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 create default_create, make_no_parachute feature {NONE} -- Initialization default_create -- Initialization for Current. -- Clean up library on segfault do initialise_library (0) 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 make_no_parachute -- Initialization for Current. -- Don't clean up library on segfault do initialise_library ({GAME_SDL_EXTERNAL}.sdl_init_noparachute) end feature -- Access append_all_dollar_gesture_template (a_filename: READABLE_STRING_GENERAL) -- Save every dollar gesture templates loaded in the library -- inside the file located at a_filename. If it exists, the data will -- be added to the end. If it does not, it will be created. -- Note: The templates hashes are not saved in the file. You have to save -- them yourself for future utilisation -- (from GAME_DOLLAR_GESTURE_MANAGER) require -- from GAME_DOLLAR_GESTURE_MANAGER is_file_valid: attached (create {RAW_FILE}.make_with_name (a_filename)) as la_file implies ((la_file.exists implies la_file.is_access_writable) and (not la_file.exists implies la_file.is_creatable)) local l_rwops: POINTER l_error: INTEGER_32 l_filename_c, l_mode_c: C_STRING l_utf_converter: UTF_CONVERTER do create l_utf_converter create l_filename_c.make (l_utf_converter.string_32_to_utf_8_string_8 (a_filename.to_string_32)) create l_mode_c.make ("ab") clear_error l_rwops := {GAME_SDL_EXTERNAL}.sdl_rwfromfile (l_filename_c.item, l_mode_c.item) if l_rwops.is_default_pointer then manage_error_pointer (l_rwops, "Cannot create the dollar template file.") else l_error := {GAME_SDL_EXTERNAL}.sdl_savealldollartemplates (l_rwops) manage_error_code (l_error - 1, "Cannot save the dollar templates") last_saved_dollar_gesture_template := l_error l_error := {GAME_SDL_EXTERNAL}.sdl_rwclose (l_rwops) if not has_error and l_error < 0 then manage_error_code (l_error, "Cannot close the dollar template file") end end end append_dollar_gesture_template (a_hash: INTEGER_64; a_filename: READABLE_STRING_GENERAL) -- Save the dollar gesture templates identified by a_hash -- inside the file located at a_filename. If it exists, the data will -- be added to the end. If it does not, it will be created. -- Note: The a_hash is not saved in the file. You have to save it -- yourself for future utilisation -- (from GAME_DOLLAR_GESTURE_MANAGER) require -- from GAME_DOLLAR_GESTURE_MANAGER is_file_valid: attached (create {RAW_FILE}.make_with_name (a_filename)) as la_file implies ((la_file.exists implies la_file.is_access_writable) and (not la_file.exists implies la_file.is_creatable)) local l_rwops: POINTER l_error: INTEGER_32 l_filename_c, l_mode_c: C_STRING l_utf_converter: UTF_CONVERTER do create l_utf_converter create l_filename_c.make (l_utf_converter.string_32_to_utf_8_string_8 (a_filename.to_string_32)) create l_mode_c.make ("ab") clear_error l_rwops := {GAME_SDL_EXTERNAL}.sdl_rwfromfile (l_filename_c.item, l_mode_c.item) if l_rwops.is_default_pointer then manage_error_pointer (l_rwops, "Cannot create the dollar template file.") else l_error := {GAME_SDL_EXTERNAL}.sdl_savedollartemplate (a_hash, l_rwops) manage_error_code (l_error - 1, "Cannot save the dollar template") last_saved_dollar_gesture_template := l_error l_error := {GAME_SDL_EXTERNAL}.sdl_rwclose (l_rwops) if not has_error and l_error < 0 then manage_error_code (l_error, "Cannot close the dollar template file") end end end clear_events -- Remove common library event. -- Note: does not clear other events like window events, joystick events, etc. To clear every events -- in the system, used GAME_LIBRARY_CONTROLLER.clear_all_events. -- (from GAME_COMMON_EVENTS) local l_was_running: BOOLEAN do l_was_running := is_events_running if is_events_running then stop_events end quit_signal_actions_internal := Void iteration_actions_internal := Void joystick_founded_actions_internal := Void joystick_removed_actions_internal := Void joystick_found_actions_internal := Void joystick_remove_actions_internal := Void file_dropped_actions_internal := Void if l_was_running then run_events end ensure -- from GAME_EVENTS running_unchanged: is_events_running = old is_events_running end file_dropped_actions: ACTION_SEQUENCE [NATURAL_32, READABLE_STRING_GENERAL] -- Called when the file (or any other string) filename is drag and drop on a GAME_WINDOW. -- The event is not enabled by default. Use events_controller.enable_file_dropped_event to enable it. -- (from GAME_COMMON_EVENTS) require -- from GAME_COMMON_EVENTS joystick_found_event_enabled: events_controller.is_joy_device_founded_event_enable do if attached file_dropped_actions_internal as la_on_file_drop_internal then Result := la_on_file_drop_internal else create Result if is_events_running then events_controller.file_dropped_actions.extend (file_dropped_actions_callback) end file_dropped_actions_internal := Result end end generating_type: TYPE [detachable GAME_LIBRARY_CONTROLLER] -- Type of current object -- (type of which it is a direct instance) -- (from ANY) external "built_in" ensure -- from ANY generating_type_not_void: Result /= Void end generator: STRING_8 -- Name of current object's generating class -- (base class of the type of which it is a direct instance) -- (from ANY) external "built_in" ensure -- from ANY generator_not_void: Result /= Void generator_not_empty: not Result.is_empty end has_error: BOOLEAN -- Is the library has generate an error -- (from GAME_ERROR_MANAGER) is_events_running: BOOLEAN assign set_is_running -- Is Current active -- (from GAME_EVENTS) iteration_actions: ACTION_SEQUENCE [NATURAL_32] -- Called at each game loop -- (from GAME_COMMON_EVENTS) do if attached iteration_actions_internal as la_on_iteration_internal then Result := la_on_iteration_internal else create Result if is_events_running then events_controller.iteration_actions.extend (iteration_actions_callback) end iteration_actions_internal := Result end end joystick_found_actions: ACTION_SEQUENCE [NATURAL_32, GAME_JOYSTICK] -- Called when a new joystick has been founded -- Automatically added to GAME_LIBRARY_CONTROLLER.joysticks -- (from GAME_COMMON_EVENTS) require -- from GAME_COMMON_EVENTS joystick_found_event_enabled: events_controller.is_joy_device_founded_event_enable do if attached joystick_found_actions_internal as la_on_joystick_added_internal then Result := la_on_joystick_added_internal else create Result if is_events_running then events_controller.joy_device_founded_actions.extend (joystick_founded_actions_callback) end joystick_found_actions_internal := Result end end joystick_founded_actions: ACTION_SEQUENCE [NATURAL_32, INTEGER_32] obsolete "Use `joystick_found_actions' instead [2020-03-30]" -- Called when a new joystick has been founded -- To get the new joystick, call GAME_LIBRARY_CONTROLLER.refresh_joysticks, -- then use the GAME_LIBRARY_CONTROLLER.joysticks.at(joystick_id) -- (from GAME_COMMON_EVENTS) require -- from GAME_COMMON_EVENTS joystick_found_event_enabled: events_controller.is_joy_device_founded_event_enable do if attached joystick_founded_actions_internal as la_on_joystick_added_internal then Result := la_on_joystick_added_internal else create Result if is_events_running then events_controller.joy_device_founded_actions.extend (joystick_founded_actions_callback) end joystick_founded_actions_internal := Result end end joystick_remove_actions: ACTION_SEQUENCE [NATURAL_32, GAME_JOYSTICK] -- Called when a new joystick has been removed -- The joystick will be removed from GAME_LIBRARY_CONTROLLER.joysticks after the -- calls of this feature. -- (from GAME_COMMON_EVENTS) require -- from GAME_COMMON_EVENTS joystick_remove_event_enabled: events_controller.is_joy_device_removed_event_enable do if attached joystick_remove_actions_internal as la_on_joystick_removed_internal then Result := la_on_joystick_removed_internal else create Result if is_events_running then events_controller.joy_device_removed_actions.extend (joystick_removed_actions_callback) end joystick_remove_actions_internal := Result end end joystick_removed_actions: ACTION_SEQUENCE [NATURAL_32, INTEGER_32] obsolete "Use `joystick_remove_actions' instead [2020-03-30]" -- Called when a new joystick has been removed -- The joystick will be removed from GAME_LIBRARY_CONTROLLER.joysticks after the -- calls of this feature. -- (from GAME_COMMON_EVENTS) require -- from GAME_COMMON_EVENTS joystick_remove_event_enabled: events_controller.is_joy_device_removed_event_enable do if attached joystick_removed_actions_internal as la_on_joystick_removed_internal then Result := la_on_joystick_removed_internal else create Result if is_events_running then events_controller.joy_device_removed_actions.extend (joystick_removed_actions_callback) end joystick_removed_actions_internal := Result end end last_error: READABLE_STRING_GENERAL -- The last error generate by the library -- (from GAME_SDL_ANY) local l_string: C_STRING do if is_manual_error then Result := Precursor {GAME_ERROR_MANAGER} else create l_string.make_by_pointer ({GAME_SDL_EXTERNAL}.sdl_geterror) Result := l_string.string end end last_loaded_dollar_gesture_template: INTEGER_32 -- How many dollar gesture template has been load on the last -- call of the load_dollar_gesture_template feature -- (from GAME_DOLLAR_GESTURE_MANAGER) last_saved_dollar_gesture_template: INTEGER_32 -- How many dollar gesture template has been save on the last -- call of the save_dollar_gesture_template, -- save_all_dollar_gesture_template, append_dollar_gesture_template -- or append_all_dollar_gesture_template feature -- (from GAME_DOLLAR_GESTURE_MANAGER) load_dollar_gesture_template (a_filename: READABLE_STRING_GENERAL) -- Load in Current every dollar gesture templates -- inside the file located at a_filename -- Note: The unique hash returned by the record_dollar_gesture -- feature has to be saved on the client side. -- (from GAME_DOLLAR_GESTURE_MANAGER) require -- from GAME_DOLLAR_GESTURE_MANAGER file_is_readable: attached (create {RAW_FILE}.make_with_name (a_filename)) as la_file implies (la_file.exists and then la_file.is_access_readable) local l_rwops: POINTER l_error: INTEGER_32 l_filename_c, l_mode_c: C_STRING do create l_filename_c.make ({UTF_CONVERTER}.string_32_to_utf_8_string_8 (a_filename.to_string_32)) create l_mode_c.make ("rb") clear_error l_rwops := {GAME_SDL_EXTERNAL}.sdl_rwfromfile (l_filename_c.item, l_mode_c.item) if l_rwops.is_default_pointer then manage_error_pointer (l_rwops, "Cannot open the dollar template file.") else l_error := {GAME_SDL_EXTERNAL}.sdl_loaddollartemplates (Dollar_gesture_template_index, l_rwops) if l_error < 0 then manage_error_code (l_error, "Cannot load the dollar template") elseif l_error = 0 then last_loaded_dollar_gesture_template := l_error put_manual_error ("The file does not seems to have a dollar template.", "Cannot load the dollar template") else last_loaded_dollar_gesture_template := l_error end l_error := {GAME_SDL_EXTERNAL}.sdl_rwclose (l_rwops) if not has_error and l_error < 0 then manage_error_code (l_error, "Cannot close the dollar template file") end end end quit_signal_actions: ACTION_SEQUENCE [NATURAL_32] -- When the application receive a quit signal. -- (from GAME_COMMON_EVENTS) require -- from GAME_COMMON_EVENTS quit_event_enabled: events_controller.is_quit_signal_event_enable do if attached quit_signal_actions_internal as la_on_quit_signal_internal then Result := la_on_quit_signal_internal else create Result if is_events_running then events_controller.quit_signal_actions.extend (quit_signal_actions_callback) end quit_signal_actions_internal := Result end end run_events -- Put Current active. -- (from GAME_COMMON_EVENTS) require -- from GAME_EVENTS run_not_already_running: not is_events_running do is_events_running := True if attached quit_signal_actions_internal as la_on_quit_signal_internal then events_controller.quit_signal_actions.extend (quit_signal_actions_callback) end if attached iteration_actions_internal as la_on_iteration_internal then events_controller.iteration_actions.extend (iteration_actions_callback) end if attached file_dropped_actions_internal as la_on_file_drop_internal then events_controller.file_dropped_actions.extend (file_dropped_actions_callback) end ensure -- from GAME_EVENTS is_running: is_events_running end save_all_dollar_gesture_template (a_filename: READABLE_STRING_GENERAL) -- Save every dollar gesture templates loaded in the library -- inside the file located at a_filename. If it exists, the file will be -- overwrited. -- Note: The templates hashes are not saved in the file. You have to save -- them yourself for future utilisation -- (from GAME_DOLLAR_GESTURE_MANAGER) require -- from GAME_DOLLAR_GESTURE_MANAGER is_file_creatable: (create {RAW_FILE}.make_with_name (a_filename)).is_creatable local l_rwops: POINTER l_error: INTEGER_32 l_filename_c, l_mode_c: C_STRING l_utf_converter: UTF_CONVERTER do create l_utf_converter create l_filename_c.make (l_utf_converter.string_32_to_utf_8_string_8 (a_filename.to_string_32)) create l_mode_c.make ("wb") clear_error l_rwops := {GAME_SDL_EXTERNAL}.sdl_rwfromfile (l_filename_c.item, l_mode_c.item) if l_rwops.is_default_pointer then manage_error_pointer (l_rwops, "Cannot create the dollar template file.") else l_error := {GAME_SDL_EXTERNAL}.sdl_savealldollartemplates (l_rwops) manage_error_code (l_error - 1, "Cannot save the dollar templates") last_saved_dollar_gesture_template := l_error l_error := {GAME_SDL_EXTERNAL}.sdl_rwclose (l_rwops) if not has_error and l_error < 0 then manage_error_code (l_error, "Cannot close the dollar template file") end end end save_dollar_gesture_template (a_hash: INTEGER_64; a_filename: READABLE_STRING_GENERAL) -- Save the dollar gesture templates identified by a_hash -- inside the file located at a_filename. If it exists, the file will be -- overwrited. -- Note: The a_hash is not saved in the file. You have to save it -- yourself for future utilisation -- (from GAME_DOLLAR_GESTURE_MANAGER) require -- from GAME_DOLLAR_GESTURE_MANAGER is_file_creatable: (create {RAW_FILE}.make_with_name (a_filename)).is_creatable local l_rwops: POINTER l_error: INTEGER_32 l_filename_c, l_mode_c: C_STRING l_utf_converter: UTF_CONVERTER do create l_utf_converter create l_filename_c.make (l_utf_converter.string_32_to_utf_8_string_8 (a_filename.to_string_32)) create l_mode_c.make ("wb") clear_error l_rwops := {GAME_SDL_EXTERNAL}.sdl_rwfromfile (l_filename_c.item, l_mode_c.item) if l_rwops.is_default_pointer then manage_error_pointer (l_rwops, "Cannot create the dollar template file.") else l_error := {GAME_SDL_EXTERNAL}.sdl_savedollartemplate (a_hash, l_rwops) manage_error_code (l_error - 1, "Cannot save the dollar template") last_saved_dollar_gesture_template := l_error l_error := {GAME_SDL_EXTERNAL}.sdl_rwclose (l_rwops) if not has_error and l_error < 0 then manage_error_code (l_error, "Cannot close the dollar template file") end end end set_is_running (a_value: BOOLEAN) -- Assign to is_running the value of a_value -- (from GAME_EVENTS) do if a_value then run_events else stop_events end ensure -- from GAME_EVENTS is_assign: is_events_running ~ a_value end stop_events -- Put Current innactive. -- (from GAME_COMMON_EVENTS) require -- from GAME_EVENTS stop_is_running: is_events_running do is_events_running := False; events_controller.quit_signal_actions.prune_all (quit_signal_actions_callback); events_controller.iteration_actions.prune_all (iteration_actions_callback); events_controller.file_dropped_actions.prune_all (file_dropped_actions_callback) ensure -- from GAME_EVENTS is_stopped: not is_events_running end feature -- Comparison frozen deep_equal (a: detachable ANY; b: like arg #1): BOOLEAN -- Are a and b either both void -- or attached to isomorphic object structures? -- (from ANY) do if a = Void then Result := b = Void else Result := b /= Void and then a.is_deep_equal (b) end ensure -- from ANY instance_free: class shallow_implies_deep: standard_equal (a, b) implies Result both_or_none_void: (a = Void) implies (Result = (b = Void)) same_type: (Result and (a /= Void)) implies (b /= Void and then a.same_type (b)) symmetric: Result implies deep_equal (b, a) end frozen equal (a: detachable ANY; b: like arg #1): BOOLEAN -- Are a and b either both void or attached -- to objects considered equal? -- (from ANY) do if a = Void then Result := b = Void else Result := b /= Void and then a.is_equal (b) end ensure -- from ANY instance_free: class definition: Result = (a = Void and b = Void) or else ((a /= Void and b /= Void) and then a.is_equal (b)) end frozen is_deep_equal alias "≡≡≡" (other: GAME_LIBRARY_CONTROLLER): BOOLEAN -- Are Current and other attached to isomorphic object structures? -- (from ANY) require -- from ANY other_not_void: other /= Void external "built_in" ensure -- from ANY shallow_implies_deep: standard_is_equal (other) implies Result same_type: Result implies same_type (other) symmetric: Result implies other.is_deep_equal (Current) end is_equal (other: GAME_LIBRARY_CONTROLLER): BOOLEAN -- Is other attached to an object considered -- equal to current object? -- (from ANY) require -- from ANY other_not_void: other /= Void external "built_in" ensure -- from ANY symmetric: Result implies other ~ Current consistent: standard_is_equal (other) implies Result end frozen standard_equal (a: detachable ANY; b: like arg #1): BOOLEAN -- Are a and b either both void or attached to -- field-by-field identical objects of the same type? -- Always uses default object comparison criterion. -- (from ANY) do if a = Void then Result := b = Void else Result := b /= Void and then a.standard_is_equal (b) end ensure -- from ANY instance_free: class definition: Result = (a = Void and b = Void) or else ((a /= Void and b /= Void) and then a.standard_is_equal (b)) end frozen standard_is_equal alias "≜" (other: GAME_LIBRARY_CONTROLLER): BOOLEAN -- Is other attached to an object of the same type -- as current object, and field-by-field identical to it? -- (from ANY) require -- from ANY other_not_void: other /= Void external "built_in" ensure -- from ANY same_type: Result implies same_type (other) symmetric: Result implies other.standard_is_equal (Current) end feature -- Status report conforms_to (other: ANY): BOOLEAN -- Does type of current object conform to type -- of other (as per Eiffel: The Language, chapter 13)? -- (from ANY) require -- from ANY other_not_void: other /= Void external "built_in" end same_type (other: ANY): BOOLEAN -- Is type of current object identical to type of other? -- (from ANY) require -- from ANY other_not_void: other /= Void external "built_in" ensure -- from ANY definition: Result = (conforms_to (other) and other.conforms_to (Current)) end feature -- Duplication frozen clone (other: detachable ANY): like other obsolete "Use `twin' instead. [2017-05-31]" -- Void if other is void; otherwise new object -- equal to other -- -- For non-void other, clone calls copy; -- to change copying/cloning semantics, redefine copy. -- (from ANY) do if other /= Void then Result := other.twin end ensure -- from ANY instance_free: class equal: Result ~ other end copy (other: GAME_LIBRARY_CONTROLLER) -- Update current object using fields of object attached -- to other, so as to yield equal objects. -- (from ANY) require -- from ANY other_not_void: other /= Void type_identity: same_type (other) external "built_in" ensure -- from ANY is_equal: Current ~ other end frozen deep_clone (other: detachable ANY): like other obsolete "Use `deep_twin' instead. [2017-05-31]" -- Void if other is void: otherwise, new object structure -- recursively duplicated from the one attached to other -- (from ANY) do if other /= Void then Result := other.deep_twin end ensure -- from ANY instance_free: class deep_equal: deep_equal (other, Result) end frozen deep_copy (other: GAME_LIBRARY_CONTROLLER) -- Effect equivalent to that of: -- copy (other . deep_twin) -- (from ANY) require -- from ANY other_not_void: other /= Void do copy (other.deep_twin) ensure -- from ANY deep_equal: deep_equal (Current, other) end frozen deep_twin: GAME_LIBRARY_CONTROLLER -- New object structure recursively duplicated from Current. -- (from ANY) external "built_in" ensure -- from ANY deep_twin_not_void: Result /= Void deep_equal: deep_equal (Current, Result) end frozen standard_clone (other: detachable ANY): like other obsolete "Use `standard_twin' instead. [2017-05-31]" -- Void if other is void; otherwise new object -- field-by-field identical to other. -- Always uses default copying semantics. -- (from ANY) do if other /= Void then Result := other.standard_twin end ensure -- from ANY instance_free: class equal: standard_equal (Result, other) end frozen standard_copy (other: GAME_LIBRARY_CONTROLLER) -- Copy every field of other onto corresponding field -- of current object. -- (from ANY) require -- from ANY other_not_void: other /= Void type_identity: same_type (other) external "built_in" ensure -- from ANY is_standard_equal: standard_is_equal (other) end frozen standard_twin: GAME_LIBRARY_CONTROLLER -- New object field-by-field identical to other. -- Always uses default copying semantics. -- (from ANY) external "built_in" ensure -- from ANY standard_twin_not_void: Result /= Void equal: standard_equal (Result, Current) end frozen twin: GAME_LIBRARY_CONTROLLER -- New object equal to Current -- twin calls copy; to change copying/twinning semantics, redefine copy. -- (from ANY) external "built_in" ensure -- from ANY twin_not_void: Result /= Void is_equal: Result ~ Current end feature -- Basic operations frozen as_attached: attached GAME_LIBRARY_CONTROLLER obsolete "Remove calls to this feature. [2017-05-31]" -- Attached version of Current. -- (Can be used during transitional period to convert -- non-void-safe classes to void-safe ones.) -- (from ANY) do Result := Current end frozen default: detachable GAME_LIBRARY_CONTROLLER -- Default value of object's type -- (from ANY) do end frozen default_pointer: POINTER -- Default value of type POINTER -- (Avoid the need to write p.default for -- some p of type POINTER.) -- (from ANY) do ensure -- from ANY instance_free: class end default_rescue -- Process exception for routines with no Rescue clause. -- (Default: do nothing.) -- (from ANY) do end frozen do_nothing -- Execute a null action. -- (from ANY) do ensure -- from ANY instance_free: class end feature {NONE} -- Implementation clear_error -- Remove error pending in Current -- (from GAME_SDL_ANY) require -- from GAME_ERROR_MANAGER True do {GAME_SDL_EXTERNAL}.sdl_clearerror Precursor {GAME_ERROR_MANAGER} is_manual_error := False ensure -- from GAME_ERROR_MANAGER no_error: not has_error ensure then -- from GAME_SDL_ANY no_error: not is_manual_error end file_dropped_actions_callback: PROCEDURE [NATURAL_32, READABLE_STRING_GENERAL] -- Internal callback of the file dropped event -- (from GAME_COMMON_EVENTS) file_dropped_actions_internal: detachable ACTION_SEQUENCE [NATURAL_32, READABLE_STRING_GENERAL] -- Internal representation of the file drop event -- (from GAME_COMMON_EVENTS) is_manual_error: BOOLEAN -- Is the current pending error is a manual error (using manual_error as message) -- (from GAME_SDL_ANY) iteration_actions_callback: PROCEDURE [NATURAL_32] -- Internal callback of the iteration event -- (from GAME_COMMON_EVENTS) iteration_actions_internal: detachable ACTION_SEQUENCE [NATURAL_32] -- Internal representation of the iteration event -- (from GAME_COMMON_EVENTS) joystick_found_actions_internal: detachable ACTION_SEQUENCE [NATURAL_32, GAME_JOYSTICK] -- Internal representation of the joystick founded event -- (from GAME_COMMON_EVENTS) joystick_founded_actions_callback: PROCEDURE [NATURAL_32, INTEGER_32] -- Internal callback of the joystick founded event -- (from GAME_COMMON_EVENTS) joystick_founded_actions_internal: detachable ACTION_SEQUENCE [NATURAL_32, INTEGER_32] -- Internal representation of the joystick founded event -- (from GAME_COMMON_EVENTS) joystick_remove_actions_internal: detachable ACTION_SEQUENCE [NATURAL_32, GAME_JOYSTICK] -- Internal representation of the joystick removed event -- (from GAME_COMMON_EVENTS) joystick_removed_actions_callback: PROCEDURE [NATURAL_32, INTEGER_32] -- Internal callback of the joystick removed event -- (from GAME_COMMON_EVENTS) joystick_removed_actions_internal: detachable ACTION_SEQUENCE [NATURAL_32, INTEGER_32] -- Internal representation of the joystick removed event -- (from GAME_COMMON_EVENTS) manage_error_boolean (a_boolean: BOOLEAN; a_message: READABLE_STRING_GENERAL) -- Create an error if a_boolean is false. -- If there is an error, append a_message to the error message -- on the SDL2 library -- (from GAME_SDL_ANY) do if not a_boolean then if Print_on_error_internal.item then Io.Error.put_string (a_message.to_string_8 + "%N"); Io.Error.put_string (last_error.to_string_8 + "%N") end has_error := True end ensure -- from GAME_SDL_ANY not a_boolean implies has_error end manage_error_code (a_error_code: INTEGER_32; a_message: READABLE_STRING_GENERAL) -- If needed create an error depending of the error code a_code. -- If there is an error, append a_message to the error message -- on the SDL2 library -- (from GAME_SDL_ANY) do if a_error_code < 0 then if Print_on_error_internal.item then Io.Error.put_string (a_message.to_string_8 + "%N"); Io.Error.put_string (last_error.to_string_8 + "%N") end has_error := True end end manage_error_pointer (a_pointer: POINTER; a_message: READABLE_STRING_GENERAL) -- Create an error if a_pointer is not valid. -- If there is an error, append a_message to the error message -- on the SDL2 library -- (from GAME_SDL_ANY) do if a_pointer.is_default_pointer then if Print_on_error_internal.item then Io.Error.put_string (a_message.to_string_8 + "%N"); Io.Error.put_string (last_error.to_string_8 + "%N") end has_error := True end ensure -- from GAME_SDL_ANY a_pointer.is_default_pointer implies has_error end manual_error: detachable READABLE_STRING_GENERAL -- The specific message for the last error -- (from GAME_ERROR_MANAGER) Print_on_error_internal: CELL [BOOLEAN] -- True when an error occured, -- The library will print it right away. -- (from GAME_ERROR_MANAGER) once ("PROCESS") create Result.put (True) end put_manual_error (a_general_message, a_specific_error: READABLE_STRING_GENERAL) -- Create an error using a_general_error for the debug information -- and a_specific_error for the lasting information -- (from GAME_SDL_ANY) do is_manual_error := True Precursor {GAME_ERROR_MANAGER} (a_general_message, a_specific_error) ensure -- from GAME_ERROR_MANAGER has_error end quit_signal_actions_callback: PROCEDURE [NATURAL_32] -- Internal callback of the quit signal event -- (from GAME_COMMON_EVENTS) quit_signal_actions_internal: detachable ACTION_SEQUENCE [NATURAL_32] -- Internal representation of the quit signal event -- (from GAME_COMMON_EVENTS) feature -- Implementation disable_print_on_error -- Desactive the print_on_error functionnality. -- (from GAME_ERROR_MANAGER) do Print_on_error_internal.put (False) end enable_print_on_error -- Active the print_on_error functionnality. -- (from GAME_ERROR_MANAGER) do Print_on_error_internal.put (True) end print_on_error: BOOLEAN -- When an error occured, the library will print -- informations about the error on the error console -- output (default is True). -- (from GAME_ERROR_MANAGER) do Result := Print_on_error_internal.item end set_print_on_error (a_value: BOOLEAN) -- Assign to print_on_error the value of a_value -- (from GAME_ERROR_MANAGER) do if a_value then enable_print_on_error else disable_print_on_error end ensure -- from GAME_ERROR_MANAGER is_assign: print_on_error ~ a_value end feature {GAME_SDL_ANY} internal_windows: LIST [GAME_WINDOW] -- Every GAME_WINDOW of the system. feature {NONE} -- Haptic implementation 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 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 feature -- Haptic methods 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 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 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} -- 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 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 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 feature {NONE} -- Implementation - Variables 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 internal_mouse_haptic: detachable GAME_HAPTIC_MOUSE -- The haptic mouse internal_preference_path: detachable PATH -- internal storage for the preference_path attribute last_tick: NATURAL_32 -- The time_since_create value on the last iteration must_stop: BOOLEAN -- When true, the launching process must stop ticks_per_iteration: NATURAL_32 -- Minimum number of ticks to pass between each iteration feature {NONE} -- Initialisation make_events -- Initialization of Current -- (from GAME_COMMON_EVENTS) do file_dropped_actions_callback := agent (a_timestamp: NATURAL_32; a_filename: READABLE_STRING_GENERAL) do file_dropped_actions.call ([a_timestamp, a_filename]) end joystick_founded_actions_callback := agent (a_timestamp: NATURAL_32; a_joystick_id: INTEGER_32) do manage_joystick_founded_callback (a_timestamp, a_joystick_id) end joystick_removed_actions_callback := agent (a_timestamp: NATURAL_32; a_joystick_id: INTEGER_32) do manage_joystick_removed_callback (a_timestamp, a_joystick_id) end quit_signal_actions_callback := agent (a_timestamp: NATURAL_32) do quit_signal_actions.call ([a_timestamp]) end iteration_actions_callback := agent (a_timestamp: NATURAL_32) do iteration_actions.call ([a_timestamp]) end Precursor {GAME_EVENTS} ensure -- from GAME_EVENTS make_event_is_running: is_events_running end feature {NONE} -- Joystick implementation 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 internal_joysticks: ARRAYED_LIST [detachable GAME_JOYSTICK] -- Every GAME_JOYSTICK connected to the system. 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 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 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 -- Mouse 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 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 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 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 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 redraw_cursor -- Redraw the cursor do {GAME_SDL_EXTERNAL}.sdl_setcursor (create {POINTER}) 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 set_default_cursor -- Put back the default GAME_CURSOR do set_cursor (default_cursor) 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 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 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 feature -- OpenGL 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 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 is_gl_enabled: BOOLEAN -- The OpenGL library has been loaded feature -- Other methods 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 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 delay (a_millisecond: NATURAL_32) -- Pause the execution for given time in millisecond. do {GAME_SDL_EXTERNAL}.sdl_delay (a_millisecond) end events_controller: GAME_EVENTS_CONTROLLER -- Manage every internal events 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 is_preference_path_retreived: BOOLEAN -- Is preference_path has been correctly retreived by get_preference_path do Result := attached internal_preference_path 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 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_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 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 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 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 mouse_has_haptic: BOOLEAN -- Has the mouse have an internal haptic device do Result := {GAME_SDL_EXTERNAL}.sdl_mouseishaptic 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 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 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 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 stop -- Stop the main loop do must_stop := True end time_since_create: NATURAL_32 -- Number of millisecond since the initialisation of the library. do Result := {GAME_SDL_EXTERNAL}.sdl_getticks end update_events -- Execute the event polling and throw the event handeler execution for each event. do events_controller.poll_event end feature -- Output Io: STD_FILES -- Handle to standard file setup -- (from ANY) once create Result; Result.set_output_default ensure -- from ANY instance_free: class io_not_void: Result /= Void end out: STRING_8 -- New string containing terse printable representation -- of current object -- (from ANY) do Result := tagged_out ensure -- from ANY out_not_void: Result /= Void end print (o: detachable ANY) -- Write terse external representation of o -- on standard output. -- (from ANY) local s: READABLE_STRING_8 do if attached o then s := o.out if attached {READABLE_STRING_32} s as s32 then Io.put_string_32 (s32) elseif attached {READABLE_STRING_8} s as s8 then Io.put_string (s8) else Io.put_string_32 (s.as_string_32) end end ensure -- from ANY instance_free: class end frozen tagged_out: STRING_8 -- New string containing terse printable representation -- of current object -- (from ANY) external "built_in" ensure -- from ANY tagged_out_not_void: Result /= Void end feature -- Platform Operating_environment: OPERATING_ENVIRONMENT -- Objects available from the operating system -- (from ANY) once create Result ensure -- from ANY instance_free: class operating_environment_not_void: Result /= Void end feature {NONE} -- Retrieval frozen internal_correct_mismatch -- Called from runtime to perform a proper dynamic dispatch on correct_mismatch -- from MISMATCH_CORRECTOR. -- (from ANY) local l_msg: STRING_32 l_exc: EXCEPTIONS do if attached {MISMATCH_CORRECTOR} Current as l_corrector then l_corrector.correct_mismatch else create l_msg.make_from_string ("Mismatch: ".as_string_32) create l_exc; l_msg.append (generating_type.name_32); l_exc.raise_retrieval_exception (l_msg) end end feature -- Subs Systems 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 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 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 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 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 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 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 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 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 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 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 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_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 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 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 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 feature -- Touch devices 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 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 feature {GAME_SDL_ANY} -- Touch devices implementation 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 internal_touch_devices: detachable CHAIN [GAME_TOUCH_DEVICE] -- Internal values of the lazy evaluated touch_devices feature -- Touch devices implementation Dollar_gesture_template_index: INTEGER_64 = -1 -- The internal index of the managed touch device feature -- Video methods 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 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 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 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 windows: CHAIN_INDEXABLE_ITERATOR [GAME_WINDOW] -- Every GAME_WINDOW in the system. do create Result.make (internal_windows) end invariant is_singleton: Instance_count.item = 1 -- from ANY reflexive_equality: standard_is_equal (Current) reflexive_conformance: conforms_to (Current) end -- class GAME_LIBRARY_CONTROLLER
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