Screen represents the display window for the game. The Screen is a special Surface that is displayed to the user. By changing and then updating the Screen many times per second, you can create the illusion of continous motion.
Screen inherits most of the Surface methods, and can be passed to methods which expect a Surface, including Surface#blit. However, the Screen cannot have an alpha channel or a colorkey, so Surface#alpha=, Surface#set_alpha, Surface#colorkey=, and Surface#set_colorkey are not inherited.
Please note that only one Screen can exist at a time, per application; this is a limitation of SDL. Use Screen.new (or its alias, Screen.open) to create or modify the Screen.
Also note that no changes to the Screen will be seen until it is refreshed. See update, update_rects, and flip for ways to refresh all or part of the Screen.
Close the Screen, making the Rubygame window disappear. This method also exits from fullscreen mode, if needed.
After calling this method, you should discard any references to the old Screen surface, as it is no longer valid, even if you call Screen.new again.
(Note: You do not need to close the Screen to change its size or flags, you can simply call Screen.new while already open.)
# File lib/rubygame/screen.rb, line 91 def close SDL.QuitSubSystem( SDL::INIT_VIDEO ) nil end
Returns the pixel dimensions of the user's display (i.e. monitor). (That is not the same as Screen#size, which only measures the Rubygame window.) You can use this information to detect how large of a Screen can fit on the user's display.
This method can only be used when there is no open Screen instance. This method raises SDLError if there is a Screen instance (i.e. you have done Screen.new before). This is a limitation of the SDL function SDL_GetVideoInfo, which behaves differently when a Screen is open than when it is closed.
This method will also raise SDLError if it cannot get the display size for some other reason.
# File lib/rubygame/screen.rb, line 134 def get_resolution if( Rubygame.init_video_system() != 0 ) raise(Rubygame::SDLError, "Could not initialize SDL video subsystem.") end unless SDL.GetVideoSurface().pointer.null? raise( Rubygame::SDLError, "You cannot get resolution when there " + "is an open Screen. See the docs for the reason." ) end info = SDL::GetVideoInfo() if( info.pointer.null? ) raise Rubygame::SDLError, "Couldn't get video info: #{SDL.GetError()}" end return [info.current_w, info.current_h] end
Returns the currently open Screen, or raises SDLError if it fails to get it (for example, if it doesn't exist yet).
# File lib/rubygame/screen.rb, line 108 def get_surface s = SDL.GetVideoSurface() if s.pointer.null? raise( Rubygame::SDLError, "Couldn't get video surface: #{SDL.GetError()}" ) end return self.new( s ) end
Deprecated alias for Screen.new. This method will be REMOVED in Rubygame 3.0. You should use Screen.new (or its alias, Screen.open) instead.
# File lib/rubygame/screen.rb, line 76 def instance( size, depth=0, flags=[Rubygame::SWSURFACE] ) Rubygame.deprecated("Rubygame::Screen.instance", "3.0") new( size, depth, flags ) end
Create a new Rubygame window if there is none, or modify the existing one. You cannot create more than one Screen; the existing one will be replaced. (This is a limitation of SDL.)
Returns the resulting Screen.
size |
requested window size (in pixels), in the form [width,height] | ||||||||||||||||||
depth |
requested color depth (in bits per pixel). If 0 (default), the current system color depth. | ||||||||||||||||||
flags |
an Array of zero or more of the following flags (located under the Rubygame module).
|
# File lib/rubygame/screen.rb, line 207 def initialize( size, depth=0, flags=[Rubygame::SWSURFACE] ) # Cheating a bit. First arg can be a SDL::Surface to wrap it. # if( size.kind_of? SDL::Surface ) surf = size if( surf.pointer.null? ) raise Rubygame::SDLError, "Screen cannot wrap NULL Surface!" elsif( surf.pointer != SDL.GetVideoSurface().pointer ) raise Rubygame::SDLError, "Screen can only wrap the video Surface!" else @struct = surf end return end w,h = size flags = Rubygame.collapse_flags(flags) @struct = SDL.SetVideoMode( w, h, depth, flags ) if( @struct.pointer.null? ) @struct = nil raise( Rubygame::SDLError, "Couldn't set [%d x %d] %d bpp video mode: %s"% [w, h, depth, SDL.GetError()] ) end end
True if there is an open Rubygame window. See Screen.new and Screen.close.
# File lib/rubygame/screen.rb, line 100 def open? (not SDL.GetVideoSurface().pointer.null?) end
Deprecated alias for Screen.new. This method will be REMOVED in Rubygame 3.0. You should use Screen.new (or its alias, Screen.open) instead.
# File lib/rubygame/screen.rb, line 67 def set_mode( size, depth=0, flags=[Rubygame::SWSURFACE] ) Rubygame.deprecated("Rubygame::Screen.set_mode", "3.0") new( size, depth, flags ) end
If the Rubygame display is double-buffered (see Screen.new), flips the buffers and updates the whole screen. Otherwise, just updates the whole screen.
# File lib/rubygame/screen.rb, line 244 def flip SDL.Flip( @struct ) self end
Sets the window icon for the Screen.
icon |
a Rubygame::Surface to be displayed at the top of the Rubygame window (when not in fullscreen mode), and in other OS-specific areas (like the taskbar entry). If omitted or nil, no icon will be shown at all. |
NOTE: The SDL docs state that icons on Win32 systems must be 32x32 pixels. That may or may not be true anymore, but you might want to consider it when creating games to run on Windows.
# File lib/rubygame/screen.rb, line 328 def icon=( surface ) SDL.WM_SetIcon( surface.struct, nil ) return self end
Set whether the mouse cursor is displayed or not. If value is true, the cursor will be shown; if false, it will be hidden. See also show_cursor?
# File lib/rubygame/screen.rb, line 347 def show_cursor=( value ) value = value ? SDL::ENABLE : SDL::DISABLE return ( SDL.ShowCursor(value) == SDL::ENABLE ) end
Returns true if the mouse cursor is shown, or false if hidden. See also show_cursor=
# File lib/rubygame/screen.rb, line 338 def show_cursor? return ( SDL.ShowCursor(SDL::QUERY) == 1 ) end
Returns the current window title for the Screen. The default is an empty string.
# File lib/rubygame/screen.rb, line 357 def title return SDL.WM_GetCaption()[0] end
Sets the window title for the Screen.
newtitle |
a string, (usually) displayed at the top of the Rubygame window (when not in fullscreen mode). If omitted or nil, title will be an empty string. How this string is displayed (if at all) is system-dependent. |
# File lib/rubygame/screen.rb, line 369 def title=( newtitle ) SDL.WM_SetCaption( newtitle, newtitle ) end
Updates (refreshes) all or part of the Rubygame window, revealing to the user any changes that have been made since the last update. If you're using a double-buffered display (see Screen.new), you should use Screen#flip instead.
rect |
a Rubygame::Rect representing the area of the screen to update. Can also be an length-4 Array, or given as 4 separate arguments. If omitted or nil, the entire screen is updated. |
# File lib/rubygame/screen.rb, line 264 def update( *args ) r = case args[0] when nil # Update the whole screen. Skip the stuff below. SDL.UpdateRect( @struct, 0, 0, 0, 0 ); return self when SDL::Rect Rubygame::Rect.new( args[0].to_ary ) when Array Rubygame::Rect.new( args[0] ) when Numeric Rubygame::Rect.new( args[0,4] ) else raise( ArgumentError, "Invalid args for #{self.class}#update: #{args.inspect}" ) end SDL.UpdateRect( @struct, *(r.clip!( self.make_rect ).to_sdl) ); return self end
Updates (as Screen#update does) several areas of the screen.
rects |
an Array containing any number of Rect objects, each rect representing a portion of the screen to update. |
# File lib/rubygame/screen.rb, line 293 def update_rects( rects ) my_rect = self.make_rect rects.collect! do |r| r = case r when SDL::Rect Rubygame::Rect.new( r.to_ary ) when Array Rubygame::Rect.new( r ) else raise( ArgumentError, "Invalid rect for #{self.class}#update_rects: #{r.inspect}" ) end r.clip!(my_rect).to_sdl end SDL.UpdateRects( @struct, rects ) return self end
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