Class: Ruby2D::Window

Inherits:
Object
  • Object
show all
Defined in:
lib/ruby2d/window.rb,
ext/ruby2d/ruby2d-opal.rb

Defined Under Namespace

Classes: ControllerEvent, EventDescriptor, KeyEvent, MouseEvent

Instance Attribute Summary collapse

Instance Method Summary collapse

Constructor Details

#initialize(args = {}) ⇒ Window

Returns a new instance of Window.



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# File 'lib/ruby2d/window.rb', line 14

def initialize(args = {})
  @title      = args[:title]  || "Ruby 2D"
  @background = Color.new([0.0, 0.0, 0.0, 1.0])
  @width      = args[:width]  || 640
  @height     = args[:height] || 480
  @viewport_width, @viewport_height = nil, nil
  @resizable  = false
  @borderless = false
  @fullscreen = false
  @highdpi    = false
  @frames     = 0
  @fps_cap    = args[:fps]    || 60
  @fps        = @fps_cap
  @vsync      = args[:vsync]  || true
  @mouse_x, @mouse_y = 0, 0
  @objects    = []
  @event_key  = 0
  @events     = {
    key: {},
    key_down: {},
    key_held: {},
    key_up: {},
    mouse: {},
    mouse_up: {},
    mouse_down: {},
    mouse_scroll: {},
    mouse_move: {},
    controller: {},
    controller_axis: {},
    controller_button_down: {},
    controller_button_up: {}
  }
  @update_proc = Proc.new {}
  @diagnostics = false
end

Instance Attribute Details

#fpsObject

Returns the value of attribute fps.



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# File 'lib/ruby2d/window.rb', line 7

def fps
  @fps
end

#framesObject

Returns the value of attribute frames.



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# File 'lib/ruby2d/window.rb', line 7

def frames
  @frames
end

#mouse_xObject

Returns the value of attribute mouse_x.



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# File 'lib/ruby2d/window.rb', line 7

def mouse_x
  @mouse_x
end

#mouse_yObject

Returns the value of attribute mouse_y.



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# File 'lib/ruby2d/window.rb', line 7

def mouse_y
  @mouse_y
end

#objectsObject (readonly)

Returns the value of attribute objects.



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# File 'lib/ruby2d/window.rb', line 6

def objects
  @objects
end

Instance Method Details

#add(o) ⇒ Object



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# File 'lib/ruby2d/window.rb', line 92

def add(o)
  case o
  when nil
    raise Error, "Cannot add '#{o.class}' to window!"
  when Array
    o.each { |x| add_object(x) }
  else
    add_object(o)
  end
end

#clearObject



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# File 'lib/ruby2d/window.rb', line 116

def clear
  @objects.clear
end

#closeObject



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# File 'lib/ruby2d/window.rb', line 234

def close
  ext_window_close
end

#controller_callback(which, type, axis, value, button) ⇒ Object



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# File 'lib/ruby2d/window.rb', line 201

def controller_callback(which, type, axis, value, button)
  # All controller events
  @events[:controller].each do |id, e|
    e.call(ControllerEvent.new(which, type, axis, value, button))
  end

  case type
  # When controller axis motion, like analog sticks
  when :axis
    @events[:controller_axis].each do |id, e|
      e.call(ControllerEvent.new(which, type, axis, value, nil))
    end
  # When controller button is pressed
  when :button_down
    @events[:controller_button_down].each do |id, e|
      e.call(ControllerEvent.new(which, type, nil, nil, button))
    end
  # When controller button is released
  when :button_up
    @events[:controller_button_up].each do |id, e|
      e.call(ControllerEvent.new(which, type, nil, nil, button))
    end
  end
end

#ext_window_showObject



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# File 'ext/ruby2d/ruby2d-opal.rb', line 258

def ext_window_show
  $R2D_WINDOW = self

  `
  var width  = #{$R2D_WINDOW.get(:width)};
  var height = #{$R2D_WINDOW.get(:height)};

  var vp_w = #{$R2D_WINDOW.get(:viewport_width)};
  var viewport_width = vp_w != Opal.nil ? vp_w : width;

  var vp_h = #{$R2D_WINDOW.get(:viewport_height)};
  var viewport_height = vp_h != Opal.nil ? vp_h : height;

  win = S2D.CreateWindow(
    #{$R2D_WINDOW.get(:title)}, width, height, update, render, "ruby2d-app", {}
  );

  win.viewport.width  = viewport_width;
  win.viewport.height = viewport_height;
  win.on_key          = on_key;
  win.on_mouse        = on_mouse;

  S2D.Show(win);`
end

#get(sym) ⇒ Object



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# File 'lib/ruby2d/window.rb', line 54

def get(sym)
  case sym
  when :window;          self
  when :title;           @title
  when :background;      @background
  when :width;           @width
  when :height;          @height
  when :viewport_width;  @viewport_width
  when :viewport_height; @viewport_height
  when :resizable;       @resizable
  when :borderless;      @borderless
  when :fullscreen;      @fullscreen
  when :highdpi;         @highdpi
  when :frames;          @frames
  when :fps;             @fps
  when :mouse_x;         @mouse_x
  when :mouse_y;         @mouse_y
  when :diagnostics;     @diagnostics
  end
end

#key_callback(type, key) ⇒ Object



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# File 'lib/ruby2d/window.rb', line 138

def key_callback(type, key)
  # puts "===", "type: #{type}", "key: #{key}"

  key = key.downcase

  # All key events
  @events[:key].each do |id, e|
    e.call(KeyEvent.new(type, key))
  end

  case type
  # When key is pressed, fired once
  when :down
    @events[:key_down].each do |id, e|
      e.call(KeyEvent.new(type, key))
    end
  # When key is being held down, fired every frame
  when :held
    @events[:key_held].each do |id, e|
      e.call(KeyEvent.new(type, key))
    end
  # When key released, fired once
  when :up
    @events[:key_up].each do |id, e|
      e.call(KeyEvent.new(type, key))
    end
  end
end

#mouse_callback(type, button, direction, x, y, delta_x, delta_y) ⇒ Object



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# File 'lib/ruby2d/window.rb', line 167

def mouse_callback(type, button, direction, x, y, delta_x, delta_y)
  # Convert to symbols (see MRuby bug in native extension)
  button    = button.to_sym    unless button    == nil
  direction = direction.to_sym unless direction == nil

  # All mouse events
  @events[:mouse].each do |id, e|
    e.call(MouseEvent.new(type, button, direction, x, y, delta_x, delta_y))
  end

  case type
  # When mouse button pressed
  when :down
    @events[:mouse_down].each do |id, e|
      e.call(MouseEvent.new(type, button, nil, x, y, nil, nil))
    end
  # When mouse button released
  when :up
    @events[:mouse_up].each do |id, e|
      e.call(MouseEvent.new(type, button, nil, x, y, nil, nil))
    end
  # When mouse motion / movement
  when :scroll
    @events[:mouse_scroll].each do |id, e|
      e.call(MouseEvent.new(type, nil, direction, nil, nil, delta_x, delta_y))
    end
  # When mouse scrolling, wheel or trackpad
  when :move
    @events[:mouse_move].each do |id, e|
      e.call(MouseEvent.new(type, nil, nil, x, y, delta_x, delta_y))
    end
  end
end

#new_event_keyObject



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# File 'lib/ruby2d/window.rb', line 50

def new_event_key
  @event_key = @event_key.next
end

#off(event_descriptor) ⇒ Object



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# File 'lib/ruby2d/window.rb', line 134

def off(event_descriptor)
  @events[event_descriptor.type].delete(event_descriptor.id)
end

#on(event, &proc) ⇒ Object



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# File 'lib/ruby2d/window.rb', line 125

def on(event, &proc)
  unless @events.has_key? event
    raise Error, "`#{event}` is not a valid event type"
  end
  event_id = new_event_key
  @events[event][event_id] = proc
  EventDescriptor.new(event, event_id)
end

#remove(o) ⇒ Object



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# File 'lib/ruby2d/window.rb', line 103

def remove(o)
  if o == nil
    raise Error, "Cannot remove '#{o.class}' from window!"
  end

  if i = @objects.index(o)
    @objects.delete_at(i)
    true
  else
    false
  end
end

#set(opts) ⇒ Object



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# File 'lib/ruby2d/window.rb', line 75

def set(opts)
  # Store new window attributes, or ignore if nil
  @title           = opts[:title]           || @title
  if Color.is_valid? opts[:background]
    @background    = Color.new(opts[:background])
  end
  @width           = opts[:width]           || @width
  @height          = opts[:height]          || @height
  @viewport_width  = opts[:viewport_width]  || @viewport_width
  @viewport_height = opts[:viewport_height] || @viewport_height
  @resizable       = opts[:resizable]       || @resizable
  @borderless      = opts[:borderless]      || @borderless
  @fullscreen      = opts[:fullscreen]      || @fullscreen
  @highdpi         = opts[:highdpi]         || @highdpi
  @diagnostics     = opts[:diagnostics]     || @diagnostics
end

#showObject



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# File 'lib/ruby2d/window.rb', line 230

def show
  ext_window_show
end

#update(&proc) ⇒ Object



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# File 'lib/ruby2d/window.rb', line 120

def update(&proc)
  @update_proc = proc
  true
end

#update_callbackObject



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# File 'lib/ruby2d/window.rb', line 226

def update_callback
  @update_proc.call
end