sdl2-win93 1.0.0
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- checksums.yaml +7 -0
- data/.dir-locals.el +2 -0
- data/.github/workflows/gempush.yml +29 -0
- data/.gitignore +14 -0
- data/COPYING.txt +165 -0
- data/Gemfile +4 -0
- data/Gemfile.lock +24 -0
- data/Makefile +4 -0
- data/README.md +36 -0
- data/Rakefile +51 -0
- data/doc/po/ja.po +10357 -0
- data/ext/sdl2_ext/clipboard.c +61 -0
- data/ext/sdl2_ext/color.c +103 -0
- data/ext/sdl2_ext/color.h +4 -0
- data/ext/sdl2_ext/event.c +1298 -0
- data/ext/sdl2_ext/extconf.rb +22 -0
- data/ext/sdl2_ext/filesystem.c +63 -0
- data/ext/sdl2_ext/gamecontroller.c +408 -0
- data/ext/sdl2_ext/gamecontroller.c.m4 +408 -0
- data/ext/sdl2_ext/gl.c +351 -0
- data/ext/sdl2_ext/gl.c.m4 +351 -0
- data/ext/sdl2_ext/hint.c +99 -0
- data/ext/sdl2_ext/joystick.c +339 -0
- data/ext/sdl2_ext/joystick.c.m4 +339 -0
- data/ext/sdl2_ext/key.c +1302 -0
- data/ext/sdl2_ext/key.c.m4 +833 -0
- data/ext/sdl2_ext/main.c +258 -0
- data/ext/sdl2_ext/messagebox.c +233 -0
- data/ext/sdl2_ext/mixer.c +1205 -0
- data/ext/sdl2_ext/mixer.c.m4 +1205 -0
- data/ext/sdl2_ext/mouse.c +286 -0
- data/ext/sdl2_ext/rubysdl2_internal.h +127 -0
- data/ext/sdl2_ext/timer.c +63 -0
- data/ext/sdl2_ext/ttf.c +376 -0
- data/ext/sdl2_ext/ttf.c.m4 +376 -0
- data/ext/sdl2_ext/video.c +4093 -0
- data/ext/sdl2_ext/video.c.m4 +3867 -0
- data/lib/sdl2.rb +3 -0
- data/lib/sdl2/event.rb +55 -0
- data/lib/sdl2/version.rb +8 -0
- data/sample/chunk_destroy.rb +16 -0
- data/sample/gfxprimitives.rb +54 -0
- data/sample/icon.bmp +0 -0
- data/sample/memory_test/m1.rb +28 -0
- data/sample/memory_test/m2.rb +18 -0
- data/sample/memory_test/m3.rb +12 -0
- data/sample/message_box.rb +33 -0
- data/sample/music_player.rb +137 -0
- data/sample/playwave.rb +19 -0
- data/sample/primitives.rb +32 -0
- data/sample/test_clipboard.rb +16 -0
- data/sample/test_controller.rb +62 -0
- data/sample/test_joystick.rb +53 -0
- data/sample/test_keyboard.rb +52 -0
- data/sample/test_mouse.rb +50 -0
- data/sample/test_surface.rb +13 -0
- data/sample/test_ttf.rb +82 -0
- data/sample/test_video.rb +59 -0
- data/sample/testgl.rb +175 -0
- data/sample/testsprite.rb +296 -0
- data/sample/testspriteminimal.rb +75 -0
- data/sample/timer.rb +11 -0
- data/sample/version.rb +12 -0
- data/sample/video_info.rb +64 -0
- data/sdl2-win93.gemspec +31 -0
- metadata +158 -0
@@ -0,0 +1,22 @@
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require 'mkmf'
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pkg_config "sdl2"
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pkg_config "SDL2_mixer"
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pkg_config "SDL2_ttf"
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pkg_config "SDL2_image"
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pkg_config "SDL2_gfx"
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have_header "SDL_image.h"
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have_header "SDL_mixer.h"
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have_header "SDL_ttf.h"
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have_header("SDL_filesystem.h")
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have_header "SDL2_gfxPrimitives.h"
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have_const("MIX_INIT_MODPLUG", "SDL_mixer.h")
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have_const("MIX_INIT_FLUIDSYNTH", "SDL_mixer.h")
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have_const("MIX_INIT_MID", "SDL_mixer.h")
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have_const("SDL_RENDERER_PRESENTVSYNC", "SDL_render.h")
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have_const("SDL_WINDOW_ALLOW_HIGHDPI", "SDL_video.h")
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have_const("SDL_WINDOW_MOUSE_CAPTURE", "SDL_video.h")
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create_makefile('sdl2_ext')
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#ifdef HAVE_SDL_FILESYSTEM_H
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#include "rubysdl2_internal.h"
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#include <SDL_filesystem.h>
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/*
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* Get the directory where the application was run from.
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*
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* In almost all cases, using this method, you will get the directory where ruby executable is in.
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* Probably what you hope is $0 or __FILE__.
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*
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* @return [String] an absolute path in UTF-8 encoding to the application data directory
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* @raise [SDL2::Error] raised if your platform doesn't implement this functionality.
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* @note This method is available since SDL 2.0.1.
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*/
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static VALUE SDL2_s_base_path(VALUE self)
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{
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char* path = SDL_GetBasePath();
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VALUE str;
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if (!path)
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SDL_ERROR();
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str = utf8str_new_cstr(path);
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SDL_free(path);
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return str;
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}
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/*
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* @overload preference_path(org, app)
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* Get the "pref dir". You can use the directory to write personal files such as
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* preferences and save games.
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*
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* The directory is unique per user and per application.
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*
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* @param org [String] the name of your organization
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* @param app [String] the name of your application
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* @return [String] a UTF-8 string of the user directory in platform-depnedent notation.
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*
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* @raise [SDL2::Error] raised if your platform doesn't implement this functionality.
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* @note This method is available since SDL 2.0.1.
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*
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* @example
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* SDL2.preference_path("foo", "bar") # => "/home/ohai/.local/share/foo/bar/" (on Linux)
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*/
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static VALUE SDL2_s_preference_path(VALUE self, VALUE org, VALUE app)
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{
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char* path = SDL_GetPrefPath(StringValueCStr(org), StringValueCStr(app));
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VALUE str;
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if (!path)
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SDL_ERROR();
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str = utf8str_new_cstr(path);
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SDL_free(path);
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return str;
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}
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void rubysdl2_init_filesystem(void)
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{
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rb_define_module_function(mSDL2, "base_path", SDL2_s_base_path, 0);
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rb_define_module_function(mSDL2, "preference_path", SDL2_s_preference_path, 2);
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}
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#else
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void rubysdl2_init_filesystem(void)
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{
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}
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#endif
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/* -*- mode: C -*- */
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#include "rubysdl2_internal.h"
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#include <SDL_gamecontroller.h>
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static VALUE cGameController;
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static VALUE mAxis;
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static VALUE mButton;
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typedef struct GameController {
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SDL_GameController* controller;
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} GameController;
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static void GameController_free(GameController* g)
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{
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if (rubysdl2_is_active() && g->controller)
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SDL_GameControllerClose(g->controller);
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free(g);
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}
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/*
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* Document-class: SDL2::GameController
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*
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* This class represents a "Game Controller".
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*
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* In SDL2, there is a gamecontroller framework to
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* hide the details of joystick types. This framework
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* is built on the existing joystick API.
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*
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* The framework consists of two parts:
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*
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* * Mapping joysticks to game controllers
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* * Aquire input from game controllers
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*
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* Mapping information is a string, and described as:
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*
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* GUID,name,mapping
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*
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* GUID is a unique ID of a type of joystick and
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* given by {Joystick#GUID}. name is the human readable
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* string for the device, and mappings are contorller mappings
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* to joystick ones.
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*
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* This mappings abstract the details of joysticks, for exmaple,
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* the number of buttons, the number of axes, and the position
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* of these buttons a on pad.
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* You can use unified interface
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* with this framework theoretically.
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* Howerver, we need to prepare the
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* database of many joysticks that users will use. A database
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* is available at https://github.com/gabomdq/SDL_GameControllerDB,
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* but perhaps this is not sufficient for your usage.
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* In fact, Steam prepares its own database for Steam games,
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* so if you will create a game for Steam, this framework is
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* useful. Otherwise, it is a better way to use joystick API
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* directly.
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*
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* @!method destroy?
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* Return true if the gamecontroller is already closed.
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*/
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static VALUE GameController_new(SDL_GameController* controller)
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{
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GameController* g = ALLOC(GameController);
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g->controller = controller;
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return Data_Wrap_Struct(cGameController, 0, GameController_free, g);
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}
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DEFINE_WRAPPER(SDL_GameController, GameController, controller, cGameController,
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"SDL2::GameController");
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/*
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* @overload add_mapping(string)
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*
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* Add suuport for controolers that SDL is unaware of or to cause an
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* existing controller to have a different binding.
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*
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* "GUID,name,mapping", where GUID is
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* the string value from SDL_JoystickGetGUIDString(), name is the human
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* readable string for the device and mappings are controller mappings to
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* joystick ones. Under Windows there is a reserved GUID of "xinput" that
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* covers all XInput devices. The mapping format for joystick is:
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*
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* * bX: a joystick button, index X
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* * hX.Y: hat X with value Y
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* * aX: axis X of the joystick
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*
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* Buttons can be used as a controller axes and vice versa.
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*
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* This string shows an example of a valid mapping for a controller:
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* "341a3608000000000000504944564944,Afterglow PS3 Controller,a:b1,b:b2,y:b3,x:b0,start:b9,guide:b12,back:b8,dpup:h0.1,dpleft:h0.8,dpdown:h0.4,dpright:h0.2,leftshoulder:b4,,rightshoulder:b5,leftstick:b10,rightstick:b11,leftx:a0,lefty:a1,rightx:a2,righty:a3,lefttrigger:b6,righttrigger:b7"
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*
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* @param string [String] mapping string
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* @return [Integer] 1 if a new mapping, 0 if an existing mapping is updated.
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*/
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static VALUE GameController_s_add_mapping(VALUE self, VALUE string)
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{
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int ret = HANDLE_ERROR(SDL_GameControllerAddMapping(StringValueCStr(string)));
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return INT2NUM(ret);
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}
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/*
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* @overload axis_name_of(axis)
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*
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* Get a string representing **axis**.
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*
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* @param axis [Integer] axis constant in {Axis}
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* @return [String]
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*/
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static VALUE GameController_s_axis_name_of(VALUE self, VALUE axis)
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{
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const char* name = SDL_GameControllerGetStringForAxis(NUM2INT(axis));
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if (!name) {
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SDL_SetError("Unknown axis %d", NUM2INT(axis));
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SDL_ERROR();
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}
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return utf8str_new_cstr(name);
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}
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/*
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* @overload button_name_of(button)
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*
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* Get a string representing **button**.
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*
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* @param button [Integer] button constant in {Button}
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* @return [String]
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*/
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static VALUE GameController_s_button_name_of(VALUE self, VALUE button)
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{
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const char* name = SDL_GameControllerGetStringForButton(NUM2INT(button));
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if (!name) {
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SDL_SetError("Unknown axis %d", NUM2INT(button));
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SDL_ERROR();
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}
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return utf8str_new_cstr(name);
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}
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/*
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* @overload axis_from_name(name)
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*
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* Get a integer representation of the axis
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* whose string representation is **name**.
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*
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* The return value is the value of one of the constants in {Axis}
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*
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* @param name [String] a string representing an axis
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* @return [Integer]
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*/
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static VALUE GameController_s_axis_from_name(VALUE self, VALUE name)
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{
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int axis = SDL_GameControllerGetAxisFromString(StringValueCStr(name));
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if (axis < 0) {
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SDL_SetError("Unknown axis name \"%s\"", StringValueCStr(name));
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SDL_ERROR();
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}
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return INT2FIX(axis);
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}
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/*
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* @overload button_from_name(name)
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*
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* Get a integer representation of the button
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* whose string representation is **name**.
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*
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* The return value is the value of one of the constants in {Button}
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*
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* @param name [String] a string representing a button
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* @return [Integer]
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*/
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static VALUE GameController_s_button_from_name(VALUE self, VALUE name)
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{
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int button = SDL_GameControllerGetButtonFromString(StringValueCStr(name));
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if (button < 0) {
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SDL_SetError("Unknown button name \"%s\"", StringValueCStr(name));
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SDL_ERROR();
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}
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return INT2FIX(button);
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}
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/*
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* Get the implementation dependent name for the game controllers
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* connected to the machine.
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*
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* The number of elements of returning array is same as
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* {Joystick.num_connected_joysticks}.
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*
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* @return [Array<String,nil>]
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*/
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static VALUE GameController_s_device_names(VALUE self)
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{
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int num_joysticks = SDL_NumJoysticks();
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int i;
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VALUE device_names = rb_ary_new2(num_joysticks);
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for (i=0; i<num_joysticks; ++i) {
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const char* name = SDL_GameControllerNameForIndex(i);
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if (name)
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rb_ary_push(device_names, utf8str_new_cstr(name));
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else
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rb_ary_push(device_names, Qnil);
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}
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return device_names;
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}
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/*
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* @overload mapping_for(guid_string)
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* Get the game controller mapping string for a given GUID.
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*
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* @param guid_string [String] GUID string
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*
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* @return [String]
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*/
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static VALUE GameController_s_mapping_for(VALUE self, VALUE guid_string)
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{
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SDL_JoystickGUID guid = SDL_JoystickGetGUIDFromString(StringValueCStr(guid_string));
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return utf8str_new_cstr(SDL_GameControllerMappingForGUID(guid));
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}
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/*
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* @overload open(index)
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* Open a game controller and return the opened GameController object.
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*
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* @param index [Integer] device index, up to the return value of {Joystick.num_connected_joysticks}.
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* @return [SDL2::GameController]
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*
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* @raise [SDL2::Error] raised when device open is failed.
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+
* For exmaple, **index** is out of range.
|
227
|
+
*/
|
228
|
+
static VALUE GameController_s_open(VALUE self, VALUE index)
|
229
|
+
{
|
230
|
+
SDL_GameController* controller = SDL_GameControllerOpen(NUM2INT(index));
|
231
|
+
if (!controller)
|
232
|
+
SDL_ERROR();
|
233
|
+
return GameController_new(controller);
|
234
|
+
}
|
235
|
+
|
236
|
+
/*
|
237
|
+
* Get the name of an opened game controller.
|
238
|
+
*
|
239
|
+
* @return [String]
|
240
|
+
*/
|
241
|
+
static VALUE GameController_name(VALUE self)
|
242
|
+
{
|
243
|
+
const char* name = SDL_GameControllerName(Get_SDL_GameController(self));
|
244
|
+
if (!name)
|
245
|
+
SDL_ERROR();
|
246
|
+
|
247
|
+
return utf8str_new_cstr(name);
|
248
|
+
}
|
249
|
+
|
250
|
+
/*
|
251
|
+
* Return true if **self** is opened and attached.
|
252
|
+
*/
|
253
|
+
static VALUE GameController_attached_p(VALUE self)
|
254
|
+
{
|
255
|
+
return INT2BOOL(SDL_GameControllerGetAttached(Get_SDL_GameController(self)));
|
256
|
+
}
|
257
|
+
|
258
|
+
/*
|
259
|
+
* Close the game controller.
|
260
|
+
*
|
261
|
+
* @return nil
|
262
|
+
*/
|
263
|
+
static VALUE GameController_destroy(VALUE self)
|
264
|
+
{
|
265
|
+
GameController* g = Get_GameController(self);
|
266
|
+
if (g->controller)
|
267
|
+
SDL_GameControllerClose(g->controller);
|
268
|
+
g->controller = NULL;
|
269
|
+
return Qnil;
|
270
|
+
}
|
271
|
+
|
272
|
+
/*
|
273
|
+
* Get the mapping string of **self**.
|
274
|
+
*
|
275
|
+
* @return [String]
|
276
|
+
* @see .add_mapping
|
277
|
+
* @see .mapping_for
|
278
|
+
*/
|
279
|
+
static VALUE GameController_mapping(VALUE self)
|
280
|
+
{
|
281
|
+
return utf8str_new_cstr(SDL_GameControllerMapping(Get_SDL_GameController(self)));
|
282
|
+
}
|
283
|
+
|
284
|
+
/*
|
285
|
+
* @overload axis(axis)
|
286
|
+
* Get the state of an axis control.
|
287
|
+
*
|
288
|
+
* The state is an integer from -32768 to 32767.
|
289
|
+
* The state of trigger never returns negative value (from 0 to 32767).
|
290
|
+
*
|
291
|
+
* @param axis [Integer] the index of an axis, one of the constants in {Axis}
|
292
|
+
* @return [Integer]
|
293
|
+
*/
|
294
|
+
static VALUE GameController_axis(VALUE self, VALUE axis)
|
295
|
+
{
|
296
|
+
return INT2FIX(SDL_GameControllerGetAxis(Get_SDL_GameController(self),
|
297
|
+
NUM2INT(axis)));
|
298
|
+
}
|
299
|
+
|
300
|
+
/*
|
301
|
+
* @overload button_pressed?(button)
|
302
|
+
* Return true if a button is pressed.
|
303
|
+
*
|
304
|
+
* @param button [Integer] the index of a button, one of the constants in {Button}
|
305
|
+
*/
|
306
|
+
static VALUE GameController_button_pressed_p(VALUE self, VALUE button)
|
307
|
+
{
|
308
|
+
return INT2BOOL(SDL_GameControllerGetButton(Get_SDL_GameController(self),
|
309
|
+
NUM2INT(button)));
|
310
|
+
}
|
311
|
+
|
312
|
+
/*
|
313
|
+
* Document-module: SDL2::GameController::Axis
|
314
|
+
*
|
315
|
+
* This module provides constants of gamecontroller's axis indices used by
|
316
|
+
* {SDL2::GameController} class.
|
317
|
+
*/
|
318
|
+
|
319
|
+
/*
|
320
|
+
* Document-module: SDL2::GameController::Button
|
321
|
+
*
|
322
|
+
* This module provides constants of gamecontroller's button indices used by
|
323
|
+
* {SDL2::GameController} class.
|
324
|
+
*/
|
325
|
+
void rubysdl2_init_gamecontorller(void)
|
326
|
+
{
|
327
|
+
cGameController = rb_define_class_under(mSDL2, "GameController", rb_cObject);
|
328
|
+
|
329
|
+
rb_define_singleton_method(cGameController, "add_mapping",
|
330
|
+
GameController_s_add_mapping, 1);
|
331
|
+
rb_define_singleton_method(cGameController, "device_names",
|
332
|
+
GameController_s_device_names, 0);
|
333
|
+
rb_define_singleton_method(cGameController, "axis_name_of",
|
334
|
+
GameController_s_axis_name_of, 1);
|
335
|
+
rb_define_singleton_method(cGameController, "button_name_of",
|
336
|
+
GameController_s_button_name_of, 1);
|
337
|
+
rb_define_singleton_method(cGameController, "mapping_for",
|
338
|
+
GameController_s_mapping_for, 1);
|
339
|
+
rb_define_singleton_method(cGameController, "button_from_name",
|
340
|
+
GameController_s_button_from_name, 1);
|
341
|
+
rb_define_singleton_method(cGameController, "axis_from_name",
|
342
|
+
GameController_s_axis_from_name, 1);
|
343
|
+
rb_define_singleton_method(cGameController, "open", GameController_s_open, 1);
|
344
|
+
rb_define_method(cGameController, "destroy?", GameController_destroy_p, 0);
|
345
|
+
rb_define_method(cGameController, "destroy", GameController_destroy, 0);
|
346
|
+
rb_define_method(cGameController, "name", GameController_name, 0);
|
347
|
+
rb_define_method(cGameController, "attached?", GameController_attached_p, 0);
|
348
|
+
rb_define_method(cGameController, "mapping", GameController_mapping, 0);
|
349
|
+
rb_define_method(cGameController, "axis", GameController_axis, 1);
|
350
|
+
rb_define_method(cGameController, "button_pressed?", GameController_button_pressed_p, 1);
|
351
|
+
|
352
|
+
mAxis = rb_define_module_under(cGameController, "Axis");
|
353
|
+
mButton = rb_define_module_under(cGameController, "Button");
|
354
|
+
|
355
|
+
/* */
|
356
|
+
/* Invalid axis index */
|
357
|
+
rb_define_const(mAxis, "INVALID", INT2NUM(SDL_CONTROLLER_AXIS_INVALID));
|
358
|
+
/* Left X axis */
|
359
|
+
rb_define_const(mAxis, "LEFTX", INT2NUM(SDL_CONTROLLER_AXIS_LEFTX));
|
360
|
+
/* Left Y axis */
|
361
|
+
rb_define_const(mAxis, "LEFTY", INT2NUM(SDL_CONTROLLER_AXIS_LEFTY));
|
362
|
+
/* Right X axis */
|
363
|
+
rb_define_const(mAxis, "RIGHTX", INT2NUM(SDL_CONTROLLER_AXIS_RIGHTX));
|
364
|
+
/* Right Y axis */
|
365
|
+
rb_define_const(mAxis, "RIGHTY", INT2NUM(SDL_CONTROLLER_AXIS_RIGHTY));
|
366
|
+
/* Left trigger axis */
|
367
|
+
rb_define_const(mAxis, "TRIGGERLEFT", INT2NUM(SDL_CONTROLLER_AXIS_TRIGGERLEFT));
|
368
|
+
/* Right trigger axis */
|
369
|
+
rb_define_const(mAxis, "TRIGGERRIGHT", INT2NUM(SDL_CONTROLLER_AXIS_TRIGGERRIGHT));
|
370
|
+
/* The max of an axis index */
|
371
|
+
rb_define_const(mAxis, "MAX", INT2NUM(SDL_CONTROLLER_AXIS_MAX));
|
372
|
+
|
373
|
+
/* */
|
374
|
+
/* Invalid button index */
|
375
|
+
rb_define_const(mButton, "INVALID", INT2NUM(SDL_CONTROLLER_BUTTON_INVALID));
|
376
|
+
/* Button A */
|
377
|
+
rb_define_const(mButton, "A", INT2NUM(SDL_CONTROLLER_BUTTON_A));
|
378
|
+
/* Button B */
|
379
|
+
rb_define_const(mButton, "B", INT2NUM(SDL_CONTROLLER_BUTTON_B));
|
380
|
+
/* Button X */
|
381
|
+
rb_define_const(mButton, "X", INT2NUM(SDL_CONTROLLER_BUTTON_X));
|
382
|
+
/* Button Y */
|
383
|
+
rb_define_const(mButton, "Y", INT2NUM(SDL_CONTROLLER_BUTTON_Y));
|
384
|
+
/* Back Button */
|
385
|
+
rb_define_const(mButton, "BACK", INT2NUM(SDL_CONTROLLER_BUTTON_BACK));
|
386
|
+
/* Guide Button */
|
387
|
+
rb_define_const(mButton, "GUIDE", INT2NUM(SDL_CONTROLLER_BUTTON_GUIDE));
|
388
|
+
/* Start Button */
|
389
|
+
rb_define_const(mButton, "START", INT2NUM(SDL_CONTROLLER_BUTTON_START));
|
390
|
+
/* Left stick Button */
|
391
|
+
rb_define_const(mButton, "LEFTSTICK", INT2NUM(SDL_CONTROLLER_BUTTON_LEFTSTICK));
|
392
|
+
/* Right stick Button */
|
393
|
+
rb_define_const(mButton, "RIGHTSTICK", INT2NUM(SDL_CONTROLLER_BUTTON_RIGHTSTICK));
|
394
|
+
/* Left shoulder Button */
|
395
|
+
rb_define_const(mButton, "LEFTSHOULDER", INT2NUM(SDL_CONTROLLER_BUTTON_LEFTSHOULDER));
|
396
|
+
/* Right shoulder Button */
|
397
|
+
rb_define_const(mButton, "RIGHTSHOULDER", INT2NUM(SDL_CONTROLLER_BUTTON_RIGHTSHOULDER));
|
398
|
+
/* D-pad UP Button */
|
399
|
+
rb_define_const(mButton, "DPAD_UP", INT2NUM(SDL_CONTROLLER_BUTTON_DPAD_UP));
|
400
|
+
/* D-pad DOWN Button */
|
401
|
+
rb_define_const(mButton, "DPAD_DOWN", INT2NUM(SDL_CONTROLLER_BUTTON_DPAD_DOWN));
|
402
|
+
/* D-pad LEFT Button */
|
403
|
+
rb_define_const(mButton, "DPAD_LEFT", INT2NUM(SDL_CONTROLLER_BUTTON_DPAD_LEFT));
|
404
|
+
/* D-pad RIGHT Button */
|
405
|
+
rb_define_const(mButton, "DPAD_RIGHT", INT2NUM(SDL_CONTROLLER_BUTTON_DPAD_RIGHT));
|
406
|
+
/* The max of a button index */
|
407
|
+
rb_define_const(mButton, "MAX", INT2NUM(SDL_CONTROLLER_BUTTON_MAX));
|
408
|
+
}
|