gosu 0.9.2-x64-mingw32 → 0.10.0-x64-mingw32
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- checksums.yaml +4 -4
- data/lib64/2.1/gosu.so +0 -0
- data/lib64/2.2/gosu.so +0 -0
- metadata +3 -31
- data/Gosu/Audio.hpp +0 -172
- data/Gosu/AutoLink.hpp +0 -16
- data/Gosu/Bitmap.hpp +0 -96
- data/Gosu/Buttons.hpp +0 -265
- data/Gosu/Color.hpp +0 -204
- data/Gosu/Directories.hpp +0 -36
- data/Gosu/Font.hpp +0 -87
- data/Gosu/Fwd.hpp +0 -31
- data/Gosu/Gosu.hpp +0 -34
- data/Gosu/Graphics.hpp +0 -125
- data/Gosu/GraphicsBase.hpp +0 -114
- data/Gosu/IO.hpp +0 -269
- data/Gosu/Image.hpp +0 -131
- data/Gosu/ImageData.hpp +0 -61
- data/Gosu/Input.hpp +0 -149
- data/Gosu/Inspection.hpp +0 -14
- data/Gosu/Math.hpp +0 -135
- data/Gosu/Platform.hpp +0 -93
- data/Gosu/Sockets.hpp +0 -156
- data/Gosu/TR1.hpp +0 -56
- data/Gosu/Text.hpp +0 -71
- data/Gosu/TextInput.hpp +0 -70
- data/Gosu/Timing.hpp +0 -16
- data/Gosu/Utility.hpp +0 -28
- data/Gosu/Version.hpp +0 -19
- data/Gosu/WinUtility.hpp +0 -75
- data/Gosu/Window.hpp +0 -138
- data/lib64/FreeImage.dll +0 -0
data/Gosu/Window.hpp
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//! \file Window.hpp
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//! Interface of the Window class.
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#ifndef GOSU_WINDOW_HPP
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#define GOSU_WINDOW_HPP
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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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#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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namespace Gosu
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{
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//! Returns the width (in pixels) of the user's primary screen.
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unsigned screenWidth();
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//! Returns the height (in pixels) of the user's primary screen.
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unsigned screenHeight();
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//! Returns the maximum width (in 'points') that is available for a non-fullscreen Window.
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//! All windows larger than this size will automatically be shrunk to fit.
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unsigned availableWidth();
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//! Returns the maximum height (in 'points') that is available for a non-fullscreen Window.
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//! All windows larger than this size will automatically be shrunk to fit.
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unsigned availableHeight();
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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 GOSU_UNIQUE_PTR<Impl> pimpl;
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#if defined(GOSU_CPP11_ENABLED)
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Window(Window&&) = delete;
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Window& operator=(Window&&) = delete;
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Window(const Window&) = delete;
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Window& operator=(const Window&) = delete;
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#endif
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public:
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//! Constructs a Window.
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//! \param width Width of the window in points; that is, pixels on a normal display, and 'virtual pixels' on a
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//! high-resolution display.
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//! \param height See width.
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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 = false,
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double updateInterval = 16.666666);
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virtual ~Window();
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std::wstring caption() const;
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void setCaption(const std::wstring& caption);
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double updateInterval() const;
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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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//! 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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//! 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 force
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//! the window to redraw itself.
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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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//! 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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//! 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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//! 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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//! 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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// Ignore when SWIG is wrapping this class for Ruby/Gosu.
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#ifndef SWIG
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const Graphics& graphics() const;
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Graphics& graphics();
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const Input& input() const;
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Input& input();
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#ifdef GOSU_IS_IPHONE
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void* rootViewController() const;
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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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GOSU_DEPRECATED const Audio& audio() const;
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GOSU_DEPRECATED Audio& audio();
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#endif
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};
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}
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#ifdef GOSU_IS_IPHONE
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Gosu::Window& windowInstance();
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#endif
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#endif
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data/lib64/FreeImage.dll
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Binary file
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