rubygame 2.3.0-x86-mswin32-60

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Files changed (99) hide show
  1. data/CREDITS +60 -0
  2. data/LICENSE +504 -0
  3. data/NEWS +252 -0
  4. data/README +123 -0
  5. data/ROADMAP +109 -0
  6. data/Rakefile +440 -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/rubygame_core.so +0 -0
  12. data/ext/rubygame/rubygame_event.c +644 -0
  13. data/ext/rubygame/rubygame_event.h +48 -0
  14. data/ext/rubygame/rubygame_event.obj +0 -0
  15. data/ext/rubygame/rubygame_gfx.c +942 -0
  16. data/ext/rubygame/rubygame_gfx.h +101 -0
  17. data/ext/rubygame/rubygame_gfx.obj +0 -0
  18. data/ext/rubygame/rubygame_gfx.so +0 -0
  19. data/ext/rubygame/rubygame_gl.c +154 -0
  20. data/ext/rubygame/rubygame_gl.h +32 -0
  21. data/ext/rubygame/rubygame_gl.obj +0 -0
  22. data/ext/rubygame/rubygame_image.c +252 -0
  23. data/ext/rubygame/rubygame_image.h +41 -0
  24. data/ext/rubygame/rubygame_image.obj +0 -0
  25. data/ext/rubygame/rubygame_image.so +0 -0
  26. data/ext/rubygame/rubygame_joystick.c +247 -0
  27. data/ext/rubygame/rubygame_joystick.h +41 -0
  28. data/ext/rubygame/rubygame_joystick.obj +0 -0
  29. data/ext/rubygame/rubygame_main.c +155 -0
  30. data/ext/rubygame/rubygame_main.h +36 -0
  31. data/ext/rubygame/rubygame_main.obj +0 -0
  32. data/ext/rubygame/rubygame_mixer.c +1024 -0
  33. data/ext/rubygame/rubygame_mixer.h +36 -0
  34. data/ext/rubygame/rubygame_mixer.obj +0 -0
  35. data/ext/rubygame/rubygame_mixer.so +0 -0
  36. data/ext/rubygame/rubygame_music.c +1017 -0
  37. data/ext/rubygame/rubygame_music.h +29 -0
  38. data/ext/rubygame/rubygame_music.obj +0 -0
  39. data/ext/rubygame/rubygame_screen.c +448 -0
  40. data/ext/rubygame/rubygame_screen.h +43 -0
  41. data/ext/rubygame/rubygame_screen.obj +0 -0
  42. data/ext/rubygame/rubygame_shared.c +272 -0
  43. data/ext/rubygame/rubygame_shared.h +68 -0
  44. data/ext/rubygame/rubygame_shared.obj +0 -0
  45. data/ext/rubygame/rubygame_sound.c +863 -0
  46. data/ext/rubygame/rubygame_sound.h +29 -0
  47. data/ext/rubygame/rubygame_sound.obj +0 -0
  48. data/ext/rubygame/rubygame_surface.c +1151 -0
  49. data/ext/rubygame/rubygame_surface.h +62 -0
  50. data/ext/rubygame/rubygame_surface.obj +0 -0
  51. data/ext/rubygame/rubygame_time.c +183 -0
  52. data/ext/rubygame/rubygame_time.h +32 -0
  53. data/ext/rubygame/rubygame_time.obj +0 -0
  54. data/ext/rubygame/rubygame_ttf.c +599 -0
  55. data/ext/rubygame/rubygame_ttf.h +69 -0
  56. data/ext/rubygame/rubygame_ttf.obj +0 -0
  57. data/ext/rubygame/rubygame_ttf.so +0 -0
  58. data/lib/rubygame.rb +41 -0
  59. data/lib/rubygame/clock.rb +128 -0
  60. data/lib/rubygame/color.rb +79 -0
  61. data/lib/rubygame/color/models/base.rb +111 -0
  62. data/lib/rubygame/color/models/hsl.rb +153 -0
  63. data/lib/rubygame/color/models/hsv.rb +149 -0
  64. data/lib/rubygame/color/models/rgb.rb +78 -0
  65. data/lib/rubygame/color/palettes/css.rb +49 -0
  66. data/lib/rubygame/color/palettes/palette.rb +100 -0
  67. data/lib/rubygame/color/palettes/x11.rb +177 -0
  68. data/lib/rubygame/constants.rb +238 -0
  69. data/lib/rubygame/event.rb +313 -0
  70. data/lib/rubygame/ftor.rb +370 -0
  71. data/lib/rubygame/hotspot.rb +265 -0
  72. data/lib/rubygame/keyconstants.rb +237 -0
  73. data/lib/rubygame/mediabag.rb +94 -0
  74. data/lib/rubygame/named_resource.rb +254 -0
  75. data/lib/rubygame/queue.rb +288 -0
  76. data/lib/rubygame/rect.rb +612 -0
  77. data/lib/rubygame/sfont.rb +223 -0
  78. data/lib/rubygame/sprite.rb +511 -0
  79. data/samples/FreeSans.ttf +0 -0
  80. data/samples/GPL.txt +340 -0
  81. data/samples/README +40 -0
  82. data/samples/chimp.bmp +0 -0
  83. data/samples/chimp.rb +302 -0
  84. data/samples/demo_gl.rb +151 -0
  85. data/samples/demo_gl_tex.rb +197 -0
  86. data/samples/demo_music.rb +77 -0
  87. data/samples/demo_rubygame.rb +296 -0
  88. data/samples/demo_sfont.rb +52 -0
  89. data/samples/demo_ttf.rb +193 -0
  90. data/samples/demo_utf8.rb +53 -0
  91. data/samples/fist.bmp +0 -0
  92. data/samples/load_and_blit.rb +22 -0
  93. data/samples/panda.png +0 -0
  94. data/samples/punch.wav +0 -0
  95. data/samples/ruby.png +0 -0
  96. data/samples/song.ogg +0 -0
  97. data/samples/term16.png +0 -0
  98. data/samples/whiff.wav +0 -0
  99. metadata +164 -0
@@ -0,0 +1,29 @@
1
+ /*
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+ * Interface to SDL_mixer music playback and mixing.
3
+ *--
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+ * Rubygame -- Ruby code and bindings to SDL to facilitate game creation
5
+ * Copyright (C) 2004-2008 John Croisant
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+ *
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+ * This library is free software; you can redistribute it and/or
8
+ * modify it under the terms of the GNU Lesser General Public
9
+ * License as published by the Free Software Foundation; either
10
+ * version 2.1 of the License, or (at your option) any later version.
11
+ *
12
+ * This library is distributed in the hope that it will be useful,
13
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
14
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
15
+ * Lesser General Public License for more details.
16
+ *
17
+ * You should have received a copy of the GNU Lesser General Public
18
+ * License along with this library; if not, write to the Free Software
19
+ * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
20
+ *++
21
+ */
22
+
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+
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+ #ifndef _RUBYGAME_MUSIC_H
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+ #define _RUBYGAME_MUSIC_H
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+
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+ extern void Rubygame_Init_Music();
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+
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+ #endif
Binary file
@@ -0,0 +1,448 @@
1
+ /*
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+ * Screen -- Rubygame-bound SDL display window
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+ *
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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
9
+ * modify it under the terms of the GNU Lesser General Public
10
+ * License as published by the Free Software Foundation; either
11
+ * version 2.1 of the License, or (at your option) any later version.
12
+ *
13
+ * This library is distributed in the hope that it will be useful,
14
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
15
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
16
+ * Lesser General Public License for more details.
17
+ *
18
+ * You should have received a copy of the GNU Lesser General Public
19
+ * License along with this library; if not, write to the Free Software
20
+ * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
21
+ * ++
22
+ */
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+
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+ #include "rubygame_shared.h"
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+ #include "rubygame_screen.h"
26
+ #include "rubygame_surface.h"
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+
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+ void Rubygame_Init_Screen();
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+
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+ VALUE cScreen;
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+
32
+ VALUE rbgm_screen_setmode(int, VALUE*, VALUE);
33
+ VALUE rbgm_screen_getsurface(VALUE);
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+
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+ VALUE rbgm_screen_getcaption(VALUE);
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+ VALUE rbgm_screen_setcaption(VALUE, VALUE);
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+
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+ VALUE rbgm_screen_seticon(VALUE, VALUE);
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+
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+ VALUE rbgm_screen_update(int, VALUE*, VALUE);
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+ VALUE rbgm_screen_updaterects(VALUE, VALUE);
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+ VALUE rbgm_screen_flip(VALUE);
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+
44
+ VALUE rbgm_screen_getshowcursor(VALUE);
45
+ VALUE rbgm_screen_setshowcursor(VALUE, VALUE);
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+
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+
48
+ /* call-seq:
49
+ * new(size, depth=0, flags=[SWSURFACE]) -> Screen
50
+ * (aliases: set_mode, instance)
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+ *
52
+ * Create a new Rubygame window if there is none, or modify the existing one.
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+ * You cannot create more than one Screen; the existing one will be replaced.
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+ * (This is a limitation of SDL.)
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+ * Returns the resulting Screen.
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+ *
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+ * This method takes these arguments:
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+ * size:: requested window size (in pixels), in the form [width,height]
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+ * depth:: requested color depth (in bits per pixel). If 0 (default), the
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+ * current system color depth.
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+ * flags:: an Array of zero or more of the following flags (located under the
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+ * Rubygame module).
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+ *
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+ * SWSURFACE:: Create the video surface in system memory.
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+ * HWSURFACE:: Create the video surface in video memory.
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+ * ASYNCBLIT:: Enables the use of asynchronous updates of the
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+ * display surface. This will usually slow down
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+ * blitting on single CPU machines, but may provide a
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+ * speed increase on SMP systems.
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+ * ANYFORMAT:: Normally, if a video surface of the requested
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+ * bits-per-pixel (bpp) is not available, Rubygame
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+ * will emulate one with a shadow surface. Passing
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+ * +ANYFORMAT+ prevents this and causes Rubygame to
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+ * use the video surface regardless of its depth.
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+ * DOUBLEBUF:: Enable hardware double buffering; only valid with
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+ * +HWSURFACE+. Calling #flip will flip the
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+ * buffers and update the screen. All drawing will
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+ * take place on the surface that is not displayed at
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+ * the moment. If double buffering could not be
80
+ * enabled then #flip will just update the
81
+ * entire screen.
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+ * FULLSCREEN:: Rubygame will attempt to use a fullscreen mode. If
83
+ * a hardware resolution change is not possible (for
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+ * whatever reason), the next higher resolution will
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+ * be used and the display window centered on a black
86
+ * background.
87
+ * OPENGL:: Create an OpenGL rendering context. You must set
88
+ * proper OpenGL video attributes with GL#set_attrib
89
+ * before calling this method with this flag. You can
90
+ * then use separate opengl libraries (for example rbogl)
91
+ * to do all OpenGL-related functions.
92
+ * Please note that you can't blit or draw regular SDL
93
+ * Surfaces onto an OpenGL-mode screen; you must use
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+ * OpenGL functions.
95
+ * RESIZABLE:: Create a resizable window. When the window is
96
+ * resized by the user, a ResizeEvent is
97
+ * generated and #set_mode can be called again
98
+ * with the new size.
99
+ * NOFRAME:: If possible, create a window with no title bar or
100
+ * frame decoration.
101
+ * Fullscreen modes automatically have this flag set.
102
+ */
103
+ VALUE rbgm_screen_setmode(int argc, VALUE *argv, VALUE module)
104
+ {
105
+ SDL_Surface *screen;
106
+ int w, h, depth;
107
+ Uint32 flags;
108
+ VALUE vsize, vdepth, vflags;
109
+
110
+ rb_scan_args(argc, argv, "12", &vsize, &vdepth, &vflags);
111
+
112
+ vsize = convert_to_array(vsize);
113
+ w = NUM2INT(rb_ary_entry(vsize,0));
114
+ h = NUM2INT(rb_ary_entry(vsize,1));
115
+
116
+ depth = 0;
117
+ if( RTEST(vdepth) )
118
+ {
119
+ depth = NUM2INT(vdepth);
120
+ }
121
+
122
+ flags = collapse_flags(vflags); /* in rubygame_shared */
123
+
124
+ screen = SDL_SetVideoMode( w,h,depth,flags );
125
+
126
+ if( screen==NULL )
127
+ {
128
+ rb_raise(eSDLError,"Couldn't set [%d x %d] %d bpp video mode: %s",
129
+ w, h, depth, SDL_GetError());
130
+ }
131
+ //format = screen->format;
132
+ //printf("New screen will be: %dx%d, %d bpp. Masks: %d, %d, %d, %d\n",w,h,depth,format->Rmask,format->Gmask,format->Bmask,format->Amask);
133
+ return Data_Wrap_Struct( cScreen,0,0,screen );
134
+ }
135
+
136
+ /* call-seq:
137
+ * get_surface
138
+ *
139
+ * Returns the current display window, or raises SDLError if it
140
+ * fails to get it (for example, if it doesn't exist yet).
141
+ */
142
+ VALUE rbgm_screen_getsurface(VALUE module)
143
+ {
144
+ SDL_Surface *surface;
145
+ surface = SDL_GetVideoSurface();
146
+ if(surface==NULL)
147
+ {
148
+ rb_raise(eSDLError,"Couldn't get video surface: %s",SDL_GetError());
149
+ }
150
+ return Data_Wrap_Struct( cScreen,0,0,surface );
151
+ }
152
+
153
+ /* Screen methods: */
154
+
155
+ /* call-seq:
156
+ * title -> String
157
+ *
158
+ * Returns the current window title for the Screen.
159
+ * The default is an empty string.
160
+ */
161
+ VALUE rbgm_screen_getcaption(VALUE self)
162
+ {
163
+ char *title,*icon;
164
+
165
+ SDL_WM_GetCaption( &title,&icon );
166
+ if (title == NULL)
167
+ title = "\0";
168
+ /* We don't really care about icon. */
169
+ return rb_str_new2(title);
170
+ }
171
+
172
+ /* call-seq:
173
+ * title = title
174
+ *
175
+ * Sets the window title for the Screen.
176
+ *
177
+ * title:: a String, (usually) displayed at the top of the Rubygame
178
+ * window (when not in fullscreen mode). If omitted or +nil+,
179
+ * +title+ will be an empty string.
180
+ * How this string is displayed (if at all) is system-dependent.
181
+ */
182
+ VALUE rbgm_screen_setcaption(VALUE self, VALUE title)
183
+ {
184
+ char *title_str;
185
+ title_str = ""; /* default to blank */
186
+
187
+ if( RTEST(title) )
188
+ {
189
+ title_str = StringValuePtr(title);
190
+ }
191
+ SDL_WM_SetCaption(title_str,title_str);
192
+ return self;
193
+ }
194
+
195
+ /* call-seq:
196
+ * icon = icon
197
+ *
198
+ * Sets the window icon for the Screen.
199
+ *
200
+ * icon:: a Rubygame::Surface to be displayed at the top of the Rubygame
201
+ * window (when not in fullscreen mode), and in other OS-specific
202
+ * areas (like the taskbar entry). If omitted or +nil+, no icon
203
+ * will be shown at all.
204
+ *
205
+ * NOTE: The SDL docs state that icons on Win32 systems must be 32x32 pixels.
206
+ * That may or may not be true anymore, but you might want to consider it
207
+ * when creating games to run on Windows.
208
+ *
209
+ */
210
+ VALUE rbgm_screen_seticon(VALUE self, VALUE data)
211
+ {
212
+ SDL_Surface *icon;
213
+
214
+ Data_Get_Struct(data, SDL_Surface, icon);
215
+ SDL_WM_SetIcon(icon, NULL);
216
+
217
+ return self;
218
+ }
219
+
220
+ /* call-seq:
221
+ * update()
222
+ * update(rect)
223
+ * update(x,y,w,h)
224
+ *
225
+ * Updates (refreshes) all or part of the Rubygame window, revealing to the
226
+ * user any changes that have been made since the last update. If you're using
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+ * a double-buffered display (see Display.set_mode), you should use
228
+ * Screen#flip instead.
229
+ *
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+ * This method takes these arguments:
231
+ * rect:: a Rubygame::Rect representing the area of the screen to update.
232
+ * Can also be an length-4 Array, or given as 4 separate arguments.
233
+ * If omitted or nil, the entire screen is updated.
234
+ */
235
+ VALUE rbgm_screen_update(int argc, VALUE *argv, VALUE self)
236
+ {
237
+ int x,y,w,h;
238
+ SDL_Surface *screen;
239
+ Data_Get_Struct(self,SDL_Surface,screen);
240
+ VALUE vx, vy, vw, vh;
241
+
242
+ rb_scan_args(argc, argv, "04", &vx, &vy, &vw, &vh);
243
+
244
+ x = y = w = h = 0;
245
+
246
+ if( RTEST(vx) )
247
+ {
248
+ switch( TYPE(vx) ) {
249
+ case T_ARRAY: {
250
+ if( RARRAY(vx)->len < 4 )
251
+ {
252
+ rb_raise(rb_eArgError,"Array is too short to be a Rect (%s for 4)",
253
+ RARRAY(vx)->len);
254
+ }
255
+ x = NUM2INT(rb_ary_entry(vx,0));
256
+ y = NUM2INT(rb_ary_entry(vx,1));
257
+ w = NUM2INT(rb_ary_entry(vx,2));
258
+ h = NUM2INT(rb_ary_entry(vx,3));
259
+ break;
260
+ }
261
+ case T_FLOAT:
262
+ case T_BIGNUM:
263
+ case T_FIXNUM: {
264
+ x = NUM2INT(vx);
265
+ y = NUM2INT(vy);
266
+ w = NUM2INT(vw);
267
+ h = NUM2INT(vh);
268
+ break;
269
+ }
270
+ default: {
271
+ rb_raise(rb_eTypeError,"Unrecognized type for x (wanted Array or Numeric).");
272
+ break;
273
+ }
274
+ }
275
+ }
276
+
277
+ Sint16 left,top,right,bottom;
278
+
279
+ left = min( max( 0, x ), screen->w );
280
+ top = min( max( 0, y ), screen->h );
281
+ right = min( max( left, x + w), screen->w );
282
+ bottom = min( max( top, y + h), screen->h );
283
+
284
+ x = left;
285
+ y = top;
286
+ w = right - left;
287
+ h = bottom - top;
288
+
289
+ SDL_UpdateRect(screen,x,y,w,h);
290
+ return self;
291
+ }
292
+
293
+ /* call-seq:
294
+ * update_rects(rects)
295
+ *
296
+ * Updates (as Screen#update does) several areas of the screen.
297
+ *
298
+ * This method takes these arguments:
299
+ * rects:: an Array containing any number of Rect objects, each
300
+ * rect representing a portion of the screen to update.
301
+ */
302
+ VALUE rbgm_screen_updaterects(VALUE self, VALUE array_rects)
303
+ {
304
+ int i, num_rects;
305
+ VALUE each_rect;
306
+ SDL_Surface *screen;
307
+ SDL_Rect *rects;
308
+
309
+ /* unwrap the Screen instance from self (VALUE) */
310
+ Data_Get_Struct(self,SDL_Surface,screen);
311
+
312
+ /* prepare an (uninitialized) array of Rects */
313
+ array_rects = convert_to_array(array_rects);
314
+ num_rects = RARRAY(array_rects)->len;
315
+ rects = ALLOCA_N(SDL_Rect, num_rects);
316
+
317
+ /* initialize the array of Rects from array_rects */
318
+ for( i=0; i < num_rects; i++ )
319
+ {
320
+ each_rect = convert_to_array(rb_ary_entry(array_rects,i));
321
+
322
+ Sint16 x,y,left,top,right,bottom;
323
+ Uint16 w,h;
324
+
325
+ x = NUM2INT(rb_ary_entry(each_rect,0));
326
+ y = NUM2INT(rb_ary_entry(each_rect,1));
327
+ w = NUM2INT(rb_ary_entry(each_rect,2));
328
+ h = NUM2INT(rb_ary_entry(each_rect,3));
329
+
330
+ left = min( max( 0, x ), screen->w );
331
+ top = min( max( 0, y ), screen->h );
332
+ right = min( max( left, x + w), screen->w );
333
+ bottom = min( max( top, y + h), screen->h );
334
+
335
+ rects[i].x = left;
336
+ rects[i].y = top;
337
+ rects[i].w = right - left;
338
+ rects[i].h = bottom - top;
339
+ }
340
+
341
+ /* call the SDL method to update from all these rects */
342
+ SDL_UpdateRects( screen, num_rects, rects );
343
+
344
+ return self;
345
+ }
346
+
347
+ /* call-seq:
348
+ * flip()
349
+ *
350
+ * If the Rubygame display is double-buffered (see #set_mode), flips
351
+ * the buffers and updates the whole screen. Otherwise, just updates the
352
+ * whole screen.
353
+ */
354
+ VALUE rbgm_screen_flip(VALUE self)
355
+ {
356
+ SDL_Surface *screen;
357
+ Data_Get_Struct(self, SDL_Surface, screen);
358
+ SDL_Flip(screen);
359
+ return self;
360
+ }
361
+
362
+ /* call-seq:
363
+ * show_cursor? -> true or false
364
+ *
365
+ * Returns true if the mouse cursor is shown, or false if hidden. See also
366
+ * #show_cursor=
367
+ */
368
+ VALUE rbgm_screen_getshowcursor(VALUE self)
369
+ {
370
+ return SDL_ShowCursor(SDL_QUERY);
371
+ }
372
+
373
+ /* call-seq:
374
+ * show_cursor = value -> true or false or nil
375
+ *
376
+ * Set whether the mouse cursor is displayed or not. If +value+ is true,
377
+ * the cursor will be shown; if false, it will be hidden. See also
378
+ * #show_cursor?
379
+ */
380
+ VALUE rbgm_screen_setshowcursor(VALUE self, VALUE val)
381
+ {
382
+ int state;
383
+
384
+ if(val == Qtrue) { state = SDL_ENABLE; }
385
+ else if(val == Qfalse || val == Qnil) { state = SDL_DISABLE; }
386
+ else { return Qnil; }
387
+
388
+ return SDL_ShowCursor(state);
389
+ }
390
+
391
+ /*
392
+ * Document-class: Rubygame::Screen
393
+ *
394
+ * Screen represents the display window for the game. The Screen is a
395
+ * special Surface that is displayed to the user. By changing and then
396
+ * updating the Screen many times per second, we can create the illusion
397
+ * of continous motion.
398
+ *
399
+ * Screen inherits most of the Surface methods, and can be passed to methods
400
+ * which expect a Surface, including Surface#blit and the Draw functions.
401
+ * However, the Screen cannot have a colorkey or an alpha channel, so
402
+ * Surface#set_colorkey and Surface#set_alpha are not inherited.
403
+ *
404
+ * Please note that only *one* Screen can exist, per application, at a time;
405
+ * this is a limitation of SDL. You *must* use Screen.set_mode to create the
406
+ * Screen or modify its properties.
407
+ *
408
+ * Also note that no changes to the Screen will be seen until it is refreshed.
409
+ * See #update, #update_rects, and #flip for ways to refresh all or part of
410
+ * the Screen.
411
+ *
412
+ */
413
+ void Rubygame_Init_Screen()
414
+ {
415
+ #if 0
416
+ mRubygame = rb_define_module("Rubygame");
417
+ cSurface = rb_define_class_under(mRubygame,"Surface",rb_cObject);
418
+ #endif
419
+
420
+ /* Screen class */
421
+ cScreen = rb_define_class_under(mRubygame,"Screen",cSurface);
422
+ rb_define_singleton_method(cScreen,"new",rbgm_screen_setmode, -1);
423
+ rb_define_alias(rb_singleton_class(cScreen),"set_mode","new");
424
+ rb_define_alias(rb_singleton_class(cScreen),"instance","new");
425
+ rb_define_singleton_method(cScreen,"get_surface",rbgm_screen_getsurface, 0);
426
+
427
+ /* These are inherited from Surface, but should not be called on Screen */
428
+ rb_undef_method(cScreen,"set_alpha");
429
+ rb_undef_method(cScreen,"set_colorkey");
430
+
431
+ /* Screen methods */
432
+ rb_define_method(cScreen,"title",rbgm_screen_getcaption,0);
433
+ rb_define_method(cScreen,"title=",rbgm_screen_setcaption,1);
434
+ rb_define_method(cScreen,"icon=",rbgm_screen_seticon,1);
435
+ rb_define_method(cScreen,"update",rbgm_screen_update,-1);
436
+ rb_define_method(cScreen,"update_rects",rbgm_screen_updaterects,1);
437
+ rb_define_method(cScreen,"flip",rbgm_screen_flip,0);
438
+ rb_define_method(cScreen,"show_cursor?",rbgm_screen_getshowcursor,0);
439
+ rb_define_method(cScreen,"show_cursor=",rbgm_screen_setshowcursor,1);
440
+
441
+ /* Screen initialization flags */
442
+ rb_define_const(mRubygame,"DOUBLEBUF",UINT2NUM(SDL_DOUBLEBUF));
443
+ rb_define_const(mRubygame,"FULLSCREEN",UINT2NUM(SDL_FULLSCREEN));
444
+ rb_define_const(mRubygame,"OPENGL",UINT2NUM(SDL_OPENGL));
445
+ rb_define_const(mRubygame,"OPENGLBLIT",UINT2NUM(SDL_OPENGLBLIT));
446
+ rb_define_const(mRubygame,"RESIZABLE",UINT2NUM(SDL_RESIZABLE));
447
+ rb_define_const(mRubygame,"NOFRAME",UINT2NUM(SDL_NOFRAME));
448
+ }