ruby-sdl2 0.1.0 → 0.2.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- checksums.yaml +4 -4
- data/.gitignore +3 -0
- data/README.md +5 -6
- data/Rakefile +13 -0
- data/clipboard.c +24 -0
- data/event.c +216 -5
- data/filesystem.c +27 -0
- data/gamecontroller.c +244 -30
- data/gamecontroller.c.m4 +408 -0
- data/gl.c.m4 +159 -9
- data/hint.c +51 -8
- data/key.c.m4 +6 -0
- data/lib/sdl2/version.rb +2 -2
- data/messagebox.c +40 -38
- data/mixer.c +138 -21
- data/mixer.c.m4 +1196 -0
- data/mouse.c +5 -5
- data/sample/message_box.rb +5 -5
- data/sample/primitives.rb +1 -1
- data/sample/test_video.rb +3 -3
- data/sample/testgl.rb +1 -1
- data/sample/testsprite.rb +5 -5
- data/ttf.c +193 -14
- data/ttf.c.m4 +375 -0
- data/video.c.m4 +465 -122
- metadata +6 -3
data/gamecontroller.c
CHANGED
@@ -1,7 +1,10 @@
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+
/* -*- mode: C -*- */
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#include "rubysdl2_internal.h"
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#include <SDL_gamecontroller.h>
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static VALUE cGameController;
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static VALUE mAxis;
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static VALUE mButton;
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typedef struct GameController {
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SDL_GameController* controller;
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@@ -14,6 +17,47 @@ static void GameController_free(GameController* g)
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free(g);
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}
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/*
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* Document-class: SDL2::GameController
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*
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* This class represents a "Game Controller".
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*
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* In SDL2, there is a gamecontroller framework to
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* hide the details of joystick types. This framework
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* is built on the existing joystick API.
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*
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* The framework consists of two parts:
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*
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* * Mapping joysticks to game controllers
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* * Aquire input from game controllers
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*
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* Mapping information is a string, and described as:
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*
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* GUID,name,mapping
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*
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* GUID is a unique ID of a type of joystick and
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* given by {Joystick#GUID}. name is the human readable
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* string for the device, and mappings are contorller mappings
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* to joystick ones.
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*
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* This mappings abstract the details of joysticks, for exmaple,
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* the number of buttons, the number of axes, and the position
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* of these buttons a on pad.
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* You can use unified interface
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* with this framework theoretically.
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* Howerver, we need to prepare the
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* database of many joysticks that users will use. A database
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* is available at https://github.com/gabomdq/SDL_GameControllerDB,
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* but perhaps this is not sufficient for your usage.
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* In fact, Steam prepares its own database for Steam games,
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* so if you will create a game for Steam, this framework is
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* useful. Otherwise, it is a better way to use joystick API
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* directly.
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*
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* @!method destroy?
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* Return true if the gamecontroller is already closed.
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*/
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static VALUE GameController_new(SDL_GameController* controller)
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{
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GameController* g = ALLOC(GameController);
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@@ -25,12 +69,44 @@ DEFINE_WRAPPER(SDL_GameController, GameController, controller, cGameController,
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"SDL2::GameController");
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/*
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* @overload add_mapping(string)
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*
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* Add suuport for controolers that SDL is unaware of or to cause an
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* existing controller to have a different binding.
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*
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* "GUID,name,mapping", where GUID is
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* the string value from SDL_JoystickGetGUIDString(), name is the human
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* readable string for the device and mappings are controller mappings to
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* joystick ones. Under Windows there is a reserved GUID of "xinput" that
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* covers all XInput devices. The mapping format for joystick is:
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*
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* * bX: a joystick button, index X
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* * hX.Y: hat X with value Y
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* * aX: axis X of the joystick
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*
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* Buttons can be used as a controller axes and vice versa.
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*
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* This string shows an example of a valid mapping for a controller:
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* "341a3608000000000000504944564944,Afterglow PS3 Controller,a:b1,b:b2,y:b3,x:b0,start:b9,guide:b12,back:b8,dpup:h0.1,dpleft:h0.8,dpdown:h0.4,dpright:h0.2,leftshoulder:b4,,rightshoulder:b5,leftstick:b10,rightstick:b11,leftx:a0,lefty:a1,rightx:a2,righty:a3,lefttrigger:b6,righttrigger:b7"
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*
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* @param string [String] mapping string
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* @return [Integer] 1 if a new mapping, 0 if an existing mapping is updated.
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*/
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static VALUE GameController_s_add_mapping(VALUE self, VALUE string)
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{
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int ret = HANDLE_ERROR(SDL_GameControllerAddMapping(StringValueCStr(string)));
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return INT2NUM(ret);
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}
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/*
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* @overload axis_name_of(axis)
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*
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* Get a string representing **axis**.
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*
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* @param axis [Integer] axis constant in {Axis}
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* @return [String]
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*/
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static VALUE GameController_s_axis_name_of(VALUE self, VALUE axis)
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{
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const char* name = SDL_GameControllerGetStringForAxis(NUM2INT(axis));
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@@ -41,6 +117,14 @@ static VALUE GameController_s_axis_name_of(VALUE self, VALUE axis)
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return utf8str_new_cstr(name);
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}
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/*
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* @overload button_name_of(button)
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*
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* Get a string representing **button**.
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*
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* @param button [Integer] button constant in {Button}
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* @return [String]
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*/
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static VALUE GameController_s_button_name_of(VALUE self, VALUE button)
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{
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const char* name = SDL_GameControllerGetStringForButton(NUM2INT(button));
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@@ -51,6 +135,17 @@ static VALUE GameController_s_button_name_of(VALUE self, VALUE button)
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return utf8str_new_cstr(name);
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}
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/*
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* @overload axis_from_name(name)
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*
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* Get a integer representation of the axis
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* whose string representation is **name**.
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*
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* The return value is the value of one of the constants in {Axis}
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*
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* @param name [String] a string representing an axis
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* @return [Integer]
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*/
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static VALUE GameController_s_axis_from_name(VALUE self, VALUE name)
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{
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int axis = SDL_GameControllerGetAxisFromString(StringValueCStr(name));
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@@ -61,6 +156,17 @@ static VALUE GameController_s_axis_from_name(VALUE self, VALUE name)
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return INT2FIX(axis);
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}
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/*
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* @overload button_from_name(name)
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*
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* Get a integer representation of the button
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* whose string representation is **name**.
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*
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* The return value is the value of one of the constants in {Button}
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*
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* @param name [String] a string representing a button
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* @return [Integer]
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*/
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static VALUE GameController_s_button_from_name(VALUE self, VALUE name)
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{
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int button = SDL_GameControllerGetButtonFromString(StringValueCStr(name));
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return INT2FIX(button);
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}
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/*
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* Get the implementation dependent name for the game controllers
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* connected to the machine.
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*
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* The number of elements of returning array is same as
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* {Joystick.num_connected_joysticks}.
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*
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* @return [Array<String,nil>]
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*/
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static VALUE GameController_s_device_names(VALUE self)
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{
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int num_joysticks = SDL_NumJoysticks();
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return device_names;
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}
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/*
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* @overload mapping_for(guid_string)
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* Get the game controller mapping string for a given GUID.
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*
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* @param guid_string [String] GUID string
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*
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* @return [String]
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*/
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static VALUE GameController_s_mapping_for(VALUE self, VALUE guid_string)
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{
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SDL_JoystickGUID guid = SDL_JoystickGetGUIDFromString(StringValueCStr(guid_string));
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return utf8str_new_cstr(SDL_GameControllerMappingForGUID(guid));
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}
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/*
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* @overload open(index)
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* Open a game controller and return the opened GameController object.
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*
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* @param index [Integer] device index, up to the return value of {Joystick.num_connected_joysticks}.
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* @return [SDL2::GameController]
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*
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* @raise [SDL2::Error] raised when device open is failed.
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* For exmaple, **index** is out of range.
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*/
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static VALUE GameController_s_open(VALUE self, VALUE index)
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{
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SDL_GameController* controller = SDL_GameControllerOpen(NUM2INT(index));
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return GameController_new(controller);
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}
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/*
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* Get the name of an opened game controller.
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*
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* @return [String]
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*/
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static VALUE GameController_name(VALUE self)
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{
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-
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const char* name = SDL_GameControllerName(Get_SDL_GameController(self));
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if (!name)
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SDL_ERROR();
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return utf8str_new_cstr(name);
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}
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/*
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* Return true if **self** is opened and attached.
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*/
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static VALUE GameController_attached_p(VALUE self)
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{
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return INT2BOOL(SDL_GameControllerGetAttached(Get_SDL_GameController(self)));
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}
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/*
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* Close the game controller.
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*
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* @return nil
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*/
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static VALUE GameController_destroy(VALUE self)
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{
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GameController* g = Get_GameController(self);
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return Qnil;
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}
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/*
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* Get the mapping string of **self**.
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*
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* @return [String]
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* @see .add_mapping
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* @see .mapping_for
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*/
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static VALUE GameController_mapping(VALUE self)
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{
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return utf8str_new_cstr(SDL_GameControllerMapping(Get_SDL_GameController(self)));
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}
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/*
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* @overload axis(axis)
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* Get the state of an axis control.
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*
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* The state is an integer from -32768 to 32767.
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* The state of trigger never returns negative value (from 0 to 32767).
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*
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* @param axis [Integer] the index of an axis, one of the constants in {Axis}
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* @return [Integer]
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*/
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static VALUE GameController_axis(VALUE self, VALUE axis)
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{
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return INT2FIX(SDL_GameControllerGetAxis(Get_SDL_GameController(self),
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NUM2INT(axis)));
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}
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/*
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* @overload button_pressed?(button)
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* Return true if a button is pressed.
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*
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* @param button [Integer] the index of a button, one of the constants in {Button}
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*/
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static VALUE GameController_button_pressed_p(VALUE self, VALUE button)
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{
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return INT2BOOL(SDL_GameControllerGetButton(Get_SDL_GameController(self),
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NUM2INT(button)));
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}
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/*
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* Document-module: SDL2::GameController::Axis
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*
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* This module provides constants of gamecontroller's axis indices used by
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* {SDL2::GameController} class.
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*/
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/*
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* Document-module: SDL2::GameController::Button
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*
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* This module provides constants of gamecontroller's button indices used by
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* {SDL2::GameController} class.
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*/
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void rubysdl2_init_gamecontorller(void)
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{
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cGameController = rb_define_class_under(mSDL2, "GameController", rb_cObject);
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rb_define_method(cGameController, "mapping", GameController_mapping, 0);
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rb_define_method(cGameController, "axis", GameController_axis, 1);
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rb_define_method(cGameController, "button_pressed?", GameController_button_pressed_p, 1);
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-
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mAxis = rb_define_module_under(cGameController, "Axis");
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mButton = rb_define_module_under(cGameController, "Button");
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/* */
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/* Invalid axis index */
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rb_define_const(mAxis, "INVALID", INT2NUM(SDL_CONTROLLER_AXIS_INVALID));
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/* Left X axis */
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rb_define_const(mAxis, "LEFTX", INT2NUM(SDL_CONTROLLER_AXIS_LEFTX));
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/* Left Y axis */
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rb_define_const(mAxis, "LEFTY", INT2NUM(SDL_CONTROLLER_AXIS_LEFTY));
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/* Right X axis */
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rb_define_const(mAxis, "RIGHTX", INT2NUM(SDL_CONTROLLER_AXIS_RIGHTX));
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/* Right Y axis */
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rb_define_const(mAxis, "RIGHTY", INT2NUM(SDL_CONTROLLER_AXIS_RIGHTY));
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/* Left trigger axis */
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rb_define_const(mAxis, "TRIGGERLEFT", INT2NUM(SDL_CONTROLLER_AXIS_TRIGGERLEFT));
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/* Right trigger axis */
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rb_define_const(mAxis, "TRIGGERRIGHT", INT2NUM(SDL_CONTROLLER_AXIS_TRIGGERRIGHT));
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/* The max of an axis index */
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rb_define_const(mAxis, "MAX", INT2NUM(SDL_CONTROLLER_AXIS_MAX));
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/* */
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/* Invalid button index */
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rb_define_const(mButton, "INVALID", INT2NUM(SDL_CONTROLLER_BUTTON_INVALID));
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/* Button A */
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rb_define_const(mButton, "A", INT2NUM(SDL_CONTROLLER_BUTTON_A));
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378
|
+
/* Button B */
|
379
|
+
rb_define_const(mButton, "B", INT2NUM(SDL_CONTROLLER_BUTTON_B));
|
380
|
+
/* Button X */
|
381
|
+
rb_define_const(mButton, "X", INT2NUM(SDL_CONTROLLER_BUTTON_X));
|
382
|
+
/* Button Y */
|
383
|
+
rb_define_const(mButton, "Y", INT2NUM(SDL_CONTROLLER_BUTTON_Y));
|
384
|
+
/* Back Button */
|
385
|
+
rb_define_const(mButton, "BACK", INT2NUM(SDL_CONTROLLER_BUTTON_BACK));
|
386
|
+
/* Guide Button */
|
387
|
+
rb_define_const(mButton, "GUIDE", INT2NUM(SDL_CONTROLLER_BUTTON_GUIDE));
|
388
|
+
/* Start Button */
|
389
|
+
rb_define_const(mButton, "START", INT2NUM(SDL_CONTROLLER_BUTTON_START));
|
390
|
+
/* Left stick Button */
|
391
|
+
rb_define_const(mButton, "LEFTSTICK", INT2NUM(SDL_CONTROLLER_BUTTON_LEFTSTICK));
|
392
|
+
/* Right stick Button */
|
393
|
+
rb_define_const(mButton, "RIGHTSTICK", INT2NUM(SDL_CONTROLLER_BUTTON_RIGHTSTICK));
|
394
|
+
/* Left shoulder Button */
|
395
|
+
rb_define_const(mButton, "LEFTSHOULDER", INT2NUM(SDL_CONTROLLER_BUTTON_LEFTSHOULDER));
|
396
|
+
/* Right shoulder Button */
|
397
|
+
rb_define_const(mButton, "RIGHTSHOULDER", INT2NUM(SDL_CONTROLLER_BUTTON_RIGHTSHOULDER));
|
398
|
+
/* D-pad UP Button */
|
399
|
+
rb_define_const(mButton, "DPAD_UP", INT2NUM(SDL_CONTROLLER_BUTTON_DPAD_UP));
|
400
|
+
/* D-pad DOWN Button */
|
401
|
+
rb_define_const(mButton, "DPAD_DOWN", INT2NUM(SDL_CONTROLLER_BUTTON_DPAD_DOWN));
|
402
|
+
/* D-pad LEFT Button */
|
403
|
+
rb_define_const(mButton, "DPAD_LEFT", INT2NUM(SDL_CONTROLLER_BUTTON_DPAD_LEFT));
|
404
|
+
/* D-pad RIGHT Button */
|
405
|
+
rb_define_const(mButton, "DPAD_RIGHT", INT2NUM(SDL_CONTROLLER_BUTTON_DPAD_RIGHT));
|
406
|
+
/* The max of a button index */
|
407
|
+
rb_define_const(mButton, "MAX", INT2NUM(SDL_CONTROLLER_BUTTON_MAX));
|
194
408
|
}
|
data/gamecontroller.c.m4
ADDED
@@ -0,0 +1,408 @@
|
|
1
|
+
/* -*- mode: C -*- */
|
2
|
+
#include "rubysdl2_internal.h"
|
3
|
+
#include <SDL_gamecontroller.h>
|
4
|
+
|
5
|
+
static VALUE cGameController;
|
6
|
+
static VALUE mAxis;
|
7
|
+
static VALUE mButton;
|
8
|
+
|
9
|
+
typedef struct GameController {
|
10
|
+
SDL_GameController* controller;
|
11
|
+
} GameController;
|
12
|
+
|
13
|
+
static void GameController_free(GameController* g)
|
14
|
+
{
|
15
|
+
if (rubysdl2_is_active() && g->controller)
|
16
|
+
SDL_GameControllerClose(g->controller);
|
17
|
+
free(g);
|
18
|
+
}
|
19
|
+
|
20
|
+
/*
|
21
|
+
* Document-class: SDL2::GameController
|
22
|
+
*
|
23
|
+
* This class represents a "Game Controller".
|
24
|
+
*
|
25
|
+
* In SDL2, there is a gamecontroller framework to
|
26
|
+
* hide the details of joystick types. This framework
|
27
|
+
* is built on the existing joystick API.
|
28
|
+
*
|
29
|
+
* The framework consists of two parts:
|
30
|
+
*
|
31
|
+
* * Mapping joysticks to game controllers
|
32
|
+
* * Aquire input from game controllers
|
33
|
+
*
|
34
|
+
* Mapping information is a string, and described as:
|
35
|
+
*
|
36
|
+
* GUID,name,mapping
|
37
|
+
*
|
38
|
+
* GUID is a unique ID of a type of joystick and
|
39
|
+
* given by {Joystick#GUID}. name is the human readable
|
40
|
+
* string for the device, and mappings are contorller mappings
|
41
|
+
* to joystick ones.
|
42
|
+
*
|
43
|
+
* This mappings abstract the details of joysticks, for exmaple,
|
44
|
+
* the number of buttons, the number of axes, and the position
|
45
|
+
* of these buttons a on pad.
|
46
|
+
* You can use unified interface
|
47
|
+
* with this framework theoretically.
|
48
|
+
* Howerver, we need to prepare the
|
49
|
+
* database of many joysticks that users will use. A database
|
50
|
+
* is available at https://github.com/gabomdq/SDL_GameControllerDB,
|
51
|
+
* but perhaps this is not sufficient for your usage.
|
52
|
+
* In fact, Steam prepares its own database for Steam games,
|
53
|
+
* so if you will create a game for Steam, this framework is
|
54
|
+
* useful. Otherwise, it is a better way to use joystick API
|
55
|
+
* directly.
|
56
|
+
*
|
57
|
+
* @!method destroy?
|
58
|
+
* Return true if the gamecontroller is already closed.
|
59
|
+
*/
|
60
|
+
|
61
|
+
static VALUE GameController_new(SDL_GameController* controller)
|
62
|
+
{
|
63
|
+
GameController* g = ALLOC(GameController);
|
64
|
+
g->controller = controller;
|
65
|
+
return Data_Wrap_Struct(cGameController, 0, GameController_free, g);
|
66
|
+
}
|
67
|
+
|
68
|
+
DEFINE_WRAPPER(SDL_GameController, GameController, controller, cGameController,
|
69
|
+
"SDL2::GameController");
|
70
|
+
|
71
|
+
|
72
|
+
/*
|
73
|
+
* @overload add_mapping(string)
|
74
|
+
*
|
75
|
+
* Add suuport for controolers that SDL is unaware of or to cause an
|
76
|
+
* existing controller to have a different binding.
|
77
|
+
*
|
78
|
+
* "GUID,name,mapping", where GUID is
|
79
|
+
* the string value from SDL_JoystickGetGUIDString(), name is the human
|
80
|
+
* readable string for the device and mappings are controller mappings to
|
81
|
+
* joystick ones. Under Windows there is a reserved GUID of "xinput" that
|
82
|
+
* covers all XInput devices. The mapping format for joystick is:
|
83
|
+
*
|
84
|
+
* * bX: a joystick button, index X
|
85
|
+
* * hX.Y: hat X with value Y
|
86
|
+
* * aX: axis X of the joystick
|
87
|
+
*
|
88
|
+
* Buttons can be used as a controller axes and vice versa.
|
89
|
+
*
|
90
|
+
* This string shows an example of a valid mapping for a controller:
|
91
|
+
* "341a3608000000000000504944564944,Afterglow PS3 Controller,a:b1,b:b2,y:b3,x:b0,start:b9,guide:b12,back:b8,dpup:h0.1,dpleft:h0.8,dpdown:h0.4,dpright:h0.2,leftshoulder:b4,,rightshoulder:b5,leftstick:b10,rightstick:b11,leftx:a0,lefty:a1,rightx:a2,righty:a3,lefttrigger:b6,righttrigger:b7"
|
92
|
+
*
|
93
|
+
* @param string [String] mapping string
|
94
|
+
* @return [Integer] 1 if a new mapping, 0 if an existing mapping is updated.
|
95
|
+
*/
|
96
|
+
static VALUE GameController_s_add_mapping(VALUE self, VALUE string)
|
97
|
+
{
|
98
|
+
int ret = HANDLE_ERROR(SDL_GameControllerAddMapping(StringValueCStr(string)));
|
99
|
+
return INT2NUM(ret);
|
100
|
+
}
|
101
|
+
|
102
|
+
/*
|
103
|
+
* @overload axis_name_of(axis)
|
104
|
+
*
|
105
|
+
* Get a string representing **axis**.
|
106
|
+
*
|
107
|
+
* @param axis [Integer] axis constant in {Axis}
|
108
|
+
* @return [String]
|
109
|
+
*/
|
110
|
+
static VALUE GameController_s_axis_name_of(VALUE self, VALUE axis)
|
111
|
+
{
|
112
|
+
const char* name = SDL_GameControllerGetStringForAxis(NUM2INT(axis));
|
113
|
+
if (!name) {
|
114
|
+
SDL_SetError("Unknown axis %d", NUM2INT(axis));
|
115
|
+
SDL_ERROR();
|
116
|
+
}
|
117
|
+
return utf8str_new_cstr(name);
|
118
|
+
}
|
119
|
+
|
120
|
+
/*
|
121
|
+
* @overload button_name_of(button)
|
122
|
+
*
|
123
|
+
* Get a string representing **button**.
|
124
|
+
*
|
125
|
+
* @param button [Integer] button constant in {Button}
|
126
|
+
* @return [String]
|
127
|
+
*/
|
128
|
+
static VALUE GameController_s_button_name_of(VALUE self, VALUE button)
|
129
|
+
{
|
130
|
+
const char* name = SDL_GameControllerGetStringForButton(NUM2INT(button));
|
131
|
+
if (!name) {
|
132
|
+
SDL_SetError("Unknown axis %d", NUM2INT(button));
|
133
|
+
SDL_ERROR();
|
134
|
+
}
|
135
|
+
return utf8str_new_cstr(name);
|
136
|
+
}
|
137
|
+
|
138
|
+
/*
|
139
|
+
* @overload axis_from_name(name)
|
140
|
+
*
|
141
|
+
* Get a integer representation of the axis
|
142
|
+
* whose string representation is **name**.
|
143
|
+
*
|
144
|
+
* The return value is the value of one of the constants in {Axis}
|
145
|
+
*
|
146
|
+
* @param name [String] a string representing an axis
|
147
|
+
* @return [Integer]
|
148
|
+
*/
|
149
|
+
static VALUE GameController_s_axis_from_name(VALUE self, VALUE name)
|
150
|
+
{
|
151
|
+
int axis = SDL_GameControllerGetAxisFromString(StringValueCStr(name));
|
152
|
+
if (axis < 0) {
|
153
|
+
SDL_SetError("Unknown axis name \"%s\"", StringValueCStr(name));
|
154
|
+
SDL_ERROR();
|
155
|
+
}
|
156
|
+
return INT2FIX(axis);
|
157
|
+
}
|
158
|
+
|
159
|
+
/*
|
160
|
+
* @overload button_from_name(name)
|
161
|
+
*
|
162
|
+
* Get a integer representation of the button
|
163
|
+
* whose string representation is **name**.
|
164
|
+
*
|
165
|
+
* The return value is the value of one of the constants in {Button}
|
166
|
+
*
|
167
|
+
* @param name [String] a string representing a button
|
168
|
+
* @return [Integer]
|
169
|
+
*/
|
170
|
+
static VALUE GameController_s_button_from_name(VALUE self, VALUE name)
|
171
|
+
{
|
172
|
+
int button = SDL_GameControllerGetButtonFromString(StringValueCStr(name));
|
173
|
+
if (button < 0) {
|
174
|
+
SDL_SetError("Unknown button name \"%s\"", StringValueCStr(name));
|
175
|
+
SDL_ERROR();
|
176
|
+
}
|
177
|
+
return INT2FIX(button);
|
178
|
+
}
|
179
|
+
|
180
|
+
/*
|
181
|
+
* Get the implementation dependent name for the game controllers
|
182
|
+
* connected to the machine.
|
183
|
+
*
|
184
|
+
* The number of elements of returning array is same as
|
185
|
+
* {Joystick.num_connected_joysticks}.
|
186
|
+
*
|
187
|
+
* @return [Array<String,nil>]
|
188
|
+
*/
|
189
|
+
static VALUE GameController_s_device_names(VALUE self)
|
190
|
+
{
|
191
|
+
int num_joysticks = SDL_NumJoysticks();
|
192
|
+
int i;
|
193
|
+
VALUE device_names = rb_ary_new2(num_joysticks);
|
194
|
+
for (i=0; i<num_joysticks; ++i) {
|
195
|
+
const char* name = SDL_GameControllerNameForIndex(i);
|
196
|
+
if (name)
|
197
|
+
rb_ary_push(device_names, utf8str_new_cstr(name));
|
198
|
+
else
|
199
|
+
rb_ary_push(device_names, Qnil);
|
200
|
+
}
|
201
|
+
return device_names;
|
202
|
+
}
|
203
|
+
|
204
|
+
/*
|
205
|
+
* @overload mapping_for(guid_string)
|
206
|
+
* Get the game controller mapping string for a given GUID.
|
207
|
+
*
|
208
|
+
* @param guid_string [String] GUID string
|
209
|
+
*
|
210
|
+
* @return [String]
|
211
|
+
*/
|
212
|
+
static VALUE GameController_s_mapping_for(VALUE self, VALUE guid_string)
|
213
|
+
{
|
214
|
+
SDL_JoystickGUID guid = SDL_JoystickGetGUIDFromString(StringValueCStr(guid_string));
|
215
|
+
return utf8str_new_cstr(SDL_GameControllerMappingForGUID(guid));
|
216
|
+
}
|
217
|
+
|
218
|
+
/*
|
219
|
+
* @overload open(index)
|
220
|
+
* Open a game controller and return the opened GameController object.
|
221
|
+
*
|
222
|
+
* @param index [Integer] device index, up to the return value of {Joystick.num_connected_joysticks}.
|
223
|
+
* @return [SDL2::GameController]
|
224
|
+
*
|
225
|
+
* @raise [SDL2::Error] raised when device open is failed.
|
226
|
+
* For exmaple, **index** is out of range.
|
227
|
+
*/
|
228
|
+
static VALUE GameController_s_open(VALUE self, VALUE index)
|
229
|
+
{
|
230
|
+
SDL_GameController* controller = SDL_GameControllerOpen(NUM2INT(index));
|
231
|
+
if (!controller)
|
232
|
+
SDL_ERROR();
|
233
|
+
return GameController_new(controller);
|
234
|
+
}
|
235
|
+
|
236
|
+
/*
|
237
|
+
* Get the name of an opened game controller.
|
238
|
+
*
|
239
|
+
* @return [String]
|
240
|
+
*/
|
241
|
+
static VALUE GameController_name(VALUE self)
|
242
|
+
{
|
243
|
+
const char* name = SDL_GameControllerName(Get_SDL_GameController(self));
|
244
|
+
if (!name)
|
245
|
+
SDL_ERROR();
|
246
|
+
|
247
|
+
return utf8str_new_cstr(name);
|
248
|
+
}
|
249
|
+
|
250
|
+
/*
|
251
|
+
* Return true if **self** is opened and attached.
|
252
|
+
*/
|
253
|
+
static VALUE GameController_attached_p(VALUE self)
|
254
|
+
{
|
255
|
+
return INT2BOOL(SDL_GameControllerGetAttached(Get_SDL_GameController(self)));
|
256
|
+
}
|
257
|
+
|
258
|
+
/*
|
259
|
+
* Close the game controller.
|
260
|
+
*
|
261
|
+
* @return nil
|
262
|
+
*/
|
263
|
+
static VALUE GameController_destroy(VALUE self)
|
264
|
+
{
|
265
|
+
GameController* g = Get_GameController(self);
|
266
|
+
if (g->controller)
|
267
|
+
SDL_GameControllerClose(g->controller);
|
268
|
+
g->controller = NULL;
|
269
|
+
return Qnil;
|
270
|
+
}
|
271
|
+
|
272
|
+
/*
|
273
|
+
* Get the mapping string of **self**.
|
274
|
+
*
|
275
|
+
* @return [String]
|
276
|
+
* @see .add_mapping
|
277
|
+
* @see .mapping_for
|
278
|
+
*/
|
279
|
+
static VALUE GameController_mapping(VALUE self)
|
280
|
+
{
|
281
|
+
return utf8str_new_cstr(SDL_GameControllerMapping(Get_SDL_GameController(self)));
|
282
|
+
}
|
283
|
+
|
284
|
+
/*
|
285
|
+
* @overload axis(axis)
|
286
|
+
* Get the state of an axis control.
|
287
|
+
*
|
288
|
+
* The state is an integer from -32768 to 32767.
|
289
|
+
* The state of trigger never returns negative value (from 0 to 32767).
|
290
|
+
*
|
291
|
+
* @param axis [Integer] the index of an axis, one of the constants in {Axis}
|
292
|
+
* @return [Integer]
|
293
|
+
*/
|
294
|
+
static VALUE GameController_axis(VALUE self, VALUE axis)
|
295
|
+
{
|
296
|
+
return INT2FIX(SDL_GameControllerGetAxis(Get_SDL_GameController(self),
|
297
|
+
NUM2INT(axis)));
|
298
|
+
}
|
299
|
+
|
300
|
+
/*
|
301
|
+
* @overload button_pressed?(button)
|
302
|
+
* Return true if a button is pressed.
|
303
|
+
*
|
304
|
+
* @param button [Integer] the index of a button, one of the constants in {Button}
|
305
|
+
*/
|
306
|
+
static VALUE GameController_button_pressed_p(VALUE self, VALUE button)
|
307
|
+
{
|
308
|
+
return INT2BOOL(SDL_GameControllerGetButton(Get_SDL_GameController(self),
|
309
|
+
NUM2INT(button)));
|
310
|
+
}
|
311
|
+
|
312
|
+
/*
|
313
|
+
* Document-module: SDL2::GameController::Axis
|
314
|
+
*
|
315
|
+
* This module provides constants of gamecontroller's axis indices used by
|
316
|
+
* {SDL2::GameController} class.
|
317
|
+
*/
|
318
|
+
|
319
|
+
/*
|
320
|
+
* Document-module: SDL2::GameController::Button
|
321
|
+
*
|
322
|
+
* This module provides constants of gamecontroller's button indices used by
|
323
|
+
* {SDL2::GameController} class.
|
324
|
+
*/
|
325
|
+
void rubysdl2_init_gamecontorller(void)
|
326
|
+
{
|
327
|
+
cGameController = rb_define_class_under(mSDL2, "GameController", rb_cObject);
|
328
|
+
|
329
|
+
rb_define_singleton_method(cGameController, "add_mapping",
|
330
|
+
GameController_s_add_mapping, 1);
|
331
|
+
rb_define_singleton_method(cGameController, "device_names",
|
332
|
+
GameController_s_device_names, 0);
|
333
|
+
rb_define_singleton_method(cGameController, "axis_name_of",
|
334
|
+
GameController_s_axis_name_of, 1);
|
335
|
+
rb_define_singleton_method(cGameController, "button_name_of",
|
336
|
+
GameController_s_button_name_of, 1);
|
337
|
+
rb_define_singleton_method(cGameController, "mapping_for",
|
338
|
+
GameController_s_mapping_for, 1);
|
339
|
+
rb_define_singleton_method(cGameController, "button_from_name",
|
340
|
+
GameController_s_button_from_name, 1);
|
341
|
+
rb_define_singleton_method(cGameController, "axis_from_name",
|
342
|
+
GameController_s_axis_from_name, 1);
|
343
|
+
rb_define_singleton_method(cGameController, "open", GameController_s_open, 1);
|
344
|
+
rb_define_method(cGameController, "destroy?", GameController_destroy_p, 0);
|
345
|
+
rb_define_method(cGameController, "destroy", GameController_destroy, 0);
|
346
|
+
rb_define_method(cGameController, "name", GameController_name, 0);
|
347
|
+
rb_define_method(cGameController, "attached?", GameController_attached_p, 0);
|
348
|
+
rb_define_method(cGameController, "mapping", GameController_mapping, 0);
|
349
|
+
rb_define_method(cGameController, "axis", GameController_axis, 1);
|
350
|
+
rb_define_method(cGameController, "button_pressed?", GameController_button_pressed_p, 1);
|
351
|
+
|
352
|
+
mAxis = rb_define_module_under(cGameController, "Axis");
|
353
|
+
mButton = rb_define_module_under(cGameController, "Button");
|
354
|
+
|
355
|
+
/* define(`DEFINE_CONTROLLER_AXIS_CONST',`rb_define_const(mAxis, "$1", INT2NUM(SDL_CONTROLLER_AXIS_$1))') */
|
356
|
+
/* Invalid axis index */
|
357
|
+
DEFINE_CONTROLLER_AXIS_CONST(INVALID);
|
358
|
+
/* Left X axis */
|
359
|
+
DEFINE_CONTROLLER_AXIS_CONST(LEFTX);
|
360
|
+
/* Left Y axis */
|
361
|
+
DEFINE_CONTROLLER_AXIS_CONST(LEFTY);
|
362
|
+
/* Right X axis */
|
363
|
+
DEFINE_CONTROLLER_AXIS_CONST(RIGHTX);
|
364
|
+
/* Right Y axis */
|
365
|
+
DEFINE_CONTROLLER_AXIS_CONST(RIGHTY);
|
366
|
+
/* Left trigger axis */
|
367
|
+
DEFINE_CONTROLLER_AXIS_CONST(TRIGGERLEFT);
|
368
|
+
/* Right trigger axis */
|
369
|
+
DEFINE_CONTROLLER_AXIS_CONST(TRIGGERRIGHT);
|
370
|
+
/* The max of an axis index */
|
371
|
+
DEFINE_CONTROLLER_AXIS_CONST(MAX);
|
372
|
+
|
373
|
+
/* define(`DEFINE_CONTROLLER_BUTTON_CONST',`rb_define_const(mButton, "$1", INT2NUM(SDL_CONTROLLER_BUTTON_$1))') */
|
374
|
+
/* Invalid button index */
|
375
|
+
DEFINE_CONTROLLER_BUTTON_CONST(INVALID);
|
376
|
+
/* Button A */
|
377
|
+
DEFINE_CONTROLLER_BUTTON_CONST(A);
|
378
|
+
/* Button B */
|
379
|
+
DEFINE_CONTROLLER_BUTTON_CONST(B);
|
380
|
+
/* Button X */
|
381
|
+
DEFINE_CONTROLLER_BUTTON_CONST(X);
|
382
|
+
/* Button Y */
|
383
|
+
DEFINE_CONTROLLER_BUTTON_CONST(Y);
|
384
|
+
/* Back Button */
|
385
|
+
DEFINE_CONTROLLER_BUTTON_CONST(BACK);
|
386
|
+
/* Guide Button */
|
387
|
+
DEFINE_CONTROLLER_BUTTON_CONST(GUIDE);
|
388
|
+
/* Start Button */
|
389
|
+
DEFINE_CONTROLLER_BUTTON_CONST(START);
|
390
|
+
/* Left stick Button */
|
391
|
+
DEFINE_CONTROLLER_BUTTON_CONST(LEFTSTICK);
|
392
|
+
/* Right stick Button */
|
393
|
+
DEFINE_CONTROLLER_BUTTON_CONST(RIGHTSTICK);
|
394
|
+
/* Left shoulder Button */
|
395
|
+
DEFINE_CONTROLLER_BUTTON_CONST(LEFTSHOULDER);
|
396
|
+
/* Right shoulder Button */
|
397
|
+
DEFINE_CONTROLLER_BUTTON_CONST(RIGHTSHOULDER);
|
398
|
+
/* D-pad UP Button */
|
399
|
+
DEFINE_CONTROLLER_BUTTON_CONST(DPAD_UP);
|
400
|
+
/* D-pad DOWN Button */
|
401
|
+
DEFINE_CONTROLLER_BUTTON_CONST(DPAD_DOWN);
|
402
|
+
/* D-pad LEFT Button */
|
403
|
+
DEFINE_CONTROLLER_BUTTON_CONST(DPAD_LEFT);
|
404
|
+
/* D-pad RIGHT Button */
|
405
|
+
DEFINE_CONTROLLER_BUTTON_CONST(DPAD_RIGHT);
|
406
|
+
/* The max of a button index */
|
407
|
+
DEFINE_CONTROLLER_BUTTON_CONST(MAX);
|
408
|
+
}
|