10de308f44
Added skeleton for SFML::Window and finished the new method I think. git-svn-id: https://sfml.svn.sourceforge.net/svnroot/sfml/branches/sfml2@1635 4e206d99-4929-0410-ac5d-dfc041789085
155 lines
6.1 KiB
C++
155 lines
6.1 KiB
C++
/* rbSFML - Copyright (c) 2010 Henrik Valter Vogelius Hansson - groogy@groogy.se
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* This software is provided 'as-is', without any express or
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* implied warranty. In no event will the authors be held
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* liable for any damages arising from the use of this software.
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*
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* Permission is granted to anyone to use this software for any purpose,
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* including commercial applications, and to alter it and redistribute
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* it freely, subject to the following restrictions:
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*
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* 1. The origin of this software must not be misrepresented;
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* you must not claim that you wrote the original software.
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* If you use this software in a product, an acknowledgment
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* in the product documentation would be appreciated but
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* is not required.
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*
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* 2. Altered source versions must be plainly marked as such,
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* and must not be misrepresented as being the original software.
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*
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* 3. This notice may not be removed or altered from any
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* source distribution.
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*/
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#include "Window.hpp"
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#include "main.hpp"
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#include <SFML/Window/Window.hpp>
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#include <iostream>
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/* SFML::Window is the main class of the Window module.
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*
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* It defines an OS window that is able to receive an OpenGL rendering.
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*
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* A SFML::Window can create its own new window, or be embedded into an already existing control using the Create(handle)
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* function. This can be useful for embedding an OpenGL rendering area into a view which is part of a bigger GUI with
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* existing windows, controls, etc. It can also serve as embedding an OpenGL rendering area into a window created by
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* another (probably richer) GUI library like Qt or wxWidgets.
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*
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* The SFML::Window class provides a simple interface for manipulating the window: move, resize, show/hide, control mouse
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* cursor, etc. It also provides event handling through its getEvent() function, and real-time state handling with its
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* attached SFML::Input object (see getInput()).
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*
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* Note that OpenGL experts can pass their own parameters (antialiasing level, bits for the depth and stencil buffers,
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* etc.) to the OpenGL context attached to the window, with the SFML::ContextSettings structure which is passed as an
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* optional argument when creating the window.
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*
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* Usage example:
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*
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* # Declare and create a new window
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* window = SFML::Window.new( SFML::VideoMode.new( 800, 600 ), "SFML window" )
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*
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* # Limit the framerate to 60 frames per second (this step is optional)
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* window.setFramerateLimit( 60 );
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*
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* # The main loop - ends as soon as the window is closed
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* while window.open?
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*
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* # Event processing
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* while event = window.getEvent
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*
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* # Request for closing the window
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* if event.type == SFML::Event::Closed
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* window.close()
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* end
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* end
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*
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* # Activate the window for OpenGL rendering
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* window.setActive()
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*
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* # OpenGL drawing commands go here...
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*
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* # End the current frame and display its contents on screen
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* window.display()
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* end
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*/
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VALUE globalWindowClass;
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extern VALUE globalVideoModeClass;
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extern VALUE globalContextSettingsClass;
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#define VALIDATE_CLASS( variable, type, name ) \
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if( CLASS_OF( variable ) != type ) \
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{ \
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rb_raise( rb_eTypeError, name#" argument must be instance of %s", STR2CSTR( rb_funcall( type, rb_intern( "to_s" ), 0 ) ) ); \
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}
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/* Free a heap allocated object
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* Not accessible trough ruby directly!
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*/
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static void Window_Free( sf::Window *anObject )
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{
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delete anObject;
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}
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static VALUE Window_New( int argc, VALUE *args, VALUE aKlass )
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{
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sf::Window *object = NULL;
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sf::VideoMode *mode = NULL;
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sf::ContextSettings *settings = NULL;
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switch( argc )
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{
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case 2:
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VALIDATE_CLASS( args[0], globalVideoModeClass, first );
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VALIDATE_CLASS( args[1], rb_cString, second );
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Data_Get_Struct( args[0], sf::VideoMode, mode );
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object = new sf::Window( mode , STR2CSTR( args[1] ) );
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break;
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case 3:
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VALIDATE_CLASS( args[0], globalVideoModeClass, first );
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VALIDATE_CLASS( args[1], rb_cString, second );
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VALIDATE_CLASS( args[2], rb_cFixnum, second );
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Data_Get_Struct( args[0], sf::VideoMode, mode );
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object = new sf::VideoMode( mode, STR2CSTR( args[1] ), FIX2UINT( args[2] ) );
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break;
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case 4:
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VALIDATE_CLASS( args[0], globalVideoModeClass, first );
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VALIDATE_CLASS( args[1], rb_cString, second );
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VALIDATE_CLASS( args[2], rb_cFixnum, second );
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VALIDATE_CLASS( args[3], globalContextSettingsClass, fourth );
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Data_Get_Struct( args[0], sf::VideoMode, mode );
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Data_Get_Struct( args[3], sf::ContextSettings, settings );
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object = new sf::VideoMode( mode, STR2CSTR( args[1] ), FIX2UINT( args[2] ), *settings );
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break;
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default:
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rb_raise( rb_eArgError, "Expected 2..4 arguments but was given %d", argc );
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break;
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}
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VALUE rbData = Data_Wrap_Struct( aKlass, 0, VideoMode_Free, object );
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rb_obj_call_init( rbData, 0, 0 );
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return rbData;
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}
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void Init_VideoMode( void )
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{
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globalVideoModeClass = rb_define_class_under( GetNamespace(), "VideoMode", rb_cObject );
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// Class methods
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rb_define_singleton_method( globalVideoModeClass, "new", FUNCPTR( VideoMode_New ), -1 );
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rb_define_singleton_method( globalVideoModeClass, "getDesktopMode", FUNCPTR( VideoMode_GetDesktopMode ), 0 );
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rb_define_singleton_method( globalVideoModeClass, "getFullscreenModes", FUNCPTR( VideoMode_GetFullscreenModes ), 0 );
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// Instance methods
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rb_define_method( globalVideoModeClass, "width", FUNCPTR( VideoMode_GetWidth ), 0 );
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rb_define_method( globalVideoModeClass, "width=", FUNCPTR( VideoMode_SetWidth ), 1 );
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rb_define_method( globalVideoModeClass, "height", FUNCPTR( VideoMode_GetWidth ), 0 );
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rb_define_method( globalVideoModeClass, "height=", FUNCPTR( VideoMode_SetWidth ), 1 );
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rb_define_method( globalVideoModeClass, "bitsPerPixel", FUNCPTR( VideoMode_GetBitsPerPixel ), 0 );
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rb_define_method( globalVideoModeClass, "bitsPerPixel=", FUNCPTR( VideoMode_SetBitsPerPixel ), 1 );
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// Aliases
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rb_define_alias( globalVideoModeClass, "bits_per_pixel", "bitsPerPixel" );
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rb_define_alias( globalVideoModeClass, "bits_per_pixel=", "bitsPerPixel=" );
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rb_define_alias( globalVideoModeClass, "bpp", "bitsPerPixel" );
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rb_define_alias( globalVideoModeClass, "bpp=", "bitsPerPixel=" );
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}
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