ruby2d 0.12.0 → 1.0.0

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.
Files changed (619) hide show
  1. checksums.yaml +4 -4
  2. data/LICENSE.md +7 -0
  3. data/README.md +141 -0
  4. data/USAGE.md +2435 -0
  5. data/assets/Rakefile +637 -0
  6. data/assets/build_support/CMakeLists.txt +94 -0
  7. data/assets/build_support/mruby/build_config.rb +34 -0
  8. data/assets/build_support/mruby/build_config_wasm.rb +30 -0
  9. data/assets/build_support/sdl_test.c +174 -0
  10. data/assets/deps.yaml +16 -0
  11. data/assets/platform/include/SDL3/SDL.h +91 -0
  12. data/assets/platform/include/SDL3/SDL_assert.h +705 -0
  13. data/assets/platform/include/SDL3/SDL_asyncio.h +550 -0
  14. data/assets/platform/include/SDL3/SDL_atomic.h +692 -0
  15. data/assets/platform/include/SDL3/SDL_audio.h +2370 -0
  16. data/assets/platform/include/SDL3/SDL_begin_code.h +553 -0
  17. data/assets/{include/SDL2 → platform/include/SDL3}/SDL_bits.h +47 -27
  18. data/assets/{include/SDL2 → platform/include/SDL3}/SDL_blendmode.h +59 -55
  19. data/assets/platform/include/SDL3/SDL_camera.h +535 -0
  20. data/assets/platform/include/SDL3/SDL_clipboard.h +331 -0
  21. data/assets/{include/SDL2/close_code.h → platform/include/SDL3/SDL_close_code.h} +9 -8
  22. data/assets/{include/SDL2 → platform/include/SDL3}/SDL_copying.h +3 -1
  23. data/assets/platform/include/SDL3/SDL_cpuinfo.h +374 -0
  24. data/assets/platform/include/SDL3/SDL_dialog.h +343 -0
  25. data/assets/platform/include/SDL3/SDL_dlopennote.h +234 -0
  26. data/assets/{include/SDL2 → platform/include/SDL3}/SDL_egl.h +11 -8
  27. data/assets/platform/include/SDL3/SDL_endian.h +645 -0
  28. data/assets/platform/include/SDL3/SDL_error.h +226 -0
  29. data/assets/platform/include/SDL3/SDL_events.h +1645 -0
  30. data/assets/platform/include/SDL3/SDL_filesystem.h +537 -0
  31. data/assets/platform/include/SDL3/SDL_gamepad.h +1656 -0
  32. data/assets/platform/include/SDL3/SDL_gpu.h +4608 -0
  33. data/assets/platform/include/SDL3/SDL_guid.h +106 -0
  34. data/assets/platform/include/SDL3/SDL_haptic.h +1461 -0
  35. data/assets/platform/include/SDL3/SDL_hidapi.h +571 -0
  36. data/assets/platform/include/SDL3/SDL_hints.h +5001 -0
  37. data/assets/platform/include/SDL3/SDL_init.h +507 -0
  38. data/assets/platform/include/SDL3/SDL_intrin.h +410 -0
  39. data/assets/platform/include/SDL3/SDL_iostream.h +1379 -0
  40. data/assets/platform/include/SDL3/SDL_joystick.h +1385 -0
  41. data/assets/platform/include/SDL3/SDL_keyboard.h +608 -0
  42. data/assets/platform/include/SDL3/SDL_keycode.h +347 -0
  43. data/assets/platform/include/SDL3/SDL_loadso.h +145 -0
  44. data/assets/{include/SDL2 → platform/include/SDL3}/SDL_locale.h +40 -24
  45. data/assets/platform/include/SDL3/SDL_log.h +541 -0
  46. data/assets/platform/include/SDL3/SDL_main.h +704 -0
  47. data/assets/platform/include/SDL3/SDL_main_impl.h +151 -0
  48. data/assets/{include/SDL2 → platform/include/SDL3}/SDL_messagebox.h +85 -48
  49. data/assets/{include/SDL2 → platform/include/SDL3}/SDL_metal.h +29 -29
  50. data/assets/{include/SDL2 → platform/include/SDL3}/SDL_misc.h +13 -12
  51. data/assets/platform/include/SDL3/SDL_mouse.h +813 -0
  52. data/assets/platform/include/SDL3/SDL_mutex.h +1117 -0
  53. data/assets/platform/include/SDL3/SDL_oldnames.h +1339 -0
  54. data/assets/{include/SDL2 → platform/include/SDL3}/SDL_opengl.h +1247 -278
  55. data/assets/{include/SDL2 → platform/include/SDL3}/SDL_opengl_glext.h +5 -1
  56. data/assets/{include/SDL2 → platform/include/SDL3}/SDL_opengles.h +6 -7
  57. data/assets/{include/SDL2 → platform/include/SDL3}/SDL_opengles2.h +10 -11
  58. data/assets/platform/include/SDL3/SDL_pen.h +198 -0
  59. data/assets/platform/include/SDL3/SDL_pixels.h +1441 -0
  60. data/assets/{include/SDL2/SDL_test_log.h → platform/include/SDL3/SDL_platform.h} +25 -26
  61. data/assets/platform/include/SDL3/SDL_platform_defines.h +497 -0
  62. data/assets/{include/SDL2 → platform/include/SDL3}/SDL_power.h +40 -20
  63. data/assets/platform/include/SDL3/SDL_process.h +441 -0
  64. data/assets/platform/include/SDL3/SDL_properties.h +572 -0
  65. data/assets/platform/include/SDL3/SDL_rect.h +528 -0
  66. data/assets/platform/include/SDL3/SDL_render.h +3028 -0
  67. data/assets/platform/include/SDL3/SDL_revision.h +59 -0
  68. data/assets/{include/SDL2 → platform/include/SDL3}/SDL_scancode.h +59 -68
  69. data/assets/platform/include/SDL3/SDL_sensor.h +321 -0
  70. data/assets/platform/include/SDL3/SDL_stdinc.h +6186 -0
  71. data/assets/platform/include/SDL3/SDL_storage.h +686 -0
  72. data/assets/platform/include/SDL3/SDL_surface.h +1769 -0
  73. data/assets/platform/include/SDL3/SDL_system.h +840 -0
  74. data/assets/{include/SDL2 → platform/include/SDL3}/SDL_test.h +16 -22
  75. data/assets/{include/SDL2 → platform/include/SDL3}/SDL_test_assert.h +27 -34
  76. data/assets/{include/SDL2 → platform/include/SDL3}/SDL_test_common.h +109 -52
  77. data/assets/{include/SDL2 → platform/include/SDL3}/SDL_test_compare.h +22 -14
  78. data/assets/{include/SDL2 → platform/include/SDL3}/SDL_test_crc32.h +27 -30
  79. data/assets/{include/SDL2 → platform/include/SDL3}/SDL_test_font.h +50 -49
  80. data/assets/{include/SDL2 → platform/include/SDL3}/SDL_test_fuzzer.h +64 -79
  81. data/assets/{include/SDL2 → platform/include/SDL3}/SDL_test_harness.h +47 -30
  82. data/assets/platform/include/SDL3/SDL_test_log.h +83 -0
  83. data/assets/{include/SDL2 → platform/include/SDL3}/SDL_test_md5.h +21 -28
  84. data/assets/{include/SDL2 → platform/include/SDL3}/SDL_test_memory.h +19 -16
  85. data/assets/platform/include/SDL3/SDL_thread.h +602 -0
  86. data/assets/platform/include/SDL3/SDL_time.h +249 -0
  87. data/assets/platform/include/SDL3/SDL_timer.h +454 -0
  88. data/assets/platform/include/SDL3/SDL_touch.h +184 -0
  89. data/assets/platform/include/SDL3/SDL_tray.h +544 -0
  90. data/assets/platform/include/SDL3/SDL_version.h +198 -0
  91. data/assets/platform/include/SDL3/SDL_video.h +3497 -0
  92. data/assets/platform/include/SDL3/SDL_vulkan.h +287 -0
  93. data/assets/platform/include/SDL3_image/SDL_image.h +3328 -0
  94. data/assets/platform/include/SDL3_mixer/SDL_mixer.h +3369 -0
  95. data/assets/platform/include/SDL3_ttf/SDL_textengine.h +181 -0
  96. data/assets/platform/include/SDL3_ttf/SDL_ttf.h +2833 -0
  97. data/assets/{include → platform/include}/mrbconf.h +42 -31
  98. data/assets/{include → platform/include}/mruby/array.h +3 -4
  99. data/assets/{include → platform/include}/mruby/boxing_nan.h +10 -0
  100. data/assets/platform/include/mruby/boxing_no.h +59 -0
  101. data/assets/{include → platform/include}/mruby/boxing_word.h +72 -26
  102. data/assets/platform/include/mruby/class.h +157 -0
  103. data/assets/{include → platform/include}/mruby/common.h +30 -1
  104. data/assets/{include → platform/include}/mruby/compile.h +52 -74
  105. data/assets/{include → platform/include}/mruby/data.h +2 -2
  106. data/assets/{include → platform/include}/mruby/debug.h +12 -5
  107. data/assets/{include → platform/include}/mruby/dump.h +7 -9
  108. data/assets/{include → platform/include}/mruby/endian.h +1 -1
  109. data/assets/platform/include/mruby/error.h +173 -0
  110. data/assets/platform/include/mruby/gc.h +79 -0
  111. data/assets/{include → platform/include}/mruby/hash.h +1 -7
  112. data/assets/platform/include/mruby/internal.h +282 -0
  113. data/assets/platform/include/mruby/irep.h +143 -0
  114. data/assets/{include → platform/include}/mruby/istruct.h +1 -1
  115. data/assets/platform/include/mruby/khash.h +455 -0
  116. data/assets/platform/include/mruby/mempool.h +19 -0
  117. data/assets/{include → platform/include}/mruby/numeric.h +7 -10
  118. data/assets/platform/include/mruby/object.h +51 -0
  119. data/assets/{include → platform/include}/mruby/opcode.h +5 -5
  120. data/assets/{include → platform/include}/mruby/ops.h +19 -6
  121. data/assets/platform/include/mruby/presym/id.h +1447 -0
  122. data/assets/{include → platform/include}/mruby/presym/scanning.h +10 -7
  123. data/assets/platform/include/mruby/presym/table.h +2893 -0
  124. data/assets/platform/include/mruby/presym.h +65 -0
  125. data/assets/platform/include/mruby/proc.h +184 -0
  126. data/assets/{include → platform/include}/mruby/range.h +0 -2
  127. data/assets/{include → platform/include}/mruby/string.h +33 -53
  128. data/assets/platform/include/mruby/throw.h +81 -0
  129. data/assets/{include → platform/include}/mruby/value.h +64 -29
  130. data/assets/{include → platform/include}/mruby/variable.h +6 -23
  131. data/assets/{include → platform/include}/mruby/version.h +7 -7
  132. data/assets/{include → platform/include}/mruby.h +238 -116
  133. data/assets/platform/macos-arm64/bin/mrbc +0 -0
  134. data/assets/platform/macos-arm64/lib/libSDL3.a +0 -0
  135. data/assets/platform/macos-arm64/lib/libSDL3_image.a +0 -0
  136. data/assets/platform/macos-arm64/lib/libSDL3_mixer.a +0 -0
  137. data/assets/platform/macos-arm64/lib/libSDL3_ttf.a +0 -0
  138. data/assets/platform/macos-arm64/lib/libmruby.a +0 -0
  139. data/assets/platform/wasm/lib/libFLAC.a +0 -0
  140. data/assets/platform/wasm/lib/libSDL3.a +0 -0
  141. data/assets/platform/wasm/lib/libSDL3_image.a +0 -0
  142. data/assets/platform/wasm/lib/libSDL3_mixer.a +0 -0
  143. data/assets/platform/wasm/lib/libSDL3_ttf.a +0 -0
  144. data/assets/platform/wasm/lib/libfreetype.a +0 -0
  145. data/assets/platform/wasm/lib/libharfbuzz.a +0 -0
  146. data/assets/platform/wasm/lib/libmruby.a +0 -0
  147. data/assets/platform/wasm/lib/libogg.a +0 -0
  148. data/assets/platform/wasm/lib/libplutosvg.a +0 -0
  149. data/assets/platform/wasm/lib/libplutovg.a +0 -0
  150. data/assets/platform/wasm/lib/libpng.a +0 -0
  151. data/assets/platform/wasm/lib/libpng16.a +0 -0
  152. data/assets/platform/wasm/lib/libvorbis.a +0 -0
  153. data/assets/platform/wasm/lib/libvorbisfile.a +0 -0
  154. data/assets/platform/wasm/lib/libzlibstatic.a +0 -0
  155. data/assets/platform/windows-arm64-mingw-ucrt/bin/mrbc.exe +0 -0
  156. data/assets/platform/windows-arm64-mingw-ucrt/lib/libSDL3.a +0 -0
  157. data/assets/platform/windows-arm64-mingw-ucrt/lib/libSDL3_image.a +0 -0
  158. data/assets/platform/windows-arm64-mingw-ucrt/lib/libSDL3_mixer.a +0 -0
  159. data/assets/platform/windows-arm64-mingw-ucrt/lib/libSDL3_ttf.a +0 -0
  160. data/assets/platform/windows-arm64-mingw-ucrt/lib/libmruby.a +0 -0
  161. data/assets/platform/windows-x86_64-mingw-ucrt/bin/mrbc.exe +0 -0
  162. data/assets/platform/windows-x86_64-mingw-ucrt/lib/libSDL3.a +0 -0
  163. data/assets/platform/windows-x86_64-mingw-ucrt/lib/libSDL3_image.a +0 -0
  164. data/assets/platform/windows-x86_64-mingw-ucrt/lib/libSDL3_mixer.a +0 -0
  165. data/assets/platform/windows-x86_64-mingw-ucrt/lib/libSDL3_ttf.a +0 -0
  166. data/assets/platform/windows-x86_64-mingw-ucrt/lib/libmruby.a +0 -0
  167. data/assets/resources/fonts/outfit/OFL.txt +93 -0
  168. data/assets/resources/fonts/outfit/outfit.ttf +0 -0
  169. data/assets/resources/fonts/roboto_mono/OFL.txt +91 -0
  170. data/assets/resources/fonts/roboto_mono/roboto_mono.ttf +0 -0
  171. data/assets/resources/icons/icon.icns +0 -0
  172. data/assets/resources/icons/icon.png +0 -0
  173. data/assets/resources/spritesheets/License.txt +28 -0
  174. data/assets/resources/spritesheets/spritesheet-backgrounds.png +0 -0
  175. data/assets/resources/spritesheets/spritesheet-backgrounds.xml +16 -0
  176. data/assets/resources/spritesheets/spritesheet-characters.png +0 -0
  177. data/assets/resources/spritesheets/spritesheet-characters.xml +47 -0
  178. data/assets/resources/spritesheets/spritesheet-enemies.png +0 -0
  179. data/assets/resources/spritesheets/spritesheet-enemies.xml +62 -0
  180. data/assets/resources/spritesheets/spritesheet-tiles.png +0 -0
  181. data/assets/resources/spritesheets/spritesheet-tiles.xml +316 -0
  182. data/assets/{wasm → resources/web}/template.html +1 -1
  183. data/assets/target.rb +131 -0
  184. data/bin/ruby2d +281 -82
  185. data/examples/astar.rb +269 -0
  186. data/examples/asteroids.rb +403 -0
  187. data/examples/bezier_editor.rb +96 -0
  188. data/examples/boids.rb +191 -0
  189. data/examples/bouncing_balls.rb +119 -0
  190. data/examples/breakout.rb +186 -0
  191. data/examples/constellations.rb +100 -0
  192. data/examples/dashboard.rb +133 -0
  193. data/examples/double_pendulum.rb +254 -0
  194. data/examples/falling_sand.rb +291 -0
  195. data/examples/fireworks.rb +110 -0
  196. data/examples/fluid_dynamics.rb +340 -0
  197. data/examples/fourier_epicycles.rb +142 -0
  198. data/examples/fractal_tree.rb +326 -0
  199. data/examples/game_of_life.rb +148 -0
  200. data/examples/gamepads.rb +333 -0
  201. data/examples/hill_driver.rb +613 -0
  202. data/examples/logo_animation.rb +251 -0
  203. data/examples/lorenz_attractor.rb +115 -0
  204. data/examples/mandelbrot.rb +207 -0
  205. data/examples/marching_squares.rb +200 -0
  206. data/examples/maze.rb +323 -0
  207. data/examples/nbody.rb +338 -0
  208. data/examples/outrun.rb +391 -0
  209. data/examples/pixel_paint.rb +313 -0
  210. data/examples/platformer.rb +335 -0
  211. data/examples/ray_casting_maze.rb +175 -0
  212. data/examples/shadow_casting.rb +151 -0
  213. data/examples/shape_recognizer.rb +908 -0
  214. data/examples/snake.rb +144 -0
  215. data/examples/sprite_sheets.rb +246 -0
  216. data/examples/swarm.rb +206 -0
  217. data/examples/tsp_annealing.rb +104 -0
  218. data/examples/ui_controls.rb +163 -0
  219. data/examples/wireframe_3d.rb +139 -0
  220. data/ext/ruby2d/audio.c +324 -0
  221. data/ext/ruby2d/canvas.c +1715 -494
  222. data/ext/ruby2d/ext.c +541 -0
  223. data/ext/ruby2d/extconf.rb +122 -145
  224. data/ext/ruby2d/font.c +566 -20
  225. data/ext/ruby2d/fps.c +92 -0
  226. data/ext/ruby2d/image.c +466 -41
  227. data/ext/ruby2d/ruby2d.c +374 -1890
  228. data/ext/ruby2d/ruby2d.h +840 -460
  229. data/ext/ruby2d/shapes.c +931 -101
  230. data/ext/ruby2d/text.c +586 -21
  231. data/ext/ruby2d/window.c +1693 -283
  232. data/lib/ruby2d/atlas_parser.rb +194 -0
  233. data/lib/ruby2d/audio.rb +73 -0
  234. data/lib/ruby2d/benchmark.rb +259 -0
  235. data/lib/ruby2d/bitmap_text.rb +155 -0
  236. data/lib/ruby2d/button.rb +402 -0
  237. data/lib/ruby2d/canvas.rb +703 -279
  238. data/lib/ruby2d/circle.rb +206 -29
  239. data/lib/ruby2d/cli/browser.rb +314 -0
  240. data/lib/ruby2d/cli/build.rb +471 -257
  241. data/lib/ruby2d/cli/colorize.rb +7 -5
  242. data/lib/ruby2d/cli/examples.rb +127 -0
  243. data/lib/ruby2d/cli/launch.rb +24 -39
  244. data/lib/ruby2d/cli/lib_files.rb +48 -0
  245. data/lib/ruby2d/cli/messages.rb +40 -0
  246. data/lib/ruby2d/cli/setup.rb +273 -0
  247. data/lib/ruby2d/cli/static_server.rb +160 -0
  248. data/lib/ruby2d/cli/usage.rb +255 -0
  249. data/lib/ruby2d/color.rb +191 -69
  250. data/lib/ruby2d/core.rb +37 -19
  251. data/lib/ruby2d/deps_help.rb +89 -0
  252. data/lib/ruby2d/dsl.rb +51 -12
  253. data/lib/ruby2d/ellipse.rb +228 -0
  254. data/lib/ruby2d/exceptions.rb +0 -2
  255. data/lib/ruby2d/font.rb +34 -74
  256. data/lib/ruby2d/gamepad.rb +323 -0
  257. data/lib/ruby2d/gem_paths.rb +19 -0
  258. data/lib/ruby2d/image.rb +155 -52
  259. data/lib/ruby2d/interactive.rb +103 -0
  260. data/lib/ruby2d/json_parser.rb +268 -0
  261. data/lib/ruby2d/line.rb +194 -85
  262. data/lib/ruby2d/mruby_compat.rb +12 -0
  263. data/lib/ruby2d/polygon.rb +297 -0
  264. data/lib/ruby2d/polyline.rb +368 -0
  265. data/lib/ruby2d/quad.rb +358 -94
  266. data/lib/ruby2d/rectangle.rb +77 -19
  267. data/lib/ruby2d/renderable.rb +411 -11
  268. data/lib/ruby2d/sprite.rb +471 -180
  269. data/lib/ruby2d/sprite_sheet.rb +64 -0
  270. data/lib/ruby2d/square.rb +29 -17
  271. data/lib/ruby2d/text.rb +196 -65
  272. data/lib/ruby2d/tileset.rb +139 -81
  273. data/lib/ruby2d/triangle.rb +324 -89
  274. data/lib/ruby2d/version.rb +1 -3
  275. data/lib/ruby2d/vertices.rb +62 -85
  276. data/lib/ruby2d/warnings.rb +29 -0
  277. data/lib/ruby2d/window/class_methods.rb +218 -0
  278. data/lib/ruby2d/window/gamepad_events.rb +141 -0
  279. data/lib/ruby2d/window/key_events.rb +74 -0
  280. data/lib/ruby2d/window/mouse_events.rb +171 -0
  281. data/lib/ruby2d/window/object_events.rb +168 -0
  282. data/lib/ruby2d/window.rb +632 -585
  283. data/lib/ruby2d.rb +14 -19
  284. metadata +275 -428
  285. data/assets/app.icns +0 -0
  286. data/assets/include/GLES2/gl2.h +0 -656
  287. data/assets/include/GLES2/gl2ext.h +0 -3949
  288. data/assets/include/GLES2/gl2ext_angle.h +0 -701
  289. data/assets/include/GLES2/gl2platform.h +0 -27
  290. data/assets/include/GLES3/gl3.h +0 -1192
  291. data/assets/include/GLES3/gl31.h +0 -1507
  292. data/assets/include/GLES3/gl32.h +0 -1808
  293. data/assets/include/GLES3/gl3platform.h +0 -27
  294. data/assets/include/KHR/khrplatform.h +0 -290
  295. data/assets/include/SDL2/SDL.h +0 -233
  296. data/assets/include/SDL2/SDL_assert.h +0 -326
  297. data/assets/include/SDL2/SDL_atomic.h +0 -415
  298. data/assets/include/SDL2/SDL_audio.h +0 -1500
  299. data/assets/include/SDL2/SDL_clipboard.h +0 -141
  300. data/assets/include/SDL2/SDL_config.h +0 -61
  301. data/assets/include/SDL2/SDL_config_android.h +0 -194
  302. data/assets/include/SDL2/SDL_config_emscripten.h +0 -218
  303. data/assets/include/SDL2/SDL_config_iphoneos.h +0 -217
  304. data/assets/include/SDL2/SDL_config_macosx.h +0 -277
  305. data/assets/include/SDL2/SDL_config_minimal.h +0 -95
  306. data/assets/include/SDL2/SDL_config_ngage.h +0 -89
  307. data/assets/include/SDL2/SDL_config_os2.h +0 -207
  308. data/assets/include/SDL2/SDL_config_pandora.h +0 -141
  309. data/assets/include/SDL2/SDL_config_windows.h +0 -331
  310. data/assets/include/SDL2/SDL_config_wingdk.h +0 -253
  311. data/assets/include/SDL2/SDL_config_winrt.h +0 -220
  312. data/assets/include/SDL2/SDL_config_xbox.h +0 -235
  313. data/assets/include/SDL2/SDL_cpuinfo.h +0 -594
  314. data/assets/include/SDL2/SDL_endian.h +0 -348
  315. data/assets/include/SDL2/SDL_error.h +0 -163
  316. data/assets/include/SDL2/SDL_events.h +0 -1166
  317. data/assets/include/SDL2/SDL_filesystem.h +0 -149
  318. data/assets/include/SDL2/SDL_gamecontroller.h +0 -1074
  319. data/assets/include/SDL2/SDL_gesture.h +0 -117
  320. data/assets/include/SDL2/SDL_guid.h +0 -100
  321. data/assets/include/SDL2/SDL_haptic.h +0 -1341
  322. data/assets/include/SDL2/SDL_hidapi.h +0 -451
  323. data/assets/include/SDL2/SDL_hints.h +0 -2569
  324. data/assets/include/SDL2/SDL_image.h +0 -2173
  325. data/assets/include/SDL2/SDL_joystick.h +0 -1066
  326. data/assets/include/SDL2/SDL_keyboard.h +0 -353
  327. data/assets/include/SDL2/SDL_keycode.h +0 -358
  328. data/assets/include/SDL2/SDL_loadso.h +0 -115
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  591. data/assets/xcode/tvos/MRuby.framework/MRuby +0 -0
  592. data/assets/xcode/tvos/MyApp.xcodeproj/project.pbxproj +0 -350
  593. data/assets/xcode/tvos/MyApp.xcodeproj/project.xcworkspace/contents.xcworkspacedata +0 -7
  594. data/assets/xcode/tvos/MyApp.xcodeproj/project.xcworkspace/xcshareddata/IDEWorkspaceChecks.plist +0 -8
  595. data/assets/xcode/tvos/MyApp.xcodeproj/project.xcworkspace/xcshareddata/MyApp.xcscmblueprint +0 -30
  596. data/assets/xcode/tvos/main.c +0 -1
  597. data/ext/ruby2d/common.c +0 -185
  598. data/ext/ruby2d/controllers.c +0 -110
  599. data/ext/ruby2d/gl.c +0 -398
  600. data/ext/ruby2d/gl2.c +0 -86
  601. data/ext/ruby2d/gl3.c +0 -304
  602. data/ext/ruby2d/gles.c +0 -302
  603. data/ext/ruby2d/input.c +0 -48
  604. data/ext/ruby2d/music.c +0 -127
  605. data/ext/ruby2d/sound.c +0 -132
  606. data/lib/ruby2d/cli/console.rb +0 -65
  607. data/lib/ruby2d/cli/enable_console.rb +0 -7
  608. data/lib/ruby2d/cli/platform.rb +0 -17
  609. data/lib/ruby2d/music.rb +0 -77
  610. data/lib/ruby2d/pixel.rb +0 -18
  611. data/lib/ruby2d/pixmap.rb +0 -39
  612. data/lib/ruby2d/pixmap_atlas.rb +0 -56
  613. data/lib/ruby2d/sound.rb +0 -61
  614. data/lib/ruby2d/texture.rb +0 -38
  615. /data/assets/{include/SDL2 → platform/include/SDL3}/SDL_opengles2_gl2.h +0 -0
  616. /data/assets/{include/SDL2 → platform/include/SDL3}/SDL_opengles2_gl2ext.h +0 -0
  617. /data/assets/{include/SDL2 → platform/include/SDL3}/SDL_opengles2_gl2platform.h +0 -0
  618. /data/assets/{include/SDL2 → platform/include/SDL3}/SDL_opengles2_khrplatform.h +0 -0
  619. /data/assets/{include → platform/include}/mruby/re.h +0 -0
@@ -0,0 +1,391 @@
1
+ # Out Run
2
+ # A pseudo-3D arcade racer, classic Sega-style — a rollercoaster of big hills and near-constant curves.
3
+ #
4
+ # Up throttles, down brakes, left/right steer. Stay on the asphalt —
5
+ # the grass will bog you down. Press `r` to restart. The course is laid
6
+ # out as discrete pieces (straights, curves, hills) joined end to end,
7
+ # each easing its bend in and out so the road flows without kinks.
8
+
9
+ require 'ruby2d'
10
+
11
+ # === Tunables ===
12
+
13
+ WIDTH = 900 # window width in pixels
14
+ HEIGHT = 540 # window height in pixels
15
+ ROAD_WIDTH = 2000 # half-width of the road in world units
16
+ SEGMENT_LENGTH = 200 # depth of each road slice (world units)
17
+ RUMBLE_LENGTH = 3 # segments per rumble color block
18
+ LANES = 3 # lanes between the rumble strips
19
+ DRAW_DISTANCE = 220 # segments rendered ahead of the camera
20
+ FIELD_OF_VIEW = 100 # vertical FOV in degrees
21
+ CAMERA_HEIGHT = 1000 # camera height above the road (world units)
22
+ MAX_SPEED = 12000.0 # top speed (world units/sec)
23
+ ACCEL = MAX_SPEED / 4.5 # throttle acceleration (units/sec²)
24
+ BRAKING = -MAX_SPEED # brake deceleration (units/sec²)
25
+ DECEL = -MAX_SPEED / 5.5 # passive coast deceleration (units/sec²)
26
+ OFF_ROAD_DECEL = -MAX_SPEED # extra deceleration on grass (units/sec²)
27
+ OFF_ROAD_LIMIT = MAX_SPEED * 0.25 # speed cap with both wheels on grass
28
+ CENTRIFUGAL = 0.28 # outward pull on curves at top speed (1/sec)
29
+ STEER_RATE = 1.8 # max road-widths/sec lateral movement at full speed
30
+
31
+ # Road-piece vocabulary. A piece is `len` slices long in each of its three
32
+ # phases (ease in, hold, ease out); curve is the bend, hill the rise/fall.
33
+ SEG_SHORT = 25 # slices per phase in a short piece
34
+ SEG_MEDIUM = 50 # slices per phase in a medium piece
35
+ SEG_LONG = 100 # slices per phase in a long piece
36
+ CURVE_EASY = 2.0 # gentle bend
37
+ CURVE_MED = 4.0 # sweeping bend
38
+ CURVE_HARD = 6.0 # tight bend
39
+ HILL_LOW = 2500 # low crest (world y units)
40
+ HILL_MED = 5000 # medium crest
41
+ HILL_HIGH = 8000 # tall crest — you crest it blind
42
+
43
+ # Sunset Outrun palette
44
+ SKY_TOP = '#1e1148'
45
+ SKY_HORIZON = '#ed7d3a'
46
+ SUN = '#fde68a'
47
+ SUN_GLOW = '#f97316'
48
+ ROAD_LIGHT = '#6b6b6b'
49
+ ROAD_DARK = '#5a5a5a'
50
+ GRASS_LIGHT = '#1a8c50'
51
+ GRASS_DARK = '#137d44'
52
+ RUMBLE_LIGHT = '#fafafa'
53
+ RUMBLE_DARK = '#dc2626'
54
+ LANE_COLOR = '#fafafa'
55
+
56
+ # Car palette
57
+ CAR_RED = '#e11d2a' # bodywork
58
+ CAR_RED_LO = '#8f1418' # shaded lower body / bumper
59
+ CAR_GLASS = '#0b1220' # rear window
60
+ CAR_TIRE = '#0a0a0d' # tires
61
+ TAIL_ON = '#ff3b3b' # taillights
62
+ TAIL_BRAKE = '#ffd0d0' # taillights under braking (hot)
63
+
64
+ # === Window ===
65
+
66
+ set title: 'Ruby 2D ▸ Examples ▸ Out Run',
67
+ width: WIDTH, height: HEIGHT, background: SKY_TOP
68
+ set close_on_esc: true
69
+
70
+ # === Helpers ===
71
+
72
+ CAMERA_DEPTH = 1.0 / Math.tan((FIELD_OF_VIEW / 2.0) * Math::PI / 180.0)
73
+ PLAYER_Z = CAMERA_HEIGHT * CAMERA_DEPTH
74
+
75
+ def lerp(a, b, t)
76
+ a + (b - a) * t
77
+ end
78
+
79
+ # Quadratic ease from a to b (slow start), and a cosine ease-in-out (slow
80
+ # at both ends). Used to ramp a piece's curve and elevation smoothly.
81
+ def ease_in(a, b, t)
82
+ a + (b - a) * t * t
83
+ end
84
+
85
+ def ease_in_out(a, b, t)
86
+ a + (b - a) * (0.5 - Math.cos(t * Math::PI) / 2.0)
87
+ end
88
+
89
+ # Pinhole projection: turn a world point (x, y, z) into screen coords plus the
90
+ # road's projected half-width at that depth. Returns [sx, sy, sw, scale, rel_z].
91
+ def project(world_x, world_y, world_z, cam_x, cam_y, cam_z)
92
+ rel_z = world_z - cam_z
93
+ rel_z = 0.0001 if rel_z < 0.0001
94
+ scale = CAMERA_DEPTH / rel_z
95
+ sx = WIDTH * 0.5 + scale * (world_x - cam_x) * WIDTH * 0.5
96
+ sy = HEIGHT * 0.5 - scale * (world_y - cam_y) * HEIGHT * 0.5
97
+ sw = scale * ROAD_WIDTH * WIDTH * 0.5
98
+ [sx, sy, sw, scale, rel_z]
99
+ end
100
+
101
+ # The player's car, drawn rear-on from a few stacked rectangles — enough to
102
+ # read as a car without stealing the show from the road. The body leans by
103
+ # `lean` into a turn while the tires stay planted; the taillights flare
104
+ # near-white while `braking`.
105
+ def draw_car(cx, base_y, lean, braking)
106
+ bw = 124 # body width
107
+ bh = 34 # body height
108
+ cw = 80 # cabin width
109
+ ch = 26 # cabin height
110
+ tw = 24 # tire width
111
+ th = 18 # tire height showing below the body
112
+ body_top = base_y - th - bh
113
+ cabin_top = body_top - ch
114
+ lc = cx + lean # body leans; tires and shadow stay planted
115
+
116
+ # Ground shadow.
117
+ Rectangle.render(x: cx - bw / 2 - 6, y: base_y - 5, width: bw + 12, height: 9,
118
+ color: [0, 0, 0, 0.30])
119
+
120
+ # Rear tires at the corners.
121
+ Rectangle.render(x: cx - bw / 2 - 2, y: base_y - th - 4, width: tw, height: th + 8, color: CAR_TIRE)
122
+ Rectangle.render(x: cx + bw / 2 - tw + 2, y: base_y - th - 4, width: tw, height: th + 8, color: CAR_TIRE)
123
+
124
+ # Cabin with a dark rear window.
125
+ Rectangle.render(x: lc - cw / 2, y: cabin_top, width: cw, height: ch, color: CAR_RED)
126
+ Rectangle.render(x: lc - cw / 2 + 9, y: cabin_top + 6, width: cw - 18, height: ch - 11, color: CAR_GLASS)
127
+
128
+ # Body with a darker bumper band.
129
+ Rectangle.render(x: lc - bw / 2, y: body_top, width: bw, height: bh, color: CAR_RED)
130
+ Rectangle.render(x: lc - bw / 2, y: body_top + bh - 9, width: bw, height: 9, color: CAR_RED_LO)
131
+
132
+ # Taillights (flare white under braking).
133
+ lamp = braking ? TAIL_BRAKE : TAIL_ON
134
+ Rectangle.render(x: lc - bw / 2 + 10, y: body_top + bh - 22, width: 26, height: 11, color: lamp)
135
+ Rectangle.render(x: lc + bw / 2 - 36, y: body_top + bh - 22, width: 26, height: 11, color: lamp)
136
+ end
137
+
138
+ # === Track ===
139
+ #
140
+ # The course is assembled from discrete pieces — straights, curves and hills —
141
+ # rather than one endless wave, so the drive has a rhythm: open straights to
142
+ # wind out the throttle, then a sweeper or a crest, then room to settle before
143
+ # the next feature. `add_road` eases each piece's curve in and out and its
144
+ # elevation from the current height to the next, so pieces join without kinks.
145
+
146
+ segments = []
147
+
148
+ # Append one road slice; `color` alternates every RUMBLE_LENGTH slices to paint
149
+ # the rumble strips and grass stripes.
150
+ add_segment = lambda do |curve, y|
151
+ segments << { curve: curve, y: y,
152
+ color: (segments.length / RUMBLE_LENGTH).even? ? :light : :dark }
153
+ end
154
+
155
+ # Lay a piece `len` slices long in each phase: ease the curve up from straight,
156
+ # hold it, then ease back to straight, while the elevation eases from the
157
+ # current height by `hill` world units across the whole piece.
158
+ add_road = lambda do |len, curve, hill|
159
+ start_y = segments.empty? ? 0.0 : segments.last[:y]
160
+ end_y = start_y + hill
161
+ total = 3.0 * len
162
+ (0...len).each { |n| add_segment.call(ease_in(0, curve, n / len.to_f), ease_in_out(start_y, end_y, n / total)) }
163
+ (0...len).each { |n| add_segment.call(curve, ease_in_out(start_y, end_y, (len + n) / total)) }
164
+ (0...len).each { |n| add_segment.call(ease_in_out(curve, 0, n / len.to_f), ease_in_out(start_y, end_y, (2 * len + n) / total)) }
165
+ end
166
+
167
+ # The lap, piece by piece: [slices, curve, hill]. Features come thick and
168
+ # fast with only brief straights to punctuate. Each climb is paired with an
169
+ # equal descent of the same length, so the hill deltas cancel and the loop
170
+ # closes flat; both ends are straight so there's no seam.
171
+ TRACK = [
172
+ [SEG_SHORT, 0, 0], # brief straight off the line
173
+ [SEG_MEDIUM, CURVE_MED, HILL_HIGH], # right-hander up a big hill
174
+ [SEG_MEDIUM, -CURVE_MED, -HILL_HIGH], # left-hander back down
175
+ [SEG_SHORT, CURVE_HARD, HILL_MED], # tight right, climbing
176
+ [SEG_SHORT, -CURVE_HARD, -HILL_MED], # tight left, descending
177
+ [SEG_MEDIUM, 0, HILL_HIGH], # straight up a blind crest
178
+ [SEG_MEDIUM, CURVE_EASY, -HILL_HIGH], # over the top, ease right, drop
179
+ [SEG_MEDIUM, -CURVE_MED, HILL_MED], # left sweeper up
180
+ [SEG_MEDIUM, CURVE_MED, -HILL_MED], # right sweeper down
181
+ [SEG_SHORT, -CURVE_HARD, HILL_LOW], # tight left, small rise
182
+ [SEG_SHORT, CURVE_HARD, -HILL_LOW], # tight right, small drop
183
+ [SEG_MEDIUM, CURVE_MED, HILL_HIGH], # sweeping right up the last big hill
184
+ [SEG_MEDIUM, -CURVE_MED, -HILL_HIGH], # sweeping left, back to flat
185
+ [SEG_SHORT, 0, 0] # settle into the loop
186
+ ].freeze
187
+
188
+ TRACK.each { |len, curve, hill| add_road.call(len, curve, hill) }
189
+
190
+ TRACK_SEGMENTS = segments.length
191
+ TRACK_LENGTH = TRACK_SEGMENTS * SEGMENT_LENGTH
192
+
193
+ # === Persistent renderables ===
194
+
195
+ # Sky: vertical gradient from deep purple at the top to sunset orange at the
196
+ # horizon. Drawn at z:-10 so the render block's road quads (z:0) stack on top.
197
+ Quad.new(
198
+ x1: 0, y1: 0, x2: WIDTH, y2: 0,
199
+ x3: WIDTH, y3: HEIGHT * 0.55, x4: 0, y4: HEIGHT * 0.55,
200
+ color: [SKY_TOP, SKY_TOP, SKY_HORIZON, SKY_HORIZON],
201
+ z: -10
202
+ )
203
+
204
+ # Distant ground: a haze band from the horizon down to the bottom, continuing
205
+ # the gradient into grass. The road's grass quads cover it during normal
206
+ # driving; it only shows through where a big hill crest leaves the far road out
207
+ # of view, so those gaps read as distant haze instead of the bare background.
208
+ Quad.new(
209
+ x1: 0, y1: HEIGHT * 0.55, x2: WIDTH, y2: HEIGHT * 0.55,
210
+ x3: WIDTH, y3: HEIGHT, x4: 0, y4: HEIGHT,
211
+ color: [SKY_HORIZON, SKY_HORIZON, GRASS_DARK, GRASS_DARK],
212
+ z: -10
213
+ )
214
+
215
+ sun_glow = Circle.new(x: WIDTH * 0.7, y: HEIGHT * 0.32,
216
+ radius: 130, color: SUN_GLOW, opacity: 0.45, z: -9)
217
+ sun = Circle.new(x: WIDTH * 0.7, y: HEIGHT * 0.32,
218
+ radius: 75, color: SUN, z: -8)
219
+
220
+ speed_label = Text.new('Speed: 0 km/h', x: 16, y: 12,
221
+ size: 18, color: '#ffffff', z: 30)
222
+ Text.new('↑ throttle ↓ brake ←/→ steer R restart',
223
+ x: 16, y: HEIGHT - 28, size: 13,
224
+ color: '#ffffff', z: 30, opacity: 0.75)
225
+
226
+ # === Mutable state ===
227
+
228
+ position = 0.0 # camera z along the track (player is PLAYER_Z ahead)
229
+ player_x = 0.0 # lateral offset; -1 = left rumble, +1 = right rumble
230
+ speed = 0.0
231
+ throttle = false
232
+ brake = false
233
+ steer = 0
234
+ sun_offset = 0.0
235
+
236
+ reset = lambda do
237
+ position = 0.0
238
+ player_x = 0.0
239
+ speed = 0.0
240
+ throttle = false
241
+ brake = false
242
+ steer = 0
243
+ sun_offset = 0.0
244
+ sun.x = WIDTH * 0.7
245
+ sun_glow.x = WIDTH * 0.7
246
+ end
247
+ reset.call
248
+
249
+ # === Input ===
250
+
251
+ on :key_down do |event|
252
+ case event.key
253
+ when 'up' then throttle = true
254
+ when 'down' then brake = true
255
+ when 'left' then steer = -1
256
+ when 'right' then steer = 1
257
+ when 'r' then reset.call
258
+ end
259
+ end
260
+
261
+ on :key_up do |event|
262
+ case event.key
263
+ when 'up' then throttle = false
264
+ when 'down' then brake = false
265
+ when 'left' then steer = 0 if steer == -1
266
+ when 'right' then steer = 0 if steer == 1
267
+ end
268
+ end
269
+
270
+ # === Per-frame update ===
271
+
272
+ update do |dt|
273
+ if throttle
274
+ speed += ACCEL * dt
275
+ elsif brake
276
+ speed += BRAKING * dt
277
+ else
278
+ speed += DECEL * dt
279
+ end
280
+
281
+ if player_x.abs > 1.0 && speed > OFF_ROAD_LIMIT
282
+ speed += OFF_ROAD_DECEL * dt
283
+ end
284
+
285
+ speed = speed.clamp(0, MAX_SPEED)
286
+ speed_pct = speed / MAX_SPEED
287
+
288
+ player_x += STEER_RATE * speed_pct * steer * dt
289
+
290
+ # Centrifugal pull uses the curve under the player (not the camera),
291
+ # interpolated across the segment boundary so the auto-turn drifts smoothly
292
+ # instead of stepping once per segment.
293
+ ahead = position + PLAYER_Z
294
+ player_idx = (ahead / SEGMENT_LENGTH).floor % TRACK_SEGMENTS
295
+ next_idx = (player_idx + 1) % TRACK_SEGMENTS
296
+ player_frac = (ahead % SEGMENT_LENGTH) / SEGMENT_LENGTH
297
+ curve_here = lerp(segments[player_idx][:curve], segments[next_idx][:curve], player_frac)
298
+ player_x -= dt * speed_pct * curve_here * CENTRIFUGAL
299
+
300
+ position = (position + speed * dt) % TRACK_LENGTH
301
+
302
+ # Sun parallax: drift opposite to the road's heading so curves "feel" like
303
+ # they're carrying the world past the camera.
304
+ sun_offset -= curve_here * speed_pct * dt * 28
305
+ sun.x = WIDTH * 0.7 + sun_offset
306
+ sun_glow.x = sun.x
307
+
308
+ speed_text = "Speed: #{(speed_pct * 280).round} km/h"
309
+ speed_label.content = speed_text unless speed_label.content == speed_text
310
+ end
311
+
312
+ # === Render ===
313
+
314
+ # The road draws at z:0 — above the sky/sun (z:-10..-8) and below the HUD (z:30).
315
+ render z: 0 do
316
+ base_idx = (position / SEGMENT_LENGTH).floor % TRACK_SEGMENTS
317
+ base_percent = (position % SEGMENT_LENGTH) / SEGMENT_LENGTH
318
+
319
+ player_idx = ((position + PLAYER_Z) / SEGMENT_LENGTH).floor % TRACK_SEGMENTS
320
+ player_percent = ((position + PLAYER_Z) % SEGMENT_LENGTH) / SEGMENT_LENGTH
321
+ player_y = lerp(segments[(player_idx - 1) % TRACK_SEGMENTS][:y],
322
+ segments[player_idx][:y], player_percent)
323
+
324
+ cam_x = player_x * ROAD_WIDTH
325
+ cam_y = CAMERA_HEIGHT + player_y
326
+
327
+ x = 0.0
328
+ # Pre-load the curve accumulator with the slice of the base segment already
329
+ # behind the camera. Without it the road's bend snaps by a whole segment's
330
+ # curve each time the camera crosses a boundary — the "jerk" on turns.
331
+ dx = -(segments[base_idx][:curve] * base_percent)
332
+ maxy = HEIGHT.to_f
333
+
334
+ # Walk segments near→far, accumulating curve via `x`/`dx`. `maxy` tracks the
335
+ # highest screen-y already drawn so hill crests can hide segments behind them.
336
+ DRAW_DISTANCE.times do |n|
337
+ i = (base_idx + n) % TRACK_SEGMENTS
338
+ seg = segments[i]
339
+ near_z = (base_idx + n) * SEGMENT_LENGTH
340
+ far_z = near_z + SEGMENT_LENGTH
341
+ near_y = segments[(i - 1) % TRACK_SEGMENTS][:y]
342
+ far_y = seg[:y]
343
+
344
+ p1 = project(x, near_y, near_z, cam_x, cam_y, position)
345
+ p2 = project(x + dx, far_y, far_z, cam_x, cam_y, position)
346
+
347
+ x += dx
348
+ dx += seg[:curve]
349
+
350
+ next if p1[4] <= CAMERA_DEPTH # behind the camera plane
351
+ next if p2[1] >= maxy # hidden behind a closer hill crest
352
+
353
+ grass = seg[:color] == :dark ? GRASS_DARK : GRASS_LIGHT
354
+ Quad.render(x1: 0, y1: p2[1], x2: WIDTH, y2: p2[1],
355
+ x3: WIDTH, y3: p1[1], x4: 0, y4: p1[1], color: grass)
356
+
357
+ rumble = seg[:color] == :dark ? RUMBLE_DARK : RUMBLE_LIGHT
358
+ rw1 = p1[2] * 1.18
359
+ rw2 = p2[2] * 1.18
360
+ Quad.render(x1: p2[0] - rw2, y1: p2[1], x2: p2[0] + rw2, y2: p2[1],
361
+ x3: p1[0] + rw1, y3: p1[1], x4: p1[0] - rw1, y4: p1[1],
362
+ color: rumble)
363
+
364
+ road = seg[:color] == :dark ? ROAD_DARK : ROAD_LIGHT
365
+ Quad.render(x1: p2[0] - p2[2], y1: p2[1], x2: p2[0] + p2[2], y2: p2[1],
366
+ x3: p1[0] + p1[2], y3: p1[1], x4: p1[0] - p1[2], y4: p1[1],
367
+ color: road)
368
+
369
+ if seg[:color] == :light
370
+ lw1 = p1[2] * 0.025
371
+ lw2 = p2[2] * 0.025
372
+ (1...LANES).each do |l|
373
+ offset = -1.0 + 2.0 * l / LANES
374
+ Quad.render(
375
+ x1: p2[0] + offset * p2[2] - lw2, y1: p2[1],
376
+ x2: p2[0] + offset * p2[2] + lw2, y2: p2[1],
377
+ x3: p1[0] + offset * p1[2] + lw1, y3: p1[1],
378
+ x4: p1[0] + offset * p1[2] - lw1, y4: p1[1],
379
+ color: LANE_COLOR
380
+ )
381
+ end
382
+ end
383
+
384
+ maxy = p2[1]
385
+ end
386
+
387
+ # Player car, centered on screen; steering leans it into the turn.
388
+ draw_car(WIDTH / 2.0, HEIGHT - 8, steer * 7, brake)
389
+ end
390
+
391
+ show
@@ -0,0 +1,313 @@
1
+ # Pixel paint
2
+ # An interactive painting app built with Canvas, with a full tool palette.
3
+ #
4
+ # Toolbar offers color swatches, shape selectors (square, circle,
5
+ # triangle), brush sizes, an eraser, and a clear button. Click and drag
6
+ # on the canvas area to paint. Tests Canvas drawing primitives, partial
7
+ # clears, and mouse interaction.
8
+
9
+ require 'ruby2d'
10
+
11
+ # === Tunables ===
12
+
13
+ WINDOW_W = 640 # window width in pixels
14
+ WINDOW_H = 580 # window height in pixels
15
+ TOOLBAR_H = 90 # toolbar strip height in pixels
16
+ CANVAS_Y = TOOLBAR_H # derived: canvas starts below the toolbar
17
+ CANVAS_W = WINDOW_W # derived: canvas spans the full width
18
+ CANVAS_H = WINDOW_H - TOOLBAR_H # derived: canvas fills remaining height
19
+
20
+ # === Window ===
21
+
22
+ set title: 'Ruby 2D ▸ Examples ▸ Pixel paint', width: WINDOW_W, height: WINDOW_H, background: [0.1, 0.1, 0.15, 1]
23
+ set close_on_esc: true
24
+ set render_mode: :on_demand
25
+
26
+ # === Canvases ===
27
+ #
28
+ # Toolbar is drawn with its own Canvas so every icon is pixel-art consistent
29
+ # with the painting surface below it.
30
+
31
+ tb = Canvas.new(x: 0, y: 0, width: WINDOW_W, height: TOOLBAR_H, fill: [0.12, 0.12, 0.18, 1], z: 10)
32
+ tb.clear
33
+
34
+ canvas = Canvas.new(x: 0, y: CANVAS_Y, width: CANVAS_W, height: CANVAS_H, fill: [0.95, 0.93, 0.88, 1])
35
+ canvas.clear
36
+
37
+ # === State ===
38
+
39
+ COLORS = [
40
+ [0.07, 0.07, 0.07, 1], # black
41
+ [1.0, 0.25, 0.2, 1], # red
42
+ [1.0, 0.52, 0.1, 1], # orange
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+ [1.0, 0.86, 0.0, 1], # yellow
44
+ [0.18, 0.8, 0.25, 1], # green
45
+ [0.0, 0.45, 0.85, 1], # blue
46
+ [0.69, 0.05, 0.79, 1], # purple
47
+ [0.94, 0.07, 0.75, 1], # fuchsia
48
+ [0.95, 0.93, 0.88, 1] # cream (canvas bg)
49
+ ]
50
+ SHAPES = %i[square circle triangle]
51
+ SIZES = [4, 10, 20, 40]
52
+
53
+ current_color_idx = 0
54
+ current_shape_idx = 0
55
+ current_size_idx = 1
56
+ eraser_on = false
57
+ drawing = false
58
+
59
+ # === Toolbar icon drawing helpers ===
60
+ #
61
+ # All draw onto the `tb` canvas.
62
+
63
+ def px_rect(tb, x, y, w, h, color)
64
+ tb.fill_rectangle(x: x, y: y, width: w, height: h, color: color)
65
+ end
66
+
67
+ # --- Color swatches (row 1) ---
68
+ SWATCH_X0 = 12
69
+ SWATCH_Y = 10
70
+ SWATCH_SZ = 26
71
+ SWATCH_GAP = 6
72
+
73
+ def draw_color_swatches(tb, selected)
74
+ COLORS.each_with_index do |c, i|
75
+ sx = SWATCH_X0 + i * (SWATCH_SZ + SWATCH_GAP)
76
+ border = i == selected ? [1.0, 1.0, 1.0, 1.0] : [0.3, 0.3, 0.4, 1]
77
+ px_rect(tb, sx - 3, SWATCH_Y - 3, SWATCH_SZ + 6, SWATCH_SZ + 6, border)
78
+ px_rect(tb, sx, SWATCH_Y, SWATCH_SZ, SWATCH_SZ, c)
79
+ end
80
+ end
81
+
82
+ # --- Shape icons (row 2) ---
83
+ SHAPE_X0 = 12
84
+ SHAPE_Y = 50
85
+ SHAPE_BTN_W = 36
86
+ SHAPE_BTN_H = 30
87
+ SHAPE_GAP = 8
88
+
89
+ def draw_shape_icons(tb, selected)
90
+ SHAPES.each_with_index do |s, i|
91
+ bx = SHAPE_X0 + i * (SHAPE_BTN_W + SHAPE_GAP)
92
+ bg = i == selected ? [0.3, 0.3, 0.5, 1] : [0.18, 0.18, 0.25, 1]
93
+ px_rect(tb, bx, SHAPE_Y, SHAPE_BTN_W, SHAPE_BTN_H, bg)
94
+
95
+ ic = [0.8, 0.85, 0.9, 1]
96
+ cx = bx + SHAPE_BTN_W / 2
97
+ cy = SHAPE_Y + SHAPE_BTN_H / 2
98
+ case s
99
+ when :square
100
+ px_rect(tb, cx - 8, cy - 8, 16, 16, ic)
101
+ when :circle
102
+ tb.fill_circle(x: cx, y: cy, radius: 10, color: ic)
103
+ when :triangle
104
+ tb.fill_triangle(x1: cx, y1: cy - 10, x2: cx - 10, y2: cy + 9, x3: cx + 10, y3: cy + 9, color: ic)
105
+ end
106
+ end
107
+ end
108
+
109
+ # --- Size icons (row 2, after shapes) ---
110
+ SIZE_X0 = 148
111
+ SIZE_Y = 50
112
+ SIZE_BTN_W = 36
113
+ SIZE_BTN_H = 30
114
+ SIZE_GAP = 6
115
+
116
+ def draw_size_icons(tb, selected)
117
+ SIZES.each_with_index do |sz, i|
118
+ bx = SIZE_X0 + i * (SIZE_BTN_W + SIZE_GAP)
119
+ bg = i == selected ? [0.3, 0.3, 0.5, 1] : [0.18, 0.18, 0.25, 1]
120
+ px_rect(tb, bx, SIZE_Y, SIZE_BTN_W, SIZE_BTN_H, bg)
121
+
122
+ cx = bx + SIZE_BTN_W / 2
123
+ cy = SIZE_Y + SIZE_BTN_H / 2
124
+ r = [2 + sz / 5, 11].min
125
+ tb.fill_circle(x: cx, y: cy, radius: r, color: [0.8, 0.85, 0.9, 1])
126
+ end
127
+ end
128
+
129
+ # --- Eraser icon (row 2) ---
130
+ ERASER_X = 324
131
+ ERASER_Y = 50
132
+ ERASER_W = 40
133
+ ERASER_H = 30
134
+
135
+ def draw_eraser_icon(tb, active)
136
+ bg = active ? [0.2, 0.75, 0.3, 1] : [0.18, 0.18, 0.25, 1]
137
+ px_rect(tb, ERASER_X, ERASER_Y, ERASER_W, ERASER_H, bg)
138
+
139
+ ic = active ? [1.0, 1.0, 1.0, 1.0] : [0.5, 0.5, 0.6, 1]
140
+ # Pixel "E"
141
+ ex = ERASER_X + 12
142
+ ey = ERASER_Y + 5
143
+ px_rect(tb, ex, ey, 3, 20, ic) # vertical bar
144
+ px_rect(tb, ex, ey, 16, 3, ic) # top
145
+ px_rect(tb, ex, ey + 8, 12, 3, ic) # middle
146
+ px_rect(tb, ex, ey + 17, 16, 3, ic) # bottom
147
+ end
148
+
149
+ # --- Clear icon (row 2) ---
150
+ CLEAR_X = 372
151
+ CLEAR_Y = 50
152
+ CLEAR_W = 40
153
+ CLEAR_H = 30
154
+
155
+ def draw_clear_icon(tb)
156
+ bg = [0.55, 0.12, 0.12, 1]
157
+ px_rect(tb, CLEAR_X, CLEAR_Y, CLEAR_W, CLEAR_H, bg)
158
+
159
+ ic = [1, 0.8, 0.8, 1]
160
+ cx = CLEAR_X + CLEAR_W / 2
161
+ # Lid
162
+ px_rect(tb, cx - 10, CLEAR_Y + 4, 20, 3, ic)
163
+ px_rect(tb, cx - 4, CLEAR_Y + 2, 8, 2, ic)
164
+ # Body
165
+ px_rect(tb, cx - 7, CLEAR_Y + 7, 14, 18, ic)
166
+ # Stripes inside (dark)
167
+ stripe = [0.55, 0.12, 0.12, 1]
168
+ px_rect(tb, cx - 3, CLEAR_Y + 10, 2, 12, stripe)
169
+ px_rect(tb, cx + 1, CLEAR_Y + 10, 2, 12, stripe)
170
+ end
171
+
172
+ # --- Separator line ---
173
+ def draw_separators(tb)
174
+ px_rect(tb, 0, TOOLBAR_H - 3, WINDOW_W, 3, [0.3, 0.3, 0.4, 1])
175
+ end
176
+
177
+ # Redraw the whole toolbar
178
+ def redraw_toolbar(tb, color_idx, shape_idx, size_idx, eraser)
179
+ tb.clear
180
+ draw_separators(tb)
181
+ draw_color_swatches(tb, color_idx)
182
+ draw_shape_icons(tb, shape_idx)
183
+ draw_size_icons(tb, size_idx)
184
+ draw_eraser_icon(tb, eraser)
185
+ draw_clear_icon(tb)
186
+ end
187
+
188
+ redraw_toolbar(tb, current_color_idx, current_shape_idx, current_size_idx, eraser_on)
189
+
190
+ # === Toolbar hit areas ===
191
+ #
192
+ # Transparent overlays at z:11 sit above the toolbar canvas (z:10).
193
+
194
+ COLORS.each_with_index do |_c, i|
195
+ sx = SWATCH_X0 + i * (SWATCH_SZ + SWATCH_GAP)
196
+ Button.new(x: sx, y: SWATCH_Y, width: SWATCH_SZ, height: SWATCH_SZ, z: 11) do
197
+ current_color_idx = i
198
+ eraser_on = false
199
+ redraw_toolbar(tb, current_color_idx, current_shape_idx, current_size_idx, eraser_on)
200
+ end
201
+ end
202
+
203
+ SHAPES.each_index do |i|
204
+ bx = SHAPE_X0 + i * (SHAPE_BTN_W + SHAPE_GAP)
205
+ Button.new(x: bx, y: SHAPE_Y, width: SHAPE_BTN_W, height: SHAPE_BTN_H, z: 11) do
206
+ current_shape_idx = i
207
+ redraw_toolbar(tb, current_color_idx, current_shape_idx, current_size_idx, eraser_on)
208
+ end
209
+ end
210
+
211
+ SIZES.each_index do |i|
212
+ bx = SIZE_X0 + i * (SIZE_BTN_W + SIZE_GAP)
213
+ Button.new(x: bx, y: SIZE_Y, width: SIZE_BTN_W, height: SIZE_BTN_H, z: 11) do
214
+ current_size_idx = i
215
+ redraw_toolbar(tb, current_color_idx, current_shape_idx, current_size_idx, eraser_on)
216
+ end
217
+ end
218
+
219
+ Button.new(x: ERASER_X, y: ERASER_Y, width: ERASER_W, height: ERASER_H, z: 11) do
220
+ eraser_on = !eraser_on
221
+ redraw_toolbar(tb, current_color_idx, current_shape_idx, current_size_idx, eraser_on)
222
+ end
223
+
224
+ CANVAS_FILL = [0.95, 0.93, 0.88, 1]
225
+
226
+ Button.new(x: CLEAR_X, y: CLEAR_Y, width: CLEAR_W, height: CLEAR_H, z: 11) do
227
+ canvas.clear(CANVAS_FILL)
228
+ end
229
+
230
+ # === Drawing helpers ===
231
+
232
+ def stamp(canvas, shape, x, y, size, color)
233
+ half = size / 2.0
234
+ case shape
235
+ when :square
236
+ canvas.fill_square(x: x - half, y: y - half, size: size, color: color)
237
+ when :circle
238
+ canvas.fill_circle(x: x, y: y, radius: half, color: color)
239
+ when :triangle
240
+ canvas.fill_triangle(
241
+ x1: x, y1: y - half,
242
+ x2: x - half, y2: y + half,
243
+ x3: x + half, y3: y + half,
244
+ color: color
245
+ )
246
+ end
247
+ end
248
+
249
+ def erase(canvas, x, y, size)
250
+ half = size / 2.0
251
+ canvas.clear(CANVAS_FILL, x: (x - half).to_i, y: (y - half).to_i,
252
+ width: size.to_i, height: size.to_i)
253
+ end
254
+
255
+ # Yield evenly-spaced points along the segment (x0,y0)→(x1,y1), skipping the
256
+ # start. Mouse-move deltas can be chunky, so each move stamps the whole
257
+ # segment rather than just the endpoint.
258
+ def stroke(x0, y0, x1, y1, size)
259
+ dx = x1 - x0
260
+ dy = y1 - y0
261
+ step = [size / 4.0, 1.0].max
262
+ steps = [(Math.sqrt(dx * dx + dy * dy) / step).ceil, 1].max
263
+ steps.times do |i|
264
+ t = (i + 1).to_f / steps
265
+ yield(x0 + dx * t, y0 + dy * t)
266
+ end
267
+ end
268
+
269
+ # === Events ===
270
+
271
+ last_x = nil
272
+ last_y = nil
273
+
274
+ on :mouse_down do |event|
275
+ next unless event.button?(:left) && event.y >= CANVAS_Y
276
+
277
+ drawing = true
278
+ cx = event.x
279
+ cy = event.y - CANVAS_Y
280
+ sz = SIZES[current_size_idx]
281
+ if eraser_on
282
+ erase(canvas, cx, cy, sz)
283
+ else
284
+ stamp(canvas, SHAPES[current_shape_idx], cx, cy, sz, COLORS[current_color_idx])
285
+ end
286
+ last_x = cx
287
+ last_y = cy
288
+ end
289
+
290
+ on :mouse_up do
291
+ drawing = false
292
+ last_x = nil
293
+ last_y = nil
294
+ end
295
+
296
+ on :mouse_move do |event|
297
+ next unless drawing && event.y >= CANVAS_Y
298
+
299
+ cx = event.x
300
+ cy = event.y - CANVAS_Y
301
+ sz = SIZES[current_size_idx]
302
+ stroke(last_x, last_y, cx, cy, sz) do |x, y|
303
+ if eraser_on
304
+ erase(canvas, x, y, sz)
305
+ else
306
+ stamp(canvas, SHAPES[current_shape_idx], x, y, sz, COLORS[current_color_idx])
307
+ end
308
+ end
309
+ last_x = cx
310
+ last_y = cy
311
+ end
312
+
313
+ show