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sdl2rでDXRuby互換ぽいライブラリを作る(7)
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require 'sdl2r' | |
require_relative 'fpstimer' | |
SDL.init(SDL::INIT_EVERYTHING) | |
module DXRuby | |
C_WHITE = [255, 255, 255] | |
C_RED = [255, 0, 0] | |
module Window | |
@_width = 640 | |
@_height = 480 | |
@_window = SDL.create_window("dxsdl2r Sample Application", | |
SDL::WINDOWPOS_UNDEFINED, | |
SDL::WINDOWPOS_UNDEFINED, | |
@_width, | |
@_height, | |
SDL::WINDOW_HIDDEN) | |
@_renderer = SDL.create_renderer(@_window, -1, 0) | |
# 描画予約配列 | |
@_reservation = [] | |
def self.width;@_width;end | |
def self.height;@_height;end | |
def self._window;@_window;end | |
def self._renderer;@_renderer;end | |
def self.width=(v);@_width=v;end | |
def self.height=(v);@_height=v;end | |
def self.draw_box_fill(x1, y1, x2, y2, color, z=0) | |
@_render_target.draw(x1, y1, x2, y2, color, z) | |
end | |
def self.draw(x, y, image, z=0) | |
@_render_target.draw(x, y, image, z) | |
end | |
def self.loop | |
timer = FPSTimer.instance | |
timer.reset | |
SDL.set_window_size(@_window, @_width, @_height) | |
SDL.show_window(@_window) | |
Kernel.loop do | |
timer.wait_frame do | |
return if Input.update | |
yield | |
@_render_target.update | |
SDL.render_present(@_renderer) | |
end | |
end | |
end | |
def self.fps=(v) | |
FPSTimer.instance.fps = v | |
end | |
def self.real_fps | |
FPSTimer.instance.real_fps | |
end | |
def self.caption | |
SDL.get_window_title(@_window) | |
end | |
def self.caption=(str) | |
SDL.set_window_title(@_window, str) | |
str | |
end | |
def bgcolor | |
@_render_target.bgcolor | |
end | |
def bgcolor=(bgcolor) | |
@_render_target.bgcolor = bgcolor | |
end | |
end | |
module Input | |
# マウスの情報 | |
@_mouse_button = @_mouse_x = @_mouse_y = 0 | |
@_old_mouse_button = @_old_mouse_x = @_old_mouse_y = 0 | |
# キーボードの情報 | |
@_keys = [] | |
@_old_keys = [] | |
# 内部情報の公開 | |
def self._mouse_button;@_mouse_button;end | |
def self._old_mouse_button;@_old_mouse_button;end | |
def self._keys;@_keys;end | |
def self._old_keys;@_old_keys;end | |
# マウスボタン判定用クラス | |
class MouseButton | |
def initialize(b) # 1が左、2が真ん中、3が右 | |
@_button = b | |
end | |
def down? | |
(SDL::BUTTON(@_button) & Input._mouse_button) != 0 | |
end | |
def push? | |
(SDL::BUTTON(@_button) & Input._mouse_button) != 0 and | |
(SDL::BUTTON(@_button) & Input._old_mouse_button) == 0 | |
end | |
def release? | |
(SDL::BUTTON(@_button) & Input._mouse_button) == 0 and | |
(SDL::BUTTON(@_button) & Input._old_mouse_button) != 0 | |
end | |
end | |
# キーボード判定用クラス | |
class Keyboard | |
def initialize(k) | |
@_key = k | |
end | |
def down? | |
Input._keys[@_key] | |
end | |
def push? | |
Input._keys[@_key] and !Input._old_keys[@_key] | |
end | |
def release? | |
!Input._keys[@_key] and Input._old_keys[@_key] | |
end | |
end | |
# 各種判定メソッド | |
# 一応DXRuby互換で複数用意しているが中身はどれも同じ | |
def self.push?(button);button.push?;end | |
def self.down?(button);button.down?;end | |
def self.release?(button);button.release?;end | |
def self.mouse_push?(button);button.push?;end | |
def self.mouse_down?(button);button.down?;end | |
def self.mouse_release?(button);button.release?;end | |
def self.key_push?(button);button.push?;end | |
def self.key_down?(button);button.down?;end | |
def self.key_release?(button);button.release?;end | |
def self.mouse_x | |
@_mouse_x | |
end | |
def self.mouse_y | |
@_mouse_y | |
end | |
def self.x | |
x = 0 | |
x -= 1 if K_LEFT.down? | |
x += 1 if K_RIGHT.down? | |
x | |
end | |
def self.y | |
y = 0 | |
y -= 1 if K_UP.down? | |
y += 1 if K_DOWN.down? | |
y | |
end | |
def self.update | |
# 押されているキー一覧を取得する | |
@_old_keys = @_keys | |
@_keys = SDL.get_keyboard_state | |
# マウスの状態を取得する | |
@_old_mouse_button, @_old_mouse_x, @_old_mouse_y = @_mouse_button, @_mouse_x, @_mouse_y | |
@_mouse_button, @_mouse_x, @_mouse_y = SDL.get_mouse_state | |
# SDL2のイベント処理 | |
while event = SDL.poll_event do | |
case event.type | |
when SDL::QUIT | |
return true | |
end | |
end | |
false | |
end | |
end | |
# ボタン定数 | |
M_LBUTTON = Input::MouseButton.new(1) | |
M_MBUTTON = Input::MouseButton.new(2) | |
M_RBUTTON = Input::MouseButton.new(3) | |
K_LEFT = Input::Keyboard.new(SDL::SCANCODE_LEFT) | |
K_RIGHT = Input::Keyboard.new(SDL::SCANCODE_RIGHT) | |
K_UP = Input::Keyboard.new(SDL::SCANCODE_UP) | |
K_DOWN = Input::Keyboard.new(SDL::SCANCODE_DOWN) | |
K_SPACE = Input::Keyboard.new(SDL::SCANCODE_SPACE) | |
K_ESCAPE = Input::Keyboard.new(SDL::SCANCODE_ESCAPE) | |
K_Z = Input::Keyboard.new(SDL::SCANCODE_Z) | |
K_X = Input::Keyboard.new(SDL::SCANCODE_X) | |
K_C = Input::Keyboard.new(SDL::SCANCODE_C) | |
K_LSHIFT = Input::Keyboard.new(SDL::SCANCODE_LSHIFT) | |
K_RSHIFT = Input::Keyboard.new(SDL::SCANCODE_RSHIFT) | |
class Image | |
attr_accessor :_surface, :_texture, :_pixels | |
def self.load(filename) | |
image = Image.new(0, 0) | |
image._surface = SDL::IMG.load(filename) | |
image._pixels = image._surface.pixels | |
image | |
end | |
def self.load_tiles(filename, cx, cy) | |
surface = SDL::IMG.load(filename) | |
w, h = surface.w, surface.h | |
ary = [] | |
cy.times do |y| | |
cx.times do |x| | |
tmp = Image.new(0, 0) | |
# IntelCPUはリトルエンディアンだがビッグエンディアンにも一応対応しておく | |
# 画像フォーマットは32bit固定 | |
if SDL::BYTEORDER == SDL::BIG_ENDIAN | |
tmp._surface = SDL.create_rgb_surface(0, w / cx, h / cy, 32, 0xff000000, 0x00ff0000, 0x0000ff00, 0x000000ff) | |
else | |
tmp._surface = SDL.create_rgb_surface(0, w / cx, h / cy, 32, 0x000000ff, 0x0000ff00, 0x00ff0000, 0xff000000) | |
end | |
SDL.blit_surface(surface, SDL::Rect.new(w / cx * x, h / cy * y, w / cx, h / cy), tmp._surface, nil) | |
tmp._pixels = tmp._surface.pixels | |
ary << tmp | |
end | |
end | |
ary | |
end | |
def initialize(w, h, color=[0, 0, 0, 0]) | |
# wとhの両方が0の場合はSurfaceを生成しない | |
return if w == 0 and h == 0 | |
# IntelCPUはリトルエンディアンだがビッグエンディアンにも一応対応しておく | |
# 画像フォーマットは32bit固定 | |
if SDL::BYTEORDER == SDL::BIG_ENDIAN | |
@_surface = SDL.create_rgb_surface(0, w, h, 32, 0xff000000, 0x00ff0000, 0x0000ff00, 0x000000ff) | |
else | |
@_surface = SDL.create_rgb_surface(0, w, h, 32, 0x000000ff, 0x0000ff00, 0x00ff0000, 0xff000000) | |
end | |
# 指定色で塗りつぶす | |
SDL.fill_rect(@_surface, nil, DXRuby._convert_color_dxruby_to_sdl(color)) | |
# Pixelsオブジェクト取得 | |
@_pixels = @_surface.pixels | |
end | |
def width | |
@_surface.w | |
end | |
def height | |
@_surface.h | |
end | |
# テクスチャを破棄する | |
# 次に描画で使われる際に再生成される | |
def _modify | |
if @_texture | |
SDL.destroy_texture(@_texture) | |
@_texture = nil | |
end | |
nil | |
end | |
# テクスチャ生成 | |
def _create_texture | |
# テクスチャ生成 | |
@_texture = SDL.create_texture_from_surface(Window._renderer, @_surface) | |
end | |
# ピクセルに色を置く | |
def []=(x, y, color) | |
tmp = @_pixels[x, y] = DXRuby._convert_color_dxruby_to_sdl(color) | |
self._modify | |
tmp | |
end | |
# ピクセルの色を取得する | |
def [](x, y) | |
tmp = @_pixels[x, y] | |
self._modify | |
DXRuby._convert_color_sdl_to_dxruby(tmp) | |
end | |
end | |
class RenderTarget | |
attr_accessor :_texture | |
def initialize(w, h, bgcolor=[0, 0, 0, 0]) | |
@_reservation = [] | |
@_bgcolor = DXRuby._convert_color_dxruby_to_sdl(bgcolor) | |
return if w == 0 and h == 0 | |
@_texture = SDL.create_texture(Window._renderer, SDL::PIXELFORMAT_RGBA8888, SDL::TEXTUREACCESS_TARGET, w, h) | |
end | |
def draw_box_fill(x1, y1, x2, y2, color, z=0) | |
tmp = DXRuby._convert_color_dxruby_to_sdl(color) | |
prc = ->{ | |
SDL.set_render_draw_blend_mode(@_renderer, SDL::BLENDMODE_BLEND) | |
SDL.set_render_draw_color(@_renderer, *tmp) | |
SDL.render_fill_rect(@_renderer, SDL::Rect.new(x1, y1, x2 - x1 + 1, y2 - y1 + 1)) | |
} | |
@_reservation << [z, prc] | |
end | |
def draw(x, y, image, z=0) | |
prc = ->{ | |
image._create_texture unless image._texture | |
SDL.set_texture_blend_mode(image._texture, SDL::BLENDMODE_BLEND) | |
SDL.render_copy(Window._renderer, image._texture, nil, SDL::Rect.new(x, y, image.width, image.height)) | |
} | |
@_reservation << [z, prc] | |
end | |
def clear | |
SDL.set_render_target(Window._renderer, @_texture) | |
SDL.set_render_draw_color(Window._renderer, *@_bgcolor) | |
SDL.set_render_draw_blend_mode(Window._renderer, SDL::BLENDMODE_NONE) | |
SDL.render_fill_rect(Window._renderer, nil) | |
end | |
def update | |
self.clear | |
@_reservation.sort_by!{|v|v[0]}.each{|v|v[1].call} | |
@_reservation.clear | |
end | |
def width | |
SDL.query_texture(@_texture)[2] | |
end | |
def height | |
SDL.query_texture(@_texture)[3] | |
end | |
def bgcolor | |
DXRuby._convert_color_sdl_to_dxruby(@_bgcolor) | |
end | |
def bgcolor=(bgcolor) | |
@_bgcolor = DXRuby._convert_color_dxruby_to_sdl(bgcolor) | |
end | |
end | |
# DXRuby色配列からSDL::Color色配列へ変換 | |
def self._convert_color_dxruby_to_sdl(color) | |
if color.size == 4 | |
color[1..3] << color[0] | |
else | |
color + [255] | |
end | |
end | |
def self.convert_color_sdl_to_dxruby(color) | |
color[3] + color[0..2] | |
end | |
module Window | |
@_render_target = RenderTarget.new(0, 0, [0, 0, 0]) | |
end | |
end | |
include DXRuby | |
END{ | |
SDL.quit | |
} |
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