(51)) }
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@window.map.blast(x, y)
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# Weeee, stereo sound!
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EXPLOSION.play_pan((2 * @x - Map::WIDTH) / Map::WIDTH)
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return false
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else
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return true
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end
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end
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def draw
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# Just draw a small quad.
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@window.draw_quad(x-2, y-2, 0xff800000, x+2, y-2, 0xff800000,
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x-2, y+2, 0xff800000, x+2, y+2, 0xff800000, 0)
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end
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def hit_by?(missile)
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# Missiles can't be hit by other missiles!
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false
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end
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end
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# Very minimal object that just draws a fading particle.
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class Particle
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def initialize(window, x, y)
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# All Particle instances use the same image
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@@image ||= Gosu::Image.new(window, 'media/Smoke.png', false)
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@x, @y = x, y
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@color = Gosu::Color.new(255, 255, 255, 255)
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end
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def update
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@y -= 5
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@x = @x - 1 + rand(3)
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@color.alpha -= 5
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|
+
|
316
|
+
# Remove if faded completely.
|
317
|
+
@color.alpha > 0
|
318
|
+
end
|
319
|
+
|
320
|
+
def draw
|
321
|
+
@@image.draw(@x - 25, @y - 25, 0, 1, 1, @color)
|
322
|
+
end
|
323
|
+
|
324
|
+
def hit_by?(missile)
|
325
|
+
# Smoke can't be hit!
|
326
|
+
false
|
327
|
+
end
|
328
|
+
end
|
329
|
+
|
330
|
+
# Finally, the class that ties it all together.
|
331
|
+
# Very straightforward implementation.
|
332
|
+
|
333
|
+
class GameWindow < Gosu::Window
|
334
|
+
attr_reader :map, :objects
|
335
|
+
|
336
|
+
def initialize()
|
337
|
+
super(800, 600, false)
|
338
|
+
self.caption = "Gosu & RMagick Integration Demo"
|
339
|
+
|
340
|
+
# Texts to display in the appropriate situations.
|
341
|
+
@player_instructions = []
|
342
|
+
@player_won_messages = []
|
343
|
+
2.times do |plr|
|
344
|
+
@player_instructions << Gosu::Image.from_text(self,
|
345
|
+
"It is the #{ plr == 0 ? 'green' : 'red' } toy soldier's turn.\n" +
|
346
|
+
"(Arrow keys to walk and aim, Return to jump, Space to shoot)",
|
347
|
+
Gosu::default_font_name, 30, 0, width, :center)
|
348
|
+
@player_won_messages << Gosu::Image.from_text(self,
|
349
|
+
"The #{ plr == 0 ? 'green' : 'red' } toy soldier has won!",
|
350
|
+
Gosu::default_font_name, 30, 5, width, :center)
|
351
|
+
end
|
352
|
+
|
353
|
+
# Create everything!
|
354
|
+
@map = Map.new(self)
|
355
|
+
@players = [Player.new(self, 200, 40, 0xff308000), Player.new(self, 600, 40, 0xff803000)]
|
356
|
+
@objects = @players.dup
|
357
|
+
|
358
|
+
# Let any player start.
|
359
|
+
@current_player = rand(2)
|
360
|
+
# Currently not waiting for a missile to hit something.
|
361
|
+
@waiting = false
|
362
|
+
end
|
363
|
+
|
364
|
+
def draw
|
365
|
+
# Draw the main game.
|
366
|
+
@map.draw
|
367
|
+
@objects.each { |o| o.draw }
|
368
|
+
|
369
|
+
# If any text should be displayed, draw it - and add a nice black border around it
|
370
|
+
# by drawing it four times, with a little offset in each direction.
|
371
|
+
|
372
|
+
cur_text = @player_instructions[@current_player] if not @waiting
|
373
|
+
cur_text = @player_won_messages[1 - @current_player] if @players[@current_player].dead
|
374
|
+
|
375
|
+
if cur_text then
|
376
|
+
x, y = 0, 30
|
377
|
+
cur_text.draw(x - 1, y, 0, 1, 1, 0xff000000)
|
378
|
+
cur_text.draw(x + 1, y, 0, 1, 1, 0xff000000)
|
379
|
+
cur_text.draw(x, y - 1, 0, 1, 1, 0xff000000)
|
380
|
+
cur_text.draw(x, y + 1, 0, 1, 1, 0xff000000)
|
381
|
+
cur_text.draw(x, y, 0, 1, 1, 0xffffffff)
|
382
|
+
end
|
383
|
+
end
|
384
|
+
|
385
|
+
def update
|
386
|
+
# if waiting for the next player's turn, continue to do so until the missile has
|
387
|
+
# hit something.
|
388
|
+
@waiting &&= !@objects.grep(Missile).empty?
|
389
|
+
|
390
|
+
# Remove all objects whose update method returns false.
|
391
|
+
@objects.reject! { |o| o.update == false }
|
392
|
+
|
393
|
+
# If it's a player's turn, forward controls.
|
394
|
+
if not @waiting and not @players[@current_player].dead then
|
395
|
+
player = @players[@current_player]
|
396
|
+
player.aim_up if button_down? Gosu::KbUp
|
397
|
+
player.aim_down if button_down? Gosu::KbDown
|
398
|
+
player.try_walk(-1) if button_down? Gosu::KbLeft
|
399
|
+
player.try_walk(+1) if button_down? Gosu::KbRight
|
400
|
+
player.try_jump if button_down? Gosu::KbReturn
|
401
|
+
end
|
402
|
+
end
|
403
|
+
|
404
|
+
def button_down(id)
|
405
|
+
if id == Gosu::KbSpace and not @waiting and not @players[@current_player].dead then
|
406
|
+
# Shoot! This is handled in button_down because holding space shouldn't auto-fire.
|
407
|
+
@players[@current_player].shoot
|
408
|
+
@current_player = 1 - @current_player
|
409
|
+
@waiting = true
|
410
|
+
end
|
411
|
+
# Very important feature! ;)
|
412
|
+
close if id == Gosu::KbEscape
|
413
|
+
end
|
414
|
+
end
|
415
|
+
|
416
|
+
# So far we have only defined how everything *should* work - now set it up and run it!
|
417
|
+
GameWindow.new.show
|
@@ -0,0 +1,154 @@
|
|
1
|
+
# This example demonstrates the use of the TextInput functionality.
|
2
|
+
# One can tab through, or click into the text fields and change it's contents.
|
3
|
+
|
4
|
+
# At its most basic form, you only need to create a new TextInput instance and
|
5
|
+
# set the text_input attribute of your window to it. Until you set this
|
6
|
+
# attribute to nil again, the TextInput object will build a text that can be
|
7
|
+
# accessed via TextInput#text.
|
8
|
+
|
9
|
+
# The TextInput object also maintains the position of the caret as the index
|
10
|
+
# of the character that it's left to via the caret_pos attribute. Furthermore,
|
11
|
+
# if there is a selection, the selection_start attribute yields its beginning,
|
12
|
+
# using the same indexing scheme. If there is no selection, selection_start
|
13
|
+
# is equal to caret_pos.
|
14
|
+
|
15
|
+
# A TextInput object is purely abstract, though; drawing the input field is left
|
16
|
+
# to the user. In this case, we are subclassing TextInput to add this code.
|
17
|
+
# As with most of Gosu, how this is handled is completely left open; the scheme
|
18
|
+
# presented here is not mandatory! Gosu only aims to provide enough code for
|
19
|
+
# games (or intermediate UI toolkits) to be built upon it.
|
20
|
+
|
21
|
+
require 'rubygems'
|
22
|
+
require 'gosu'
|
23
|
+
|
24
|
+
class TextField < Gosu::TextInput
|
25
|
+
# Some constants that define our appearance.
|
26
|
+
INACTIVE_COLOR = 0xcc666666
|
27
|
+
ACTIVE_COLOR = 0xccff6666
|
28
|
+
SELECTION_COLOR = 0xcc0000ff
|
29
|
+
CARET_COLOR = 0xffffffff
|
30
|
+
PADDING = 5
|
31
|
+
|
32
|
+
attr_reader :x, :y
|
33
|
+
|
34
|
+
def initialize(window, font, x, y)
|
35
|
+
# TextInput's constructor doesn't expect any arguments.
|
36
|
+
super()
|
37
|
+
|
38
|
+
@window, @font, @x, @y = window, font, x, y
|
39
|
+
|
40
|
+
# Start with a self-explanatory text in each field.
|
41
|
+
self.text = "Click to change text"
|
42
|
+
end
|
43
|
+
|
44
|
+
# Example filter method. You can truncate the text to employ a length limit (watch out
|
45
|
+
# with Ruby 1.8 and UTF-8!), limit the text to certain characters etc.
|
46
|
+
def filter text
|
47
|
+
text.upcase
|
48
|
+
end
|
49
|
+
|
50
|
+
def draw
|
51
|
+
# Depending on whether this is the currently selected input or not, change the
|
52
|
+
# background's color.
|
53
|
+
if @window.text_input == self then
|
54
|
+
background_color = ACTIVE_COLOR
|
55
|
+
else
|
56
|
+
background_color = INACTIVE_COLOR
|
57
|
+
end
|
58
|
+
@window.draw_quad(x - PADDING, y - PADDING, background_color,
|
59
|
+
x + width + PADDING, y - PADDING, background_color,
|
60
|
+
x - PADDING, y + height + PADDING, background_color,
|
61
|
+
x + width + PADDING, y + height + PADDING, background_color, 0)
|
62
|
+
|
63
|
+
# Calculate the position of the caret and the selection start.
|
64
|
+
pos_x = x + @font.text_width(self.text[0...self.caret_pos])
|
65
|
+
sel_x = x + @font.text_width(self.text[0...self.selection_start])
|
66
|
+
|
67
|
+
# Draw the selection background, if any; if not, sel_x and pos_x will be
|
68
|
+
# the same value, making this quad empty.
|
69
|
+
@window.draw_quad(sel_x, y, SELECTION_COLOR,
|
70
|
+
pos_x, y, SELECTION_COLOR,
|
71
|
+
sel_x, y + height, SELECTION_COLOR,
|
72
|
+
pos_x, y + height, SELECTION_COLOR, 0)
|
73
|
+
|
74
|
+
# Draw the caret; again, only if this is the currently selected field.
|
75
|
+
if @window.text_input == self then
|
76
|
+
@window.draw_line(pos_x, y, CARET_COLOR,
|
77
|
+
pos_x, y + height, CARET_COLOR, 0)
|
78
|
+
end
|
79
|
+
|
80
|
+
# Finally, draw the text itself!
|
81
|
+
@font.draw(self.text, x, y, 0)
|
82
|
+
end
|
83
|
+
|
84
|
+
# This text field grows with the text that's being entered.
|
85
|
+
# (Usually one would use clip_to and scroll around on the text field.)
|
86
|
+
def width
|
87
|
+
@font.text_width(self.text)
|
88
|
+
end
|
89
|
+
|
90
|
+
def height
|
91
|
+
@font.height
|
92
|
+
end
|
93
|
+
|
94
|
+
# Hit-test for selecting a text field with the mouse.
|
95
|
+
def under_point?(mouse_x, mouse_y)
|
96
|
+
mouse_x > x - PADDING and mouse_x < x + width + PADDING and
|
97
|
+
mouse_y > y - PADDING and mouse_y < y + height + PADDING
|
98
|
+
end
|
99
|
+
|
100
|
+
# Tries to move the caret to the position specifies by mouse_x
|
101
|
+
def move_caret(mouse_x)
|
102
|
+
# Test character by character
|
103
|
+
1.upto(self.text.length) do |i|
|
104
|
+
if mouse_x < x + @font.text_width(text[0...i]) then
|
105
|
+
self.caret_pos = self.selection_start = i - 1;
|
106
|
+
return
|
107
|
+
end
|
108
|
+
end
|
109
|
+
# Default case: user must have clicked the right edge
|
110
|
+
self.caret_pos = self.selection_start = self.text.length
|
111
|
+
end
|
112
|
+
end
|
113
|
+
|
114
|
+
class TextInputWindow < Gosu::Window
|
115
|
+
def initialize
|
116
|
+
super(300, 200, false)
|
117
|
+
self.caption = "Text Input Example"
|
118
|
+
|
119
|
+
font = Gosu::Font.new(self, Gosu::default_font_name, 20)
|
120
|
+
|
121
|
+
# Set up an array of three text fields.
|
122
|
+
@text_fields = Array.new(3) { |index| TextField.new(self, font, 50, 30 + index * 50) }
|
123
|
+
|
124
|
+
@cursor = Gosu::Image.new(self, "media/Cursor.png", false)
|
125
|
+
end
|
126
|
+
|
127
|
+
def draw
|
128
|
+
@text_fields.each { |tf| tf.draw }
|
129
|
+
@cursor.draw(mouse_x, mouse_y, 0)
|
130
|
+
end
|
131
|
+
|
132
|
+
def button_down(id)
|
133
|
+
if id == Gosu::KbTab then
|
134
|
+
# Tab key will not be 'eaten' by text fields; use for switching through
|
135
|
+
# text fields.
|
136
|
+
index = @text_fields.index(self.text_input) || -1
|
137
|
+
self.text_input = @text_fields[(index + 1) % @text_fields.size]
|
138
|
+
elsif id == Gosu::KbEscape then
|
139
|
+
# Escape key will not be 'eaten' by text fields; use for deselecting.
|
140
|
+
if self.text_input then
|
141
|
+
self.text_input = nil
|
142
|
+
else
|
143
|
+
close
|
144
|
+
end
|
145
|
+
elsif id == Gosu::MsLeft then
|
146
|
+
# Mouse click: Select text field based on mouse position.
|
147
|
+
self.text_input = @text_fields.find { |tf| tf.under_point?(mouse_x, mouse_y) }
|
148
|
+
# Advanced: Move caret to clicked position
|
149
|
+
self.text_input.move_caret(mouse_x) unless self.text_input.nil?
|
150
|
+
end
|
151
|
+
end
|
152
|
+
end
|
153
|
+
|
154
|
+
TextInputWindow.new.show
|