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pods::SDL::Tutorial(3pm)				User Contributed Perl Documentation				  pods::SDL::Tutorial(3pm)

NAME
SDL::Tutorial - introduction to Perl SDL CATEGORY Tutorials SYNOPSIS
# to read this tutorial $ perldoc SDL::Tutorial # to run this tutorial $ perl -MSDL::Tutorial -e 1 SDL Manual "SDL::Tutorial" are incomplete and old. A new book has been started to provide a complete tutorial for SDL. See <http://bit.ly/hvxc9V>. 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 <http://www.libsdl.org/>. You can find out more about SDL perl at <http://sdl.perl.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. Surfaces All graphics in SDL live on a surface. You'll need at least one. That's what SDLx::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. Initialization SDLx::App makes it easy to initialize video and create a surface. Here's how to ask for a windowed surface with 640x480x16 resolution: use SDLx::App; my $app = SDLx::App->new( width => 640, height => 480, depth => 16, ); You can get more creative, especially if you use the "title" and "icon" attributes in a windowed application. Here's how to set the window title of the application to "My SDL Program": use SDLx::App; my $app = SDLx::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 "name" parameter to "SDL::Surface-"new()> if you want to skip ahead. Working With The App Since $app from the code above is just an SDL surface with some extra sugar, it behaves much like SDL::Surface. In particular, the all- important "blit" and "update" methods work. You'll need to create SDL::Rect objects representing sources of graphics to draw onto the $app's surface, "blit" them there, then "update" the $app. Note: "blitting" is copying a chunk of memory from one place to another. That, however, is another tutorial. SEE ALSO
SDL::Tutorial::Animation basic rectangle drawing and animation SDL::Tutorial::LunarLander basic image loading and animation AUTHORS
chromatic, <chromatic@wgz.org>. Written for and maintained by the Perl SDL project, <http://sdl.perl.org/>. See "AUTHORS" in SDL for details. COPYRIGHT
Copyright (c) 2003 - 2004, chromatic. 2009 - 2010, kthakore. 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. perl v5.14.2 2012-05-28 pods::SDL::Tutorial(3pm)

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pods::SDLx::App(3pm)					User Contributed Perl Documentation				      pods::SDLx::App(3pm)

NAME
SDLx::App - a SDL perl extension CATEGORY
Extension SYNOPSIS
use SDL; use SDLx::App; use SDL::Event; use SDL::Events; my $app = SDLx::App->new( title => 'Application Title', width => 640, height => 480, depth => 32 ); This is the manual way of doing things my $event = SDL::Event->new; # create a new event SDL::Events::pump_events(); while ( SDL::Events::poll_event($event) ) { my $type = $event->type(); # get event type print $type; exit if $type == SDL_QUIT; } An alternative to the manual Event processing is through the SDLx::Controller module. SDLx::App is a Controller so see the CALLBACKS section below. DESCRIPTION
SDLx::App controls the root window of the of your SDL based application. It extends the SDL::Surface class, and provides an interface to the window manager oriented functions. METHODS
new "SDLx::App::new" initializes the SDL, creates a new screen, and initializes some of the window manager properties. "SDLx::App::new" takes a series of named parameters: o title the window title. Defaults to the file name. Shorter alias: 't' o icon_title the icon title. Defaults to file name. Shortcut: 'it' o icon the icon itself. Defaults to none. Shortcut: 'i' o width Window width, in pixels. Defaults to 800. Shortcut: 'w' o height Window height, in pixels. Defaults to 600. Shortcut: 'h' o depth Screen depth. Defaults to 16. Shortcut: 'd'. o flags Any flags you want to pass to SDL::Video upon initialization. Defaults to SDL_ANYFORMAT. Flags should be or'ed together if you're passing more than one (flags => FOO|BAR). Shortcut: 'f'. o resizable Set this to a true value to make the window resizable by the user. Default is off. o exit_on_quit Set this to a true value to make the app exit if a SDL_QUIT event is triggered. Shortcut: 'eoq'. METHODS
title() title( $new_title ) title( $window_title, $icon_title ) "SDLx::App::title" takes 0, 1, or 2 arguments. If no parameter is given, it returns the current application window title. If one parameter is passed, both the window title and icon title will be set to its value. If two parameters are passed the window title will be set to the first, and the icon title to the second. delay( $ms ) "SDLx::App::delay" takes 1 argument, and will sleep the application for that many ms. ticks "SDLx::App::ticks" returns the number of ms since the application began. error "SDLx::App::error" returns the last error message set by the SDL. resize( $width, $height ) "SDLx::App::resize" takes a new width and height of the application. Only works if the application was originally created with the resizable option. fullscreen "SDLx::App::fullscreen" toggles the application in and out of fullscreen mode. iconify "SDLx::App::iconify" iconifies the application window. grab_input( $CONSTANT ) "SDLx::App::grab_input" can be used to change the input focus behavior of the application. It takes one argument, which should be one of the following: o SDL_GRAB_QUERY o SDL_GRAB_ON o SDL_GRAB_OFF sync "SDLx::App::sync" encapsulates the various methods of synchronizing the screen with the current video buffer. "SDLx::App::sync" will do a fullscreen update, using the double buffer or OpenGL buffer if applicable. This is preferred to calling flip on the application window. attribute( $attr ) attribute( $attr, $value ) "SDLx::App::attribute" allows one to get and set GL attributes. By passing a value in addition to the attribute selector, the value will be set. "SDL:::App::attribute" always returns the current value of the given attribute, or Carp::confesss on failure. CALLBACKS
"SDLx::App" is a "SDLx::Controller". Use the event, show and handlers to run the app. use SDL; use SDLx::App; use SDL::Event; #Where ever the event call back is processed my $app = SDLx::App->new( width => 200, height => 200); $app->add_event_handler( sub{ return 0 if $_[0]->type == SDL_QUIT; return 1}); $app->add_show_handler( sub{ $app->update() } ); $app->add_move_handler( sub{ #calc your physics here } ); $app->run(); see SDLx::Controller for more details. AUTHORS
See "AUTHORS" in SDL. SEE ALSO
perl SDL::Surface SDL::Event SDL::OpenGL perl v5.14.2 2012-05-28 pods::SDLx::App(3pm)
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