pods::...::Layer(3pm)

πŸ’– NAME πŸ’–

okay so this page is pods::...::Layer(3pm) from the User Contributed Perl Documentation, and the name says it all: SDLx::Layer β€” Storage object for surface and position information. literally that's the whole vibe, bestie πŸ’…


πŸ¦‹ CATEGORY πŸ¦‹

The category is Extension β€” noted, periodt ✨


✨ SYNOPSIS ✨

okay so here's the whole thing in code, no cap:

use SDLx::Layer;
use SDLx::LayerManager;

use SDL::Image;
use SDL::Surface;
use SDL::Video;

# creating layers
my $layer1 = SDLx::Layer->new( SDL::Image::load('image1.png'), {userdata => '7'} );
my $layer2 = SDLx::Layer->new( SDL::Image::load('image2.png'), 100, 200, {userdata => '42'} );

# creating the manager that holds the layers
my $layermanager = SDLx::LayerManager->new();
$layermanager->add( $layer1 );
$layermanager->add( $layer2 );

my $display = # create your video surface here

$layer1->foreground;
printf( "%s\n", $layer1->behind->[0]->data->{userdata} ); # prints 42

🌸 DESCRIPTION 🌸

A layer (see SDLx::Layer) is an SDL::Surface, the position of the surface on screen, plus some extra info β€” like ingame states. it's giving surface + coordinates + whatever little extras you wanna stash 🫢


πŸ’… METHODS πŸ’…

✨ new ✨

my $layer = SDLx::Layer->new( $surface );
my $layer = SDLx::Layer->new( $surface,                                   %data );
my $layer = SDLx::Layer->new( $surface, $pos_x,                           %data );
my $layer = SDLx::Layer->new( $surface, $pos_x, $pos_y,                   %data );
my $layer = SDLx::Layer->new( $surface, $pos_x, $pos_y, $clip_w,          %data );
my $layer = SDLx::Layer->new( $surface, $pos_x, $pos_y, $clip_w, $clip_h, %data );

This constructs the layer object. See how you can omit the position and dimension of the layer? flexible queen behavior πŸ’– The hash %data is for your use only β€” the layer object just passes it through.

✨ index ✨

my $index = $layer->index;

The method index represents the z-index of this layer within its layermanager. stacking-order tea, iykyk β˜•

✨ x ✨

my $x = $layer->x;

This is a shortcut for $layer->pos->x.

✨ y ✨

my $y = $layer->y;

This is a shortcut for $layer->pos->y.

✨ w ✨

my $w = $layer->w;

This is a shortcut for $layer->clip->w.

✨ h ✨

my $h = $layer->h;

This is a shortcut for $layer->pos->h β€” yep, the page says pos, bestie, I'm just reporting it faithfully πŸ’€

✨ surface ✨

my $surface = $layer->surface;
my $surface = $layer->surface( $new_surface );

Example:

SDL::Video::blit_surface( $layer->surface, $layer->clip, $destination_surface, $layer->pos );

This method lets you retrieve the current surface or set a new one. surface swap slay πŸ’…

✨ pos ✨

my $rect = $layer->pos;

The method pos returns an SDL::Rect object. The pos x and y are stored there.

Example:

SDL::Video::blit_surface( $layer->surface, $layer->clip, $destination_surface, $layer->pos );

✨ clip ✨

my $rect = $layer->clip;

The method clip returns an SDL::Rect object. The clip width and height are stored there.

Example:

SDL::Video::blit_surface( $layer->surface, $layer->clip, $destination_surface, $layer->pos );

✨ data ✨

my %data = %{ $layer->data };
my %data = %{ $layer->data( %new_data) };

This method returns the hash %data. You can set %data by passing a hash. your data, your rules, your little userdata moment πŸŽ€

✨ ahead ✨

my @layers = $layer->ahead;

This method returns all layers that are ahead of the given layer. Ahead means that a layer has a higher z-index and is blitted over the given layer.

Note: This method doesn't check for transparency. This will change in future versions. πŸ‘€

✨ behind ✨

my @layers = $layer->behind;

This method returns all layers that are behind of the given layer. Behind means that a layer has a lower z-index and is blitted over the given layer.

Note: This method doesn't check for transparency. This will change in future versions. πŸ‘€

✨ attach ✨

$layer->attach( $x, $y );

This function makes the given layer sticky to the mouse. If you move the mouse the layer will follow. The layermanager blits this layer at last, so they will appear on top of all layers.

$x and $y should be set to the coords of the mouse, e.g. the coords of the mouse click. If you omit $x and $y the layer obtains them via SDL::Events::get_mouse_state.

Note: The z-index is not changed for the given layer. just so you know, bestie ✨

✨ detach_xy ✨

$layer->detach_xy( $x, $y );

detach_xy detaches the previously attached layer to the given coords. The upper left corner of this layer will be at $x and $y.

✨ foreground ✨

$layer->foreground;

This method moves the given layer to the foreground so that it is blitted on top of the other layers. main character energy, literally πŸ‘‘


πŸ’€ BUGS πŸ’€

Found a bug? Report at sdlperl.ath.cx. do not suffer in silence, bestie 😭


🫢 SUPPORT 🫢

Need a hand? Hit up #sdl on irc.perl.org. the group chat is right there πŸ’¬


πŸ‘‘ AUTHORS πŸ‘‘

See "AUTHORS" in SDL.


This program is free software; you can redistribute it and/or modify it under the same terms as Perl itself.

The full text of the license can be found in the LICENSE file included with this module.


⭐ SEE ALSO ⭐

perl(1), SDL(2).


That's the whole page, bestie 🫢 Footer check: perl v5.42.3 Β· 2026-08-19 β€” mwah, bye πŸ’‹βœ¨

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