ruby-sdl2 0.1.0
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- checksums.yaml +7 -0
- data/.dir-locals.el +2 -0
- data/.gitignore +17 -0
- data/COPYING.txt +165 -0
- data/README.md +30 -0
- data/Rakefile +95 -0
- data/clipboard.c +37 -0
- data/doc/po/ja.po +1160 -0
- data/event.c +1027 -0
- data/extconf.rb +53 -0
- data/filesystem.c +36 -0
- data/gamecontroller.c +194 -0
- data/gl.c.m4 +201 -0
- data/hint.c +56 -0
- data/joystick.c +316 -0
- data/key.c.m4 +794 -0
- data/lib/sdl2.rb +3 -0
- data/lib/sdl2/version.rb +6 -0
- data/main.c +244 -0
- data/messagebox.c +231 -0
- data/mixer.c +1079 -0
- data/mouse.c +286 -0
- data/rubysdl2_internal.h +125 -0
- data/sample/chunk_destroy.rb +16 -0
- data/sample/icon.bmp +0 -0
- data/sample/memory_test/m1.rb +28 -0
- data/sample/memory_test/m2.rb +18 -0
- data/sample/memory_test/m3.rb +12 -0
- data/sample/message_box.rb +33 -0
- data/sample/music_player.rb +133 -0
- data/sample/playwave.rb +19 -0
- data/sample/primitives.rb +32 -0
- data/sample/test_clipboard.rb +11 -0
- data/sample/test_controller.rb +57 -0
- data/sample/test_joystick.rb +48 -0
- data/sample/test_keyboard.rb +44 -0
- data/sample/test_mouse.rb +44 -0
- data/sample/test_surface.rb +8 -0
- data/sample/test_ttf.rb +77 -0
- data/sample/test_video.rb +53 -0
- data/sample/testgl.rb +175 -0
- data/sample/testsprite.rb +296 -0
- data/sample/testspriteminimal.rb +75 -0
- data/sample/timer.rb +11 -0
- data/sample/version.rb +12 -0
- data/sample/video_info.rb +65 -0
- data/timer.c +63 -0
- data/ttf.c +196 -0
- data/video.c.m4 +2935 -0
- metadata +102 -0
@@ -0,0 +1,18 @@
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require "sdl2"
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SDL2.init(SDL2::INIT_VIDEO|SDL2::INIT_EVENTS)
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$window = SDL2::Window.create("testsprite", 0, 0, 128, 128, 0)
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def f
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renderer = $window.create_renderer(-1, 0)
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surface = SDL2::Surface.load_bmp("icon.bmp")
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a = Array.new(10) { renderer.create_texture_from(surface) }
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p a.map{|tex| tex.debug_info }
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p renderer.debug_info
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a
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end
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a = f
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GC.start
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p a.map{|tex| tex.debug_info }
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require "sdl2"
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SDL2.init(SDL2::INIT_VIDEO|SDL2::INIT_EVENTS)
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window = SDL2::Window.create("testsprite",
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SDL2::Window::POS_CENTERED, SDL2::Window::POS_CENTERED,
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640, 480, 0)
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renderer = window.create_renderer(-1, 0)
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surface = SDL2::Surface.load_bmp("icon.bmp")
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10.times { renderer.create_texture_from(surface) }
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window.destroy
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# -*- coding: utf-8 -*-
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require 'sdl2'
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SDL2.show_simple_message_box(SDL2::MESSAGEBOX_WARNING, "warning! warning!",
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"A huge battleship is approaching fast", nil)
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button = SDL2.show_message_box(flags: SDL2::MESSAGEBOX_WARNING,
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window: nil,
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title: "警告ウインドウ",
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message: "ここに警告文が出ます",
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buttons: [ { # flags is ignored
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id: 0,
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text: "いいえ",
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},
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{flags: SDL2::MESSAGEBOX_BUTTON_RETURNKEY_DEFAULT,
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id: 1,
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text: "はい",
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},
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{flags: SDL2::MESSAGEBOX_BUTTON_ESCAPEKEY_DEFAULT,
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id: 2,
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text: "キャンセル",
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},
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],
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color_scheme: {
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bg: [255, 0, 0],
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text: [0, 255, 0],
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button_border: [255, 0, 0],
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button_bg: [0, 0, 255],
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button_selected: [255, 0, 0]
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}
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)
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p button
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require 'sdl2'
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class TextureForText
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def initialize(renderer, font)
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@renderer = renderer
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@text_surfaces = {}
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@font = font
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@texture = nil
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end
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def add_text(text)
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@text_surfaces[text] = @font.render_blended(text, [0xff, 0xff, 0xff])
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end
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def creat_texture!
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@text_rects = Hash.new
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h = @text_surfaces.inject(0){|y, (text, surface)|
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@text_rects[text] = SDL2::Rect[0, y, surface.w, surface.h]
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y + surface.h
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}
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w = @text_rects.values.map(&:w).max
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tmp_surface = SDL2::Surface.new(w, h, 32)
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@text_surfaces.each do |text, surface|
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SDL2::Surface.blit(surface, nil, tmp_surface, @text_rects[text])
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end
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@texture = @renderer.create_texture_from(tmp_surface)
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tmp_surface.destroy
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@text_surfaces = nil
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end
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def box_for(text)
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@text_rects[text]
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end
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def render(text, dst)
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srcrect = @text_rects[text]
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dst = SDL2::Rect[dst.x, dst.y, srcrect.w, srcrect.h] if dst.is_a?(SDL2::Point)
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@renderer.copy(@texture, srcrect, dst)
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end
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attr_reader :texture
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end
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class MusicPlayer
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def run(argv)
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file = argv.shift
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SDL2.init(SDL2::INIT_EVERYTHING)
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SDL2::Mixer.init(SDL2::Mixer::INIT_FLAC|SDL2::Mixer::INIT_MOD|
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SDL2::Mixer::INIT_MODPLUG|SDL2::Mixer::INIT_MP3|
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SDL2::Mixer::INIT_OGG)
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SDL2::Mixer.open(44100, SDL2::Mixer::DEFAULT_FORMAT, 2, 512)
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SDL2::TTF.init
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@window = SDL2::Window.create("music player sample by Ruby/SDL2", 0, 0, 640, 480, 0)
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@renderer = @window.create_renderer(-1, 0)
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@music = SDL2::Mixer::Music.load(file)
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font = SDL2::TTF.open("font.ttf", 24)
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@texts = TextureForText.new(@renderer, font)
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@texts.add_text(file)
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@texts.add_text("playing")
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@texts.add_text("playing (fade in)")
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@texts.add_text("stopping")
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@texts.add_text("fade out")
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@texts.add_text("pause")
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@texts.creat_texture!
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loop do
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while event = SDL2::Event.poll
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handle_event(event)
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end
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@renderer.draw_color = [0, 0, 0]
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@renderer.clear
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@texts.render(file, SDL2::Point[20, 20])
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@texts.render(playing_state, SDL2::Point[20, 120])
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@renderer.present
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sleep 0.01
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end
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end
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def handle_event(event)
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case event
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when SDL2::Event::Quit
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exit
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when SDL2::Event::KeyDown
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keydown(event)
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end
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end
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def keydown(event)
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match_keydown("ESCAPE", event){ exit }
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match_keydown("p", event) { SDL2::Mixer::MusicChannel.play(@music, 1) }
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match_keydown("h", event) { SDL2::Mixer::MusicChannel.halt }
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match_keydown("r", event) { SDL2::Mixer::MusicChannel.rewind }
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match_keydown("o", event) { SDL2::Mixer::MusicChannel.fade_out(1000) }
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match_keydown("i", event) { SDL2::Mixer::MusicChannel.fade_in(@music, 1, 1000) }
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match_keydown("SPACE", event) {
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if SDL2::Mixer::MusicChannel.pause?
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SDL2::Mixer::MusicChannel.resume
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else
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SDL2::Mixer::MusicChannel.pause
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end
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}
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end
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def match_keydown(key, event)
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sym = SDL2::Key.keycode_from_name(key)
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yield if event.sym == sym
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end
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def playing_state
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return "stopping" if !SDL2::Mixer::MusicChannel.play?
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return "pause" if SDL2::Mixer::MusicChannel.pause?
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case SDL2::Mixer::MusicChannel.fading
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when SDL2::Mixer::NO_FADING
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return "playing"
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when SDL2::Mixer::FADING_IN
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return "playing (fade in)"
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when SDL2::Mixer::FADING_OUT
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return "fade out"
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end
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end
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end
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MusicPlayer.new.run(ARGV)
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data/sample/playwave.rb
ADDED
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# ruby playwave.rb sample.wav
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require 'sdl2'
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SDL2::init(SDL2::INIT_AUDIO)
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SDL2::Mixer.init(SDL2::Mixer::INIT_FLAC|SDL2::Mixer::INIT_MOD|
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SDL2::Mixer::INIT_MP3|SDL2::Mixer::INIT_OGG)
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SDL2::Mixer.open(22050, SDL2::Mixer::DEFAULT_FORMAT, 2, 512)
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p SDL2::Mixer::Chunk.decoders
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p SDL2::Mixer::Music.decoders
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wave = SDL2::Mixer::Chunk.load(ARGV[0])
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SDL2::Mixer::Channels.fade_in(0, wave, 0, 600)
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while SDL2::Mixer::Channels.play?(0)
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sleep 1
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end
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require "sdl2"
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SDL2.init(SDL2::INIT_VIDEO|SDL2::INIT_EVENTS)
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window = SDL2::Window.create("testsprite",
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SDL2::Window::POS_CENTERED, SDL2::Window::POS_CENTERED,
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640, 480, 0)
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renderer = window.create_renderer(-1, 0)
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renderer.draw_color = [255, 0, 0, 255]
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renderer.draw_line(0,0,640,480)
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renderer.draw_color = [255, 255, 0]
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renderer.draw_point(200, 200)
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renderer.draw_color = [0, 255, 255]
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renderer.draw_rect(SDL2::Rect.new(500, 20, 40, 60))
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renderer.fill_rect(SDL2::Rect.new(20, 400, 60, 40))
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renderer.draw_blend_mode = SDL2::BLENDMODE_ADD
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renderer.draw_color = [255, 0, 0]
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renderer.draw_rect(SDL2::Rect.new(40, 420, 60, 40))
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renderer.present
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loop do
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while ev = SDL2::Event.poll
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if SDL2::Event::KeyDown === ev && ev.scancode == SDL2::Key::Scan::ESCAPE
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exit
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end
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end
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renderer.present
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sleep 0.1
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end
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require 'sdl2'
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SDL2.init(SDL2::INIT_EVERYTHING)
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window = SDL2::Window.create("clipboard", 0, 0, 640, 480, 0)
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# you can call clipboard functions after creating window (on X11)
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p SDL2::Clipboard.has_text?
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p SDL2::Clipboard.text
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# text= is not reliable on X11 environment
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require 'sdl2'
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SDL2.init(SDL2::INIT_EVERYTHING)
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p SDL2::GameController.axis_name_of(SDL2::GameController::AXIS_LEFTY)
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p SDL2::GameController.axis_name_of(129) rescue p $!
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p SDL2::GameController.axis_from_name("rightx")
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p SDL2::GameController.button_name_of(SDL2::GameController::BUTTON_Y)
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p SDL2::GameController.button_from_name("x")
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p SDL2::GameController.button_from_name("rightx") rescue p $!
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if SDL2::Joystick.num_connected_joysticks == 0
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puts "You need to connect at least one joystick"
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exit
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end
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joystick = SDL2::Joystick.open(0)
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guid = joystick.GUID
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joystick.close
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SDL2::GameController.add_mapping([guid, "No1",
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"leftx:a0,lefty:a1",
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"a:b3,b:b2,x:b1,y:b0"
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].join(","))
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26
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p SDL2::Joystick.game_controller?(0)
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p SDL2::GameController.device_names
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controller = SDL2::GameController.open(0)
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p controller.name
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p controller.attached?
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p controller.mapping
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33
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$window = SDL2::Window.create("test_controller", 0,0,640,480,0)
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35
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36
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loop do
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37
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while event = SDL2::Event.poll
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38
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case event
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when SDL2::Event::Quit
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exit
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when SDL2::Event::KeyDown
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exit if event.sym == SDL2::Key::ESCAPE
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when SDL2::Event::ControllerAxisMotion
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p event
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p controller.axis(SDL2::GameController::AXIS_LEFTX)
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p controller.axis(SDL2::GameController::AXIS_LEFTY)
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when SDL2::Event::ControllerButton
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48
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p event
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49
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p controller.button_pressed?(SDL2::GameController::BUTTON_A)
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p controller.button_pressed?(SDL2::GameController::BUTTON_B)
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51
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p controller.button_pressed?(SDL2::GameController::BUTTON_X)
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p controller.button_pressed?(SDL2::GameController::BUTTON_Y)
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53
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when SDL2::Event::ControllerDevice
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p event
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55
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end
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56
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end
|
57
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end
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@@ -0,0 +1,48 @@
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require 'sdl2'
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2
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|
3
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SDL2.init(SDL2::INIT_EVERYTHING)
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4
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SDL2::TTF.init
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5
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|
6
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p SDL2::Joystick.num_connected_joysticks
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7
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p SDL2::Joystick.devices
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8
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+
|
9
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if SDL2::Joystick.num_connected_joysticks > 0
|
10
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$joystick = SDL2::Joystick.open(0)
|
11
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p $joystick.name
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12
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p $joystick.num_axes
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13
|
+
p $joystick.num_hats
|
14
|
+
p $joystick.num_buttons
|
15
|
+
p $joystick.num_balls
|
16
|
+
p $joystick.GUID
|
17
|
+
p $joystick.attached?
|
18
|
+
p $joystick.index
|
19
|
+
end
|
20
|
+
|
21
|
+
window = SDL2::Window.create("testsprite",0, 0, 640, 480, 0)
|
22
|
+
|
23
|
+
renderer = window.create_renderer(-1, 0)
|
24
|
+
|
25
|
+
|
26
|
+
loop do
|
27
|
+
while ev = SDL2::Event.poll
|
28
|
+
case ev
|
29
|
+
when SDL2::Event::JoyButton, SDL2::Event::JoyAxisMotion
|
30
|
+
p ev
|
31
|
+
when SDL2::Event::JoyDeviceAdded
|
32
|
+
p ev
|
33
|
+
$joystick = SDL2::Joystick.open(ev.which)
|
34
|
+
when SDL2::Event::JoyDeviceRemoved
|
35
|
+
p ev
|
36
|
+
p $joystick.name
|
37
|
+
when SDL2::Event::KeyDown
|
38
|
+
if ev.scancode == SDL2::Key::Scan::ESCAPE
|
39
|
+
exit
|
40
|
+
end
|
41
|
+
when SDL2::Event::Quit
|
42
|
+
exit
|
43
|
+
end
|
44
|
+
end
|
45
|
+
|
46
|
+
renderer.present
|
47
|
+
sleep 0.1
|
48
|
+
end
|
@@ -0,0 +1,44 @@
|
|
1
|
+
require 'sdl2'
|
2
|
+
|
3
|
+
SDL2.init(SDL2::INIT_EVERYTHING)
|
4
|
+
|
5
|
+
window = SDL2::Window.create("testsprite", 0, 0, 640, 480, 0)
|
6
|
+
renderer = window.create_renderer(-1, 0)
|
7
|
+
|
8
|
+
puts "scancode of \"X\": #{SDL2::Key::Scan.from_name("X")}"
|
9
|
+
puts "scancode of SDL2::Key::X: #{SDL2::Key::Scan.from_keycode(SDL2::Key::X)}"
|
10
|
+
puts "keycode of \"X\": #{SDL2::Key.keycode_from_name("X")}"
|
11
|
+
puts "keycode of SDL2::Key::Scan::X: #{SDL2::Key.keycode_from_scancode(SDL2::Key::Scan::X)}"
|
12
|
+
SDL2::TextInput.rect = SDL2::Rect[20, 20, 200, 20]
|
13
|
+
|
14
|
+
|
15
|
+
def toggle_text_input
|
16
|
+
if SDL2::TextInput.active?
|
17
|
+
SDL2::TextInput.stop
|
18
|
+
else
|
19
|
+
SDL2::TextInput.start
|
20
|
+
end
|
21
|
+
p SDL2::TextInput.active?
|
22
|
+
end
|
23
|
+
|
24
|
+
loop do
|
25
|
+
while ev = SDL2::Event.poll
|
26
|
+
case ev
|
27
|
+
when SDL2::Event::Quit
|
28
|
+
exit
|
29
|
+
when SDL2::Event::TextInput, SDL2::Event::TextEditing
|
30
|
+
p ev
|
31
|
+
when SDL2::Event::KeyDown
|
32
|
+
puts "scancode: #{ev.scancode}(#{SDL2::Key::Scan.name_of(ev.scancode)})"
|
33
|
+
puts "keycode: #{ev.sym}(#{SDL2::Key.name_of(ev.sym)})"
|
34
|
+
puts "mod: #{ev.mod}"
|
35
|
+
puts "mod(SDL2::Key::Mod.state): #{SDL2::Key::Mod.state}"
|
36
|
+
if ev.sym == SDL2::Key::RETURN
|
37
|
+
toggle_text_input
|
38
|
+
end
|
39
|
+
end
|
40
|
+
end
|
41
|
+
|
42
|
+
renderer.present
|
43
|
+
sleep 0.01
|
44
|
+
end
|
@@ -0,0 +1,44 @@
|
|
1
|
+
require 'sdl2'
|
2
|
+
|
3
|
+
SDL2.init(SDL2::INIT_EVERYTHING)
|
4
|
+
window = SDL2::Window.create("testsprite",0, 0, 640, 480, 0)
|
5
|
+
renderer = window.create_renderer(0, SDL2::Renderer::ACCELERATED)
|
6
|
+
SDL2::TextInput.stop
|
7
|
+
|
8
|
+
loop do
|
9
|
+
while ev = SDL2::Event.poll
|
10
|
+
case ev
|
11
|
+
when SDL2::Event::Quit
|
12
|
+
exit
|
13
|
+
when SDL2::Event::KeyDown
|
14
|
+
case ev.sym
|
15
|
+
when SDL2::Key::ESCAPE
|
16
|
+
exit
|
17
|
+
when SDL2::Key::S
|
18
|
+
state = SDL2::Mouse.state
|
19
|
+
p state
|
20
|
+
p [state.x, state.y, state.button_bits,
|
21
|
+
state.pressed?(1), state.pressed?(2), state.pressed?(3)]
|
22
|
+
when SDL2::Key::R
|
23
|
+
p SDL2::Mouse.relative_state
|
24
|
+
when SDL2::Key::SPACE
|
25
|
+
SDL2::Mouse.relative_mode = ! SDL2::Mouse.relative_mode?
|
26
|
+
when SDL2::Key::T
|
27
|
+
if SDL2::Mouse::Cursor.shown?
|
28
|
+
SDL2::Mouse::Cursor.hide
|
29
|
+
else
|
30
|
+
SDL2::Mouse::Cursor.show
|
31
|
+
end
|
32
|
+
when SDL2::Key::F
|
33
|
+
p SDL2::Mouse.focused_window
|
34
|
+
when SDL2::Key::W
|
35
|
+
SDL2::Mouse::Cursor.warp(window, 100, 20)
|
36
|
+
end
|
37
|
+
when SDL2::Event::MouseButtonDown
|
38
|
+
p ev
|
39
|
+
end
|
40
|
+
end
|
41
|
+
|
42
|
+
renderer.present
|
43
|
+
sleep 0.01
|
44
|
+
end
|