ruby2d 0.9.0 → 0.9.5
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- checksums.yaml +4 -4
- data/assets/README.md +8 -8
- data/assets/Rakefile +85 -0
- data/assets/include/SDL2/SDL.h +1 -1
- data/assets/include/SDL2/SDL_assert.h +1 -1
- data/assets/include/SDL2/SDL_atomic.h +20 -2
- data/assets/include/SDL2/SDL_audio.h +47 -14
- data/assets/include/SDL2/SDL_bits.h +10 -1
- data/assets/include/SDL2/SDL_blendmode.h +7 -7
- data/assets/include/SDL2/SDL_clipboard.h +1 -1
- data/assets/include/SDL2/SDL_config.h +24 -390
- data/assets/include/SDL2/SDL_config_android.h +178 -0
- data/assets/include/SDL2/SDL_config_iphoneos.h +201 -0
- data/assets/include/SDL2/SDL_config_macosx.h +240 -0
- data/assets/include/SDL2/SDL_config_minimal.h +85 -0
- data/assets/include/SDL2/SDL_config_os2.h +170 -0
- data/assets/include/SDL2/SDL_config_pandora.h +133 -0
- data/assets/include/SDL2/SDL_config_psp.h +164 -0
- data/assets/include/SDL2/SDL_config_windows.h +257 -0
- data/assets/include/SDL2/SDL_config_winrt.h +240 -0
- data/assets/include/SDL2/SDL_config_wiz.h +146 -0
- data/assets/include/SDL2/SDL_copying.h +20 -0
- data/assets/include/SDL2/SDL_cpuinfo.h +90 -8
- data/assets/include/SDL2/SDL_egl.h +1 -1
- data/assets/include/SDL2/SDL_endian.h +1 -1
- data/assets/include/SDL2/SDL_error.h +1 -1
- data/assets/include/SDL2/SDL_events.h +4 -1
- data/assets/include/SDL2/SDL_filesystem.h +1 -1
- data/assets/include/SDL2/SDL_gamecontroller.h +1 -1
- data/assets/include/SDL2/SDL_gesture.h +1 -1
- data/assets/include/SDL2/SDL_haptic.h +1 -1
- data/assets/include/SDL2/SDL_hints.h +145 -14
- data/assets/include/SDL2/SDL_image.h +2 -2
- data/assets/include/SDL2/SDL_joystick.h +1 -1
- data/assets/include/SDL2/SDL_keyboard.h +1 -1
- data/assets/include/SDL2/SDL_keycode.h +1 -1
- data/assets/include/SDL2/SDL_loadso.h +1 -1
- data/assets/include/SDL2/SDL_log.h +1 -1
- data/assets/include/SDL2/SDL_main.h +28 -16
- data/assets/include/SDL2/SDL_messagebox.h +1 -1
- data/assets/include/SDL2/SDL_mouse.h +1 -1
- data/assets/include/SDL2/SDL_mutex.h +1 -1
- data/assets/include/SDL2/SDL_name.h +1 -1
- data/assets/include/SDL2/SDL_opengl.h +1 -1
- data/assets/include/SDL2/SDL_opengles.h +1 -1
- data/assets/include/SDL2/SDL_opengles2.h +1 -1
- data/assets/include/SDL2/SDL_pixels.h +3 -3
- data/assets/include/SDL2/SDL_platform.h +1 -1
- data/assets/include/SDL2/SDL_power.h +1 -1
- data/assets/include/SDL2/SDL_quit.h +1 -1
- data/assets/include/SDL2/SDL_rect.h +29 -3
- data/assets/include/SDL2/SDL_render.h +168 -1
- data/assets/include/SDL2/SDL_revision.h +2 -2
- data/assets/include/SDL2/SDL_rwops.h +50 -13
- data/assets/include/SDL2/SDL_scancode.h +2 -2
- data/assets/include/SDL2/SDL_sensor.h +4 -4
- data/assets/include/SDL2/SDL_shape.h +1 -1
- data/assets/include/SDL2/SDL_stdinc.h +1 -1
- data/assets/include/SDL2/SDL_surface.h +2 -1
- data/assets/include/SDL2/SDL_system.h +1 -1
- data/assets/include/SDL2/SDL_syswm.h +11 -8
- data/assets/include/SDL2/SDL_test.h +1 -1
- data/assets/include/SDL2/SDL_test_assert.h +1 -1
- data/assets/include/SDL2/SDL_test_common.h +22 -5
- data/assets/include/SDL2/SDL_test_compare.h +1 -1
- data/assets/include/SDL2/SDL_test_crc32.h +1 -1
- data/assets/include/SDL2/SDL_test_font.h +1 -1
- data/assets/include/SDL2/SDL_test_fuzzer.h +1 -1
- data/assets/include/SDL2/SDL_test_harness.h +1 -1
- data/assets/include/SDL2/SDL_test_images.h +1 -1
- data/assets/include/SDL2/SDL_test_log.h +1 -1
- data/assets/include/SDL2/SDL_test_md5.h +1 -1
- data/assets/include/SDL2/SDL_test_memory.h +3 -3
- data/assets/include/SDL2/SDL_test_random.h +1 -1
- data/assets/include/SDL2/SDL_thread.h +1 -1
- data/assets/include/SDL2/SDL_timer.h +1 -1
- data/assets/include/SDL2/SDL_touch.h +17 -1
- data/assets/include/SDL2/SDL_types.h +1 -1
- data/assets/include/SDL2/SDL_version.h +2 -2
- data/assets/include/SDL2/SDL_video.h +1 -1
- data/assets/include/SDL2/SDL_vulkan.h +3 -3
- data/assets/include/SDL2/begin_code.h +4 -1
- data/assets/include/SDL2/close_code.h +4 -1
- data/assets/macos/lib/libFLAC.a +0 -0
- data/assets/macos/lib/libSDL2.a +0 -0
- data/assets/macos/lib/libSDL2_image.a +0 -0
- data/assets/macos/lib/libSDL2_mixer.a +0 -0
- data/assets/macos/lib/libSDL2_ttf.a +0 -0
- data/assets/macos/lib/libfreetype.a +0 -0
- data/assets/macos/lib/libjpeg.a +0 -0
- data/assets/macos/lib/libmpg123.a +0 -0
- data/assets/macos/lib/libogg.a +0 -0
- data/assets/macos/lib/libpng16.a +0 -0
- data/assets/macos/lib/libtiff.a +0 -0
- data/assets/macos/lib/libwebp.a +0 -0
- data/assets/mingw/bin/SDL2.dll +0 -0
- data/assets/mingw/bin/SDL2_image.dll +0 -0
- data/assets/mingw/bin/libpng16-16.dll +0 -0
- data/assets/mingw/bin/libtiff-5.dll +0 -0
- data/assets/mingw/bin/libwebp-7.dll +0 -0
- data/assets/mingw/lib/libSDL2.a +0 -0
- data/assets/mingw/lib/libSDL2.dll.a +0 -0
- data/assets/mingw/lib/libSDL2_image.a +0 -0
- data/assets/mingw/lib/libSDL2_image.dll.a +0 -0
- data/assets/mingw/lib/libSDL2_test.a +0 -0
- data/assets/mingw/lib/libSDL2main.a +0 -0
- data/bin/ruby2d +2 -1
- data/ext/ruby2d/common.c +185 -0
- data/ext/ruby2d/controllers.c +110 -0
- data/ext/ruby2d/extconf.rb +97 -46
- data/ext/ruby2d/gl.c +430 -0
- data/ext/ruby2d/gl2.c +146 -0
- data/ext/ruby2d/gl3.c +348 -0
- data/ext/ruby2d/gles.c +308 -0
- data/ext/ruby2d/image.c +138 -0
- data/ext/ruby2d/input.c +48 -0
- data/ext/ruby2d/music.c +114 -0
- data/ext/ruby2d/ruby2d.c +125 -126
- data/{assets/include/simple2d.h → ext/ruby2d/ruby2d.h} +223 -201
- data/ext/ruby2d/shapes.c +154 -0
- data/ext/ruby2d/sound.c +93 -0
- data/ext/ruby2d/sprite.c +147 -0
- data/ext/ruby2d/text.c +129 -0
- data/ext/ruby2d/window.c +414 -0
- data/lib/ruby2d.rb +1 -1
- data/lib/ruby2d/cli/build.rb +3 -8
- data/lib/ruby2d/cli/colorize.rb +10 -0
- data/lib/ruby2d/version.rb +1 -1
- metadata +34 -10
- data/assets/macos/lib/libsimple2d.a +0 -0
- data/assets/mingw/lib/libsimple2d.a +0 -0
- data/lib/ruby2d/colorize.rb +0 -10
data/ext/ruby2d/gles.c
ADDED
@@ -0,0 +1,308 @@
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// OpenGL ES 2.0
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#include "ruby2d.h"
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#if GLES
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// Triangle shader
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static GLuint shaderProgram;
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static GLuint positionLocation;
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static GLuint colorLocation;
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// Texture shader
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static GLuint texShaderProgram;
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static GLuint texPositionLocation;
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static GLuint texColorLocation;
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static GLuint texCoordLocation;
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static GLuint samplerLocation;
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static GLushort indices[] =
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{ 0, 1, 2,
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2, 3, 0 };
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/*
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* Applies the projection matrix
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*/
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void R2D_GLES_ApplyProjection(GLfloat orthoMatrix[16]) {
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// Use the program object
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glUseProgram(shaderProgram);
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glUniformMatrix4fv(
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glGetUniformLocation(shaderProgram, "u_mvpMatrix"),
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1, GL_FALSE, orthoMatrix
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);
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// Use the texture program object
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glUseProgram(texShaderProgram);
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glUniformMatrix4fv(
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glGetUniformLocation(texShaderProgram, "u_mvpMatrix"),
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1, GL_FALSE, orthoMatrix
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);
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}
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/*
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* Initalize OpenGL ES
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*/
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int R2D_GLES_Init() {
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// Enable transparency
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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// Vertex shader source string
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GLchar vertexSource[] =
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// uniforms used by the vertex shader
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"uniform mat4 u_mvpMatrix;" // projection matrix
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// attributes input to the vertex shader
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"attribute vec4 a_position;" // position value
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"attribute vec4 a_color;" // input vertex color
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"attribute vec2 a_texcoord;" // input texture
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// varying variables, input to the fragment shader
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"varying vec4 v_color;" // output vertex color
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"varying vec2 v_texcoord;" // output texture
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"void main()"
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"{"
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" v_color = a_color;"
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" v_texcoord = a_texcoord;"
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" gl_Position = u_mvpMatrix * a_position;"
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"}";
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// Fragment shader source string
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GLchar fragmentSource[] =
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"precision mediump float;"
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// input vertex color from vertex shader
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"varying vec4 v_color;"
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"void main()"
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"{"
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" gl_FragColor = v_color;"
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"}";
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// Fragment shader source string for textures
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GLchar texFragmentSource[] =
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"precision mediump float;"
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// input vertex color from vertex shader
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"varying vec4 v_color;"
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"varying vec2 v_texcoord;"
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"uniform sampler2D s_texture;"
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"void main()"
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"{"
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" gl_FragColor = texture2D(s_texture, v_texcoord) * v_color;"
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"}";
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// Load the vertex and fragment shaders
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GLuint vertexShader = R2D_GL_LoadShader( GL_VERTEX_SHADER, vertexSource, "GLES Vertex");
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GLuint fragmentShader = R2D_GL_LoadShader(GL_FRAGMENT_SHADER, fragmentSource, "GLES Fragment");
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GLuint texFragmentShader = R2D_GL_LoadShader(GL_FRAGMENT_SHADER, texFragmentSource, "GLES Texture Fragment");
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// Triangle Shader //
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// Create the shader program object
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shaderProgram = glCreateProgram();
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// Check if program was created successfully
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if (shaderProgram == 0) {
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R2D_GL_PrintError("Failed to create shader program");
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return GL_FALSE;
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}
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// Attach the shader objects to the program object
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glAttachShader(shaderProgram, vertexShader);
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glAttachShader(shaderProgram, fragmentShader);
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// Link the shader program
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glLinkProgram(shaderProgram);
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// Check if linked
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R2D_GL_CheckLinked(shaderProgram, "GLES shader");
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// Get the attribute locations
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positionLocation = glGetAttribLocation(shaderProgram, "a_position");
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colorLocation = glGetAttribLocation(shaderProgram, "a_color");
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// Texture Shader //
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// Create the texture shader program object
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texShaderProgram = glCreateProgram();
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// Check if program was created successfully
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if (texShaderProgram == 0) {
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R2D_GL_PrintError("Failed to create shader program");
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return GL_FALSE;
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}
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// Attach the shader objects to the program object
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glAttachShader(texShaderProgram, vertexShader);
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glAttachShader(texShaderProgram, texFragmentShader);
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// Link the shader program
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glLinkProgram(texShaderProgram);
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// Check if linked
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R2D_GL_CheckLinked(texShaderProgram, "GLES texture shader");
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// Get the attribute locations
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texPositionLocation = glGetAttribLocation(texShaderProgram, "a_position");
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texColorLocation = glGetAttribLocation(texShaderProgram, "a_color");
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texCoordLocation = glGetAttribLocation(texShaderProgram, "a_texcoord");
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// Get the sampler location
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samplerLocation = glGetUniformLocation(texShaderProgram, "s_texture");
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// Clean up
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glDeleteShader(vertexShader);
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glDeleteShader(fragmentShader);
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glDeleteShader(texFragmentShader);
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return GL_TRUE;
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}
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/*
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* Draw triangle
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*/
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void R2D_GLES_DrawTriangle(GLfloat x1, GLfloat y1,
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GLfloat r1, GLfloat g1, GLfloat b1, GLfloat a1,
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GLfloat x2, GLfloat y2,
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GLfloat r2, GLfloat g2, GLfloat b2, GLfloat a2,
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GLfloat x3, GLfloat y3,
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GLfloat r3, GLfloat g3, GLfloat b3, GLfloat a3) {
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GLfloat vertices[] =
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{ x1, y1, 0.f,
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x2, y2, 0.f,
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x3, y3, 0.f };
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GLfloat colors[] =
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{ r1, g1, b1, a1,
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r2, g2, b2, a2,
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r3, g3, b3, a3 };
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glUseProgram(shaderProgram);
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// Load the vertex position
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glVertexAttribPointer(positionLocation, 3, GL_FLOAT, GL_FALSE, 0, vertices);
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glEnableVertexAttribArray(positionLocation);
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// Load the colors
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glVertexAttribPointer(colorLocation, 4, GL_FLOAT, GL_FALSE, 0, colors);
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glEnableVertexAttribArray(colorLocation);
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// draw
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glDrawArrays(GL_TRIANGLES, 0, 3);
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}
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/*
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* Draw a texture
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*/
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static void R2D_GLES_DrawTexture(int x, int y, int w, int h,
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GLfloat angle, GLfloat rx, GLfloat ry,
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GLfloat r, GLfloat g, GLfloat b, GLfloat a,
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GLfloat tx1, GLfloat ty1, GLfloat tx2, GLfloat ty2,
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GLfloat tx3, GLfloat ty3, GLfloat tx4, GLfloat ty4,
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GLuint texture_id) {
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R2D_GL_Point v1 = { .x = x, .y = y };
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R2D_GL_Point v2 = { .x = x + w, .y = y };
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R2D_GL_Point v3 = { .x = x + w, .y = y + h };
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R2D_GL_Point v4 = { .x = x, .y = y + h };
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// Rotate vertices
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if (angle != 0) {
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v1 = R2D_RotatePoint(v1, angle, rx, ry);
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v2 = R2D_RotatePoint(v2, angle, rx, ry);
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v3 = R2D_RotatePoint(v3, angle, rx, ry);
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v4 = R2D_RotatePoint(v4, angle, rx, ry);
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}
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GLfloat vertices[] =
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// x, y coords | x, y texture coords
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{ v1.x, v1.y, 0.f, tx1, ty1,
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v2.x, v2.y, 0.f, tx2, ty2,
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v3.x, v3.y, 0.f, tx3, ty3,
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v4.x, v4.y, 0.f, tx4, ty4 };
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GLfloat colors[] =
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{ r, g, b, a,
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r, g, b, a,
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r, g, b, a,
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r, g, b, a };
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glUseProgram(texShaderProgram);
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// Load the vertex position
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glVertexAttribPointer(texPositionLocation, 3, GL_FLOAT, GL_FALSE,
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5 * sizeof(GLfloat), vertices);
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glEnableVertexAttribArray(texPositionLocation);
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// Load the colors
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glVertexAttribPointer(texColorLocation, 4, GL_FLOAT, GL_FALSE, 0, colors);
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glEnableVertexAttribArray(texColorLocation);
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+
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// Load the texture coordinate
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|
+
glVertexAttribPointer(texCoordLocation, 2, GL_FLOAT, GL_FALSE,
|
253
|
+
5 * sizeof(GLfloat), &vertices[3]);
|
254
|
+
glEnableVertexAttribArray(texCoordLocation);
|
255
|
+
|
256
|
+
// Bind the texture
|
257
|
+
glActiveTexture(GL_TEXTURE0);
|
258
|
+
glBindTexture(GL_TEXTURE_2D, texture_id);
|
259
|
+
|
260
|
+
// Set the sampler texture unit to 0
|
261
|
+
glUniform1i(samplerLocation, 0);
|
262
|
+
|
263
|
+
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, indices);
|
264
|
+
}
|
265
|
+
|
266
|
+
|
267
|
+
/*
|
268
|
+
* Draw image
|
269
|
+
*/
|
270
|
+
void R2D_GLES_DrawImage(R2D_Image *img) {
|
271
|
+
R2D_GLES_DrawTexture(
|
272
|
+
img->x, img->y, img->width, img->height,
|
273
|
+
img->rotate, img->rx, img->ry,
|
274
|
+
img->color.r, img->color.g, img->color.b, img->color.a,
|
275
|
+
0.f, 0.f, 1.f, 0.f, 1.f, 1.f, 0.f, 1.f,
|
276
|
+
img->texture_id
|
277
|
+
);
|
278
|
+
}
|
279
|
+
|
280
|
+
|
281
|
+
/*
|
282
|
+
* Draw sprite
|
283
|
+
*/
|
284
|
+
void R2D_GLES_DrawSprite(R2D_Sprite *spr) {
|
285
|
+
R2D_GLES_DrawTexture(
|
286
|
+
spr->x, spr->y, spr->width, spr->height,
|
287
|
+
spr->rotate, spr->rx, spr->ry,
|
288
|
+
spr->color.r, spr->color.g, spr->color.b, spr->color.a,
|
289
|
+
spr->tx1, spr->ty1, spr->tx2, spr->ty2, spr->tx3, spr->ty3, spr->tx4, spr->ty4,
|
290
|
+
spr->img->texture_id
|
291
|
+
);
|
292
|
+
}
|
293
|
+
|
294
|
+
|
295
|
+
/*
|
296
|
+
* Draw text
|
297
|
+
*/
|
298
|
+
void R2D_GLES_DrawText(R2D_Text *txt) {
|
299
|
+
R2D_GLES_DrawTexture(
|
300
|
+
txt->x, txt->y, txt->width, txt->height,
|
301
|
+
txt->rotate, txt->rx, txt->ry,
|
302
|
+
txt->color.r, txt->color.g, txt->color.b, txt->color.a,
|
303
|
+
0.f, 0.f, 1.f, 0.f, 1.f, 1.f, 0.f, 1.f,
|
304
|
+
txt->texture_id
|
305
|
+
);
|
306
|
+
}
|
307
|
+
|
308
|
+
#endif
|
data/ext/ruby2d/image.c
ADDED
@@ -0,0 +1,138 @@
|
|
1
|
+
// image.c
|
2
|
+
|
3
|
+
#include "ruby2d.h"
|
4
|
+
|
5
|
+
|
6
|
+
/*
|
7
|
+
* Create an image, given a file path
|
8
|
+
*/
|
9
|
+
R2D_Image *R2D_CreateImage(const char *path) {
|
10
|
+
R2D_Init();
|
11
|
+
|
12
|
+
// Check if image file exists
|
13
|
+
if (!R2D_FileExists(path)) {
|
14
|
+
R2D_Error("R2D_CreateImage", "Image file `%s` not found", path);
|
15
|
+
return NULL;
|
16
|
+
}
|
17
|
+
|
18
|
+
// Allocate the image structure
|
19
|
+
R2D_Image *img = (R2D_Image *) malloc(sizeof(R2D_Image));
|
20
|
+
if (!img) {
|
21
|
+
R2D_Error("R2D_CreateImage", "Out of memory!");
|
22
|
+
return NULL;
|
23
|
+
}
|
24
|
+
|
25
|
+
// Load image from file as SDL_Surface
|
26
|
+
img->surface = IMG_Load(path);
|
27
|
+
if (!img->surface) {
|
28
|
+
R2D_Error("IMG_Load", IMG_GetError());
|
29
|
+
free(img);
|
30
|
+
return NULL;
|
31
|
+
}
|
32
|
+
|
33
|
+
int bits_per_color = img->surface->format->Amask == 0 ?
|
34
|
+
img->surface->format->BitsPerPixel / 3 :
|
35
|
+
img->surface->format->BitsPerPixel / 4;
|
36
|
+
|
37
|
+
if (bits_per_color < 8) {
|
38
|
+
R2D_Log(R2D_WARN, "`%s` has less than 8 bits per color and will likely not render correctly", path, bits_per_color);
|
39
|
+
}
|
40
|
+
|
41
|
+
// Initialize values
|
42
|
+
img->path = path;
|
43
|
+
img->x = 0;
|
44
|
+
img->y = 0;
|
45
|
+
img->color.r = 1.f;
|
46
|
+
img->color.g = 1.f;
|
47
|
+
img->color.b = 1.f;
|
48
|
+
img->color.a = 1.f;
|
49
|
+
img->orig_width = img->surface->w;
|
50
|
+
img->orig_height = img->surface->h;
|
51
|
+
img->width = img->orig_width;
|
52
|
+
img->height = img->orig_height;
|
53
|
+
img->rotate = 0;
|
54
|
+
img->rx = 0;
|
55
|
+
img->ry = 0;
|
56
|
+
img->texture_id = 0;
|
57
|
+
|
58
|
+
// Detect image mode
|
59
|
+
img->format = GL_RGB;
|
60
|
+
if (img->surface->format->BytesPerPixel == 4) {
|
61
|
+
img->format = GL_RGBA;
|
62
|
+
}
|
63
|
+
|
64
|
+
// Flip image bits if BGA
|
65
|
+
|
66
|
+
Uint32 r = img->surface->format->Rmask;
|
67
|
+
Uint32 g = img->surface->format->Gmask;
|
68
|
+
Uint32 a = img->surface->format->Amask;
|
69
|
+
|
70
|
+
if (r&0xFF000000 || r&0xFF0000) {
|
71
|
+
char *p = (char *)img->surface->pixels;
|
72
|
+
int bpp = img->surface->format->BytesPerPixel;
|
73
|
+
int w = img->surface->w;
|
74
|
+
int h = img->surface->h;
|
75
|
+
char tmp;
|
76
|
+
for (int i = 0; i < bpp * w * h; i += bpp) {
|
77
|
+
if (a&0xFF) {
|
78
|
+
tmp = p[i];
|
79
|
+
p[i] = p[i+3];
|
80
|
+
p[i+3] = tmp;
|
81
|
+
}
|
82
|
+
if (g&0xFF0000) {
|
83
|
+
tmp = p[i+1];
|
84
|
+
p[i+1] = p[i+2];
|
85
|
+
p[i+2] = tmp;
|
86
|
+
}
|
87
|
+
if (r&0xFF0000) {
|
88
|
+
tmp = p[i];
|
89
|
+
p[i] = p[i+2];
|
90
|
+
p[i+2] = tmp;
|
91
|
+
}
|
92
|
+
}
|
93
|
+
}
|
94
|
+
|
95
|
+
return img;
|
96
|
+
}
|
97
|
+
|
98
|
+
|
99
|
+
/*
|
100
|
+
* Rotate an image
|
101
|
+
*/
|
102
|
+
void R2D_RotateImage(R2D_Image *img, GLfloat angle, int position) {
|
103
|
+
|
104
|
+
R2D_GL_Point p = R2D_GetRectRotationPoint(
|
105
|
+
img->x, img->y, img->width, img->height, position
|
106
|
+
);
|
107
|
+
|
108
|
+
img->rotate = angle;
|
109
|
+
img->rx = p.x;
|
110
|
+
img->ry = p.y;
|
111
|
+
}
|
112
|
+
|
113
|
+
|
114
|
+
/*
|
115
|
+
* Draw an image
|
116
|
+
*/
|
117
|
+
void R2D_DrawImage(R2D_Image *img) {
|
118
|
+
if (!img) return;
|
119
|
+
|
120
|
+
if (img->texture_id == 0) {
|
121
|
+
R2D_GL_CreateTexture(&img->texture_id, img->format,
|
122
|
+
img->orig_width, img->orig_height,
|
123
|
+
img->surface->pixels, GL_NEAREST);
|
124
|
+
SDL_FreeSurface(img->surface);
|
125
|
+
}
|
126
|
+
|
127
|
+
R2D_GL_DrawImage(img);
|
128
|
+
}
|
129
|
+
|
130
|
+
|
131
|
+
/*
|
132
|
+
* Free an image
|
133
|
+
*/
|
134
|
+
void R2D_FreeImage(R2D_Image *img) {
|
135
|
+
if (!img) return;
|
136
|
+
R2D_GL_FreeTexture(&img->texture_id);
|
137
|
+
free(img);
|
138
|
+
}
|
data/ext/ruby2d/input.c
ADDED
@@ -0,0 +1,48 @@
|
|
1
|
+
// input.c
|
2
|
+
|
3
|
+
#include "ruby2d.h"
|
4
|
+
|
5
|
+
|
6
|
+
/*
|
7
|
+
* Get the mouse coordinates relative to the viewport
|
8
|
+
*/
|
9
|
+
void R2D_GetMouseOnViewport(R2D_Window *window, int wx, int wy, int *x, int *y) {
|
10
|
+
|
11
|
+
double scale; // viewport scale factor
|
12
|
+
int w, h; // width and height of scaled viewport
|
13
|
+
|
14
|
+
switch (window->viewport.mode) {
|
15
|
+
|
16
|
+
case R2D_FIXED: case R2D_EXPAND:
|
17
|
+
*x = wx / (window->orig_width / (double)window->viewport.width);
|
18
|
+
*y = wy / (window->orig_height / (double)window->viewport.height);
|
19
|
+
break;
|
20
|
+
|
21
|
+
case R2D_SCALE:
|
22
|
+
R2D_GL_GetViewportScale(window, &w, &h, &scale);
|
23
|
+
*x = wx * 1 / scale - (window->width - w) / (2.0 * scale);
|
24
|
+
*y = wy * 1 / scale - (window->height - h) / (2.0 * scale);
|
25
|
+
break;
|
26
|
+
|
27
|
+
case R2D_STRETCH:
|
28
|
+
*x = wx * window->viewport.width / (double)window->width;
|
29
|
+
*y = wy * window->viewport.height / (double)window->height;
|
30
|
+
break;
|
31
|
+
}
|
32
|
+
}
|
33
|
+
|
34
|
+
|
35
|
+
/*
|
36
|
+
* Show the cursor over the window
|
37
|
+
*/
|
38
|
+
void R2D_ShowCursor() {
|
39
|
+
SDL_ShowCursor(SDL_ENABLE);
|
40
|
+
}
|
41
|
+
|
42
|
+
|
43
|
+
/*
|
44
|
+
* Hide the cursor over the window
|
45
|
+
*/
|
46
|
+
void R2D_HideCursor() {
|
47
|
+
SDL_ShowCursor(SDL_DISABLE);
|
48
|
+
}
|