sdl2-win93 1.0.0

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Files changed (66) hide show
  1. checksums.yaml +7 -0
  2. data/.dir-locals.el +2 -0
  3. data/.github/workflows/gempush.yml +29 -0
  4. data/.gitignore +14 -0
  5. data/COPYING.txt +165 -0
  6. data/Gemfile +4 -0
  7. data/Gemfile.lock +24 -0
  8. data/Makefile +4 -0
  9. data/README.md +36 -0
  10. data/Rakefile +51 -0
  11. data/doc/po/ja.po +10357 -0
  12. data/ext/sdl2_ext/clipboard.c +61 -0
  13. data/ext/sdl2_ext/color.c +103 -0
  14. data/ext/sdl2_ext/color.h +4 -0
  15. data/ext/sdl2_ext/event.c +1298 -0
  16. data/ext/sdl2_ext/extconf.rb +22 -0
  17. data/ext/sdl2_ext/filesystem.c +63 -0
  18. data/ext/sdl2_ext/gamecontroller.c +408 -0
  19. data/ext/sdl2_ext/gamecontroller.c.m4 +408 -0
  20. data/ext/sdl2_ext/gl.c +351 -0
  21. data/ext/sdl2_ext/gl.c.m4 +351 -0
  22. data/ext/sdl2_ext/hint.c +99 -0
  23. data/ext/sdl2_ext/joystick.c +339 -0
  24. data/ext/sdl2_ext/joystick.c.m4 +339 -0
  25. data/ext/sdl2_ext/key.c +1302 -0
  26. data/ext/sdl2_ext/key.c.m4 +833 -0
  27. data/ext/sdl2_ext/main.c +258 -0
  28. data/ext/sdl2_ext/messagebox.c +233 -0
  29. data/ext/sdl2_ext/mixer.c +1205 -0
  30. data/ext/sdl2_ext/mixer.c.m4 +1205 -0
  31. data/ext/sdl2_ext/mouse.c +286 -0
  32. data/ext/sdl2_ext/rubysdl2_internal.h +127 -0
  33. data/ext/sdl2_ext/timer.c +63 -0
  34. data/ext/sdl2_ext/ttf.c +376 -0
  35. data/ext/sdl2_ext/ttf.c.m4 +376 -0
  36. data/ext/sdl2_ext/video.c +4093 -0
  37. data/ext/sdl2_ext/video.c.m4 +3867 -0
  38. data/lib/sdl2.rb +3 -0
  39. data/lib/sdl2/event.rb +55 -0
  40. data/lib/sdl2/version.rb +8 -0
  41. data/sample/chunk_destroy.rb +16 -0
  42. data/sample/gfxprimitives.rb +54 -0
  43. data/sample/icon.bmp +0 -0
  44. data/sample/memory_test/m1.rb +28 -0
  45. data/sample/memory_test/m2.rb +18 -0
  46. data/sample/memory_test/m3.rb +12 -0
  47. data/sample/message_box.rb +33 -0
  48. data/sample/music_player.rb +137 -0
  49. data/sample/playwave.rb +19 -0
  50. data/sample/primitives.rb +32 -0
  51. data/sample/test_clipboard.rb +16 -0
  52. data/sample/test_controller.rb +62 -0
  53. data/sample/test_joystick.rb +53 -0
  54. data/sample/test_keyboard.rb +52 -0
  55. data/sample/test_mouse.rb +50 -0
  56. data/sample/test_surface.rb +13 -0
  57. data/sample/test_ttf.rb +82 -0
  58. data/sample/test_video.rb +59 -0
  59. data/sample/testgl.rb +175 -0
  60. data/sample/testsprite.rb +296 -0
  61. data/sample/testspriteminimal.rb +75 -0
  62. data/sample/timer.rb +11 -0
  63. data/sample/version.rb +12 -0
  64. data/sample/video_info.rb +64 -0
  65. data/sdl2-win93.gemspec +31 -0
  66. metadata +158 -0
@@ -0,0 +1,62 @@
1
+ begin
2
+ require 'sdl2'
3
+ rescue LoadError
4
+ $LOAD_PATH.unshift File.expand_path File.join(__dir__, '../lib')
5
+ retry
6
+ end
7
+
8
+ SDL2.init(SDL2::INIT_EVERYTHING)
9
+
10
+
11
+ p SDL2::GameController.axis_name_of(SDL2::GameController::Axis::LEFTY)
12
+ p SDL2::GameController.axis_name_of(129) rescue p $!
13
+ p SDL2::GameController.axis_from_name("rightx")
14
+ p SDL2::GameController.button_name_of(SDL2::GameController::Button::Y)
15
+ p SDL2::GameController.button_from_name("x")
16
+ p SDL2::GameController.button_from_name("rightx") rescue p $!
17
+
18
+ if SDL2::Joystick.num_connected_joysticks == 0
19
+ puts "You need to connect at least one joystick"
20
+ exit
21
+ end
22
+
23
+ joystick = SDL2::Joystick.open(0)
24
+ guid = joystick.GUID
25
+ joystick.close
26
+ SDL2::GameController.add_mapping([guid, "No1",
27
+ "leftx:a0,lefty:a1",
28
+ "a:b3,b:b2,x:b1,y:b0"
29
+ ].join(","))
30
+
31
+
32
+ p SDL2::Joystick.game_controller?(0)
33
+ p SDL2::GameController.device_names
34
+ controller = SDL2::GameController.open(0)
35
+ p controller.name
36
+ p controller.attached?
37
+ p controller.mapping
38
+
39
+ $window = SDL2::Window.create("test_controller", 0,0,640,480,0)
40
+
41
+ loop do
42
+ while event = SDL2::Event.poll
43
+ case event
44
+ when SDL2::Event::Quit
45
+ exit
46
+ when SDL2::Event::KeyDown
47
+ exit if event.sym == SDL2::Key::ESCAPE
48
+ when SDL2::Event::ControllerAxisMotion
49
+ p event
50
+ p controller.axis(SDL2::GameController::Axis::LEFTX)
51
+ p controller.axis(SDL2::GameController::Axis::LEFTY)
52
+ when SDL2::Event::ControllerButton
53
+ p event
54
+ p controller.button_pressed?(SDL2::GameController::Button::A)
55
+ p controller.button_pressed?(SDL2::GameController::Button::B)
56
+ p controller.button_pressed?(SDL2::GameController::Button::X)
57
+ p controller.button_pressed?(SDL2::GameController::Button::Y)
58
+ when SDL2::Event::ControllerDevice
59
+ p event
60
+ end
61
+ end
62
+ end
@@ -0,0 +1,53 @@
1
+ begin
2
+ require 'sdl2'
3
+ rescue LoadError
4
+ $LOAD_PATH.unshift File.expand_path File.join(__dir__, '../lib')
5
+ retry
6
+ end
7
+
8
+ SDL2.init(SDL2::INIT_EVERYTHING)
9
+ SDL2::TTF.init
10
+
11
+ p SDL2::Joystick.num_connected_joysticks
12
+ p SDL2::Joystick.devices
13
+
14
+ if SDL2::Joystick.num_connected_joysticks > 0
15
+ $joystick = SDL2::Joystick.open(0)
16
+ p $joystick.name
17
+ p $joystick.num_axes
18
+ p $joystick.num_hats
19
+ p $joystick.num_buttons
20
+ p $joystick.num_balls
21
+ p $joystick.GUID
22
+ p $joystick.attached?
23
+ p $joystick.index
24
+ end
25
+
26
+ window = SDL2::Window.create("testsprite",0, 0, 640, 480, 0)
27
+
28
+ renderer = window.create_renderer(-1, 0)
29
+
30
+
31
+ loop do
32
+ while ev = SDL2::Event.poll
33
+ case ev
34
+ when SDL2::Event::JoyButton, SDL2::Event::JoyAxisMotion
35
+ p ev
36
+ when SDL2::Event::JoyDeviceAdded
37
+ p ev
38
+ $joystick = SDL2::Joystick.open(ev.which)
39
+ when SDL2::Event::JoyDeviceRemoved
40
+ p ev
41
+ p $joystick.name
42
+ when SDL2::Event::KeyDown
43
+ if ev.scancode == SDL2::Key::Scan::ESCAPE
44
+ exit
45
+ end
46
+ when SDL2::Event::Quit
47
+ exit
48
+ end
49
+ end
50
+
51
+ renderer.present
52
+ sleep 0.1
53
+ end
@@ -0,0 +1,52 @@
1
+ begin
2
+ require 'sdl2'
3
+ rescue LoadError
4
+ $LOAD_PATH.unshift File.expand_path File.join(__dir__, '../lib')
5
+ retry
6
+ end
7
+
8
+ SDL2.init(SDL2::INIT_EVERYTHING)
9
+
10
+ window = SDL2::Window.create("testsprite", 0, 0, 640, 480, 0)
11
+ renderer = window.create_renderer(-1, 0)
12
+
13
+ puts "scancode of \"X\": #{SDL2::Key::Scan.from_name("X")}"
14
+ puts "scancode of SDL2::Key::X: #{SDL2::Key::Scan.from_keycode(SDL2::Key::X)}"
15
+ puts "keycode of \"X\": #{SDL2::Key.keycode_from_name("X")}"
16
+ puts "keycode of SDL2::Key::Scan::X: #{SDL2::Key.keycode_from_scancode(SDL2::Key::Scan::X)}"
17
+ SDL2::TextInput.rect = SDL2::Rect[20, 20, 200, 20]
18
+
19
+
20
+ def toggle_text_input
21
+ if SDL2::TextInput.active?
22
+ SDL2::TextInput.stop
23
+ else
24
+ SDL2::TextInput.start
25
+ end
26
+ p SDL2::TextInput.active?
27
+ end
28
+
29
+ loop do
30
+ while ev = SDL2::Event.poll
31
+ case ev
32
+ when SDL2::Event::Quit
33
+ exit
34
+ when SDL2::Event::TextInput
35
+ p ev
36
+ p ev.text
37
+ when SDL2::Event::TextEditing
38
+ p ev
39
+ when SDL2::Event::KeyDown
40
+ puts "scancode: #{ev.scancode}(#{SDL2::Key::Scan.name_of(ev.scancode)})"
41
+ puts "keycode: #{ev.sym}(#{SDL2::Key.name_of(ev.sym)})"
42
+ puts "mod: #{ev.mod}"
43
+ puts "mod(SDL2::Key::Mod.state): #{SDL2::Key::Mod.state}"
44
+ if ev.sym == SDL2::Key::RETURN
45
+ toggle_text_input
46
+ end
47
+ end
48
+ end
49
+
50
+ renderer.present
51
+ sleep 0.01
52
+ end
@@ -0,0 +1,50 @@
1
+ begin
2
+ require 'sdl2'
3
+ rescue LoadError
4
+ $LOAD_PATH.unshift File.expand_path File.join(__dir__, '../lib')
5
+ retry
6
+ end
7
+
8
+
9
+ SDL2.init(SDL2::INIT_EVERYTHING)
10
+ window = SDL2::Window.create("testsprite",0, 0, 640, 480, 0)
11
+ renderer = window.create_renderer(-1, SDL2::Renderer::Flags::ACCELERATED)
12
+ SDL2::TextInput.stop
13
+
14
+ loop do
15
+ while ev = SDL2::Event.poll
16
+ case ev
17
+ when SDL2::Event::Quit
18
+ exit
19
+ when SDL2::Event::KeyDown
20
+ case ev.sym
21
+ when SDL2::Key::ESCAPE
22
+ exit
23
+ when SDL2::Key::S
24
+ state = SDL2::Mouse.state
25
+ p state
26
+ p [state.x, state.y, state.button_bits,
27
+ state.pressed?(1), state.pressed?(2), state.pressed?(3)]
28
+ when SDL2::Key::R
29
+ p SDL2::Mouse.relative_state
30
+ when SDL2::Key::SPACE
31
+ SDL2::Mouse.relative_mode = ! SDL2::Mouse.relative_mode?
32
+ when SDL2::Key::T
33
+ if SDL2::Mouse::Cursor.shown?
34
+ SDL2::Mouse::Cursor.hide
35
+ else
36
+ SDL2::Mouse::Cursor.show
37
+ end
38
+ when SDL2::Key::F
39
+ p SDL2::Mouse.focused_window
40
+ when SDL2::Key::W
41
+ SDL2::Mouse::Cursor.warp(window, 100, 20)
42
+ end
43
+ when SDL2::Event::MouseButtonDown
44
+ p ev
45
+ end
46
+ end
47
+
48
+ renderer.present
49
+ sleep 0.01
50
+ end
@@ -0,0 +1,13 @@
1
+ begin
2
+ require 'sdl2'
3
+ rescue LoadError
4
+ $LOAD_PATH.unshift File.expand_path File.join(__dir__, '../lib')
5
+ retry
6
+ end
7
+
8
+ s = SDL2::Surface.load("icon.bmp")
9
+ p s.w
10
+ p s.h
11
+ p s.pitch
12
+ p s.bits_per_pixel
13
+ s2 = SDL2::Surface.from_string(s.pixels, 32, 32, 24)
@@ -0,0 +1,82 @@
1
+ begin
2
+ require 'sdl2'
3
+ rescue LoadError
4
+ $LOAD_PATH.unshift File.expand_path File.join(__dir__, '../lib')
5
+ retry
6
+ end
7
+
8
+ SDL2.init(SDL2::INIT_EVERYTHING)
9
+ SDL2::TTF.init
10
+
11
+
12
+ window = SDL2::Window.create("testsprite",
13
+ SDL2::Window::POS_CENTERED, SDL2::Window::POS_CENTERED,
14
+ 640, 480, 0)
15
+ renderer = window.create_renderer(-1, 0)
16
+
17
+ font = SDL2::TTF.open("font.ttf", 40)
18
+
19
+ def draw_three_types(renderer, font, x, ybase)
20
+ renderer.copy(renderer.create_texture_from(font.render_solid("Foo", [255, 255, 255])),
21
+ nil, SDL2::Rect.new(x, ybase, 100, 30))
22
+
23
+ renderer.copy(renderer.create_texture_from(font.render_shaded("Foo", [255, 255, 255], [0,0,0])),
24
+ nil, SDL2::Rect.new(x, ybase+40, 100, 30))
25
+
26
+ renderer.copy(renderer.create_texture_from(font.render_blended("Foo", [255, 255, 255])),
27
+ nil, SDL2::Rect.new(x, ybase+80, 100, 30))
28
+ end
29
+
30
+
31
+ p font.style
32
+ p font.outline
33
+ p font.hinting
34
+ p font.kerning
35
+ p font.height
36
+ p font.ascent
37
+ p font.descent
38
+ p font.line_skip
39
+ p font.num_faces
40
+ p font.face_is_fixed_width?
41
+ p font.face_family_name
42
+ p font.face_style_name
43
+ p font.size_text("Foo")
44
+
45
+ renderer.draw_color = [255,0,0]
46
+ renderer.fill_rect(SDL2::Rect.new(0,0,640,480))
47
+
48
+ draw_three_types(renderer, font, 20, 50)
49
+
50
+ font.outline = 1
51
+ draw_three_types(renderer, font, 150, 50)
52
+
53
+ font.outline = 0
54
+ font.style = SDL2::TTF::Style::BOLD
55
+ draw_three_types(renderer, font, 280, 50)
56
+
57
+ font.style = 0
58
+ font.hinting = SDL2::TTF::Hinting::MONO
59
+ draw_three_types(renderer, font, 410, 50)
60
+
61
+ font.style = 0
62
+ font.hinting = SDL2::TTF::Hinting::NORMAL
63
+ font.kerning = false
64
+ draw_three_types(renderer, font, 540, 50)
65
+
66
+
67
+ loop do
68
+ while ev = SDL2::Event.poll
69
+ case ev
70
+ when SDL2::Event::KeyDown
71
+ if ev.scancode == SDL2::Key::Scan::ESCAPE
72
+ exit
73
+ end
74
+ when SDL2::Event::Quit
75
+ exit
76
+ end
77
+ end
78
+
79
+ renderer.present
80
+ #GC.start
81
+ sleep 0.1
82
+ end
@@ -0,0 +1,59 @@
1
+ begin
2
+ require 'sdl2'
3
+ rescue LoadError
4
+ $LOAD_PATH.unshift File.expand_path File.join(__dir__, '../lib')
5
+ retry
6
+ end
7
+
8
+
9
+ SDL2.init(SDL2::INIT_EVERYTHING)
10
+
11
+ window = SDL2::Window.create("testsprite",
12
+ SDL2::Window::POS_CENTERED, SDL2::Window::POS_CENTERED,
13
+ 640, 480, 0)
14
+
15
+ renderer = window.create_renderer(-1,
16
+ SDL2::Renderer::Flags::ACCELERATED|SDL2::Renderer::Flags::TARGETTEXTURE)
17
+ texture = renderer.load_texture("icon.bmp")
18
+
19
+ rect = SDL2::Rect.new(48, 128, 32, 32)
20
+ renderer.copy(texture, nil, rect)
21
+ renderer.copy_ex(texture, nil, SDL2::Rect[128, 256, 48, 48], 45, nil,
22
+ SDL2::Renderer::FLIP_NONE)
23
+ texture.blend_mode = SDL2::BlendMode::ADD
24
+ renderer.copy(texture, nil, SDL2::Rect[128, 294, 48, 48])
25
+
26
+ texture.blend_mode = SDL2::BlendMode::NONE
27
+ texture.color_mod = [128, 128, 255]
28
+ renderer.copy(texture, nil, SDL2::Rect[300, 420, 48, 48])
29
+
30
+ texture.blend_mode = SDL2::BlendMode::NONE
31
+ texture.color_mod = [255, 255, 255]
32
+
33
+ if renderer.support_render_target?
34
+ empty_texture = renderer.create_texture(renderer.info.texture_formats.first,
35
+ SDL2::Texture::ACCESS_TARGET, 128, 128)
36
+ renderer.render_target = empty_texture
37
+ renderer.draw_color = [255, 0, 255]
38
+ renderer.draw_line(0, 0, 128, 128)
39
+ renderer.reset_render_target
40
+ renderer.copy(empty_texture, SDL2::Rect[0, 0, 128, 128], SDL2::Rect[420, 20, 128, 128])
41
+ end
42
+
43
+ loop do
44
+ while ev = SDL2::Event.poll
45
+ p ev
46
+ case ev
47
+ when SDL2::Event::KeyDown
48
+ if ev.scancode == SDL2::Key::Scan::ESCAPE
49
+ exit
50
+ else
51
+ p ev.scancode
52
+ end
53
+ end
54
+ end
55
+
56
+ renderer.present
57
+ sleep 0.1
58
+ end
59
+
@@ -0,0 +1,175 @@
1
+ require 'sdl2'
2
+ require 'gl'
3
+
4
+ include Gl
5
+
6
+ WINDOW_W = 640
7
+ WINDOW_H = 480
8
+
9
+ shadedCube = true
10
+
11
+ SDL2.init(SDL2::INIT_EVERYTHING)
12
+ SDL2::GL.set_attribute(SDL2::GL::RED_SIZE, 8)
13
+ SDL2::GL.set_attribute(SDL2::GL::GREEN_SIZE, 8)
14
+ SDL2::GL.set_attribute(SDL2::GL::BLUE_SIZE, 8)
15
+ SDL2::GL.set_attribute(SDL2::GL::ALPHA_SIZE, 8)
16
+ SDL2::GL.set_attribute(SDL2::GL::DOUBLEBUFFER, 1)
17
+
18
+ window = SDL2::Window.create("testgl", 0, 0, WINDOW_W, WINDOW_H, SDL2::Window::Flags::OPENGL)
19
+ context = SDL2::GL::Context.create(window)
20
+
21
+ printf("OpenGL version %d.%d\n",
22
+ SDL2::GL.get_attribute(SDL2::GL::CONTEXT_MAJOR_VERSION),
23
+ SDL2::GL.get_attribute(SDL2::GL::CONTEXT_MINOR_VERSION))
24
+
25
+ glViewport( 0, 0, 640, 400 )
26
+ glMatrixMode( GL_PROJECTION )
27
+ glLoadIdentity( )
28
+
29
+ glMatrixMode( GL_MODELVIEW )
30
+ glLoadIdentity( )
31
+
32
+ glEnable(GL_DEPTH_TEST)
33
+
34
+ glDepthFunc(GL_LESS)
35
+
36
+ glShadeModel(GL_SMOOTH)
37
+
38
+ color =
39
+ [[ 1.0, 1.0, 0.0],
40
+ [ 1.0, 0.0, 0.0],
41
+ [ 0.0, 0.0, 0.0],
42
+ [ 0.0, 1.0, 0.0],
43
+ [ 0.0, 1.0, 1.0],
44
+ [ 1.0, 1.0, 1.0],
45
+ [ 1.0, 0.0, 1.0],
46
+ [ 0.0, 0.0, 1.0]]
47
+
48
+ cube =
49
+ [[ 0.5, 0.5, -0.5],
50
+ [ 0.5, -0.5, -0.5],
51
+ [-0.5, -0.5, -0.5],
52
+ [-0.5, 0.5, -0.5],
53
+ [-0.5, 0.5, 0.5],
54
+ [ 0.5, 0.5, 0.5],
55
+ [ 0.5, -0.5, 0.5],
56
+ [-0.5, -0.5, 0.5]]
57
+
58
+
59
+ loop do
60
+
61
+ while event = SDL2::Event.poll
62
+ case event
63
+ when SDL2::Event::Quit, SDL2::Event::KeyDown
64
+ exit
65
+ end
66
+ end
67
+
68
+ glClearColor(0.0, 0.0, 0.0, 1.0);
69
+ glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
70
+
71
+
72
+ glBegin(GL_QUADS)
73
+
74
+ if shadedCube then
75
+ glColor(color[0])
76
+ glVertex(cube[0])
77
+ glColor(color[1])
78
+ glVertex(cube[1])
79
+ glColor(color[2])
80
+ glVertex(cube[2])
81
+ glColor(color[3])
82
+ glVertex(cube[3])
83
+
84
+ glColor(color[3])
85
+ glVertex(cube[3])
86
+ glColor(color[4])
87
+ glVertex(cube[4])
88
+ glColor(color[7])
89
+ glVertex(cube[7])
90
+ glColor(color[2])
91
+ glVertex(cube[2])
92
+
93
+ glColor(color[0])
94
+ glVertex(cube[0])
95
+ glColor(color[5])
96
+ glVertex(cube[5])
97
+ glColor(color[6])
98
+ glVertex(cube[6])
99
+ glColor(color[1])
100
+ glVertex(cube[1])
101
+
102
+ glColor(color[5])
103
+ glVertex(cube[5])
104
+ glColor(color[4])
105
+ glVertex(cube[4])
106
+ glColor(color[7])
107
+ glVertex(cube[7])
108
+ glColor(color[6])
109
+ glVertex(cube[6])
110
+
111
+ glColor(color[5])
112
+ glVertex(cube[5])
113
+ glColor(color[0])
114
+ glVertex(cube[0])
115
+ glColor(color[3])
116
+ glVertex(cube[3])
117
+ glColor(color[4])
118
+ glVertex(cube[4])
119
+
120
+ glColor(color[6])
121
+ glVertex(cube[6])
122
+ glColor(color[1])
123
+ glVertex(cube[1])
124
+ glColor(color[2])
125
+ glVertex(cube[2])
126
+ glColor(color[7])
127
+ glVertex(cube[7])
128
+
129
+ else
130
+ glColor(1.0, 0.0, 0.0)
131
+ glVertex(cube[0])
132
+ glVertex(cube[1])
133
+ glVertex(cube[2])
134
+ glVertex(cube[3])
135
+
136
+ glColor(0.0, 1.0, 0.0)
137
+ glVertex(cube[3])
138
+ glVertex(cube[4])
139
+ glVertex(cube[7])
140
+ glVertex(cube[2])
141
+
142
+ glColor(0.0, 0.0, 1.0)
143
+ glVertex(cube[0])
144
+ glVertex(cube[5])
145
+ glVertex(cube[6])
146
+ glVertex(cube[1])
147
+
148
+ glColor(0.0, 1.0, 1.0)
149
+ glVertex(cube[5])
150
+ glVertex(cube[4])
151
+ glVertex(cube[7])
152
+ glVertex(cube[6])
153
+
154
+ glColor(1.0, 1.0, 0.0)
155
+ glVertex(cube[5])
156
+ glVertex(cube[0])
157
+ glVertex(cube[3])
158
+ glVertex(cube[4])
159
+
160
+ glColor(1.0, 0.0, 1.0)
161
+ glVertex(cube[6])
162
+ glVertex(cube[1])
163
+ glVertex(cube[2])
164
+ glVertex(cube[7])
165
+
166
+ end
167
+
168
+ glEnd()
169
+
170
+ glMatrixMode(GL_MODELVIEW)
171
+ glRotate(5.0, 1.0, 1.0, 1.0)
172
+
173
+ window.gl_swap
174
+
175
+ end