rubygame 2.3.0-x86-mswin32-60
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- data/CREDITS +60 -0
- data/LICENSE +504 -0
- data/NEWS +252 -0
- data/README +123 -0
- data/ROADMAP +109 -0
- data/Rakefile +440 -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/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.obj +0 -0
- data/ext/rubygame/rubygame_gfx.c +942 -0
- data/ext/rubygame/rubygame_gfx.h +101 -0
- data/ext/rubygame/rubygame_gfx.obj +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.obj +0 -0
- data/ext/rubygame/rubygame_image.c +252 -0
- data/ext/rubygame/rubygame_image.h +41 -0
- data/ext/rubygame/rubygame_image.obj +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.obj +0 -0
- data/ext/rubygame/rubygame_main.c +155 -0
- data/ext/rubygame/rubygame_main.h +36 -0
- data/ext/rubygame/rubygame_main.obj +0 -0
- data/ext/rubygame/rubygame_mixer.c +1024 -0
- data/ext/rubygame/rubygame_mixer.h +36 -0
- data/ext/rubygame/rubygame_mixer.obj +0 -0
- data/ext/rubygame/rubygame_mixer.so +0 -0
- data/ext/rubygame/rubygame_music.c +1017 -0
- data/ext/rubygame/rubygame_music.h +29 -0
- data/ext/rubygame/rubygame_music.obj +0 -0
- data/ext/rubygame/rubygame_screen.c +448 -0
- data/ext/rubygame/rubygame_screen.h +43 -0
- data/ext/rubygame/rubygame_screen.obj +0 -0
- data/ext/rubygame/rubygame_shared.c +272 -0
- data/ext/rubygame/rubygame_shared.h +68 -0
- data/ext/rubygame/rubygame_shared.obj +0 -0
- data/ext/rubygame/rubygame_sound.c +863 -0
- data/ext/rubygame/rubygame_sound.h +29 -0
- data/ext/rubygame/rubygame_sound.obj +0 -0
- data/ext/rubygame/rubygame_surface.c +1151 -0
- data/ext/rubygame/rubygame_surface.h +62 -0
- data/ext/rubygame/rubygame_surface.obj +0 -0
- data/ext/rubygame/rubygame_time.c +183 -0
- data/ext/rubygame/rubygame_time.h +32 -0
- data/ext/rubygame/rubygame_time.obj +0 -0
- data/ext/rubygame/rubygame_ttf.c +599 -0
- data/ext/rubygame/rubygame_ttf.h +69 -0
- data/ext/rubygame/rubygame_ttf.obj +0 -0
- data/ext/rubygame/rubygame_ttf.so +0 -0
- data/lib/rubygame.rb +41 -0
- data/lib/rubygame/clock.rb +128 -0
- data/lib/rubygame/color.rb +79 -0
- data/lib/rubygame/color/models/base.rb +111 -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/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/named_resource.rb +254 -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/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 +302 -0
- data/samples/demo_gl.rb +151 -0
- data/samples/demo_gl_tex.rb +197 -0
- data/samples/demo_music.rb +77 -0
- data/samples/demo_rubygame.rb +296 -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 +164 -0
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/*
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* Interface to SDL_mixer music playback and mixing.
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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) 2004-2008 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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#ifndef _RUBYGAME_MUSIC_H
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#define _RUBYGAME_MUSIC_H
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extern void Rubygame_Init_Music();
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#endif
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/*
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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
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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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#include "rubygame_shared.h"
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#include "rubygame_screen.h"
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#include "rubygame_surface.h"
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void Rubygame_Init_Screen();
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VALUE cScreen;
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VALUE rbgm_screen_setmode(int, VALUE*, VALUE);
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VALUE rbgm_screen_getsurface(VALUE);
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VALUE rbgm_screen_getcaption(VALUE);
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VALUE rbgm_screen_setcaption(VALUE, VALUE);
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VALUE rbgm_screen_seticon(VALUE, VALUE);
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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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VALUE rbgm_screen_getshowcursor(VALUE);
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VALUE rbgm_screen_setshowcursor(VALUE, VALUE);
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/* call-seq:
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* new(size, depth=0, flags=[SWSURFACE]) -> Screen
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* (aliases: set_mode, instance)
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*
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* 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
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* enabled then #flip will just update the
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* entire screen.
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* FULLSCREEN:: Rubygame will attempt to use a fullscreen mode. If
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* 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
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* background.
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* OPENGL:: Create an OpenGL rendering context. You must set
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* proper OpenGL video attributes with GL#set_attrib
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* before calling this method with this flag. You can
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* then use separate opengl libraries (for example rbogl)
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* to do all OpenGL-related functions.
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* Please note that you can't blit or draw regular SDL
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* Surfaces onto an OpenGL-mode screen; you must use
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* OpenGL functions.
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* RESIZABLE:: Create a resizable window. When the window is
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* resized by the user, a ResizeEvent is
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* generated and #set_mode can be called again
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* with the new size.
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* NOFRAME:: If possible, create a window with no title bar or
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* frame decoration.
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* Fullscreen modes automatically have this flag set.
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*/
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VALUE rbgm_screen_setmode(int argc, VALUE *argv, VALUE module)
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{
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SDL_Surface *screen;
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int w, h, depth;
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Uint32 flags;
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VALUE vsize, vdepth, vflags;
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rb_scan_args(argc, argv, "12", &vsize, &vdepth, &vflags);
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vsize = convert_to_array(vsize);
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w = NUM2INT(rb_ary_entry(vsize,0));
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h = NUM2INT(rb_ary_entry(vsize,1));
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depth = 0;
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if( RTEST(vdepth) )
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{
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depth = NUM2INT(vdepth);
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}
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flags = collapse_flags(vflags); /* in rubygame_shared */
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screen = SDL_SetVideoMode( w,h,depth,flags );
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if( screen==NULL )
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{
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rb_raise(eSDLError,"Couldn't set [%d x %d] %d bpp video mode: %s",
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w, h, depth, SDL_GetError());
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}
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//format = screen->format;
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//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);
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return Data_Wrap_Struct( cScreen,0,0,screen );
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}
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/* call-seq:
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* get_surface
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*
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* Returns the current display window, or raises SDLError if it
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* fails to get it (for example, if it doesn't exist yet).
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*/
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VALUE rbgm_screen_getsurface(VALUE module)
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{
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SDL_Surface *surface;
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surface = SDL_GetVideoSurface();
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if(surface==NULL)
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{
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rb_raise(eSDLError,"Couldn't get video surface: %s",SDL_GetError());
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}
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return Data_Wrap_Struct( cScreen,0,0,surface );
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}
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/* Screen methods: */
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/* call-seq:
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* title -> String
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*
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* Returns the current window title for the Screen.
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* The default is an empty string.
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*/
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VALUE rbgm_screen_getcaption(VALUE self)
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{
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char *title,*icon;
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SDL_WM_GetCaption( &title,&icon );
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if (title == NULL)
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title = "\0";
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/* We don't really care about icon. */
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return rb_str_new2(title);
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}
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/* call-seq:
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* title = title
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*
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* Sets the window title for the Screen.
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*
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* title:: a String, (usually) displayed at the top of the Rubygame
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* window (when not in fullscreen mode). If omitted or +nil+,
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* +title+ will be an empty string.
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* How this string is displayed (if at all) is system-dependent.
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*/
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VALUE rbgm_screen_setcaption(VALUE self, VALUE title)
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{
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char *title_str;
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title_str = ""; /* default to blank */
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if( RTEST(title) )
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{
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title_str = StringValuePtr(title);
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}
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SDL_WM_SetCaption(title_str,title_str);
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return self;
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}
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/* call-seq:
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* icon = icon
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*
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* Sets the window icon for the Screen.
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*
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* icon:: a Rubygame::Surface to be displayed at the top of the Rubygame
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* window (when not in fullscreen mode), and in other OS-specific
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* areas (like the taskbar entry). If omitted or +nil+, no icon
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* will be shown at all.
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*
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* NOTE: The SDL docs state that icons on Win32 systems must be 32x32 pixels.
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* That may or may not be true anymore, but you might want to consider it
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* when creating games to run on Windows.
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*
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*/
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VALUE rbgm_screen_seticon(VALUE self, VALUE data)
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{
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SDL_Surface *icon;
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Data_Get_Struct(data, SDL_Surface, icon);
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SDL_WM_SetIcon(icon, NULL);
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return self;
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}
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/* call-seq:
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* update()
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* update(rect)
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* update(x,y,w,h)
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*
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* Updates (refreshes) all or part of the Rubygame window, revealing to the
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* 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
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* Screen#flip instead.
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*
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* This method takes these arguments:
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* rect:: a Rubygame::Rect representing the area of the screen to update.
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* Can also be an length-4 Array, or given as 4 separate arguments.
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* If omitted or nil, the entire screen is updated.
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*/
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VALUE rbgm_screen_update(int argc, VALUE *argv, VALUE self)
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{
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int x,y,w,h;
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SDL_Surface *screen;
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Data_Get_Struct(self,SDL_Surface,screen);
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VALUE vx, vy, vw, vh;
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rb_scan_args(argc, argv, "04", &vx, &vy, &vw, &vh);
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x = y = w = h = 0;
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if( RTEST(vx) )
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{
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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
|
+
}
|