SFML/bindings/ruby/sfml-window/window/Window.cpp

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/* rbSFML - Copyright (c) 2010 Henrik Valter Vogelius Hansson - groogy@groogy.se
* This software is provided 'as-is', without any express or
* implied warranty. In no event will the authors be held
* liable for any damages arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute
* it freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented;
* you must not claim that you wrote the original software.
* If you use this software in a product, an acknowledgment
* in the product documentation would be appreciated but
* is not required.
*
* 2. Altered source versions must be plainly marked as such,
* and must not be misrepresented as being the original software.
*
* 3. This notice may not be removed or altered from any
* source distribution.
*/
#include <SFML/Window/Window.hpp>
#include "Window.hpp"
#include "VideoMode.hpp"
#include "Vector2.hpp"
#include "main.hpp"
VALUE globalWindowClass;
extern VALUE globalVideoModeClass;
extern VALUE globalContextSettingsClass;
extern VALUE globalEventClass;
extern VALUE globalInputClass;
extern VALUE globalVector2Class;
/* Free a heap allocated object
* Not accessible trough ruby directly!
*/
static void Window_Free( sf::Window *anObject )
{
delete anObject;
}
/* call-seq:
* window.close()
*
* Close the window and destroy all the attached resources.
*
* After calling this function, the SFML::Window instance remains valid and you can call SFML::Window#create to recreate
* the window. All other functions such as getEvent or display will still work (i.e. you don't have to test
* isOpened every time), and will have no effect on closed windows.
*/
static VALUE Window_Close( VALUE self )
{
sf::Window *object = NULL;
Data_Get_Struct( self, sf::Window, object );
object->Close();
return Qnil;
}
/* call-seq:
* window.create( mode, title, style = SFML::Style::Default, settings = SFML::ContextSettings.new )
*
* Create (or recreate) the window.
*
* If the window was already created, it closes it first. If style contains Style::Fullscreen,
* then mode must be a valid video mode.
*/
static VALUE Window_Create( int argc, VALUE *args, VALUE self )
{
sf::Window *object = NULL;
sf::VideoMode *mode = NULL;
sf::ContextSettings *settings = NULL;
VALUE arg0 = Qnil;
Data_Get_Struct( self, sf::Window, object );
switch( argc )
{
case 2:
arg0 = VideoMode_ForceType( args[0] );
VALIDATE_CLASS( arg0, globalVideoModeClass, "first" );
VALIDATE_CLASS( args[1], rb_cString, "second" );
Data_Get_Struct( arg0, sf::VideoMode, mode );
object->Create( *mode ,rb_string_value_cstr( &args[1] ) );
break;
case 3:
arg0 = VideoMode_ForceType( args[0] );
VALIDATE_CLASS( arg0, globalVideoModeClass, "first" );
VALIDATE_CLASS( args[1], rb_cString, "second" );
VALIDATE_CLASS( args[2], rb_cFixnum, "third" );
Data_Get_Struct( arg0, sf::VideoMode, mode );
object->Create( *mode, rb_string_value_cstr( &args[1] ), FIX2UINT( args[2] ) );
break;
case 4:
arg0 = VideoMode_ForceType( args[0] );
VALIDATE_CLASS( arg0, globalVideoModeClass, "first" );
VALIDATE_CLASS( args[1], rb_cString, "second" );
VALIDATE_CLASS( args[2], rb_cFixnum, "third" );
VALIDATE_CLASS( args[3], globalContextSettingsClass, "fourth" );
Data_Get_Struct( arg0, sf::VideoMode, mode );
Data_Get_Struct( args[3], sf::ContextSettings, settings );
object->Create( *mode, rb_string_value_cstr( &args[1] ), FIX2UINT( args[2] ), *settings );
break;
default:
rb_raise( rb_eArgError, "Expected 2..4 arguments but was given %d", argc );
break;
}
return Qnil;
}
/* call-seq:
* window.display()
*
* Display on screen what has been rendered to the window so far.
*
* This function is typically called after all OpenGL rendering has been done for the current frame, in order to show
* it on screen.
*/
static VALUE Window_Display( VALUE self )
{
sf::Window *object = NULL;
Data_Get_Struct( self, sf::Window, object );
object->Display();
return Qnil;
}
/* call-seq:
* window.enableKeyRepeat( enable )
*
* Enable or disable automatic key-repeat.
*
* If key repeat is enabled, you will receive repeated KeyPress events while keeping a key pressed. If it is disabled,
* you will only get a single event when the key is pressed.
*
* Key repeat is enabled by default.
*/
static VALUE Window_EnableKeyRepeat( VALUE self, VALUE anEnableFlag )
{
sf::Window *object = NULL;
Data_Get_Struct( self, sf::Window, object );
if( anEnableFlag == Qfalse )
{
object->EnableKeyRepeat( false );
}
else if( anEnableFlag == Qtrue )
{
object->EnableKeyRepeat( true );
}
else
{
rb_raise( rb_eTypeError, "Expected true or false" );
}
return Qnil;
}
/* call-seq:
* window.getEvent() -> event or nil
*
* Pop the event on top of events stack, if any, and return it.
*
* This function is not blocking: if there's no pending event then it will return nil. Note that more than the returned
* event may be present in the events stack, thus you should always call this function in a loop to make sure that you
* process every pending event.
*/
static VALUE Window_GetEvent( VALUE self )
{
sf::Event event;
sf::Window *window = NULL;
Data_Get_Struct( self, sf::Window, window );
if( window->GetEvent( event ) == true )
{
VALUE rbObject = rb_funcall( globalEventClass, rb_intern( "new" ), 1, INT2FIX( event.Type ) );
sf::Event *rubyRawEvent = NULL;
Data_Get_Struct( rbObject, sf::Event, rubyRawEvent );
*rubyRawEvent = event;
return rbObject;
}
else
{
return Qnil;
}
}
/* call-seq:
* window.getFrameTime() -> float
*
* This function returns the time elapsed during the last frame. This can be useful for calculating the framerate, or
* for updating the application's objects.
*/
static VALUE Window_GetFrameTime( VALUE self )
{
sf::Window *object = NULL;
Data_Get_Struct( self, sf::Window, object );
return rb_float_new( object->GetFrameTime() );
}
/* call-seq:
* window.getHeight() -> fixnum
*
* Get the height of the rendering region of the window.
*
* The height doesn't include the titlebar and borders of the window.
*/
static VALUE Window_GetHeight( VALUE self )
{
sf::Window *object = NULL;
Data_Get_Struct( self, sf::Window, object );
return INT2FIX( object->GetHeight() );
}
/* call-seq:
* window.getInput() -> input
*
* This input gives access to the real-time state of keyboard, mouse and joysticks for this window
*/
static VALUE Window_GetInput( VALUE self )
{
sf::Window *object = NULL;
Data_Get_Struct( self, sf::Window, object );
VALUE rbData = Data_Wrap_Struct( globalInputClass, 0, 0, const_cast< sf::Input * >( &object->GetInput() ) );
rb_obj_call_init( rbData, 0, 0 );
return rbData;
}
/* call-seq:
* window.getSettings() -> settings
*
* Get the settings of the OpenGL context of the window.
*
* Note that these settings may be different from what was passed to the constructor or the Create() function, if one
* or more settings were not supported. In this case, SFML chose the closest match.
*/
static VALUE Window_GetSettings( VALUE self )
{
sf::Window *object = NULL;
Data_Get_Struct( self, sf::Window, object );
VALUE rbData = Data_Wrap_Struct( globalContextSettingsClass, 0, 0, const_cast<sf::ContextSettings *>( &object->GetSettings() ) );
rb_obj_call_init( rbData, 0, 0 );
return rbData;
}
/* call-seq:
* window.getWidth() -> fixnum
*
* Get the width of the rendering region of the window.
*
* The width doesn't include the titlebar and borders of the window.
*/
static VALUE Window_GetWidth( VALUE self )
{
sf::Window *object = NULL;
Data_Get_Struct( self, sf::Window, object );
return INT2FIX( object->GetWidth() );
}
/* call-seq:
* window.isOpened() -> true or false
*
* This function returns whether or not the window exists. Note that a hidden window (Show(false)) will return true.
*/
static VALUE Window_IsOpened( VALUE self )
{
sf::Window *object = NULL;
Data_Get_Struct( self, sf::Window, object );
if( object->IsOpened() == true )
{
return Qtrue;
}
else
{
return Qfalse;
}
}
/* call-seq:
* window.setActive( activate ) -> true or false
*
* Activate or deactivate the window as the current target for OpenGL rendering.
*
* A window is active only on the current thread, if you want to make it active on another thread you have to
* deactivate it on the previous thread first if it was active. Only one window can be active on a thread at a time,
* thus the window previously active (if any) automatically gets deactivated.
*/
static VALUE Window_SetActive( VALUE self, VALUE anActiveFlag )
{
sf::Window *object = NULL;
Data_Get_Struct( self, sf::Window, object );
if( anActiveFlag == Qfalse )
{
object->SetActive( false );
}
else if( anActiveFlag == Qtrue )
{
object->SetActive( true );
}
else
{
rb_raise( rb_eTypeError, "Expected true or false" );
}
return Qnil;
}
/* call-seq:
* window.setCursorPosition( new_x, new_y )
*
* Change the position of the mouse cursor.
*/
static VALUE Window_SetCursorPosition( VALUE self, VALUE aX, VALUE aY )
{
sf::Window *object = NULL;
Data_Get_Struct( self, sf::Window, object );
object->SetCursorPosition( FIX2UINT( aX ), FIX2UINT( aY ) );
return Qnil;
}
/* call-seq:
* window.cursorPosition=( vector2 )
*
* Change the position of the mouse cursor.
*/
static VALUE Window_SetCursorPosition2( VALUE self, VALUE anArgument )
{
VALUE argument = Vector2_ForceType( anArgument );
sf::Window *object = NULL;
Data_Get_Struct( self, sf::Window, object );
VALUE argumentX = Vector2_GetX( argument );
VALUE argumentY = Vector2_GetY( argument );
object->SetCursorPosition( FIX2UINT( argumentX ), FIX2UINT( argumentY ) );
return Qnil;
}
/* call-seq:
* window.setFramerateLimit( new_limit )
*
* Limit the framerate to a maximum fixed frequency.
*
* If a limit is set, the window will use a small delay after each call to Display() to ensure that the current frame
* lasted long enough to match the framerate limit.
*/
static VALUE Window_SetFramerateLimit( VALUE self, VALUE aLimit )
{
sf::Window *object = NULL;
Data_Get_Struct( self, sf::Window, object );
object->SetFramerateLimit( FIX2UINT( aLimit ) );
return Qnil;
}
/* call-seq:
* window.setIcon( width, height, pixels )
*
* Change the window's icon.
*
* pixels must be an array of width x height pixels in 32-bits RGBA format. In the ruby binding the array will be
* flattened so you can have array's up to 3 dimensions(or more) to represent each pixel component. The size of the
* array will be assumed to be width * height * 4.
*
* The OS default icon is used by default.
*
* Usage example:
* pixels = [
* [[255, 0, 0, 255], [0, 0, 255, 255]],
* [[0, 255, 0, 255], [0, 0, 0, 255]]
* ]
*
* window.setIcon( 2, 2, pixels )
*/
static VALUE Window_SetIcon( VALUE self, VALUE aWidth, VALUE aHeight, VALUE somePixels )
{
const unsigned int rawWidth = FIX2UINT( aWidth );
const unsigned int rawHeight = FIX2UINT( aHeight );
VALIDATE_CLASS( somePixels, rb_cArray, "pixels" );
const unsigned long dataSize = rawWidth * rawHeight * 4;
sf::Uint8 * const tempData = new sf::Uint8[dataSize];
VALUE pixels = rb_funcall( somePixels, rb_intern("flatten"), 0 );
for(unsigned long index = 0; index < dataSize; index++)
{
sf::Uint8 val = NUM2CHR( rb_ary_entry( pixels, index ) );
tempData[index] = val;
}
sf::Window *object = NULL;
Data_Get_Struct( self, sf::Window, object );
object->SetIcon( rawWidth, rawHeight, tempData );
delete[] tempData;
return Qnil;
}
/* call-seq:
* window.setJoystickThreshold( new_threshold )
*
* Change the joystick threshold.
*
* The joystick threshold is the value below which no JoyMoved event will be generated.
*
* The threshold value is 0.1 by default. The threshold has to be in the range 0..100
*/
static VALUE Window_SetJoystickThreshold( VALUE self, VALUE aThreshold )
{
sf::Window *object = NULL;
Data_Get_Struct( self, sf::Window, object );
object->SetJoystickThreshold( rb_float_new( aThreshold ) );
return Qnil;
}
/* call-seq:
* window.setPosition( new_x, new_y )
*
* Change the position of the window on screen.
*
* This function only works for top-level windows (i.e. it will be ignored for windows created from the handle of a
* child window/control).
*/
static VALUE Window_SetPosition( VALUE self, VALUE aX, VALUE aY )
{
sf::Window *object = NULL;
Data_Get_Struct( self, sf::Window, object );
object->SetPosition( FIX2INT( aX ), FIX2INT( aY ) );
return Qnil;
}
/* call-seq:
* window.position=( vector2 )
*
* Change the position of the window on screen.
*
* This function only works for top-level windows (i.e. it will be ignored for windows created from the handle of a
* child window/control).
*/
static VALUE Window_SetPosition2( VALUE self, VALUE anArgument )
{
VALUE argument = Vector2_ForceType( anArgument );
sf::Window *object = NULL;
Data_Get_Struct( self, sf::Window, object );
VALUE argumentX = Vector2_GetX( argument );
VALUE argumentY = Vector2_GetY( argument );
object->SetPosition( FIX2UINT( argumentX ), FIX2INT( argumentY ) );
return Qnil;
}
/* call-seq:
* window.setSize( new_width, new_height )
*
* Change the size of the rendering region of the window.
*/
static VALUE Window_SetSize( VALUE self, VALUE aWidth, VALUE aHeight )
{
sf::Window *object = NULL;
Data_Get_Struct( self, sf::Window, object );
object->SetSize( FIX2UINT( aWidth ), FIX2UINT( aHeight ) );
return Qnil;
}
/* call-seq:
* window.size=( vector2 )
*
* Change the size of the rendering region of the window.
*/
static VALUE Window_SetSize2( VALUE self, VALUE anArgument )
{
VALUE argument = Vector2_ForceType( anArgument );
sf::Window *object = NULL;
Data_Get_Struct( self, sf::Window, object );
VALUE argumentX = Vector2_GetX( argument );
VALUE argumentY = Vector2_GetY( argument );
object->SetSize( FIX2UINT( argumentX ), FIX2UINT( argumentY ) );
return Qnil;
}
/* call-seq:
* window.setTitle( new_title )
*
* Change the title of the window.
*/
static VALUE Window_SetTitle( VALUE self, VALUE aTitle )
{
sf::Window *object = NULL;
Data_Get_Struct( self, sf::Window, object );
object->SetTitle( rb_string_value_cstr( &aTitle ) );
return Qnil;
}
/* call-seq:
* window.show( show )
*
* Show or hide the window.
*
* The window is shown by default.
*/
static VALUE Window_Show( VALUE self, VALUE aShowFlag )
{
sf::Window *object = NULL;
Data_Get_Struct( self, sf::Window, object );
if( aShowFlag == Qfalse )
{
object->Show( false );
}
else if( aShowFlag == Qtrue )
{
object->Show( true );
}
else
{
rb_raise( rb_eTypeError, "Expected true or false" );
}
return Qnil;
}
/* call-seq:
* window.showMouseCursor( show )
*
* Show or hide the mouse cursor.
*
* The mouse cursor is shown by default.
*/
static VALUE Window_ShowMouseCursor( VALUE self, VALUE aShowFlag )
{
sf::Window *object = NULL;
Data_Get_Struct( self, sf::Window, object );
if( aShowFlag == Qfalse )
{
object->ShowMouseCursor( false );
}
else if( aShowFlag == Qtrue )
{
object->ShowMouseCursor( true );
}
else
{
rb_raise( rb_eTypeError, "Expected true or false" );
}
return Qnil;
}
/* call-seq:
* window.useVerticalSync( enabled )
*
* Enable or disable vertical synchronization.
*
* Activating vertical synchronization will limit the number of frames displayed to the refresh rate of the monitor.
* This can avoid some visual artifacts, and limit the framerate to a good value (but not constant across different
* computers).
*
* Vertical synchronization is disabled by default.
*/
static VALUE Window_UseVerticalSync( VALUE self, VALUE aEnableFlag )
{
sf::Window *object = NULL;
Data_Get_Struct( self, sf::Window, object );
if( aEnableFlag == Qfalse )
{
object->UseVerticalSync( false );
}
else if( aEnableFlag == Qtrue )
{
object->UseVerticalSync( true );
}
else
{
rb_raise( rb_eTypeError, "Expected true or false" );
}
return Qnil;
}
/* call-seq:
* window.waitEvent() -> event or nil
*
* Wait for an event and return it.
*
* This function is blocking: if there's no pending event then it will wait until an event is received. After this
* function returns (and no error occured), the event object is always valid and filled properly. This function is
* typically used when you have a thread that is dedicated to events handling: you want to make this thread sleep as
* long as no new event is received.
*/
static VALUE Window_WaitEvent( VALUE self )
{
sf::Event event;
sf::Window *window = NULL;
Data_Get_Struct( self, sf::Window, window );
if( window->WaitEvent( event ) == true )
{
VALUE rbObject = rb_funcall( globalEventClass, rb_intern( "new" ), 1, INT2FIX( event.Type ) );
sf::Event *rubyRawEvent = NULL;
Data_Get_Struct( rbObject, sf::Event, rubyRawEvent );
*rubyRawEvent = event;
return rbObject;
}
else
{
return Qnil;
}
}
/* call-seq:
* Window.new() -> window
* Window.new( mode, title, style = SFML::Style::Default, settings = SFML::ContextSettings.new ) -> window
*
* Construct a new window.
*
* The first form of new doesn't actually create the visual window, use the other form of new or call
* SFML::Window#create to do so.
*
* The second form of new creates the window with the size and pixel depth defined in mode. An optional style can be passed
* to customize the look and behaviour of the window (borders, title bar, resizable, closable, ...). If style contains
* Style::Fullscreen, then mode must be a valid video mode.
*
* The fourth parameter is an optional structure specifying advanced OpenGL context settings such as antialiasing,
* depth-buffer bits, etc. You shouldn't care about these parameters for a regular usage of the graphics module.
*/
static VALUE Window_New( int argc, VALUE *args, VALUE aKlass )
{
sf::Window *object = NULL;
sf::VideoMode *mode = NULL;
sf::ContextSettings *settings = NULL;
VALUE arg0 = Qnil;
switch( argc )
{
case 0:
object = new sf::Window();
break;
case 2:
arg0 = VideoMode_ForceType( args[0] );
VALIDATE_CLASS( arg0, globalVideoModeClass, "first" );
VALIDATE_CLASS( args[1], rb_cString, "second" );
Data_Get_Struct( arg0, sf::VideoMode, mode );
object = new sf::Window( *mode , rb_string_value_cstr( &args[1] ) );
break;
case 3:
arg0 = VideoMode_ForceType( args[0] );
VALIDATE_CLASS( arg0, globalVideoModeClass, "first" );
VALIDATE_CLASS( args[1], rb_cString, "second" );
VALIDATE_CLASS( args[2], rb_cFixnum, "third" );
Data_Get_Struct( arg0, sf::VideoMode, mode );
object = new sf::Window( *mode, rb_string_value_cstr( &args[1] ), FIX2UINT( args[2] ) );
break;
case 4:
arg0 = VideoMode_ForceType( args[0] );
VALIDATE_CLASS( arg0, globalVideoModeClass, "first" );
VALIDATE_CLASS( args[1], rb_cString, "second" );
VALIDATE_CLASS( args[2], rb_cFixnum, "third" );
VALIDATE_CLASS( args[3], globalContextSettingsClass, "fourth" );
Data_Get_Struct( arg0, sf::VideoMode, mode );
Data_Get_Struct( args[3], sf::ContextSettings, settings );
object = new sf::Window( *mode, rb_string_value_cstr( &args[1] ), FIX2UINT( args[2] ), *settings );
break;
default:
rb_raise( rb_eArgError, "Expected 2..4 arguments but was given %d", argc );
break;
}
VALUE rbData = Data_Wrap_Struct( aKlass, 0, Window_Free, object );
rb_obj_call_init( rbData, 0, 0 );
return rbData;
}
void Init_Window( void )
{
/* SFML namespace which contains the classes of this module. */
VALUE sfml = rb_define_module( "SFML" );
/* SFML::Window is the main class of the Window module.
*
* It defines an OS window that is able to receive an OpenGL rendering.
*
* A SFML::Window can create its own new window, but using an already created window trough a handle is not supported
* in the ruby bindings yet.
*
* The SFML::Window class provides a simple interface for manipulating the window: move, resize, show/hide, control mouse
* cursor, etc. It also provides event handling through its getEvent() function, and real-time state handling with its
* attached SFML::Input object (see getInput()).
*
* Note that OpenGL experts can pass their own parameters (antialiasing level, bits for the depth and stencil buffers,
* etc.) to the OpenGL context attached to the window, with the SFML::ContextSettings structure which is passed as an
* optional argument when creating the window.
*
* Usage example:
*
* # Declare and create a new window
* window = SFML::Window.new( SFML::VideoMode.new( 800, 600 ), "SFML window" )
*
* # Limit the framerate to 60 frames per second (this step is optional)
* window.setFramerateLimit( 60 );
*
* # The main loop - ends as soon as the window is closed
* while window.open?
*
* # Event processing
* while event = window.getEvent
*
* # Request for closing the window
* if event.type == SFML::Event::Closed
* window.close()
* end
* end
*
* # Activate the window for OpenGL rendering
* window.setActive()
*
* # OpenGL drawing commands go here...
*
* # End the current frame and display its contents on screen
* window.display()
* end
*/
globalWindowClass = rb_define_class_under( sfml, "Window", rb_cObject );
// Class methods
rb_define_singleton_method( globalWindowClass, "new", Window_New , -1 );
// Instance methods
rb_define_method( globalWindowClass, "close", Window_Close, 0 );
rb_define_method( globalWindowClass, "create", Window_Create, -1 );
rb_define_method( globalWindowClass, "display", Window_Display, 0 );
rb_define_method( globalWindowClass, "enableKeyRepeat", Window_EnableKeyRepeat, 1 );
rb_define_method( globalWindowClass, "getEvent", Window_GetEvent, 0 );
rb_define_method( globalWindowClass, "getFrameTime", Window_GetFrameTime , 0 );
rb_define_method( globalWindowClass, "getHeight", Window_GetHeight, 0 );
rb_define_method( globalWindowClass, "getInput", Window_GetInput, 0 );
rb_define_method( globalWindowClass, "getSettings", Window_GetSettings, 0 );
rb_define_method( globalWindowClass, "getWidth", Window_GetWidth, 0 );
rb_define_method( globalWindowClass, "isOpened", Window_IsOpened, 0 );
rb_define_method( globalWindowClass, "setActive", Window_SetActive, 1 );
rb_define_method( globalWindowClass, "setCursorPosition", Window_SetCursorPosition, 2 );
rb_define_method( globalWindowClass, "cursorPosition=", Window_SetCursorPosition2, 1 );
rb_define_method( globalWindowClass, "setFramerateLimit", Window_SetFramerateLimit, 1 );
rb_define_method( globalWindowClass, "setIcon", Window_SetIcon, 3 );
rb_define_method( globalWindowClass, "setJoystickThreshold", Window_SetJoystickThreshold, 1 );
rb_define_method( globalWindowClass, "setPosition", Window_SetPosition, 2 );
rb_define_method( globalWindowClass, "position=", Window_SetPosition2, 1 );
rb_define_method( globalWindowClass, "setSize", Window_SetSize, 2 );
rb_define_method( globalWindowClass, "size=", Window_SetSize2, 1 );
rb_define_method( globalWindowClass, "setTitle", Window_SetTitle, 1 );
rb_define_method( globalWindowClass, "show", Window_Show, 1 );
rb_define_method( globalWindowClass, "showMouseCursor", Window_ShowMouseCursor, 1 );
rb_define_method( globalWindowClass, "useVerticalSync", Window_UseVerticalSync, 1 );
rb_define_method( globalWindowClass, "waitEvent", Window_WaitEvent, 0 );
// Aliases
rb_define_alias( globalWindowClass, "keyRepeat=", "enableKeyRepeat" );
rb_define_alias( globalWindowClass, "key_repeat=", "enableKeyRepeat" );
rb_define_alias( globalWindowClass, "get_event", "getEvent" );
rb_define_alias( globalWindowClass, "frameTime", "getFrameTime" );
rb_define_alias( globalWindowClass, "frame_time", "getFrameTime" );
rb_define_alias( globalWindowClass, "height", "getHeight" );
rb_define_alias( globalWindowClass, "input", "getInput" );
rb_define_alias( globalWindowClass, "settings", "getSettings" );
rb_define_alias( globalWindowClass, "width", "getWidth" );
rb_define_alias( globalWindowClass, "opened?", "isOpened" );
rb_define_alias( globalWindowClass, "open?", "isOpened" );
rb_define_alias( globalWindowClass, "active=", "setActive" );
rb_define_alias( globalWindowClass, "set_cursor_position", "setCursorPosition" );
rb_define_alias( globalWindowClass, "cursor_position=", "cursorPosition=" );
rb_define_alias( globalWindowClass, "framerateLimit=", "setFramerateLimit" );
rb_define_alias( globalWindowClass, "framerate_limit=", "setFramerateLimit" );
rb_define_alias( globalWindowClass, "framerate=", "setFramerateLimit" );
rb_define_alias( globalWindowClass, "set_icon", "setIcon" );
rb_define_alias( globalWindowClass, "joystickThreshold=", "setJoystickThreshold" );
rb_define_alias( globalWindowClass, "joystick_threshold=", "setJoystickThreshold" );
rb_define_alias( globalWindowClass, "set_position", "setPosition" );
rb_define_alias( globalWindowClass, "set_size", "setSize" );
rb_define_alias( globalWindowClass, "title=", "setTitle" );
rb_define_alias( globalWindowClass, "showMouseCursor=", "showMouseCursor" );
rb_define_alias( globalWindowClass, "show_mouse_cursor", "showMouseCursor" );
rb_define_alias( globalWindowClass, "show_mouse_cursor=", "showMouseCursor" );
rb_define_alias( globalWindowClass, "useVerticalSync=", "useVerticalSync" );
rb_define_alias( globalWindowClass, "use_vertical_sync", "useVerticalSync" );
rb_define_alias( globalWindowClass, "use_vertical_sync=", "useVerticalSync" );
rb_define_alias( globalWindowClass, "wait_event", "waitEvent" );
}