note description: "Controller of the game library." author: "Louis Marchand" date: "Sat, 28 Mar 2015 03:42:16 +0000" revision: "2.1" class GAME_LIBRARY_CONTROLLER inherit GAME_SDL_ANY export {ANY} print_on_error, set_print_on_error, enable_print_on_error, disable_print_on_error redefine default_create end GAME_COMMON_EVENTS rename make as make_events, stop as stop_events, run as run_events, is_running as is_events_running, clear as clear_events redefine default_create end GAME_DOLLAR_GESTURE_MANAGER rename index as Dollar_gesture_template_index redefine default_create end create default_create, make_no_parachute feature {NONE} -- Initialization default_create -- Initialization for Current. -- Clean up library on segfault do initialise_library (0) end make_no_parachute -- Initialization for Current. -- Don't clean up library on segfault do initialise_library ({GAME_SDL_EXTERNAL}.sdl_init_noparachute) end initialise_library (a_flags: NATURAL_32) -- Initialise the library. local l_error: INTEGER_32 do is_gl_enabled := False; Instance_count.put (Instance_count.item + 1) has_error := False set_iteration_per_second (60) create internal_joysticks.make (0) create internal_haptics.make (0) l_error := {GAME_SDL_EXTERNAL}.sdl_init (a_flags) if l_error < 0 then has_error := True; Io.Error.put_string ("Cannot initialise the game library.%N") end check l_error = 0 end create {LINKED_LIST [GAME_WINDOW]} internal_windows.make create events_controller make_events; events_controller.set_game_library (Current) end feature -- Subs Systems enable_video -- Unable the video functionalities require sdl_controller_enable_video_already_enabled: not is_video_enable do initialise_sub_system ({GAME_SDL_EXTERNAL}.sdl_init_video) ensure sdl_controller_enable_video_enabled: is_video_enable end disable_video -- Disable the video functionalities require sdl_controller_disable_video_not_enabled: is_video_enable do across windows as la_windows loop la_windows.item.close end {MEMORY}.full_collect quit_sub_system ({GAME_SDL_EXTERNAL}.sdl_init_video) ensure sdl_controller_disable_video_disabled: not is_video_enable end is_video_enable: BOOLEAN assign set_is_video_enable -- Return true if the text surface functionnality is enabled. do Result := is_sub_system_enable ({GAME_SDL_EXTERNAL}.sdl_init_video) end set_is_video_enable (a_value: BOOLEAN) -- Assign to is_video_enable the value of a_value do if a_value then enable_video else disable_video end ensure is_assign: is_video_enable ~ a_value end enable_joystick -- Unable the joystick functionality require sdl_controller_enable_joystick_already_enabled: not is_joystick_enable do initialise_sub_system ({GAME_SDL_EXTERNAL}.sdl_init_joystick) initialise_joysticks; events_controller.joy_device_founded_actions.extend (joystick_founded_actions_callback); events_controller.joy_device_removed_actions.extend (joystick_removed_actions_callback) ensure sdl_controller_enable_joystick_enabled: is_joystick_enable end disable_joystick -- Disable the joystick fonctionality require sdl_controller_disable_joystick_not_enabled: is_joystick_enable do events_controller.joy_device_founded_actions.prune_all (joystick_founded_actions_callback); events_controller.joy_device_removed_actions.prune_all (joystick_removed_actions_callback) close_all_joysticks; internal_joysticks.wipe_out quit_sub_system ({GAME_SDL_EXTERNAL}.sdl_init_joystick) ensure sdl_controller_disable_joystick_disabled: not is_joystick_enable end is_joystick_enable: BOOLEAN assign set_is_joystick_enable -- Return true if the joystick functionnality is enabled. do Result := is_sub_system_enable ({GAME_SDL_EXTERNAL}.sdl_init_joystick) end set_is_joystick_enable (a_value: BOOLEAN) -- Assign to is_joystick_enable the value of a_value do if a_value then enable_joystick else disable_joystick end ensure is_assign: is_joystick_enable ~ a_value end enable_haptic -- Unable the haptic (force feedback) functionality. -- Often use for Controller rumble. require sdl_controller_enable_haptic_already_enabled: not is_haptic_enable do initialise_sub_system ({GAME_SDL_EXTERNAL}.sdl_init_haptic) refresh_haptics ensure sdl_controller_enable_haptic_enabled: is_haptic_enable end disable_haptic -- Disable the haptic (force feedback) fonctionality require sdl_controller_disable_haptic_not_enabled: is_haptic_enable do close_all_haptics; internal_haptics.wipe_out quit_sub_system ({GAME_SDL_EXTERNAL}.sdl_init_haptic) ensure sdl_controller_disable_haptic_disabled: not is_haptic_enable end is_haptic_enable: BOOLEAN assign set_is_haptic_enable -- Return true if the haptic (force feedback) functionnality is enabled. do Result := is_sub_system_enable ({GAME_SDL_EXTERNAL}.sdl_init_haptic) end set_is_haptic_enable (a_value: BOOLEAN) -- Assign to is_haptic_enable the value of a_value do if a_value then enable_haptic else disable_haptic end ensure is_assign: is_haptic_enable ~ a_value end enable_events -- Unable the events functionality. require sdl_controller_enable_events_already_enabled: not is_events_enable do initialise_sub_system ({GAME_SDL_EXTERNAL}.sdl_init_events) ensure sdl_controller_enable_events_enabled: is_events_enable end disable_events -- Disable the events fonctionality require sdl_controller_disable_events_not_enabled: is_events_enable do quit_sub_system ({GAME_SDL_EXTERNAL}.sdl_init_events) ensure sdl_controller_disable_events_disabled: not is_events_enable end is_events_enable: BOOLEAN assign set_is_events_enable -- Return true if the events functionnality is enabled. do Result := is_sub_system_enable ({GAME_SDL_EXTERNAL}.sdl_init_events) end set_is_events_enable (a_value: BOOLEAN) -- Assign to is_events_enable the value of a_value do if a_value then enable_events else disable_events end ensure is_assign: is_events_enable ~ a_value end feature -- Video methods renderer_drivers_count: INTEGER_32 -- Return the number of renderer driver. 0 if error. require video_enabled: is_video_enable do clear_error Result := {GAME_SDL_EXTERNAL}.sdl_getnumrenderdrivers if Result < 0 then manage_error_code (Result, "An error occured while retriving the number of renderer drivers.") Result := 0 end end renderer_drivers: LIST [GAME_RENDERER_DRIVER] -- All renderer driver of the system. 0 driver on error. require displays_is_video_enabled: is_video_enable local l_count, i: INTEGER_32 do l_count := renderer_drivers_count create {ARRAYED_LIST [GAME_RENDERER_DRIVER]} Result.make (l_count) from i := 0 until i >= l_count loop Result.extend (create {GAME_RENDERER_DRIVER}.make (i)) i := i + 1 end end displays_count: INTEGER_32 -- Return the number of display. 0 if error. require displays_count_is_video_enabled: is_video_enable do clear_error Result := {GAME_SDL_EXTERNAL}.sdl_getnumvideodisplays if Result < 0 then manage_error_code (Result, "An error occured while retriving the number of displays.") Result := 0 end end displays: LIST [GAME_DISPLAY] -- All displays of the system. 0 display on error. require displays_is_video_enabled: is_video_enable local l_count, i: INTEGER_32 do l_count := displays_count create {ARRAYED_LIST [GAME_DISPLAY]} Result.make (l_count) from i := 0 until i >= l_count loop Result.extend (create {GAME_DISPLAY}.make (i)) i := i + 1 end end windows: CHAIN_INDEXABLE_ITERATOR [GAME_WINDOW] -- Every GAME_WINDOW in the system. do create Result.make (internal_windows) end feature -- Mouse show_mouse_cursor -- Show the mouse cursor when the mouse is on a window created by the library. local l_error: INTEGER_32 do l_error := {GAME_SDL_EXTERNAL}.sdl_showcursor ({GAME_SDL_EXTERNAL}.sdl_enable) ensure show_mouse_cursor_valid: is_cursor_visible end hide_mouse_cursor -- Don't show the mouse cursor when the mouse is on a window created by the library. local l_error: INTEGER_32 do l_error := {GAME_SDL_EXTERNAL}.sdl_showcursor ({GAME_SDL_EXTERNAL}.sdl_disable) ensure hide_mouse_cursor_valid: not is_cursor_visible end is_cursor_visible: BOOLEAN assign set_is_cursor_visible -- Return true if the library is set to show the mous cursor when the mouse is on a window created by the library. local l_is_enable: INTEGER_32 do l_is_enable := {GAME_SDL_EXTERNAL}.sdl_showcursor ({GAME_SDL_EXTERNAL}.sdl_query) check l_is_enable = {GAME_SDL_EXTERNAL}.sdl_enable or l_is_enable = {GAME_SDL_EXTERNAL}.sdl_disable end Result := l_is_enable = {GAME_SDL_EXTERNAL}.sdl_enable end set_is_cursor_visible (a_value: BOOLEAN) -- Assign to is_cursor_visible the value of a_value do if a_value then show_mouse_cursor else hide_mouse_cursor end ensure is_assign: is_cursor_visible ~ a_value end enable_relative_mouse -- Set the is_relative_mouse_enabled mode do set_is_relative_mouse_enabled (True) ensure is_assign: not has_error implies is_relative_mouse_enabled end disable_relative_mouse -- Unset the is_relative_mouse_enabled mode do set_is_relative_mouse_enabled (False) ensure is_assign: not has_error implies not is_relative_mouse_enabled end is_relative_mouse_enabled: BOOLEAN assign set_is_relative_mouse_enabled -- While Enabled, the cursor is hidden, and only relative motion events (delta_x and delta_y) -- will be delivered to the current window the mouse position will not change. -- Note: This function will flush any pending mouse motion. do Result := {GAME_SDL_EXTERNAL}.sdl_getrelativemousemode end set_is_relative_mouse_enabled (a_value: BOOLEAN) -- Assign is_relative_mouse_enabled with the value of a_value local l_error: INTEGER_32 do clear_error l_error := {GAME_SDL_EXTERNAL}.sdl_setrelativemousemode (a_value) manage_error_code (l_error, "Relative mouse mode not supported.") ensure is_assign: not has_error implies is_relative_mouse_enabled ~ a_value end cursor: GAME_CURSOR -- The GAME_CURSOR presently used in Current do create Result.make_by_pointer ({GAME_SDL_EXTERNAL}.sdl_getcursor) end default_cursor: GAME_CURSOR -- The GAME_CURSOR used in the creation of Current do create Result.make_by_pointer ({GAME_SDL_EXTERNAL}.sdl_getdefaultcursor) end set_cursor (a_cursor: GAME_CURSOR) -- Assign cursor with the value of a_cursor require cursor_valid: a_cursor.exists do clear_error {GAME_SDL_EXTERNAL}.sdl_setcursor (a_cursor.item) manage_error_boolean (cursor ~ a_cursor, "Cannot set the cursor.") ensure is_assign: not has_error implies cursor ~ a_cursor end redraw_cursor -- Redraw the cursor do {GAME_SDL_EXTERNAL}.sdl_setcursor (create {POINTER}) end set_default_cursor -- Put back the default GAME_CURSOR do set_cursor (default_cursor) end feature -- Joystick methods joysticks: CHAIN_INDEXABLE_ITERATOR [GAME_JOYSTICK] -- Every GAME_JOYSTICK detected by Current require joysticks_is_joystick_enabled: is_joystick_enable local l_joysticks: LINKED_LIST [GAME_JOYSTICK] do create l_joysticks.make across internal_joysticks as la_joysticks loop if attached la_joysticks.item as la_joystick then l_joysticks.extend (la_joystick) end end create Result.make (l_joysticks) end refresh_joysticks obsolete "Should not be necessary anymore [2020-03-30]" -- Update the joystiks list (if joysticks as been add or remove) -- Warning: This will close all opened joysticks require controller_update_joysticks_joystick_enabled: is_joystick_enable do end update_joysticks_state -- Update the state of all opened joystick. This procedure is -- Called at each game loop instead you disable every joystick event -- with GAME_EVENTS_CONTROLLER.disable_joy_*_event or with -- GAME_EVENTS_CONTROLLER.disable_every_joy_events do {GAME_SDL_EXTERNAL}.sdl_joystickupdate end feature {NONE} -- Joystick implementation internal_joysticks: ARRAYED_LIST [detachable GAME_JOYSTICK] -- Every GAME_JOYSTICK connected to the system. open_all_joystick -- Open all joystick that is not already open. require joysticks_is_enabled: is_joystick_enable do internal_joysticks.do_all (agent (a_joystick: detachable GAME_JOYSTICK) do if attached a_joystick as la_joystick and then not la_joystick.is_open then la_joystick.open end end) end close_all_joysticks -- Close the joystick that has been opened require controller_close_all_joysticks_joystick_enabled: is_joystick_enable close_all_joystick_attach: internal_joysticks /= Void do internal_joysticks.do_all (agent (a_joystick: detachable GAME_JOYSTICK) do if attached a_joystick as la_joystick and then la_joystick.is_open then la_joystick.close end end) end initialise_joysticks -- Fill internal_joysticks require controller_update_joysticks_joystick_enabled: is_joystick_enable local i, l_joystick_count: INTEGER_32 do end manage_joystick_founded_callback (a_timestamp: NATURAL_32; a_joystick_id: INTEGER_32) -- {PRECURSOR} local l_joystick: GAME_JOYSTICK do across internal_joysticks as la_joysticks loop if attached la_joysticks.item as la_joystick and then la_joystick.open_index ~ a_joystick_id then l_joystick := la_joystick end end if not attached l_joystick then create l_joystick.make (a_joystick_id); internal_joysticks.extend (l_joystick); joystick_founded_actions.call ([a_timestamp, a_joystick_id]); joystick_found_actions.call ([a_timestamp, l_joystick]) end end manage_joystick_removed_callback (a_timestamp: NATURAL_32; a_joystick_id: INTEGER_32) -- {PRECURSOR} local l_joystick: GAME_JOYSTICK l_index: INTEGER_32 l_cursor: ARRAYED_LIST_ITERATION_CURSOR [detachable GAME_JOYSTICK] l_found: BOOLEAN do joystick_removed_actions.call ([a_timestamp, a_joystick_id]) from l_cursor := internal_joysticks.new_cursor l_index := 1 until l_cursor.after or l_found loop if attached l_cursor.item as la_item and then la_item.index = a_joystick_id then l_found := True manage_joystick_removed_joystick (a_timestamp, l_index) end l_index := l_index + 1; l_cursor.forth end if not l_found then manage_joystick_removed_joystick (a_timestamp, a_joystick_id + 1) end end manage_joystick_removed_joystick (a_timestamp: NATURAL_32; a_index: INTEGER_32) -- Remove the GAME_JOYSTICK at index a_index in internal_joysticks local l_open_index: INTEGER_32 do if internal_joysticks.valid_index (a_index) and then attached internal_joysticks.at (a_index) as la_joystick then joystick_remove_actions.call ([a_timestamp, la_joystick]); la_joystick.remove; la_joystick.internal_close if la_joystick.is_events_running then la_joystick.stop_events end; la_joystick.clear_events l_open_index := la_joystick.open_index internal_joysticks.at (a_index) := Void from internal_joysticks.move (a_index) until internal_joysticks.exhausted loop if attached internal_joysticks.item as la_next_joystick then la_next_joystick.set_open_index (l_open_index) l_open_index := l_open_index + 1 end; internal_joysticks.forth end end end feature -- Haptic methods haptics: CHAIN_INDEXABLE_ITERATOR [GAME_HAPTIC_DEVICE] -- Every haptic devices on the system require haptic_is_haptic_enabled: is_haptic_enable do create Result.make (internal_haptics) end refresh_haptics -- Update the haptics list (if haptics as been add or remove) -- Warning: This will close all opened haptics require controller_update_haptics_haptic_enabled: is_haptic_enable local i, l_haptic_count: INTEGER_32 do close_all_haptics; internal_haptics.wipe_out l_haptic_count := {GAME_SDL_EXTERNAL}.sdl_numhaptics from i := 0 until i >= l_haptic_count loop internal_haptics.extend (create {GAME_HAPTIC_DEVICE}.make (i)) i := i + 1 end end haptic_maximum_gain: INTEGER_32 assign set_haptic_maximum_gain -- The maximum gain used by haptics in the system. -- The GAME_HAPTIC.set_gain always take 0-100 -- gain value, but the real value is scaled require haptic_enabled: is_haptic_enable local l_value_text: READABLE_STRING_GENERAL do l_value_text := library_variable ("SDL_HAPTIC_GAIN_MAX") Result := 100 if l_value_text.is_integer_32 then Result := l_value_text.to_integer_32 if Result < 0 then Result := 0 elseif Result > 100 then Result := 100 end end ensure result_valid: Result >= 0 and Result <= 100 end set_haptic_maximum_gain (a_gain: INTEGER_32) -- Assign haptic_maximum_gain with the value of a_gain require haptic_enabled: is_haptic_enable gain_is_valid: a_gain >= 0 and a_gain <= 100 do set_library_variable ("SDL_HAPTIC_GAIN_MAX", a_gain.out) ensure is_assign: not has_error implies haptic_maximum_gain = a_gain end feature {NONE} -- Haptic implementation internal_haptics: ARRAYED_LIST [GAME_HAPTIC_DEVICE] -- Every GAME_HAPTIC connected to the system. open_all_haptic -- Open all haptic that is not already open. require haptic_is_enabled: is_haptic_enable do internal_haptics.do_all (agent (a_haptic: GAME_HAPTIC_DEVICE) do if not a_haptic.is_open then a_haptic.open end end) end close_all_haptics -- Close the haptic that has been opened require controller_close_all_haptics_haptic_enabled: is_haptic_enable close_all_haptic_attach: internal_haptics /= Void do internal_haptics.do_all (agent (a_haptic: GAME_HAPTIC_DEVICE) do if a_haptic.is_open then a_haptic.close end end) end feature -- Touch devices touch_device_count: INTEGER_32 -- The number of touch device detected on the system. -- Note: Not necessary the same as touch_devices.count -- because a touch device can have been added or remove -- since the creation of the touch_devices list. -- In that case, used refresh_touch_devices to update -- the touch_devices (all touch events will have to be -- reset) do Result := {GAME_SDL_EXTERNAL}.sdl_getnumtouchdevices end touch_devices: CHAIN_INDEXABLE_ITERATOR [GAME_TOUCH_DEVICE] -- Every finger touch device detected in he system. -- This list does not update itself, you have to call -- refresh_touch_devices to update it (all touch -- events will have to be reset) local i: INTEGER_32 l_touch_devices: CHAIN [GAME_TOUCH_DEVICE] do if attached internal_touch_devices as la_touch_devices then l_touch_devices := la_touch_devices else create {ARRAYED_LIST [GAME_TOUCH_DEVICE]} l_touch_devices.make (touch_device_count) from i := 1 until i > touch_device_count loop l_touch_devices.extend (create {GAME_TOUCH_DEVICE}.make (i)) i := i + 1 end internal_touch_devices := l_touch_devices end create Result.make (l_touch_devices) end refresh_touch_devices -- Update the touch_devices list. Note that -- all touch events will have to be reset do clear_touch_devices internal_touch_devices := Void end feature -- OpenGL is_gl_enabled: BOOLEAN -- The OpenGL library has been loaded enable_gl -- Load the OpenGL library require not_already_enabled: not is_gl_enabled video_must_be_loaded: is_video_enable local l_error: INTEGER_32 do l_error := {GAME_SDL_EXTERNAL}.sdl_gl_loadlibrary (create {POINTER}) is_gl_enabled := l_error = 0 manage_error_code (l_error, "Cannot enable the GL library") end enable_gl_from_file (a_file_name: READABLE_STRING_GENERAL) -- Load the OpenGL library contained in file at a_file_name require not_already_enabled: not is_gl_enabled video_must_be_loaded: is_video_enable file_valid: attached (create {RAW_FILE}.make_with_name (a_file_name)) as la_file and then (la_file.exists and la_file.is_access_readable) local l_error: INTEGER_32 l_c_file_name: C_STRING do create l_c_file_name.make (a_file_name) l_error := {GAME_SDL_EXTERNAL}.sdl_gl_loadlibrary (l_c_file_name.item) is_gl_enabled := l_error = 0 manage_error_code (l_error, "Cannot enable the GL library") end disable_gl -- Unload the OpenGL library require is_gl_enabled: is_gl_enabled do across windows as la_windows loop if attached {GAME_WINDOW_GL} la_windows.item then la_windows.item.close end end {MEMORY}.full_collect {GAME_SDL_EXTERNAL}.sdl_gl_unloadlibrary is_gl_enabled := False end feature {GAME_SDL_ANY} -- Touch devices implementation internal_touch_devices: detachable CHAIN [GAME_TOUCH_DEVICE] -- Internal values of the lazy evaluated touch_devices clear_touch_devices -- Clear every touch_devices events do if attached internal_touch_devices as la_devices then la_devices.do_all (agent {GAME_TOUCH_DEVICE}.clear_events) end end Dollar_gesture_template_index: INTEGER_64 = -1 -- The internal index of the managed touch device feature -- Other methods library_variable (a_variable: READABLE_STRING_GENERAL): READABLE_STRING_GENERAL assign set_library_variable -- Retreive the internal variable a_variable or an empty text if it does not exist. local l_text_ptr: POINTER do l_text_ptr := {GAME_SDL_EXTERNAL}.sdl_getenv ((create {C_STRING}.make (a_variable)).item) if l_text_ptr.is_default_pointer then Result := "" else Result := (create {C_STRING}.make_by_pointer (l_text_ptr)).string end end set_library_variable (a_variable, a_value: READABLE_STRING_GENERAL) -- Assign the internal variable a_variable with the value a_value. local l_c_name, l_c_value: C_STRING l_error: INTEGER_32 do create l_c_name.make (a_variable) create l_c_value.make (a_value) l_error := {GAME_SDL_EXTERNAL}.sdl_setenv (l_c_name.item, l_c_value.item, True) manage_error_code (l_error, {STRING_32}"Cannot set the environment variable " + a_variable.to_string_32 + {STRING_32}" with value " + a_value.to_string_32 + {STRING_32}".") end events_controller: GAME_EVENTS_CONTROLLER -- Manage every internal events clear_all_events -- Clear every events set in the system do events_controller.clear across internal_joysticks as la_joysticks loop if attached la_joysticks.item as la_joystick then la_joystick.clear_events end end across internal_windows as la_windows loop la_windows.item.clear_events end if attached internal_touch_devices as la_devices then across la_devices as lla_devices loop lla_devices.item.clear_events end end end update_events -- Execute the event polling and throw the event handeler execution for each event. do events_controller.poll_event end delay (a_millisecond: NATURAL_32) -- Pause the execution for given time in millisecond. do {GAME_SDL_EXTERNAL}.sdl_delay (a_millisecond) end time_since_create: NATURAL_32 -- Number of millisecond since the initialisation of the library. do Result := {GAME_SDL_EXTERNAL}.sdl_getticks end launch -- Start the main loop. Used to get a Event-driven programming only. -- Don't forget to execute the method stop in an event handeler. local l_delay: INTEGER_64 do from must_stop := False last_tick := time_since_create until must_stop loop update_events l_delay := ticks_per_iteration.to_integer_64 l_delay := l_delay - (time_since_create - last_tick).to_integer_32.to_integer_64 if l_delay < 1 then delay (1) else delay (l_delay.to_natural_32) end last_tick := time_since_create end end launch_with_iteration_per_second (a_iteration_per_second: NATURAL_32) -- Start the main loop. Used to get a Event-driven programming only. -- Don't forget to execute the method stop in an event handeler. -- Set iteration_per_second to a_iteration_per_second before launching. do set_iteration_per_second (a_iteration_per_second) launch end launch_no_delay -- Start the main loop without any loop delay. Use it if you have -- a synchronisation system (like vsync) included inside the event handler -- Used to get a Event-driven programming only. -- Don't forget to execute the method stop in an event handler. do from must_stop := False until must_stop loop update_events end end iteration_per_second: NATURAL_32 assign set_iteration_per_second -- An approximation of the number of event loop iteration per second. -- Not used by launch_no_delay do Result := 1000 // ticks_per_iteration end set_iteration_per_second (a_iteration_per_second: NATURAL_32) -- Set iteration_per_second to a_iteration_per_second -- Note that this is an aproximation. do ticks_per_iteration := 1000 // a_iteration_per_second end stop -- Stop the main loop do must_stop := True end quit_library -- Close the library. Must be used before the end of the application do internal_windows.wipe_out if is_gl_enabled then disable_gl end clear_events if is_joystick_enable then disable_joystick end refresh_touch_devices create events_controller; events_controller.set_game_library (Current) {MEMORY}.full_collect {GAME_SDL_EXTERNAL}.sdl_quit_lib end mouse_has_haptic: BOOLEAN -- Has the mouse have an internal haptic device do Result := {GAME_SDL_EXTERNAL}.sdl_mouseishaptic end mouse_haptic: GAME_HAPTIC_MOUSE -- The haptic device inside the mouse require mouse_has_haptic: mouse_has_haptic do if attached internal_mouse_haptic as la_internal_mouse_haptic then Result := la_internal_mouse_haptic else create Result.make internal_mouse_haptic := Result end end base_path: PATH -- The PATH of the executable. This PATH is not safe for writing file. local l_path_c: C_STRING l_pointer: POINTER do l_pointer := {GAME_SDL_EXTERNAL}.sdl_getbasepath create l_path_c.make_shared_from_pointer (l_pointer) create Result.make_from_string ({UTF_CONVERTER}.utf_8_string_8_to_escaped_string_32 (l_path_c.string)) {GAME_SDL_EXTERNAL}.sdl_free (l_pointer) end get_preference_path (a_organisation, a_application_name: READABLE_STRING_GENERAL) -- Retreive the preference_path. Create the directory if it does not already exist. local l_converter: UTF_CONVERTER l_path_c, l_organisation_c, l_application_name_c: C_STRING l_pointer: POINTER do create l_converter create l_organisation_c.make (l_converter.utf_32_string_to_utf_8_string_8 (a_organisation.to_string_32)) create l_application_name_c.make (l_converter.utf_32_string_to_utf_8_string_8 (a_application_name.to_string_32)) l_pointer := {GAME_SDL_EXTERNAL}.sdl_getprefpath (l_organisation_c.item, l_application_name_c.item) create l_path_c.make_shared_from_pointer (l_pointer) create internal_preference_path.make_from_string (l_converter.utf_8_string_8_to_escaped_string_32 (l_path_c.string)) {GAME_SDL_EXTERNAL}.sdl_free (l_pointer) end preference_path: PATH -- The PATH to save preference files. Is retreived (or created) by get_preference_path -- The directory pointed by this PATH should be writable -- Do not use the base_path to write files require path_retreived: is_preference_path_retreived do if attached internal_preference_path as la_path then Result := la_path else create Result.make_empty end end is_preference_path_retreived: BOOLEAN -- Is preference_path has been correctly retreived by get_preference_path do Result := attached internal_preference_path end feature {GAME_SDL_ANY} internal_windows: LIST [GAME_WINDOW] -- Every GAME_WINDOW of the system. feature {NONE} -- Implementation - Methods initialise_sub_system (a_flags: NATURAL_32) -- Initialise SDL sub-systems defined by a_flags. local l_error: INTEGER_32 do clear_error l_error := {GAME_SDL_EXTERNAL}.sdl_initsubsystem (a_flags) manage_error_code (l_error, "Cannot initialize library sub system.") end quit_sub_system (a_flags: NATURAL_32) -- Disable all SDL sub-system defined by a_flags. do {GAME_SDL_EXTERNAL}.sdl_quitsubsystem (a_flags) end is_sub_system_enable (a_flags: NATURAL_32): BOOLEAN -- Return true if the sub-systems defined by the a_flags are enable. do Result := {GAME_SDL_EXTERNAL}.sdl_wasinit (a_flags) = a_flags end feature {NONE} -- Implementation - Variables must_stop: BOOLEAN -- When true, the launching process must stop last_tick: NATURAL_32 -- The time_since_create value on the last iteration ticks_per_iteration: NATURAL_32 -- Minimum number of ticks to pass between each iteration internal_mouse_haptic: detachable GAME_HAPTIC_MOUSE -- The haptic mouse internal_preference_path: detachable PATH -- internal storage for the preference_path attribute Instance_count: CELL [INTEGER_32] -- The number of time the Currents class has been created -- Since it is a singleton, it must be always 0 or 1 once ("PROCESS") create Result.put (0) end invariant is_singleton: Instance_count.item = 1 end -- class GAME_LIBRARY_CONTROLLER
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