Class: Ruby2D::Window
- Inherits:
-
Object
- Object
- Ruby2D::Window
- Extended by:
- ClassMethods
- Includes:
- GamepadEvents, KeyEvents, MouseEvents, ObjectEventDispatch
- Defined in:
- lib/ruby2d/window.rb,
lib/ruby2d/window/key_events.rb,
lib/ruby2d/window/mouse_events.rb,
lib/ruby2d/window/class_methods.rb,
lib/ruby2d/window/object_events.rb,
lib/ruby2d/window/gamepad_events.rb
Overview
The application window
Defined Under Namespace
Modules: ClassMethods, GamepadEvents, KeyEvents, MouseEvents, ObjectEventDispatch Classes: EventDescriptor, KeyEvent, MouseEvent, ObjectEventDescriptor
Constant Summary collapse
- FPS_CAP_VALUES =
Accepted
fps_capvalues, shared by the strict constructor check and the lenient runtime setter so the two messages can't drift apart. 'nil, a positive number, :infinity, or Float::INFINITY'- VIEWPORT_MODES =
Recognized
viewport:modes. The native parser silently falls back to letterbox for anything else, so validate here to surface typos rather than letviewport_modereport a value the renderer never applied. Must match R2D_ParseViewportMode in ext/ruby2d/window.c. %i[letterbox stretch integer overscan expand fixed].freeze
- EVENT_FILTER_PREDICATES =
Maps event types to the predicate used in the kwarg form of
on— e.g.on key_down: :escapefilters viaevent.key?(:escape). For gamepad events the entries map to the primary predicate (the one a bare scalar matcher targets); hash matchers like{ gamepad: pad1, button: :south }derive the predicate from each key. { key_down: :key?, key_held: :key?, key_up: :key?, mouse_down: :button?, mouse_held: :button?, mouse_up: :button?, gamepad_button_down: :button?, gamepad_button_held: :button?, gamepad_button_up: :button?, gamepad_axis: :axis? }.freeze
- GAMEPAD_EVENT_UNPACK =
Gamepad events dispatch an internal data struct, but user blocks receive the unpacked args (gamepad / button / axis / value). This map describes the unpack for each gamepad event type.
{ gamepad_connect: ->(d) { [d.gamepad] }, gamepad_disconnect: ->(d) { [d.gamepad] }, gamepad_button_down: ->(d) { [d.gamepad, d.] }, gamepad_button_held: ->(d) { [d.gamepad, d.] }, gamepad_button_up: ->(d) { [d.gamepad, d.] }, gamepad_axis: ->(d) { [d.gamepad, d.axis, d.value] } }.freeze
Constants included from GamepadEvents
GamepadEvents::DEFAULT_GAMEPAD_MAPPINGS_PATH
Class Attribute Summary collapse
-
.shown ⇒ Object
(also: shown?)
Returns the value of attribute shown.
Instance Attribute Summary collapse
-
#background ⇒ Object
readonly
Returns the value of attribute background.
-
#close_on_esc ⇒ Object
readonly
Returns the value of attribute close_on_esc.
-
#delta_time ⇒ Object
readonly
Returns the value of attribute delta_time.
-
#diagnostics ⇒ Object
readonly
Returns the value of attribute diagnostics.
-
#fps ⇒ Object
readonly
Returns the value of attribute fps.
-
#fps_cap ⇒ Object
readonly
Returns the value of attribute fps_cap.
-
#frames ⇒ Object
readonly
Returns the value of attribute frames.
-
#height ⇒ Object
readonly
Returns the value of attribute height.
-
#highdpi ⇒ Object
readonly
Returns the value of attribute highdpi.
-
#icon ⇒ Object
readonly
Returns the value of attribute icon.
-
#mouse_x ⇒ Object
readonly
Returns the value of attribute mouse_x.
-
#mouse_y ⇒ Object
readonly
Returns the value of attribute mouse_y.
-
#pixel_scale ⇒ Object
readonly
Returns the value of attribute pixel_scale.
-
#render_mode ⇒ Object
readonly
Returns the value of attribute render_mode.
-
#resizable ⇒ Object
readonly
Returns the value of attribute resizable.
-
#show_fps ⇒ Object
readonly
Returns the value of attribute show_fps.
-
#title ⇒ Object
readonly
Returns the value of attribute title.
-
#viewport_height ⇒ Object
readonly
Returns the value of attribute viewport_height.
-
#viewport_mode ⇒ Object
readonly
Returns the value of attribute viewport_mode.
-
#viewport_width ⇒ Object
readonly
Returns the value of attribute viewport_width.
-
#width ⇒ Object
readonly
Returns the value of attribute width.
Instance Method Summary collapse
-
#add(object) ⇒ Object
Add an object to the window.
-
#clear ⇒ Object
Clear all objects from the window.
-
#close ⇒ Object
Close the window.
-
#close_callback ⇒ Object
Close callback method, called by the native extension.
-
#cursor ⇒ Object
Get the current cursor state.
-
#cursor=(name) ⇒ Object
Set the cursor:
:visible,:hidden, or a system cursor name. - #display_height ⇒ Object
- #display_pixel_height ⇒ Object
- #display_pixel_width ⇒ Object
- #display_width ⇒ Object
-
#elapsed ⇒ Object
Monotonic seconds since engine start — a cross-platform, overflow-safe clock for cooldowns, scheduling, and "time since" math.
-
#get(sym) ⇒ Object
Get a window attribute by name.
-
#initialize(title: 'Ruby 2D', width: 640, height: 480, fps_cap: nil) ⇒ Window
constructor
Create a window.
-
#off(event_descriptor) ⇒ Object
Remove an event handler (or several).
-
#on(event = nil, **filters, &proc) ⇒ Object
Set an event handler.
-
#remove(object) ⇒ Object
Remove an object from the window.
-
#render(z: :foreground, &proc) ⇒ Object
Set the render callback.
-
#render_callback ⇒ Object
Run the user's render block (and the overridden
rendermethod under the class pattern). -
#render_objects ⇒ Object
Iterate the z-sorted scene graph and render each visible object, splicing the user's render block into the same z-order at
@render_z: objects withzat or below it draw first, then the block, then the rest. -
#request_render ⇒ Object
Request that the next tick render a frame.
-
#screenshot(path = nil) ⇒ Object
Take a screenshot, saving to
path(or a timestamped file if omitted). -
#set(opts) ⇒ Object
Set window attributes.
-
#show ⇒ Object
Show the window.
-
#tick ⇒ Object
One frame: poll events, update, render.
-
#update(&proc) ⇒ Object
Set the update callback.
-
#update_callback ⇒ Object
Update callback method, called by the native and web extentions.
Methods included from ClassMethods
current, mouse_position, register_interactive, render_ready_check, unregister_interactive
Methods included from ObjectEventDispatch
#cleanup_interaction_state, #dispatch_object_mouse_down, #dispatch_object_mouse_held, #dispatch_object_mouse_move, #dispatch_object_mouse_scroll, #dispatch_object_mouse_up, #init_object_event_stores, #register_interactive, #topmost_interactive_at, #unregister_interactive
Methods included from GamepadEvents
#add_gamepad_mapping, #clear_gamepad_frame_state, #gamepad_callback, #gamepads, #init_gamepad_event_stores, #load_default_gamepad_mappings
Methods included from MouseEvents
#mouse_callback, #mouse_held?, #mouse_inside?, #mouse_move_delta_x, #mouse_move_delta_y, #mouse_moved?, #mouse_position, #mouse_pressed?, #mouse_released?, #mouse_scroll_delta_x, #mouse_scroll_delta_y, #mouse_scroll_direction, #mouse_scrolled?
Methods included from KeyEvents
#key_callback, #key_held?, #key_pressed?, #key_released?
Constructor Details
#initialize(title: 'Ruby 2D', width: 640, height: 480, fps_cap: nil) ⇒ Window
Create a window
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# File 'lib/ruby2d/window.rb', line 42 def initialize(title: 'Ruby 2D', width: 640, height: 480, fps_cap: nil) # Ruby 2D is single-window by design: per-object events and the top-level # DSL all route through one shared `DSL.window`. A second window would # silently steal that pointer and strand the first window's objects and # event handlers, so refuse to create one. if Ruby2D::DSL.window? raise Error, 'A window already exists. Ruby 2D supports a single window per ' \ 'process (it may have been created automatically on first use of ' \ 'a Window class method or the top-level DSL).' end # Title of the window @title = title # Window size @width = width @height = height # Frames per second upper limit, and the actual FPS. Valid: nil (no cap), # a positive number, or Float::INFINITY (uncapped). The constructor is # strict; the runtime setter (#set) warns and falls back instead. fps_cap = normalize_fps_cap(fps_cap) unless fps_cap_valid?(fps_cap) raise Error, "fps_cap must be #{FPS_CAP_VALUES}, got #{fps_cap.inspect}" end @fps_cap = fps_cap @fps = 0 # Total number of frames that have been rendered @frames = 0 # Whether the frame loop is running, i.e. between `show` and the window # closing. Frame-scoped work like `screenshot` needs an end-of-frame to # land on, so it consults this rather than doing nothing at all. @running = false # Renderable objects currently in the window, like a linear scene graph @objects = [] @object_set = {} init_window_defaults init_event_stores init_event_registrations init_procs_and_dsl Ext.window_create(self) Ruby2D::DSL.window = self end |
Class Attribute Details
.shown ⇒ Object Also known as: shown?
Returns the value of attribute shown.
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# File 'lib/ruby2d/window.rb', line 97 def shown @shown end |
Instance Attribute Details
#background ⇒ Object (readonly)
Returns the value of attribute background.
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# File 'lib/ruby2d/window.rb', line 24 def background @background end |
#close_on_esc ⇒ Object (readonly)
Returns the value of attribute close_on_esc.
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# File 'lib/ruby2d/window.rb', line 24 def close_on_esc @close_on_esc end |
#delta_time ⇒ Object (readonly)
Returns the value of attribute delta_time.
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# File 'lib/ruby2d/window.rb', line 24 def delta_time @delta_time end |
#diagnostics ⇒ Object (readonly)
Returns the value of attribute diagnostics.
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# File 'lib/ruby2d/window.rb', line 24 def diagnostics @diagnostics end |
#fps ⇒ Object (readonly)
Returns the value of attribute fps.
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# File 'lib/ruby2d/window.rb', line 24 def fps @fps end |
#fps_cap ⇒ Object (readonly)
Returns the value of attribute fps_cap.
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# File 'lib/ruby2d/window.rb', line 24 def fps_cap @fps_cap end |
#frames ⇒ Object (readonly)
Returns the value of attribute frames.
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# File 'lib/ruby2d/window.rb', line 24 def frames @frames end |
#height ⇒ Object (readonly)
Returns the value of attribute height.
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# File 'lib/ruby2d/window.rb', line 24 def height @height end |
#highdpi ⇒ Object (readonly)
Returns the value of attribute highdpi.
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# File 'lib/ruby2d/window.rb', line 24 def highdpi @highdpi end |
#icon ⇒ Object (readonly)
Returns the value of attribute icon.
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# File 'lib/ruby2d/window.rb', line 24 def icon @icon end |
#mouse_x ⇒ Object (readonly)
Returns the value of attribute mouse_x.
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# File 'lib/ruby2d/window.rb', line 24 def mouse_x @mouse_x end |
#mouse_y ⇒ Object (readonly)
Returns the value of attribute mouse_y.
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# File 'lib/ruby2d/window.rb', line 24 def mouse_y @mouse_y end |
#pixel_scale ⇒ Object (readonly)
Returns the value of attribute pixel_scale.
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# File 'lib/ruby2d/window.rb', line 24 def pixel_scale @pixel_scale end |
#render_mode ⇒ Object (readonly)
Returns the value of attribute render_mode.
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# File 'lib/ruby2d/window.rb', line 24 def render_mode @render_mode end |
#resizable ⇒ Object (readonly)
Returns the value of attribute resizable.
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# File 'lib/ruby2d/window.rb', line 24 def resizable @resizable end |
#show_fps ⇒ Object (readonly)
Returns the value of attribute show_fps.
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# File 'lib/ruby2d/window.rb', line 24 def show_fps @show_fps end |
#title ⇒ Object (readonly)
Returns the value of attribute title.
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# File 'lib/ruby2d/window.rb', line 24 def title @title end |
#viewport_height ⇒ Object (readonly)
Returns the value of attribute viewport_height.
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# File 'lib/ruby2d/window.rb', line 24 def @viewport_height end |
#viewport_mode ⇒ Object (readonly)
Returns the value of attribute viewport_mode.
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# File 'lib/ruby2d/window.rb', line 24 def @viewport_mode end |
#viewport_width ⇒ Object (readonly)
Returns the value of attribute viewport_width.
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# File 'lib/ruby2d/window.rb', line 24 def @viewport_width end |
#width ⇒ Object (readonly)
Returns the value of attribute width.
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# File 'lib/ruby2d/window.rb', line 24 def width @width end |
Instance Method Details
#add(object) ⇒ Object
Add an object to the window
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# File 'lib/ruby2d/window.rb', line 179 def add(object) case object when nil raise Error, "Cannot add `#{object.class}` to window!" when Array object.each { |x| add_object(x) } else add_object(object) end end |
#clear ⇒ Object
Clear all objects from the window
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# File 'lib/ruby2d/window.rb', line 201 def clear @objects.clear @object_set.clear init_object_event_stores end |
#close ⇒ Object
Close the window. A no-op on the web, where a page can't close itself —
only the person viewing it can — so there's nothing to shut down: the
:close handler doesn't fire, the window isn't marked closed, and the
loop keeps running. The user's own quit still arrives as a :close
event, which is handled in the event loop rather than here.
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# File 'lib/ruby2d/window.rb', line 523 def close return if Ruby2D.web? close_callback Ext.window_close(self) @close = true end |
#close_callback ⇒ Object
Close callback method, called by the native extension
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# File 'lib/ruby2d/window.rb', line 421 def close_callback @events[:close].each_value(&:call) end |
#cursor ⇒ Object
Get the current cursor state
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# File 'lib/ruby2d/window.rb', line 496 def cursor return :hidden unless Ext.window_cursor_visible(self) @cursor_style || :default end |
#cursor=(name) ⇒ Object
Set the cursor: :visible, :hidden, or a system cursor name
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# File 'lib/ruby2d/window.rb', line 503 def cursor=(name) case name when :visible @cursor_style = :default Ext.window_show_cursor(self) when :hidden @cursor_style = nil Ext.window_hide_cursor(self) else name = name.to_sym @cursor_style = name Ext.window_set_system_cursor(self, name.to_s) end end |
#display_height ⇒ Object
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# File 'lib/ruby2d/window.rb', line 108 def display_height Ext.window_get_display_dimensions(self) @display_height end |
#display_pixel_height ⇒ Object
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# File 'lib/ruby2d/window.rb', line 118 def display_pixel_height Ext.window_get_display_dimensions(self) @display_pixel_height end |
#display_pixel_width ⇒ Object
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# File 'lib/ruby2d/window.rb', line 113 def display_pixel_width Ext.window_get_display_dimensions(self) @display_pixel_width end |
#display_width ⇒ Object
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# File 'lib/ruby2d/window.rb', line 103 def display_width Ext.window_get_display_dimensions(self) @display_width end |
#elapsed ⇒ Object
Monotonic seconds since engine start — a cross-platform, overflow-safe
clock for cooldowns, scheduling, and "time since" math. Unlike Time.now
it never jumps or jitters, and reads the same on CRuby and mruby/web.
For per-frame motion, prefer the dt argument to update.
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# File 'lib/ruby2d/window.rb', line 233 def elapsed Ext.now end |
#get(sym) ⇒ Object
Get a window attribute by name. :window returns the Window itself (the
DSL escape hatch to the full API); any other symbol reads that attribute.
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# File 'lib/ruby2d/window.rb', line 125 def get(sym) case sym when :window then self else public_send(sym) end end |
#off(event_descriptor) ⇒ Object
Remove an event handler (or several). Accepts a descriptor returned by
on, or an array of them (as on returns when given multiple filters).
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# File 'lib/ruby2d/window.rb', line 334 def off(event_descriptor) return event_descriptor.each { |d| off(d) } if event_descriptor.is_a?(Array) case event_descriptor when ObjectEventDescriptor event_descriptor.object.off(event_descriptor) when EventDescriptor @events[event_descriptor.type].delete(event_descriptor.id) else raise Error, "Cannot remove event handler: expected a descriptor returned by `on`, got #{event_descriptor.inspect}" end end |
#on(event = nil, **filters, &proc) ⇒ Object
Set an event handler. Forms:
on(:key_down) { |event| ... } # all events of type
on(key_down: :escape) { ... } # filtered by value
on(key_down: [:left, :a]) { ... } # array → match any
on(key_down: :left, gamepad_button_down: :dpad_left) { } # multi-event
on(gamepad_button_down: { gamepad: pad1, button: :south }) # hash → AND match
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# File 'lib/ruby2d/window.rb', line 268 def on(event = nil, **filters, &proc) raise Error, '`on` requires a block' unless proc if event.is_a?(Symbol) && filters.empty? register_event_handler(event, wrap_for_event(event, proc)) elsif event.nil? && !filters.empty? descriptors = filters.map do |type, matcher| register_event_handler(type, build_filter_wrapper(type, matcher, proc)) end descriptors.size == 1 ? descriptors.first : descriptors else raise Error, '`on` requires either an event symbol or event filters' end end |
#remove(object) ⇒ Object
Remove an object from the window
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# File 'lib/ruby2d/window.rb', line 191 def remove(object) raise Error, "Cannot remove `#{object.class}` from window!" if object.nil? return false unless @objects.delete(object) @object_set.delete(object) unregister_interactive(object) true end |
#render(z: :foreground, &proc) ⇒ Object
Set the render callback. z: places the block in the scene's z-order:
:foreground (default) draws it on top of every object, :background
behind them, or a number interleaves it at that depth on the same scale
as object z (objects with z at or below it draw first, then the
block, then the rest).
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# File 'lib/ruby2d/window.rb', line 222 def render(z: :foreground, &proc) raise Error, '`render` requires a block' unless proc @render_proc = proc @render_z = render_z_for(z) true end |
#render_callback ⇒ Object
Run the user's render block (and the overridden render method under the
class pattern). Spliced into the scene by render_objects.
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# File 'lib/ruby2d/window.rb', line 414 def render_callback render if @overrides_render @render_proc.call end |
#render_objects ⇒ Object
Iterate the z-sorted scene graph and render each visible object, splicing
the user's render block into the same z-order at @render_z: objects with
z at or below it draw first, then the block, then the rest. The default
:foreground (+∞) draws the block last, on top of everything; :background
(-∞) draws it first. Called from the native extension once per frame via
tick. Each object draws via its zero-arg _render_scene hook, not the
public keyword render: on wasm mruby a zero-arg call into a
keyword-heavy method still pays ~5µs of keyword setup, so 100 sprites
would burn half a millisecond per frame on pure dispatch.
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# File 'lib/ruby2d/window.rb', line 388 def render_objects # Fast paths for the symbolic block positions: with the block pinned at # +∞ (`:foreground`, the default) or -∞ (`:background`) no object can # ever sort after (resp. before) it, so the per-object `z` read and # compare in the interleaving loop below could never fire — skip them. if @render_z == Float::INFINITY @objects.each { |obj| obj._render_scene if obj.visible? } render_callback elsif @render_z == -Float::INFINITY render_callback @objects.each { |obj| obj._render_scene if obj.visible? } else block_drawn = false @objects.each do |obj| if !block_drawn && obj.z > @render_z render_callback block_drawn = true end obj._render_scene if obj.visible? end render_callback unless block_drawn end end |
#request_render ⇒ Object
Request that the next tick render a frame. No-op in :continuous mode. Safe to call from any thread.
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# File 'lib/ruby2d/window.rb', line 533 def request_render Ext.window_request_render(self) if Window.shown? end |
#screenshot(path = nil) ⇒ Object
Take a screenshot, saving to path (or a timestamped file if omitted).
The write is deferred to the end of the current frame, after the scene is
drawn but before it is presented, so the capture is this frame rather than
the last one. path therefore comes back before the file exists; it lands
by the time the next update runs. Requesting one also forces the frame to
render, so a capture in :on_demand mode never grabs a parked frame, and
capturing and closing in the same tick still writes the file.
A closed window has no end-of-frame left to write on, so that raises rather than returning a path to a file that will never appear.
A no-op on the web, returning nil: the only filesystem there is Emscripten's in-memory one, so a capture would cost a framebuffer read and a PNG encode to produce a file nobody can open, and that vanishes on reload.
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# File 'lib/ruby2d/window.rb', line 483 def screenshot(path = nil) return if Ruby2D.web? if Window.shown? && !@running raise Error, '`screenshot` called after the window closed; the file is ' \ 'written at the end of a frame, so nothing would be saved' end path ||= "./screenshot-#{Time.now.utc.strftime('%Y-%m-%d--%H-%M-%S')}.png" Ext.window_screenshot(self, path) end |
#set(opts) ⇒ Object
Set window attributes
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# File 'lib/ruby2d/window.rb', line 133 def set(opts) # Store new window attributes, or ignore if nil set_any_window_properties opts set_any_window_dimensions opts Ext.window_set_size(self) if Window.shown? && (opts[:width] || opts[:height]) if Window.shown? && (opts[:viewport] || opts[:viewport_width] || opts[:viewport_height] || !opts[:pixel_scale].nil?) Ext.(self) end if opts.key?(:fps_cap) cap = normalize_fps_cap(opts[:fps_cap]) if fps_cap_valid?(cap) @fps_cap = cap else Ruby2D.warn "fps_cap must be #{FPS_CAP_VALUES}, got #{opts[:fps_cap].inspect}; ignoring (no cap)." @fps_cap = nil end Ext.window_set_fps_cap(self, @fps_cap) if Window.shown? end unless opts[:render_mode].nil? unless %i[continuous on_demand].include?(opts[:render_mode]) raise Error, "`render_mode` must be :continuous or :on_demand, got #{opts[:render_mode].inspect}" end @render_mode = opts[:render_mode] Ext.window_set_render_mode(self) if Window.shown? end @close_on_esc = opts[:close_on_esc] unless opts[:close_on_esc].nil? self.cursor = opts[:cursor] unless opts[:cursor].nil? unless opts[:show_fps].nil? @show_fps = opts[:show_fps] Ext.window_show_fps(self, @show_fps) end unless opts[:diagnostics].nil? @diagnostics = opts[:diagnostics] Ext.window_diagnostics(self, @diagnostics) end end |
#show ⇒ Object
Show the window
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# File 'lib/ruby2d/window.rb', line 442 def show raise Error, 'Window#show called multiple times; Ruby 2D supports a single window per process' if Window.shown? @close = false load_default_gamepad_mappings if RUBY_ENGINE == 'ruby' # CRuby: window_show creates the window and returns — Ruby owns the loop. # Mark shown only after it succeeds; on failure it raises, so shown? stays # false and no frame dereferences a NULL renderer. Ext.window_show(self) Window.shown = true @running = true tick until @close else # mruby/WASM: window_show creates the window AND runs the loop, blocking # until close. Mark shown first so live updates (request_render, set title, # etc.) work during the run; a creation failure raises before the loop. Window.shown = true @running = true Ext.window_show(self) end @running = false end |
#tick ⇒ Object
One frame: poll events, update, render.
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# File 'lib/ruby2d/window.rb', line 426 def tick Ext.poll_events(self) # drain_events returns nil (not an empty array) on event-less frames raw = Ext.drain_events(self) dispatch_events(raw) if raw update_callback if Ext.begin_frame(self) render_objects end Ext.end_frame(self) end |
#update(&proc) ⇒ Object
Set the update callback
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# File 'lib/ruby2d/window.rb', line 208 def update(&proc) raise Error, '`update` requires a block' unless proc @update_proc = proc # Cache whether the block takes a delta-time arg; the arity never changes # after assignment, so the per-frame loop reads this instead of recomputing. @update_wants_dt = !proc.arity.zero? true end |
#update_callback ⇒ Object
Update callback method, called by the native and web extentions
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# File 'lib/ruby2d/window.rb', line 349 def update_callback # Monotonic seconds since the previous update. Clamped to 0.1s so a paused # window or stalled frame doesn't teleport the simulation when updates # resume; zero on the first frame. `Ext.now` (SDL_GetTicksNS, and # performance.now on web) is the single clock used on every runtime — the # same source as the public `elapsed`. A wall clock like Time.now would # jitter and stutter dt-scaled motion. now = Ext.now if @last_update_time dt = now - @last_update_time @delta_time = dt > 0.1 ? 0.1 : dt else @delta_time = 0.0 end @last_update_time = now update if @overrides_update if @update_wants_dt @update_proc.call(@delta_time) else @update_proc.call end # Frame-scoped polling state (pressed/released, axes_moved, scroll/move # flags) lives one frame and is cleared here every tick — independent of # whether the user is on the DSL or class pattern, so both can poll. clear_event_stores end |