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wx::perl::splashfast(3) [osx man page]

SplashFast(3)						User Contributed Perl Documentation					     SplashFast(3)

NAME
Wx::Perl::SplashFast - Fast splash screen for the Wx module. SYNOPSIS
use Wx::Perl::SplashFast ('/path/to/logo.jpg',3000); # timeout in milliseconds package myApp ; # subclass Wx::App ... package myFrame; # subclass Wx::Frame ... package main; my $myApp = myApp->new(); my $frame = myFrame->new(); $myApp->MainLoop(); DESCRIPTION
Using Wx::SplashScreen from Wx::App::OnInit may cause a high delay before the splash screen is shown on low end machines. This module works around this limitation; you just need to follow the example. USAGE
Just put the code inside the 'BEGIN {}' of your main app, like: sub BEGIN { use Wx::Perl::SplashFast ; Wx::Perl::SplashFast->new("./logo.jpg",5000); } or load the module before any other: use Wx::Perl::SplashFast ("./logo.jpg",5000) ; use Wx ; ... import ( IMG_FILE, SPLASH_TIMEOUT ) IMG_FILE Path of the image file to show. SPLASH_TIMEOUT Timeout of the splash screen in milliseconds. If you "use Wx::Perl::SplashFast './logo.jpg', 1000;" this has the same affetc as. BEGIN { require Wx::Perl::SplashFast; Wx::Perl::SplashFast->new( './logo.jpg', 1000 ); } new ( IMG_FILE , SPLASH_TIMEOUT ) Show the splash screen. IMG_FILE Path of the image file to show. SPLASH_TIMEOUT Timeout of the splash screen in milliseconds. EXAMPLE
use Wx::Perl::SplashFast ("./logo.jpg",5000) ; # Don't forget to put your own image in the same path. Duh package myApp ; use base 'Wx::App'; sub OnInit { return(@_[0]) ;} package myFrame ; use base 'Wx::Frame'; use Wx qw( wxDEFAULT_FRAME_STYLE ); sub new { my $app = shift ; my( $frame ) = $app->SUPER::new( @_[0] , -1, 'wxPerl Test' , [0,0] , [400,300] ) ; return( $frame ) ; } package main ; use Wx ; my $myApp = myApp->new() ; print "window " ; my $win = myFrame->new() ; $win->Show(1) ; $myApp->SetTopWindow( $win ) ; $myApp->MainLoop(); SEE ALSO
Wx, <Wx:SplashScreen> AUTHOR
Graciliano M. P. <gm@virtuasites.com.br> Thanks to wxWidgets people and Mattia Barbon for wxPerl! :P COPYRIGHT
This program is free software; you can redistribute it and/or modify it under the same terms as Perl itself. perl v5.10.0 2007-06-18 SplashFast(3)

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

NAME
SDL::Tutorial - introduction to Perl SDL SYNOPSIS
# to read this tutorial $ perldoc SDL::Tutorial # to create a bare-bones SDL app based on this tutorial $ perl -MSDL::Tutorial -e 1 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/>. 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 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. 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 "-title" and "-icon" attributes in a windowed application. Here's how to set the window title of the application to "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 "-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::Drawing basic drawing with rectangles SDL::Tutorial::Animation basic rectangle animation SDL::Tutorial::Images image loading and animation AUTHOR
chromatic, <chromatic@wgz.org>. Written for and maintained by the Perl SDL project, <http://sdl.perl.org/>. 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. perl v5.12.1 2010-07-05 SDL::Tutorial(3)
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