Interface of this lib is very close to SDL. So you also had better refer to SDL document.
All classes/modules in Ruby/SDL are in "module SDL". In this module number starts 0,not 1.
SDL::Error is exception class. Almost all of errors in Ruby/SDL are reported by this class.
StandardError
SDL.init(flag)Initialize SDL. This should be called before all other SDL functions. The flags parameter specifies what part(s) of SDL to initialize.
SDL::INIT_AUDIO SDL::INIT_VIDEO SDL::INIT_CDROM SDL::INIT_JOYSTICK
SDL.initedSystem(flag)SDL.inited_system(flag)Not documented yet
some functions need SGE or SDL_image
SDL.getVideoSurfaceSDL.get_video_surfaceNot documented yet
SDL.setVideoMode(w,h,bpp,flags)SDL.set_video_mode(w,h,bpp,flags)Set up a video mode with the specified width, height and bits-per-pixel. If bpp is 0, it is treated as the current display bits per pixel. Return the instanse of SDL::Screen, if succeeded. Raise SDL::Error, if failed.
SDL::SWSURFACE
Create the video surface in system memory.
SDL::HWSURFACE
Create the video surface in video memory.
SDL::FULLSCREEN
SDL will attempt to use a fullscreen mode.
SDL::SDL_DOUBLEBUF
Enable double buffering. Calling SDL::Screen#flip will flip the buffers and update the screen.
SDL.checkVideoMode(w,h,bpp,flags)SDL.check_video_mode(w,h,bpp,flags)Check to see if a particular video mode is supported. Returns 0 if the requested mode is not supported under any bit depth, or returns the bits-per-pixel of the closest available mode with the given width, height and requested surface flags (see SDL_SetVideoMode).
The bits-per-pixel value returned is only a suggested mode. You can usually request and bpp you want when setting the video mode and SDL will emulate that color depth with a shadow video surface.
The arguments to checkVideoMode are the same ones you would pass to SDL.setVideoMode.
SDL.listModes(flags)SDL.list_modes(flags)Returns availanel screen demensions for the given flags. Returns nil if there are no available dimensions. Returns true if any dimension is okay. Otherwise returns list of available dimensions in array.
SDL.videoDriverNameSDL.video_driver_nameReturns the name of initialized video driver like "x11" or "windib". Raise exeption if video have not been initialized.
SDL.setGamma(redgamma,greengamma,bluegamma)SDL.set_gamma(redgamma,greengamma,bluegamma)Sets the "gamma function" for the display of each color component. Gamma controls the brightness/contrast of colors displayed on the screen. A gamma value of 1.0 is identity (i.e., no adjustment is made).
SDL.getGammaRampSDL.get_gamma_rampReturns the gamma translation lookup tables currently used by the display. Return value is array that has r, g, b table. Each table is array that has 256 integer.
SDL.setGammaRamp(table)SDL.set_gamma_ramp(table)Sets the gamma lookup tables for the display for each color component. table should be an array like what you can get with SDL.getGammaRamp.
SDL.autoLockSDL.auto_lockSDL.autoLock?SDL.auto_lock?Needs SGE
Returns whether Ruby/SDL locks surface automatically when need.Default is true.
Please see SDL::Surface#lock to know more.
SDL.autoLock=(autolocking)SDL.auto_lock=(autolocking)SDL.autoLockONSDL.auto_lock_onSDL.autoLockOFFSDL.auto_lock_offNeeds SGE
Set whether Ruby/SDL locks surface automatically when needed.
SDL.videoInfoSDL.video_infoReturn video information in the object of VideoInfo . The contents are following. Values represent boolean value are true/false . Please read SDL document to know about this information.
SDL::VideoInfo#hw_available SDL::VideoInfo#wm_available SDL::VideoInfo#blit_hw SDL::VideoInfo#blit_hw_CC SDL::VideoInfo#blit_hw_A SDL::VideoInfo#blit_sw SDL::VideoInfo#blit_sw_CC SDL::VideoInfo#blit_sw_A SDL::VideoInfo#blit_fill SDL::VideoInfo#video_mem SDL::VideoInfo#bpp
SDL.blitSurface(src,srcX,srcY,srcW,srcH,dst,dstX,dstY)SDL.blit_surface(src,srcX,srcY,srcW,srcH,dst,dstX,dstY)This performs a fast blit from the source surface to the destination surface.
If srcX=srcY=srcW=srcH=0,the entire surface is copied.
The blit function should not be called on a locked surface.
SDL.blitSurface2(src,srcRect,dst,dstRect)SDL.blit_surface2(src,src_rect,dst,dst_rect)You use this function like:
blitSurface2(src,[0,32,32,32],dst,[100,200])
or
Rect = Struct.new( 'Rect', :x, :y, :w, :h ) rect1 = Rect.new( 16, 0, 16, 16 ) rect2 = Rect.new( 120, 0, 0, 0 ) blitSurface2( src, rect1, dst, rect2 )
SDL.rotateXYScaled(src,dst,x,y,angle,xscale,yscale)SDL.rotateXY_scaled(src,dst,x,y,angle,xscale,yscale)Needs SGE
Note that this function is different from SGE sge_rotate_xyscaled API in that src and dst are changing. Following two functions are same. This is equal to blitSurface.
And note that this function ignores colorkey.
This method is obsolete. Please use SDL.transform or SDL.transformBlit
SDL.rotateScaled(src,dst,x,y,angle,scale)SDL.rotate_scaled(src,dst,x,y,angle,scale)Same as above, but with xscale=yscale.
SDL.rotate(src,dst,x,y,angle)Same as above, but with xscale=yscale=1.0.
SDL.rotateScaledBlit(src,dst,x,y,angle,scale)SDL.rotate_scaled_blit(src,dst,x,y,angle,scale)Needs SGE
Same as rotateScaled,but respect colorkey.
SDL.rotateBlit(src,dst,x,y,angle)SDL.rotate_blit(src,dst,x,y,angle)Same as rotateScaledBlit,but with scale=1.0;
SDL.transform(src,dst,angle,xscale,yscale,px,py,qx,qy,flags)Need SGE
Draw src surface to dst surface with scaling and rotation. Ignore colorkey.
SDL.transformBlit(src,dst,angle,xscale,yscale,px,py,qx,qy,flags)SDL.transform_blit(src,dst,angle,xscale,yscale,px,py,qx,qy,flags)Need SGE
Blit src surface to dst surface with scaling and rotation. Same as SDL.transform , but respect colorkey.
This class have image.
Object
SDL::Surface.new(flag,w,h,format)Create an empty surface. You must call this method after SDL.setVideoMode
format must be the instance of SDL::Surface, and create the surface that has same bpp as specified surface.
The flags specifies the type of surface that should be created, it is an OR'd combination of the following possible values.
SDL::SWSURFACE
SDL will create the surface in system memory.
SDL::HWSURFACE
SDL will attempt to create the surface in video memory.
SDL::SRCCOLORKEY
With this flag SDL will attempt to find the best location for this surface, either in system memory or video memory, to obtain hardware colorkey blitting support.
SDL::SRCALPHA
With this flag SDL will attempt to find the best location for this surface, either in system memory or video memory, to obtain hardware alpha support.
SDL::Surface.loadBMP(filename)SDL::Surface.load_bmp(filename)Loads a image from a named Windows BMP file and return the instance of SDL::Screen.
Raise SDL::Error if you have an error,for example file didn't exist.
SDL::Surface.load(filename)Needs SDL_image Loads a image from a named Windows BMP file and return the instance of SDL::Screen.
Available formats are BMP,PPX,XPM,PCX,GIF,JPEG,PNG,TGA.
SDL::Surface#saveBMP(filename)SDL::Surface#save_bmp(filename)Saves the surface as a Windows BMP file named file.
SDL::Surface#displayFormatSDL::Surface#display_formatThis method copies self to a new surface of the pixel format and colors of the video framebuffer, suitable for fast blitting onto the display surface.
If you want to take advantage of hardware colorkey or alpha blit acceleration, you should set the colorkey and alpha value before calling this method.
SDL::Surface#displayFormatAlphaSDL::Surface#display_format_alphaSame as SDL::Surface#displayFormat, except respecting alpha value per pixel.
SDL::Surface#setColorKey(flag,key)SDL::Surface#set_color_key(flag,key)Sets the color key (transparent pixel) in a blittable surface and enables or disables RLE blit acceleration. If flag is SDL::SRCCOLORKEY then key is the transparent pixel value in the source image of a blit. If flag is OR'd with SDL::RLEACCEL then the surface will be draw using RLE acceleration when drawn with blitting.
SDL::Surface#fillRect(x,y,w,h)SDL::Surface#fill_rect(x,y,w,h)This function performs a fast fill of the given rectangle with color.
SDL::Surface#setClipRect(x,y,w,h)SDL::Surface#set_clip_rect(x,y,w,h)Sets the clipping rectangle for a surface. When this surface is the destination of a blit, only the area within the clip rectangle will be drawn into.
The rectangle pointed to by rect will be clipped to the edges of the surface so that the clip rectangle for a surface can never fall outside the edges of the surface.
SDL::Surface#getClipRectSDL::Surface#get_clip_rectReturns the clipping rectangle for this surface. Return value is an array including x, y, r, w value.
SDL::Surface#setAlpha(flag,alpha)SDL::Surface#set_alpha(flag,alpha)SDL_SetAlpha is used for setting the per-surface alpha and/or enabling and disabling per-pixel alpha blending.
flags is used to specify whether alpha blending should be used (SDL::SRCALPHA) and whether the surface should use RLE acceleration for blitting (SDL::RLEACCEL). flags can be an OR'd combination of these two options, one of these options or 0. If SDL_SRCALPHA is not passed as a flag then all alpha information is ignored when blitting the surface. The alpha parameter is the per-surface alpha value, a surface need not have an alpha channel to use per-surface alpha and blitting can still be accelerated with SDL_RLEACCEL. Setting the per-surface alpha value to 0 disables per-surface alpha blending.
SDL::Surface#hReturn height.
SDL::Surface#wReturn width.
SDL::Surface#formatReturn pixel format. See SDL::PixelFormat.
SDL::Surface#put(image,x,y)Draw image on (x,y) in self. This method are implemented using blitSurface.
SDL::Surface#lockThis method sets up a surface for directly accessing the pixels.You call this before calling SDL::Surface#getPixel , SDL::Surface#drawLine or some other mehtods of Surface.
Between calls to SDL::Surface#lock and SDL::Surface#unlock, you can use methods that 'need locking'. Once you are done accessing the surface, you should use SDL::Surface#unlock to release it.
Not all surfaces require locking. If SDL::Surface#mustLock? returns false, then you can read and write to the surface at any time, and the pixel format of the surface will not change.
No operating system or library calls should be made between lock/unlock pairs, as critical system locks may be held during this time.
If SDL.autoLock returns true,you don't have to call this methods because this library locks surface automatically.
SDL::Surface#unlockUnlock the surface.
SDL::Surface#mustLock?SDL::Surface#must_lock?Returns true if you must lock surface for directly accessing the pixels, otherwise returns false.
SDL::Surface#getPixel(x,y)SDL::Surface#get_pixel(x,y)SDL::Surface#[x,y]Needs SGE ,Needs lock Gets the color of the specified pixel.
SDL::Surface#putPixel(x,y,pixel)SDL::Surface#put_pixel(x,y,pixel)SDL::Surface#[x, y] = pixelNeeds SGE ,Needs lock Writes a pixel to the specified position.
SDL::Surface#drawLine(x1,y1,x2,y2,color)SDL::Surface#draw_line(x1,y1,x2,y2,color)Needs SGE ,Needs lock Draws a line from (x1,y1) to (x2,y2).
SDL::Surface#drawRect(x,y,w,h,color)SDL::Surface#draw_rect(x,y,w,h,color)Needs SGE ,Needs lock Draws a rectangle.
SDL::Surface#drawCircle(x,y,r,color)SDL::Surface#draw_circle(x,y,r,color)Needs SGE ,Needs lock Draws a circle.
SDL::Surface#drawFilledCircle(x,y,r,color)SDL::Surface#draw_filled_circle(x,y,r,color)Needs SGE ,Needs lock Draws a filled circle.
SDL::Surface#drawEllipse(x,y,rx,ry,color)SDL::Surface#draw_ellipse(x,y,rx,ry,color)Needs SGE, Needs lock Draws an ellipse.
SDL::Surface#drawEllispe(x,y,rx,ry,color)See drawEllipse. This method exists for compatability but should not be used.
SDL::Surface#drawFilledEllipse(x,y,rx,ry,color)SDL::Surface#draw_filled_ellipse(x,y,rx,ry,color)Needs SGE, Needs lock Draws a filled ellipse.
SDL::Surface#drawFilledEllispe(x,y,rx,ry,color)See drawFilledEllipse. This method exists for compatability but should not be used.
SDL::Surface#rotateScaledSurface(angle,scale,bgcolor)SDL::Surface#rotate_scaled_surface(angle,scale,bgcolor)Needs SGE This function makes the instance of Surface with a rotated and scaled copy of "self". "angle" is the rotation angle in degrees. "scale" is the scaling value , 1.0 is the normal size.
This method is obsolete. Please use SDL::Surface#transformSurface.
SDL::Surface#rotateSurface(angle,bgcolor)SDL::Surface#rotate_surface(angle,bgcolor)Same as above,but with scale=1.0 .
SDL::Surface#transformSurface(bgcolor,angle,xscale,yscale,flags)SDL::Surface#transform_surface(bgcolor,angle,xscale,yscale,flags)Creates a rotated and scaled image of src. See SDL.transform for more information.
SDL::Surface#mapRGB(r,g,b)SDL::Surface#map_rgb(r,g,b)Maps the RGB color value to the pixel format of specified surface and returns the pixel value as a integer.
SDL::Surface#mapRGBA(r,g,b,a)SDL::Surface#map_rgba(r,g,b,a)Same as above,but includes alpha value.
SDL::Surface#getRGB(pixel)SDL::Surface#get_rgb(pixel)Get RGB component values from a pixel stored in the specified pixel format.Returns r,g,b value in array as [r,g,b].
SDL::Surface#getRGBA(pixel)SDL::Surface#get_rgba(pixel)Same as above, but return value includes alplah value. Returns r,g,b,a in arrary as [r,g,b,a].
SDL::Surface#bppReturn bits per pixel on this surface.
SDL::Surface#colorkeyReturns colorkey on this surface.
SDL::Surface#alphaReturns alpha on this surface.
SDL::Surface#flagsReturns flags on this surface.
SDL::Surface#setPalette(flag,colors,firstcolor)SDL::Surface#set_palette(flag,colors,firstcolor)Sets a portion of the palette for the given 8-bit surface.
Palettized (8-bit) screen surfaces with the SDL_HWPALETTE flag have two palettes, a logical palette that is used for mapping blits to/from the surface and a physical palette (that determines how the hardware will map the colors to the display).
This method can modify either the logical or physical palette by specifing SDL::LOGPAL or SDL::PHYSPAL in the flags parameter.
If you want to modify the palette from Xth to th, you will give following array as colors, and X as firstcolor.
[ [rX,gX,bX],[rX+1,gX+1,bX+1], ... ,[rY,gY,bY] ]
SDL::Surface#setColors(colors,firstcolor)SDL::Surface#set_colors(colors,firstcolor)Same as SDL::Surface#setPalette, but flag is SDL::LOGPAL|SDL::PHYSPAL.
SDL::Surface#getPaletteSDL::Surface#get_paletteReturns the palette of the specified surface. Return value is array as following.
[ [r0,g0,b0],[r1,g1,b1], ... ,[r255,g255,b255] ]
Returns nil if the surface have no palette.
SDL display the image that the instance of "Screen" have. Only SDL.setVideoMode makes this object. In fact the class named "Screen" doesn't exist,and the object that SDL::setVideoMode returns is the instance of Surface with following singleton methods.
Surface
SDL::Screen#updateRect(x,y,w,h)SDL::Screen#update_rect(x,y,w,h)Makes sure the given rectangle is updated on the given screen. Thhis function should not be called while screen is locked.
If 'x', 'y', 'w' and 'h' are all 0, SDL_UpdateRect will update the entire screen.
SDL::Screen#flipOn hardware that supports double-buffering, this method sets up a flip and returns. The hardware will wait for vertical retrace, and then swap video buffers before the next video surface blit or lock will return. On hardware that doesn't support double-buffering, this is equivalent to calling SDL::Screen#updateRect(0, 0, 0, 0)
The SDL::DOUBLEBUF flag must have been passed to SDL.setVideoMode, when setting the video mode for this method to perform hardware flipping.
SDL::Surface has all methods of SDL::PixelFormat. This class is obsolete, and you should use SDL::Surface instead of SDL::PixelFormat.
In SDL you can use some type surface,for example 32bit color surface and 16bit surface.Therefore you need the information about that type,and object of PixelFormat represents this information.
In this lib,you use one integer to specify color.To change from r,g,b value to this integer you use SDL::PixelFormat#mapRGB and to change this integer to r,g,b value SDL::PixelFormat#getRGB
Object
nothing
SDL::PixelFormat#mapRGB(r,g,b)Maps the RGB color value to the specified pixel format and returns the pixel value as a integer.
SDL::PixelFormat#mapRGBA(r,g,b,a)Same as above,but includes alpha value.
SDL::PixelFormat#getRGB(pixel)Get RGB component values from a pixel stored in the specified pixel format.Returns r,g,b value in array as [r,g,b].
SDL::PixelFormat#getRGBA(pixel)Same as above, but return value includes alplah value. Returns r,g,b,a in arrary as [r,g,b,a].
SDL::PixelFormat#bppReturn bits per pixel on this format.
SDL::PixelFormat#colorkeyNot documented yet
SDL::PixelFormat#alphaNot documented yet
The class handling event.
Object
SDL::Event.newCreate a new SDL::Event Object.
SDL::Event.appStateSDL::Event.app_stateReturns the current state of the application. The value returned is a bitwise combination of:
SDL::Event::APPMOUSEFOCUS SDL::Event::APPINPUTFOCUS SDL::Event::APPACTIVE
SDL::Event.enableUNICODESDL::Event.enable_unicodeEnables UNICODE keyboard translation. UNICODE translation is disabled by default. If you will use SDLSKK on Ruby/SDL, you should enable translation.
SDL::Event.disableUNICODESDL::Event.disable_unicodeDisable UNICODE keyboard translation.
SDL::Event.enableUNICODE?SDL::Event.enable_unicode?Returns whether UNICODE keyboard translation is enabled.
SDL::Event#pollPolls for currently pending events, and returns 1 if there are any pending events, or 0 if there are none available. If there are any events ,the next event is removed from the queue and stored in self.
SDL::Event#waitWaits indefinitely for the next available event, returning 1, or 0 if there was an error while waiting for events. The next event is removed from the queue and stored in self.
SDL::Event#typeReturns the type of stored event.
SDL::Event::ACTIVEEVENT SDL::Event::KEYDOWN SDL::Event::KEYUP SDL::Event::MOUSEMOTION SDL::Event::MOUSEBUTTONDOWN SDL::Event::MOUSEBUTTONUP SDL::Event::JOYAXISMOTION SDL::Event::JOYBALLMOTION SDL::Event::JOYHATMOTION SDL::Event::JOYBUTTONDOWN SDL::Event::JOYBUTTONUP SDL::Event::QUIT SDL::Event::SYSWMEVENT SDL::Event::VIDEORESIZE
SDL::Event#infoReturn event information in array. This method can handle all event.
SDL::Event#keyPress?SDL::Event#key_press?Returns true when you got key event and a key pressed down, otherwise returns false.
SDL::Event#keySymSDL::Event#key_symReturns SDL vertual keysym.
SDL::Event#keyModSDL::Event#key_modReturns Current Key modifiers.
SDL::Event#gain?On ACTIVEEVENT, returns true when gaining focus in this event,otherwise retursn false.
SDL::Event#appStateSDL::Event#app_stateReturns the kind of ActiveEvent. This value is following.
SDL::Event::APPMOUSEFOCUS SDL::Event::APPINPUTFOCUS SDL::Event::APPACTIVE
SDL::Event#mouseXSDL::Event#mouse_xReturns the X coordinate of the mouse.
SDL::Event#mouseYSDL::Event#mouse_yReturns the Y coordinate of the mouse.
SDL::Event#mouseXrelSDL::Event#mouse_xrelReturns the relative motion in the X direction.
SDL::Event#mouseYrelSDL::Event#mouse_yrelReturns the relative motion in the Y direction.
SDL::Event#mouseButtonSDL::Event#mouse_buttonReturns the mouse button index.
SDL::Mouse::BUTTON_LEFT SDL::Mouse::BUTTON_MIDDLE SDL::Mouse::BUTTON_RIGHT
SDL::Event#mousePress?SDL::Event#mouse_press?Returns true when this mouse event is SDL::Event::MOUSEBUTTONDOWN, otherwise returns false.
Another event handling class.
Object
SDL::Event2.pollPolls for currently pending events, and returns the instance represents that event.Returns nil if there is no pending event. The class of that instance is following.
SDL::Event2::Active SDL::Event2::KeyDown SDL::Event2::KeyUp SDL::Event2::MouseMotion SDL::Event2::MouseButtonDown SDL::Event2::MouseButtonUp SDL::Event2::JoyAxis SDL::Event2::JoyBall SDL::Event2::JoyHat SDL::Event2::JoyButtonUp SDL::Event2::JoyButtonDown SDL::Event2::Quit SDL::Event2::SysWM SDL::Event2::VideoResize
All of these classes are subclass of SDL::Event2.
SDL::Event2.waitWaits indefinitely for the next available event,returning the instance represents that event.
SDL::Event2.push(event)Not documented yet.
SDL::Event2.newNot documented yet.
SDL::Event2.appStateSDL::Event2.app_stateSame as SDL::Event.appState.
SDL::Event2.enableUNICODESDL::Event2.enable_unicodeSame as SDL::Event.enableUNICODE.
SDL::Event2.disableUNICODESDL::Event2.disable_unicodeSame as SDL::Event2.disableUNICODE.
SDL::Event2.enableUNICODE?SDL::Event2.enable_unicode?Same as SDL::Event.enableUNICODE?.
Nothing
SDL::Event2.poll and SDL::Event2.wait return the instance of the subclasses of SDL::Event2. These classes and following.
This event occurs when mouse/keyboard focus gains/loss.
SDL::Event2::Active#gainReturns true focus gains, otherwise returns false
SDL::Event2::Active#stateReturns the kind of event.
SDL::Event::APPMOUSEFOCUS SDL::Event::APPINPUTFOCUS SDL::Event::APPACTIVE iconify or restored.
This event occurs when a key is pressed.
SDL::Event2::KeyDown#pressReturns true.
SDL::Event2::KeyDown#symReturns the pressed key such as SDL::Key::ESCAPE.
SDL::Event2::KeyDown#modSame as SDL::Key.modState.
SDL::Event2::KeyDown#unicodeReturns key input translated to UNICODE.If you will use this, you need to call SDL::Event2.enableUNICODE beforehand.
This event occurs when a key is released.
SDL::Event2::KeyUp#pressReturns false.
SDL::Event2::KeyUp#symReturns the released key such as SDL::Key::ESCAPE.
SDL::Event2::KeyUp#modSame as SDL::Key.modState.
This event occurs when mouse is moved.
SDL::Event2::MouseMotion#stateReturns the button state.
SDL::Event2::MouseMotion#xReturns x of mouse cursor.
SDL::Event2::MouseMotion#yReturns y of mouse cursor.
SDL::Event2::MouseMotion#xrelReturns relative x coordinates.
SDL::Event2::MouseMotion#yrelReturns relative y coordinates.
This event occurs when a mouse button is pressed.
SDL::Event2::MouseButtonDown#buttonReturns the which button is pressed.
SDL::Mouse::BUTTON_LEFT SDL::Mouse::BUTTON_MIDDLE SDL::Mouse::BUTTON_RIGHT
SDL::Event2::MouseButtonDown#pressReturns true.
SDL::Event2::MouseButtonDown#xReturns x of mouse cursor.
SDL::Event2::MouseButtonDown#yReturns y of mouse cursor.
This event occurs when a mouse button is pressed.
SDL::Event2::MouseButtonUp#buttonReturns the which button is released.
SDL::Mouse::BUTTON_LEFT SDL::Mouse::BUTTON_MIDDLE SDL::Mouse::BUTTON_RIGHT
SDL::Event2::MouseButtonUp#pressReturns false.
SDL::Event2::MouseButtonUp#xReturns x of mouse cursor.
SDL::Event2::MouseButtonUp#yReturns y of mouse cursor.
This event occurs when axis of joystick is moved.
SDL::Event2::JoyAxis#whichReturns joystick device index.
SDL::Event2::JoyAxis#axisReturns joystick axis index.
SDL::Event2::JoyAxis#valueReturns axis value(from -32768 to 32767).
This event occurs when joystick trackball moves.
SDL::Event2::JoyBall#whichReturns joystick device index.
SDL::Event2::JoyBall#ballReturns joystick trackball index.
SDL::Event2::JoyBall#xrelReturns the relative motion in the X direction.
SDL::Event2::JoyBall#yrelReturns the relative motion in the Y direction.
This event occurs when joystick hat moves.
SDL::Event2::JoyHat#whichReturns joystick device index.
SDL::Event2::JoyHat#hatReturns joystick hat index.
SDL::Event2::JoyHat#valueReturns hat position. That values is a logically OR'd combination of the following values.
SDL::Joystick::HAT_CENTERED SDL::Joystick::HAT_UP SDL::Joystick::HAT_RIGHT SDL::Joystick::HAT_DOWN SDL::Joystick::HAT_LEFT
The following defines are also provided
SDL::Joystick::HAT_RIGHTUP SDL::Joystick::HAT_RIGHTDOWN SDL::Joystick::HAT_LEFTUP SDL::Joystick::HAT_LEFTDOWN
This event occurs when joystick button is released.
SDL::Event2::JoyButtonUp#whichReturns joystick device index.
SDL::Event2::JoyButtonUp#buttonReturns joystick button index.
SDL::Event2::JoyButtonUp#pressReturns false.
This event occurs when joysick button is pressed.
SDL::Event2::JoyButtonDown#whichReturns joystick device index.
SDL::Event2::JoyButtonDown#buttonReturns joystick button index.
SDL::Event2::JoyButtonDown#pressReturns true.
This event occurs when quit requested, such as pressed exit button.
This event occurs when platform-dependent window manager occurs. You can't get more information.
This event occurs when window are resized. You will get this event only when you call SDL.setVideoMode with SDL::RESIZABLE.
SDL::Event2::VideoResize#wReturns new width of window.
SDL::Event2::VideoResize#hReturns new height of window.
The module defines key constants. This module has some functions to get the key state.
SDL::Key.scanscan key state.
SDL::Key.press?(key)Get key state that "scan" function scan. return true if "key" is pressed and return false if "key" is released.
SDL::Key.modStateSDL::Key.mod_stateReturns the current of the modifier keys (CTRL,ATL,etc.). The return value can be an OR'd combination of following constants.
SDL::Key::MOD_NONE SDL::Key::MOD_LSHIFT SDL::Key::MOD_RSHIFT SDL::Key::MOD_LCTRL SDL::Key::MOD_RCTRL SDL::Key::MOD_LALT SDL::Key::MOD_RALT SDL::Key::MOD_LMETA SDL::Key::MOD_RMETA SDL::Key::MOD_NUM SDL::Key::MOD_CAPS SDL::Key::MOD_MODE SDL::Key::MOD_RESERVED SDL::Key::MOD_CTRL = SDL::Key::MOD_LCTRL|SDL::Key::MOD_RCTRL SDL::Key::MOD_SHIFT = SDL::Key::MOD_LSHIFT|SDL::Key::MOD_RSHIFT SDL::Key::MOD_ALT = SDL::Key::MOD_LALT|SDL::Key::MOD_RALT SDL::Key::MOD_META = SDL::Key::MOD_LMETA|SDL::Key::MOD_RMETA
SDL::Key.enableKeyRepeat(delay,interval)SDL::Key.enable_key_repeat(delay,interval)Set keyboard repeat rate.
SDL::Key.disableKeyRepeatSDL::Key.disable_key_repeatDisables key repeat.
SDL::Key.getKeyName(key)SDL::Key.get_key_name(key)Return the string of key name.
The module mouse constants and mouse functions.
SDL::Mouse.stateReturn mouse state in array. Return value is following,
[ x , y , pressLButton? , pressMButton? , pressRButton? ]
SDL::Mouse.warp(x,y)Set the position of the mouse cursor (generates a mouse motion event).
SDL::Mouse.showShow mouse cursor.
SDL::Mouse.hideHide mouse cursor.
SDL::Mouse.setCursor(bitmap,white,black,transparent,inverted,hot_x=0,hot_y=0)SDL::Mouse.set_cursor(bitmap,white,black,transparent,inverted,hot_x=0,hot_y=0)Change mouse cursor. bitmap is form of cursor,instance of SDL::Surface.The cursor width must be a multiple of 8. The cursor is created in black and white according to bitmap and white,black,transparent,inverted. white,black,transparent,inverted represents that elements in bitmap as pixel value.
The module that have sound functions and constants. Note that volume is between 0 and 128. Needs SDL_mixer to use functions if this module.
SDL::Mixer.open(frequency=Mixer::DEFAULT_FREQUENCY,format=Mixer::DEFAULT_FORMAT,cannels=Mixer::DEFAULT_CHANNELS,chunksize=4096)Initializes SDL_mixer.
SDL::Mixer.specReturns the audio spec in array.
[ rate,format,channels ]
SDL::Mixer.allocateChannels(numchannels)SDL::Mixer.allocate_channels(numchannels)Dynamically change the number of channels managed by the mixer. If decreasing the number of channels, the upper channels are stopped. This method returns the new number of allocated channels.
SDL::Mixer.playChannel(channel,wave,looping)SDL::Mixer.play_channel(channel,wave,looping)Play a wave on a specific channel.
If the specified channel is -1, play on the first free channel. If 'loops' is greater than zero, loop the sound that many times. If 'loops' is -1, loop inifinitely (~65000 times).
Returns which channel was used to play the sound.
SDL::Mixer.play?(channel)Returns whether specific channel is playing or not.
If the specified channel is -1, check all channels.
SDL::Mixer.setVolume(channel,volume)SDL::Mixer.set_volume(channel,volume)Set the volume in the range of 0-128 of a specific channel. If the specified channel is -1, set volume for all channels. Returns the original volume. If the specified volume is -1, just return the current volume.
SDL::Mixer.halt(channel)Halt playing of a particular channel
SDL::Mixer.pause(chennel)Pause a particular channel
SDL::Mixer.resume(channel)Resume a particular channel
SDL::Mixer.pause?(channel)Returns whether a particular channel is pausing.
SDL::Mixer.playMusic(music,loops)SDL::Mixer.play_music(music,loops)Play a music.
SDL::Mixer.fadeInMusic(music,loops,ms)SDL::Mixer.fade_in_music(music,loops,ms)Fade in the given music in ms milliseconds. The meaning of loops is same as in SDL::Mixer.playChannel
SDL::Mixer.setVolumeMusic(volume)SDL::Mixer.set_volume_music(volume)Sets the volume of music.
SDL::Mixer.haltMusicSDL::Mixer.halt_musicHalts music.
SDL::Mixer.fadeOutMusic(ms)SDL::Mixer.fade_out_music(ms)Fade out the music in ms milliseconds.
SDL::Mixer.pauseMusicSDL::Mixer.pause_musicPauses music.
SDL::Mixer.resumeMusicSDL::Mixer.resume_musicResumes music.
SDL::Mixer.rewindMusicSDL::Mixer.rewind_musicRewinds music.
SDL::Mixer.pauseMusic?SDL::Mixer.pause_music?Returns whether the music is pausing.
SDL::Mixer.playMusic?SDL::Mixer.play_music?Returns whether the music is playing.
The class handling wave
Object
SDL::Mixer::Wave.load(filename)Loads a wave file and returns the object of Mixer::Wave.
SDL::Mixer::Wave#setVolume(volume)SDL::Mixer::Wave#set_volume(volume)Set volume of self.
Object
SDL::Mixer::Music.load(filename)Loads a music (.mod .s3m .it .xm .mid .mp3) file and returns the object of Mixer::Music.
You have to setup your environment to play MIDI file and MP3 file.
The module that have the functions for window management.
SDL::WM.captionReturns captions of the window title and icon name.
SDL::WM.setCaption(title,icon)SDL::WM.set_caption(title,icon)Set captions of the window title and icon name.
SDL::WM.icon=(iconImage)SDL::WM.icon=(icon_image)Sets the icon for the display window.
This function must be called before the first call to setVideoMode.
It takes an icon surface.
SDL::WM.iconifyIf the application is running in a window managed environment SDL attempts to iconify/minimise it. If SDL::WM.iconify is successful, the application will receive a APPACTIVE loss event.
SDL::Screen#toggleFullScreenSDL::Screen#toggle_fullscreenToggles fullscreen mode.
The class represents CDROM drive.
Note that the information that you get with SDL::CD#numTracks is stored when you call SDL::CD#status.
A CD-ROM is organized into one or more tracks, each consisting of a certain number of "frames". Each frame is ~2K in size, and at normal playing speed, a CD plays 75 frames per second. SDL works with the number of frames on a CD.
SDL::CD.numDriveSDL::CD.num_driveReturns the number of CD-ROM drives on the system.
SDL::CD.indexName(drive)SDL::CD.index_name(drive)Returns a human-readable, system-dependent identifier for the CD-ROM. drive is the index of the drive. Drive indices start to 0 and end at SDL::CD.numDrive-1
SDL::CD.open(drive)Opens a CD-ROM drive for access. It returns a object of CD. Raises SDL::Error if the drive was invalid or busy. Drives are numbered starting with 0. Drive 0 is the system default CD-ROM.
SDL::CD#statusStores the information of currentTrack,currentFrame,numTracks,trackType, trackLenght . This function returns the current status. Status is described like so:
SDL::CD::TRAYEMPTY SDL::CD::STOPPED SDL::CD::PLAYING SDL::CD::PAUSED SDL::CD::ERROR
SDL::CD#play(start,length)Plays the given cdrom, starting a frame start for length frames.
SDL::CD#playTrack(start_track,start_frame,ntracks,nframes)SDL::CD#play_track(start_track,start_frame,ntracks,nframes)SDL_CDPlayTracks plays the given CD starting at track start_track, for ntracks tracks.
start_frame is the frame offset, from the beginning of the start_track, at which to start. nframes is the frame offset, from the beginning of the last track (start_track+ntracks), at which to end playing.
SDL::CD#playTracks should only be called after calling SDL::CD#status to get track information about the CD.
SDL::CD#pausePauses play.
SDL::CD#resumeResumes play.
SDL::CD#stopStops play.
SDL::CD#ejectEjects cdrom.
SDL::CD#numTracksSDL::CD#num_tracksReturns the number of tracks on the CD.
SDL::CD#currentTrackSDL::CD#current_trackReturns current track.
SDL::CD#currentFrameSDL::CD#current_frameReturns current frame.
SDL::CD#trackType(track)SDL::CD#track_type(track)Returns the track type of given track. SDL::CD::AUDIO_TRACK SDL::CD::DATA_TRACK
SDL::CD#trackLength(track)SDL::CD#track_length(track)Returns the track length in frame,of given track.
The class represents one joystick.
Object
SDL::Joystick.pallReturn whether Joystick.updateAll is called automatically.
SDL::JoyStick.pall=(polling)Set whether Joystick.updateAll is called automatically and whether joystick events are processed. Default is true, and you shouldn't change.
SDL::Joystick.numReturns the number of attached joysticks.
SDL::Joystick.indexName(index)SDL::Joystick.index_name(index)Get the implementation dependent name of joystick. The index parameter refers to the N'th joystick on the system.
SDL::Joystick.open(index)Opens a joystick for use within SDL. The index refers to the N'th joystick in the system. A joystick must be opened before it game be used. Returns the object of Joystick.
SDL::Joystick.open?(index)Determines whether a joystick has already been opened within the application. index refers to the N'th joystick on the system.
SDL::Joystick.updateAllSDL::Joystick.update_allUpdates the state(position, buttons, etc.) of all open joysticks.
SDL::Joystick#indexReturns the index of self.
SDL::Joystick#numAxesSDL::Joystick#num_axesReturn the number of axes available from a previously opened joystick.
SDL::Joystick#numBallsSDL::Joystick#num_ballsReturn the number of trackballs available.
SDL::Joystick#numButtonsSDL::Joystick#num_buttonsReturns the number of buttons available.
SDL::Joystick#axis(axis_index)Returns a 16-bit signed integer representing the current position of the axis. On most modern joysticks the X axis is usually represented by axis 0 and the Y axis by axis 1. The value returned by Joystick#axis is a signed integer (-32768 to 32768) representing the current position of the axis, it maybe necessary to impose certain tolerances on these values to account for jitter. It is worth noting that some joysticks use axes 2 and 3 for extra buttons.
SDL::Joystick#hat(hat_index)The current state is returned as a 8bit unsigned integer which is defined as an OR'd combination of one or more of the following
SDL::Joystick::HAT_CENTERED SDL::Joystick::HAT_UP SDL::Joystick::HAT_RIGHT SDL::Joystick::HAT_DOWN SDL::Joystick::HAT_LEFT SDL::Joystick::HAT_RIGHTUP SDL::Joystick::HAT_RIGHTDOWN SDL::Joystick::HAT_LEFTUP SDL::Joystick::HAT_LEFTDOWN
SDL::Joystick#button(button_index)Returns the current state of the given button. Returns true if the button is pressed,otherwise 0.
SDL::Joystick#ball(ball_index)Returns the motion deltas in array, [ dx,dy ] . Trackballs can only return relative motion since the last call to Joystick#ball, these motion deltas a placed into dx and dy.
This needs SDL_ttf.
The class handles True Type Font.
Object
SDL::TTF.initYou must call TTF.init first when you use True Type Font.
SDL::TTF.open(filename,size,index=0)Open a font file and create a font of the specified point size.
And you can specify font face with index. Need SDL_ttf 2.0.4 or later to use this feature.
SDL::TTF#styleReturns the font style.
SDL::TTF#style=(style)Set font style. style is an OR'd conbination of one or more of the following
SDL::TTF::STYLE_NORMAL SDL::TTF::STYLE_BOLD SDL::TTF::STYLE_ITALIC SDL::TTF::STYLE_UNDERLINE
SDL::TTF#textSize(text)SDL::TTF#text_size(text)Get Text size on image in array. Return [x,y].
SDL::TTF#facesNeed SDL_ttf 2.0.4 or later Returns the number of face.
SDL::TTF#fixedWidth?SDL::TTF#fixed_width?Need SDL_ttf 2.0.4 or later. Returns whether this font has fixed width or not.
SDL::TTF#familyNameSDL::TTF#family_nameNeed SDL_ttf 2.0.4 or later Returns the name of font family.
SDL::TTF#styleNameSDL::TTF#style_nameNeed SDL_ttf 2.0.4 or later Returns the name of style.
SDL::TTF#drawSolidUTF8(dest,text,x,y,r,g,b)SDL::TTF#draw_solid_utf8(dest,text,x,y,r,g,b)Draw text on "dest" at ("x","y"). r,g,b are color elements of text. This function use colorkey internally. Text must be UTF-8 (you can use ASCII code).
SDL::TTF#drawBlendedUTF8(dest,text,x,y,r,g,b)SDL::TTF#draw_blended_utf8(dest,text,x,y,r,g,b)Similar to drawSolidUTF8. More beautiful than drawSolidUTF8,but more slowly than drawSolidUTF8.
SDL::TTF#drawShadedUTF8(dest,text,x,y,fg_r,fg_g,fg_b,bg_r,bg_g,bg_b)SDL::TTF#draw_shaded_utf8(dest,text,x,y,fg_r,fg_g,fg_b,bg_r,bg_g,bg_b)Similar to drawSolidUTF8. This method is defferent from drawSolidUTF8 in that this method fills the background of text with specified color.
SDL::TTF#renderSolidUTF8(text,r,g,b)SDL::TTF#render_solid_utf8(text,r,g,b)Draws text on the new surface and returns it. If this method fails to render, you'll get nil. This method draws text like drawSolidUTF8.
SDL::TTF#renderBlendedUTF8(text,r,g,b)SDL::TTF#render_blended_utf8(text,r,g,b)Same as SDL::TTF#renderSolidUTF8, but this method draws like SDL::TTF#drawBlendedUTF8.
SDL::TTF#renderShadedUTF8(text,fg_r,fg_g,fg_b,bg_r,bg_g,bg_b)SDL::TTF#render_shaded_utf8(text,fg_r,fg_g,fg_b,bg_r,bg_g,bg_b)Same as SDL::TTF#renderSolidUTF8, but this method draws like SDL::TTF#drawShadedUTF8.
Needs SMPEG library.
Don't touch the destination surface while playing mpeg, because smpeg uses native thread.
This class handles MPEG stream
Object
SDL::MPEG.load(filename)SDL::MPEG.new(filename)Create a new SDL::MPEG object from an MPEG file.
SDL::MPEG#infoReturns the current information of SDL::MPEG instance. Return value is a instance of SDL::MPEG::Info
SDL::MPEG#enableAudio(enable)SDL::MPEG#enable_audio(enable)Enable or disable audio playback in MPEG stream.
SDL::MPEG#enableVideo(enable)SDL::MPEG#enable_video(enable)Enable or disable video playback in MPEG stream.
SDL::MPEG#statusReturns the current status.Returns following value.
SDL::MPEG::ERROR SDL::MPEG::STOPPED SDL::MPEG::PLAYING
SDL::MPEG#setVolume(volume)SDL::MPEG#set_volume(volume)Set the audio volume of an MPEG stream, in the range 0-100.
SDL::MPEG#setDisplay(surface)SDL::MPEG#set_display(surface)Set the destination surface for MPEG video playback.
SDL::MPEG#setLoop(repeat)SDL::MPEG#set_loop(repeat)Set or clear looping play.
SDL::MPEG#scaleXY(w,h)SDL::MPEG#scale_xy(w,h)Scale pixel display.
SDL::MPEG#scale(scale)Scale pixel display.
SDL::MPEG#move(x,y)Move the video display area within the destination surface.
SDL::MPEG#setDisplayRegion(x,y,w,h)SDL::MPEG#set_display_region(x,y,w,h)Set the region of the video to be shown.
SDL::MPEG#playPlay an MPEG stream.
Warning: Don't access the surface while playing.
SDL::MPEG#pausePause/Resume playback.
SDL::MPEG#stopStop playback.
SDL::MPEG#rewindRewind the play position of MPEG stream to the begining of the MPEG.
SDL::MPEG#seek(bytes)Seek 'bytes' bytes in the MPEG stream.
SDL::MPEG#skip(seconds)Skip 'seconds' seconds in the MPEG stream.
SDL::MPEG#renderFrame(framenum)SDL::MPEG#render_frame(framenum)Render a particular frame in the MPEG video.
SDL::MPEG#setFilter(filter)SDL::MPEG#set_filter(filter)Set video filter. Available filter is following.
SDL::MPEG::NULL_FILTER No filter SDL::MPEG::BILINEAR_FILTER Bilinear filter SDL::MPEG::DEBLOCKING_FILTER Deblocking filter
The instance of this class has the information of SDL::MPEG. Get that with SDL:MPEG#info.
Object
SDL::MPEG::Info#has_audioSDL::MPEG::Info#has_videoSDL::MPEG::Info#widthSDL::MPEG::Info#heightSDL::MPEG::Info#current_frameSDL::MPEG::Info#current_fpsSDL::MPEG::Info#audio_stringSDL::MPEG::Info#audio_current_frameSDL::MPEG::Info#current_offsetSDL::MPEG::Info#total_sizeSDL::MPEG::Info#current_timeSDL::MPEG::Info#total_timeSDL.getTicksSDL.get_ticksGet the number of milliseconds since the SDL library initialization. Note that this value wraps if the program runs for more than ~49 days.
SDL.delay(ms)Wait a specified number of milliseconds before returning. this function will wait at least the specified time, but possible longer due to OS scheduling.
Needs SDLSKK library.
This class represents the state of input.
Object
SDL::SKK::Context.new(dict,romkana_table,use_minibuffer)Create an instance of SDL::SKK::Context from the dictionary and the RomKanaRuleTable. And if use_minibuffer is true, you can use minibuffer.
SDL::SKK::Context#input(event)Inputs from keyboard thorough event object.
SDL::SKK::Context#strReturns input (Japanese) string.
SDL::SKK::Context#render_str(font,r,g,b)Renders the text.
SDL::SKK::Context#render_minibuffer_str(font,r,g,b)Renders minibuffer text.
SDL::SKK::Context#clearClears text and initializes context.
SDL::SKK::Context#get_basic_modeReturns whether context's state is basic mode.
If this method returns true, and you get return, you can stop inputting.
Object
SDL::SKK::Dictionary.newCreates the instance of SDL::SKK::Dictionary. The content of that is empty just after creating.
SDL::SKK::Dictionary#load(dictfile,users)Load dictionary from file. If users is true, then this method regards it as user's dictionary.
SDL::SKK::Dictionary#save(filename)Save user's dictionary.
This class represents the rule of conversion from Alphabet to Japanese kana.
Object
SDL::SKK::RomKanaRuleTable.new(table_file)Create the instance of SDL::SKK::RomKanaRuleTable from rule file.