ruby2d 0.9.0 → 0.9.5

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Files changed (132) hide show
  1. checksums.yaml +4 -4
  2. data/assets/README.md +8 -8
  3. data/assets/Rakefile +85 -0
  4. data/assets/include/SDL2/SDL.h +1 -1
  5. data/assets/include/SDL2/SDL_assert.h +1 -1
  6. data/assets/include/SDL2/SDL_atomic.h +20 -2
  7. data/assets/include/SDL2/SDL_audio.h +47 -14
  8. data/assets/include/SDL2/SDL_bits.h +10 -1
  9. data/assets/include/SDL2/SDL_blendmode.h +7 -7
  10. data/assets/include/SDL2/SDL_clipboard.h +1 -1
  11. data/assets/include/SDL2/SDL_config.h +24 -390
  12. data/assets/include/SDL2/SDL_config_android.h +178 -0
  13. data/assets/include/SDL2/SDL_config_iphoneos.h +201 -0
  14. data/assets/include/SDL2/SDL_config_macosx.h +240 -0
  15. data/assets/include/SDL2/SDL_config_minimal.h +85 -0
  16. data/assets/include/SDL2/SDL_config_os2.h +170 -0
  17. data/assets/include/SDL2/SDL_config_pandora.h +133 -0
  18. data/assets/include/SDL2/SDL_config_psp.h +164 -0
  19. data/assets/include/SDL2/SDL_config_windows.h +257 -0
  20. data/assets/include/SDL2/SDL_config_winrt.h +240 -0
  21. data/assets/include/SDL2/SDL_config_wiz.h +146 -0
  22. data/assets/include/SDL2/SDL_copying.h +20 -0
  23. data/assets/include/SDL2/SDL_cpuinfo.h +90 -8
  24. data/assets/include/SDL2/SDL_egl.h +1 -1
  25. data/assets/include/SDL2/SDL_endian.h +1 -1
  26. data/assets/include/SDL2/SDL_error.h +1 -1
  27. data/assets/include/SDL2/SDL_events.h +4 -1
  28. data/assets/include/SDL2/SDL_filesystem.h +1 -1
  29. data/assets/include/SDL2/SDL_gamecontroller.h +1 -1
  30. data/assets/include/SDL2/SDL_gesture.h +1 -1
  31. data/assets/include/SDL2/SDL_haptic.h +1 -1
  32. data/assets/include/SDL2/SDL_hints.h +145 -14
  33. data/assets/include/SDL2/SDL_image.h +2 -2
  34. data/assets/include/SDL2/SDL_joystick.h +1 -1
  35. data/assets/include/SDL2/SDL_keyboard.h +1 -1
  36. data/assets/include/SDL2/SDL_keycode.h +1 -1
  37. data/assets/include/SDL2/SDL_loadso.h +1 -1
  38. data/assets/include/SDL2/SDL_log.h +1 -1
  39. data/assets/include/SDL2/SDL_main.h +28 -16
  40. data/assets/include/SDL2/SDL_messagebox.h +1 -1
  41. data/assets/include/SDL2/SDL_mouse.h +1 -1
  42. data/assets/include/SDL2/SDL_mutex.h +1 -1
  43. data/assets/include/SDL2/SDL_name.h +1 -1
  44. data/assets/include/SDL2/SDL_opengl.h +1 -1
  45. data/assets/include/SDL2/SDL_opengles.h +1 -1
  46. data/assets/include/SDL2/SDL_opengles2.h +1 -1
  47. data/assets/include/SDL2/SDL_pixels.h +3 -3
  48. data/assets/include/SDL2/SDL_platform.h +1 -1
  49. data/assets/include/SDL2/SDL_power.h +1 -1
  50. data/assets/include/SDL2/SDL_quit.h +1 -1
  51. data/assets/include/SDL2/SDL_rect.h +29 -3
  52. data/assets/include/SDL2/SDL_render.h +168 -1
  53. data/assets/include/SDL2/SDL_revision.h +2 -2
  54. data/assets/include/SDL2/SDL_rwops.h +50 -13
  55. data/assets/include/SDL2/SDL_scancode.h +2 -2
  56. data/assets/include/SDL2/SDL_sensor.h +4 -4
  57. data/assets/include/SDL2/SDL_shape.h +1 -1
  58. data/assets/include/SDL2/SDL_stdinc.h +1 -1
  59. data/assets/include/SDL2/SDL_surface.h +2 -1
  60. data/assets/include/SDL2/SDL_system.h +1 -1
  61. data/assets/include/SDL2/SDL_syswm.h +11 -8
  62. data/assets/include/SDL2/SDL_test.h +1 -1
  63. data/assets/include/SDL2/SDL_test_assert.h +1 -1
  64. data/assets/include/SDL2/SDL_test_common.h +22 -5
  65. data/assets/include/SDL2/SDL_test_compare.h +1 -1
  66. data/assets/include/SDL2/SDL_test_crc32.h +1 -1
  67. data/assets/include/SDL2/SDL_test_font.h +1 -1
  68. data/assets/include/SDL2/SDL_test_fuzzer.h +1 -1
  69. data/assets/include/SDL2/SDL_test_harness.h +1 -1
  70. data/assets/include/SDL2/SDL_test_images.h +1 -1
  71. data/assets/include/SDL2/SDL_test_log.h +1 -1
  72. data/assets/include/SDL2/SDL_test_md5.h +1 -1
  73. data/assets/include/SDL2/SDL_test_memory.h +3 -3
  74. data/assets/include/SDL2/SDL_test_random.h +1 -1
  75. data/assets/include/SDL2/SDL_thread.h +1 -1
  76. data/assets/include/SDL2/SDL_timer.h +1 -1
  77. data/assets/include/SDL2/SDL_touch.h +17 -1
  78. data/assets/include/SDL2/SDL_types.h +1 -1
  79. data/assets/include/SDL2/SDL_version.h +2 -2
  80. data/assets/include/SDL2/SDL_video.h +1 -1
  81. data/assets/include/SDL2/SDL_vulkan.h +3 -3
  82. data/assets/include/SDL2/begin_code.h +4 -1
  83. data/assets/include/SDL2/close_code.h +4 -1
  84. data/assets/macos/lib/libFLAC.a +0 -0
  85. data/assets/macos/lib/libSDL2.a +0 -0
  86. data/assets/macos/lib/libSDL2_image.a +0 -0
  87. data/assets/macos/lib/libSDL2_mixer.a +0 -0
  88. data/assets/macos/lib/libSDL2_ttf.a +0 -0
  89. data/assets/macos/lib/libfreetype.a +0 -0
  90. data/assets/macos/lib/libjpeg.a +0 -0
  91. data/assets/macos/lib/libmpg123.a +0 -0
  92. data/assets/macos/lib/libogg.a +0 -0
  93. data/assets/macos/lib/libpng16.a +0 -0
  94. data/assets/macos/lib/libtiff.a +0 -0
  95. data/assets/macos/lib/libwebp.a +0 -0
  96. data/assets/mingw/bin/SDL2.dll +0 -0
  97. data/assets/mingw/bin/SDL2_image.dll +0 -0
  98. data/assets/mingw/bin/libpng16-16.dll +0 -0
  99. data/assets/mingw/bin/libtiff-5.dll +0 -0
  100. data/assets/mingw/bin/libwebp-7.dll +0 -0
  101. data/assets/mingw/lib/libSDL2.a +0 -0
  102. data/assets/mingw/lib/libSDL2.dll.a +0 -0
  103. data/assets/mingw/lib/libSDL2_image.a +0 -0
  104. data/assets/mingw/lib/libSDL2_image.dll.a +0 -0
  105. data/assets/mingw/lib/libSDL2_test.a +0 -0
  106. data/assets/mingw/lib/libSDL2main.a +0 -0
  107. data/bin/ruby2d +2 -1
  108. data/ext/ruby2d/common.c +185 -0
  109. data/ext/ruby2d/controllers.c +110 -0
  110. data/ext/ruby2d/extconf.rb +97 -46
  111. data/ext/ruby2d/gl.c +430 -0
  112. data/ext/ruby2d/gl2.c +146 -0
  113. data/ext/ruby2d/gl3.c +348 -0
  114. data/ext/ruby2d/gles.c +308 -0
  115. data/ext/ruby2d/image.c +138 -0
  116. data/ext/ruby2d/input.c +48 -0
  117. data/ext/ruby2d/music.c +114 -0
  118. data/ext/ruby2d/ruby2d.c +125 -126
  119. data/{assets/include/simple2d.h → ext/ruby2d/ruby2d.h} +223 -201
  120. data/ext/ruby2d/shapes.c +154 -0
  121. data/ext/ruby2d/sound.c +93 -0
  122. data/ext/ruby2d/sprite.c +147 -0
  123. data/ext/ruby2d/text.c +129 -0
  124. data/ext/ruby2d/window.c +414 -0
  125. data/lib/ruby2d.rb +1 -1
  126. data/lib/ruby2d/cli/build.rb +3 -8
  127. data/lib/ruby2d/cli/colorize.rb +10 -0
  128. data/lib/ruby2d/version.rb +1 -1
  129. metadata +34 -10
  130. data/assets/macos/lib/libsimple2d.a +0 -0
  131. data/assets/mingw/lib/libsimple2d.a +0 -0
  132. data/lib/ruby2d/colorize.rb +0 -10
data/ext/ruby2d/gles.c ADDED
@@ -0,0 +1,308 @@
1
+ // OpenGL ES 2.0
2
+
3
+ #include "ruby2d.h"
4
+
5
+ #if GLES
6
+
7
+ // Triangle shader
8
+ static GLuint shaderProgram;
9
+ static GLuint positionLocation;
10
+ static GLuint colorLocation;
11
+
12
+ // Texture shader
13
+ static GLuint texShaderProgram;
14
+ static GLuint texPositionLocation;
15
+ static GLuint texColorLocation;
16
+ static GLuint texCoordLocation;
17
+ static GLuint samplerLocation;
18
+
19
+ static GLushort indices[] =
20
+ { 0, 1, 2,
21
+ 2, 3, 0 };
22
+
23
+
24
+ /*
25
+ * Applies the projection matrix
26
+ */
27
+ void R2D_GLES_ApplyProjection(GLfloat orthoMatrix[16]) {
28
+
29
+ // Use the program object
30
+ glUseProgram(shaderProgram);
31
+
32
+ glUniformMatrix4fv(
33
+ glGetUniformLocation(shaderProgram, "u_mvpMatrix"),
34
+ 1, GL_FALSE, orthoMatrix
35
+ );
36
+
37
+ // Use the texture program object
38
+ glUseProgram(texShaderProgram);
39
+
40
+ glUniformMatrix4fv(
41
+ glGetUniformLocation(texShaderProgram, "u_mvpMatrix"),
42
+ 1, GL_FALSE, orthoMatrix
43
+ );
44
+ }
45
+
46
+
47
+ /*
48
+ * Initalize OpenGL ES
49
+ */
50
+ int R2D_GLES_Init() {
51
+
52
+ // Enable transparency
53
+ glEnable(GL_BLEND);
54
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
55
+
56
+ // Vertex shader source string
57
+ GLchar vertexSource[] =
58
+ // uniforms used by the vertex shader
59
+ "uniform mat4 u_mvpMatrix;" // projection matrix
60
+
61
+ // attributes input to the vertex shader
62
+ "attribute vec4 a_position;" // position value
63
+ "attribute vec4 a_color;" // input vertex color
64
+ "attribute vec2 a_texcoord;" // input texture
65
+
66
+ // varying variables, input to the fragment shader
67
+ "varying vec4 v_color;" // output vertex color
68
+ "varying vec2 v_texcoord;" // output texture
69
+
70
+ "void main()"
71
+ "{"
72
+ " v_color = a_color;"
73
+ " v_texcoord = a_texcoord;"
74
+ " gl_Position = u_mvpMatrix * a_position;"
75
+ "}";
76
+
77
+ // Fragment shader source string
78
+ GLchar fragmentSource[] =
79
+ "precision mediump float;"
80
+ // input vertex color from vertex shader
81
+ "varying vec4 v_color;"
82
+
83
+ "void main()"
84
+ "{"
85
+ " gl_FragColor = v_color;"
86
+ "}";
87
+
88
+ // Fragment shader source string for textures
89
+ GLchar texFragmentSource[] =
90
+ "precision mediump float;"
91
+ // input vertex color from vertex shader
92
+ "varying vec4 v_color;"
93
+ "varying vec2 v_texcoord;"
94
+ "uniform sampler2D s_texture;"
95
+
96
+ "void main()"
97
+ "{"
98
+ " gl_FragColor = texture2D(s_texture, v_texcoord) * v_color;"
99
+ "}";
100
+
101
+ // Load the vertex and fragment shaders
102
+ GLuint vertexShader = R2D_GL_LoadShader( GL_VERTEX_SHADER, vertexSource, "GLES Vertex");
103
+ GLuint fragmentShader = R2D_GL_LoadShader(GL_FRAGMENT_SHADER, fragmentSource, "GLES Fragment");
104
+ GLuint texFragmentShader = R2D_GL_LoadShader(GL_FRAGMENT_SHADER, texFragmentSource, "GLES Texture Fragment");
105
+
106
+ // Triangle Shader //
107
+
108
+ // Create the shader program object
109
+ shaderProgram = glCreateProgram();
110
+
111
+ // Check if program was created successfully
112
+ if (shaderProgram == 0) {
113
+ R2D_GL_PrintError("Failed to create shader program");
114
+ return GL_FALSE;
115
+ }
116
+
117
+ // Attach the shader objects to the program object
118
+ glAttachShader(shaderProgram, vertexShader);
119
+ glAttachShader(shaderProgram, fragmentShader);
120
+
121
+ // Link the shader program
122
+ glLinkProgram(shaderProgram);
123
+
124
+ // Check if linked
125
+ R2D_GL_CheckLinked(shaderProgram, "GLES shader");
126
+
127
+ // Get the attribute locations
128
+ positionLocation = glGetAttribLocation(shaderProgram, "a_position");
129
+ colorLocation = glGetAttribLocation(shaderProgram, "a_color");
130
+
131
+ // Texture Shader //
132
+
133
+ // Create the texture shader program object
134
+ texShaderProgram = glCreateProgram();
135
+
136
+ // Check if program was created successfully
137
+ if (texShaderProgram == 0) {
138
+ R2D_GL_PrintError("Failed to create shader program");
139
+ return GL_FALSE;
140
+ }
141
+
142
+ // Attach the shader objects to the program object
143
+ glAttachShader(texShaderProgram, vertexShader);
144
+ glAttachShader(texShaderProgram, texFragmentShader);
145
+
146
+ // Link the shader program
147
+ glLinkProgram(texShaderProgram);
148
+
149
+ // Check if linked
150
+ R2D_GL_CheckLinked(texShaderProgram, "GLES texture shader");
151
+
152
+ // Get the attribute locations
153
+ texPositionLocation = glGetAttribLocation(texShaderProgram, "a_position");
154
+ texColorLocation = glGetAttribLocation(texShaderProgram, "a_color");
155
+ texCoordLocation = glGetAttribLocation(texShaderProgram, "a_texcoord");
156
+
157
+ // Get the sampler location
158
+ samplerLocation = glGetUniformLocation(texShaderProgram, "s_texture");
159
+
160
+ // Clean up
161
+ glDeleteShader(vertexShader);
162
+ glDeleteShader(fragmentShader);
163
+ glDeleteShader(texFragmentShader);
164
+
165
+ return GL_TRUE;
166
+ }
167
+
168
+
169
+ /*
170
+ * Draw triangle
171
+ */
172
+ void R2D_GLES_DrawTriangle(GLfloat x1, GLfloat y1,
173
+ GLfloat r1, GLfloat g1, GLfloat b1, GLfloat a1,
174
+ GLfloat x2, GLfloat y2,
175
+ GLfloat r2, GLfloat g2, GLfloat b2, GLfloat a2,
176
+ GLfloat x3, GLfloat y3,
177
+ GLfloat r3, GLfloat g3, GLfloat b3, GLfloat a3) {
178
+
179
+ GLfloat vertices[] =
180
+ { x1, y1, 0.f,
181
+ x2, y2, 0.f,
182
+ x3, y3, 0.f };
183
+
184
+ GLfloat colors[] =
185
+ { r1, g1, b1, a1,
186
+ r2, g2, b2, a2,
187
+ r3, g3, b3, a3 };
188
+
189
+ glUseProgram(shaderProgram);
190
+
191
+ // Load the vertex position
192
+ glVertexAttribPointer(positionLocation, 3, GL_FLOAT, GL_FALSE, 0, vertices);
193
+ glEnableVertexAttribArray(positionLocation);
194
+
195
+ // Load the colors
196
+ glVertexAttribPointer(colorLocation, 4, GL_FLOAT, GL_FALSE, 0, colors);
197
+ glEnableVertexAttribArray(colorLocation);
198
+
199
+ // draw
200
+ glDrawArrays(GL_TRIANGLES, 0, 3);
201
+ }
202
+
203
+
204
+ /*
205
+ * Draw a texture
206
+ */
207
+ static void R2D_GLES_DrawTexture(int x, int y, int w, int h,
208
+ GLfloat angle, GLfloat rx, GLfloat ry,
209
+ GLfloat r, GLfloat g, GLfloat b, GLfloat a,
210
+ GLfloat tx1, GLfloat ty1, GLfloat tx2, GLfloat ty2,
211
+ GLfloat tx3, GLfloat ty3, GLfloat tx4, GLfloat ty4,
212
+ GLuint texture_id) {
213
+
214
+ R2D_GL_Point v1 = { .x = x, .y = y };
215
+ R2D_GL_Point v2 = { .x = x + w, .y = y };
216
+ R2D_GL_Point v3 = { .x = x + w, .y = y + h };
217
+ R2D_GL_Point v4 = { .x = x, .y = y + h };
218
+
219
+ // Rotate vertices
220
+ if (angle != 0) {
221
+ v1 = R2D_RotatePoint(v1, angle, rx, ry);
222
+ v2 = R2D_RotatePoint(v2, angle, rx, ry);
223
+ v3 = R2D_RotatePoint(v3, angle, rx, ry);
224
+ v4 = R2D_RotatePoint(v4, angle, rx, ry);
225
+ }
226
+
227
+ GLfloat vertices[] =
228
+ // x, y coords | x, y texture coords
229
+ { v1.x, v1.y, 0.f, tx1, ty1,
230
+ v2.x, v2.y, 0.f, tx2, ty2,
231
+ v3.x, v3.y, 0.f, tx3, ty3,
232
+ v4.x, v4.y, 0.f, tx4, ty4 };
233
+
234
+ GLfloat colors[] =
235
+ { r, g, b, a,
236
+ r, g, b, a,
237
+ r, g, b, a,
238
+ r, g, b, a };
239
+
240
+ glUseProgram(texShaderProgram);
241
+
242
+ // Load the vertex position
243
+ glVertexAttribPointer(texPositionLocation, 3, GL_FLOAT, GL_FALSE,
244
+ 5 * sizeof(GLfloat), vertices);
245
+ glEnableVertexAttribArray(texPositionLocation);
246
+
247
+ // Load the colors
248
+ glVertexAttribPointer(texColorLocation, 4, GL_FLOAT, GL_FALSE, 0, colors);
249
+ glEnableVertexAttribArray(texColorLocation);
250
+
251
+ // Load the texture coordinate
252
+ 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
@@ -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
+ }
@@ -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
+ }