ruby2d 0.12.1 → 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 (620) 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 -443
  285. data/assets/app.icns +0 -0
  286. data/assets/include/GL/glew.h +0 -26427
  287. data/assets/include/GLES2/gl2.h +0 -656
  288. data/assets/include/GLES2/gl2ext.h +0 -3949
  289. data/assets/include/GLES2/gl2ext_angle.h +0 -701
  290. data/assets/include/GLES2/gl2platform.h +0 -27
  291. data/assets/include/GLES3/gl3.h +0 -1192
  292. data/assets/include/GLES3/gl31.h +0 -1507
  293. data/assets/include/GLES3/gl32.h +0 -1808
  294. data/assets/include/GLES3/gl3platform.h +0 -27
  295. data/assets/include/KHR/khrplatform.h +0 -290
  296. data/assets/include/SDL2/SDL.h +0 -233
  297. data/assets/include/SDL2/SDL_assert.h +0 -326
  298. data/assets/include/SDL2/SDL_atomic.h +0 -415
  299. data/assets/include/SDL2/SDL_audio.h +0 -1500
  300. data/assets/include/SDL2/SDL_clipboard.h +0 -141
  301. data/assets/include/SDL2/SDL_config.h +0 -61
  302. data/assets/include/SDL2/SDL_config_android.h +0 -194
  303. data/assets/include/SDL2/SDL_config_emscripten.h +0 -218
  304. data/assets/include/SDL2/SDL_config_iphoneos.h +0 -217
  305. data/assets/include/SDL2/SDL_config_macosx.h +0 -277
  306. data/assets/include/SDL2/SDL_config_minimal.h +0 -95
  307. data/assets/include/SDL2/SDL_config_ngage.h +0 -89
  308. data/assets/include/SDL2/SDL_config_os2.h +0 -207
  309. data/assets/include/SDL2/SDL_config_pandora.h +0 -141
  310. data/assets/include/SDL2/SDL_config_windows.h +0 -331
  311. data/assets/include/SDL2/SDL_config_wingdk.h +0 -253
  312. data/assets/include/SDL2/SDL_config_winrt.h +0 -220
  313. data/assets/include/SDL2/SDL_config_xbox.h +0 -235
  314. data/assets/include/SDL2/SDL_cpuinfo.h +0 -594
  315. data/assets/include/SDL2/SDL_endian.h +0 -348
  316. data/assets/include/SDL2/SDL_error.h +0 -163
  317. data/assets/include/SDL2/SDL_events.h +0 -1166
  318. data/assets/include/SDL2/SDL_filesystem.h +0 -149
  319. data/assets/include/SDL2/SDL_gamecontroller.h +0 -1074
  320. data/assets/include/SDL2/SDL_gesture.h +0 -117
  321. data/assets/include/SDL2/SDL_guid.h +0 -100
  322. data/assets/include/SDL2/SDL_haptic.h +0 -1341
  323. data/assets/include/SDL2/SDL_hidapi.h +0 -451
  324. data/assets/include/SDL2/SDL_hints.h +0 -2569
  325. data/assets/include/SDL2/SDL_image.h +0 -2173
  326. data/assets/include/SDL2/SDL_joystick.h +0 -1066
  327. data/assets/include/SDL2/SDL_keyboard.h +0 -353
  328. data/assets/include/SDL2/SDL_keycode.h +0 -358
  329. data/assets/include/SDL2/SDL_loadso.h +0 -115
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  592. data/assets/xcode/tvos/MRuby.framework/MRuby +0 -0
  593. data/assets/xcode/tvos/MyApp.xcodeproj/project.pbxproj +0 -350
  594. data/assets/xcode/tvos/MyApp.xcodeproj/project.xcworkspace/contents.xcworkspacedata +0 -7
  595. data/assets/xcode/tvos/MyApp.xcodeproj/project.xcworkspace/xcshareddata/IDEWorkspaceChecks.plist +0 -8
  596. data/assets/xcode/tvos/MyApp.xcodeproj/project.xcworkspace/xcshareddata/MyApp.xcscmblueprint +0 -30
  597. data/assets/xcode/tvos/main.c +0 -1
  598. data/ext/ruby2d/common.c +0 -185
  599. data/ext/ruby2d/controllers.c +0 -110
  600. data/ext/ruby2d/gl.c +0 -398
  601. data/ext/ruby2d/gl2.c +0 -86
  602. data/ext/ruby2d/gl3.c +0 -304
  603. data/ext/ruby2d/gles.c +0 -302
  604. data/ext/ruby2d/input.c +0 -48
  605. data/ext/ruby2d/music.c +0 -127
  606. data/ext/ruby2d/sound.c +0 -132
  607. data/lib/ruby2d/cli/console.rb +0 -65
  608. data/lib/ruby2d/cli/enable_console.rb +0 -7
  609. data/lib/ruby2d/cli/platform.rb +0 -17
  610. data/lib/ruby2d/music.rb +0 -77
  611. data/lib/ruby2d/pixel.rb +0 -18
  612. data/lib/ruby2d/pixmap.rb +0 -39
  613. data/lib/ruby2d/pixmap_atlas.rb +0 -56
  614. data/lib/ruby2d/sound.rb +0 -61
  615. data/lib/ruby2d/texture.rb +0 -38
  616. /data/assets/{include/SDL2 → platform/include/SDL3}/SDL_opengles2_gl2.h +0 -0
  617. /data/assets/{include/SDL2 → platform/include/SDL3}/SDL_opengles2_gl2ext.h +0 -0
  618. /data/assets/{include/SDL2 → platform/include/SDL3}/SDL_opengles2_gl2platform.h +0 -0
  619. /data/assets/{include/SDL2 → platform/include/SDL3}/SDL_opengles2_khrplatform.h +0 -0
  620. /data/assets/{include → platform/include}/mruby/re.h +0 -0
@@ -0,0 +1,119 @@
1
+ # Bouncing balls
2
+ # Colorful balls fall under gravity, losing a little energy with each impact.
3
+ #
4
+ # Twenty balls bounce off the walls and floor. Click to drop another
5
+ # ball, or click and hold to spray a continuous stream — the pile is
6
+ # capped so the oldest balls vanish to keep room. Press `r` to reset.
7
+
8
+ require 'ruby2d'
9
+
10
+ # === Tunables ===
11
+
12
+ WIDTH = 800 # window width in pixels
13
+ HEIGHT = 600 # window height in pixels
14
+ INITIAL_BALLS = 20 # balls present at startup
15
+ MAX_BALLS = 250 # cap; oldest balls are popped when exceeded
16
+ SPAWN_INTERVAL = 0.025 # seconds between spawns while the mouse is held
17
+ GRAVITY = 2160 # downward acceleration (px/sec²)
18
+ WALL_BOUNCE = 0.9 # horizontal velocity retained after wall bounce
19
+ FLOOR_BOUNCE = 0.85 # vertical velocity retained after floor bounce
20
+ FLOOR_FRICTION = 1.21 # horizontal velocity decay rate on floor contact (per-sec)
21
+
22
+ # === Window ===
23
+
24
+ set title: 'Ruby 2D ▸ Examples ▸ Bouncing balls', width: WIDTH, height: HEIGHT, background: '#0a0a23'
25
+ set close_on_esc: true
26
+
27
+ # === Ball struct and helpers ===
28
+
29
+ Ball = Struct.new(:shape, :vx, :vy)
30
+
31
+ def make_ball(x = nil, y = nil)
32
+ r = 10 + rand(26)
33
+ Ball.new(
34
+ Circle.new(
35
+ x: x || r + rand(WIDTH - r * 2),
36
+ y: y || r + rand(200),
37
+ radius: r,
38
+ color: [rand * 0.6 + 0.4, rand * 0.6 + 0.4, rand * 0.6 + 0.4, 0.85]
39
+ ),
40
+ rand * 720 - 360,
41
+ 0.0
42
+ )
43
+ end
44
+
45
+ def add_ball(balls, x, y)
46
+ balls << make_ball(x, y)
47
+ balls.shift.shape.remove while balls.size > MAX_BALLS
48
+ end
49
+
50
+ # === Mutable state ===
51
+
52
+ balls = Array.new(INITIAL_BALLS) { make_ball }
53
+
54
+ mouse_held = false
55
+ mouse_x = 0
56
+ mouse_y = 0
57
+ spawn_accum = 0.0 # seconds accumulated toward the next spawn while held
58
+
59
+ # === Input ===
60
+
61
+ on :mouse_down do |event|
62
+ mouse_held = true
63
+ mouse_x = event.x
64
+ mouse_y = event.y
65
+ add_ball(balls, mouse_x, mouse_y)
66
+ spawn_accum = 0.0
67
+ end
68
+
69
+ on :mouse_up do
70
+ mouse_held = false
71
+ end
72
+
73
+ on :mouse_move do |event|
74
+ mouse_x = event.x
75
+ mouse_y = event.y
76
+ end
77
+
78
+ on key_down: :r do
79
+ balls.each { |b| b.shape.remove }
80
+ balls.replace(Array.new(INITIAL_BALLS) { make_ball })
81
+ end
82
+
83
+ # === Per-frame update ===
84
+
85
+ update do |dt|
86
+ if mouse_held
87
+ spawn_accum += dt
88
+ while spawn_accum >= SPAWN_INTERVAL
89
+ spawn_accum -= SPAWN_INTERVAL
90
+ add_ball(balls, mouse_x, mouse_y)
91
+ end
92
+ end
93
+
94
+ balls.each do |b|
95
+ s = b.shape
96
+ b.vy += GRAVITY * dt
97
+ s.x += b.vx * dt
98
+ s.y += b.vy * dt
99
+
100
+ if s.x - s.radius < 0
101
+ s.x = s.radius
102
+ b.vx = b.vx.abs * WALL_BOUNCE
103
+ elsif s.x + s.radius > WIDTH
104
+ s.x = WIDTH - s.radius
105
+ b.vx = -b.vx.abs * WALL_BOUNCE
106
+ end
107
+
108
+ if s.y + s.radius > HEIGHT
109
+ s.y = HEIGHT - s.radius
110
+ b.vy = -b.vy.abs * FLOOR_BOUNCE
111
+ b.vx *= Math.exp(-FLOOR_FRICTION * dt)
112
+ elsif s.y - s.radius < 0
113
+ s.y = s.radius
114
+ b.vy = b.vy.abs
115
+ end
116
+ end
117
+ end
118
+
119
+ show
@@ -0,0 +1,186 @@
1
+ # Breakout
2
+ # Classic brick breaker — bounce the ball into the wall and clear the board.
3
+ #
4
+ # Move the paddle with the mouse, arrow keys, or the gamepad dpad, and
5
+ # press space (or the south button) to launch. Press `r` to reset.
6
+
7
+ require 'ruby2d'
8
+
9
+ # === Tunables ===
10
+
11
+ WIDTH = 800 # window width in pixels
12
+ HEIGHT = 600 # window height in pixels
13
+ PADDLE_W = 110 # paddle width in pixels
14
+ PADDLE_H = 16 # paddle height in pixels
15
+ PADDLE_SPEED = 840 # paddle keyboard speed (px/sec)
16
+ BALL_R = 8 # ball radius in pixels
17
+ BALL_VX_INIT = 480 # initial ball horizontal velocity (px/sec)
18
+ BALL_VY_INIT = -600 # initial ball vertical velocity (px/sec)
19
+ BOUNCE_HIT_SCALE = 720 # paddle-bounce horizontal velocity scale (px/sec)
20
+ BRICK_ROWS = 6 # number of brick rows
21
+ BRICK_COLS = 10 # number of brick columns
22
+ BRICK_W = 68 # brick width in pixels
23
+ BRICK_H = 24 # brick height in pixels
24
+ BRICK_GAP = 6 # gap between bricks in pixels
25
+
26
+ # === Window ===
27
+
28
+ set title: 'Ruby 2D ▸ Examples ▸ Breakout', width: WIDTH, height: HEIGHT, background: '#101828'
29
+ set close_on_esc: true
30
+ set cursor: :hidden
31
+
32
+ # === Helpers ===
33
+
34
+ Brick = Struct.new(:shape, :alive)
35
+
36
+ def circle_hits_rect?(circle, rect)
37
+ closest_x = circle.x.clamp(rect.x, rect.x + rect.width)
38
+ closest_y = circle.y.clamp(rect.y, rect.y + rect.height)
39
+ dx = circle.x - closest_x
40
+ dy = circle.y - closest_y
41
+ dx * dx + dy * dy <= circle.radius * circle.radius
42
+ end
43
+
44
+ # === Persistent renderables ===
45
+
46
+ score_text = Text.new('Score: 0', x: 16, y: 12, size: 18, color: '#e5e7eb')
47
+ status_text = Text.new('Press SPACE to launch', x: 285, y: 12, size: 18, color: '#9ca3af')
48
+
49
+ paddle = Rectangle.new(x: WIDTH / 2 - PADDLE_W / 2, y: HEIGHT - 48,
50
+ width: PADDLE_W, height: PADDLE_H, color: '#38bdf8')
51
+ ball = Circle.new(x: WIDTH / 2, y: paddle.y - BALL_R - 2,
52
+ radius: BALL_R, color: '#f8fafc')
53
+
54
+ bricks = []
55
+ colors = ['#ef4444', '#f97316', '#facc15', '#22c55e', '#06b6d4', '#8b5cf6']
56
+ start_x = (WIDTH - BRICK_COLS * BRICK_W - (BRICK_COLS - 1) * BRICK_GAP) / 2
57
+
58
+ BRICK_ROWS.times do |row|
59
+ BRICK_COLS.times do |col|
60
+ bricks << Brick.new(
61
+ Rectangle.new(
62
+ x: start_x + col * (BRICK_W + BRICK_GAP),
63
+ y: 70 + row * (BRICK_H + BRICK_GAP),
64
+ width: BRICK_W, height: BRICK_H,
65
+ color: colors[row]
66
+ ),
67
+ true
68
+ )
69
+ end
70
+ end
71
+
72
+ # === Mutable state ===
73
+
74
+ ball_vx = BALL_VX_INIT
75
+ ball_vy = BALL_VY_INIT
76
+ launched = false
77
+ score = 0
78
+ left_down = false
79
+ right_down = false
80
+
81
+ reset = lambda do
82
+ score = 0
83
+ score_text.content = 'Score: 0'
84
+ status_text.content = 'Press SPACE to launch'
85
+ paddle.x = WIDTH / 2 - PADDLE_W / 2
86
+ ball.x = WIDTH / 2
87
+ ball.y = paddle.y - BALL_R - 2
88
+ ball_vx = BALL_VX_INIT
89
+ ball_vy = BALL_VY_INIT
90
+ launched = false
91
+ bricks.each do |brick|
92
+ brick.alive = true
93
+ brick.shape.add
94
+ end
95
+ end
96
+
97
+ # === Input ===
98
+
99
+ on :mouse_move do |event|
100
+ paddle.x = (event.x - PADDLE_W / 2).clamp(0, WIDTH - PADDLE_W)
101
+ end
102
+
103
+ on key_down: :left do
104
+ left_down = true
105
+ end
106
+
107
+ on key_down: :right do
108
+ right_down = true
109
+ end
110
+
111
+ on key_up: :left do
112
+ left_down = false
113
+ end
114
+
115
+ on key_up: :right do
116
+ right_down = false
117
+ end
118
+
119
+ on key_down: :space, gamepad_button_down: :south do
120
+ launched = true
121
+ status_text.content = ''
122
+ end
123
+
124
+ on key_down: :r do
125
+ reset.call
126
+ end
127
+
128
+ # === Per-frame update ===
129
+
130
+ update do |dt|
131
+ # Combine keyboard with the dpad held state across all connected pads,
132
+ # so either input drives the paddle and they don't fight each other.
133
+ go_left = left_down || gamepads.any? { |p| p.held?(:dpad_left) }
134
+ go_right = right_down || gamepads.any? { |p| p.held?(:dpad_right) }
135
+
136
+ paddle.x -= PADDLE_SPEED * dt if go_left
137
+ paddle.x += PADDLE_SPEED * dt if go_right
138
+ paddle.x = paddle.x.clamp(0, WIDTH - PADDLE_W)
139
+
140
+ unless launched
141
+ ball.x = paddle.x + PADDLE_W / 2
142
+ ball.y = paddle.y - BALL_R - 2
143
+ next
144
+ end
145
+
146
+ ball.x += ball_vx * dt
147
+ ball.y += ball_vy * dt
148
+
149
+ if ball.x - BALL_R < 0 || ball.x + BALL_R > WIDTH
150
+ ball_vx *= -1
151
+ ball.x = ball.x.clamp(BALL_R, WIDTH - BALL_R)
152
+ end
153
+
154
+ if ball.y - BALL_R < 0
155
+ ball_vy = ball_vy.abs
156
+ ball.y = BALL_R
157
+ elsif ball.y - BALL_R > HEIGHT
158
+ launched = false
159
+ status_text.content = 'Missed · Press SPACE to relaunch'
160
+ end
161
+
162
+ if ball_vy > 0 && circle_hits_rect?(ball, paddle)
163
+ hit = ((ball.x - paddle.x) / PADDLE_W - 0.5) * 2.0
164
+ ball_vx = hit * BOUNCE_HIT_SCALE
165
+ ball_vy = -ball_vy.abs
166
+ ball.y = paddle.y - BALL_R
167
+ end
168
+
169
+ bricks.each do |brick|
170
+ next unless brick.alive && circle_hits_rect?(ball, brick.shape)
171
+
172
+ brick.alive = false
173
+ brick.shape.remove
174
+ ball_vy *= -1
175
+ score += 10
176
+ score_text.content = "Score: #{score}"
177
+ break
178
+ end
179
+
180
+ if bricks.none?(&:alive)
181
+ launched = false
182
+ status_text.content = 'Cleared · Press R to play again'
183
+ end
184
+ end
185
+
186
+ show
@@ -0,0 +1,100 @@
1
+ # Constellations
2
+ # Click to place stars that auto-link to nearby neighbors into emerging patterns.
3
+ #
4
+ # A deep field of background stars twinkles softly behind the foreground.
5
+ # Click anywhere to place a bright star — new stars link to their nearest
6
+ # neighbors within range, so constellations emerge as you go. Press `r`
7
+ # to wipe the sky and start over.
8
+
9
+ require 'ruby2d'
10
+
11
+ # === Tunables ===
12
+
13
+ WIDTH = 800 # window width in pixels
14
+ HEIGHT = 600 # window height in pixels
15
+ BG_STAR_COUNT = 300 # twinkling background stars
16
+ TWINKLE_SPEED = 0.8 # background twinkle frequency (cycles/sec)
17
+ LINK_RADIUS = 140 # max pixel distance for two stars to auto-link
18
+ MAX_NEW_LINKS = 3 # max edges added per click (keeps the sky readable)
19
+
20
+ # === Window ===
21
+
22
+ set title: 'Ruby 2D ▸ Examples ▸ Constellations', width: WIDTH, height: HEIGHT, background: '#02020a'
23
+ set close_on_esc: true
24
+
25
+ # === Background twinkling stars ===
26
+
27
+ BgStar = Struct.new(:circle, :base, :phase)
28
+
29
+ bg_stars = Array.new(BG_STAR_COUNT) do
30
+ size = rand < 0.85 ? 1 : 2
31
+ base = 0.25 + rand * 0.4
32
+ BgStar.new(
33
+ Circle.new(
34
+ x: rand(WIDTH), y: rand(HEIGHT), radius: size,
35
+ color: [0.85, 0.9, 1.0, base]
36
+ ),
37
+ base,
38
+ rand * Math::PI * 2
39
+ )
40
+ end
41
+
42
+ # === Foreground "placed" stars + their links ===
43
+
44
+ PlacedStar = Struct.new(:x, :y, :glow, :core)
45
+
46
+ placed = []
47
+ links = []
48
+
49
+ def add_star(placed, links, x, y)
50
+ glow = Circle.new(x: x, y: y, radius: 8,
51
+ color: [1.0, 0.95, 0.8, 0.18], z: 2)
52
+ core = Circle.new(x: x, y: y, radius: 3,
53
+ color: [1.0, 0.98, 0.85, 1.0], z: 4)
54
+
55
+ near = placed
56
+ .map { |s| [(s.x - x)**2 + (s.y - y)**2, s] }
57
+ .select { |d2, _| d2 < LINK_RADIUS * LINK_RADIUS }
58
+ .sort_by(&:first)
59
+ .first(MAX_NEW_LINKS)
60
+
61
+ near.each do |d2, other|
62
+ fade = 1.0 - Math.sqrt(d2) / LINK_RADIUS
63
+ links << Line.new(
64
+ x1: x, y1: y, x2: other.x, y2: other.y,
65
+ stroke_width: 1,
66
+ color: [0.85, 0.9, 1.0, 0.15 + 0.35 * fade],
67
+ z: 3
68
+ )
69
+ end
70
+
71
+ placed << PlacedStar.new(x, y, glow, core)
72
+ end
73
+
74
+ # === Input ===
75
+
76
+ on mouse_down: :left do |event|
77
+ add_star(placed, links, event.x, event.y)
78
+ end
79
+
80
+ on key_down: :r do
81
+ placed.each do |s|
82
+ s.glow.remove
83
+ s.core.remove
84
+ end
85
+ placed.clear
86
+ links.each(&:remove)
87
+ links.clear
88
+ end
89
+
90
+ # === Update ===
91
+
92
+ update do
93
+ t = elapsed
94
+ bg_stars.each do |bs|
95
+ bs.circle.opacity =
96
+ bs.base + 0.25 * Math.sin(t * TWINKLE_SPEED * 2 * Math::PI + bs.phase)
97
+ end
98
+ end
99
+
100
+ show
@@ -0,0 +1,133 @@
1
+ # Dashboard widgets
2
+ # An analog clock, live gauges, and an activity chart built from primitive shapes.
3
+ #
4
+ # Demonstrates how to compose a small dashboard from Ruby 2D primitives.
5
+ # Press `r` to randomize the chart values.
6
+
7
+ require 'ruby2d'
8
+
9
+ # === Tunables ===
10
+
11
+ WIDTH = 800 # window width in pixels
12
+ HEIGHT = 600 # window height in pixels
13
+ PHASE_RATE = 2.1 # gauge oscillation rate (rad/sec)
14
+ CHART_SHIFT_RATE = 2.4 # mean chart shifts per second
15
+ CHART_LENGTH = 28 # number of bars in the activity chart
16
+
17
+ # === Window ===
18
+
19
+ set title: 'Ruby 2D ▸ Examples ▸ Dashboard widgets', width: WIDTH, height: HEIGHT, background: '#111827'
20
+ set close_on_esc: true
21
+
22
+ # === Helpers ===
23
+
24
+ def gauge(cx, cy, radius, value, color, label)
25
+ Circle.render(x: cx, y: cy, radius: radius, sectors: 64,
26
+ color: [0.12, 0.16, 0.23, 1])
27
+ Circle.render(x: cx, y: cy, radius: radius, sectors: 64,
28
+ color: [0.22, 0.28, 0.38, 1])
29
+ start = Math::PI * 0.75
30
+ finish = Math::PI * 2.25
31
+ # Draw the filled portion as one polyline so its mitered joints render a solid
32
+ # arc — separate Line segments leave a small gap at every joint.
33
+ points = []
34
+ 48.times do |i|
35
+ t = i / 47.0
36
+ break if t > value
37
+ angle = start + (finish - start) * t
38
+ points << [cx + Math.cos(angle) * radius * 0.72, cy + Math.sin(angle) * radius * 0.72]
39
+ end
40
+ Polyline.render(points: points, stroke_width: 8, color: color) if points.length >= 2
41
+ # Center the label on the gauge using its measured size, so any width centers.
42
+ label.render(x: cx - label.width / 2.0, y: cy - label.height / 2.0)
43
+ end
44
+
45
+ # === Mutable state ===
46
+
47
+ chart = Array.new(CHART_LENGTH) { rand(0.2..1.0) }
48
+ cpu = 0.35
49
+ memory = 0.62
50
+ phase = 0.0
51
+
52
+ # === HUD ===
53
+
54
+ Text.new('Dashboard', x: 24, y: 18, size: 26, color: '#f9fafb')
55
+ Text.new('Clock', x: 100, y: 80, size: 18, color: '#d1d5db')
56
+ Text.new('CPU', x: 400, y: 84, size: 18, color: '#d1d5db')
57
+ Text.new('Memory', x: 605, y: 84, size: 18, color: '#d1d5db')
58
+ Text.new('Activity', x: 78, y: 355, size: 18, color: '#d1d5db')
59
+
60
+ # Gauge percentage labels ▸ created once and updated each frame.
61
+ cpu_label = Text.new('', size: 18, color: '#f9fafb', add: false)
62
+ memory_label = Text.new('', size: 18, color: '#f9fafb', add: false)
63
+
64
+ # === Input ===
65
+
66
+ on(key_down: :r) { chart.replace(Array.new(CHART_LENGTH) { rand(0.2..1.0) }) }
67
+
68
+ # === Per-frame update ===
69
+
70
+ update do |dt|
71
+ phase += PHASE_RATE * dt
72
+ cpu = 0.48 + Math.sin(phase * 1.7) * 0.28
73
+ memory = 0.58 + Math.sin(phase * 0.9 + 1.8) * 0.18
74
+
75
+ # Update the gauge labels here (not in `render`), and only when the displayed
76
+ # percentage changes — Text#content= rebuilds the texture, so assigning it
77
+ # every frame would re-rasterize 60+ times/sec (see examples/README.md).
78
+ cpu_text = "#{(cpu.clamp(0, 1) * 100).round}%"
79
+ cpu_label.content = cpu_text unless cpu_label.content == cpu_text
80
+ mem_text = "#{(memory.clamp(0, 1) * 100).round}%"
81
+ memory_label.content = mem_text unless memory_label.content == mem_text
82
+
83
+ if rand < CHART_SHIFT_RATE * dt
84
+ chart.shift
85
+ chart << rand(0.25..1.0)
86
+ end
87
+ end
88
+
89
+ # === Render ===
90
+
91
+ render do
92
+ now = Time.now
93
+
94
+ Circle.render(x: 170, y: 205, radius: 100, sectors: 72, color: '#1f2937')
95
+ Circle.render(x: 170, y: 205, radius: 92, sectors: 72, color: '#0f172a')
96
+
97
+ 12.times do |i|
98
+ a = i / 12.0 * Math::PI * 2 - Math::PI / 2
99
+ r1 = i % 3 == 0 ? 76 : 84
100
+ r2 = 88
101
+ Line.render(x1: 170 + Math.cos(a) * r1, y1: 205 + Math.sin(a) * r1,
102
+ x2: 170 + Math.cos(a) * r2, y2: 205 + Math.sin(a) * r2,
103
+ stroke_width: i % 3 == 0 ? 4 : 2, color: '#64748b')
104
+ end
105
+
106
+ sec = now.sec
107
+ min = now.min + sec / 60.0
108
+ hour = (now.hour % 12) + min / 60.0
109
+ [[hour / 12.0, 48, 5, '#f9fafb'], [min / 60.0, 68, 4, '#38bdf8'],
110
+ [sec / 60.0, 78, 2, '#ef4444']].each do |turn, len, width, color|
111
+ a = turn * Math::PI * 2 - Math::PI / 2
112
+ Line.render(x1: 170, y1: 205, x2: 170 + Math.cos(a) * len,
113
+ y2: 205 + Math.sin(a) * len, stroke_width: width, color: color)
114
+ end
115
+ Circle.render(x: 170, y: 205, radius: 6, color: '#f9fafb')
116
+
117
+ gauge(430, 205, 82, cpu.clamp(0, 1), '#38bdf8', cpu_label)
118
+ gauge(640, 205, 82, memory.clamp(0, 1), '#a78bfa', memory_label)
119
+
120
+ x0 = 70
121
+ y0 = 520
122
+ w = 20
123
+ gap = 5
124
+ chart.each_with_index do |v, i|
125
+ h = 135 * v
126
+ Rectangle.render(x: x0 + i * (w + gap), y: y0 - h,
127
+ width: w, height: h, color: '#22c55e')
128
+ end
129
+ Line.render(x1: x0 - 8, y1: y0, x2: x0 + CHART_LENGTH * (w + gap), y2: y0,
130
+ stroke_width: 2, color: '#475569')
131
+ end
132
+
133
+ show