3 # The application object, sort of like a surface
5 # Copyright (C) 2000,2002,2003,2004 David J. Goehrig
15 our @ISA = qw(SDL::Surface);
19 my $class = ref($proto) || $proto;
22 verify (%options, qw/ -opengl -gl -fullscreen -full -resizeable
23 -title -t -icon_title -it -icon -i
24 -width -w -height -h -depth -d -flags -f
25 -red_size -r -blue_size -b -green_size -g -alpha_size -a
26 -red_accum_size -ras -blue_accum_size -bas
27 -green_accum_sizee -gas -alpha_accum_size -aas
28 -double_buffer -db -buffer_size -bs -stencil_size -st
32 SDL::Init(SDL_INIT_EVERYTHING());
34 my $t = $options{-title} || $options{-t} || $0;
35 my $it = $options{-icon_title} || $options{-it} || $t;
36 my $ic = $options{-icon} || $options{-i} || "";
37 my $w = $options{-width} || $options{-w} || 800;
38 my $h = $options{-height} || $options{-h} || 600;
39 my $d = $options{-depth} || $options{-d} || 16;
40 my $f = $options{-flags} || $options{-f} || SDL::SDL_ANYFORMAT();
41 my $r = $options{-red_size} || $options{-r} || 5;
42 my $g = $options{-green_size} || $options{-g} || 5;
43 my $b = $options{-blue_size} || $options{-b} || 5;
44 my $a = $options{-alpha_size} || $options{-a} || 0;
45 my $ras = $options{-red_accum_size} || $options{-ras} || 0;
46 my $gas = $options{-green_accum_size} || $options{-gas} || 0;
47 my $bas = $options{-blue_accum_size} || $options{-bas} || 0;
48 my $aas = $options{-alpha_accum_size} || $options{-aas} || 0;
49 my $db = $options{-double_buffer} || $options{-db} || 0;
51 my $bs = $options{-buffer_size} || $options{-bs} || 0;
52 my $st = $options{-stencil_size} || $options{-st} || 0;
53 my $async = $options{-asyncblit} || 0;
55 $f |= SDL::SDL_OPENGL() if ($options{-gl} || $options{-opengl});
56 $f |= SDL::SDL_FULLSCREEN() if ($options{-fullscreen} || $options{-full});
57 $f |= SDL::SDL_RESIZABLE() if ($options{-resizeable});
58 $f |= SDL::SDL_DOUBLEBUF() if ($db);
59 $f |= SDL::SDL_ASYNCBLIT() if ($async);
61 if ($f & SDL_OPENGL()) {
62 $SDL::App::USING_OPENGL = 1;
63 SDL::GLSetAttribute(SDL_GL_RED_SIZE(),$r) if ($r);
64 SDL::GLSetAttribute(SDL_GL_GREEN_SIZE(),$g) if ($g);
65 SDL::GLSetAttribute(SDL_GL_BLUE_SIZE(),$b) if ($b);
66 SDL::GLSetAttribute(SDL_GL_ALPHA_SIZE(),$a) if ($a);
68 SDL::GLSetAttribute(SDL_GL_RED_ACCUM_SIZE(),$ras) if ($ras);
69 SDL::GLSetAttribute(SDL_GL_GREEN_ACCUM_SIZE(),$gas) if ($gas);
70 SDL::GLSetAttribute(SDL_GL_BLUE_ACCUM_SIZE(),$bas) if ($bas);
71 SDL::GLSetAttribute(SDL_GL_ALPHA_ACCUM_SIZE(),$aas) if ($aas);
73 SDL::GLSetAttribute(SDL_GL_DOUBLEBUFFER(),$db) if ($db);
74 SDL::GLSetAttribute(SDL_GL_BUFFER_SIZE(),$bs) if ($bs);
75 SDL::GLSetAttribute(SDL_GL_DEPTH_SIZE(),$d);
77 $SDL::App::USING_OPENGL = 0;
80 my $self = \SDL::SetVideoMode($w,$h,$d,$f)
81 or die SDL::GetError();
84 my $icon = new SDL::Surface -name => $ic;
85 SDL::WMSetIcon($$icon);
88 SDL::WMSetCaption($t,$it);
95 my ($self,$w,$h) = @_;
96 my $flags = SDL::SurfaceFlags($$self);
97 if ( $flags & SDL::SDL_RESIZABLE()) {
98 my $bpp = SDL::SurfaceBitsPerPixel($$self);
99 $self = \SDL::SetVideoMode($w,$h,$bpp,$flags);
108 $icon = shift || $title;
109 SDL::WMSetCaption($title,$icon);
111 return SDL::WMGetCaption();
121 return SDL::GetTicks();
125 return SDL::GetError();
135 SDL::WMToggleFullScreen($$self);
140 SDL::WMIconifyWindow();
143 sub grab_input ($$) {
144 my ($self,$mode) = @_;
145 SDL::WMGrabInput($mode);
149 my ($self,$href) = @_;
150 my $event = new SDL::Event;
151 while ( $event->wait() ) {
152 if ( ref($$href{$event->type()}) eq "CODE" ) {
153 &{$$href{$event->type()}}($event);
161 if ($SDL::App::USING_OPENGL) {
168 sub attribute ($$;$) {
169 my ($self,$mode,$value) = @_;
170 return undef unless ($SDL::App::USING_OPENGL);
171 if (defined $value) {
172 SDL::GLSetAttribute($mode,$value);
174 my $returns = SDL::GLGetAttribute($mode);
175 die "SDL::App::attribute failed to get GL attribute" if ($$returns[0] < 0);
187 SDL::App - a SDL perl extension
191 my $app = new SDL::App (
192 -title => 'Application Title',
199 L<SDL::App> controls the root window of the of your SDL based application.
200 It extends the L<SDL_Surface> class, and provides an interface to the window
201 manager oriented functions.
207 C<SDL::App::new> initializes the SDL, creates a new screen,
208 and initializes some of the window manager properties.
209 C<SDL::App::new> takes a series of named parameters:
249 C<SDL::App::title> takes 0, 1, or 2 arguments. It returns the current
250 application window title. If one parameter is passed, both the window
251 title and icon title will be set to its value. If two parameters are
252 passed the window title will be set to the first, and the icon title
257 C<SDL::App::delay> takes 1 argument, and will sleep the application for
262 C<SDL::App::ticks> returns the number of ms since the application began.
266 C<SDL::App::error> returns the last error message set by the SDL.
270 C<SDL::App::resize> takes a new height and width of the application
271 if the application was originally created with the -resizable option.
275 C<SDL::App::fullscreen> toggles the application in and out of fullscreen mode.
279 C<SDL::App::iconify> iconifies the applicaiton window.
283 C<SDL::App::grab_input> can be used to change the input focus behavior of
284 the application. It takes one argument, which should be one of the following:
301 C<SDL::App::loop> is a simple event loop method which takes a reference to a hash
302 of event handler subroutines. The keys of the hash must be SDL event types such
303 as SDL_QUIT(), SDL_KEYDOWN(), and the like. The event method recieves as its parameter
304 the event object used in the loop.
308 my $app = new SDL::App -title => "test.app",
314 SDL_QUIT() => sub { exit(0); },
315 SDL_KEYDOWN() => sub { print "Key Pressed" },
318 $app->loop(\%actions);
322 C<SDL::App::sync> encapsulates the various methods of syncronizing the screen with the
323 current video buffer. C<SDL::App::sync> will do a fullscreen update, using the double buffer
324 or OpenGL buffer if applicable. This is prefered to calling flip on the application window.
326 =head2 attribute ( attr, [value] )
328 C<SDL::App::attribute> allows one to set and get GL attributes. By passing a value
329 in addition to the attribute selector, the value will be set. C<SDL:::App::attribute>
330 always returns the current value of the given attribute, or dies on failure.
338 L<perl> L<SDL::Surface> L<SDL::Event> L<SDL::OpenGL>