diff --git a/bindings/ruby/sfml-window/window/ContextSettings.cpp b/bindings/ruby/sfml-window/window/ContextSettings.cpp index 631b6339..3503d163 100644 --- a/bindings/ruby/sfml-window/window/ContextSettings.cpp +++ b/bindings/ruby/sfml-window/window/ContextSettings.cpp @@ -60,6 +60,11 @@ static void ContextSettings_Free( sf::ContextSettings *anObject ) delete anObject; } +/* call-seq: + * settings.depthBits -> depth + * + * Bits of the depth buffer + */ static VALUE ContextSettings_GetDepth( VALUE self ) { sf::ContextSettings *object = NULL; @@ -67,6 +72,11 @@ static VALUE ContextSettings_GetDepth( VALUE self ) return INT2FIX( object->DepthBits ); } +/* call-seq: + * settings.depthBits=(new_depth) -> new_depth + * + * Bits of the depth buffer + */ static VALUE ContextSettings_SetDepth( VALUE self, VALUE aValue ) { sf::ContextSettings *object = NULL; @@ -74,6 +84,11 @@ static VALUE ContextSettings_SetDepth( VALUE self, VALUE aValue ) return INT2FIX( object->DepthBits = NUM2UINT( aValue ) ); } +/* call-seq: + * settings.stencilBits -> stencil + * + * Bits of the stencil buffer + */ static VALUE ContextSettings_GetStencil( VALUE self ) { sf::ContextSettings *object = NULL; @@ -81,6 +96,11 @@ static VALUE ContextSettings_GetStencil( VALUE self ) return INT2FIX( object->StencilBits ); } +/* call-seq: + * settings.stencilBits=(new_stencil) -> new_stencil + * + * Bits of the stencil buffer + */ static VALUE ContextSettings_SetStencil( VALUE self, VALUE aValue ) { sf::ContextSettings *object = NULL; @@ -88,6 +108,11 @@ static VALUE ContextSettings_SetStencil( VALUE self, VALUE aValue ) return INT2FIX( object->StencilBits = NUM2UINT( aValue ) ); } +/* call-seq: + * settings.antialiasingLevel -> antialiasing + * + * Level of antialiasing + */ static VALUE ContextSettings_GetAntialiasing( VALUE self ) { sf::ContextSettings *object = NULL; @@ -95,6 +120,11 @@ static VALUE ContextSettings_GetAntialiasing( VALUE self ) return INT2FIX( object->AntialiasingLevel ); } +/* call-seq: + * settings.antialiasingLevel=(new_antialiasing) -> new_antialiasing + * + * Level of antialiasing + */ static VALUE ContextSettings_SetAntialiasing( VALUE self, VALUE aValue ) { sf::ContextSettings *object = NULL; @@ -102,6 +132,11 @@ static VALUE ContextSettings_SetAntialiasing( VALUE self, VALUE aValue ) return INT2FIX( object->AntialiasingLevel = NUM2UINT( aValue ) ); } +/* call-seq: + * settings.majorVersion -> major + * + * Major number of the context version to create + */ static VALUE ContextSettings_GetMajorVersion( VALUE self ) { sf::ContextSettings *object = NULL; @@ -109,6 +144,11 @@ static VALUE ContextSettings_GetMajorVersion( VALUE self ) return INT2FIX( object->MajorVersion ); } +/* call-seq: + * settings.majorVersion=(new_major) -> new_major + * + * Major number of the context version to create + */ static VALUE ContextSettings_SetMajorVersion( VALUE self, VALUE aValue ) { sf::ContextSettings *object = NULL; @@ -116,6 +156,11 @@ static VALUE ContextSettings_SetMajorVersion( VALUE self, VALUE aValue ) return INT2FIX( object->MajorVersion = NUM2UINT( aValue ) ); } +/* call-seq: + * settings.minorVersion -> minor + * + * Minor number of the context version to create + */ static VALUE ContextSettings_GetMinorVersion( VALUE self ) { sf::ContextSettings *object = NULL; @@ -123,6 +168,11 @@ static VALUE ContextSettings_GetMinorVersion( VALUE self ) return INT2FIX( object->MinorVersion ); } +/* call-seq: + * settings.minorVersion=(new_minor) -> new_minor + * + * Minor number of the context version to create + */ static VALUE ContextSettings_SetMinorVersion( VALUE self, VALUE aValue ) { sf::ContextSettings *object = NULL; @@ -130,6 +180,11 @@ static VALUE ContextSettings_SetMinorVersion( VALUE self, VALUE aValue ) return INT2FIX( object->MinorVersion = NUM2UINT( aValue ) ); } +/* call-seq: + * ContextSettings.new( depth = 24, stencil = 8, antialiasing = 0, major = 2, minor = 0) -> settings + * + * The constructor creates the settings + */ static VALUE ContextSettings_New( VALUE aKlass, VALUE someArgs ) { long arrayLength = RARRAY_LEN( someArgs ); diff --git a/bindings/ruby/sfml-window/window/Event.cpp b/bindings/ruby/sfml-window/window/Event.cpp index f7118cb2..e0eba0d5 100644 --- a/bindings/ruby/sfml-window/window/Event.cpp +++ b/bindings/ruby/sfml-window/window/Event.cpp @@ -228,9 +228,12 @@ static VALUE Event_Initialize( VALUE self, VALUE aType ) } /* call-seq: - * Event.new() -> event + * Event.new(type) -> event * - * The constructor creates a new event. + * You should never call this function directly. You should only aquire event's trough + * SFML::Window#getEvent or SFML::Window#waitEvent, if you need to pass data to a method + * that takes an event instance then make a proxy instance to simulate an event. + * NOTE: Using this method works but it will act constant as you can't access any values. */ static VALUE Event_New( int argc, VALUE * args, VALUE aKlass ) { diff --git a/bindings/ruby/sfml-window/window/Input.cpp b/bindings/ruby/sfml-window/window/Input.cpp index cb58f8c1..7409979c 100644 --- a/bindings/ruby/sfml-window/window/Input.cpp +++ b/bindings/ruby/sfml-window/window/Input.cpp @@ -35,24 +35,24 @@ * SFML::Event::KeyPressed event on arrow keys. But if you do so, you will only * receive one event when the key gets pressed (or repeated events if you * activated this feature), thus the entity will not move smoothly. The best - * solution here is to use sf::Input::IsKeyDown so that you can update your + * solution here is to use SFML::Input#isKeyDown so that you can update your * entity's position at every iteration of your game loop, not only when you * catch a KeyPressed event. * - * Note that instances of sf::Input cannot be created directly, they must be - * retrieved from a window (sf::Window) with its GetInput() function. + * Note that instances of SFML::Input cannot be created directly, they must be + * retrieved from a window (SFML::Window) with the SFML::Window#input method. * * Usage example: * * # Retrieve the input object attached to our window - * input = window.getInput(); + * input = window.input * * # Move an entity according to the current keys state - * offset = 5.0 * window.GetFrameTime(); # 5 pixels/sec - * entity.move( -offset, 0 ) if input.isKeyDown?( SFML::Key::Left ) - * entity.move( offset, 0 ) if input.isKeyDown?( SFML::Key::Right ) - * entity.move( 0, -offset ) if input.isKeyDown?( SFML::Key::Up ) - * entity.move( 0, offset ) if input.isKeyDown?( SFML::Key::Down ) + * offset = 5.0 * window.frameTime # 5 pixels/sec + * entity.move( -offset, 0 ) if input.keyDown?( SFML::Key::Left ) + * entity.move( offset, 0 ) if input.keyDown?( SFML::Key::Right ) + * entity.move( 0, -offset ) if input.keyDown?( SFML::Key::Up ) + * entity.move( 0, offset ) if input.keyDown?( SFML::Key::Down ) */ VALUE globalInputClass; @@ -166,7 +166,8 @@ static VALUE Input_GetJoystickAxis( VALUE self, VALUE aJoystick, VALUE anAxis ) /* call-seq: * Input.new() -> input * - * The constructor creates a new input. + * This will create a new input object. though it will not receive any updates of events. + * You should aquire an input object from the SFML::Window#input method. */ static VALUE Input_New( int argc, VALUE * args, VALUE aKlass ) { diff --git a/bindings/ruby/sfml-window/window/VideoMode.cpp b/bindings/ruby/sfml-window/window/VideoMode.cpp index cdcf6103..6a4be0c1 100644 --- a/bindings/ruby/sfml-window/window/VideoMode.cpp +++ b/bindings/ruby/sfml-window/window/VideoMode.cpp @@ -27,7 +27,7 @@ /* A video mode is defined by a width and a height (in pixels) and a depth (in bits per pixel). * - * Video modes are used to setup windows (sf::Window) at creation time. + * Video modes are used to setup windows (SFML::Window) at creation time. * * The main usage of video modes is for fullscreen mode: indeed you must use one of the valid * video modes allowed by the OS (which are defined by what the monitor and the graphics card support), @@ -44,10 +44,10 @@ * Usage example: * * # Display the list of all the video modes available for fullscreen - * modes = SFMK::VideoMode.getFullscreenModes() + * modes = SFML::VideoMode.getFullscreenModes() * i = 0 * modes.each do | mode | - * puts "Mode #" + i + ": " + mode.Width + "x" + mode.Height + " - " + mode.BitsPerPixel + " bpp" + * puts "Mode #" + i + ": " + mode.width + "x" + mode.height + " - " + mode.bitsPerPixel + " bpp" * * end * @@ -96,6 +96,11 @@ static void VideoMode_Free( sf::VideoMode *anObject ) delete anObject; } +/* call-seq: + * mode.width -> width + * + * Video mode width, in pixels. + */ static VALUE VideoMode_GetWidth( VALUE self ) { sf::VideoMode *object = NULL; @@ -103,6 +108,11 @@ static VALUE VideoMode_GetWidth( VALUE self ) return INT2FIX( object->Width ); } +/* call-seq: + * mode.width=(new_width) -> new_width + * + * Video mode width, in pixels. + */ static VALUE VideoMode_SetWidth( VALUE self, VALUE aValue ) { sf::VideoMode *object = NULL; @@ -110,6 +120,11 @@ static VALUE VideoMode_SetWidth( VALUE self, VALUE aValue ) return INT2FIX( object->Width = NUM2UINT( aValue ) ); } +/* call-seq: + * mode.height -> height + * + * Video mode height, in pixels. + */ static VALUE VideoMode_GetHeight( VALUE self ) { sf::VideoMode *object = NULL; @@ -117,6 +132,11 @@ static VALUE VideoMode_GetHeight( VALUE self ) return INT2FIX( object->Height ); } +/* call-seq: + * mode.height=(new_height) -> new_height + * + * Video mode height, in pixels. + */ static VALUE VideoMode_SetHeight( VALUE self, VALUE aValue ) { sf::VideoMode *object = NULL; @@ -124,6 +144,11 @@ static VALUE VideoMode_SetHeight( VALUE self, VALUE aValue ) return INT2FIX( object->Height = NUM2UINT( aValue ) ); } +/* call-seq: + * mode.bitsPerPixel -> bpp + * + * Video mode pixel depth, in bits per pixels. + */ static VALUE VideoMode_GetBitsPerPixel( VALUE self ) { sf::VideoMode *object = NULL; @@ -131,6 +156,11 @@ static VALUE VideoMode_GetBitsPerPixel( VALUE self ) return INT2FIX( object->BitsPerPixel ); } +/* call-seq: + * mode.bitsPerPixel=(new_bpp) -> new_bpp + * + * Video mode pixel depth, in bits per pixels. + */ static VALUE VideoMode_SetBitsPerPixel( VALUE self, VALUE aValue ) { sf::VideoMode *object = NULL; @@ -138,6 +168,11 @@ static VALUE VideoMode_SetBitsPerPixel( VALUE self, VALUE aValue ) return INT2FIX( object->BitsPerPixel = NUM2UINT( aValue ) ); } +/* call-seq: + * VideoMode.getDesktopMode -> desktop_mode + * + * Get the current desktop video mode. + */ static VALUE VideoMode_GetDesktopMode( VALUE aKlass ) { sf::VideoMode *object = new sf::VideoMode( sf::VideoMode::GetDesktopMode() ); @@ -146,6 +181,16 @@ static VALUE VideoMode_GetDesktopMode( VALUE aKlass ) return rbData; } +/* call-seq: + * VideoMode.getFullscreenModes -> [supported_modes] + * + * Retrieve all the video modes supported in fullscreen mode. + * + * When creating a fullscreen window, the video mode is restricted to be compatible with what the graphics driver and + * monitor support. This function returns the complete list of all video modes that can be used in fullscreen mode. + * The returned array is sorted from best to worst, so that the first element will always give the best mode + * (higher width, height and bits-per-pixel). + */ static VALUE VideoMode_GetFullscreenModes( VALUE aKlass ) { const std::vector< sf::VideoMode >& modes = sf::VideoMode::GetFullscreenModes(); @@ -160,6 +205,12 @@ static VALUE VideoMode_GetFullscreenModes( VALUE aKlass ) return array; } +/* call-seq: + * VideoMode.new() -> mode + * VideoMode.new( width, height, bpp = 32 ) -> mode + * + * Create a new mode. + */ static VALUE VideoMode_New( int argc, VALUE *args, VALUE aKlass ) { sf::VideoMode *object = NULL; @@ -202,6 +253,12 @@ void Init_VideoMode( void ) rb_define_method( globalVideoModeClass, "bitsPerPixel", FUNCPTR( VideoMode_GetBitsPerPixel ), 0 ); rb_define_method( globalVideoModeClass, "bitsPerPixel=", FUNCPTR( VideoMode_SetBitsPerPixel ), 1 ); + // Class aliases + rb_define_alias( CLASS_OF( globalVideoModeClass ), "desktopMode", "getDesktopMode" ); + rb_define_alias( CLASS_OF( globalVideoModeClass ), "desktop_mode", "getDesktopMode" ); + rb_define_alias( CLASS_OF( globalVideoModeClass ), "fullscreenModes", "getFullscreenModes" ); + rb_define_alias( CLASS_OF( globalVideoModeClass ), "fullscreen_modes", "getFullscreenModes" ); + // Aliases rb_define_alias( globalVideoModeClass, "bits_per_pixel", "bitsPerPixel" ); rb_define_alias( globalVideoModeClass, "bits_per_pixel=", "bitsPerPixel=" ); diff --git a/bindings/ruby/sfml-window/window/Window.cpp b/bindings/ruby/sfml-window/window/Window.cpp index 51b9bd7b..2fbe2678 100644 --- a/bindings/ruby/sfml-window/window/Window.cpp +++ b/bindings/ruby/sfml-window/window/Window.cpp @@ -30,10 +30,8 @@ * * It defines an OS window that is able to receive an OpenGL rendering. * - * A SFML::Window can create its own new window, or be embedded into an already existing control using the Create(handle) - * function. This can be useful for embedding an OpenGL rendering area into a view which is part of a bigger GUI with - * existing windows, controls, etc. It can also serve as embedding an OpenGL rendering area into a window created by - * another (probably richer) GUI library like Qt or wxWidgets. + * 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 @@ -93,6 +91,15 @@ 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; @@ -101,6 +108,14 @@ static VALUE Window_Close( VALUE self ) 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; @@ -143,7 +158,14 @@ static VALUE Window_Create( int argc, VALUE *args, VALUE self ) 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; @@ -152,6 +174,16 @@ static VALUE Window_Display( VALUE self ) 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; @@ -171,6 +203,15 @@ static VALUE Window_EnableKeyRepeat( VALUE self, VALUE anEnableFlag ) 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; @@ -190,6 +231,12 @@ static VALUE Window_GetEvent( VALUE self ) } } +/* 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; @@ -197,6 +244,13 @@ static VALUE Window_GetFrameTime( VALUE self ) 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; @@ -204,6 +258,11 @@ static VALUE Window_GetHeight( VALUE self ) 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; @@ -213,6 +272,14 @@ static VALUE Window_GetInput( VALUE self ) 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; @@ -222,6 +289,13 @@ static VALUE Window_GetSettings( VALUE self ) 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; @@ -229,6 +303,11 @@ static VALUE Window_GetWidth( VALUE self ) 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; @@ -243,6 +322,15 @@ static VALUE Window_IsOpened( VALUE self ) } } +/* 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; @@ -262,6 +350,11 @@ static VALUE Window_SetActive( VALUE self, VALUE anActiveFlag ) 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; @@ -270,6 +363,11 @@ static VALUE Window_SetCursorPosition( VALUE self, VALUE aX, VALUE 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 ); @@ -281,6 +379,14 @@ static VALUE Window_SetCursorPosition2( VALUE self, VALUE anArgument ) 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; @@ -289,6 +395,25 @@ static VALUE Window_SetFramerateLimit( VALUE self, VALUE 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 ); @@ -310,6 +435,15 @@ static VALUE Window_SetIcon( VALUE self, VALUE aWidth, VALUE aHeight, VALUE some 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; @@ -318,6 +452,14 @@ static VALUE Window_SetJoystickThreshold( VALUE self, VALUE 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; @@ -326,6 +468,14 @@ static VALUE Window_SetPosition( VALUE self, VALUE aX, VALUE 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 ); @@ -337,6 +487,11 @@ static VALUE Window_SetPosition2( VALUE self, VALUE anArgument ) 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; @@ -345,6 +500,11 @@ static VALUE Window_SetSize( VALUE self, VALUE aWidth, VALUE 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 ); @@ -356,6 +516,11 @@ static VALUE Window_SetSize2( VALUE self, VALUE anArgument ) 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; @@ -364,6 +529,13 @@ static VALUE Window_SetTitle( VALUE self, VALUE 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; @@ -383,6 +555,13 @@ static VALUE Window_Show( VALUE self, VALUE aShowFlag ) 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; @@ -402,6 +581,17 @@ static VALUE Window_ShowMouseCursor( VALUE self, VALUE aShowFlag ) 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; @@ -421,6 +611,16 @@ static VALUE Window_UseVerticalSync( VALUE self, VALUE aEnableFlag ) 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; @@ -440,6 +640,22 @@ static VALUE Window_WaitEvent( VALUE self ) } } +/* 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;