rubygame 2.3.0-x86-mswin32-60
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- 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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* 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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#ifndef _RUBYGAME_H
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#define _RUBYGAME_H
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#ifndef RUBYGAME_MAJOR_VERSION
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#define RUBYGAME_MAJOR_VERSION 0
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#define RUBYGAME_MINOR_VERSION 0
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#define RUBYGAME_PATCHLEVEL 0
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#endif
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extern VALUE rbgm_keyname(VALUE, VALUE);
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extern VALUE rbgm_init(VALUE);
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extern VALUE rbgm_quit(VALUE);
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#endif
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/*
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* Interface to SDL_mixer, for audio 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) 2004-2007 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_mixer.h"
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#include "rubygame_sound.h"
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#include "rubygame_music.h"
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VALUE mMixer;
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VALUE cSample;
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VALUE cOldMusic;
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/* Return 1 if SDL_mixer audio is open, or 0 if it is not. */
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int audio_is_open()
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{
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/* We don't actually care about these, but Mix_QuerySpec wants args. */
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int frequency; Uint16 format; int channels;
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int result = Mix_QuerySpec(&frequency, &format, &channels);
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return ( (result > 0) ? 1 : 0 );
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}
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/*
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* If SDL_mixer audio is not open, try to open it with the default
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* arguments, and return the result. If it's already open, return 0
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* without doing anything.
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*/
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int ensure_open_audio()
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{
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if( audio_is_open() )
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{
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return 0;
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}
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else
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{
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return Mix_OpenAudio( MIX_DEFAULT_FREQUENCY,
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MIX_DEFAULT_FORMAT,
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2,
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1024 );
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}
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}
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/* --
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* SETUP AND INITIALIZATION
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* ++
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*/
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/* call-seq:
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* open_audio( frequency=nil, format=nil, channels=nil, buffer=nil)
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*
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* **NOTE:** This method is DEPRECATED and will be removed in
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* Rubygame 3.0. Please use the Rubygame.open_audio instead.
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*
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* Initializes the audio device. You must call this before using the other
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* mixer functions. See also #close_audio().
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*
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* Returns nil. May raise an SDLError if initialization fails.
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*
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* This method takes these arguments:
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*
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* frequency:: output sample rate in audio samples per second (Hz).
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* Affects the quality of the sound output, at the expense of
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* CPU usage. If nil, the default (22050) is used. 22050 is
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* recommended for most games. For reference, 44100 is CD quality.
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* The larger the value, the more processing required.
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*
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* format:: output sample format. If nil, the default recommended system
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* format is used. It's _highly_ recommended you leave this nil!
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*
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* But if you're feeling reckless, you can use one of these
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* constants located in the Rubygame::Mixer module:
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*
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* AUDIO_U16SYS:: unsigned 16-bit samples.
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* AUDIO_S16SYS:: signed 16-bit samples.
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* AUDIO_U8:: unsigned 8-bit samples.
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* AUDIO_S8:: signed 8-bit samples.
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*
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* channels:: output sound channels. Use 2 for stereo, 1 for mono.
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* If nil, the default (2) is used.
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* This option is not related to mixing channels.
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*
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* buffer:: size of the sound buffer, in bytes. If nil, the default (1024)
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* is used. Larger values have more delay before playing a
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* sound, but require less CPU usage (and have less skipping
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* on slow systems).
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*
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*/
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VALUE rbgm_mixer_openaudio(int argc, VALUE *argv, VALUE module)
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{
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/* This feature will be removed in Rubygame 3.0. */
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rg_deprecated("Rubygame::Mixer", "3.0");
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VALUE vfreq, vformat, vchannels, vbuffer;
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int freq = MIX_DEFAULT_FREQUENCY;
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Uint16 format = MIX_DEFAULT_FORMAT;
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int channels = 2;
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int buffer = 1024;
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rb_scan_args(argc, argv, "04", &vfreq, &vformat, &vchannels, &vbuffer);
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if( RTEST(vfreq) )
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{
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freq = NUM2INT(vfreq);
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}
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if( RTEST(vformat) )
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{
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format = NUM2UINT(vformat);
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}
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if( RTEST(vchannels) )
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{
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channels = NUM2INT(vchannels);
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}
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if( RTEST(vbuffer) )
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{
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buffer = NUM2INT(vbuffer);
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}
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if ( Mix_OpenAudio(freq, format, channels, buffer) < 0 )
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{
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rb_raise(eSDLError, "Error initializing SDL_mixer: %s", Mix_GetError());
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}
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return Qnil;
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}
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/* call-seq:
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* close_audio()
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*
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* **NOTE:** This method is DEPRECATED and will be removed in
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* Rubygame 3.0. Please use the Rubygame.close_audio instead.
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*
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* Close the audio device being used by the mixer. You should not use any
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* mixer functions after this function, unless you use #open_audio() to
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* re-open the audio device. See also #open_audio().
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*
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* Returns nil.
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*/
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VALUE rbgm_mixer_closeaudio(VALUE module)
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{
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/* This feature will be removed in Rubygame 3.0. */
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rg_deprecated("Rubygame::Mixer", "3.0");
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Mix_CloseAudio();
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return Qnil;
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}
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/* call-seq:
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* open_audio( options={ :buffer => 1024, :channels => 2, :frequency => 22050 } ) -> true or false
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*
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* Initializes the audio device using the given settings.
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*
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* NOTE: Audio will be automatically opened when Rubygame::Sound or
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* Rubygame::Music are first used. You only need to open audio
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* manually if you want settings different from the default, or if
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* you are using the older, deprecated Music and Sample classes from
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* the Rubygame::Mixer module.
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*
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* If audio is already open, this method has no effect, and returns false.
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* If you want to change audio settings, you must #close_audio() and
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* then open it again.
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*
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* options:: A Hash of any of the following options. (Hash, optional)
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*
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* :frequency:: output sample rate in audio samples per second
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* (Hz). Affects the quality of the sound output, at
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* the expense of CPU usage. If omitted, the default
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* (22050) is used. The default is recommended for
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* most games.
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*
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* :channels:: output sound channels. Use 2 for stereo, 1 for mono.
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* If omitted, the default (2) is used.
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*
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* :buffer:: size of the sound buffer, in bytes. Must be a
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* power of 2 (e.g. 512, 1024, 2048). If omitted,
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* the default (1024) is used. If your game is
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* fast-paced, you may want to use a smaller value
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* to reduce audio delay, the time between when you
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* play a sound and when it is heard.
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*
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* Returns:: true if the audio was newly opened by this action, or
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* false if it was already open before this action.
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*
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* May raise:: SDLError, if initialization fails.
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* ArgumentError, if an invalid value is given for any option.
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*
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*
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*/
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VALUE rbgm_mixer_openaudio2(int argc, VALUE *argv, VALUE module)
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{
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VALUE options;
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int buffer = 1024;
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int channels = 2;
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int frequency = MIX_DEFAULT_FREQUENCY;
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/* In general, format should always be the default. */
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Uint16 format = MIX_DEFAULT_FORMAT;
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/* Does nothing if audio is already open. */
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if( audio_is_open() )
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{
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return Qfalse;
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}
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rb_scan_args(argc, argv, "01", &options);
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if( RTEST(options) )
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{
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/* Make sure options is a Hash table */
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if( TYPE(options) != T_HASH )
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{
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rb_raise(rb_eTypeError, "wrong argument type %s (expected Hash)",
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rb_obj_classname(options));
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}
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VALUE temp;
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/* Buffer size */
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temp = rb_hash_aref(options, make_symbol("buffer"));
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if( RTEST(temp) )
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{
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buffer = NUM2INT(temp);
|
255
|
+
|
256
|
+
if( buffer <= 0 )
|
257
|
+
{
|
258
|
+
rb_raise(rb_eArgError, "buffer size must be positive (got %d)", buffer);
|
259
|
+
}
|
260
|
+
|
261
|
+
/* Check to see if it's not a power of two */
|
262
|
+
if( buffer & (buffer - 1) != 0 )
|
263
|
+
{
|
264
|
+
rb_raise(rb_eArgError, "buffer size must be a power of 2 (e.g. 512, 1024) (got %d)", buffer);
|
265
|
+
}
|
266
|
+
}
|
267
|
+
|
268
|
+
/* Channels */
|
269
|
+
temp = rb_hash_aref(options, make_symbol("channels"));
|
270
|
+
if( RTEST(temp) )
|
271
|
+
{
|
272
|
+
channels = NUM2INT(temp);
|
273
|
+
|
274
|
+
if( channels != 1 && channels != 2 )
|
275
|
+
{
|
276
|
+
rb_raise(rb_eArgError, "channels must be 1 (mono) or 2 (stereo) (got %d)", channels);
|
277
|
+
}
|
278
|
+
}
|
279
|
+
|
280
|
+
/* Frequency */
|
281
|
+
temp = rb_hash_aref(options, make_symbol("frequency"));
|
282
|
+
if( RTEST(temp) )
|
283
|
+
{
|
284
|
+
frequency = NUM2INT(temp);
|
285
|
+
|
286
|
+
if( frequency <= 0 )
|
287
|
+
{
|
288
|
+
rb_raise(rb_eArgError, "frequency must be positive (got %d)", frequency);
|
289
|
+
}
|
290
|
+
}
|
291
|
+
}
|
292
|
+
|
293
|
+
int result = Mix_OpenAudio(frequency, format, channels, buffer);
|
294
|
+
|
295
|
+
if( result < 0 )
|
296
|
+
{
|
297
|
+
rb_raise(eSDLError, "Could not open audio: %s", Mix_GetError());
|
298
|
+
}
|
299
|
+
|
300
|
+
return Qtrue;
|
301
|
+
}
|
302
|
+
|
303
|
+
|
304
|
+
/* call-seq:
|
305
|
+
* close_audio() -> true or false
|
306
|
+
*
|
307
|
+
* Deinitializes and closes the audio device. If audio was not open,
|
308
|
+
* this method does nothing, and returns false. See also #open_audio().
|
309
|
+
*
|
310
|
+
* NOTE: The audio will be automatically closed when the program
|
311
|
+
* exits. You only need to close audio manually if you want to
|
312
|
+
* call #open_audio with different settings.
|
313
|
+
*
|
314
|
+
* Returns:: true if the audio changed from open to closed, or
|
315
|
+
* false if the audio was not open before this action.
|
316
|
+
*/
|
317
|
+
VALUE rbgm_mixer_closeaudio2(VALUE module)
|
318
|
+
{
|
319
|
+
if( audio_is_open() )
|
320
|
+
{
|
321
|
+
Mix_CloseAudio();
|
322
|
+
return Qtrue;
|
323
|
+
}
|
324
|
+
else
|
325
|
+
{
|
326
|
+
return Qfalse;
|
327
|
+
}
|
328
|
+
}
|
329
|
+
|
330
|
+
|
331
|
+
|
332
|
+
/* call-seq:
|
333
|
+
* #mix_channels() -> integer
|
334
|
+
*
|
335
|
+
* **NOTE:** This method is DEPRECATED and will be removed in
|
336
|
+
* Rubygame 3.0. Please use the Rubygame::Sound class instead.
|
337
|
+
*
|
338
|
+
* Returns the number of mixing channels currently allocated.
|
339
|
+
* See also #mix_channels=().
|
340
|
+
*/
|
341
|
+
VALUE rbgm_mixer_getmixchans(VALUE module)
|
342
|
+
{
|
343
|
+
/* This feature will be removed in Rubygame 3.0. */
|
344
|
+
rg_deprecated("Rubygame::Mixer", "3.0");
|
345
|
+
|
346
|
+
int result;
|
347
|
+
result = Mix_AllocateChannels(-1);
|
348
|
+
|
349
|
+
return INT2NUM(result);
|
350
|
+
}
|
351
|
+
|
352
|
+
/* call-seq:
|
353
|
+
* #mix_channels = num_channels
|
354
|
+
*
|
355
|
+
* **NOTE:** This method is DEPRECATED and will be removed in
|
356
|
+
* Rubygame 3.0. Please use the Rubygame::Sound class instead.
|
357
|
+
*
|
358
|
+
* Set the number of mixer channels, allocating or deallocating channels as
|
359
|
+
* needed. This can be called many times, even during audio playback. If this
|
360
|
+
* call reduces the number of channels allocated, the excess channels will
|
361
|
+
* be stopped automatically. See also #mix_channels()
|
362
|
+
*
|
363
|
+
* Returns the number of mixing channels allocated.
|
364
|
+
*
|
365
|
+
* Note that 8 mixing channels are allocated when #open_audio() is called.
|
366
|
+
* This method only needs to be called if you want a different number (either
|
367
|
+
* greater or fewer) of mixing channels.
|
368
|
+
*
|
369
|
+
* This method takes this argument:
|
370
|
+
* num_channels:: desired number of mixing channels, an integer.
|
371
|
+
* Negative values will cause this method to behave as
|
372
|
+
* #mix_channels(), returning the number of channels currently
|
373
|
+
* allocated, without changing it.
|
374
|
+
*/
|
375
|
+
VALUE rbgm_mixer_setmixchans(VALUE module, VALUE channelsv)
|
376
|
+
{
|
377
|
+
/* This feature will be removed in Rubygame 3.0. */
|
378
|
+
rg_deprecated("Rubygame::Mixer", "3.0");
|
379
|
+
|
380
|
+
int desired;
|
381
|
+
int allocated;
|
382
|
+
|
383
|
+
desired = NUM2INT(channelsv);
|
384
|
+
allocated = Mix_AllocateChannels(desired);
|
385
|
+
|
386
|
+
return INT2NUM(allocated);
|
387
|
+
}
|
388
|
+
|
389
|
+
/* call-seq:
|
390
|
+
* driver_name -> string
|
391
|
+
*
|
392
|
+
* **NOTE:** This method is DEPRECATED and will be removed in
|
393
|
+
* Rubygame 3.0. Please use the Rubygame.audio_driver instead.
|
394
|
+
*
|
395
|
+
* Returns the name of the audio driver that SDL is using.
|
396
|
+
*
|
397
|
+
* May raise an SDLError if initialization fails.
|
398
|
+
*/
|
399
|
+
|
400
|
+
VALUE rbgm_mixer_getdrivername(VALUE module)
|
401
|
+
{
|
402
|
+
/* This feature will be removed in Rubygame 3.0. */
|
403
|
+
rg_deprecated("Rubygame::Mixer", "3.0");
|
404
|
+
|
405
|
+
char driver_name[1024];
|
406
|
+
if(SDL_AudioDriverName(driver_name, sizeof(driver_name)) == NULL)
|
407
|
+
{
|
408
|
+
rb_raise(eSDLError, "Error fetching audio driver name: %s", SDL_GetError());
|
409
|
+
}
|
410
|
+
return rb_str_new2(driver_name);
|
411
|
+
}
|
412
|
+
|
413
|
+
/* call-seq:
|
414
|
+
* audio_driver -> string
|
415
|
+
*
|
416
|
+
* Returns the name of the audio driver that SDL is using.
|
417
|
+
*
|
418
|
+
* May raise an SDLError if initialization fails.
|
419
|
+
*/
|
420
|
+
|
421
|
+
VALUE rbgm_mixer_audiodriver(VALUE module)
|
422
|
+
{
|
423
|
+
if( ensure_open_audio() != 0 )
|
424
|
+
{
|
425
|
+
rb_raise(eSDLError, "Could not initialize audio: %s", Mix_GetError());
|
426
|
+
}
|
427
|
+
|
428
|
+
char driver_name[1024];
|
429
|
+
if(SDL_AudioDriverName(driver_name, sizeof(driver_name)) == NULL)
|
430
|
+
{
|
431
|
+
rb_raise(eSDLError, "Could not get audio driver name: %s", Mix_GetError());
|
432
|
+
}
|
433
|
+
return rb_str_new2(driver_name);
|
434
|
+
}
|
435
|
+
|
436
|
+
|
437
|
+
|
438
|
+
/* --
|
439
|
+
* SAMPLES
|
440
|
+
* ++
|
441
|
+
*/
|
442
|
+
|
443
|
+
/* call-seq:
|
444
|
+
* load_audio( filename ) -> Sample
|
445
|
+
*
|
446
|
+
* **NOTE:** Rubygame::Mixer::Sample is DEPRECATED and will be removed in
|
447
|
+
* Rubygame 3.0. Please use the Rubygame::Sound class instead.
|
448
|
+
*
|
449
|
+
* Load an audio sample (a "chunk", to use SDL_mixer's term) from a file.
|
450
|
+
* Only WAV files are supported at this time.
|
451
|
+
*
|
452
|
+
* Raises SDLError if the sample could not be loaded.
|
453
|
+
*/
|
454
|
+
VALUE rbgm_sample_new(VALUE class, VALUE filev)
|
455
|
+
{
|
456
|
+
/* This feature will be removed in Rubygame 3.0. */
|
457
|
+
rg_deprecated("Rubygame::Mixer::Sample", "3.0");
|
458
|
+
|
459
|
+
VALUE self;
|
460
|
+
Mix_Chunk* sample;
|
461
|
+
|
462
|
+
sample = Mix_LoadWAV( StringValuePtr(filev) );
|
463
|
+
|
464
|
+
if( sample == NULL )
|
465
|
+
{
|
466
|
+
rb_raise(eSDLError, "Error loading audio Sample from file `%s': %s",
|
467
|
+
StringValuePtr(filev), Mix_GetError());
|
468
|
+
}
|
469
|
+
self = Data_Wrap_Struct( cSample, 0, Mix_FreeChunk, sample );
|
470
|
+
|
471
|
+
//rb_obj_call_init(self,argc,argv);
|
472
|
+
|
473
|
+
return self;
|
474
|
+
}
|
475
|
+
|
476
|
+
/* call-seq:
|
477
|
+
* play(sample, channel_num, repeats ) -> integer
|
478
|
+
*
|
479
|
+
* **NOTE:** This method is DEPRECATED and will be removed in
|
480
|
+
* Rubygame 3.0. Please use the Rubygame::Sound class instead.
|
481
|
+
*
|
482
|
+
* Play an audio Sample on a mixing channel, repeating a certain number
|
483
|
+
* of extra times. Returns the number of the channel that the sample
|
484
|
+
* is being played on.
|
485
|
+
*
|
486
|
+
* Raises SDLError if something goes wrong.
|
487
|
+
*
|
488
|
+
* This method takes these arguments:
|
489
|
+
* sample:: what Sample to play
|
490
|
+
* channel_num:: which mixing channel to play the sample on.
|
491
|
+
* Use -1 to play on the first unreserved channel.
|
492
|
+
* repeats:: how many extra times to repeat the sample.
|
493
|
+
* Can be -1 to repeat forever until it is stopped.
|
494
|
+
*/
|
495
|
+
VALUE rbgm_mixchan_play( VALUE self, VALUE samplev, VALUE chanv, VALUE loopsv )
|
496
|
+
{
|
497
|
+
|
498
|
+
/* This feature will be removed in Rubygame 3.0. */
|
499
|
+
rg_deprecated("Rubygame::Mixer", "3.0");
|
500
|
+
|
501
|
+
Mix_Chunk* sample;
|
502
|
+
int loops, channel, result;
|
503
|
+
|
504
|
+
channel = NUM2INT(chanv);
|
505
|
+
Data_Get_Struct( samplev, Mix_Chunk, sample );
|
506
|
+
loops = NUM2INT(loopsv);
|
507
|
+
|
508
|
+
result = Mix_PlayChannel(channel, sample, loops);
|
509
|
+
|
510
|
+
if ( result < 0 )
|
511
|
+
{
|
512
|
+
rb_raise(eSDLError, "Error playing sample on channel %d: %s",
|
513
|
+
channel, Mix_GetError());
|
514
|
+
}
|
515
|
+
|
516
|
+
return INT2NUM( result );
|
517
|
+
}
|
518
|
+
|
519
|
+
/* call-seq:
|
520
|
+
* stop( channel_num )
|
521
|
+
*
|
522
|
+
* Stop playback of a playing or paused mixing channel.
|
523
|
+
* Unlike #pause, playback cannot be resumed from the current point.
|
524
|
+
* See also #play.
|
525
|
+
*/
|
526
|
+
VALUE rbgm_mixchan_stop( VALUE self, VALUE chanv )
|
527
|
+
{
|
528
|
+
Mix_HaltChannel(NUM2INT(chanv));
|
529
|
+
return Qnil;
|
530
|
+
}
|
531
|
+
|
532
|
+
/* call-seq:
|
533
|
+
* pause( channel_num )
|
534
|
+
*
|
535
|
+
* Pause playback of a currently-playing mixing channel.
|
536
|
+
* Playback can be resumed from the current point with #resume.
|
537
|
+
* See also #stop.
|
538
|
+
*/
|
539
|
+
VALUE rbgm_mixchan_pause( VALUE self, VALUE chanv )
|
540
|
+
{
|
541
|
+
Mix_Pause(NUM2INT(chanv));
|
542
|
+
return Qnil;
|
543
|
+
}
|
544
|
+
|
545
|
+
/* call-seq:
|
546
|
+
* resume( channel_num )
|
547
|
+
*
|
548
|
+
* Resume playback of a paused mixing channel. The channel must have been
|
549
|
+
* paused (via the #pause method) for this to have any effect. Playback will
|
550
|
+
* resume from the point where the channel was paused.
|
551
|
+
*
|
552
|
+
*/
|
553
|
+
VALUE rbgm_mixchan_resume( VALUE self, VALUE chanv )
|
554
|
+
{
|
555
|
+
Mix_Resume(NUM2INT(chanv));
|
556
|
+
return Qnil;
|
557
|
+
}
|
558
|
+
|
559
|
+
|
560
|
+
/* --
|
561
|
+
* MUSIC
|
562
|
+
* ++
|
563
|
+
*/
|
564
|
+
|
565
|
+
/* call-seq:
|
566
|
+
* set_music_command(command) -> integer
|
567
|
+
*
|
568
|
+
* Sets the external command used to play music.
|
569
|
+
*
|
570
|
+
* Raises SDLError if something goes wrong.
|
571
|
+
*
|
572
|
+
* This method takes these arguments:
|
573
|
+
* command:: what command to use to play the music.
|
574
|
+
*
|
575
|
+
*/
|
576
|
+
VALUE rbgm_mixmusic_setcommand(VALUE class, VALUE commandv)
|
577
|
+
{
|
578
|
+
int result;
|
579
|
+
result = Mix_SetMusicCMD(StringValuePtr(commandv));
|
580
|
+
if( result < 0 )
|
581
|
+
{
|
582
|
+
rb_raise(eSDLError, "Error setting music player commando to `%s': %s",
|
583
|
+
StringValuePtr(commandv), Mix_GetError());
|
584
|
+
}
|
585
|
+
return INT2NUM( result );
|
586
|
+
}
|
587
|
+
|
588
|
+
/* call-seq:
|
589
|
+
* load_audio( filename ) -> Music
|
590
|
+
*
|
591
|
+
* **NOTE:** Rubygame::Mixer::Music is DEPRECATED and will be removed
|
592
|
+
* in Rubygame 3.0. Please use the Rubygame::Music class instead.
|
593
|
+
*
|
594
|
+
* Load music from a file. Supports WAVE, MOD, MIDI, OGG, and MP3 formats.
|
595
|
+
*
|
596
|
+
* Raises SDLError if the music could not be loaded.
|
597
|
+
*/
|
598
|
+
VALUE rbgm_mixmusic_new(VALUE class, VALUE filev)
|
599
|
+
{
|
600
|
+
|
601
|
+
/* This feature will be removed in Rubygame 3.0. */
|
602
|
+
rg_deprecated("Rubygame::Mixer::Music", "3.0");
|
603
|
+
|
604
|
+
VALUE self;
|
605
|
+
Mix_Music* music;
|
606
|
+
|
607
|
+
music = Mix_LoadMUS( StringValuePtr(filev) );
|
608
|
+
|
609
|
+
if( music == NULL )
|
610
|
+
{
|
611
|
+
rb_raise(eSDLError, "Error loading audio music from file `%s': %s",
|
612
|
+
StringValuePtr(filev), Mix_GetError());
|
613
|
+
}
|
614
|
+
self = Data_Wrap_Struct( cOldMusic, 0, Mix_FreeMusic, music );
|
615
|
+
|
616
|
+
//rb_obj_call_init(self,argc,argv);
|
617
|
+
|
618
|
+
return self;
|
619
|
+
}
|
620
|
+
|
621
|
+
/* call-seq:
|
622
|
+
* play( repeats = 0 ) -> self
|
623
|
+
*
|
624
|
+
* Play music, repeating a certain number of extra times. If
|
625
|
+
* any music was already playing, that music will be stopped
|
626
|
+
* first, and this music will start.
|
627
|
+
*
|
628
|
+
* Raises SDLError if something goes wrong.
|
629
|
+
*
|
630
|
+
* This method takes these arguments:
|
631
|
+
* repeats:: how many extra times to play the music.
|
632
|
+
* Can be -1 to repeat forever until it is stopped.
|
633
|
+
*/
|
634
|
+
VALUE rbgm_mixmusic_play(int argc, VALUE *argv, VALUE self)
|
635
|
+
{
|
636
|
+
Mix_Music* music;
|
637
|
+
int reps, result;
|
638
|
+
VALUE repsv;
|
639
|
+
|
640
|
+
Data_Get_Struct( self, Mix_Music, music );
|
641
|
+
|
642
|
+
rb_scan_args(argc, argv, "01", &repsv);
|
643
|
+
|
644
|
+
if( RTEST(repsv) )
|
645
|
+
{
|
646
|
+
reps = NUM2INT(repsv);
|
647
|
+
}
|
648
|
+
else
|
649
|
+
{
|
650
|
+
reps = 0;
|
651
|
+
}
|
652
|
+
|
653
|
+
if( reps > -1 )
|
654
|
+
{
|
655
|
+
/* Adjust so repeats means the same as it does for Samples */
|
656
|
+
reps += 1;
|
657
|
+
}
|
658
|
+
|
659
|
+
result = Mix_PlayMusic(music, reps);
|
660
|
+
|
661
|
+
if ( result < 0 )
|
662
|
+
{
|
663
|
+
rb_raise(eSDLError, "Error playing music: %s",
|
664
|
+
Mix_GetError());
|
665
|
+
}
|
666
|
+
|
667
|
+
return self;
|
668
|
+
}
|
669
|
+
|
670
|
+
/* call-seq:
|
671
|
+
* stop() -> self
|
672
|
+
*
|
673
|
+
* Stop playback of music.
|
674
|
+
* See also #play
|
675
|
+
*/
|
676
|
+
VALUE rbgm_mixmusic_stop(VALUE self)
|
677
|
+
{
|
678
|
+
Mix_HaltMusic();
|
679
|
+
return self;
|
680
|
+
}
|
681
|
+
|
682
|
+
/* call-seq:
|
683
|
+
* pause() -> self
|
684
|
+
*
|
685
|
+
* Pause playback of the playing music. You can later #resume
|
686
|
+
* playback from the point where you paused.
|
687
|
+
* Safe to use on already-paused music.
|
688
|
+
* See also #play_music.
|
689
|
+
*/
|
690
|
+
VALUE rbgm_mixmusic_pause(VALUE self)
|
691
|
+
{
|
692
|
+
Mix_PauseMusic();
|
693
|
+
return self;
|
694
|
+
}
|
695
|
+
|
696
|
+
/* call-seq:
|
697
|
+
* resume() -> self
|
698
|
+
*
|
699
|
+
* Resume playback of paused music from the point it was paused.
|
700
|
+
* Safe to use on already-playing music.
|
701
|
+
* See also #play.
|
702
|
+
*/
|
703
|
+
VALUE rbgm_mixmusic_resume(VALUE self)
|
704
|
+
{
|
705
|
+
Mix_ResumeMusic();
|
706
|
+
return self;
|
707
|
+
}
|
708
|
+
|
709
|
+
/* call-seq:
|
710
|
+
* rewind() -> self
|
711
|
+
*
|
712
|
+
* Rewind the music to the start. This is safe to use on stopped, paused, and playing music.
|
713
|
+
* Only works for MOD, OGG, MP3, and MIDI (but not WAV).
|
714
|
+
*
|
715
|
+
*/
|
716
|
+
VALUE rbgm_mixmusic_rewind(VALUE self)
|
717
|
+
{
|
718
|
+
Mix_RewindMusic();
|
719
|
+
return self;
|
720
|
+
}
|
721
|
+
|
722
|
+
/* call-seq:
|
723
|
+
* jump( time ) -> self
|
724
|
+
*
|
725
|
+
* Jump to a certain time in the music.
|
726
|
+
* Only works when music is playing or paused (but not stopped).
|
727
|
+
* Only works for OGG and MP3 files.
|
728
|
+
*
|
729
|
+
* Raises SDLError if something goes wrong, or if the music type does not
|
730
|
+
* support setting the position.
|
731
|
+
*
|
732
|
+
* time:: Time to jump to, in seconds from the beginning.
|
733
|
+
*
|
734
|
+
*/
|
735
|
+
VALUE rbgm_mixmusic_jump(VALUE self, VALUE vtime)
|
736
|
+
{
|
737
|
+
double time = NUM2DBL(vtime);
|
738
|
+
|
739
|
+
switch( Mix_GetMusicType(NULL) )
|
740
|
+
{
|
741
|
+
case MUS_OGG:
|
742
|
+
case MUS_MP3:
|
743
|
+
Mix_RewindMusic(); // Needed for MP3, and OK with OGG
|
744
|
+
|
745
|
+
int result = Mix_SetMusicPosition(time);
|
746
|
+
if( result < 0 )
|
747
|
+
{
|
748
|
+
rb_raise(eSDLError, "Error jumping to time in music: %s", Mix_GetError());
|
749
|
+
}
|
750
|
+
|
751
|
+
return self;
|
752
|
+
|
753
|
+
case MUS_NONE:
|
754
|
+
rb_raise(eSDLError, "Cannot jump when no music is playing.");
|
755
|
+
|
756
|
+
default:
|
757
|
+
rb_raise(eSDLError, "Music type does not support jumping.");
|
758
|
+
}
|
759
|
+
}
|
760
|
+
|
761
|
+
/* call-seq:
|
762
|
+
* playing? -> true or false
|
763
|
+
*
|
764
|
+
* Returns true if the music is currently playing.
|
765
|
+
*
|
766
|
+
*/
|
767
|
+
VALUE rbgm_mixmusic_playing(VALUE self)
|
768
|
+
{
|
769
|
+
return Mix_PlayingMusic() ? Qtrue : Qfalse;
|
770
|
+
}
|
771
|
+
|
772
|
+
/* call-seq:
|
773
|
+
* paused? -> true or false
|
774
|
+
*
|
775
|
+
* Returns true if the music is currently paused.
|
776
|
+
*
|
777
|
+
*/
|
778
|
+
VALUE rbgm_mixmusic_paused(VALUE self)
|
779
|
+
{
|
780
|
+
return Mix_PausedMusic() ? Qtrue : Qfalse;
|
781
|
+
}
|
782
|
+
|
783
|
+
/* call-seq:
|
784
|
+
* volume
|
785
|
+
*
|
786
|
+
* Returns the current volume level of the music.
|
787
|
+
* 0.0 is total silence, 1.0 is maximum volume.
|
788
|
+
*/
|
789
|
+
VALUE rbgm_mixmusic_getvolume(VALUE self)
|
790
|
+
{
|
791
|
+
return rb_float_new( (double)(Mix_VolumeMusic(-1)) / MIX_MAX_VOLUME );
|
792
|
+
}
|
793
|
+
|
794
|
+
/* call-seq:
|
795
|
+
* volume = new_volume
|
796
|
+
*
|
797
|
+
* Sets the volume level of the music.
|
798
|
+
* 0.0 is total silence, 1.0 is maximum volume.
|
799
|
+
*/
|
800
|
+
VALUE rbgm_mixmusic_setvolume(VALUE self, VALUE volumev)
|
801
|
+
{
|
802
|
+
double volume = NUM2DBL(volumev);
|
803
|
+
Mix_VolumeMusic( (int)(volume * MIX_MAX_VOLUME) );
|
804
|
+
return volumev;
|
805
|
+
}
|
806
|
+
|
807
|
+
/* call-seq:
|
808
|
+
* fade_in( fade_time, repeats=0, start=0 ) -> self
|
809
|
+
*
|
810
|
+
* Play the music, fading in and repeating a certain number of times.
|
811
|
+
* See also #play.
|
812
|
+
*
|
813
|
+
* Raises SDLError if something goes wrong.
|
814
|
+
*
|
815
|
+
* fade_time:: Time in seconds for the fade-in effect to complete.
|
816
|
+
* repeats:: Number of extra times to play through the music.
|
817
|
+
* -1 plays the music forever until it is stopped.
|
818
|
+
* Defaults to 0, play only once (no repeats).
|
819
|
+
* start:: Time to start from, in seconds since the beginning.
|
820
|
+
* Defaults to 0, the beginning of the song.
|
821
|
+
* Non-zero values only work for OGG and MP3; other
|
822
|
+
* music types will raise SDLError.
|
823
|
+
*/
|
824
|
+
VALUE rbgm_mixmusic_fadein(int argc, VALUE *argv, VALUE self)
|
825
|
+
{
|
826
|
+
VALUE fadev, repsv, startv;
|
827
|
+
rb_scan_args(argc, argv, "12", &fadev, &repsv, &startv);
|
828
|
+
|
829
|
+
Mix_Music* music;
|
830
|
+
Data_Get_Struct( self, Mix_Music, music );
|
831
|
+
|
832
|
+
int fade, reps, result;
|
833
|
+
fade = (int)(NUM2DBL(fadev) * 1000); /* convert to milliseconds */
|
834
|
+
|
835
|
+
if( RTEST(repsv) )
|
836
|
+
{
|
837
|
+
reps = NUM2INT(repsv);
|
838
|
+
}
|
839
|
+
else
|
840
|
+
{
|
841
|
+
reps = 0;
|
842
|
+
}
|
843
|
+
|
844
|
+
if( reps > -1 )
|
845
|
+
{
|
846
|
+
/* Adjust so repeats means the same as it does for Samples */
|
847
|
+
reps += 1;
|
848
|
+
}
|
849
|
+
|
850
|
+
if( !RTEST(startv) || NUM2DBL(startv) == 0.0 )
|
851
|
+
{
|
852
|
+
result = Mix_FadeInMusic(music, reps, fade);
|
853
|
+
}
|
854
|
+
else
|
855
|
+
{
|
856
|
+
result = Mix_FadeInMusicPos(music, reps, fade, NUM2DBL(startv));
|
857
|
+
}
|
858
|
+
|
859
|
+
if( result < 0 )
|
860
|
+
{
|
861
|
+
rb_raise(eSDLError, "Error fading in music: %s", Mix_GetError());
|
862
|
+
}
|
863
|
+
|
864
|
+
return self;
|
865
|
+
}
|
866
|
+
|
867
|
+
/* call-seq:
|
868
|
+
* fade_out( fade_time ) -> self
|
869
|
+
*
|
870
|
+
* Gradually fade the music to silence over +fade_length+ seconds.
|
871
|
+
* After the fade is complete, the music will be automatically stopped.
|
872
|
+
*
|
873
|
+
* Raises SDLError if something goes wrong.
|
874
|
+
*
|
875
|
+
* fade_time:: Time until the music is totally silent, in seconds.
|
876
|
+
*/
|
877
|
+
VALUE rbgm_mixmusic_fadeout(VALUE self, VALUE fadev)
|
878
|
+
{
|
879
|
+
int fade = (int)(NUM2DBL(fadev) * 1000);
|
880
|
+
int result = Mix_FadeOutMusic(fade);
|
881
|
+
|
882
|
+
if ( result < 0 )
|
883
|
+
{
|
884
|
+
rb_raise(eSDLError, "Error fading out music: %s", Mix_GetError());
|
885
|
+
}
|
886
|
+
return self;
|
887
|
+
}
|
888
|
+
|
889
|
+
/* call-seq:
|
890
|
+
* fading?( direction = nil ) -> true or false
|
891
|
+
*
|
892
|
+
* True if the music is fading in or out (or either). You can
|
893
|
+
* specify +direction+ as :in/:out to check only fading in/out;
|
894
|
+
* otherwise, it will return true if it's fading either way.
|
895
|
+
*
|
896
|
+
* direction:: :in, :out, or nil if you don't care which.
|
897
|
+
* Returns:: true if the music is fading in the given direction.
|
898
|
+
*/
|
899
|
+
VALUE rbgm_mixmusic_fading(int argc, VALUE *argv, VALUE self)
|
900
|
+
{
|
901
|
+
VALUE dirv;
|
902
|
+
rb_scan_args(argc, argv, "01", &dirv);
|
903
|
+
|
904
|
+
if( dirv == make_symbol("in") )
|
905
|
+
{
|
906
|
+
return ( (Mix_FadingMusic() == MIX_FADING_IN) ? Qtrue : Qfalse );
|
907
|
+
}
|
908
|
+
else if( dirv == make_symbol("out") )
|
909
|
+
{
|
910
|
+
return ( (Mix_FadingMusic() == MIX_FADING_OUT) ? Qtrue : Qfalse );
|
911
|
+
}
|
912
|
+
else
|
913
|
+
{
|
914
|
+
return ( (Mix_FadingMusic() != MIX_NO_FADING) ? Qtrue : Qfalse );
|
915
|
+
}
|
916
|
+
}
|
917
|
+
|
918
|
+
|
919
|
+
void Init_rubygame_mixer()
|
920
|
+
{
|
921
|
+
|
922
|
+
#if 0
|
923
|
+
mRubygame = rb_define_module("Rubygame");
|
924
|
+
#endif
|
925
|
+
|
926
|
+
Init_rubygame_shared();
|
927
|
+
|
928
|
+
Rubygame_Init_Sound();
|
929
|
+
Rubygame_Init_Music();
|
930
|
+
|
931
|
+
rb_hash_aset(rb_ivar_get(mRubygame,rb_intern("VERSIONS")),
|
932
|
+
ID2SYM(rb_intern("sdl_mixer")),
|
933
|
+
rb_ary_new3(3,
|
934
|
+
INT2NUM(SDL_MIXER_MAJOR_VERSION),
|
935
|
+
INT2NUM(SDL_MIXER_MINOR_VERSION),
|
936
|
+
INT2NUM(SDL_MIXER_PATCHLEVEL)));
|
937
|
+
|
938
|
+
/*
|
939
|
+
* Moving these to be under Rubygame module instead of Mixer.
|
940
|
+
*/
|
941
|
+
rb_define_module_function(mRubygame,"open_audio", rbgm_mixer_openaudio2, -1);
|
942
|
+
rb_define_module_function(mRubygame,"close_audio", rbgm_mixer_closeaudio2, 0);
|
943
|
+
rb_define_module_function(mRubygame,"audio_driver",rbgm_mixer_audiodriver, 0);
|
944
|
+
|
945
|
+
|
946
|
+
|
947
|
+
/*
|
948
|
+
* **NOTE:** This module is DEPRECATED and will be removed in Rubygame 3.0.
|
949
|
+
* Please use Rubygame.open_audio, Rubygame.close_audio, Rubygame::Sound,
|
950
|
+
* and Rubygame::Music instead.
|
951
|
+
*
|
952
|
+
* The Mixer module provides access to the SDL_mixer library for audio
|
953
|
+
* playback and mixing. This module is still very basic, but it is
|
954
|
+
* good enough to load and play WAV files on multiple mix channels.
|
955
|
+
*
|
956
|
+
* See the Sample class for loading audio files.
|
957
|
+
* See the Music class for streaming music from a file.
|
958
|
+
*/
|
959
|
+
mMixer = rb_define_module_under(mRubygame, "Mixer");
|
960
|
+
|
961
|
+
rb_define_const(mMixer,"AUDIO_U8", INT2NUM(AUDIO_U8));
|
962
|
+
rb_define_const(mMixer,"AUDIO_S8", INT2NUM(AUDIO_S8));
|
963
|
+
rb_define_const(mMixer,"AUDIO_U16SYS", INT2NUM(AUDIO_U16SYS));
|
964
|
+
rb_define_const(mMixer,"AUDIO_S16SYS", INT2NUM(AUDIO_S16SYS));
|
965
|
+
|
966
|
+
rb_define_module_function(mMixer,"open_audio",rbgm_mixer_openaudio, -1);
|
967
|
+
rb_define_module_function(mMixer,"close_audio",rbgm_mixer_closeaudio, 0);
|
968
|
+
rb_define_module_function(mMixer,"mix_channels",rbgm_mixer_getmixchans, 0);
|
969
|
+
rb_define_module_function(mMixer,"mix_channels=",rbgm_mixer_setmixchans, 1);
|
970
|
+
rb_define_module_function(mMixer,"driver_name", rbgm_mixer_getdrivername, 0);
|
971
|
+
|
972
|
+
|
973
|
+
/*
|
974
|
+
* **NOTE:** This class is DEPRECATED and will be removed in Rubygame 3.0.
|
975
|
+
* Please use the Rubygame::Sound class instead.
|
976
|
+
*
|
977
|
+
* Stores audio data to play with Mixer.play()
|
978
|
+
*/
|
979
|
+
cSample = rb_define_class_under(mMixer, "Sample", rb_cObject);
|
980
|
+
rb_define_singleton_method(cSample, "load_audio", rbgm_sample_new, 1);
|
981
|
+
rb_define_module_function(mMixer,"play", rbgm_mixchan_play, 3);
|
982
|
+
rb_define_module_function(mMixer,"stop", rbgm_mixchan_stop, 1);
|
983
|
+
rb_define_module_function(mMixer,"pause", rbgm_mixchan_pause, 1);
|
984
|
+
rb_define_module_function(mMixer,"resume", rbgm_mixchan_resume, 1);
|
985
|
+
|
986
|
+
|
987
|
+
/*
|
988
|
+
* **NOTE:** This class is DEPRECATED and will be removed in Rubygame 3.0.
|
989
|
+
* Please use the Rubygame::Music class instead.
|
990
|
+
*
|
991
|
+
* The Music class is used for playing music from a file. It supports
|
992
|
+
* WAVE, MOD, MIDI, OGG, and MP3 files. There are two important differences
|
993
|
+
* between Music and Sample:
|
994
|
+
*
|
995
|
+
* 1. Music streams the music from disk, which means it can start faster and
|
996
|
+
* uses less memory than Sample, which loads the entire file into memory.
|
997
|
+
* This is especially important for music files, which are often several
|
998
|
+
* minutes long.
|
999
|
+
* 2. There can only be one Music instance playing at once, while there can
|
1000
|
+
* be many Samples playing at once. If you play a second Music while one
|
1001
|
+
* is already playing, the first one will be stopped. See #play.
|
1002
|
+
*/
|
1003
|
+
cOldMusic = rb_define_class_under(mMixer, "Music", rb_cObject);
|
1004
|
+
rb_define_singleton_method(cOldMusic, "load_audio", rbgm_mixmusic_new, 1);
|
1005
|
+
|
1006
|
+
//rb_define_singleton_method(cOldMusic, "set_command", rbgm_mixmusic_setcommand, 1);
|
1007
|
+
|
1008
|
+
rb_define_method(cOldMusic, "play", rbgm_mixmusic_play, -1);
|
1009
|
+
rb_define_method(cOldMusic, "stop", rbgm_mixmusic_stop, 0);
|
1010
|
+
rb_define_method(cOldMusic, "pause", rbgm_mixmusic_pause, 0);
|
1011
|
+
rb_define_method(cOldMusic, "resume", rbgm_mixmusic_resume, 0);
|
1012
|
+
rb_define_method(cOldMusic, "rewind", rbgm_mixmusic_rewind, 0);
|
1013
|
+
rb_define_method(cOldMusic, "jump", rbgm_mixmusic_jump, 1);
|
1014
|
+
rb_define_method(cOldMusic, "paused?", rbgm_mixmusic_paused, 0);
|
1015
|
+
rb_define_method(cOldMusic, "playing?", rbgm_mixmusic_playing, 0);
|
1016
|
+
|
1017
|
+
rb_define_method(cOldMusic, "volume", rbgm_mixmusic_getvolume, 0);
|
1018
|
+
rb_define_method(cOldMusic, "volume=", rbgm_mixmusic_setvolume, 1);
|
1019
|
+
rb_define_method(cOldMusic, "fade_in", rbgm_mixmusic_fadein, -1);
|
1020
|
+
rb_define_method(cOldMusic, "fade_out", rbgm_mixmusic_fadeout, 1);
|
1021
|
+
rb_define_method(cOldMusic, "fading?", rbgm_mixmusic_fading, -1);
|
1022
|
+
}
|
1023
|
+
|
1024
|
+
|