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SDL2.class.st
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SDL2.class.st
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"
A bunch of functions in a single class for accessing SDL2 interface
"
Class {
#name : #SDL2,
#superclass : #Object,
#classVars : [
'ModuleName',
'ModuleSession',
'Session'
],
#pools : [
'SDL2Constants',
'SDL2ConstantsHint',
'SDL2Types'
],
#category : #'OSWindow-SDL2-Bindings'
}
{ #category : #'error handling' }
SDL2 class >> checkForError [
| msg |
msg := self getErrorMessage.
( msg ~= SDL2 and: msg ~= '' ) ifTrue:[SDL2Error signal: msg]
]
{ #category : #native }
SDL2 class >> checkLibraryName: aName [
^ (ExternalAddress loadSymbol: 'SDL_Init' from: aName) notNil
]
{ #category : #clipboard }
SDL2 class >> clipboardText [
| text |
text := self primClipboardText.
^ text readStringUTF8
]
{ #category : #clipboard }
SDL2 class >> clipboardText: text [
| encoded encoder |
encoded := ByteArray streamContents: [ :stream |
encoder := ZnUTF8Encoder new.
encoder
next: text size
putAll: text asString
startingAt: 1
toStream: stream.
stream nextPut: 0 ].
self primClipboardText: encoded
]
{ #category : #video }
SDL2 class >> composeCustomBlendMode_srcColorFactor: srcColorFactor dstColorFactor: dstColorFactor colorOperation: colorOperation srcAlphaFactor: srcAlphaFactor dstAlphaFactor: dstAlphaFactor alphaOperation: alphaOperation [
^ self ffiCall: #(SDL_BlendMode SDL_ComposeCustomBlendMode(SDL_BlendFactor srcColorFactor,
SDL_BlendFactor dstColorFactor,
SDL_BlendOperation colorOperation,
SDL_BlendFactor srcAlphaFactor,
SDL_BlendFactor dstAlphaFactor,
SDL_BlendOperation alphaOperation))
]
{ #category : #cursor }
SDL2 class >> createCursor: data mask: mask w: w h: h hotX: hotX hotY: hotY [
^ self ffiCall: #( SDL_Cursor SDL_CreateCursor ( Uint8* data, Uint8* mask, int w, int h, int hotX, int hotY ) )
]
{ #category : #cairo }
SDL2 class >> createRGBSurfaceForCairoWidth: width height: height [
^ (self primCreateRGBSurfaceForCairoWidth: width height: height) initialize.
]
{ #category : #video }
SDL2 class >> createRGBSurfaceFromPixels: pixels width: width height: height depth: depth pitch: pitch
rmask: rmask gmask: gmask bmask: bmask amask: amask [
^ self ffiCall: #( SDL_Surface* SDL_CreateRGBSurfaceFrom
( void* pixels , int width , int height , int depth , int pitch ,
Uint32 rmask , Uint32 gmask , Uint32 bmask , Uint32 amask ) )
]
{ #category : #video }
SDL2 class >> createWindow: title x: x y: y width: w height: h flags: flags [
^ self ffiCall: #( SDL_Window SDL_CreateWindow ( String title, int x, int y, int w, int h, Uint32 flags ) )
]
{ #category : #timer }
SDL2 class >> delay: milliseconds [
^ self ffiCall: #( void SDL_Delay ( Uint32 milliseconds ) )
]
{ #category : #video }
SDL2 class >> disableScreenSaver [
^ self ffiCall: #(void SDL_DisableScreenSaver(void))
]
{ #category : #native }
SDL2 class >> ffiLibraryName [
^ self moduleName
]
{ #category : #native }
SDL2 class >> findSDL2 [
"In Linux, try to use the linked version."
OSSDL2Driver hasPlugin.
"Look for SDL2 using different names."
#(0 "Static"
SDL2
'libSDL2-2.0.0.dylib' "Mac"
'libSDL2-2.0.so.0' "Linux 1"
'libSDL2-2.0.so.0.2.1' "Linux 2"
'SDL2.dll' "Windows"
) do: [ :eachName |
[ (self checkLibraryName: eachName) ifTrue: [ ^ eachName ] ]
onErrorDo: [nil] ].
self error: 'Failed to find SDL2 library.'
]
{ #category : #video }
SDL2 class >> freeSurface: surface [
^ self ffiCall: #( void SDL_FreeSurface ( SDL_Surface* surface ) )
]
{ #category : #'game controller' }
SDL2 class >> gameControllerNameForIndex: deviceIndex [
^ self ffiCall: #( SDL_String SDL_GameControllerNameForIndex ( int deviceIndex ) )
]
{ #category : #'game controller' }
SDL2 class >> gameControllerOpen: deviceIndex [
^ self ffiCall: #( SDL_GameController SDL_GameControllerOpen ( int deviceIndex ) )
]
{ #category : #'error handling' }
SDL2 class >> getErrorMessage [
^ self ffiCall: #( String SDL_GetError ( void ) )
]
{ #category : #common }
SDL2 class >> getVersion: ver [
^ self ffiCall: #( void SDL_GetVersion(SDL_Version* ver) )
]
{ #category : #opengl }
SDL2 class >> glCreateContext: window [
^ self ffiCall: #( SDL_GLContext SDL_GL_CreateContext ( SDL_Window window ) )
]
{ #category : #opengl }
SDL2 class >> glGetAttribute: attr [
| value result |
value := ExternalAddress allocate: 4.
self glGetAttribute: attr into: value.
result := value nbUInt32AtOffset: 0.
value free.
^result
]
{ #category : #opengl }
SDL2 class >> glGetAttribute: attr into: value [
^ self ffiCall: #( int SDL_GL_GetAttribute(SDL_GLattr attr, int *value) )
]
{ #category : #opengl }
SDL2 class >> glGetProcAddress: procName [
^ self ffiCall: #( void* SDL_GL_GetProcAddress ( String procName ) )
]
{ #category : #opengl }
SDL2 class >> glMakeCurrent: window context: context [
^ self ffiCall: #( int SDL_GL_MakeCurrent ( SDL_Window window , SDL_GLContext context ) )
]
{ #category : #opengl }
SDL2 class >> glSetAttribute: attr value: value [
^ self ffiCall: #( int SDL_GL_SetAttribute(SDL_GLattr attr, int value) )
]
{ #category : #opengl }
SDL2 class >> glSwapWindow: window [
^ self ffiCall: #( void SDL_GL_SwapWindow ( SDL_Window window ) )
]
{ #category : #common }
SDL2 class >> init: flags [
^ self ffiCall: #( int SDL_Init ( Uint32 flags ) )
]
{ #category : #common }
SDL2 class >> initEverything [
self initLibrary;
initSubSystem: SDL_INIT_EVERYTHING
]
{ #category : #common }
SDL2 class >> initGameController [
self initLibrary;
initSubSystem: SDL_INIT_GAMECONTROLLER
]
{ #category : #common }
SDL2 class >> initJoystick [
self initLibrary;
initSubSystem: SDL_INIT_JOYSTICK
]
{ #category : #common }
SDL2 class >> initLibrary [
Session == Smalltalk session ifTrue: [ ^ 1 ].
"Configure SDL2 in 'application mode', to let the screen to turn off on inactivity.
But we let the user to restore 'game mode' on screen, by using #disableScreenSaver"
self initPlatformSpecific.
self setHint: SDL_HINT_VIDEO_ALLOW_SCREENSAVER value: '1'.
self setHint: SDL_HINT_NO_SIGNAL_HANDLERS value: '1'.
self init: SDL_INIT_NOPARACHUTE.
Session := Smalltalk session.
]
{ #category : #common }
SDL2 class >> initPlatformSpecific [
Smalltalk os isMacOSX ifTrue: [
SDLOSXPlatformInitializer new run.
]
]
{ #category : #common }
SDL2 class >> initSubSystem: flags [
^ self ffiCall: #( int SDL_InitSubSystem ( Uint32 flags ) )
]
{ #category : #common }
SDL2 class >> initVideo [
self initLibrary;
initSubSystem: SDL_INIT_VIDEO
]
{ #category : #common }
SDL2 class >> isAvailable [
^ [ (ExternalAddress loadSymbol: 'SDL_Init' from: SDL2 moduleName) notNil ]
onErrorDo: [ false ]
]
{ #category : #'game controller' }
SDL2 class >> isGameController: deviceIndex [
^ self ffiCall: #( bool SDL_IsGameController ( int deviceIndex ) )
]
{ #category : #joystick }
SDL2 class >> joystickEventState: state [
^ self ffiCall: #( SDL_Joystick SDL_JoystickEventState ( int state ) )
]
{ #category : #joystick }
SDL2 class >> joystickOpen: deviceIndex [
^ self ffiCall: #( SDL_Joystick SDL_JoystickOpen ( int deviceIndex ) )
]
{ #category : #mouse }
SDL2 class >> modState [
^ self ffiCall: #( SDL_Keymod SDL_GetModState ( ) )
]
{ #category : #native }
SDL2 class >> moduleName [
ModuleSession ~~ Smalltalk session ifTrue: [
ModuleName := self findSDL2.
ModuleSession := Smalltalk session
].
^ ModuleName
]
{ #category : #mouse }
SDL2 class >> mouseState [
^ self ffiCall: #( Uint32 SDL_GetMouseState ( nil , nil ) )
]
{ #category : #mouse }
SDL2 class >> mouseStateX: x y: y [
^ self ffiCall: #( Uint32 SDL_GetMouseState ( int* x , int* y ) )
]
{ #category : #joystick }
SDL2 class >> numberOfJoysticks [
^ self ffiCall: #( int SDL_NumJoysticks() )
]
{ #category : #event }
SDL2 class >> pollEvent: event [
^ self ffiCall: #( int SDL_PollEvent ( SDL_Event event ) )
]
{ #category : #clipboard }
SDL2 class >> primClipboardText [
^ self ffiCall: #( ExternalAddress SDL_GetClipboardText ( ) )
]
{ #category : #clipboard }
SDL2 class >> primClipboardText: text [
"It receives a ByteArray because it can be encoded"
^ self ffiCall: #( int SDL_SetClipboardText ( ByteArray text ) )
]
{ #category : #cairo }
SDL2 class >> primCreateRGBSurfaceForCairoWidth: width height: height [
^ self ffiCall: #( SDL_Surface* SDL_CreateRGBSurface
( 0 , int width , int height , 32 ,
16r00FF0000 , 16r0000FF00 , 16r000000FF , 0 ) )
]
{ #category : #common }
SDL2 class >> quit [
^ self ffiCall: #( void SDL_Quit ( ) )
]
{ #category : #common }
SDL2 class >> quitSubSystem: flags [
^ self ffiCall: #( void SDL_QuitSubSystem ( Uint32 flags ) )
]
{ #category : #video }
SDL2 class >> setHint: aName value: aValue [
^ self ffiCall: #(int SDL_SetHint(const char* aName, const char* aValue))
]
{ #category : #mouse }
SDL2 class >> setRelativeMouseMode: enabled [
^ self ffiCall: #( int SDL_SetRelativeMouseMode ( bool enabled ) )
]
{ #category : #cursor }
SDL2 class >> showCursor: toggle [
^ self ffiCall: #( int SDL_ShowCursor ( int toggle ) )
]
{ #category : #timer }
SDL2 class >> ticks [
"Gets the number of milliseconds since the SDL library was initialized"
^ self ffiCall: #( Uint32 SDL_GetTicks ( ) )
]
{ #category : #common }
SDL2 class >> wasInit: flags [
^ self ffiCall: #( int SDL_WasInit ( Uint32 flags ) )
]
{ #category : #'nb-library' }
SDL2 >> ffiLibraryName [
^self class ffiLibraryName
]