1;
-__END__
-
-=head1 NAME
-
-SDL::Tutorial - introduction to Perl SDL
-
-=head1 SYNOPSIS
-
- # to read this tutorial
- $ perldoc SDL::Tutorial
-
- # to create a bare-bones SDL app based on this tutorial
- $ perl -MSDL::Tutorial -e 1
-
-=head1 SDL BASICS
-
-SDL, the Simple DirectMedia Layer, is a cross-platform multimedia library.
-These are the Perl 5 bindings. You can find out more about SDL at
-L<http://www.libsdl.org/>.
-
-Creating an SDL application with Perl is easy. You have to know a few basics,
-though. Here's how to get up and running as quickly as possible.
-
-=head2 Surfaces
-
-All graphics in SDL live on a surface. You'll need at least one. That's what
-L<SDL::App> provides.
-
-Of course, before you can get a surface, you need to initialize your video
-mode. SDL gives you several options, including whether to run in a window or
-take over the full screen, the size of the window, the bit depth of your
-colors, and whether to use hardware acceleration. For now, we'll build
-something really simple.
-
-=head2 Initialization
-
-SDL::App makes it easy to initialize video and create a surface. Here's how to
-ask for a windowed surface with 640x480x16 resolution:
-
- use SDL::App;
-
- my $app = SDL::App->new(
- -width => 640,
- -height => 480,
- -depth => 16,
- );
-
-You can get more creative, especially if you use the C<-title> and C<-icon>
-attributes in a windowed application. Here's how to set the window title of
-the application to C<My SDL Program>:
-
- use SDL::App;
-
- my $app = SDL::App->new(
- -height => 640,
- -width => 480,
- -depth => 16,
- -title => 'My SDL Program',
- );
-
-Setting an icon is a little more involved -- you have to load an image onto a
-surface. That's a bit more complicated, but see the C<-name> parameter to
-C<SDL::Surface->new()> if you want to skip ahead.
-
-=head2 Working With The App
-
-Since C<$app> from the code above is just an SDL surface with some extra sugar,
-it behaves much like L<SDL::Surface>. In particular, the all-important C<blit>
-and C<update> methods work. You'll need to create L<SDL::Rect> objects
-representing sources of graphics to draw onto the C<$app>'s surface, C<blit>
-them there, then C<update> the C<$app>.
-
-B<Note:> "blitting" is copying a chunk of memory from one place to another.
-
-That, however, is another tutorial.
-
-=head1 SEE ALSO
-
-=over 4
-
-=item L<SDL::Tutorial::Drawing>
-
-basic drawing with rectangles
-
-=item L<SDL::Tutorial::Animation>
-
-basic rectangle animation
-
-=item L<SDL::Tutorial::Images>
-
-image loading and animation
-
-=back
-
-=head1 AUTHOR
-
-chromatic, E<lt>chromatic@wgz.orgE<gt>.
-
-Written for and maintained by the Perl SDL project, L<http://sdl.perl.org/>.
-
-=head1 COPYRIGHT
-
-Copyright (c) 2003 - 2004, chromatic. All rights reserved. This module is
-distributed under the same terms as Perl itself, in the hope that it is useful
-but certainly under no guarantee.