/* 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 #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( &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, "third" ); 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" ); }