rubygame 2.3.0 → 2.4.0
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- data/CREDITS +5 -0
- data/NEWS +88 -0
- data/README +8 -4
- data/ROADMAP +19 -43
- data/Rakefile +94 -10
- data/doc/macosx_install.rdoc +2 -2
- data/doc/windows_install.rdoc +2 -2
- data/ext/rubygame/rubygame_event.c +116 -0
- data/ext/rubygame/rubygame_event2.c +661 -0
- data/ext/rubygame/rubygame_event2.h +29 -0
- data/ext/rubygame/rubygame_joystick.c +106 -17
- data/ext/rubygame/rubygame_main.c +3 -0
- data/ext/rubygame/rubygame_shared.c +2 -5
- data/ext/rubygame/rubygame_shared.h +1 -0
- data/ext/rubygame/rubygame_surface.c +11 -9
- data/lib/rubygame.rb +14 -3
- data/lib/rubygame/event_actions.rb +203 -0
- data/lib/rubygame/event_handler.rb +454 -0
- data/lib/rubygame/event_hook.rb +112 -0
- data/lib/rubygame/event_triggers.rb +692 -0
- data/lib/rubygame/events.rb +44 -0
- data/lib/rubygame/events/joystick_events.rb +342 -0
- data/lib/rubygame/events/keyboard_events.rb +132 -0
- data/lib/rubygame/events/misc_events.rb +144 -0
- data/lib/rubygame/events/mouse_events.rb +155 -0
- data/lib/rubygame/ftor.rb +2 -2
- data/lib/rubygame/queue.rb +50 -29
- data/samples/demo_draw.rb +175 -0
- data/samples/demo_rubygame.rb +421 -165
- metadata +18 -5
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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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require 'rubygame/event_hook'
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# EventHandler provides a simple, extensible system for
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# hook-based event handling.
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#
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# An EventHandler holds a list of EventHook objects. When
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# the EventHandler receives a new event (passed to #handle),
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# it tests the event against each EventHook. If the event
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# matches the EventHook, the EventHandler passes the event to
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# the EventHook to perform an action (such as calling a
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# method or executing a block).
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#
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# Although the EventHandler and EventHook classes are very
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# simple in themselves, they can be used as building blocks
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# to create flexible and complex systems, whatever is needed
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# by your application.
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#
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# Here are a few ways you could use EventHandler:
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#
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# * One central EventHandler with EventHooks to perform
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# all types of actions. This is good for simple apps.
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#
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# * Multiple EventHandlers, one for each category of
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# event. For example, one for keyboard input, one for
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# mouse input, one for game logic events, etc.
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#
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# * An EventHandler in every game object (using the
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# HasEventHandler mixin module), being fed events from
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# a central EventHandler.
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#
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# You can also extend the possibilities of EventHandler and
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# EventHook by creating your own event trigger and action
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# classes. See EventHook for more information.
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#
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class Rubygame::EventHandler
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# call-seq:
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# EventHandler.new { |handler| ... } -> new_handler
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#
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# Create a new EventHandler. The optional block can be used
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# for further initializing the EventHandler.
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#
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def initialize(&block)
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@hooks = []
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yield self if block_given?
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end
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attr_accessor :hooks
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# call-seq:
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# append_hook( hook ) -> hook
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# append_hook( description ) -> hook
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#
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# Puts an EventHook at the bottom of the stack (it will be handled last).
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# If the EventHandler already has that hook, it is moved to the bottom.
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# See EventHook and #handle.
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#
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# This method has two distinct forms. The first form adds an existing Hook
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# instance; the second form constructs a new EventHook instance and adds it.
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#
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# hook:: the hook to add. (EventHook, for first form only)
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#
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# description:: a Hash to initialize a new EventHook.
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# (Hash, for second form only)
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#
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# Returns:: the hook that was added. (EventHook)
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#
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# Contrast this method with #prepend, which puts the EventHook at
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# the top of the stack.
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#
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def append_hook( hook )
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hook = EventHook.new( hook ) if hook.kind_of?( Hash )
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@hooks = (@hooks - [hook]) | [hook]
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return hook
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end
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# call-seq:
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# prepend_hook( hook ) -> hook
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# prepend_hook( description ) -> hook
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#
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# Exactly like #append_hook, except that the EventHook is put at the
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# top of the stack (it will be handled first).
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# If the EventHandler already has that hook, it is moved to the top.
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#
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def prepend_hook( hook )
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hook = EventHook.new( hook ) if hook.kind_of?( Hash )
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@hooks = [hook] | @hooks
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return hook
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end
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# call-seq:
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# handle( event ) -> nil
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#
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# Triggers every hook in the stack which matches the given event.
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# See EventHook.
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#
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# If one of the matching hooks has @consumes enabled, no hooks
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# after it will receive that event. (Example use: a mouse click that
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# only affects the top-most object it hits, not any below it.)
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#
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# event: the event to handle. (Object, required)
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#
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# Returns:: nil.
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#
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def handle( event )
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matching_hooks = @hooks.select { |hook| hook.match?( event ) }
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catch :event_consumed do
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matching_hooks.each do |hook|
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hook.perform( event )
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throw :event_consumed if hook.consumes
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end
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end
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return nil
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end
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# Returns true if the given EventHook instance is on the stack.
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def has_hook?( hook )
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@hooks.include?( hook )
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end
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# Removes the given EventHook instance from the stack, if it exists
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# on the stack.
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#
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# Returns:: the hook that was removed, or nil if the hook did not
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# exist on the stack.
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#
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# NOTE: You must pass the exact EventHook instance to remove it!
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# Passing another EventHook that is "similar" will not work.
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# So, you should store a reference to the hook when it is returned
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# by #append_hook or #prepend_hook.
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#
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def remove_hook( hook )
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@hooks.delete( hook )
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end
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end
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# HasEventHandler is a mixin module to conveniently integrate
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# EventHandler into any class, allowing instances of the class
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# to hold event hooks and handle incoming events.
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#
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# To use HasEventHandler, you simply 'include' it in your class:
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#
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# class Player
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# include Rubygame::EventHandler::HasEventHandler
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#
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# # ... the rest of your class ...
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#
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# end
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#
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# You can then use all of the functionality of HasEventHandler.
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#
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# HasEventHandler provides several methods for adding new
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# event hooks to the object. The two basic methods for that are
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# #append_hook and #prepend_hook. The #make_magic_hooks method can
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# create multiple hooks very simply and conveniently.
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#
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# HasEventHandler also defines the #handle method, which accepts
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# an event and gives it to the object's event handler. This is
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# the recommended way to make the object process an event.
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#
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module Rubygame::EventHandler::HasEventHandler
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# Appends a new hook to the end of the list. If the hook does
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# not have an owner, the owner is set to this object before
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# appending.
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#
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# hook:: the hook to append.
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# (EventHook or Hash description, required)
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#
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# See also EventHandler#append_hook.
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#
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# Example:
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#
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# # Create and append new hook from a description:
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# trigger = KeyPressedTrigger.new(:space)
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# action = MethodAction.new(:jump)
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# player.append_hook( :trigger => trigger, :action => action )
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#
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# # You can also give it an EventHook instance, if you want.
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# hook = EventHook.new( :trigger => trigger, :action => action )
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# player.append_hook( hook )
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#
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def append_hook( hook )
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hook = _prepare_hook( hook )
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@event_handler.append_hook( hook )
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rescue NoMethodError
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_make_event_handler
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retry
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end
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# Passes the given event to the object's event handler.
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def handle( event )
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@event_handler.handle( event )
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rescue NoMethodError
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_make_event_handler
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retry
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end
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# Returns true if the object's event handler includes the given
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# EventHook instance.
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def has_hook?( hook )
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@event_handler.has_hook?( hook )
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rescue NoMethodError
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_make_event_handler
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retry
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end
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# Convenience method for creating and appending hooks easily.
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# It takes a Hash of {trigger_seed => action_seed} pairs, and
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# creates and appends a new EventHook for each pair.
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#
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# Returns:: an Array of the EventHook instances that were
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# created and appended.
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#
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# May raise:: ArgumentError, if an object doesn't match any
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# conversion rules.
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#
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# Trigger and action can be symbols, classes, or other types of
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# object. The method uses simple rules to convert the "seed"
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# objects into appropriate event triggers or event actions.
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#
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# By default, triggers are converted according to these rules:
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#
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# * Symbols starting with "mouse" become a MouseClickTrigger.
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# * Keyboard symbols become a KeyPressTrigger.
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# * Classes become an InstanceOfTrigger.
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# * Objects with a #match? method are duplicated and used
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# as the trigger without being converted.
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#
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# By default, actions are converted according to these rules:
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#
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# * Symbols become a MethodAction.
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# * Proc and Method instances become a BlockAction.
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# * Objects with a #perform method are duplicated and used
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# as the action without being converted.
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#
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# This method raises ArgumentError if an object doesn't match
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# any of the conversion rules.
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#
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# You can define your own custom conversion rules by overriding
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# the private methods #_make_magic_trigger and #make_magic_action
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# in your class.
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#
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# NOTE: Additional default rules may be added in the future, but
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# objects which match the existing rules will continue to match
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# them. However, objects which are invalid in one version might
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# become valid in future versions, if a new rule is added. So, you
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# should never depend on ArgumentError being raised for a paricular
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# object!
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#
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# Example:
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#
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# died_action = proc { |owner, event|
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# owner.say "Blargh, I'm dead!" if event.who_died == owner
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# }
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#
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# player.make_magic_hooks( :space => :jump,
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# :left => :move_left,
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# :right => :move_right,
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# :mouse_left => :shoot,
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# DiedEvent => died_action )
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#
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def make_magic_hooks( hash )
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hash.collect do |trigger, action|
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append_hook( :trigger => _make_magic_trigger( trigger ),
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:action => _make_magic_action( action ))
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end
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end
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# Exactly like #append_hook, except that the hook is put at the
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# top of the stack (it will be handled first).
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#
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# See also EventHandler#prepend_hook.
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#
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def prepend_hook( hook )
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hook = _prepare_hook( hook )
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@event_handler.prepend_hook( hook )
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rescue NoMethodError
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_make_event_handler
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retry
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end
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# Remove the given EventHook instance from the stack, if it
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# exists on the stack.
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# See EventHandler#remove_hook for details and restrictions.
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#
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# Returns:: the hook that was removed, or nil if the hook did not
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# exist on the stack.
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#
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def remove_hook( hook )
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@event_handler.remove_hook( hook )
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rescue NoMethodError
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_make_event_handler
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retry
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end
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private
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# Sets @event_handler to a new EventHandler if needed.
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def _make_event_handler
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@event_handler = EventHandler.new() if @event_handler.nil?
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end
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# This method is called by #make_magic_hooks to convert an
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# object into an event action instance. For example, when
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# this method is given a Proc, it creates and returns a
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# BlockAction using that Proc. See #make_magic_hooks for
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# information about how other objects are converted.
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#
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# You can override this method in your own classes to
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# define your own custom conversion rules. Example:
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#
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# class Player
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# include Rubygame::EventHandler::HasEventHandler
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#
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# private
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#
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# def _make_magic_action( action )
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# if( action == :move_left )
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# return BlockAction.new { |owner, event|
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# owner.move_by( [-1, 0] )
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# }
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# else
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# super
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# end
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# end
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#
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# end
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#
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#
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# Returns:: an event action instance
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#
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359
|
+
# May raise:: ArgumentError, if the given object does not
|
360
|
+
# match any of the conversion rules.
|
361
|
+
#
|
362
|
+
def _make_magic_action( action )
|
363
|
+
case action
|
364
|
+
|
365
|
+
when Symbol
|
366
|
+
EventActions::MethodAction.new(action)
|
367
|
+
|
368
|
+
when Proc, Method
|
369
|
+
EventActions::BlockAction.new(&action)
|
370
|
+
|
371
|
+
else
|
372
|
+
if action.respond_to? :perform
|
373
|
+
action.dup
|
374
|
+
else
|
375
|
+
raise( ArgumentError,
|
376
|
+
"invalid action '#{action.inspect}'. " +\
|
377
|
+
"See HasEventHandler#make_magic_hooks docs for " +\
|
378
|
+
"allowed action types." )
|
379
|
+
end
|
380
|
+
end
|
381
|
+
end
|
382
|
+
|
383
|
+
|
384
|
+
# This method is called by #make_magic_hooks to convert an
|
385
|
+
# object into an event trigger instance. For example, when
|
386
|
+
# this method is given the symbol :mouse_left, it creates
|
387
|
+
# and returns a MousePressTrigger that matches :mouse_left.
|
388
|
+
# See #make_magic_hooks for information about how other objects
|
389
|
+
# are converted.
|
390
|
+
#
|
391
|
+
# You can override this method in your own classes to
|
392
|
+
# define your own custom conversion rules. Example:
|
393
|
+
#
|
394
|
+
# class Player
|
395
|
+
# include Rubygame::EventHandler::HasEventHandler
|
396
|
+
#
|
397
|
+
# private
|
398
|
+
#
|
399
|
+
# def _make_magic_trigger( trigger )
|
400
|
+
# if( trigger == :game_over )
|
401
|
+
# return GameOverTrigger.new()
|
402
|
+
# else
|
403
|
+
# super
|
404
|
+
# end
|
405
|
+
# end
|
406
|
+
#
|
407
|
+
# end
|
408
|
+
#
|
409
|
+
#
|
410
|
+
# Returns:: an event trigger instance
|
411
|
+
#
|
412
|
+
# May raise:: ArgumentError, if the given object does not
|
413
|
+
# match any of the conversion rules.
|
414
|
+
#
|
415
|
+
def _make_magic_trigger( trigger )
|
416
|
+
case trigger
|
417
|
+
|
418
|
+
when Symbol
|
419
|
+
case(trigger.to_s)
|
420
|
+
when /mouse/
|
421
|
+
EventTriggers::MousePressTrigger.new(trigger)
|
422
|
+
else
|
423
|
+
EventTriggers::KeyPressTrigger.new(trigger)
|
424
|
+
end
|
425
|
+
|
426
|
+
when Class
|
427
|
+
EventTriggers::InstanceOfTrigger.new(trigger)
|
428
|
+
|
429
|
+
else
|
430
|
+
if trigger.respond_to? :match?
|
431
|
+
trigger.dup
|
432
|
+
else
|
433
|
+
raise( ArgumentError,
|
434
|
+
"invalid trigger '#{trigger.inspect}'. " +\
|
435
|
+
"See HasEventHandler#make_magic_hooks docs for " +\
|
436
|
+
"allowed trigger types." )
|
437
|
+
end
|
438
|
+
end
|
439
|
+
end
|
440
|
+
|
441
|
+
|
442
|
+
def _prepare_hook( hook )
|
443
|
+
if( hook.kind_of? Hash )
|
444
|
+
hook = EventHook.new( {:owner => self}.merge(hook) )
|
445
|
+
end
|
446
|
+
|
447
|
+
if( hook.owner == nil )
|
448
|
+
hook = hook.dup
|
449
|
+
hook.owner = self
|
450
|
+
end
|
451
|
+
|
452
|
+
return hook
|
453
|
+
end
|
454
|
+
end
|