readme: add information section
[nit.git] / lib / sdl.nit
1 # This file is part of NIT ( http://www.nitlanguage.org ).
2 #
3 # Copyright 2011-2013 Alexis Laferrière <alexis.laf@xymus.net>
4 #
5 # Licensed under the Apache License, Version 2.0 (the "License");
6 # you may not use this file except in compliance with the License.
7 # You may obtain a copy of the License at
8 #
9 # http://www.apache.org/licenses/LICENSE-2.0
10 #
11 # Unless required by applicable law or agreed to in writing, software
12 # distributed under the License is distributed on an "AS IS" BASIS,
13 # WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
14 # See the License for the specific language governing permissions and
15 # limitations under the License.
16
17 # Simple DirectMedia Layer
18 module sdl is
19 cflags exec("sdl-config", "--cflags")
20 ldflags(exec("sdl-config", "--libs"), "-lSDL_image -lSDL_ttf")
21 end
22
23 import mnit::display
24 import c
25
26 in "C header" `{
27 #include <unistd.h>
28 #include <SDL/SDL.h>
29 #include <SDL/SDL_syswm.h>
30 #include <SDL/SDL_image.h>
31 #include <SDL/SDL_ttf.h>
32 `}
33
34 # Represent a screen surface
35 extern class SDLDisplay `{SDL_Surface *`}
36 super Display
37
38 redef type I: SDLImage
39
40 # Initialize a surface with width and height
41 new (w, h: Int) import enable_mouse_motion_events `{
42 SDL_Init(SDL_INIT_VIDEO);
43
44 if(TTF_Init()==-1) {
45 printf("TTF_Init: %s\n", TTF_GetError());
46 exit(2);
47 }
48
49 SDL_Surface *self = SDL_SetVideoMode(w, h, 24, SDL_HWSURFACE);
50
51 if (!SDLDisplay_enable_mouse_motion_events(self)) {
52 /* ignores mousemotion for performance reasons */
53 SDL_EventState(SDL_MOUSEMOTION, SDL_IGNORE);
54 }
55
56 return self;
57 `}
58
59 # Indicates wether we want the SDL mouse motion event (or only clicks).
60 # Disabled by defaut for performance reason. To activate, redef this method
61 # andd return true
62 fun enable_mouse_motion_events: Bool do return false
63
64 # Destroy the surface
65 fun destroy `{
66 if (SDL_WasInit(SDL_INIT_VIDEO))
67 SDL_Quit();
68
69 if (TTF_WasInit())
70 TTF_Quit();
71 `}
72
73 redef fun finish `{ SDL_Flip(self); `}
74
75 # Clear the entire window with given RGB color (integer values)
76 fun clear_int(r, g, b: Int) `{
77 SDL_FillRect(self, NULL, SDL_MapRGB(self->format,r,g,b));
78 `}
79
80 redef fun width `{ return self->w; `}
81 redef fun height `{ return self->h; `}
82
83 # Fill a rectangle with given color
84 fun fill_rect(rect: SDLRectangle, r, g, b: Int) `{
85 SDL_FillRect(self, rect, SDL_MapRGB(self->format,r,g,b));
86 `}
87
88 redef fun clear(r, g, b) `{
89 Uint8 ri, gi, bi;
90 ri = (Uint8)r*255;
91 gi = (Uint8)g*255;
92 bi = (Uint8)b*255;
93 SDL_FillRect(self, NULL, SDL_MapRGB(self->format,ri,gi,bi));
94 `}
95
96 # SDL events since the last call to this method
97 fun events: Sequence[SDLInputEvent]
98 do
99 var events = new Array[SDLInputEvent]
100 loop
101 var new_event = poll_event
102 if new_event == null then break
103 events.add new_event
104 end
105 return events
106 end
107
108 private fun poll_event: nullable SDLInputEvent import SDLKeyEvent, SDLMouseButtonEvent, SDLMouseMotionEvent, SDLQuitEvent, NativeString.to_s, SDLMouseButtonEvent.as(nullable SDLInputEvent), SDLMouseMotionEvent.as(nullable SDLInputEvent), SDLKeyEvent.as(nullable SDLInputEvent), SDLQuitEvent.as(nullable SDLInputEvent) `{
109 SDL_Event event;
110
111 SDL_PumpEvents();
112
113 if (SDL_PollEvent(&event))
114 {
115 switch (event.type) {
116 case SDL_KEYDOWN:
117 case SDL_KEYUP:
118 #ifdef DEBUG
119 printf("The \"%s\" key was pressed!\n",
120 SDL_GetKeyName(event.key.keysym.sym));
121 #endif
122
123 return SDLKeyEvent_as_nullable_SDLInputEvent(
124 new_SDLKeyEvent(NativeString_to_s(
125 SDL_GetKeyName(event.key.keysym.sym)),
126 event.type==SDL_KEYDOWN));
127
128 case SDL_MOUSEMOTION:
129 #ifdef DEBUG
130 printf("Mouse moved by %d,%d to (%d,%d)\n",
131 event.motion.xrel, event.motion.yrel,
132 event.motion.x, event.motion.y);
133 #endif
134
135 return SDLMouseMotionEvent_as_nullable_SDLInputEvent(
136 new_SDLMouseMotionEvent(event.motion.x, event.motion.y,
137 event.motion.xrel, event.motion.yrel, SDL_GetMouseState(NULL, NULL)&SDL_BUTTON(1)));
138
139 case SDL_MOUSEBUTTONDOWN:
140 case SDL_MOUSEBUTTONUP:
141 #ifdef DEBUG
142 printf("Mouse button \"%d\" pressed at (%d,%d)\n",
143 event.button.button, event.button.x, event.button.y);
144 #endif
145 return SDLMouseButtonEvent_as_nullable_SDLInputEvent(
146 new_SDLMouseButtonEvent(event.button.x, event.button.y,
147 event.button.button, event.type == SDL_MOUSEBUTTONDOWN));
148
149 case SDL_QUIT:
150 #ifdef DEBUG
151 printf("Quit event\n");
152 #endif
153 return SDLQuitEvent_as_nullable_SDLInputEvent(new_SDLQuitEvent());
154 }
155 }
156
157 return null_SDLInputEvent();
158 `}
159
160 # Set the position of the cursor to x,y
161 fun warp_mouse(x,y: Int) `{ SDL_WarpMouse(x, y); `}
162
163 # Show or hide the cursor
164 fun show_cursor=(val: Bool) `{ SDL_ShowCursor(val? SDL_ENABLE: SDL_DISABLE); `}
165
166 # Is the cursor visible?
167 fun show_cursor: Bool `{ return SDL_ShowCursor(SDL_QUERY); `}
168
169 # Grab or release the input
170 fun grab_input=(val: Bool) `{ SDL_WM_GrabInput(val? SDL_GRAB_ON: SDL_GRAB_OFF); `}
171
172 # Is the input grabbed?
173 fun grab_input: Bool `{ return SDL_WM_GrabInput(SDL_GRAB_QUERY) == SDL_GRAB_ON; `}
174
175 # Are instances of `SDLMouseMotionEvent` ignored?
176 fun ignore_mouse_motion_events: Bool `{
177 return SDL_EventState(SDL_MOUSEMOTION, SDL_QUERY);
178 `}
179
180 # Do not raise instances of `SDLMouseMotionEvent` if `val`
181 fun ignore_mouse_motion_events=(val: Bool) `{
182 SDL_EventState(SDL_MOUSEMOTION, val? SDL_IGNORE: SDL_ENABLE);
183 `}
184
185 # Does `self` has the mouse focus?
186 fun mouse_focus: Bool `{ return SDL_GetAppState() & SDL_APPMOUSEFOCUS; `}
187
188 # Does `self` has the input focus?
189 fun input_focus: Bool `{ return SDL_GetAppState() & SDL_APPINPUTFOCUS; `}
190 end
191
192 # Basic Drawing figures
193 extern class SDLDrawable `{SDL_Surface*`}
194 super Drawable
195
196 redef type I: SDLImage
197
198 redef fun blit(img, x, y) do native_blit(img, x.to_i, y.to_i)
199 private fun native_blit(img: I, x, y: Int) `{
200 SDL_Rect dst;
201 dst.x = x;
202 dst.y = y;
203 dst.w = 0;
204 dst.h = 0;
205
206 SDL_BlitSurface(img, NULL, self, &dst);
207 `}
208
209 redef fun blit_centered(img, x, y)
210 do
211 x = x - img.width / 2
212 y = y - img.height / 2
213 blit(img, x, y)
214 end
215 end
216
217 # A drawable Image
218 extern class SDLImage
219 super DrawableImage
220 super SDLDrawable
221
222 # Import image from a file
223 new from_file(path: String) import String.to_cstring `{
224 SDL_Surface *image = IMG_Load(String_to_cstring(path));
225 return image;
226 `}
227
228 # Copy of an existing SDLImage
229 new copy_of(image: SDLImage) `{
230 SDL_Surface *new_image = SDL_CreateRGBSurface(
231 image->flags, image->w, image->h, 24,
232 0, 0, 0, 0);
233
234 SDL_Rect dst;
235 dst.x = 0;
236 dst.y = 0;
237 dst.w = image->w;
238 dst.h = image->h;
239 SDL_BlitSurface(image, NULL, new_image, &dst);
240
241 return new_image;
242 `}
243
244 # Save the image into the specified file
245 fun save_to_file(path: String) import String.to_cstring `{ `}
246
247 # Destroy the image and free the memory
248 redef fun destroy `{ SDL_FreeSurface(self); `}
249
250 redef fun width `{ return self->w; `}
251 redef fun height `{ return self->h; `}
252
253 fun is_ok: Bool do return not address_is_null
254
255 # Returns a reference to the pixels of the texture
256 fun pixels: NativeCByteArray `{ return self->pixels; `}
257
258 # Mask for the alpha value of each pixel
259 fun amask: Int `{ return self->format->Amask; `}
260 end
261
262 # A simple rectangle
263 extern class SDLRectangle `{SDL_Rect*`}
264 # Constructor with x,y positions width and height of the rectangle
265 new (x: Int, y: Int, w: Int, h: Int) `{
266 SDL_Rect *rect = malloc(sizeof(SDL_Rect));
267 rect->x = (Sint16)x;
268 rect->y = (Sint16)y;
269 rect->w = (Uint16)w;
270 rect->h = (Uint16)h;
271 return rect;
272 `}
273
274 fun x=(v: Int) `{ self->x = (Sint16)v; `}
275 fun x: Int `{ return self->x; `}
276
277 fun y=(v: Int) `{ self->y = (Sint16)v; `}
278 fun y: Int `{ return self->y; `}
279
280 fun w=(v: Int) `{ self->w = (Uint16)v; `}
281 fun w: Int `{ return self->w; `}
282
283 fun h=(v: Int) `{ self->h = (Uint16)v; `}
284 fun h: Int `{ return self->h; `}
285 end
286
287 interface SDLInputEvent
288 super InputEvent
289 end
290
291 # MouseEvent class containing the cursor position
292 class SDLMouseEvent
293 super PointerEvent
294 super SDLInputEvent
295
296 redef var x
297 redef var y
298
299 redef fun is_move do return false
300 end
301
302 # MouseButtonEvent used to get information when a button is pressed/depressed
303 class SDLMouseButtonEvent
304 super SDLMouseEvent
305
306 var button: Int
307
308 redef var pressed
309
310 # Is this event raised by the left button?
311 fun is_left_button: Bool do return button == 1
312
313 # Is this event raised by the right button?
314 fun is_right_button: Bool do return button == 3
315
316 # Is this event raised by the middle button?
317 fun is_middle_button: Bool do return button == 2
318
319 # Is this event raised by the wheel going down?
320 fun is_down_wheel: Bool do return button == 4
321
322 # Is this event raised by the wheel going up?
323 fun is_up_wheel: Bool do return button == 5
324
325 # Is this event raised by the wheel?
326 fun is_wheel: Bool do return is_down_wheel or is_up_wheel
327
328 init (x, y: Float, button: Int, pressed: Bool)
329 do
330 super(x, y)
331
332 self.button = button
333 self.pressed = pressed
334 end
335
336 redef fun to_s
337 do
338 if pressed then
339 return "MouseButtonEvent button {button} down at {x}, {y}"
340 else
341 return "MouseButtonEvent button {button} up at {x}, {y}"
342 end
343 end
344 end
345
346 # MouseMotionEvent to get the cursor position when the mouse is moved
347 class SDLMouseMotionEvent
348 super SDLMouseEvent
349
350 var rel_x: Float
351 var rel_y: Float
352
353 redef var pressed
354
355 redef fun is_move do return true
356
357 init (x, y, rel_x, rel_y: Float, pressed: Bool)
358 do
359 super(x, y)
360
361 self.rel_x = rel_x
362 self.rel_y = rel_y
363 self.pressed = pressed
364 end
365
366 redef fun to_s do return "MouseMotionEvent at {x}, {y}"
367 end
368
369 # SDLKeyEvent for when a key is pressed
370 class SDLKeyEvent
371 super KeyEvent
372 super SDLInputEvent
373
374 redef var name
375 var down: Bool
376
377 init (key_name: String, down: Bool)
378 do
379 self.name = key_name
380 self.down = down
381 end
382
383 redef fun to_c
384 do
385 if name.length == 1 then return name.chars.first
386 return null
387 end
388
389 redef fun to_s
390 do
391 if down then
392 return "KeyboardEvent key {name} down"
393 else
394 return "KeyboardEvent key {name} up"
395 end
396 end
397
398 # Return true if the key is down, false otherwise
399 redef fun is_down do return down
400
401 # Return true if the key is the up arrow
402 redef fun is_arrow_up do return name == "up"
403 # Return true if the key is the left arrow
404 redef fun is_arrow_left do return name == "left"
405 # Return true if the key is the down arrow
406 redef fun is_arrow_down do return name == "down"
407 # Return true if the key is the right arrow
408 redef fun is_arrow_right do return name == "right"
409 end
410
411 class SDLQuitEvent
412 super SDLInputEvent
413 super QuitEvent
414 end
415
416 redef class Int
417 fun delay `{ SDL_Delay(self); `}
418 end
419
420 # Class to load and use TTF_Font
421 extern class SDLFont `{TTF_Font *`}
422 # Load a font with a specified name and size
423 new (name: String, points: Int) import String.to_cstring `{
424 char * cname = String_to_cstring(name);
425
426 TTF_Font *font = TTF_OpenFont(cname, (int)points);
427 if(!font) {
428 printf("TTF_OpenFont: %s\n", TTF_GetError());
429 exit(1);
430 }
431
432 return font;
433 `}
434
435 fun destroy `{ TTF_CloseFont(self); `}
436
437 # Create a String with the specified color, return an SDLImage
438 fun render(text: String, r, g, b: Int): SDLImage import String.to_cstring `{
439 SDL_Color color;
440 SDL_Surface *text_surface;
441 char *ctext;
442
443 color.r = r;
444 color.g = g;
445 color.b = b;
446
447 ctext = String_to_cstring(text);
448 if(!(text_surface=TTF_RenderText_Blended(self, ctext, color)))
449 {
450 fprintf(stderr, "SDL TFF error: %s\n", TTF_GetError());
451 exit(1);
452 }
453 else
454 return text_surface;
455 `}
456
457 # TODO reactivate fun below when updating libsdl_ttf to 2.0.10 or above
458 #fun outline: Int # TODO check to make inline/nitside only
459 #fun outline=(v: Int) is extern
460
461 #fun kerning: Bool is extern
462 #fun kerning=(v: Bool) is extern
463
464 # Maximum pixel height of all glyphs of this font.
465 fun height: Int `{
466 return TTF_FontHeight(self);
467 `}
468
469 fun ascent: Int `{
470 return TTF_FontAscent(self);
471 `}
472
473 fun descent: Int `{
474 return TTF_FontDescent(self);
475 `}
476
477 # Get the recommended pixel height of a rendered line of text of the loaded font. This is usually larger than the Font.height.
478 fun line_skip: Int `{
479 return TTF_FontLineSkip(self);
480 `}
481
482 # Return true is the font used fixed width for each char
483 fun is_fixed_width: Bool `{
484 return TTF_FontFaceIsFixedWidth(self);
485 `}
486
487 # Return the family name of the font
488 fun family_name: nullable String import String.to_cstring, String.as nullable `{
489 char *fn = TTF_FontFaceFamilyName(self);
490
491 if (fn == NULL)
492 return null_String();
493 else
494 return String_as_nullable(NativeString_to_s(fn));
495 `}
496
497 # Return the style name of the font
498 fun style_name: nullable String import String.to_cstring, String.as nullable `{
499 char *sn = TTF_FontFaceStyleName(self);
500
501 if (sn == NULL)
502 return null_String();
503 else
504 return String_as_nullable(NativeString_to_s(sn));
505 `}
506
507 # Return the estimated width of a String if used with the current font
508 fun width_of(text: String): Int import NativeString.to_s `{
509 char *ctext = String_to_cstring(text);
510 int w;
511 if (TTF_SizeText(self, ctext, &w, NULL))
512 {
513 fprintf(stderr, "SDL TFF error: %s\n", TTF_GetError());
514 exit(1);
515 }
516 else
517 return w;
518 `}
519 end
520
521 # Information on the SDL window
522 # Used in other modules to get window handle
523 extern class SDLSystemWindowManagerInfo `{SDL_SysWMinfo *`}
524
525 new `{
526 SDL_SysWMinfo *val = malloc(sizeof(SDL_SysWMinfo));
527
528 SDL_VERSION(&val->version);
529
530 if(SDL_GetWMInfo(val) <= 0) {
531 printf("Unable to get window handle");
532 return 0;
533 }
534
535 return val;
536 `}
537
538 # Returns the handle of this window on a X11 window system
539 fun x11_window_handle: Pointer `{
540 return (void*)self->info.x11.window;
541 `}
542 end