rubygame 2.2.0-i586-linux

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  1. data/CREDITS +60 -0
  2. data/LICENSE +504 -0
  3. data/NEWS +201 -0
  4. data/README +139 -0
  5. data/ROADMAP +43 -0
  6. data/Rakefile +409 -0
  7. data/doc/extended_readme.rdoc +49 -0
  8. data/doc/getting_started.rdoc +47 -0
  9. data/doc/macosx_install.rdoc +70 -0
  10. data/doc/windows_install.rdoc +123 -0
  11. data/ext/rubygame/MANIFEST +25 -0
  12. data/ext/rubygame/rubygame_core.so +0 -0
  13. data/ext/rubygame/rubygame_event.c +644 -0
  14. data/ext/rubygame/rubygame_event.h +48 -0
  15. data/ext/rubygame/rubygame_event.o +0 -0
  16. data/ext/rubygame/rubygame_gfx.c +942 -0
  17. data/ext/rubygame/rubygame_gfx.h +101 -0
  18. data/ext/rubygame/rubygame_gfx.o +0 -0
  19. data/ext/rubygame/rubygame_gfx.so +0 -0
  20. data/ext/rubygame/rubygame_gl.c +154 -0
  21. data/ext/rubygame/rubygame_gl.h +32 -0
  22. data/ext/rubygame/rubygame_gl.o +0 -0
  23. data/ext/rubygame/rubygame_image.c +108 -0
  24. data/ext/rubygame/rubygame_image.h +41 -0
  25. data/ext/rubygame/rubygame_image.o +0 -0
  26. data/ext/rubygame/rubygame_image.so +0 -0
  27. data/ext/rubygame/rubygame_joystick.c +247 -0
  28. data/ext/rubygame/rubygame_joystick.h +41 -0
  29. data/ext/rubygame/rubygame_joystick.o +0 -0
  30. data/ext/rubygame/rubygame_main.c +155 -0
  31. data/ext/rubygame/rubygame_main.h +33 -0
  32. data/ext/rubygame/rubygame_main.o +0 -0
  33. data/ext/rubygame/rubygame_mixer.c +764 -0
  34. data/ext/rubygame/rubygame_mixer.h +62 -0
  35. data/ext/rubygame/rubygame_mixer.o +0 -0
  36. data/ext/rubygame/rubygame_mixer.so +0 -0
  37. data/ext/rubygame/rubygame_screen.c +448 -0
  38. data/ext/rubygame/rubygame_screen.h +43 -0
  39. data/ext/rubygame/rubygame_screen.o +0 -0
  40. data/ext/rubygame/rubygame_shared.c +209 -0
  41. data/ext/rubygame/rubygame_shared.h +60 -0
  42. data/ext/rubygame/rubygame_shared.o +0 -0
  43. data/ext/rubygame/rubygame_surface.c +1147 -0
  44. data/ext/rubygame/rubygame_surface.h +62 -0
  45. data/ext/rubygame/rubygame_surface.o +0 -0
  46. data/ext/rubygame/rubygame_time.c +183 -0
  47. data/ext/rubygame/rubygame_time.h +32 -0
  48. data/ext/rubygame/rubygame_time.o +0 -0
  49. data/ext/rubygame/rubygame_ttf.c +599 -0
  50. data/ext/rubygame/rubygame_ttf.h +69 -0
  51. data/ext/rubygame/rubygame_ttf.o +0 -0
  52. data/ext/rubygame/rubygame_ttf.so +0 -0
  53. data/lib/rubygame/MANIFEST +12 -0
  54. data/lib/rubygame/clock.rb +128 -0
  55. data/lib/rubygame/color/models/base.rb +106 -0
  56. data/lib/rubygame/color/models/hsl.rb +153 -0
  57. data/lib/rubygame/color/models/hsv.rb +149 -0
  58. data/lib/rubygame/color/models/rgb.rb +78 -0
  59. data/lib/rubygame/color/palettes/css.rb +49 -0
  60. data/lib/rubygame/color/palettes/palette.rb +100 -0
  61. data/lib/rubygame/color/palettes/x11.rb +177 -0
  62. data/lib/rubygame/color.rb +79 -0
  63. data/lib/rubygame/constants.rb +238 -0
  64. data/lib/rubygame/event.rb +313 -0
  65. data/lib/rubygame/ftor.rb +370 -0
  66. data/lib/rubygame/hotspot.rb +265 -0
  67. data/lib/rubygame/keyconstants.rb +237 -0
  68. data/lib/rubygame/mediabag.rb +94 -0
  69. data/lib/rubygame/queue.rb +288 -0
  70. data/lib/rubygame/rect.rb +612 -0
  71. data/lib/rubygame/sfont.rb +223 -0
  72. data/lib/rubygame/sprite.rb +511 -0
  73. data/lib/rubygame.rb +41 -0
  74. data/samples/FreeSans.ttf +0 -0
  75. data/samples/GPL.txt +340 -0
  76. data/samples/README +40 -0
  77. data/samples/chimp.bmp +0 -0
  78. data/samples/chimp.rb +313 -0
  79. data/samples/demo_gl.rb +151 -0
  80. data/samples/demo_gl_tex.rb +197 -0
  81. data/samples/demo_music.rb +75 -0
  82. data/samples/demo_rubygame.rb +284 -0
  83. data/samples/demo_sfont.rb +52 -0
  84. data/samples/demo_ttf.rb +193 -0
  85. data/samples/demo_utf8.rb +53 -0
  86. data/samples/fist.bmp +0 -0
  87. data/samples/load_and_blit.rb +22 -0
  88. data/samples/panda.png +0 -0
  89. data/samples/punch.wav +0 -0
  90. data/samples/ruby.png +0 -0
  91. data/samples/song.ogg +0 -0
  92. data/samples/term16.png +0 -0
  93. data/samples/whiff.wav +0 -0
  94. metadata +152 -0
@@ -0,0 +1,313 @@
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+ #--
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+ # Rubygame -- Ruby code and bindings to SDL to facilitate game creation
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+ # Copyright (C) 2004-2007 John Croisant
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+ #
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+ # This library is free software; you can redistribute it and/or
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+ # modify it under the terms of the GNU Lesser General Public
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+ # License as published by the Free Software Foundation; either
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+ # version 2.1 of the License, or (at your option) any later version.
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+ #
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+ # This library is distributed in the hope that it will be useful,
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+ # but WITHOUT ANY WARRANTY; without even the implied warranty of
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+ # MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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+ # Lesser General Public License for more details.
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+ #
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+ # You should have received a copy of the GNU Lesser General Public
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+ # License along with this library; if not, write to the Free Software
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+ # Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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+ #++
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+
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+ module Rubygame
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+
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+ # List of all Rubygame hardware event classes. *Do not modify!*
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+ SDL_EVENTS = [ActiveEvent, KeyDownEvent, KeyUpEvent,\
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+ MouseMotionEvent,MouseDownEvent,MouseUpEvent,JoyAxisEvent,\
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+ JoyBallEvent, JoyHatEvent,JoyDownEvent, JoyUpEvent,\
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+ ResizeEvent, QuitEvent]
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+
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+ # Converts a keyboard symbol (keysym) into a human-readable text string.
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+ # If either Shift key was being pressed, alphanumeric or punctuation keys
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+ # will be made uppercase or alternate, based on U.S. keyboard layout.
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+ # E.g. "a" becomes "A", "1" becomes "!", and "/" becomes "?".
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+ def Rubygame.key2str( sym, mods )
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+ if (mods.include? K_LSHIFT) or (mods.include? K_RSHIFT)
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+ return (Rubygame::Key::KEY2UPPER[sym]\
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+ or Rubygame::Key::KEY2ASCII[sym] or "")
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+ else
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+ return (Rubygame::Key::KEY2LOWER[sym]\
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+ or Rubygame::Key::KEY2ASCII[sym] or "")
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+ end
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+ end
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+
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+ # The parent class for all event classes. You can make custom event classes,
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+ # if desired; inheriting this class is not necessary, but makes it easier
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+ # to check if an object is an event or not.
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+ class Event
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+ end
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+
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+ # Indicates that the Rubygame window has gained or lost focus from the
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+ # window manager.
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+ #
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+ # This event has these attributes:
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+ # gain:: true if the window gained focus, and false if it lost focus.
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+ # state:: string indicating what type of focus was gained or lost:
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+ # "mouse":: the mouse entered/exited the window
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+ # "keyboard":: the window gained or lost input focus
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+ # "active":: the window was minimized/iconified.
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+ class ActiveEvent < Event
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+ attr_accessor :gain, :state
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+ def initialize(gain,state)
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+ @gain = gain
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+ @state = state
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+ end
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+ end
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+
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+ # Indicates that a keyboard key was pressed.
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+ #
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+ # This event has these attributes:
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+ # string:: a human-readable string telling what key was pressed, or nil.
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+ # See #key2str.
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+ # key:: the integer keysym for the key. These can be compared with the
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+ # K_* constants in the Rubygame module, e.g. Rubygame::K_A.
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+ # mods:: an Array of zero or more keysyms indicating which modifier keys
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+ # were being pressed when the key was pressed. You can compare
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+ # with these constants in the Rubygame module:
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+ # K_RSHIFT:: shift key (right side)
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+ # K_LSHIFT:: shift key (left side)
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+ # K_RCTRL:: ctrl key (right side)
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+ # K_LCTRL:: ctrl key (left side)
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+ # K_RALT:: alt key (right side)
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+ # K_LALT:: alt key (left side)
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+ # K_RMETA:: meta key (right side)
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+ # K_LMETA:: meta key (left side)
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+ # K_RSUPER:: super key, aka. Windows key (right side)
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+ # K_LSUPER:: super key, aka. Windows key (left side)
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+ # K_RALT:: alt key (right side)
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+ # K_NUMLOCK:: num lock
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+ # K_CAPSLOCK:: caps lock
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+ # K_MODE:: mode key
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+ #
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+ #
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+ class KeyDownEvent < Event
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+ attr_accessor :string,:key,:mods
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+
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+ # Create a new KeyDownEvent.
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+ #
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+ # key:: either an integer keysym (e.g. Rubygame::K_A) or string (e.g. "a")
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+ # mods:: array of modifier keysyms
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+ def initialize(key,mods)
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+ if key.kind_of? Integer
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+ @key = key
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+ @string = Rubygame.key2str(key, mods) #a string or nil
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+ elsif key.kind_of? String
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+ @key = Rubygame::Key::ASCII2KEY[key]
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+ if @key != nil
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+ @string = key
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+ else
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+ raise(ArgumentError,"First argument of KeyDownEvent.new() must be an Integer KeySym (like K_A) or a ASCII-like String (like \"a\" or \"A\"). Got %s (%s)"%[key,key.class])
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+ end
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+ end
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+ @mods = mods
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+ end
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+ end
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+
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+ # Indicates that a keyboard key was released.
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+ #
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+ # See KeyDownEvent.
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+ class KeyUpEvent < Event
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+ attr_accessor :string,:key,:mods
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+ def initialize(key,mods)
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+ if key.kind_of? Integer
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+ @key = key
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+ @string = Rubygame.key2str(key, mods) #a string or nil
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+ elsif key.kind_of? String
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+ @key = Rubygame::Key::ASCII2KEY[key]
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+ if @key != nil
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+ @string = key
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+ else
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+ raise(ArgumentError,"First argument of KeyUpEvent.new() must be an Integer KeySym (like K_A) or a ASCII-like String (like \"a\" or \"A\"). Got %s (%s)"%[key,key.class])
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+ end
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+ end
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+ @mods = mods
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+ end
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+ end
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+
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+ # Indicates that the mouse cursor moved.
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+ #
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+ # This event has these attributes:
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+ # pos:: the new position of the cursor, in the form [x,y].
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+ # rel:: the relative movement of the cursor since the last update, [x,y].
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+ # buttons:: the mouse buttons that were being held during the movement,
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+ # an Array of zero or more of these constants in module Rubygame
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+ # (or the corresponding button number):
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+ # MOUSE_LEFT:: 1; left mouse button
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+ # MOUSE_MIDDLE:: 2; middle mouse button
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+ # MOUSE_RIGHT:: 3; right mouse button
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+ class MouseMotionEvent < Event
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+ attr_accessor :pos,:rel,:buttons
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+ def initialize(pos,rel,buttons)
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+ @pos, @rel, @buttons = pos, rel, buttons
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+ end
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+ end
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+
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+ # Indicates that a mouse button was pressed.
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+ #
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+ # This event has these attributes:
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+ # string:: string indicating the button that was pressed ("left","middle", or
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+ # "right").
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+ # pos:: the position of the mouse cursor when the button was pressed,
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+ # in the form [x,y].
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+ # button:: the mouse button that was pressed; one of these constants in
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+ # module Rubygame (or the corresponding button number):
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+ # MOUSE_LEFT:: 1; left mouse button
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+ # MOUSE_MIDDLE:: 2; middle mouse button
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+ # MOUSE_RIGHT:: 3; right mouse button
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+ class MouseDownEvent < Event
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+ attr_accessor :string,:pos,:button
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+ def initialize(pos,button)
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+ @pos = pos
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+ if button.kind_of? Integer
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+ @button = button
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+ @string = Rubygame::Mouse::MOUSE2STR[button] #a string or nil
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+ elsif key.kind_of? String
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+ @button = Rubygame::Mouse::STR2MOUSE[key]
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+ if @button != nil
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+ @string = button
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+ else
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+ raise(ArgumentError,"First argument of MouseDownEvent.new() must be an Integer Mouse button indentifier (like MOUSE_LEFT) or a String (like \"left\"). Got %s (%s)"%[button,button.class])
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+ end
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+ end
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+ end
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+ end
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+
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+ # Indicates that a mouse button was released.
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+ #
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+ # See MouseDownEvent.
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+ class MouseUpEvent < Event
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+ attr_accessor :string,:pos,:button
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+ def initialize(pos,button)
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+ @pos = pos
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+ if button.kind_of? Integer
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+ @button = button
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+ @string = Rubygame::Mouse::MOUSE2STR[button] #a string or nil
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+ elsif key.kind_of? String
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+ @button = Rubygame::Mouse::STR2MOUSE[key]
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+ if @button != nil
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+ @string = button
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+ else
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+ raise(ArgumentError,"First argument of MouseUpEvent.new() must be an Integer Mouse button indentifier (like MOUSE_LEFT) or a String (like \"left\"). Got %s (%s)"%[button,button.class])
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+ end
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+ end
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+ end
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+ end
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+
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+ # Indicates that a Joystick axis was moved.
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+ #
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+ # This event has these attributes:
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+ # joynum:: the identifier number of the affected Joystick.
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+ # axis:: the identifier number of the axis.
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+ # value:: the new value of the axis, between -32768 and 32767
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+ class JoyAxisEvent < Event
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+ attr_accessor :joynum,:axis,:value
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+ def initialize(joy,axis,value)
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+ # eventually, joy could be int OR a Rubygame::Joystick instance,
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+ # which would be stored as joy or maybe joyinstance?
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+ @joynum = joy
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+ @axis, @value = axis, value
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+ end
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+ end
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+
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+ # Indicates that a Joystick trackball was moved.
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+ #
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+ # This event has these attributes:
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+ # joynum:: the identifier number of the affected Joystick.
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+ # ball:: the identifier number of the trackball.
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+ # rel:: the relative movement of the trackball, [x,y].
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+ class JoyBallEvent < Event
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+ attr_accessor :joynum,:ball,:rel
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+ def initialize(joy,ball,rel)
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+ # eventually, joy could be int OR a Rubygame::Joystick instance,
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+ # which would be stored as joy or maybe joyinstance?
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+ @joynum = joy
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+ @ball, @rel = ball, rel
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+ end
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+ end
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+
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+ # Indicates that a Joystick POV hat was moved.
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+ #
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+ # This event has these attributes:
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+ # joynum:: the identifier number of the affected Joystick.
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+ # hat:: the identifier number of the hat.
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+ # value:: the new direction of the hat, one of these constants in module
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+ # Rubygame (or the corresponding number):
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+ # HAT_CENTERED:: 0
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+ # HAT_UP:: 1
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+ # HAT_RIGHT:: 2
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+ # HAT_DOWN:: 4
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+ # HAT_LEFT:: 8
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+ # HAT_RIGHTUP:: 3
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+ # HAT_RIGHTDOWN:: 6
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+ # HAT_LEFTUP:: 9
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+ # HAT_LEFTDOWN:: 12
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+ class JoyHatEvent < Event
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+ attr_accessor :joynum,:hat,:value
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+ def initialize(joy,hat,value)
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+ # eventually, joy could be int OR a Rubygame::Joystick instance,
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+ # which would be stored as joy or maybe joyinstance?
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+ @joynum = joy
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+ @hat, @value = hat, value
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+ end
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+ end
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+
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+ # Indicates that a Joystick button was pressed.
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+ #
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+ # This event has these attributes:
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+ # joynum:: the identifier number of the affected Joystick.
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+ # hat:: the identifier number of the button.
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+ class JoyDownEvent < Event
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+ attr_accessor :joynum, :button
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+ def initialize(joy,button)
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+ # eventually, joy could be int OR a Rubygame::Joystick instance,
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+ # which would be stored as joy or maybe joyinstance?
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+ @joynum = joy
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+ @button = button
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+ end
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+ end
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+
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+ # Indicates that a Joystick button was released.
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+ #
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+ # See JoyDownEvent.
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+ class JoyUpEvent < Event
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+ attr_accessor :joynum, :button
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+ def initialize(joy,button)
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+ # eventually, joy could be int OR a Rubygame::Joystick instance,
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+ # which would be stored as joy or maybe joyinstance?
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+ @joynum = joy
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+ @button = button
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+ end
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+ end
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+
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+ # Indicates that the application window was resized. (After this event
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+ # occurs, you should use Screen#set_mode to change the display surface to
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+ # the new size.)
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+ #
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+ # This event has these attributes:
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+ # size:: the new size of the window, in pixels [w,h].
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+ class ResizeEvent < Event
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+ attr_accessor :size
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+ def initialize(new_size)
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+ @size = new_size
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+ end
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+ end
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+
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+ # Indicates that part of the application window was exposed or otherwise
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+ # changed, and perhaps the window needs to be refreshed. This event occurs,
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+ # for example, when an OpenGL display should be updated.
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+ class ExposeEvent < Event
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+ end
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+
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+ # Indicates that the application has been signaled to quit. (E.g. the user
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+ # pressed the close button.)
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+ class QuitEvent < Event
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+ end
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+ end # module Rubygame
@@ -0,0 +1,370 @@
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+ # Ftor ("Fake vecTOR"), a vector-like class for 2D position/movement.
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+ #--
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+ # Rubygame -- Ruby code and bindings to SDL to facilitate game creation
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+ # Copyright (C) 2004-2007 John Croisant
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+ #
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+ # This library is free software; you can redistribute it and/or
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+ # modify it under the terms of the GNU Lesser General Public
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+ # License as published by the Free Software Foundation; either
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+ # version 2.1 of the License, or (at your option) any later version.
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+ #
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+ # This library is distributed in the hope that it will be useful,
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+ # but WITHOUT ANY WARRANTY; without even the implied warranty of
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+ # MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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+ # Lesser General Public License for more details.
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+ #
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+ # You should have received a copy of the GNU Lesser General Public
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+ # License along with this library; if not, write to the Free Software
18
+ # Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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+ #++
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+
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+ module Rubygame
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+
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+ # *NOTE*: you must require 'rubygame/ftor' manually to gain access to
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+ # Rubygame::Ftor. It is not imported with Rubygame by default!
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+ #
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+ # Ftor ("Fake vecTOR"), a vector-like class for 2D position/movement.
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+ #
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+ # (NB: See #angle for an important note about why angles appear to be the
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+ # opposite of what you may expect.)
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+ #
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+ # Ftor is useful for storing 2D coordinates (x,y) as well as
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+ # vector quantities such as velocity and acceleration (representationally,
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+ # points and vectors are equivalent.) Although Ftors are always represented
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+ # internally as Cartesian coordinates (x, y), it is possible to deal with an
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+ # Ftor as polar coordinates (#angle, #magnitude) instead.
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+ # See #new_am and #set_am!, for example.
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+ #
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+ # Ftor is a "fake" vector because it has certain convenient properties which
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+ # differ from "true" vectors (i.e. vectors in a strict mathematical sense).
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+ #
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+ # Unlike vectors, Ftors may be multiplied or divided to another Ftor. This is
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+ # equivalent to multiplying or dividing each component by the corresponding
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+ # component in the second Ftor. If you like, you can think of this feature as
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+ # scaling each component of the Ftor by a separate factor:
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+ #
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+ # Ftor(a,b) * Ftor(c,d) = Ftor(a*c, b*d)
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+ #
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+ # Of course, Ftors also have the usual vector behavior for addition/subraction
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+ # between two Ftors, and multiplication/division of an Ftor by a scalar:
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+ #
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+ # Ftor(a,b) + Ftor(c,d) = Ftor(a+c, b+d)
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+ # Ftor(a,b) * n = Ftor(a*n, b*n)
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+ #
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+ # Additionally, Ftor contains functions for manipulating itself.
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+ # You can both get and set such properties as #angle, #magnitude, #unit,
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+ # and #normal, and the Ftor will change in-place as needed. For example,
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+ # if you set #angle=, the vector will change to have the new angle,
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+ # but keeps the same magnitude as before.
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+ #
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+ # Ftor attempts to save processing time (at the expense of memory) by
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+ # storing secondary properties (angle, magnitude, etc.) whenever they are
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+ # calculated,so that they need not be calculated repeatedly. If the vector
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+ # changes, the properties will be calculated again the next time they
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+ # are needed.
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+ # (In future versions, it may be possible to disable this feature for
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+ # certain Ftors, for example if they will change very often, to save memory.)
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+ #
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+ class Ftor
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+ PI = Math::PI
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+ HALF_PI = PI*0.5
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+ THREE_HALF_PI = PI*1.5
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+ TWO_PI = PI*2
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+
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+ # Create a new Ftor by specifying its x and y components. See also #new_am
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+ # and #new_from_to.
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+ def initialize(x,y)
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+ @x, @y = x, y
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+ end
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+
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+ # Create a new Ftor by specifying its #angle (in radians) and #magnitude.
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+ # See also #new.
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+ def self.new_am(a,m)
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+ v = Ftor.new(1,0)
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+ v.a, v.m = a, m
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+ return v
86
+ end
87
+
88
+ # Returns a new Ftor which represents the difference in position of two
89
+ # points +p1+ and +p2+. (+p1+ and +p2+ can be Ftors, size-2 Arrays, or
90
+ # anything else which has two numerical components and responds to #[].)
91
+ #
92
+ # In other words, assuming +v+ is the Ftor returned by this function:
93
+ # p1 + v = p2
94
+ def self.new_from_to(p1,p2)
95
+ return self.class.new(p2[0]-p1[0],p2[1]-p1[1])
96
+ end
97
+
98
+ attr_reader :x # The x component of the Ftor.
99
+ # Set the x component of the Ftor.
100
+ def x=(value)
101
+ @x = value
102
+ _clear()
103
+ end
104
+
105
+ attr_reader :y # The y component of the Ftor.
106
+ # Set the y component of the Ftor.
107
+ def y=(value)
108
+ @y = value
109
+ _clear()
110
+ end
111
+
112
+ # Modify the x and y components of the Ftor in-place
113
+ def set!(x,y)
114
+ @x, @y = x,y
115
+ _clear()
116
+ end
117
+
118
+ # Modify the #angle (in radians) and #magnitude of the Ftor in-place
119
+ def set_am!(a,m)
120
+ self.angle, self.magnitude = a, m
121
+ end
122
+
123
+ # Same as #to_s, but this Ftor's #object_id is also displayed.
124
+ def inspect
125
+ "#<#{self.class}:#{object_id}: %f, %f>"%[@x,@y]
126
+ end
127
+
128
+ # Display this Ftor in the format: "#<Ftor: [x, y]>". x and y are displayed
129
+ # as floats at full precision. See also #pp.
130
+ def to_s
131
+ "#<#{self.class}: [%f, %f]>"%[@x,@y]
132
+ end
133
+
134
+ # "Pretty print". Same as #to_s, but components are displayed as rounded
135
+ # floats to 3 decimal places, for easy viewing.
136
+ def pretty
137
+ "#<#{self.class}: [%0.3f, %0.3f]>"%[@x,@y]
138
+ end
139
+
140
+ # Same as #to_s_am, but this Ftor's #object_id is also displayed.
141
+ def inspect_am
142
+ "#<#{self.class}:AM:#{object_id}: %f, %f>"%[angle(),magnitude()]
143
+ end
144
+
145
+ # Display this Ftor in the format: "#<Ftor:AM: [angle, magnitude]>".
146
+ # angle and magnitude are displayed as floats at full precision.
147
+ # See also #to_s and #pp_am.
148
+ def to_s_am
149
+ "#<#{self.class}:AM: [%f, %f]>"%[angle(),magnitude()]
150
+ end
151
+
152
+ # "Pretty print" with angle and magnitude.
153
+ # Same as #to_s_am, but components are displayed as rounded floats to 3
154
+ # decimal places, for easy viewing.
155
+ def pretty_am
156
+ "#<#{self.class}:AM: [%0.3f, %0.3f]>"%[angle(),magnitude()]
157
+ end
158
+
159
+ # Returns an Array of this Ftor's components, [x,y].
160
+ def to_a
161
+ [@x,@y]
162
+ end
163
+ alias :to_ary :to_a
164
+
165
+ # Return the +i+th component of this Ftor, as if it were the Array
166
+ # returned by #to_a.
167
+ def [](i)
168
+ [@x,@y][i]
169
+ end
170
+
171
+ # True if this Ftor is equal to +other+, when both have been converted to
172
+ # Arrays via #to_a. In other words, a component-by-component equality check.
173
+ def ==(other)
174
+ to_a() == other.to_a
175
+ end
176
+
177
+ # The reverse of this Ftor. I.e., all components are negated. See also
178
+ # #reverse!.
179
+ def -@
180
+ self.class.new(-@x,-@y)
181
+ end
182
+
183
+ # Like #-@, but reverses this Ftor in-place.
184
+ def reverse!
185
+ set!(-@x,-@y)
186
+ end
187
+
188
+ # Perform vector addition with this Ftor and +other+, adding them on a
189
+ # component-by-component basis, like so:
190
+ # Ftor(a,b) + Ftor(c,d) = Ftor(a+c, b+d)
191
+ def +(other)
192
+ return self.class.new(@x+other[0],@y+other[1])
193
+ end
194
+
195
+ # Like #+, but performs subtraction instead of addition.
196
+ def -(other)
197
+ return self.class.new(@x-other[0],@y-other[1])
198
+ end
199
+
200
+ # Perform multiplication of this Ftor by the scalar +other+, like so:
201
+ # Ftor(a,b) * n = Ftor(a*n, b*n)
202
+ #
203
+ # However, if this causes TypeError, attempt to extract indices 0 and 1
204
+ # with +other+'s #[] operator, and multiply them into the corresponding
205
+ # components of this Ftor, like so:
206
+ # Ftor(a,b) * Ftor(c,d) = Ftor(a*c, b*d)
207
+ # Ftor(a,b) * [c,d] = Ftor(a*c, b*d)
208
+ def *(other)
209
+ return self.class.new(@x*other,@y*other)
210
+ rescue TypeError
211
+ return self.class.new(@x*other[0],@y*other[1])
212
+ end
213
+
214
+ # Like #*, but performs division instead of multiplication.
215
+ def /(other)
216
+ x, y = @x.to_f, @y.to_f
217
+ return self.class.new(x/other,y/other)
218
+ rescue TypeError
219
+ return self.class.new(x/other[0],y/other[1])
220
+ end
221
+
222
+ # Return the angle (radians) this Ftor forms with the positive X axis.
223
+ # This is the same as the Ftor's angle in a polar coordinate system.
224
+ #
225
+ # *IMPORTANT*: Because the positive Y axis on the Rubygame::Screen points
226
+ # *downwards*, an angle in the range 0..PI will appear to point *downwards*,
227
+ # rather than upwards!
228
+ # This also means that positive rotation will appear *clockwise*, and
229
+ # negative rotation will appear *counterclockwise*!
230
+ # This is the opposite of what you would expect in geometry class!
231
+ def angle
232
+ @angle or @angle = Math.atan2(@y,@x)
233
+ end
234
+
235
+ # Set the angle (radians) of this Ftor from the positive X axis.
236
+ # Magnitude is preserved.
237
+ def angle=(a)
238
+ m = magnitude()
239
+ set!( Math.cos(a)*m, Math.sin(a)*m )
240
+ end
241
+
242
+ alias :a :angle
243
+ alias :a= :angle= ;
244
+
245
+ # Returns the magnitude of the Ftor, i.e. its length from tail to head.
246
+ # This is the same as the Ftor's magnitude in a polar coordinate system.
247
+ def magnitude
248
+ @magnitude or @magnitude = Math.hypot(@x,@y)
249
+ end
250
+
251
+ # Modifies the #magnitude of the Ftor, preserving its #angle.
252
+ #
253
+ # In other words, the Ftor will point in the same direction, but it will
254
+ # be a different length from tail to head.
255
+ def magnitude=(m)
256
+ new = unit() * m
257
+ set!(new.x, new.y)
258
+ end
259
+
260
+ alias :m :magnitude
261
+ alias :m= :magnitude= ;
262
+
263
+ # Return a new unit Ftor which is perpendicular to this Ftor (rotated by
264
+ # pi/2 radians, to be specific).
265
+ def normal
266
+ @normal or @normal = unit().rotate(HALF_PI)
267
+ end
268
+
269
+ # Rotate this Ftor in-place, so that it is perpendicular to +other+.
270
+ # This Ftor will be at an angle of -pi/2 to +other+.
271
+ def normal=(other)
272
+ set!( *(self.class.new(*other).unit().rotate(-HALF_PI) * magnitude()) )
273
+ end
274
+
275
+ alias :n :normal
276
+ alias :n= :normal= ;
277
+
278
+ # Return the unit vector of the Ftor, i.e. an Ftor with the same direction,
279
+ # but a #magnitude of 1. (This is sometimes called a "normalized" vector,
280
+ # not to be confused with a vector's #normal.)
281
+ def unit
282
+ m = magnitude().to_f
283
+ @unit or @unit = Ftor.new(@x/m, @y/m)
284
+ end
285
+
286
+ # Rotates this Ftor in-place, so that its #unit vector matches the unit
287
+ # vector of the given Ftor.
288
+ #
289
+ # In other words, changes the #angle of this Ftor to be the same as the angle
290
+ # of the given Ftor, but this Ftor's #magnitude does not change.
291
+ #--
292
+ # TODO: investigate efficiency of using `self.angle = other.angle` instead
293
+ #++
294
+ def unit=(other)
295
+ set!( *(self.class.new(*other).unit() * magnitude()) )
296
+ end
297
+
298
+ alias :u :unit
299
+ alias :u= :unit=
300
+ alias :align! :unit=;
301
+
302
+ # Return the dot product (aka inner product) of this Ftor and +other+.
303
+ # The dot product of two vectors +v1+ and +v2+ is:
304
+ # v1.x * v2.x + v1.y * v2.y
305
+ def dot(other)
306
+ @x*other[0] + @y*other[1]
307
+ end
308
+
309
+ # Return the #dot product of #unit vectors of this Ftor and +other+.
310
+ def udot(other)
311
+ unit().dot(self.class.new(*other).unit)
312
+ end
313
+
314
+ #Return the difference in angles (radians) between this Ftor and +other+.
315
+ def angle_with(other)
316
+ Math.acos( self.udot(other) )
317
+ end
318
+
319
+ # Rotate this Ftor in-place by +angle+ (radians). This is the same as
320
+ # adding +angle+ to this Ftor's #angle.
321
+ #
322
+ #--
323
+ # , with one important difference:
324
+ # This method will be much more efficient when rotating at a right angle,
325
+ # i.e.rotating by any multiple of PI/2 radians from -2*PI to 2*PI radians.
326
+ #
327
+ # For convenience, and to ensure exactitude, several numerical constants
328
+ # have been defined for multiples of PI/2:
329
+ # * Ftor::PI:: (same as Math::PI)
330
+ # * Ftor::HALF_PI:: PI * 0.5 (or PI/2)
331
+ # * Ftor::THREE_HALF_PI:: PI * 1.5 (or 3*PI/2)
332
+ # * Ftor::TWO_PI:: PI * 2
333
+ #++
334
+ #
335
+ # *IMPORTANT*: Positive rotation will appear *clockwise*, and negative
336
+ # rotation will appear *counterclockwise*! See #angle for the reason.
337
+ def rotate!(angle)
338
+ # case(angle)
339
+ # when HALF_PI, -THREE_HALF_PI
340
+ # self.set!(@y,-@x)
341
+ # when THREE_HALF_PI, -HALF_PI
342
+ # self.set!(-@y,@x)
343
+ # when PI, -PI
344
+ # self.set!(@y,-@x)
345
+ # when 0, TWO_PI, -TWO_PI
346
+ # self.set!(@y,-@x)
347
+ # else
348
+ self.a += angle
349
+ # end
350
+ return self
351
+ end
352
+
353
+ # Like #rotate!, but returns a duplicate instead of rotating this Ftor
354
+ # in-place.
355
+ def rotate(radians)
356
+ self.dup.rotate!(radians)
357
+ end
358
+
359
+ # Clears stored values for #angle, #magnitude, #normal, and #unit,
360
+ # so that they will be recalculated the next time they are needed.
361
+ # Intended for internal use, but might be useful in other situations.
362
+ def _clear
363
+ @angle = nil
364
+ @magnitude = nil
365
+ @normal = nil
366
+ @unit = nil
367
+ return self
368
+ end
369
+ end
370
+ end