rubygame 2.2.0-i586-linux
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- data/CREDITS +60 -0
- data/LICENSE +504 -0
- data/NEWS +201 -0
- data/README +139 -0
- data/ROADMAP +43 -0
- data/Rakefile +409 -0
- data/doc/extended_readme.rdoc +49 -0
- data/doc/getting_started.rdoc +47 -0
- data/doc/macosx_install.rdoc +70 -0
- data/doc/windows_install.rdoc +123 -0
- data/ext/rubygame/MANIFEST +25 -0
- data/ext/rubygame/rubygame_core.so +0 -0
- data/ext/rubygame/rubygame_event.c +644 -0
- data/ext/rubygame/rubygame_event.h +48 -0
- data/ext/rubygame/rubygame_event.o +0 -0
- data/ext/rubygame/rubygame_gfx.c +942 -0
- data/ext/rubygame/rubygame_gfx.h +101 -0
- data/ext/rubygame/rubygame_gfx.o +0 -0
- data/ext/rubygame/rubygame_gfx.so +0 -0
- data/ext/rubygame/rubygame_gl.c +154 -0
- data/ext/rubygame/rubygame_gl.h +32 -0
- data/ext/rubygame/rubygame_gl.o +0 -0
- data/ext/rubygame/rubygame_image.c +108 -0
- data/ext/rubygame/rubygame_image.h +41 -0
- data/ext/rubygame/rubygame_image.o +0 -0
- data/ext/rubygame/rubygame_image.so +0 -0
- data/ext/rubygame/rubygame_joystick.c +247 -0
- data/ext/rubygame/rubygame_joystick.h +41 -0
- data/ext/rubygame/rubygame_joystick.o +0 -0
- data/ext/rubygame/rubygame_main.c +155 -0
- data/ext/rubygame/rubygame_main.h +33 -0
- data/ext/rubygame/rubygame_main.o +0 -0
- data/ext/rubygame/rubygame_mixer.c +764 -0
- data/ext/rubygame/rubygame_mixer.h +62 -0
- data/ext/rubygame/rubygame_mixer.o +0 -0
- data/ext/rubygame/rubygame_mixer.so +0 -0
- data/ext/rubygame/rubygame_screen.c +448 -0
- data/ext/rubygame/rubygame_screen.h +43 -0
- data/ext/rubygame/rubygame_screen.o +0 -0
- data/ext/rubygame/rubygame_shared.c +209 -0
- data/ext/rubygame/rubygame_shared.h +60 -0
- data/ext/rubygame/rubygame_shared.o +0 -0
- data/ext/rubygame/rubygame_surface.c +1147 -0
- data/ext/rubygame/rubygame_surface.h +62 -0
- data/ext/rubygame/rubygame_surface.o +0 -0
- data/ext/rubygame/rubygame_time.c +183 -0
- data/ext/rubygame/rubygame_time.h +32 -0
- data/ext/rubygame/rubygame_time.o +0 -0
- data/ext/rubygame/rubygame_ttf.c +599 -0
- data/ext/rubygame/rubygame_ttf.h +69 -0
- data/ext/rubygame/rubygame_ttf.o +0 -0
- data/ext/rubygame/rubygame_ttf.so +0 -0
- data/lib/rubygame/MANIFEST +12 -0
- data/lib/rubygame/clock.rb +128 -0
- data/lib/rubygame/color/models/base.rb +106 -0
- data/lib/rubygame/color/models/hsl.rb +153 -0
- data/lib/rubygame/color/models/hsv.rb +149 -0
- data/lib/rubygame/color/models/rgb.rb +78 -0
- data/lib/rubygame/color/palettes/css.rb +49 -0
- data/lib/rubygame/color/palettes/palette.rb +100 -0
- data/lib/rubygame/color/palettes/x11.rb +177 -0
- data/lib/rubygame/color.rb +79 -0
- data/lib/rubygame/constants.rb +238 -0
- data/lib/rubygame/event.rb +313 -0
- data/lib/rubygame/ftor.rb +370 -0
- data/lib/rubygame/hotspot.rb +265 -0
- data/lib/rubygame/keyconstants.rb +237 -0
- data/lib/rubygame/mediabag.rb +94 -0
- data/lib/rubygame/queue.rb +288 -0
- data/lib/rubygame/rect.rb +612 -0
- data/lib/rubygame/sfont.rb +223 -0
- data/lib/rubygame/sprite.rb +511 -0
- data/lib/rubygame.rb +41 -0
- data/samples/FreeSans.ttf +0 -0
- data/samples/GPL.txt +340 -0
- data/samples/README +40 -0
- data/samples/chimp.bmp +0 -0
- data/samples/chimp.rb +313 -0
- data/samples/demo_gl.rb +151 -0
- data/samples/demo_gl_tex.rb +197 -0
- data/samples/demo_music.rb +75 -0
- data/samples/demo_rubygame.rb +284 -0
- data/samples/demo_sfont.rb +52 -0
- data/samples/demo_ttf.rb +193 -0
- data/samples/demo_utf8.rb +53 -0
- data/samples/fist.bmp +0 -0
- data/samples/load_and_blit.rb +22 -0
- data/samples/panda.png +0 -0
- data/samples/punch.wav +0 -0
- data/samples/ruby.png +0 -0
- data/samples/song.ogg +0 -0
- data/samples/term16.png +0 -0
- data/samples/whiff.wav +0 -0
- metadata +152 -0
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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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require "rubygame/event"
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module Rubygame
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# EventQueue provides a simple way to manage SDL's events, allowing the
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# application to detect keyboard presses, mouse movements and clicks,
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# joystick movement, etc. You can also post custom events to the
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# EventQueue to help manage the game state.
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#
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# This class replaces the old Rubygame::Queue class, which is no longer
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# available. While EventQueue class serves the same purpose as the old
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# class, they are somewhat different in behavior. Please note that while
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# the old class was a Singleton, this class is not; you may have as many
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# separate instances of EventQueue as you wish (although it is strongly
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# recommended that only one be used to #fetch_sdl_events).
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#
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# For basic usage, create a #new EventQueue with autofetch, then call the
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# #each method once per game loop, passing a block which handles events.
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# See the sample applications for examples of this.
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#
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# If you wish to ignore all events of a certain class, append those classes
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# the instance variable @ignore (accessors are provided). You can ignore as
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# many classes of events as you want, but make sure you don't ignore ALL
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# event classes, or the user won't be able to control the game!
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#
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# If the program has to pause and wait for an event (for example, if the
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# player must press a button to begin playing), you might find the #wait
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# method to be convenient.
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#
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# For reference, the full list of SDL events is:
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# - Event (base class, not used by itself)
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# - ActiveEvent
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# - JoyAxisEvent
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# - JoyBallEvent
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# - JoyDownEvent
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# - JoyHatEvent
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# - JoyUpEvent
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# - KeyDownEvent
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# - KeyUpEvent
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# - MouseDownEvent
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# - MouseMotionEvent
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# - MouseUpEvent
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# - QuitEvent
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# - ResizeEvent
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#
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class EventQueue < Array
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# Array of classes to be ignored by #push.
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attr_accessor :ignore
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# Whether to fetch SDL events automatically when #each and #wait are used.
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# Enabled by default.
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attr_accessor :autofetch
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# Create a new EventQueue.
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def initialize()
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@autofetch = true
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@ignore = []
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yield self if block_given?
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end
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# Append events to the EventQueue.
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# Silently ignores events whose class is in @ignore.
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def push(*events)
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events = events.flatten.delete_if {|e| @ignore.include?(e.class)}
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events.each do |e|
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super( e )
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end
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end
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alias post push
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alias peek_each each # Iterate through all events without removing.
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# Iterate through all events in the EventQueue, yielding them one at a time
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# to the given block. The EventQueue is flushed after all events have been
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# yielded. You can use #peek_each if you want to keep the events.
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#
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# If the internal variable @autofetch is true, this method will call
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# #fetch_sdl_events once before iterating.
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def each(&block)
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fetch_sdl_events if @autofetch
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super
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self.clear
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end
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# Posts pending SDL hardware events to the EventQueue. Only one EventQueue
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# should call this method per application, and only if you are not using
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# Rubygame#fetch_sdl_events to manually process events! Otherwise, some
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# events may be removed from SDL's event stack before they can be properly
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# processed!
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def fetch_sdl_events
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self.push(Rubygame.fetch_sdl_events())
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end
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# Wait for an event to be posted, then return that event.
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# If there is already an event in the queue, this method will immediately
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# return that event.
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# Events that are ignored will not trigger the return.
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#
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# This method takes this argument:
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# time:: how long (in milliseconds) to delay between each check for
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# new events. Defaults to 10 ms.
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#
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# If a block is given to this method, it will be run after each
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# unsuccessful check for new events. This method will pass to the block the
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# number of times it has checked for new events.
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#
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# If the internal variable @autofetch is true, this method will call
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# #fetch_sdl_events before every check for new events.
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#
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# Please be cautious when using this method, as it is rather easy to
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# cause an infinite loop. Two ways an infinite loop might occur are:
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# 1. Waiting for an SDL event when @autofetch is disabled. (This is
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# not a problem if the block will post an event.)
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# 2. Waiting for any event when all possible event types are ignored.
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#
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def wait(delay=10, &block)
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iterations = 0
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if block_given?
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loop do
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fetch_sdl_events() if @autofetch
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if self.length >= 1
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s = self.shift
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return s unless s == nil
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end
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yield iterations
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iterations += 1
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Rubygame::Clock.delay(delay)
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end
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else
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loop do
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fetch_sdl_events() if @autofetch
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s = self.shift
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return s unless s == nil
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iterations += 1
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Rubygame::Clock.delay(delay)
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end
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end
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end
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end # class EventQueue
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# A mixin module to extend EventQueue with the ability to 'deliver' specific
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# types of events to subscribed objects, a la a mailing list. Each object
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# must subscribe for the classes of events it wishes to receive;
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# when the MailQueue receives an event of that type, it will deliver
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# it to the subscribers. See #subscribe for more information.
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#
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# Please note that if you extend an already-existing EventQueue object
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# with this mixin module (rather than including it in a class), you must
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# call #setup before using the object. This will create the necessary
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# internal variables for the MailQueue to work.
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#
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module MailQueue
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# Whether to automatically deliver events as they are received.
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# Enabled by default.
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attr_accessor :autodeliver
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# Create a new MailQueue object.
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# Like EventQueue.new, this method will yield self if a block is given.
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def initialize()
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setup()
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super
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end
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# Create the necessary internal variables for the MailQueue.
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def setup
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@subscribe = Hash.new
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@autodeliver = true
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end
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# Returns an Array of all event classes which have at least one subscriber.
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def list
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@subscribe.collect { |k, v|
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(v.length > 0) ? k : nil rescue NoMethodError nil
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}.compact
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end
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# Subscribe +client+ to receive events that match +klass+.
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#
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# After the client object has been subscribed, the MailQueue will
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# push along any event for which "klass === event" is true. This usually
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# means that the event is an instance of klass or one of klass's child
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# classes; however, note that klass may have changed its own #=== operator
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# to have different behavior, so this is not always the case.
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#
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# Important: the MailQueue uses the client's #push method to deliver
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# events! If the client does not have such a method, MailQueue will
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# silently catch the error and move on to the next client.
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#
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# A client object may be subscribed for many different types of events
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# simultaneously, and more than one client object may be subscribed to
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# any type of event (in which case each object will receive the event).
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# A client may also be subscribed multiple times for the same type (in
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# which case it will receive duplicate events). Likewise, the client will
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# receive duplicates if it is subscribed to multiple classes which share
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# ancestry, for example Numeric and Float.
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#
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# If a client wishes to receive ALL types of events, it can subscribe to
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# Object, which is a parent class of all objects.
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#
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# If the queue's @autodeliver is true, it will deliver events to
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# subscribers immediately after they are posted, rather than waiting for
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# #deliver to be called.
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def subscribe(client,klass)
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@subscribe[klass] << client
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rescue NoMethodError
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@subscribe[klass] = [client] if @subscribe[klass].nil?
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end
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# Returns true if +client+ is currently subscribed to receive events
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# of type +klass+.
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def subscribed?(client,klass)
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return true if @subscribe[klass].include?(client) rescue NoMethodError
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return false
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end
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# Unsubscribes the client to stop receiving events of type +klass+.
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# It is safe (has no effect) to unsubscribe for an event type you
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# are not subscribed to receive.
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def unsubscribe(client,klass)
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@subscribe[klass] -= [client] rescue NoMethodError
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ensure
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return
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end
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# This private method is used by #deliver to do the real work.
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def deliver_event(event)
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@subscribe.each_pair { |klass,clients|
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begin
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if klass === event
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clients.each do |client|
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client.push(event) rescue NoMethodError
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end
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end
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rescue NoMethodError
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end
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}
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end
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private :deliver_event
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# Deliver each pending event to all objects which are subscribed to
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# that event class. Every client object MUST have a #push method, or
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# events can't be delivered to it, and it will become very lonely!
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#
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# The queue will be cleared of all events after all deliveries are done.
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def deliver()
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each() { |event| deliver_event(event) }
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clear()
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end
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# Append events to the queue. If @autodeliver is enabled, all events
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# on the queue will be delivered to subscribed client objects immediately.
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def push(*args)
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# Temporarily disable autofetch to avoid infinite loop
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a, @autofetch = @autofetch, false
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# Fetch once to emulate autofetch, if it was enabled before
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fetch_sdl_events() if a
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super
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deliver() if @autodeliver
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@autofetch = a
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return
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end
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end
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end # module Rubygame
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