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 +1,340 @@
1
+ # Fluid dynamics
2
+ # A real-time grid fluid sim — a plume rises and the mouse injects currents.
3
+ #
4
+ # Colored smoke rises automatically from the bottom; move the mouse to
5
+ # inject your own currents and add ink. Press space to pause, r to clear.
6
+ #
7
+ # Algorithm is Jos Stam's "Stable Fluids" (advection, diffusion,
8
+ # pressure projection) on a ghost-celled grid; rendered cell-by-cell
9
+ # into a Canvas via `fill_pixel_grid` for a single bulk blit per frame.
10
+
11
+ require 'ruby2d'
12
+
13
+ # === Tunables ===
14
+
15
+ WIDTH = 800 # window width in pixels
16
+ HEIGHT = 600 # window height in pixels
17
+ CELL = 10 # pixel size of one simulation cell
18
+ NX = WIDTH / CELL # grid columns (interior cells)
19
+ NY = HEIGHT / CELL # grid rows (interior cells)
20
+ LIN_ITERS = 4 # Gauss-Seidel iterations per linear solve
21
+ VISC = 0.00005 # velocity diffusion (viscosity)
22
+ DT = 1.0 / 30.0 # numerical sim step size (internal, not wall-clock)
23
+ SIM_RATE = 60 # sim steps per second (wall-clock pacing)
24
+ DECAY = 0.992 # per-step dye decay (1.0 = lossless)
25
+ PLUME_DYE = 8.0 # dye injection rate at the auto-plume center
26
+ PLUME_VEL = 1.5 # upward velocity at the auto-plume center
27
+ MOUSE_DYE = 20.0 # dye injection rate at the cursor
28
+ MOUSE_VEL = 8.0 # velocity per pixel of mouse motion
29
+ HUE_RATE = 0.35 # mouse-injection hue cycles per second
30
+
31
+ SIZE_X = NX + 2 # row stride (interior + 2 ghost cells)
32
+ SIZE_Y = NY + 2
33
+ SIZE2 = SIZE_X * SIZE_Y
34
+
35
+ # === Window ===
36
+
37
+ set title: 'Ruby 2D ▸ Examples ▸ Fluid dynamics', width: WIDTH, height: HEIGHT, background: '#050816'
38
+ set close_on_esc: true
39
+
40
+ # === Canvas ===
41
+
42
+ canvas = Canvas.new(width: WIDTH, height: HEIGHT, fill: [0.02, 0.03, 0.08, 1])
43
+
44
+ # === Solver helpers ===
45
+
46
+ def set_bnd(b, x)
47
+ # Top/bottom rows (mirror or negate vertical velocity for b == 2)
48
+ 1.upto(NX) do |i|
49
+ x[i] = b == 2 ? -x[i + SIZE_X] : x[i + SIZE_X]
50
+ x[i + (NY + 1) * SIZE_X] = b == 2 ? -x[i + NY * SIZE_X] : x[i + NY * SIZE_X]
51
+ end
52
+ # Left/right columns (mirror or negate horizontal velocity for b == 1)
53
+ 1.upto(NY) do |j|
54
+ x[j * SIZE_X] = b == 1 ? -x[1 + j * SIZE_X] : x[1 + j * SIZE_X]
55
+ x[NX + 1 + j * SIZE_X] = b == 1 ? -x[NX + j * SIZE_X] : x[NX + j * SIZE_X]
56
+ end
57
+ # Four corners — average of the two adjacent edges
58
+ x[0] = 0.5 * (x[1] + x[SIZE_X])
59
+ x[(NY + 1) * SIZE_X] = 0.5 * (x[1 + (NY + 1) * SIZE_X] + x[NY * SIZE_X])
60
+ x[NX + 1] = 0.5 * (x[NX] + x[NX + 1 + SIZE_X])
61
+ x[NX + 1 + (NY + 1) * SIZE_X] = 0.5 * (x[NX + (NY + 1) * SIZE_X] + x[NX + 1 + NY * SIZE_X])
62
+ end
63
+
64
+ def lin_solve(b, x, x0, a, c)
65
+ LIN_ITERS.times do
66
+ 1.upto(NY) do |j|
67
+ base = j * SIZE_X
68
+ 1.upto(NX) do |i|
69
+ idx = i + base
70
+ x[idx] = (x0[idx] + a * (x[idx - 1] + x[idx + 1] + x[idx - SIZE_X] + x[idx + SIZE_X])) / c
71
+ end
72
+ end
73
+ set_bnd(b, x)
74
+ end
75
+ end
76
+
77
+ def diffuse(b, x, x0, diff, dt)
78
+ a = dt * diff * NX * NX
79
+ lin_solve(b, x, x0, a, 1 + 4 * a)
80
+ end
81
+
82
+ def advect(b, d, d0, u, v, dt)
83
+ # Semi-Lagrangian: dt0_x in cells-per-time-unit along x (likewise y), so
84
+ # u and v stay in domain units even when NX != NY.
85
+ dt0_x = dt * NX
86
+ dt0_y = dt * NY
87
+ 1.upto(NY) do |j|
88
+ 1.upto(NX) do |i|
89
+ idx = i + j * SIZE_X
90
+ x = i - dt0_x * u[idx]
91
+ y = j - dt0_y * v[idx]
92
+ x = 0.5 if x < 0.5
93
+ x = NX + 0.5 if x > NX + 0.5
94
+ y = 0.5 if y < 0.5
95
+ y = NY + 0.5 if y > NY + 0.5
96
+ i0 = x.to_i
97
+ i1 = i0 + 1
98
+ j0 = y.to_i
99
+ j1 = j0 + 1
100
+ s1 = x - i0
101
+ s0 = 1 - s1
102
+ t1 = y - j0
103
+ t0 = 1 - t1
104
+ d[idx] = s0 * (t0 * d0[i0 + j0 * SIZE_X] + t1 * d0[i0 + j1 * SIZE_X]) +
105
+ s1 * (t0 * d0[i1 + j0 * SIZE_X] + t1 * d0[i1 + j1 * SIZE_X])
106
+ end
107
+ end
108
+ set_bnd(b, d)
109
+ end
110
+
111
+ def project(u, v, p, div)
112
+ h = 1.0 / NX
113
+ 1.upto(NY) do |j|
114
+ 1.upto(NX) do |i|
115
+ idx = i + j * SIZE_X
116
+ div[idx] = -0.5 * h * (u[idx + 1] - u[idx - 1] + v[idx + SIZE_X] - v[idx - SIZE_X])
117
+ p[idx] = 0.0
118
+ end
119
+ end
120
+ set_bnd(0, div)
121
+ set_bnd(0, p)
122
+ lin_solve(0, p, div, 1.0, 4.0)
123
+ 1.upto(NY) do |j|
124
+ 1.upto(NX) do |i|
125
+ idx = i + j * SIZE_X
126
+ u[idx] -= 0.5 * (p[idx + 1] - p[idx - 1]) / h
127
+ v[idx] -= 0.5 * (p[idx + SIZE_X] - p[idx - SIZE_X]) / h
128
+ end
129
+ end
130
+ set_bnd(1, u)
131
+ set_bnd(2, v)
132
+ end
133
+
134
+ def hsv_to_rgb(h, s, v)
135
+ i = (h * 6).floor
136
+ f = h * 6 - i
137
+ p = v * (1 - s)
138
+ q = v * (1 - f * s)
139
+ tt = v * (1 - (1 - f) * s)
140
+ case i % 6
141
+ when 0 then [v, tt, p]
142
+ when 1 then [q, v, p]
143
+ when 2 then [p, v, tt]
144
+ when 3 then [p, q, v]
145
+ when 4 then [tt, p, v]
146
+ else [v, p, q]
147
+ end
148
+ end
149
+
150
+ # === Mutable state ===
151
+
152
+ dye = Array.new(3) { Array.new(SIZE2, 0.0) }
153
+ dye_prev = Array.new(3) { Array.new(SIZE2, 0.0) }
154
+ u = Array.new(SIZE2, 0.0)
155
+ u_prev = Array.new(SIZE2, 0.0)
156
+ v = Array.new(SIZE2, 0.0)
157
+ v_prev = Array.new(SIZE2, 0.0)
158
+
159
+ # Render buffer: NX*NY cells × 4 floats (r, g, b, a). Pre-allocated and
160
+ # overwritten in place each frame to skip per-frame allocation.
161
+ colors = Array.new(NX * NY * 4, 0.0)
162
+
163
+ mouse_x = WIDTH / 2
164
+ mouse_y = HEIGHT / 2
165
+ prev_mx = mouse_x
166
+ prev_my = mouse_y
167
+ mouse_inside = false
168
+ paused = false
169
+ tick = 0
170
+ sim_accum = 0.0
171
+
172
+ # === Input ===
173
+
174
+ on :mouse_enter do
175
+ mouse_inside = true
176
+ end
177
+
178
+ on :mouse_leave do
179
+ mouse_inside = false
180
+ # Resync prev on re-entry so the first move post-leave doesn't inject
181
+ # a huge ghost delta from the stale prior position.
182
+ prev_mx = mouse_x
183
+ prev_my = mouse_y
184
+ end
185
+
186
+ on :mouse_move do |event|
187
+ mouse_x = event.x
188
+ mouse_y = event.y
189
+ end
190
+
191
+ on key_down: :space do
192
+ paused = !paused
193
+ end
194
+
195
+ on key_down: :r do
196
+ SIZE2.times do |i|
197
+ u[i] = 0.0
198
+ v[i] = 0.0
199
+ dye[0][i] = 0.0
200
+ dye[1][i] = 0.0
201
+ dye[2][i] = 0.0
202
+ end
203
+ canvas.clear
204
+ end
205
+
206
+ # === Per-frame update ===
207
+
208
+ update do |dt|
209
+ next if paused
210
+ dt = [dt, 1.0 / 30].min # cap so a stall can't trigger a runaway catch-up
211
+
212
+ sim_accum += SIM_RATE * dt
213
+ count = sim_accum.to_i
214
+ sim_accum -= count
215
+
216
+ count.times do
217
+ tick += 1
218
+
219
+ # Reset source buffers; injectors below write into them.
220
+ SIZE2.times do |i|
221
+ u_prev[i] = 0.0
222
+ v_prev[i] = 0.0
223
+ dye_prev[0][i] = 0.0
224
+ dye_prev[1][i] = 0.0
225
+ dye_prev[2][i] = 0.0
226
+ end
227
+
228
+ # Auto-plume at the bottom — disk of warm dye + upward velocity, with
229
+ # a sin-wave horizontal sway to keep the plume from being too tidy.
230
+ plume_cx = NX / 2 + (Math.sin(tick * 0.04) * NX * 0.18).round
231
+ plume_cy = NY - 3
232
+ plume_rgb = hsv_to_rgb((elapsed * HUE_RATE * 0.3) % 1.0, 0.8, 1.0)
233
+ -3.upto(3) do |oy|
234
+ -3.upto(3) do |ox|
235
+ next if ox * ox + oy * oy > 10
236
+ x = plume_cx + ox
237
+ y = plume_cy + oy
238
+ next unless x.between?(1, NX) && y.between?(1, NY)
239
+ falloff = 1.0 - Math.sqrt(ox * ox + oy * oy) / 4.0
240
+ idx = x + y * SIZE_X
241
+ dye_prev[0][idx] = plume_rgb[0] * falloff * PLUME_DYE
242
+ dye_prev[1][idx] = plume_rgb[1] * falloff * PLUME_DYE
243
+ dye_prev[2][idx] = plume_rgb[2] * falloff * PLUME_DYE
244
+ u_prev[idx] = Math.sin(tick * 0.07) * falloff * PLUME_VEL * 0.4
245
+ v_prev[idx] = -falloff * PLUME_VEL
246
+ end
247
+ end
248
+
249
+ if mouse_inside
250
+ cx = (mouse_x.to_f / CELL).to_i.clamp(1, NX)
251
+ cy = (mouse_y.to_f / CELL).to_i.clamp(1, NY)
252
+ # Mouse delta stays in pixels so MOUSE_VEL is comparable to stable_fluids'
253
+ # VEL_INJECT — a 1px drag injects MOUSE_VEL units of velocity.
254
+ mdx = (mouse_x - prev_mx).to_f
255
+ mdy = (mouse_y - prev_my).to_f
256
+ mouse_rgb = hsv_to_rgb((elapsed * HUE_RATE) % 1.0, 0.85, 1.0)
257
+ -2.upto(2) do |oy|
258
+ -2.upto(2) do |ox|
259
+ next if ox * ox + oy * oy > 6
260
+ x = (cx + ox).clamp(1, NX)
261
+ y = (cy + oy).clamp(1, NY)
262
+ falloff = 1.0 - Math.sqrt(ox * ox + oy * oy) / 3.0
263
+ idx = x + y * SIZE_X
264
+ dye_prev[0][idx] += mouse_rgb[0] * falloff * MOUSE_DYE
265
+ dye_prev[1][idx] += mouse_rgb[1] * falloff * MOUSE_DYE
266
+ dye_prev[2][idx] += mouse_rgb[2] * falloff * MOUSE_DYE
267
+ u_prev[idx] += mdx * falloff * MOUSE_VEL
268
+ v_prev[idx] += mdy * falloff * MOUSE_VEL
269
+ end
270
+ end
271
+ end
272
+ prev_mx = mouse_x
273
+ prev_my = mouse_y
274
+
275
+ # Velocity step: add sources, diffuse, project, advect, project
276
+ SIZE2.times do |i|
277
+ u[i] += DT * u_prev[i]
278
+ v[i] += DT * v_prev[i]
279
+ end
280
+ u, u_prev = u_prev, u
281
+ diffuse(1, u, u_prev, VISC, DT)
282
+ v, v_prev = v_prev, v
283
+ diffuse(2, v, v_prev, VISC, DT)
284
+ project(u, v, u_prev, v_prev)
285
+ u, u_prev = u_prev, u
286
+ v, v_prev = v_prev, v
287
+ advect(1, u, u_prev, u_prev, v_prev, DT)
288
+ advect(2, v, v_prev, u_prev, v_prev, DT)
289
+ project(u, v, u_prev, v_prev)
290
+
291
+ # Dye step per channel: add sources, advect by the divergence-free
292
+ # velocity field, then decay.
293
+ 3.times do |c|
294
+ d = dye[c]
295
+ d_prev = dye_prev[c]
296
+ SIZE2.times { |i| d[i] += DT * d_prev[i] }
297
+ dye[c], dye_prev[c] = dye_prev[c], dye[c]
298
+ advect(0, dye[c], dye_prev[c], u, v, DT)
299
+ d = dye[c]
300
+ SIZE2.times { |i| d[i] *= DECAY }
301
+ end
302
+ end
303
+
304
+ # === Render ===
305
+ #
306
+ # Pack the interior cells into the pre-allocated colors buffer and blit
307
+ # in one `fill_pixel_grid` call. Per-cell clamps keep colors in 0..1;
308
+ # alpha is the channel sum (capped) so empty cells stay transparent.
309
+ dr = dye[0]
310
+ dg = dye[1]
311
+ db = dye[2]
312
+ ci = 0
313
+ 1.upto(NY) do |j|
314
+ base = j * SIZE_X
315
+ 1.upto(NX) do |i|
316
+ idx = i + base
317
+ r = dr[idx]
318
+ g = dg[idx]
319
+ b = db[idx]
320
+ r = 0.0 if r < 0.0
321
+ r = 1.0 if r > 1.0
322
+ g = 0.0 if g < 0.0
323
+ g = 1.0 if g > 1.0
324
+ b = 0.0 if b < 0.0
325
+ b = 1.0 if b > 1.0
326
+ a = r + g + b
327
+ a = 1.0 if a > 1.0
328
+ colors[ci] = r
329
+ colors[ci + 1] = g
330
+ colors[ci + 2] = b
331
+ colors[ci + 3] = a
332
+ ci += 4
333
+ end
334
+ end
335
+
336
+ canvas.clear
337
+ canvas.fill_pixel_grid(cols: NX, rows: NY, cell_w: CELL, cell_h: CELL, colors: colors)
338
+ end
339
+
340
+ show
@@ -0,0 +1,142 @@
1
+ # Fourier epicycles
2
+ # A chain of rotating circles traces a heart — the DFT made visible.
3
+ #
4
+ # Any closed 2D curve is a sum of rotating vectors — what the discrete
5
+ # Fourier transform tells us. Each frequency component is a circle that
6
+ # rotates at its own rate; chained tip-to-tail in order of decreasing
7
+ # radius, the end of the chain traces the original shape. Here, that
8
+ # shape is a heart. Press R to redraw the trail.
9
+
10
+ require 'ruby2d'
11
+
12
+ # === Tunables ===
13
+
14
+ WIDTH = 800 # window width in pixels
15
+ HEIGHT = 600 # window height in pixels
16
+ N = 128 # number of samples and DFT components
17
+ TRAIL_PERIOD = 8.0 # seconds for one full revolution / heart trace
18
+ SHAPE_SCALE = 14 # how big to draw the heart
19
+ TRAIL_LEN = 800 # max points retained in the trace history
20
+ MIN_CIRCLE_R = 0.6 # circles smaller than this aren't drawn (clutter)
21
+
22
+ CENTER_X = WIDTH / 2.0
23
+ CENTER_Y = HEIGHT / 2.0
24
+
25
+ # === Window ===
26
+
27
+ set title: 'Ruby 2D ▸ Examples ▸ Fourier epicycles',
28
+ width: WIDTH, height: HEIGHT, background: '#0b1020'
29
+ set close_on_esc: true
30
+
31
+ # === Target shape: parametric heart ===
32
+
33
+ # Math y-up, screen y-down — negate y when laying it on the canvas.
34
+ target = N.times.map do |i|
35
+ t = 2 * Math::PI * i / N
36
+ hx = 16 * Math.sin(t)**3
37
+ hy = 13 * Math.cos(t) - 5 * Math.cos(2 * t) - 2 * Math.cos(3 * t) - Math.cos(4 * t)
38
+ Complex(CENTER_X + SHAPE_SCALE * hx, CENTER_Y - SHAPE_SCALE * hy)
39
+ end
40
+
41
+ # === DFT ===
42
+
43
+ # c_k = (1/N) Σ_n target[n] * exp(-2πi k n / N).
44
+ # Frequencies wrap: indices ≥ N/2 represent negative frequencies.
45
+ coeffs = N.times.map do |k|
46
+ sum = Complex(0, 0)
47
+ N.times do |n|
48
+ angle = -2 * Math::PI * k * n / N
49
+ sum += target[n] * Complex(Math.cos(angle), Math.sin(angle))
50
+ end
51
+ sum / N
52
+ end
53
+ freqs = N.times.map { |k| k < N / 2 ? k : k - N }
54
+
55
+ # Chain components in order of descending amplitude. Drop k=0 — the DC
56
+ # component is the centroid; we use it as the chain's anchor instead of
57
+ # drawing it as a giant first vector.
58
+ order = (0...N).reject { |i| i == 0 }.sort_by { |i| -coeffs[i].abs }
59
+ ANCHOR_X = coeffs[0].real
60
+ ANCHOR_Y = coeffs[0].imaginary
61
+
62
+ # === State ===
63
+
64
+ # chain[i] is the position of the i-th joint in the epicycle chain at
65
+ # the current time. chain[0] is the anchor; chain[-1] is the trace.
66
+ chain = Array.new(order.length + 1) { [0.0, 0.0] }
67
+ trail = []
68
+ time = 0.0
69
+
70
+ # === Input ===
71
+
72
+ on key_down: :r do
73
+ trail.clear
74
+ time = 0.0
75
+ end
76
+
77
+ # === Per-frame update ===
78
+
79
+ # Walk the chain once per frame, accumulating each component's rotated
80
+ # vector. The inner work is straight complex multiplication unrolled
81
+ # into pairs of reals; with N≈128 this stays well under a millisecond.
82
+ update do |dt|
83
+ time += dt
84
+ t = (time / TRAIL_PERIOD) % 1.0
85
+
86
+ px = ANCHOR_X
87
+ py = ANCHOR_Y
88
+ chain[0][0] = px
89
+ chain[0][1] = py
90
+ order.each_with_index do |k, idx|
91
+ angle = 2 * Math::PI * freqs[k] * t
92
+ rotor_re = Math.cos(angle)
93
+ rotor_im = Math.sin(angle)
94
+ cre = coeffs[k].real
95
+ cim = coeffs[k].imaginary
96
+ px += cre * rotor_re - cim * rotor_im
97
+ py += cre * rotor_im + cim * rotor_re
98
+ slot = chain[idx + 1]
99
+ slot[0] = px
100
+ slot[1] = py
101
+ end
102
+
103
+ trail << [px, py]
104
+ trail.shift while trail.length > TRAIL_LEN
105
+ end
106
+
107
+ # === Render ===
108
+
109
+ EPI_STROKE = [0.62, 0.78, 1.0, 0.18].freeze # faint blue circle outlines
110
+ ARM_COLOR = [0.62, 0.78, 1.0, 0.55].freeze # arm linking the centers
111
+ TRAIL_COLOR = '#fbbf24'
112
+ TIP_OUTER = [0.99, 0.95, 0.55, 0.45].freeze
113
+ TIP_INNER = '#fef3c7'
114
+
115
+ render do
116
+ # Each epicycle: faint outline circle at the joint, then a line out
117
+ # to the next joint. Tiny components are skipped so the eye isn't
118
+ # buried under hairline circles.
119
+ n = chain.length - 1
120
+ i = 0
121
+ while i < n
122
+ px = chain[i][0]
123
+ py = chain[i][1]
124
+ nx = chain[i + 1][0]
125
+ ny = chain[i + 1][1]
126
+ r = Math.hypot(nx - px, ny - py)
127
+ if r > MIN_CIRCLE_R
128
+ Circle.render(x: px, y: py, radius: r,
129
+ fill: false, stroke_width: 1, stroke_color: EPI_STROKE)
130
+ end
131
+ Line.render(x1: px, y1: py, x2: nx, y2: ny, stroke_width: 1, color: ARM_COLOR)
132
+ i += 1
133
+ end
134
+
135
+ Polyline.render(points: trail, stroke_width: 2.5, color: TRAIL_COLOR) if trail.length >= 2
136
+
137
+ tip = chain.last
138
+ Circle.render(x: tip[0], y: tip[1], radius: 8, color: TIP_OUTER)
139
+ Circle.render(x: tip[0], y: tip[1], radius: 3, color: TIP_INNER)
140
+ end
141
+
142
+ show