SDL

Interface of this lib is very close to SDL. So you also had better refer to SDL document.

nAll classes/modules in Ruby/SDL are in "module SDL". In this module number starts 0,not 1.

Class/Module

Error handling

SDL::Error

SDL::Error is exception class. Almost all of errors in Ruby/SDL are reported by this class.

super class

StandardError

initialize

module functions in module SDL

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  initialize audio output functions
SDL::INIT_VIDEO  initialize video output functions and input functions
SDL::INIT_CDROM  initialize CD playback fucntions
SDL::INIT_JOYSTICK  initialize joystick input functions

You should call this method before calling other Ruby/SDL methods.

SDL.quit
Quit SDL system. You needn't call this function normally because this library call this function automatically when the process stops.
SDL.initedSystem(flag)
SDL.inited_system(flag)
Not documented yet
SDL.getenv
SDL.putenv(envstr)

Change or add an environment variable on Win32. On other platforms this method is equal to ENV.

envstr should be of the form "name=value".

Returns nil, raise exception `SDL::Error' when it fails.

You should use this method to set SDL_WINDOWID or SDL_VIDEODRIVER.

video

some functions need SGE or SDL_image

functions in module SDL

SDL.getVideoSurface
SDL.get_video_surface
Not 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.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.videoDriverName
SDL.video_driver_name
Returns 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.getGammaRamp
SDL.get_gamma_ramp
Returns 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.autoLock
SDL.auto_lock
SDL.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.autoLockON
SDL.auto_lock_on
SDL.autoLockOFF
SDL.auto_lock_off

Needs SGE

Set whether Ruby/SDL locks surface automatically when needed.

SDL.videoInfo
SDL.video_info

Return 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.

SDL::Surface

This class have image.

super class

Object

class method

SDL::Surface.new(flag,w,h,format)
SDL::Surface.new(flags,w,h,depth,Rmask,Gmask,Bmask,Amask)

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::Surface.new_from(pixels,w,h,depth,pitch,Rmask,Gmask,Bmask,Amask)
Create a surface from pixel data. pixels must be String. pitch is the length of each scanline in bytes.
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.

method

SDL::Surface#saveBMP(filename)
SDL::Surface#save_bmp(filename)
Saves the surface as a Windows BMP file named file.
SDL::Surface#displayFormat
SDL::Surface#display_format

This 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#displayFormatAlpha
SDL::Surface#display_format_alpha
Same 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#getClipRect
SDL::Surface#get_clip_rect
Returns 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#h
Return height.
SDL::Surface#w
Return width.
SDL::Surface#format
Return 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#copyRect(x,y,w,h)
SDL::Surface#copy_rect(x,y,w,h)
Copy given rect and return copyed surface.
SDL::Surface#lock

This 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#unlock
Unlock 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,color)
SDL::Surface#put_pixel(x,y,color)
SDL::Surface#[x, y] = color
Needs SGE ,Needs lock Changes the color of the pixel on (x, y).
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#drawAALine(x1,y1,x2,y2,color)
SDL::Surface#draw_aa_line(x1,y1,x2,y2,color)

Needs SGE ,Needs lock

Draws an antialiased line from (x1,y1) to (x2,y2).

SDL::Surface#drawAACircle(x,y,r,color)
SDL::Surface#draw_aa_circle(x,y,r,color)

Needs SGE ,Needs lock

Draws an antialiased circle.

SDL::Surface#drawAAFilledCircle(x,y,r,color)
SDL::Surface#draw_aa_filled_circle(x,y,r,color)

Needs SGE ,Needs lock

Draws a filled antialiased circle.

SDL::Surface#drawAAEllipse(x,y,rx,ry,color)
SDL::Surface#draw_aa_ellipse(x,y,rx,ry,color)

Needs SGE ,Needs lock

Draws an antialiased ellipse.

SDL::Surface#drawLineAlpha(x1,y1,x2,y2,color,alpha)
SDL::Surface#draw_line_alpha(x1,y1,x2,y2,color,alpha)

Needs SGE ,Needs lock

Draws a line with alpha blending.

SDL::Surface#drawRectAlpha(x,y,w,h,color,alpha)
SDL::Surface#draw_rect_alpha(x,y,w,h,color,alpha)

Needs SGE ,Needs lock

Draws a rectangle with alpha blending.

SDL::Surface#drawFilledRectAlpha(x,y,w,h,color,alpha)
SDL::Surface#draw_filled_rect_alpha(x,y,w,h,color,alpha)

Needs SGE ,Needs lock

x

SDL::Surface#drawCircleAlpha(x,y,r,color,alpha)
SDL::Surface#draw_circle_alpha(x,y,r,color,alpha)

Needs SGE ,Needs lock

Draws a circle with alpha blending.

SDL::Surface#drawFilledCircleAlpha(x,y,r,color,alpha)
SDL::Surface#draw_filled_circle_alpha(x,y,r,color,alpha)

Needs SGE ,Needs lock

Draws a filled circle with alpha blending.

SDL::Surface#drawEllipseAlpha(x,y,rx,ry,color,alpha)
SDL::Surface#draw_ellipse_alpha(x,y,rx,ry,color,alpha)

Needs SGE ,Needs lock

Draws an ellipse with alpha blending.

SDL::Surface#drawFilledEllipseAlpha(x,y,rx,ry,color,alpha)
SDL::Surface#draw_filled_ellipse_alpha(x,y,rx,ry,color,alpha)

Needs SGE ,Needs lock

Draws a filled ellipse with alpha blending.

SDL::Surface#drawAALineAlpha(x1,y1,x2,y2,color,alpha)
SDL::Surface#draw_aa_line_alpha(x1,y1,x2,y2,color,alpha)

Needs SGE ,Needs lock

Draws an antialiased line with alpha blending.

SDL::Surface#drawAACircleAlpha(x,y,r,color,alpha)
SDL::Surface#draw_aa_circle_alpha(x,y,r,color,alpha)

Needs SGE ,Needs lock

Draws an antialiased circle with alpha blending.

SDL::Surface#drawAAEllipseAlpha(x,y,rx,ry,color,alpha)
SDL::Surface#draw_aa_ellipse_alpha(x,y,rx,ry,color,alpha)

Needs SGE ,Needs lock

Draws an antialiased ellipse with alpha blending.

SDL::Surface#drawBezier(x1,y1,x2,y2,x3,y3,x4,y4,level,color)
SDL::Surface#draw_bezier(x1,y1,x2,y2,x3,y3,x4,y4,level,color)

Needs SGE ,Needs lock

Draws a bezier curve from (x1,y1) to (x4,y4) with the control points (x2,y2) and (x3,y3). level indicates how good precision the function should use, 4-7 is normal.

SDL::Surface#drawAABezier(x1,y1,x2,y2,x3,y3,x4,y4,level,color)
SDL::Surface#draw_aa_bezier(x1,y1,x2,y2,x3,y3,x4,y4,level,color)

Needs SGE ,Needs lock

Draws a antialiased bezier curve from (x1,y1) to (x4,y4) with the control points (x2,y2) and (x3,y3). level indicates how good precision the function should use, 4-7 is normal.

SDL::Surface#drawBezierAlpha(x1,y1,x2,y2,x3,y3,x4,y4,level,color,alpha)
SDL::Surface#draw_bezier_alpha(x1,y1,x2,y2,x3,y3,x4,y4,level,color,alpha)

Needs SGE ,Needs lock

Draws an alpha bezier curve from (x1,y1) to (x4,y4) with the control points (x2,y2) and (x3,y3). level indicates how good precision the function should use, 4-7 is normal.

SDL::Surface#drawAABezierAlpha(x1,y1,x2,y2,x3,y3,x4,y4,level,color,alpha)
SDL::Surface#draw_aa_bezier_alpha(x1,y1,x2,y2,x3,y3,x4,y4,level,color,alpha)

Needs SGE ,Needs lock

Draws an antialiased alpha bezier curve from (x1,y1) to (x4,y4)

with the control

points (x2,y2) and (x3,y3). level indicates how good precision the function should use, 4-7 is normal.

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#bpp
Return bits per pixel on this surface.
SDL::Surface#colorkey
Returns colorkey on this surface.
SDL::Surface#alpha
Returns alpha on this surface.
SDL::Surface#flags
Returns flags on this surface.
SDL::Surface#Rmask
SDL::Surface#Gmask
SDL::Surface#Bmask
SDL::Surface#Amask
Returns [RGBA] mask on this surface.
SDL::Surface#pixels
Returns pixel data as String.
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#getPalette
SDL::Surface#get_palette

Returns 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::Surface#makeCollisionMap

Need SGE

Create a collision map. Call SetColorKey first. Every non-transparent pixel in the surface is set to solid in the collision map. Returns an instance of CollisionMap.

SDL::CollisionMap

Need SGE

This is a map of which pixels in a surface are solid and which are transparent. Its methods can quickly determine whether or not two surfaces would overlap if drawn at particular coordinates.

Only SDL::Surface#makeCollisionMap makes this object.

class method

SDL::CollisionMap#boundingBoxCheck(x1, y1, w1, h1, x2, y2, w2, h2)
Return true if the bounding boxes overlap.

method

SDL::CollisionMap#collisionCheck(x1, y1, collisionMap, x2, y2)

Determine if this collision map, if drawn with its upper-left corner at (x1, y1), would collide with collisionMap if drawn with its upper-left corner at (x2, y2). If so, return the coordinate of the last collision found as an array ([x, y]). If no collision, returns nil.

This method calls boundingBoxCheck automatically.

SDL::CollisionMap#boundingBoxCheck(x1, y1, collisionMap, x2, y2)
Return true if the bounding boxes of the two maps would overlap if drawn with upper-left corners at (x1, y1) and (x2, y2).
SDL::CollisionMap#clear(x1, y1, w, h)
Clear (make transparent) an area of the collision map.
SDL::CollisionMap#set(x1, y1, w, h)
Set (make solid) an area of the collision map.

SDL::Screen

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.

super class

SDL::Surface

class method

method

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#flip

On 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::PixelFormat

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

super class

Object

class method

nothing

method

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#bpp
Return bits per pixel on this format.
SDL::PixelFormat#colorkey
Not documented yet
SDL::PixelFormat#alpha
Not documented yet

Event handling

SDL::Event

The class handling event. You had better use SDL::Event2 instead of this class.

super class

Object

class method

SDL::Event.new
Create a new SDL::Event Object.
SDL::Event.appState
SDL::Event.app_state

Returns 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.enableUNICODE
SDL::Event.enable_unicode
Enables UNICODE keyboard translation. UNICODE translation is disabled by default. If you will use SDLSKK on Ruby/SDL, you should enable translation.
SDL::Event.disableUNICODE
SDL::Event.disable_unicode
Disable UNICODE keyboard translation.
SDL::Event.enableUNICODE?
SDL::Event.enable_unicode?
Returns whether UNICODE keyboard translation is enabled.

method

SDL::Event#poll
Polls 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#wait
Waits 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#type

Returns 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#info
Return 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#keySym
SDL::Event#key_sym
Returns SDL vertual keysym.
SDL::Event#keyMod
SDL::Event#key_mod
Returns Current Key modifiers.
SDL::Event#gain?
On ACTIVEEVENT, returns true when gaining focus in this event,otherwise retursn false.
SDL::Event#appState
SDL::Event#app_state

Returns the kind of ActiveEvent. This value is following.

SDL::Event::APPMOUSEFOCUS
SDL::Event::APPINPUTFOCUS
SDL::Event::APPACTIVE
SDL::Event#mouseX
SDL::Event#mouse_x
Returns the X coordinate of the mouse.
SDL::Event#mouseY
SDL::Event#mouse_y
Returns the Y coordinate of the mouse.
SDL::Event#mouseXrel
SDL::Event#mouse_xrel
Returns the relative motion in the X direction.
SDL::Event#mouseYrel
SDL::Event#mouse_yrel
Returns the relative motion in the Y direction.
SDL::Event#mouseButton
SDL::Event#mouse_button

Returns 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.

SDL::Event2

Another event handling class. I think SDL::Event2 is easier to use than SDL::Event

super class

Object

class method

SDL::Event2.poll

Polls 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.wait
Waits indefinitely for the next available event,returning the instance represents that event.
SDL::Event2.push(event)
Not documented yet.
SDL::Event2.new
Not documented yet.
SDL::Event2.appState
SDL::Event2.app_state
Same as SDL::Event.appState.
SDL::Event2.enableUNICODE
SDL::Event2.enable_unicode
Same as SDL::Event.enableUNICODE.
SDL::Event2.disableUNICODE
SDL::Event2.disable_unicode
Same as SDL::Event2.disableUNICODE.
SDL::Event2.enableUNICODE?
SDL::Event2.enable_unicode?
Same as SDL::Event.enableUNICODE?.

method

Nothing

subclasses of SDL::Event2

SDL::Event2.poll and SDL::Event2.wait return the instance of the subclasses of SDL::Event2. These classes and following.

SDL::Event2::Active

This event occurs when mouse/keyboard focus gains/loss.

Method
SDL::Event2::Active#gain
Returns true focus gains, otherwise returns false
SDL::Event2::Active#state

Returns the kind of event.

SDL::Event::APPMOUSEFOCUS 
SDL::Event::APPINPUTFOCUS
SDL::Event::APPACTIVE   iconify or restored.

SDL::Event2::KeyDown

This event occurs when a key is pressed.

Method
SDL::Event2::KeyDown#press
Returns true.
SDL::Event2::KeyDown#sym
Returns the pressed key such as SDL::Key::ESCAPE.
SDL::Event2::KeyDown#mod
Same as SDL::Key.modState.
SDL::Event2::KeyDown#unicode
Returns key input translated to UNICODE.If you will use this, you need to call SDL::Event2.enableUNICODE beforehand.

SDL::Event2::KeyUp

This event occurs when a key is released.

Method
SDL::Event2::KeyUp#press
Returns false.
SDL::Event2::KeyUp#sym
Returns the released key such as SDL::Key::ESCAPE.
SDL::Event2::KeyUp#mod
Same as SDL::Key.modState.

SDL::Event2::MouseMotion

This event occurs when mouse is moved.

Method
SDL::Event2::MouseMotion#state
Returns the button state.
SDL::Event2::MouseMotion#x
Returns x of mouse cursor.
SDL::Event2::MouseMotion#y
Returns y of mouse cursor.
SDL::Event2::MouseMotion#xrel
Returns relative x coordinates.
SDL::Event2::MouseMotion#yrel
Returns relative y coordinates.

SDL::Event2::MouseButtonDown

This event occurs when a mouse button is pressed.

Method
SDL::Event2::MouseButtonDown#button

Returns the which button is pressed.

SDL::Mouse::BUTTON_LEFT
SDL::Mouse::BUTTON_MIDDLE
SDL::Mouse::BUTTON_RIGHT
SDL::Event2::MouseButtonDown#press
Returns true.
SDL::Event2::MouseButtonDown#x
Returns x of mouse cursor.
SDL::Event2::MouseButtonDown#y
Returns y of mouse cursor.

SDL::Event2::MouseButtonUp

This event occurs when a mouse button is pressed.

Method
SDL::Event2::MouseButtonUp#button

Returns the which button is released.

SDL::Mouse::BUTTON_LEFT
SDL::Mouse::BUTTON_MIDDLE
SDL::Mouse::BUTTON_RIGHT
SDL::Event2::MouseButtonUp#press
Returns false.
SDL::Event2::MouseButtonUp#x
Returns x of mouse cursor.
SDL::Event2::MouseButtonUp#y
Returns y of mouse cursor.

SDL::Event2::JoyAxis

This event occurs when axis of joystick is moved.

Method
SDL::Event2::JoyAxis#which
Returns joystick device index.
SDL::Event2::JoyAxis#axis
Returns joystick axis index.
SDL::Event2::JoyAxis#value
Returns axis value(from -32768 to 32767).

SDL::Event2::JoyBall

This event occurs when joystick trackball moves.

Method
SDL::Event2::JoyBall#which
Returns joystick device index.
SDL::Event2::JoyBall#ball
Returns joystick trackball index.
SDL::Event2::JoyBall#xrel
Returns the relative motion in the X direction.
SDL::Event2::JoyBall#yrel
Returns the relative motion in the Y direction.

SDL::Event2::JoyHat

This event occurs when joystick hat moves.

Method
SDL::Event2::JoyHat#which
Returns joystick device index.
SDL::Event2::JoyHat#hat
Returns joystick hat index.
SDL::Event2::JoyHat#value

Returns 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

SDL::Event2::JoyButtonUp

This event occurs when joystick button is released.

Method
SDL::Event2::JoyButtonUp#which
Returns joystick device index.
SDL::Event2::JoyButtonUp#button
Returns joystick button index.
SDL::Event2::JoyButtonUp#press
Returns false.

SDL::Event2::JoyButtonDown

This event occurs when joysick button is pressed.

Method
SDL::Event2::JoyButtonDown#which
Returns joystick device index.
SDL::Event2::JoyButtonDown#button
Returns joystick button index.
SDL::Event2::JoyButtonDown#press
Returns true.

SDL::Event2::Quit

This event occurs when quit requested, such as pressed exit button.

SDL::Event2::SysWM

This event occurs when platform-dependent window manager occurs. You can't get more information.

SDL::Event2::VideoResize

This event occurs when window are resized. You will get this event only when you call SDL.setVideoMode with SDL::RESIZABLE.

Method
SDL::Event2::VideoResize#w
Returns new width of window.
SDL::Event2::VideoResize#h
Returns new height of window.

SDL::Key

The module defines key constants. This module has some functions to get the key state.

module functions

SDL::Key.scan
scan 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.modState
SDL::Key.mod_state

Returns 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.disableKeyRepeat
SDL::Key.disable_key_repeat
Disables key repeat.
SDL::Key.getKeyName(key)
SDL::Key.get_key_name(key)
Return the string of key name.

SDL::Mouse

The module mouse constants and mouse functions.

module functions

SDL::Mouse.state

Return 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.show
Show mouse cursor.
SDL::Mouse.hide
Hide 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.

audio

SDL::Mixer

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.

module functions

SDL::Mixer.open(frequency=Mixer::DEFAULT_FREQUENCY,format=Mixer::DEFAULT_FORMAT,cannels=Mixer::DEFAULT_CHANNELS,chunksize=4096)
Initializes SDL_mixer.
SDL::Mixer.spec

Returns 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.haltMusic
SDL::Mixer.halt_music
Halts music.
SDL::Mixer.fadeOutMusic(ms)
SDL::Mixer.fade_out_music(ms)
Fade out the music in ms milliseconds.
SDL::Mixer.pauseMusic
SDL::Mixer.pause_music
Pauses music.
SDL::Mixer.resumeMusic
SDL::Mixer.resume_music
Resumes music.
SDL::Mixer.rewindMusic
SDL::Mixer.rewind_music
Rewinds 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.

SDL::Mixer::Wave

The class handling wave

super class

Object

class method

SDL::Mixer::Wave.load(filename)
Loads a wave file and returns the object of SDL::Mixer::Wave.

method

SDL::Mixer::Wave#setVolume(volume)
SDL::Mixer::Wave#set_volume(volume)
Set volume of self.

SDL::Mixer::Music

super class

Object

class method

SDL::Mixer::Music.load(filename)

Loads a music (.mod .s3m .it .xm .mid .mp3, .ogg) file and returns the object of SDL::Mixer::Music.

You have to setup your environment to play MIDI, Ogg Vorbis, and MP3 file.

Window Manager

SDL::WM

The module that have the functions for window management.

module functions

SDL::WM.caption
Returns 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.iconify
If 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#toggleFullScreen
SDL::Screen#toggle_fullscreen
Toggles fullscreen mode.

CDROM

SDL::CD

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.

super class

class method

SDL::CD.numDrive
SDL::CD.num_drive
Returns 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.

method

SDL::CD#status

Stores 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#pause
Pauses play.
SDL::CD#resume
Resumes play.
SDL::CD#stop
Stops play.
SDL::CD#eject
Ejects cdrom.
SDL::CD#numTracks
SDL::CD#num_tracks
Returns the number of tracks on the CD.
SDL::CD#currentTrack
SDL::CD#current_track
Returns current track.
SDL::CD#currentFrame
SDL::CD#current_frame
Returns 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.

Joystick handling

SDL::Joystick

The class represents one joystick.

super class

Object

class method

SDL::Joystick.pall
Return 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.num
Returns 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.updateAll
SDL::Joystick.update_all
Updates the state(position, buttons, etc.) of all open joysticks.

method

SDL::Joystick#index
Returns the index of self.
SDL::Joystick#numAxes
SDL::Joystick#num_axes
Return the number of axes available from a previously opened joystick.
SDL::Joystick#numBalls
SDL::Joystick#num_balls
Return the number of trackballs available.
SDL::Joystick#numButtons
SDL::Joystick#num_buttons
Returns 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.

Font handling

SDL::BMFont

The class handles BitMap Font. This needs SGE.

super class

Object

class method

SDL::BMFont.open(filename,flags)
Open a font file and create a bitmap font object.

method

SDL::BMFont#setColor(r,g,b)
SDL::BMFont#set_color
Changes the color of the font. This doesn't work on 'color font' or sfont.
SDL::BMFont#height
Get the height of the font.
SDL::BMFont#width
Get the width of the font.
SDL::BMFont#textout(surface,string,x,y)
Render the given string on surface. (x,y) is the position of the left top corner.

SDL::Kanji

This class handles bdf fonts. You can draw Japanese character with this class.

super class

Object

class method

SDL::Kanji.open(filename,size)
Open bdf font file and return font object. You should specify font size as size.

method

SDL::Kanji#add(filename)
Open other bdf file and add lacked glyphs.
SDL::Kanji#setCodingSystem
SDL::Kanji#set_coding_system

Set Character coding system. You can use following.

Default is SDL::Kanji::EUC.

SDL::Kanji#textwidth(text)
Return the width of text.
SDL::Kanji#width
Return the width of one ascii character.
SDL::Kanji#height
Return font height.
SDL::Kanji#put(surface,text,x,y,r,g,b)
Draw text on surface at (x,y) whose color is (r,g,b).
SDL::Kanji#putTate(surface,text,x,y,r,g,b)
SDL::Kanji#put_tate(surface,text,x,y,r,g,b)
Draw Tategaki text.

SDL::TTF

The class handles True Type Font. This needs SDL_ttf.

super class

Object

class method

SDL::TTF.init
You 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.

method

SDL::TTF#style
Returns 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 [width,height].
SDL::TTF#faces
Need 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#familyName
SDL::TTF#family_name
Need SDL_ttf 2.0.4 or later Returns the name of font family.
SDL::TTF#styleName
SDL::TTF#style_name
Need SDL_ttf 2.0.4 or later Returns the name of style.
SDL::TTF#height
Get the total height of the font - usually equal to point size.
SDL::TTF#ascent
Get the offset from the baseline to the top of the font This is a positive value, relative to the baseline.
SDL::TTF#descent
Get the offset from the baseline to the bottom of the font This is a negative value, relative to the baseline.
SDL::TTF#lineSkip
SDL::TTF#line_skip
Get the recommended spacing between lines of text for this font.
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.

MPEG stream

Needs SMPEG library.

If you will play mpeg with sound, you should call SDL.init with SDL::INIT_AUDIO, and call SDL::Mixer.open.

Don't touch the destination surface while playing mpeg, because smpeg uses native thread.

Don't play sound with SDL::Mixer when playing mpeg, because smpeg hooks SDL_Mixer's playback functions.

SDL::MPEG

This class handles MPEG stream

super class

Object

class method

SDL::MPEG.load(filename)
SDL::MPEG.new(filename)
Create a new SDL::MPEG object from an MPEG file.

メソッド

SDL::MPEG#info
Returns 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#status

Returns 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#play

Play an MPEG stream.

Warning: Don't access the surface while playing.

SDL::MPEG#pause
Pause/Resume playback.
SDL::MPEG#stop
Stop playback.
SDL::MPEG#rewind
Rewind 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

SDL::MPEG::Info

The instance of this class has the information of SDL::MPEG. Get that with SDL::MPEG#info.

super class

Object

method

SDL::MPEG::Info#has_audio
SDL::MPEG::Info#has_video
SDL::MPEG::Info#width
SDL::MPEG::Info#height
SDL::MPEG::Info#current_frame
SDL::MPEG::Info#current_fps
SDL::MPEG::Info#audio_string
SDL::MPEG::Info#audio_current_frame
SDL::MPEG::Info#current_offset
SDL::MPEG::Info#total_size
SDL::MPEG::Info#current_time
SDL::MPEG::Info#total_time

Time

module function

SDL.getTicks
SDL.get_ticks
Get 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.

Japanese input method with SDLSKK

Needs SDLSKK library.

You need calling SDL::Event2.enableUNICODE after calling SDL.init to use SDLSKK.

module function

SDL::SKK.encoding=(encoding)
Set encoding of SDLSKK.
SDL::SKK.encoding
Return encoding.

SDL::SKK::Context

This class represents the state of input.

super class

Object

class method

SDL::SKK::Context.new(dict,romkana_table,keybind,use_minibuffer)
Create an instance of SDL::SKK::Context from the dictionary, the keybind and the RomKanaRuleTable. And if use_minibuffer is true, you can use minibuffer.

method

SDL::SKK::Context#input(event)
Inputs from keyboard thorough event object.
SDL::SKK::Context#str
Returns 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#clear
Clears text and initializes context.
SDL::SKK::Context#get_basic_mode

Returns whether context's state is basic mode.

If this method returns true, and you get return, you can stop inputting.

SDL::SKK::Dictionary

super class

Object

class method

SDL::SKK::Dictionary.new
Creates the instance of SDL::SKK::Dictionary. The content of that is empty just after creating.

method

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.

SDL::SKK::RomKanaRuleTable

This class represents the rule of conversion from Alphabet to Japanese kana.

super class

Object

class method

SDL::SKK::RomKanaRuleTable.new(table_file)
Create the instance of SDL::SKK::RomKanaRuleTable from rule file.

method

SDL::SKK::Keybind

This class represents the keybind in SDLSKK input system.

super class

Object

class method

SDL::SKK::Keybind.new
Create the instance of SDL::SKK::Keybind without any keybind.

method

SDL::SKK::Keybind#set_key(key_str,cmd_str)

Set keybind.

You can use following string as key_str.

And you can following as cmd_str

You should not set any command on one ascii character like "a" or "/".

SDL::SKK::Keybind#set_default_key
Set default keybind. You should call this method immediately after call SDL::SKK::Keybind.new
SDL::SKK::Keybind#unset_key(key_str)
Unset keybind.

3D drawing with OpenGL

You can draw 3D graphics with OpenGL.

How to use OpenGL.

  1. require 'sdl'; require 'opengl'
  2. Call SDL.init with SDL::INIT_VIDEO
  3. Set attribute of OpenGL, please use SDL.setGLAttr
  4. Call SDL.setVideoMode with SDL::OPENGL
  5. Use GL module methods to draw
  6. Call SDL.GLSwapBuffersn instead of SDL.flip to update screen

Please see sample/opengl.rb .

module function

SDL.setGLAttr(attr,val)
SDL.set_GL_attr(attr,val)

Set the value of special SDL/OpenGL attribute.

List of attribute:

SDL.getGLAttr(attr)
SDL.get_GL_attr(attr)
Get the value of special SDL/OpenGL attribute.
SDL.GLSwapBuffers
SDL.GL_swap_buffers
Swap the OpenGL buffers, update display, if double-buffering is supported.

Others

Avoid pthread problem

You can possibly avoid Ruby/SDL pthread problem when you put following in your script.

require 'rbconfig'

if RUBY_PLATFORM =~ /linux/
  trap('INT','EXIT')
  trap('EXIT','EXIT')
end