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pods::SDL::Tutorial(3)User Contributed Perl Documentatiopods::SDL::Tutorial(3)

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 v5.18.1			  2013-09-28		pods::SDL::Tutorial(3)
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