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=pod

=head1 NAME

SDLx::App - The root window of an SDL application

=head1 CATEGORY

Extension

=head1 SYNOPSIS

 use SDL;
 use SDLx::App;
 use SDL::Event;
 use SDL::Events;

 # this is all the code we need to have a working app!
 my $app = SDLx::App->new;

 # we can also specify many useful things in the constructor
 my $app = SDLx::App->new(
     title      => 'My Great Game',
     width      => 1024,
     height     => 600,
     dt         => 0.05,
     centered   => 1,
     no_frame   => 1,
     async_blit => 1,
 );

 # our app also comes with an SDLx::Controller

 # add a handler handle events such as keypresses
 $app->add_event_handler(
     sub {
          my ($event) = @_;
          # handle the event here
     }
 );

 # add a handler to move our objects in response to time
 $app->add_move_handler(
     sub {
         # handle moving objects here
     }
 );

 # add a handler to show our objects on the screen
 $app->add_show_handler(
     sub {
         # handle drawing objects here
     }
 );

 # finally, start the app run loop with the added handlers
 $app->run();

For a full explanation of the L<run|SDLx::Controller/run> loop and other Controller related methods,
please see L<SDLx::Controller>.

=head1 DESCRIPTION

The C<SDLx::App> provides methods for the root window of your SDL application,
as well as many related convenience methods.
It is a subclass of both L<SDLx::Surface> and L<SDLx::Controller>,
providing all the methods they both provide.

=head1 METHODS

=head2 new

 my $app = SDLx::App->new(
     width  => 640,
     height => 480,
     depth  => 32,

     title          => "Application Title",
     icon_title     => "App Title",
     icon           => "icon.bmp",
     icon_color_key => [255, 255, 0],

     # two ways to do init. init video is assumed regardless
     init => SDL_INIT_AUDIO | SDL_INIT_JOYSTICK,
     init => [ 'audio', 'joystick' ],

     # normal libsdl access to flags
     flags => SDL_SWSURFACE | SDL_ANYFORMAT,
     # or parameter access to flags
     sw_surface => 1,
     hw_surface => 1,
     async_blit => 1,
     any_format => 1,
     hw_palette => 1,
     double_buf => 1,
     fullscreen => 1,
     open_gl    => 1,
     resizable  => 1,
     no_frame   => 1,

     # window position
     centered => 1,
     position => [ 150, 100 ],

     hide_cursor  => 1,
     grab_input => 1,

     # don't initialize an SDLx::Controller for the app
     no_controller => 1,

     # store your goodies in the app if you like
     stash => {},

     # and everything from SDLx::Controller
     dt             => 0.1,
     min_t          => 1 / 60,
     delay          => 0,
     stop_handler   => \&SDLx::Controller::default_stop_handler,
     event          => SDL::Event->new(),
     event_handlers => [],
     move_handlers  => [],
     show_handlers  => [],
     time           => 0,
 );

Initializes SDL with L<SDLx::App::init|/init>,
creates the root window with L<SDL::Video::set_video_mode|SDL::Video/set_video_mode>,
initializes an L<SDLx::Controller> belonging to the app,
and performs many other app management tasks all as specified by named parameters.
Returns an L<SDLx::Surface> of the new app.

The complete set of parameters are shown in the code above and explained in detail below.
When constructing the app's L<SDLx::Controller> all parameters specified are also given to
L<< SDLx::Controller->new|SDLx::Controller/new >>, so should be specified here. See
L<SDLx::Controller>.

=over

=item width

The window width, in pixels. Defaults to 640. Alias: C<w>.

=item height

The window height, in pixels. Defaults to 480. Alias: C<h>.

=item depth

The surface's color depth, in bits per pixel. Should be 8, 16, 24 or 32.
If not defined, defaults to 32 and specifies the
L<SDL_ANYFORMAT|SDL::Video/CONSTANTS> flag. Alias: C<d>.

=item title

The window's title, as a string. Defaults to the L</icon_title> if defined, or the file name.

=item icon_title

The application's icon title, as a string. Defaults to the L</title> if defined, or the file name.
This will only have an effect under certain operating systems.

=item icon

The application's icon. Set with the L</icon> method.

=item icon_color_key

You can optionally use this when specifying the C<icon> parameter to set its color key (transparent pixel).

=item init

The SDL subsystems to initialize, as a product of the L<SDL init constants|SDL/CONSTANTS> or an array ref.
The video subsystem is initialized no matter what, and does not need to be specified.
The specified value is passed to L<SDLx::App::init|/init>, so see that for more details.
Defaults to L<SDL_INIT_EVERYTHING|SDL/CONSTANTS>. Alias: C<initialize>.

=item flags

L<SDL::Video flags|SDL::Video/CONSTANTS> to specify when calling
L<SDL::Video::set_video_mode|SDL::Video/set_video_mode>.
Flags should be bitwise I<or'ed> together when passing more than one (C<flags => FOO|BAR>).
All flags have a corresponding named parameter which can be used instead of specifying them here,
and are explained below.
Defaults to no flags, or to L<SDL_ANYFORMAT|SDL::Video/CONSTANTS> if the C<depth> parameter was undefined.
Alias: C<f>.

=item sw_surface

The L<SDL_SWSURFACE|SDL::Video/CONSTANTS> flag, as a boolean. If true, creates the surface in
system memory. This is best used when you plan to do per-pixel manipulations,
or blit surfaces with alpha channels. Aliases: C<software_surface>, C<sw>.

=item hw_surface

The L<SDL_HWSURFACE|SDL::Video/CONSTANTS> flag, as a boolean. If true, creates the surface in
video memory. This is best used when the surfaces you'll be blitting are also hardware surfaces.
SDL copies the surfaces from video memory to system memory when you L<lock|SDL::Video/lock_surface> them,
and back when you L<unlock|SDL::Video/unlock_surface> them, which can cause a major performance hit.
If the video driver does not support hardware surfaces, a software surface will be returned instead.
Many platforms can only provide hardware surfaces when using L<SDL_FULLSCREEN|SDL::Video/CONSTANTS>.
Aliases: C<hardware_surface>, C<hw>.

=item async_blit

The L<SDL_ASYNCBLIT|SDL::Video/CONSTANTS> flag, as a boolean. If true, enables the use of asynchronous updates
of the display surface. This will usually slow down blitting on single-CPU machines, but can speed up blitting
on multi-CPU machines. Alias: C<asynchronous_blit>.

=item any_format

The L<SDL_ANYFORMAT|SDL::Video/CONSTANTS> flag, as a boolean. If a video surface of the requested
bits-per-pixel (bpp) is not available SDL will normally emulate one with a shadow surface.
Passing a true value prevents this and causes SDL to use the video surface, regardless of its pixel depth.
This flag is specified automatically when the L</depth> parameter is undefined.

=item hw_palette

The L<SDL_HWPALETTE|SDL::Video/CONSTANTS> flag, as a boolean. If true, gives SDL exclusive palette access.
Without this flag you may not always get the exact colors you request with
L<SDL::Video::set_colors|SDL::Video/set_colors> or L<SDL::Video::set_palette|SDL::Video/set_palette>.
Alias: C<hardware_palette>.

=item double_buf

The L<SDL_DOUBLEBUF|SDL::Video/CONSTANTS> flag, as a boolean. If true, enables hardware double buffering;
faster, but only valid with a hardware surface. L<flip|SDLx::Surface/flip> should be used to flip the buffers
and update the screen. All drawing will take place on the surface that is not being displayed.
If double buffering could not be enabled then L<flip|SDLx::Surface/flip> will just perform an
L<update_rect|SDLx::Surface/update_rect> on the entire screen. Aliases: C<double_buffer>, C<dbl_buf>.

=item fullscreen

The L<SDL_FULLSCREEN|SDL::Video/CONSTANTS> flag, as a boolean. If true, SDL will attempt to use a fullscreen mode,
changing the hardware resolution to the resolution of the display surface.
If, for whatever reason, this change is not possible the next higher resolution will be used
and the display surface centered on a black background. Aliases: C<full_screen>, C<full>.

=item open_gl

The L<SDL_OPENGL|SDL::Video/CONSTANTS> flag, as a boolean. If true, creates an OpenGL rendering context.
This uses any C<gl> attributes specified and any others set with L</gl_attribute>. Aliases: C<opengl>, C<gl>.

=item resizable

The L<SDL_RESIZABLE|SDL::Video/CONSTANTS> flag, as a boolean. If true, creates a resizable window.
When the window is resized by the user a L<SDL_VIDEORESIZE|SDL::Events/CONSTANTS> event
is generated and L</resize> should be called with the new size.

=item no_frame

The L<SDL_NOFRAME|SDL::Video/CONSTANTS> flag, as a boolean. If true, SDL attempts to create a window
with no title bar or frame decoration. Fullscreen modes automatically have this flag set.

=item centered

A boolean value. If true, creates the window centered on the screen.
SDL does this with the C<SDL_VIDEO_CENTERED> environment variable which is set using C<$ENV{SDL_VIDEO_CENTERED}>.
Alias: C<center>.

=item position

The position of the window on the screen, as an array ref. The array ref should be two elements long,
specifying C<x> and C<y> values, in pixels, used to position the window on the screen.
Implemented using C<$ENV{SDL_VIDEO_WINDOW_POS}>. Alias: C<pos>.

=item hide_cursor

A boolean value. If true, hides the cursor on the video surface using L</show_cursor>.
A surface can then instead be blitted to the display at the location of the cursor.
Alias: C<no_cursor>.

=item grab_input

A boolean value. If true, SDL attempts to confine the cursor to the window using L</grab_input>.
Also, nearly all keyboard input will be passed directly to the application,
and not interpreted by any window manager present.

=item no_controller

A boolean value. If true, does not initialize an L<SDLx::Controller> for the app.
Care should then be taken to not use any of L<SDLx::Controller>s methods.

=item stash

A place to store any information you need the app to hold. This can then be returned and set with
L</stash>. If not specified, defaults to an empty hash ref.

=back

=head2 init

 SDLx::App->init( SDL::SDL_INIT_TIMER | SDL::SDL_INIT_AUDIO | ... );
 SDLx::App->init( [ 'timer', 'audio', 'video', 'cd_rom', 'cdrom', 'joystick',
                    'everything', 'all', 'no_parachute', 'event_thread' ]  );

This is used internally by L</new> to init SDL with
L<SDL::init|SDL/init>. If any subsystems are already initialized, it will use
L<SDL::init_sub_system|SDL/init_sub_system> instead. You should use this whenever you need to
init anything outside calls to L</new>, as it will always do what you want.

If a number is specified, it will initialize SDL in the same way as L<SDL::init|SDL/init> describes.
If an array ref is specified, each element should be a string corresponding to a flag to specify.
The strings and their corresponding flags are shown in the table below. See L<SDL::init|SDL/init> for
descriptions of what each flag does.

 flag                    string          alias
 ====================    ============    ======
 SDL_INIT_TIMER          timer
 SDL_INIT_AUDIO          audio
 SDL_INIT_VIDEO          video
 SDL_INIT_CDROM          cd_rom          cdrom
 SDL_INIT_JOYSTICK       joystick
 SDL_INIT_EVERYTHING     everything      all
 SDL_INIT_NOPARACHUTE    no_parachute
 SDL_INIT_EVENTTHREAD    event_thread

=head2 screen_size

 my ($screen_w, $screen_h, $screen_d) = SDLx::App->screen_size();

Returns the width, height and depth of the user's screen using
L<SDL::Video::get_video_info|SDL::Video/get_video_info>.
This can be called before or after calling L</new>.
Initializing the video subsystem will be handled correctly no matter what thanks to
L<SDLx::App::init|/init>.

=head2 set_video_mode

 my $app = SDLx::App->set_video_mode( $w, $h, $d, $f );
 $app->set_video_mode( $w, $h, $d, $f );

The first form is used internally by L</new> to create the new SDL display surface.
The second form can be used to change the video mode of an existing app.
See L<SDL::Video::set_video_mode|SDL::Video/set_video_mode> for a description on what the
four arguments do.

=head2 resize

 $app->resize( $w, $h );

Resizes the app to the specified width and height. The surface's depth and flags will remain the same.

=head2 fullscreen

 $app->fullscreen();

Toggles the app in and out of fullscreen mode in a cross-platform-friendly way.
Returns false if the app fails to go fullscreen for some reason. Otherwise, returns true.

=head2 iconify

 $app->iconify();

Attempts to minimize the window with L<SDL::Video::wm_iconify_window|SDL::Video/wm_iconify_window>.
The exact behavior depends on the operating system.

=head2 title

 my ( $title, $icon_title ) = $app->title();
 $app->title( $title, $icon_title );

If no arguments are specified, returns a list of the title and the icon title.
If arguments are specified, the titles will be set instead. Specify undef to keep the title or
icon title the same, or a string to modify them.

=head2 icon

 SDLx::App->icon( $filename, $color );
 SDLx::App->icon( $surface, $color );

Sets the window's icon.
This must be called before creating the display surface, so SDL::Image can not be used.
If a filename is specified, it is loaded with L<SDL::Video::load_BMP|SDL::Video/load_BMP>.
Otherwise, the first argument should be a surface. Win32 icons must be 32x32.
The C<$color> argument is optional and, if specified, is used to set the icon's color key (transparent pixel).
It should be an RGB color as either a number or array ref.

=head2 error

 my $error = $app->error();
 $app->error( @error );
 $app->error( undef );

With no arguments, returns the current SDL error using L<SDL::get_error|SDL/get_error>.
With one or more arguments, sets the SDL error to the C<sprintf> formatted string.
With C<undef> as the one and only argument, clears the SDL error. This can be used
when you are done with the error.

=head2 warp_cursor

 $app->warp_cursor( $x, $y );

Moves the cursor to the specified coordinates on the application window. If an argument
is not specified, it will default to 0.

=head2 show_cursor

 my $is_cursor_shown = $app->show_cursor();
 $app->show_cursor( $show );

With no arguments, returns a value that will be true if the cursor
is currently being shown or false otherwise. With an argument, the cursor will be
shown if it is true or hidden otherwise.

=head2 grab_input

 my $is_grabbing_input = $app->grab_input();
 $app->grab_input( $grab );

Grab input attempts to confine the cursor to the window.
Also, nearly all keyboard input will be passed directly to the application,
and not interpreted by any window manager present.
If no arguments are specified, returns a boolean that will be true if
grab input is on or false if it is off. If an argument is specified, grab input will be turned on
if it is true or off otherwise.

=head2 sync

 $app->sync();


C<SDLx::App::sync> encapsulates the various methods of synchronizing the screen with the
current video buffer. C<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.

Swaps the OpenGL buffers and does a full update of the screen with
L<SDL::Video::GL_swap_buffers|SDL::Video/GL_swap_buffers> if OpenGL is being used.
This is preferable to swapping the SDL buffers. Otherwise, just swaps the SDL buffers using L<SDL::Video::flip|SDL::Video/flip>.

=head2 gl_attribute

 my $value = $app->( $attribute );
 $app->gl_attribute( $attribute, $value );

With one argument, returns the value of the specified attribute using L<SDL::Video::GL_get_attribute|SDL::Video/GL_get_attribute>. With a value argument, sets the specified attribute to the specified value using L<SDL::Video::GL_set_attribute|SDL::Video/GL_set_attribute>.
The attribute argument should be one of the L<SDL::Video::SDL_GL_* constants|SDL::Video/CONSTANTS>.
See L<SDL::Video::GL_set_attribute|SDL::Video/GL_set_attribute> for more details.

=head1 AUTHORS

See L<SDL/AUTHORS>.

=head1 SEE ALSO

L<SDLx::Controller>, L<SDLx::Surface>, L<SDL::Video>, L<SDL::Event>, L<SDL::Mouse>

=cut