# See the License for the specific language governing permissions and
# limitations under the License.
-# SDL display support (used in Linux for windows and inputes only)
+# Simple DirectMedia Layer
module sdl is
- c_compiler_option(exec("sdl-config", "--cflags"))
- c_linker_option(exec("sdl-config", "--libs"), "-lSDL_image -lSDL_ttf")
+ cflags exec("sdl-config", "--cflags")
+ ldflags(exec("sdl-config", "--libs"), "-lSDL_image -lSDL_ttf")
end
-import mnit_display
+import mnit::display
+import c
in "C header" `{
#include <unistd.h>
TTF_Quit();
`}
- redef fun finish `{ SDL_Flip(recv); `}
+ redef fun finish `{ SDL_Flip(self); `}
# Clear the entire window with given RGB color (integer values)
fun clear_int(r, g, b: Int) `{
- SDL_FillRect(recv, NULL, SDL_MapRGB(recv->format,r,g,b));
+ SDL_FillRect(self, NULL, SDL_MapRGB(self->format,r,g,b));
`}
- redef fun width: Int `{ return recv->w; `}
- redef fun height: Int `{ return recv->h; `}
+ redef fun width `{ return self->w; `}
+ redef fun height `{ return self->h; `}
# Fill a rectangle with given color
fun fill_rect(rect: SDLRectangle, r, g, b: Int) `{
- SDL_FillRect(recv, rect, SDL_MapRGB(recv->format,r,g,b));
+ SDL_FillRect(self, rect, SDL_MapRGB(self->format,r,g,b));
`}
- redef fun clear(r, g, b: Float) `{
+ redef fun clear(r, g, b) `{
Uint8 ri, gi, bi;
ri = (Uint8)r*255;
gi = (Uint8)g*255;
bi = (Uint8)b*255;
- SDL_FillRect(recv, NULL, SDL_MapRGB(recv->format,ri,gi,bi));
+ SDL_FillRect(self, NULL, SDL_MapRGB(self->format,ri,gi,bi));
`}
+ # SDL events since the last call to this method
fun events: Sequence[SDLInputEvent]
do
- var new_event: nullable Object = null
- var events = new List[SDLInputEvent]
+ var events = new Array[SDLInputEvent]
loop
- new_event = poll_event
- if new_event != null then # new_event isa Event then #
- events.add(new_event)
- else
- break
- end
+ var new_event = poll_event
+ if new_event == null then break
+ events.add new_event
end
return events
end
- 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) `{
- SDL_Event event;
-
+ private fun poll_event: nullable SDLInputEvent
+ import new_key_event, new_mouse_motion_event, new_mouse_button_event, new_quit_event `{
SDL_PumpEvents();
+ SDL_Event event;
if (SDL_PollEvent(&event))
{
switch (event.type) {
case SDL_KEYDOWN:
case SDL_KEYUP:
- #ifdef DEBUG
- printf("The \"%s\" key was pressed!\n",
- SDL_GetKeyName(event.key.keysym.sym));
- #endif
-
- return SDLKeyEvent_as_nullable_SDLInputEvent(
- new_SDLKeyEvent(NativeString_to_s(
- SDL_GetKeyName(event.key.keysym.sym)),
- event.type==SDL_KEYDOWN));
+ return SDLDisplay_new_key_event(self,
+ SDL_GetKeyName(event.key.keysym.sym),
+ event.type==SDL_KEYDOWN);
case SDL_MOUSEMOTION:
- #ifdef DEBUG
- printf("Mouse moved by %d,%d to (%d,%d)\n",
- event.motion.xrel, event.motion.yrel,
- event.motion.x, event.motion.y);
- #endif
-
- return SDLMouseMotionEvent_as_nullable_SDLInputEvent(
- new_SDLMouseMotionEvent(event.motion.x, event.motion.y,
- event.motion.xrel, event.motion.yrel, SDL_GetMouseState(NULL, NULL)&SDL_BUTTON(1)));
+ return SDLDisplay_new_mouse_motion_event(self,
+ event.motion.x, event.motion.y,
+ event.motion.xrel, event.motion.yrel,
+ SDL_GetMouseState(NULL, NULL)&SDL_BUTTON(1));
case SDL_MOUSEBUTTONDOWN:
case SDL_MOUSEBUTTONUP:
- #ifdef DEBUG
- printf("Mouse button \"%d\" pressed at (%d,%d)\n",
- event.button.button, event.button.x, event.button.y);
- #endif
- return SDLMouseButtonEvent_as_nullable_SDLInputEvent(
- new_SDLMouseButtonEvent(event.button.x, event.button.y,
- event.button.button, event.type == SDL_MOUSEBUTTONDOWN));
+ return SDLDisplay_new_mouse_button_event(self,
+ event.button.x, event.button.y,
+ event.button.button,
+ event.type == SDL_MOUSEBUTTONDOWN);
case SDL_QUIT:
- #ifdef DEBUG
- printf("Quit event\n");
- #endif
- return SDLQuitEvent_as_nullable_SDLInputEvent(new_SDLQuitEvent());
+ return SDLDisplay_new_quit_event(self);
}
}
return null_SDLInputEvent();
`}
+ private fun new_key_event(name: CString, down: Bool): nullable SDLInputEvent
+ do return new SDLKeyEvent(name.to_s, down)
+
+ private fun new_mouse_motion_event(x, y, xr, yr: Float, down: Bool): nullable SDLInputEvent
+ do return new SDLMouseMotionEvent(x, y, xr, yr, down)
+
+ private fun new_mouse_button_event(x, y: Float, id: Int, down: Bool): nullable SDLInputEvent
+ do return new SDLMouseButtonEvent(x, y, id, down)
+
+ private fun new_quit_event: nullable SDLInputEvent
+ do return new SDLQuitEvent
+
# Set the position of the cursor to x,y
fun warp_mouse(x,y: Int) `{ SDL_WarpMouse(x, y); `}
# Show or hide the cursor
- fun show_cursor(show: Bool) `{ SDL_ShowCursor(show); `}
+ fun show_cursor=(val: Bool) `{ SDL_ShowCursor(val? SDL_ENABLE: SDL_DISABLE); `}
+
+ # Is the cursor visible?
+ fun show_cursor: Bool `{ return SDL_ShowCursor(SDL_QUERY); `}
+
+ # Grab or release the input
+ fun grab_input=(val: Bool) `{ SDL_WM_GrabInput(val? SDL_GRAB_ON: SDL_GRAB_OFF); `}
+
+ # Is the input grabbed?
+ fun grab_input: Bool `{ return SDL_WM_GrabInput(SDL_GRAB_QUERY) == SDL_GRAB_ON; `}
+
+ # Are instances of `SDLMouseMotionEvent` ignored?
+ fun ignore_mouse_motion_events: Bool `{
+ return SDL_EventState(SDL_MOUSEMOTION, SDL_QUERY);
+ `}
+
+ # Do not raise instances of `SDLMouseMotionEvent` if `val`
+ fun ignore_mouse_motion_events=(val: Bool) `{
+ SDL_EventState(SDL_MOUSEMOTION, val? SDL_IGNORE: SDL_ENABLE);
+ `}
+
+ # Does `self` has the mouse focus?
+ fun mouse_focus: Bool `{ return SDL_GetAppState() & SDL_APPMOUSEFOCUS; `}
+
+ # Does `self` has the input focus?
+ fun input_focus: Bool `{ return SDL_GetAppState() & SDL_APPINPUTFOCUS; `}
end
# Basic Drawing figures
dst.w = 0;
dst.h = 0;
- SDL_BlitSurface(img, NULL, recv, &dst);
+ SDL_BlitSurface(img, NULL, self, &dst);
`}
redef fun blit_centered(img, x, y)
fun save_to_file(path: String) import String.to_cstring `{ `}
# Destroy the image and free the memory
- redef fun destroy `{ SDL_FreeSurface(recv); `}
+ redef fun destroy `{ SDL_FreeSurface(self); `}
- redef fun width: Int `{ return recv->w; `}
- redef fun height: Int `{ return recv->h; `}
+ redef fun width `{ return self->w; `}
+ redef fun height `{ return self->h; `}
fun is_ok: Bool do return not address_is_null
+
+ # Returns a reference to the pixels of the texture
+ fun pixels: NativeCByteArray `{ return self->pixels; `}
+
+ # Mask for the alpha value of each pixel
+ fun amask: Int `{ return self->format->Amask; `}
end
# A simple rectangle
return rect;
`}
- fun x=(v: Int) `{ recv->x = (Sint16)v; `}
- fun x: Int `{ return recv->x; `}
+ fun x=(v: Int) `{ self->x = (Sint16)v; `}
+ fun x: Int `{ return self->x; `}
- fun y=(v: Int) `{ recv->y = (Sint16)v; `}
- fun y: Int `{ return recv->y; `}
+ fun y=(v: Int) `{ self->y = (Sint16)v; `}
+ fun y: Int `{ return self->y; `}
- fun w=(v: Int) `{ recv->w = (Uint16)v; `}
- fun w: Int `{ return recv->w; `}
+ fun w=(v: Int) `{ self->w = (Uint16)v; `}
+ fun w: Int `{ return self->w; `}
- fun h=(v: Int) `{ recv->h = (Uint16)v; `}
- fun h: Int `{ return recv->h; `}
+ fun h=(v: Int) `{ self->h = (Uint16)v; `}
+ fun h: Int `{ return self->h; `}
end
interface SDLInputEvent
super PointerEvent
super SDLInputEvent
- redef var x: Float
- redef var y: Float
+ redef var x
+ redef var y
- private init (x, y: Float)
- do
- self.x = x
- self.y = y
- end
+ redef fun is_move do return false
end
# MouseButtonEvent used to get information when a button is pressed/depressed
var button: Int
- redef var pressed: Bool
- redef fun depressed: Bool do return not pressed
+ redef var pressed
+
+ # Is this event raised by the left button?
+ fun is_left_button: Bool do return button == 1
+
+ # Is this event raised by the right button?
+ fun is_right_button: Bool do return button == 3
+
+ # Is this event raised by the middle button?
+ fun is_middle_button: Bool do return button == 2
+
+ # Is this event raised by the wheel going down?
+ fun is_down_wheel: Bool do return button == 4
+
+ # Is this event raised by the wheel going up?
+ fun is_up_wheel: Bool do return button == 5
+
+ # Is this event raised by the wheel?
+ fun is_wheel: Bool do return is_down_wheel or is_up_wheel
init (x, y: Float, button: Int, pressed: Bool)
do
var rel_x: Float
var rel_y: Float
- redef var pressed: Bool
- redef fun depressed: Bool do return not pressed
+ redef var pressed
+
+ redef fun is_move do return true
init (x, y, rel_x, rel_y: Float, pressed: Bool)
do
super KeyEvent
super SDLInputEvent
- var key_name: String
- var down: Bool
+ redef var name
- init (key_name: String, down: Bool)
- do
- self.key_name = key_name
- self.down = down
- end
+ var down: Bool
- redef fun to_c: nullable Char
+ redef fun to_c
do
- if key_name.length == 1 then return key_name.chars.first
+ if name.length == 1 then return name.chars.first
return null
end
redef fun to_s
do
if down then
- return "KeyboardEvent key {key_name} down"
+ return "KeyboardEvent key {name} down"
else
- return "KeyboardEvent key {key_name} up"
+ return "KeyboardEvent key {name} up"
end
end
redef fun is_down do return down
# Return true if the key is the up arrow
- redef fun is_arrow_up do return key_name == "up"
+ redef fun is_arrow_up do return name == "up"
+
# Return true if the key is the left arrow
- redef fun is_arrow_left do return key_name == "left"
+ redef fun is_arrow_left do return name == "left"
+
# Return true if the key is the down arrow
- redef fun is_arrow_down do return key_name == "down"
+ redef fun is_arrow_down do return name == "down"
+
# Return true if the key is the right arrow
- redef fun is_arrow_right do return key_name == "right"
+ redef fun is_arrow_right do return name == "right"
end
class SDLQuitEvent
end
redef class Int
- fun delay `{ SDL_Delay(recv); `}
+ fun delay `{ SDL_Delay(self); `}
end
# Class to load and use TTF_Font
return font;
`}
- fun destroy `{ TTF_CloseFont(recv); `}
+ fun destroy `{ TTF_CloseFont(self); `}
# Create a String with the specified color, return an SDLImage
fun render(text: String, r, g, b: Int): SDLImage import String.to_cstring `{
color.b = b;
ctext = String_to_cstring(text);
- if(!(text_surface=TTF_RenderText_Blended(recv, ctext, color)))
+ if(!(text_surface=TTF_RenderText_Blended(self, ctext, color)))
{
fprintf(stderr, "SDL TFF error: %s\n", TTF_GetError());
exit(1);
# Maximum pixel height of all glyphs of this font.
fun height: Int `{
- return TTF_FontHeight(recv);
+ return TTF_FontHeight(self);
`}
fun ascent: Int `{
- return TTF_FontAscent(recv);
+ return TTF_FontAscent(self);
`}
fun descent: Int `{
- return TTF_FontDescent(recv);
+ return TTF_FontDescent(self);
`}
# Get the recommended pixel height of a rendered line of text of the loaded font. This is usually larger than the Font.height.
fun line_skip: Int `{
- return TTF_FontLineSkip(recv);
+ return TTF_FontLineSkip(self);
`}
# Return true is the font used fixed width for each char
fun is_fixed_width: Bool `{
- return TTF_FontFaceIsFixedWidth(recv);
+ return TTF_FontFaceIsFixedWidth(self);
`}
# Return the family name of the font
fun family_name: nullable String import String.to_cstring, String.as nullable `{
- char *fn = TTF_FontFaceFamilyName(recv);
+ char *fn = TTF_FontFaceFamilyName(self);
if (fn == NULL)
return null_String();
else
- return String_as_nullable(NativeString_to_s(fn));
+ return String_as_nullable(CString_to_s(fn));
`}
# Return the style name of the font
fun style_name: nullable String import String.to_cstring, String.as nullable `{
- char *sn = TTF_FontFaceStyleName(recv);
+ char *sn = TTF_FontFaceStyleName(self);
if (sn == NULL)
return null_String();
else
- return String_as_nullable(NativeString_to_s(sn));
+ return String_as_nullable(CString_to_s(sn));
`}
# Return the estimated width of a String if used with the current font
- fun width_of(text: String): Int import NativeString.to_s `{
+ fun width_of(text: String): Int import CString.to_s `{
char *ctext = String_to_cstring(text);
int w;
- if (TTF_SizeText(recv, ctext, &w, NULL))
+ if (TTF_SizeText(self, ctext, &w, NULL))
{
fprintf(stderr, "SDL TFF error: %s\n", TTF_GetError());
exit(1);
# Returns the handle of this window on a X11 window system
fun x11_window_handle: Pointer `{
- return (void*)recv->info.x11.window;
+ return (void*)self->info.x11.window;
`}
end