rubygame 2.5.3 → 2.6.0
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- data/CREDITS +6 -4
- data/NEWS +79 -0
- data/README +55 -72
- data/ROADMAP +20 -13
- data/doc/custom_sdl_load_paths.rdoc +79 -0
- data/doc/getting_started.rdoc +65 -36
- data/doc/keyboard_symbols.rdoc +243 -0
- data/doc/macosx_install.rdoc +49 -35
- data/doc/windows_install.rdoc +36 -108
- data/lib/rubygame.rb +62 -24
- data/lib/rubygame/audio.rb +147 -0
- data/lib/rubygame/clock.rb +164 -1
- data/lib/rubygame/color.rb +40 -7
- data/lib/rubygame/color/models/hsl.rb +1 -1
- data/lib/rubygame/color/models/hsv.rb +1 -1
- data/lib/rubygame/color/models/rgb.rb +1 -1
- data/lib/rubygame/color/palettes/css.rb +1 -3
- data/lib/rubygame/color/palettes/x11.rb +1 -2
- data/lib/rubygame/constants.rb +297 -0
- data/lib/rubygame/deprecated_mixer.rb +555 -0
- data/lib/rubygame/event.rb +122 -6
- data/lib/rubygame/event_handler.rb +3 -1
- data/lib/rubygame/event_hook.rb +6 -2
- data/lib/rubygame/event_triggers.rb +1 -1
- data/lib/rubygame/events.rb +416 -1
- data/lib/rubygame/ftor.rb +1 -7
- data/lib/rubygame/gfx.rb +583 -0
- data/lib/rubygame/gl.rb +107 -0
- data/lib/rubygame/image.rb +140 -0
- data/lib/rubygame/joystick.rb +184 -0
- data/lib/rubygame/main.rb +82 -0
- data/lib/rubygame/mediabag.rb +1 -1
- data/lib/rubygame/mixer.rb +30 -0
- data/lib/rubygame/music.rb +493 -0
- data/lib/rubygame/queue.rb +3 -1
- data/lib/rubygame/rect.rb +9 -9
- data/lib/rubygame/screen.rb +357 -0
- data/lib/rubygame/shared.rb +40 -4
- data/lib/rubygame/sound.rb +428 -0
- data/lib/rubygame/surface.rb +626 -0
- data/lib/rubygame/ttf.rb +311 -0
- data/samples/FreeSans.ttf +0 -0
- data/samples/README +6 -5
- data/samples/demo_draw.rb +1 -1
- data/samples/demo_gl.rb +3 -1
- data/samples/demo_gl_tex.rb +4 -2
- data/samples/demo_rubygame.rb +114 -105
- data/samples/demo_sfont.rb +1 -1
- data/samples/demo_ttf.rb +3 -1
- data/samples/demo_utf8.rb +1 -1
- data/samples/image_viewer.rb +118 -0
- data/samples/load_and_blit.rb +1 -1
- data/samples/rubygame.png +0 -0
- metadata +34 -40
- data/Rakefile +0 -537
- data/doc/extended_readme.rdoc +0 -49
- data/ext/body/rubygame_body.so +0 -0
- data/ext/rubygame/rubygame_clock.c +0 -301
- data/ext/rubygame/rubygame_clock.h +0 -32
- data/ext/rubygame/rubygame_event.c +0 -760
- data/ext/rubygame/rubygame_event.h +0 -48
- data/ext/rubygame/rubygame_event2.c +0 -661
- data/ext/rubygame/rubygame_event2.h +0 -29
- data/ext/rubygame/rubygame_gfx.c +0 -942
- data/ext/rubygame/rubygame_gfx.h +0 -101
- data/ext/rubygame/rubygame_gl.c +0 -154
- data/ext/rubygame/rubygame_gl.h +0 -32
- data/ext/rubygame/rubygame_image.c +0 -252
- data/ext/rubygame/rubygame_image.h +0 -41
- data/ext/rubygame/rubygame_joystick.c +0 -336
- data/ext/rubygame/rubygame_joystick.h +0 -41
- data/ext/rubygame/rubygame_main.c +0 -158
- data/ext/rubygame/rubygame_main.h +0 -36
- data/ext/rubygame/rubygame_mixer.c +0 -1024
- data/ext/rubygame/rubygame_mixer.h +0 -36
- data/ext/rubygame/rubygame_music.c +0 -1017
- data/ext/rubygame/rubygame_music.h +0 -29
- data/ext/rubygame/rubygame_screen.c +0 -572
- data/ext/rubygame/rubygame_screen.h +0 -45
- data/ext/rubygame/rubygame_shared.c +0 -269
- data/ext/rubygame/rubygame_shared.h +0 -69
- data/ext/rubygame/rubygame_sound.c +0 -863
- data/ext/rubygame/rubygame_sound.h +0 -29
- data/ext/rubygame/rubygame_surface.c +0 -1153
- data/ext/rubygame/rubygame_surface.h +0 -62
- data/ext/rubygame/rubygame_ttf.c +0 -599
- data/ext/rubygame/rubygame_ttf.h +0 -69
- data/samples/keys.rb +0 -52
@@ -1,29 +0,0 @@
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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_getresolution(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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* Screen.new( size, depth=0, flags=[SWSURFACE] ) -> Screen
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* (alias: open)
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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 this method 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_new(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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* Screen.set_mode( size, depth=0, flags=[SWSURFACE] ) -> Screen
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*
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* Deprecated alias for Screen.new. This method will be REMOVED
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* in Rubygame 3.0. You should use Screen.new (or its alias, Screen.open)
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* instead.
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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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rg_deprecated("Rubygame::Screen.set_mode", "3.0");
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return rbgm_screen_new(argc, argv, module);
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}
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/* call-seq:
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* Screen.instance( size, depth=0, flags=[SWSURFACE] ) -> Screen
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*
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* Deprecated alias for Screen.new. This method will be REMOVED
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* in Rubygame 3.0. You should use Screen.new (or its alias, Screen.open)
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* instead.
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*/
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VALUE rbgm_screen_instance(int argc, VALUE *argv, VALUE module)
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{
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rg_deprecated("Rubygame::Screen.instance", "3.0");
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return rbgm_screen_new(argc, argv, module);
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}
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/*
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* call-seq:
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* Screen.close
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*
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* Close the Screen, making the Rubygame window disappear.
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* This method also exits from fullscreen mode, if needed.
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*
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* After calling this method, you should discard any references
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* to the old Screen surface, as it is no longer valid, even
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* if you call Screen.new again.
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*
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* (Note: You do not need to close the Screen to change its size
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* or flags, you can simply call Screen.new while already open.)
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*
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*/
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VALUE rbgm_screen_close(VALUE module)
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{
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SDL_QuitSubSystem(SDL_INIT_VIDEO);
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return Qnil;
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}
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/*
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* call-seq:
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* Screen.open?
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*
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* True if there is an open Rubygame window.
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* See Screen.new and Screen.close.
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*
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*/
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VALUE rbgm_screen_openp(VALUE module)
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{
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return (SDL_GetVideoSurface() == NULL) ? Qfalse : Qtrue;
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}
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/* call-seq:
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* Screen.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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/* call-seq:
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* Screen.get_resolution -> [width, height]
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*
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* Returns the pixel dimensions of the user's display (i.e. monitor).
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* (That is not the same as Screen#size, which only measures the
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* Rubygame window.) You can use this information to detect
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* how large of a Screen can fit on the user's display.
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*
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* This method can _only_ be used when there is no open Screen instance.
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* This method raises SDLError if there is a Screen instance (i.e.
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* you have done Screen.new before). This is a limitation of the SDL
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* function SDL_GetVideoInfo, which behaves differently when a Screen
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* is open than when it is closed.
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*
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* This method will also raise SDLError if it cannot get the display
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* size for some other reason.
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*
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*/
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VALUE rbgm_screen_getresolution(VALUE module)
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{
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VALUE array;
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const SDL_VideoInfo* hw;
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init_video_system();
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/* Test for existing Screen */
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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, "You cannot get resolution when there is " \
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"an open Screen. See the docs for the reason.");
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}
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hw = SDL_GetVideoInfo();
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if(hw==NULL)
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{
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rb_raise(eSDLError,"Couldn't get video info: %s",SDL_GetError());
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}
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array = rb_ary_new();
|
261
|
-
rb_ary_push(array, INT2NUM(hw->current_w));
|
262
|
-
rb_ary_push(array, INT2NUM(hw->current_h));
|
263
|
-
return array;
|
264
|
-
}
|
265
|
-
|
266
|
-
|
267
|
-
/* Screen instance methods: */
|
268
|
-
|
269
|
-
|
270
|
-
/* call-seq:
|
271
|
-
* title -> String
|
272
|
-
*
|
273
|
-
* Returns the current window title for the Screen.
|
274
|
-
* The default is an empty string.
|
275
|
-
*/
|
276
|
-
VALUE rbgm_screen_getcaption(VALUE self)
|
277
|
-
{
|
278
|
-
char *title,*icon;
|
279
|
-
|
280
|
-
SDL_WM_GetCaption( &title,&icon );
|
281
|
-
if (title == NULL)
|
282
|
-
title = "\0";
|
283
|
-
/* We don't really care about icon. */
|
284
|
-
return rb_str_new2(title);
|
285
|
-
}
|
286
|
-
|
287
|
-
/* call-seq:
|
288
|
-
* title = title
|
289
|
-
*
|
290
|
-
* Sets the window title for the Screen.
|
291
|
-
*
|
292
|
-
* title:: a String, (usually) displayed at the top of the Rubygame
|
293
|
-
* window (when not in fullscreen mode). If omitted or +nil+,
|
294
|
-
* +title+ will be an empty string.
|
295
|
-
* How this string is displayed (if at all) is system-dependent.
|
296
|
-
*/
|
297
|
-
VALUE rbgm_screen_setcaption(VALUE self, VALUE title)
|
298
|
-
{
|
299
|
-
char *title_str;
|
300
|
-
title_str = ""; /* default to blank */
|
301
|
-
|
302
|
-
if( RTEST(title) )
|
303
|
-
{
|
304
|
-
title_str = StringValuePtr(title);
|
305
|
-
}
|
306
|
-
SDL_WM_SetCaption(title_str,title_str);
|
307
|
-
return self;
|
308
|
-
}
|
309
|
-
|
310
|
-
/* call-seq:
|
311
|
-
* icon = icon
|
312
|
-
*
|
313
|
-
* Sets the window icon for the Screen.
|
314
|
-
*
|
315
|
-
* icon:: a Rubygame::Surface to be displayed at the top of the Rubygame
|
316
|
-
* window (when not in fullscreen mode), and in other OS-specific
|
317
|
-
* areas (like the taskbar entry). If omitted or +nil+, no icon
|
318
|
-
* will be shown at all.
|
319
|
-
*
|
320
|
-
* NOTE: The SDL docs state that icons on Win32 systems must be 32x32 pixels.
|
321
|
-
* That may or may not be true anymore, but you might want to consider it
|
322
|
-
* when creating games to run on Windows.
|
323
|
-
*
|
324
|
-
*/
|
325
|
-
VALUE rbgm_screen_seticon(VALUE self, VALUE data)
|
326
|
-
{
|
327
|
-
SDL_Surface *icon;
|
328
|
-
|
329
|
-
Data_Get_Struct(data, SDL_Surface, icon);
|
330
|
-
SDL_WM_SetIcon(icon, NULL);
|
331
|
-
|
332
|
-
return self;
|
333
|
-
}
|
334
|
-
|
335
|
-
/* call-seq:
|
336
|
-
* update()
|
337
|
-
* update(rect)
|
338
|
-
* update(x,y,w,h)
|
339
|
-
*
|
340
|
-
* Updates (refreshes) all or part of the Rubygame window, revealing to the
|
341
|
-
* user any changes that have been made since the last update. If you're using
|
342
|
-
* a double-buffered display (see Screen.new), you should use
|
343
|
-
* Screen#flip instead.
|
344
|
-
*
|
345
|
-
* This method takes these arguments:
|
346
|
-
* rect:: a Rubygame::Rect representing the area of the screen to update.
|
347
|
-
* Can also be an length-4 Array, or given as 4 separate arguments.
|
348
|
-
* If omitted or nil, the entire screen is updated.
|
349
|
-
*/
|
350
|
-
VALUE rbgm_screen_update(int argc, VALUE *argv, VALUE self)
|
351
|
-
{
|
352
|
-
int x,y,w,h;
|
353
|
-
SDL_Surface *screen;
|
354
|
-
Data_Get_Struct(self,SDL_Surface,screen);
|
355
|
-
VALUE vx, vy, vw, vh;
|
356
|
-
|
357
|
-
rb_scan_args(argc, argv, "04", &vx, &vy, &vw, &vh);
|
358
|
-
|
359
|
-
x = y = w = h = 0;
|
360
|
-
|
361
|
-
if( RTEST(vx) )
|
362
|
-
{
|
363
|
-
switch( TYPE(vx) ) {
|
364
|
-
case T_ARRAY: {
|
365
|
-
if( RARRAY_LEN(vx) < 4 )
|
366
|
-
{
|
367
|
-
rb_raise(rb_eArgError,"Array is too short to be a Rect (%s for 4)",
|
368
|
-
RARRAY_LEN(vx));
|
369
|
-
}
|
370
|
-
x = NUM2INT(rb_ary_entry(vx,0));
|
371
|
-
y = NUM2INT(rb_ary_entry(vx,1));
|
372
|
-
w = NUM2INT(rb_ary_entry(vx,2));
|
373
|
-
h = NUM2INT(rb_ary_entry(vx,3));
|
374
|
-
break;
|
375
|
-
}
|
376
|
-
case T_FLOAT:
|
377
|
-
case T_BIGNUM:
|
378
|
-
case T_FIXNUM: {
|
379
|
-
x = NUM2INT(vx);
|
380
|
-
y = NUM2INT(vy);
|
381
|
-
w = NUM2INT(vw);
|
382
|
-
h = NUM2INT(vh);
|
383
|
-
break;
|
384
|
-
}
|
385
|
-
default: {
|
386
|
-
rb_raise(rb_eTypeError,"Unrecognized type for x (wanted Array or Numeric).");
|
387
|
-
break;
|
388
|
-
}
|
389
|
-
}
|
390
|
-
}
|
391
|
-
|
392
|
-
Sint16 left,top,right,bottom;
|
393
|
-
|
394
|
-
left = min( max( 0, x ), screen->w );
|
395
|
-
top = min( max( 0, y ), screen->h );
|
396
|
-
right = min( max( left, x + w), screen->w );
|
397
|
-
bottom = min( max( top, y + h), screen->h );
|
398
|
-
|
399
|
-
x = left;
|
400
|
-
y = top;
|
401
|
-
w = right - left;
|
402
|
-
h = bottom - top;
|
403
|
-
|
404
|
-
SDL_UpdateRect(screen,x,y,w,h);
|
405
|
-
return self;
|
406
|
-
}
|
407
|
-
|
408
|
-
/* call-seq:
|
409
|
-
* update_rects(rects)
|
410
|
-
*
|
411
|
-
* Updates (as Screen#update does) several areas of the screen.
|
412
|
-
*
|
413
|
-
* This method takes these arguments:
|
414
|
-
* rects:: an Array containing any number of Rect objects, each
|
415
|
-
* rect representing a portion of the screen to update.
|
416
|
-
*/
|
417
|
-
VALUE rbgm_screen_updaterects(VALUE self, VALUE array_rects)
|
418
|
-
{
|
419
|
-
int i, num_rects;
|
420
|
-
VALUE each_rect;
|
421
|
-
SDL_Surface *screen;
|
422
|
-
SDL_Rect *rects;
|
423
|
-
|
424
|
-
/* unwrap the Screen instance from self (VALUE) */
|
425
|
-
Data_Get_Struct(self,SDL_Surface,screen);
|
426
|
-
|
427
|
-
/* prepare an (uninitialized) array of Rects */
|
428
|
-
array_rects = convert_to_array(array_rects);
|
429
|
-
num_rects = RARRAY_LEN(array_rects);
|
430
|
-
rects = ALLOCA_N(SDL_Rect, num_rects);
|
431
|
-
|
432
|
-
/* initialize the array of Rects from array_rects */
|
433
|
-
for( i=0; i < num_rects; i++ )
|
434
|
-
{
|
435
|
-
each_rect = convert_to_array(rb_ary_entry(array_rects,i));
|
436
|
-
|
437
|
-
Sint16 x,y,left,top,right,bottom;
|
438
|
-
Uint16 w,h;
|
439
|
-
|
440
|
-
x = NUM2INT(rb_ary_entry(each_rect,0));
|
441
|
-
y = NUM2INT(rb_ary_entry(each_rect,1));
|
442
|
-
w = NUM2INT(rb_ary_entry(each_rect,2));
|
443
|
-
h = NUM2INT(rb_ary_entry(each_rect,3));
|
444
|
-
|
445
|
-
left = min( max( 0, x ), screen->w );
|
446
|
-
top = min( max( 0, y ), screen->h );
|
447
|
-
right = min( max( left, x + w), screen->w );
|
448
|
-
bottom = min( max( top, y + h), screen->h );
|
449
|
-
|
450
|
-
rects[i].x = left;
|
451
|
-
rects[i].y = top;
|
452
|
-
rects[i].w = right - left;
|
453
|
-
rects[i].h = bottom - top;
|
454
|
-
}
|
455
|
-
|
456
|
-
/* call the SDL method to update from all these rects */
|
457
|
-
SDL_UpdateRects( screen, num_rects, rects );
|
458
|
-
|
459
|
-
return self;
|
460
|
-
}
|
461
|
-
|
462
|
-
/* call-seq:
|
463
|
-
* flip()
|
464
|
-
*
|
465
|
-
* If the Rubygame display is double-buffered (see Screen.new), flips
|
466
|
-
* the buffers and updates the whole screen. Otherwise, just updates the
|
467
|
-
* whole screen.
|
468
|
-
*/
|
469
|
-
VALUE rbgm_screen_flip(VALUE self)
|
470
|
-
{
|
471
|
-
SDL_Surface *screen;
|
472
|
-
Data_Get_Struct(self, SDL_Surface, screen);
|
473
|
-
SDL_Flip(screen);
|
474
|
-
return self;
|
475
|
-
}
|
476
|
-
|
477
|
-
/* call-seq:
|
478
|
-
* show_cursor? -> true or false
|
479
|
-
*
|
480
|
-
* Returns true if the mouse cursor is shown, or false if hidden. See also
|
481
|
-
* #show_cursor=
|
482
|
-
*/
|
483
|
-
VALUE rbgm_screen_getshowcursor(VALUE self)
|
484
|
-
{
|
485
|
-
return SDL_ShowCursor(SDL_QUERY);
|
486
|
-
}
|
487
|
-
|
488
|
-
/* call-seq:
|
489
|
-
* show_cursor = value -> true or false or nil
|
490
|
-
*
|
491
|
-
* Set whether the mouse cursor is displayed or not. If +value+ is true,
|
492
|
-
* the cursor will be shown; if false, it will be hidden. See also
|
493
|
-
* #show_cursor?
|
494
|
-
*/
|
495
|
-
VALUE rbgm_screen_setshowcursor(VALUE self, VALUE val)
|
496
|
-
{
|
497
|
-
int state;
|
498
|
-
|
499
|
-
if(val == Qtrue) { state = SDL_ENABLE; }
|
500
|
-
else if(val == Qfalse || val == Qnil) { state = SDL_DISABLE; }
|
501
|
-
else { return Qnil; }
|
502
|
-
|
503
|
-
return SDL_ShowCursor(state);
|
504
|
-
}
|
505
|
-
|
506
|
-
/*
|
507
|
-
* Document-class: Rubygame::Screen
|
508
|
-
*
|
509
|
-
* Screen represents the display window for the game. The Screen is a
|
510
|
-
* special Surface that is displayed to the user. By changing and then
|
511
|
-
* updating the Screen many times per second, we can create the illusion
|
512
|
-
* of continous motion.
|
513
|
-
*
|
514
|
-
* Screen inherits most of the Surface methods, and can be passed to methods
|
515
|
-
* which expect a Surface, including Surface#blit and the Draw functions.
|
516
|
-
* However, the Screen cannot have a colorkey or an alpha channel, so
|
517
|
-
* Surface#set_colorkey and Surface#set_alpha are not inherited.
|
518
|
-
*
|
519
|
-
* Please note that only *one* Screen can exist, per application, at a time;
|
520
|
-
* this is a limitation of SDL. You *must* use Screen.new (or its alias,
|
521
|
-
* Screen.open) to create or modify the Screen.
|
522
|
-
*
|
523
|
-
* Also note that no changes to the Screen will be seen until it is refreshed.
|
524
|
-
* See #update, #update_rects, and #flip for ways to refresh all or part of
|
525
|
-
* the Screen.
|
526
|
-
*
|
527
|
-
*/
|
528
|
-
void Rubygame_Init_Screen()
|
529
|
-
{
|
530
|
-
#if 0
|
531
|
-
mRubygame = rb_define_module("Rubygame");
|
532
|
-
cSurface = rb_define_class_under(mRubygame,"Surface",rb_cObject);
|
533
|
-
#endif
|
534
|
-
|
535
|
-
/* Screen class */
|
536
|
-
cScreen = rb_define_class_under(mRubygame,"Screen",cSurface);
|
537
|
-
rb_define_singleton_method(cScreen,"new",rbgm_screen_new, -1);
|
538
|
-
rb_define_alias(rb_singleton_class(cScreen),"open","new");
|
539
|
-
|
540
|
-
rb_define_singleton_method(cScreen,"close", rbgm_screen_close, 0);
|
541
|
-
rb_define_singleton_method(cScreen,"open?", rbgm_screen_openp, 0);
|
542
|
-
rb_define_singleton_method(cScreen,"get_surface",rbgm_screen_getsurface, 0);
|
543
|
-
rb_define_singleton_method(cScreen,"get_resolution",rbgm_screen_getresolution, 0);
|
544
|
-
|
545
|
-
/* Deprecated: */
|
546
|
-
rb_define_singleton_method(cScreen,"set_mode", rbgm_screen_setmode, -1);
|
547
|
-
rb_define_singleton_method(cScreen,"instance", rbgm_screen_instance, -1);
|
548
|
-
|
549
|
-
|
550
|
-
|
551
|
-
/* These are inherited from Surface, but should not be called on Screen */
|
552
|
-
rb_undef_method(cScreen,"set_alpha");
|
553
|
-
rb_undef_method(cScreen,"set_colorkey");
|
554
|
-
|
555
|
-
/* Screen methods */
|
556
|
-
rb_define_method(cScreen,"title",rbgm_screen_getcaption,0);
|
557
|
-
rb_define_method(cScreen,"title=",rbgm_screen_setcaption,1);
|
558
|
-
rb_define_method(cScreen,"icon=",rbgm_screen_seticon,1);
|
559
|
-
rb_define_method(cScreen,"update",rbgm_screen_update,-1);
|
560
|
-
rb_define_method(cScreen,"update_rects",rbgm_screen_updaterects,1);
|
561
|
-
rb_define_method(cScreen,"flip",rbgm_screen_flip,0);
|
562
|
-
rb_define_method(cScreen,"show_cursor?",rbgm_screen_getshowcursor,0);
|
563
|
-
rb_define_method(cScreen,"show_cursor=",rbgm_screen_setshowcursor,1);
|
564
|
-
|
565
|
-
/* Screen initialization flags */
|
566
|
-
rb_define_const(mRubygame,"DOUBLEBUF",UINT2NUM(SDL_DOUBLEBUF));
|
567
|
-
rb_define_const(mRubygame,"FULLSCREEN",UINT2NUM(SDL_FULLSCREEN));
|
568
|
-
rb_define_const(mRubygame,"OPENGL",UINT2NUM(SDL_OPENGL));
|
569
|
-
rb_define_const(mRubygame,"OPENGLBLIT",UINT2NUM(SDL_OPENGLBLIT));
|
570
|
-
rb_define_const(mRubygame,"RESIZABLE",UINT2NUM(SDL_RESIZABLE));
|
571
|
-
rb_define_const(mRubygame,"NOFRAME",UINT2NUM(SDL_NOFRAME));
|
572
|
-
}
|