rubygame 2.5.3 → 2.6.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- data/CREDITS +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
data/lib/rubygame/mediabag.rb
CHANGED
@@ -0,0 +1,30 @@
|
|
1
|
+
#--
|
2
|
+
# Rubygame -- Ruby code and bindings to SDL to facilitate game creation
|
3
|
+
# Copyright (C) 2004-2009 John Croisant
|
4
|
+
#
|
5
|
+
# This library is free software; you can redistribute it and/or
|
6
|
+
# modify it under the terms of the GNU Lesser General Public
|
7
|
+
# License as published by the Free Software Foundation; either
|
8
|
+
# version 2.1 of the License, or (at your option) any later version.
|
9
|
+
#
|
10
|
+
# This library is distributed in the hope that it will be useful,
|
11
|
+
# but WITHOUT ANY WARRANTY; without even the implied warranty of
|
12
|
+
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
|
13
|
+
# Lesser General Public License for more details.
|
14
|
+
#
|
15
|
+
# You should have received a copy of the GNU Lesser General Public
|
16
|
+
# License along with this library; if not, write to the Free Software
|
17
|
+
# Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
|
18
|
+
#++
|
19
|
+
|
20
|
+
|
21
|
+
|
22
|
+
require "ruby-sdl-ffi/mixer"
|
23
|
+
|
24
|
+
Rubygame::VERSIONS[:sdl_mixer] = SDL::Mixer.Linked_Version.to_ary
|
25
|
+
|
26
|
+
|
27
|
+
# Load sound.rb, music.rb, and deprecated_mixer.rb
|
28
|
+
%w{ sound music deprecated_mixer }.each do |f|
|
29
|
+
require File.join( File.dirname(__FILE__), f )
|
30
|
+
end
|
@@ -0,0 +1,493 @@
|
|
1
|
+
#--
|
2
|
+
# Rubygame -- Ruby code and bindings to SDL to facilitate game creation
|
3
|
+
# Copyright (C) 2004-2009 John Croisant
|
4
|
+
#
|
5
|
+
# This library is free software; you can redistribute it and/or
|
6
|
+
# modify it under the terms of the GNU Lesser General Public
|
7
|
+
# License as published by the Free Software Foundation; either
|
8
|
+
# version 2.1 of the License, or (at your option) any later version.
|
9
|
+
#
|
10
|
+
# This library is distributed in the hope that it will be useful,
|
11
|
+
# but WITHOUT ANY WARRANTY; without even the implied warranty of
|
12
|
+
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
|
13
|
+
# Lesser General Public License for more details.
|
14
|
+
#
|
15
|
+
# You should have received a copy of the GNU Lesser General Public
|
16
|
+
# License along with this library; if not, write to the Free Software
|
17
|
+
# Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
|
18
|
+
#++
|
19
|
+
|
20
|
+
|
21
|
+
|
22
|
+
# *IMPORTANT*: this class only exists if SDL_mixer is available!
|
23
|
+
# Your code should check "defined?(Rubygame::Music) != nil" to see if
|
24
|
+
# you can use this class, or be prepared to rescue from NameError.
|
25
|
+
#
|
26
|
+
# Music holds a song, streamed from an audio file (see #load for
|
27
|
+
# supported formats). There are two important differences between
|
28
|
+
# the Music and Sound classes:
|
29
|
+
#
|
30
|
+
# 1. Only one Music can be playing. If you try to play
|
31
|
+
# a second song, the first one will be stopped.
|
32
|
+
#
|
33
|
+
# 2. Music doesn't load the entire audio file, so it can begin
|
34
|
+
# quickly and doesn't use much memory. This is good, because
|
35
|
+
# music files are usually much longer than sound effects!
|
36
|
+
#
|
37
|
+
# Music can #play, #pause/#unpause, #stop, #rewind, #jump_to another
|
38
|
+
# time, adjust #volume, and #fade_out (fade in by passing an option
|
39
|
+
# to #play).
|
40
|
+
#
|
41
|
+
# Music includes the Rubygame::NamedResource mixin module, which
|
42
|
+
# can perform autoloading of music on demand, among other things.
|
43
|
+
#
|
44
|
+
class Rubygame::Music
|
45
|
+
|
46
|
+
include Rubygame::NamedResource
|
47
|
+
|
48
|
+
class << self
|
49
|
+
|
50
|
+
# Searches each directory in Music.autoload_dirs for a file with
|
51
|
+
# the given filename. If it finds that file, loads it and returns
|
52
|
+
# a Music instance. If it doesn't find the file, returns nil.
|
53
|
+
#
|
54
|
+
# See Rubygame::NamedResource for more information about this
|
55
|
+
# functionality.
|
56
|
+
#
|
57
|
+
def autoload( filename )
|
58
|
+
path = find_file( filename )
|
59
|
+
|
60
|
+
if( path )
|
61
|
+
return load( path )
|
62
|
+
else
|
63
|
+
return nil
|
64
|
+
end
|
65
|
+
end
|
66
|
+
|
67
|
+
|
68
|
+
# Load the given audio file.
|
69
|
+
# Supported file formats are WAVE, MOD, MIDI, OGG, and MP3.
|
70
|
+
#
|
71
|
+
# filename:: Full or relative path to the file. (String, required)
|
72
|
+
#
|
73
|
+
# Returns:: The new Music instance. (Music)
|
74
|
+
# May raise:: SDLError, if the music file could not be loaded.
|
75
|
+
#
|
76
|
+
def load( filename )
|
77
|
+
Rubygame.open_audio
|
78
|
+
|
79
|
+
music = SDL::Mixer.LoadMUS( filename )
|
80
|
+
|
81
|
+
if( music.pointer.null? )
|
82
|
+
raise( Rubygame::SDLError, "Could not load Music file '%s': %s"%
|
83
|
+
[filename, SDL.GetError()] )
|
84
|
+
end
|
85
|
+
|
86
|
+
return new( music )
|
87
|
+
end
|
88
|
+
|
89
|
+
|
90
|
+
def current_music
|
91
|
+
@current_music
|
92
|
+
end
|
93
|
+
|
94
|
+
def __current_music=( music ) # :nodoc:
|
95
|
+
@current_music = music
|
96
|
+
end
|
97
|
+
|
98
|
+
end
|
99
|
+
|
100
|
+
|
101
|
+
# call-seq:
|
102
|
+
# new
|
103
|
+
#
|
104
|
+
# **NOTE**: Don't use this method. Use Music.load.
|
105
|
+
#
|
106
|
+
# Raises NotImplementedError.
|
107
|
+
#
|
108
|
+
def initialize( music=nil )
|
109
|
+
if( music.instance_of? SDL::Mixer::Music )
|
110
|
+
@struct = music
|
111
|
+
@volume = 1
|
112
|
+
@repeats = 0
|
113
|
+
else
|
114
|
+
raise( NotImplementedError, "Music.new is not implemented. "+
|
115
|
+
"Use Music.load to load a music file." )
|
116
|
+
end
|
117
|
+
end
|
118
|
+
|
119
|
+
|
120
|
+
attr_reader :struct # :nodoc:
|
121
|
+
protected :struct
|
122
|
+
|
123
|
+
|
124
|
+
# call-seq:
|
125
|
+
# clone( other ) -> music
|
126
|
+
# dup( other ) -> music
|
127
|
+
#
|
128
|
+
# Create a copy of the given Music instance. More efficient than
|
129
|
+
# using #load to load the music file again.
|
130
|
+
#
|
131
|
+
# other:: An existing Music instance. (Music, required)
|
132
|
+
#
|
133
|
+
# Returns:: The new Music instance. (Music)
|
134
|
+
#
|
135
|
+
# **NOTE**: #clone and #dup do slightly different things; #clone
|
136
|
+
# will copy the 'frozen' state of the object, while #dup will create
|
137
|
+
# a fresh, un-frozen object.
|
138
|
+
#
|
139
|
+
def initialize_copy( other )
|
140
|
+
@struct = other.struct
|
141
|
+
@volume = other.volume
|
142
|
+
@repeats = other.repeats
|
143
|
+
end
|
144
|
+
|
145
|
+
|
146
|
+
|
147
|
+
# call-seq:
|
148
|
+
# play( options={:fade_in => 0, :repeats => 0, :start_at => 0} )
|
149
|
+
#
|
150
|
+
# Play the Music, optionally fading in, repeating a certain number
|
151
|
+
# of times (or forever), and/or starting at a certain position in
|
152
|
+
# the song.
|
153
|
+
#
|
154
|
+
# See also #pause and #stop.
|
155
|
+
#
|
156
|
+
# options:: Hash of options, listed below. (Hash, required)
|
157
|
+
#
|
158
|
+
# :fade_in:: Fade in from silence over the given number of
|
159
|
+
# seconds. Default: 0. (Numeric, optional)
|
160
|
+
# :repeats:: Repeat the music the given number of times, or
|
161
|
+
# forever (or until stopped) if -1. Default: 0.
|
162
|
+
# (Integer, optional)
|
163
|
+
# :start_at:: Start playing the music at the given time in the
|
164
|
+
# song, in seconds. Default: 0. (Numeric, optional)
|
165
|
+
# **NOTE**: Non-zero start times only work for
|
166
|
+
# OGG and MP3 formats! Please refer to #jump.
|
167
|
+
#
|
168
|
+
#
|
169
|
+
# Returns:: The receiver (self).
|
170
|
+
# May raise:: SDLError, if the audio device could not be opened, or
|
171
|
+
# if the music file could not be played, or if you used
|
172
|
+
# :start_at with an unsupported format.
|
173
|
+
#
|
174
|
+
#
|
175
|
+
# **NOTE**: Only one music can be playing at once. If any music is
|
176
|
+
# already playing (or paused), it will be stopped before playing the
|
177
|
+
# new music.
|
178
|
+
#
|
179
|
+
# Example:
|
180
|
+
# # Fade in over 2 seconds, play 4 times (1 + 3 repeats),
|
181
|
+
# # starting at 60 seconds since the beginning of the song.
|
182
|
+
# music.play( :fade_in => 2, :repeats => 3, :start_at => 60 );
|
183
|
+
#
|
184
|
+
def play( options={} )
|
185
|
+
|
186
|
+
fade_in = (options[:fade_in] or 0)
|
187
|
+
repeats = (options[:repeats] or 0)
|
188
|
+
start_at = (options[:start_at] or 0)
|
189
|
+
|
190
|
+
|
191
|
+
fade_in =
|
192
|
+
if( fade_in < 0 )
|
193
|
+
raise ArgumentError, ":fade_in cannot be negative (got %.2f)"%fade_in
|
194
|
+
elsif( fade_in < 0.05 )
|
195
|
+
# Work-around for a bug with SDL_mixer not working with small
|
196
|
+
# non-zero fade-ins
|
197
|
+
0
|
198
|
+
else
|
199
|
+
(fade_in * 1000).to_i
|
200
|
+
end
|
201
|
+
|
202
|
+
|
203
|
+
repeats =
|
204
|
+
if( repeats < -1 )
|
205
|
+
raise( ArgumentError,
|
206
|
+
":repeats cannot be negative, except -1 (got #{repeats})" )
|
207
|
+
elsif( repeats > -1 )
|
208
|
+
# Adjust so repeats means the same as it does for Sound
|
209
|
+
(repeats + 1).to_i
|
210
|
+
else
|
211
|
+
-1
|
212
|
+
end
|
213
|
+
|
214
|
+
|
215
|
+
start_at =
|
216
|
+
if( start_at < 0 )
|
217
|
+
raise( ArgumentError,
|
218
|
+
":start_at cannot be negative, (got %.2f)"%start_at )
|
219
|
+
else
|
220
|
+
start_at.to_f
|
221
|
+
end
|
222
|
+
|
223
|
+
|
224
|
+
Rubygame.open_audio
|
225
|
+
|
226
|
+
|
227
|
+
# Doing a little restart dance to please the SDL_mixer gods.
|
228
|
+
SDL::Mixer.PlayMusic( @struct, 0 )
|
229
|
+
SDL::Mixer.HaltMusic()
|
230
|
+
|
231
|
+
# Set music channel volume before we play
|
232
|
+
SDL::Mixer.VolumeMusic( (SDL::Mixer::MAX_VOLUME * @volume).to_i )
|
233
|
+
|
234
|
+
|
235
|
+
@repeats = repeats
|
236
|
+
|
237
|
+
result = SDL::Mixer.FadeInMusicPos( @struct, repeats, fade_in, start_at )
|
238
|
+
|
239
|
+
if( result == -1 )
|
240
|
+
raise Rubygame::SDLError, "Could not play Music: #{SDL.GetError()}"
|
241
|
+
end
|
242
|
+
|
243
|
+
self.class.__current_music = self
|
244
|
+
|
245
|
+
return self
|
246
|
+
|
247
|
+
end
|
248
|
+
|
249
|
+
|
250
|
+
# True if the Music is currently playing (not paused and not stopped).
|
251
|
+
# See also #paused? and #stopped?.
|
252
|
+
#
|
253
|
+
def playing?
|
254
|
+
current? and
|
255
|
+
SDL::Mixer.PlayingMusic() == 1 and
|
256
|
+
SDL::Mixer.PausedMusic() == 0
|
257
|
+
end
|
258
|
+
|
259
|
+
|
260
|
+
|
261
|
+
# Pause the Music. Unlike #stop, it can be unpaused later to resume
|
262
|
+
# from where it was paused. See also #unpause and #paused?.
|
263
|
+
#
|
264
|
+
# Returns:: The receiver (self).
|
265
|
+
#
|
266
|
+
# **NOTE**: Does nothing if the music is not currently playing.
|
267
|
+
#
|
268
|
+
def pause
|
269
|
+
if current?
|
270
|
+
SDL::Mixer.PauseMusic()
|
271
|
+
end
|
272
|
+
|
273
|
+
return self
|
274
|
+
end
|
275
|
+
|
276
|
+
|
277
|
+
# Unpause the Music, if it is currently paused. Resumes from
|
278
|
+
# where it was paused. See also #pause and #paused?.
|
279
|
+
#
|
280
|
+
# Returns:: The receiver (self).
|
281
|
+
#
|
282
|
+
# **NOTE**: Does nothing if the music is not currently paused.
|
283
|
+
#
|
284
|
+
def unpause
|
285
|
+
if current?
|
286
|
+
SDL::Mixer.ResumeMusic()
|
287
|
+
end
|
288
|
+
|
289
|
+
return self
|
290
|
+
end
|
291
|
+
|
292
|
+
|
293
|
+
# True if the Music is currently paused (not playing and not stopped).
|
294
|
+
# See also #playing? and #stopped?.
|
295
|
+
#
|
296
|
+
def paused?
|
297
|
+
current? and
|
298
|
+
SDL::Mixer.PlayingMusic() == 1 and
|
299
|
+
SDL::Mixer.PausedMusic() == 1
|
300
|
+
end
|
301
|
+
|
302
|
+
|
303
|
+
|
304
|
+
# Stop the Music. Unlike #pause, the music must be played again from
|
305
|
+
# the beginning, it cannot be resumed from it was stopped.
|
306
|
+
#
|
307
|
+
# Returns:: The receiver (self).
|
308
|
+
#
|
309
|
+
# **NOTE**: Does nothing if the music is not currently playing or paused.
|
310
|
+
#
|
311
|
+
def stop
|
312
|
+
if current?
|
313
|
+
SDL::Mixer.HaltMusic()
|
314
|
+
end
|
315
|
+
|
316
|
+
return self
|
317
|
+
end
|
318
|
+
|
319
|
+
|
320
|
+
# True if the Music is currently stopped (not playing and not paused).
|
321
|
+
# See also #playing? and #paused?.
|
322
|
+
#
|
323
|
+
def stopped?
|
324
|
+
(not current?) or (SDL::Mixer.PlayingMusic() == 0)
|
325
|
+
end
|
326
|
+
|
327
|
+
|
328
|
+
|
329
|
+
# Fade out to silence over the given number of seconds. Once the music
|
330
|
+
# is silent, it is automatically stopped.
|
331
|
+
#
|
332
|
+
# Returns:: The receiver (self).
|
333
|
+
#
|
334
|
+
# **NOTE**: If the music is currently paused, the fade will start,
|
335
|
+
# but you won't be able to hear it happening unless you #unpause during
|
336
|
+
# the fade.
|
337
|
+
#
|
338
|
+
# Does nothing if the music is currently stopped.
|
339
|
+
#
|
340
|
+
def fade_out( fade_time )
|
341
|
+
if( fade_time < 0 )
|
342
|
+
raise ArgumentError, "fade time cannot be negative (got %.2f)"%fade_time
|
343
|
+
end
|
344
|
+
|
345
|
+
if current?
|
346
|
+
result = SDL::Mixer.FadeOutMusic( (fade_time * 1000).to_i )
|
347
|
+
if( result < 0 )
|
348
|
+
raise Rubygame::SDLError, "Error fading out music: #{SDL.GetError()}"
|
349
|
+
end
|
350
|
+
end
|
351
|
+
|
352
|
+
return self
|
353
|
+
end
|
354
|
+
|
355
|
+
|
356
|
+
# True if the Music is currently fading in or out.
|
357
|
+
# See also #play and #fade_out.
|
358
|
+
#
|
359
|
+
# direction:: Check if it is fading :in, :out, or :either.
|
360
|
+
# (Symbol, required)
|
361
|
+
#
|
362
|
+
def fading?( direction=:either )
|
363
|
+
return false unless current?
|
364
|
+
|
365
|
+
case direction
|
366
|
+
when :in
|
367
|
+
SDL::Mixer.FadingMusic() == SDL::Mixer::FADING_IN
|
368
|
+
when :out
|
369
|
+
SDL::Mixer.FadingMusic() == SDL::Mixer::FADING_OUT
|
370
|
+
else
|
371
|
+
SDL::Mixer.FadingMusic() != SDL::Mixer::NO_FADING
|
372
|
+
end
|
373
|
+
end
|
374
|
+
|
375
|
+
|
376
|
+
|
377
|
+
# Return the volume level of the music.
|
378
|
+
# 0.0 is totally silent, 1.0 is full volume.
|
379
|
+
#
|
380
|
+
# **NOTE**: Ignores fading in or out.
|
381
|
+
#
|
382
|
+
def volume
|
383
|
+
@volume
|
384
|
+
end
|
385
|
+
|
386
|
+
|
387
|
+
# Set the new #volume level of the music.
|
388
|
+
# 0.0 is totally silent, 1.0 is full volume.
|
389
|
+
# The new volume will be clamped to this range if it is too small or
|
390
|
+
# too large.
|
391
|
+
#
|
392
|
+
# Volume cannot be set while the music is fading in or out.
|
393
|
+
# Be sure to check #fading? or rescue from SDLError when
|
394
|
+
# using this method.
|
395
|
+
#
|
396
|
+
# May raise:: SDLError if the music is fading in or out.
|
397
|
+
#
|
398
|
+
def volume=( new_vol )
|
399
|
+
# Clamp it to valid range
|
400
|
+
new_vol = if new_vol < 0.0; 0.0
|
401
|
+
elsif new_vol > 1.0; 1.0
|
402
|
+
else; new_vol
|
403
|
+
end
|
404
|
+
|
405
|
+
if current?
|
406
|
+
if fading?
|
407
|
+
raise Rubygame::SDLError, "cannot set Music volume while fading"
|
408
|
+
else
|
409
|
+
SDL::Mixer.VolumeMusic( (SDL::Mixer::MAX_VOLUME * new_vol).to_i )
|
410
|
+
end
|
411
|
+
end
|
412
|
+
|
413
|
+
@volume = new_vol
|
414
|
+
end
|
415
|
+
|
416
|
+
|
417
|
+
|
418
|
+
def repeats # :nodoc:
|
419
|
+
@repeats
|
420
|
+
end
|
421
|
+
|
422
|
+
|
423
|
+
|
424
|
+
# Rewind the Music to the beginning. If the Music was paused, it
|
425
|
+
# will still be paused after the rewind. Does nothing if the Music
|
426
|
+
# is stopped.
|
427
|
+
#
|
428
|
+
def rewind
|
429
|
+
if current? and not stopped?
|
430
|
+
was_paused = paused?
|
431
|
+
|
432
|
+
SDL::Mixer.HaltMusic()
|
433
|
+
result = SDL::Mixer.PlayMusic(@struct, @repeats)
|
434
|
+
|
435
|
+
if( result == -1 )
|
436
|
+
raise Rubygame::SDLError, "Could not rewind music: #{SDL.GetError()}"
|
437
|
+
end
|
438
|
+
|
439
|
+
SDL::Mixer.PauseMusic() if was_paused
|
440
|
+
end
|
441
|
+
|
442
|
+
return self
|
443
|
+
end
|
444
|
+
|
445
|
+
|
446
|
+
# Jump to any time in the Music, in seconds since the beginning.
|
447
|
+
# If the Music was paused, it will still be paused again after the
|
448
|
+
# jump. Does nothing if the Music was stopped.
|
449
|
+
#
|
450
|
+
# **NOTE**: Only works for OGG and MP3 formats! Other formats (e.g.
|
451
|
+
# WAV) will usually raise SDLError.
|
452
|
+
#
|
453
|
+
# time:: the time to jump to, in seconds since the beginning
|
454
|
+
# of the song. (Numeric, required)
|
455
|
+
#
|
456
|
+
# May raise:: SDLError if something goes wrong, or if the music
|
457
|
+
# type does not support jumping.
|
458
|
+
#
|
459
|
+
# **CAUTION**: This method may be unreliable (and could even crash!)
|
460
|
+
# if you jump to a time after the end of the song. Unfortunately,
|
461
|
+
# SDL_Mixer does not provide a way to find the song's length, so
|
462
|
+
# Rubygame cannot warn you if you go off the end. Be careful!
|
463
|
+
#
|
464
|
+
def jump_to( time )
|
465
|
+
if current? and not stopped?
|
466
|
+
was_paused = paused?
|
467
|
+
|
468
|
+
if( time < 0 )
|
469
|
+
raise Rubygame::SDLError, "cannot jump to negative time (got #{time})"
|
470
|
+
end
|
471
|
+
|
472
|
+
result = SDL::Mixer.SetMusicPosition( time.to_f )
|
473
|
+
|
474
|
+
if( result == -1)
|
475
|
+
raise Rubygame::SDLError, "could not jump music: #{SDL.GetError()}"
|
476
|
+
end
|
477
|
+
|
478
|
+
SDL::Mixer.PauseMusic() if was_paused
|
479
|
+
end
|
480
|
+
|
481
|
+
return self
|
482
|
+
end
|
483
|
+
|
484
|
+
|
485
|
+
|
486
|
+
private
|
487
|
+
|
488
|
+
|
489
|
+
def current? # :nodoc:
|
490
|
+
self.class.current_music == self
|
491
|
+
end
|
492
|
+
|
493
|
+
end
|