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NAMESDLx::Controller::Interface - Interface Physics and Rendering with the Controller with callbacksCATEGORYExtension, ControllerSYNOPSISuse SDL; use SDLx::App; use SDLx::Controller::Interface; #SDLx::App is a controller my $app = SDLx::App->new(width => 200, height => 200 ); my $ball = SDLx::Controller::Interface->new( x=> 10, y => 50, v_x => 10, v_y=> 20 ); #Set the initial state of the ball's physics, this is optional $ball->set_acceleration( sub { my ($time, $current_state) = @_; return( 0, -10, 0 ); # Return accelerations (x,y,rotation) } ); my $ball_render = sub { my $state = shift; $app->draw_rect( undef, 0 ); $app->draw_rect( [$state->x, $state->y, 10,10], [255,0,0,255] ); $app->update(); }; $ball->attach( $app, $ball_render, @params ); $app->run(); $ball->detach(); #can be called at anytime (for example when ball 'dies') DESCRIPTIONMETHODSset_accelerationAllows you to set the acceleration callback for defining the interface's behaviour in terms of x,y and rotation.$interface->set_acceleration ( sub { my ($time, $current_state) = @_; return ( $accel_x, $accel_y, $torque ); } ); These accelerations are arbitrary and can be set to any frame of reference. Your render callback will handle how to interpret it. The callback will receive the time and the current state as a "SDLx::Controller::State" element. attachAttaches the interface to a controller with a render callback$interface->attach( $controller, $render, @params ); Where $render is a callback that receives the interpolated "SDLx::Controller::State". my $render = sub { my ($state, @params) = @_; # draw the current $state. }; The @params are any extra parameters you would like to pass to the $render callback. currentmy $current_state = $interface->current(); Returns the current state of the interface as a "SDLx::Controller::State". previousmy $previous_state = $interface->previous(); Returns the previous state of the interface as a "SDLx::Controller::State". detach$interface->detach(); If $interface has been "attach()"'ed to any controller it will be detached now. OTHER METHODSDon't use these unless you really really want to.accelerationCall the acceleration callback once.interpolateInterpolate the current stateevaluateEvaluate the new current and previous state.updateUpdate the states by integrating with time.AUTHORSSee "AUTHORS" in SDL.
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