note
	description: "A builder to create {GAME_WINDOW_GL}."
	author: "Louis Marchand"
	date: "Tue, 29 Dec 2015 19:06:42 +0000"
	revision: "1.0"

expanded class interface
	GAME_WINDOW_GL_BUILDER

create 
	default_create
			-- Initialization of Current
			-- (from GAME_WINDOW_BUILDER)
		require -- from  ANY
			True

feature -- Access

	dimension: TUPLE [width: INTEGER_32; height: INTEGER_32]
			-- The horizontal and vertical dimension of
			-- the generate_window at creation
			-- Default: [800, 600]
			-- (from GAME_WINDOW_BUILDER)

	disable_border
			-- Make the generate_window without decoration border
			-- (from GAME_WINDOW_BUILDER)
		ensure -- from GAME_WINDOW_BUILDER
			is_disabled: not has_border

	disable_fake_fullscreen
			-- Make the generate_window windowed
			-- (from GAME_WINDOW_BUILDER)
		ensure -- from GAME_WINDOW_BUILDER
			is_disabled: not is_fake_fullscreen

	disable_fullscreen
			-- Make the generate_window windowed
			-- (from GAME_WINDOW_BUILDER)
		ensure -- from GAME_WINDOW_BUILDER
			is_disabled: not is_fullscreen

	disable_gl_context_sharing
			-- Disable OpenGL Context Sharing

	disable_gl_debug
			-- Don't put the GL into a "debug" mode.
			-- Ignored on system that does not support it.
			-- Default: False

	disable_gl_double_buffer
			-- The result of generate_window will not be double buffered.
			-- Default: True

	disable_gl_forward_compatibility
			-- Deprecated context functionality will be supported
			-- Ignored on system that does not support it.
			-- Default: False

	disable_gl_multi_sample
			-- Disable Multisample anti-aliasing

	disable_gl_reset_isolation
			-- Do not enable more rebust driver or hardware failure reset management.
			-- Ignored on system that does not support it.
			-- Default: False

	disable_gl_robust_access
			-- Internal OpenGL context will not use more robust API.
			-- Ignored on system that does not support it.
			-- Default: False

	disable_gl_software_rendering
			-- The result of generate_window will try to use hardware rendering.
			-- Default: False

	disable_gl_srgb_request
			-- Don't request sRGB rendering

	disable_gl_stereo
			-- The result of generate_window will not used quad buffer stereo rendering.
			-- Default: False

	disable_gl_swap_interval_and_late
			-- Unset is_gl_swap_interval_enabled and is_gl_swap_late_enabled

	disable_hidden
			-- Make the generate_window showed at creation
			-- (from GAME_WINDOW_BUILDER)
		ensure -- from GAME_WINDOW_BUILDER
			is_disabled: not is_hidden

	disable_input_grabbed
			-- Make the generate_window not grab all input
			-- (from GAME_WINDOW_BUILDER)
		ensure -- from GAME_WINDOW_BUILDER
			is_disabled: not is_input_grabbed

	disable_maximized
			-- Make the generate_window not maximized at creation
			-- (from GAME_WINDOW_BUILDER)
		ensure -- from GAME_WINDOW_BUILDER
			is_disabled: not is_maximized

	disable_minimized
			-- Make the generate_window not minimized at creation
			-- (from GAME_WINDOW_BUILDER)
		ensure -- from GAME_WINDOW_BUILDER
			is_disabled: not is_minimized

	disable_position_centered
			-- On creation, use position_x and position_y
			-- values respectively for the horizontal and
			-- vertical position of the generate_window
			-- (from GAME_WINDOW_BUILDER)
		ensure -- from GAME_WINDOW_BUILDER
			is_disabled: not is_position_centered

	disable_position_undefined
			-- On creation, use position_x and position_y
			-- values respectively for the horizontal and
			-- vertical position of the generate_window
			-- (from GAME_WINDOW_BUILDER)
		ensure -- from GAME_WINDOW_BUILDER
			is_disabled: not is_position_undefined

	disable_position_x_centered
			-- On creation, use position_x value for the
			-- horizontal position of the generate_window
			-- (from GAME_WINDOW_BUILDER)
		ensure -- from GAME_WINDOW_BUILDER
			is_disabled: not is_position_x_centered

	disable_position_x_undefined
			-- On creation, use position_x value for the
			-- horizontal position of the generate_window
			-- (from GAME_WINDOW_BUILDER)
		ensure -- from GAME_WINDOW_BUILDER
			is_disabled: not is_position_x_undefined

	disable_position_y_centered
			-- On creation, use position_y value for the
			-- vertical position of the generate_window
			-- (from GAME_WINDOW_BUILDER)
		ensure -- from GAME_WINDOW_BUILDER
			is_disabled: not is_position_y_centered

	disable_position_y_undefined
			-- On creation, use position_y value for the
			-- vertical position of the generate_window
			-- (from GAME_WINDOW_BUILDER)
		ensure -- from GAME_WINDOW_BUILDER
			is_disabled: not is_position_y_undefined

	disable_resizable
			-- Make the generate_window not resizable
			-- (from GAME_WINDOW_BUILDER)
		ensure -- from GAME_WINDOW_BUILDER
			is_disabled: not is_resizable

	display: detachable GAME_DISPLAY assign set_display
			-- The GAME_DISPLAY (screen) that the
			-- generate_window will be drawed
			-- into at creation.
			-- Note: only useful if one of is_position_centered,
			-- is_position_x_centered, is_position_y_centered,
			-- is_position_undefined, is_position_x_undefined or
			-- is_position_y_undefined is set
			-- Default: Void
			-- (from GAME_WINDOW_BUILDER)

	enable_border
			-- Make the generate_window with decoration border
			-- (from GAME_WINDOW_BUILDER)
		ensure -- from GAME_WINDOW_BUILDER
			is_enabled: has_border

	enable_fake_fullscreen
			-- Make the generate_window fullscreened
			-- (but without changing resolution)
			-- Note: is_fullscreen will be disable
			-- (from GAME_WINDOW_BUILDER)
		ensure -- from GAME_WINDOW_BUILDER
			is_enabled: is_fake_fullscreen

	enable_fullscreen
			-- Make the generate_window fullscreened
			-- Note: is_fake_fullscreen will be disable
			-- (from GAME_WINDOW_BUILDER)
		ensure -- from GAME_WINDOW_BUILDER
			is_enabled: is_fullscreen
			is_fake_fullscreen_disabled: not is_fake_fullscreen

	enable_gl_compatibility_profile
			-- In this profile, deprecated conext funtionnalities will be enabled;
			-- Default: Depend on the system

	enable_gl_context_sharing
			-- Enable OpenGL Context Sharing

	enable_gl_core_profile
			-- In this profile, deprecated conext funtionnalities will be disabled;
			-- Default: Depend on the system

	enable_gl_debug
			-- Put the GL into a "debug" mode. May cause performance lost
			-- Ignored on system that does not support it.
			-- Default: False

	enable_gl_double_buffer
			-- The result of generate_window will be double buffered.
			-- Default: True

	enable_gl_es_profile
			-- In this profile, only the GLES subset of the context functionnalities will be enabled
			-- Default: Depend on the system

	enable_gl_forward_compatibility
			-- No deprecated context functionality will be supported
			-- Can provide better performance
			-- Only available for OpenGL 3.0 and newer
			-- Ignored on system that does not support it.
			-- Default: False

	enable_gl_multi_sample (a_sample_count: INTEGER_32)
			-- Multisample anti-aliasing will be enabled and using  gl_multi_sample_count around the current pixel

	enable_gl_reset_isolation
			-- Enable more rebust driver or hardware failure reset management.
			-- Ignored on system that does not support it.
			-- Default: False

	enable_gl_robust_access
			-- Internal OpenGL context will use more robust API.
			-- Ignored on system that does not support it.
			-- Can cause a performance lost
			-- Default: False

	enable_gl_software_rendering
			-- The result of generate_window will use softare rendering.
			-- Default: False

	enable_gl_srgb_request
			-- Request sRGB rendering

	enable_gl_stereo
			-- The result of generate_window will used quad buffer stereo rendering.
			-- Default: False

	enable_gl_swap_interval
			-- Set is_gl_swap_interval_enabled

	enable_gl_swap_late
			-- Set is_gl_swap_late_enabled
			-- If this fail, you can it is possible that you can use enable_gl_swap_interval

	enable_hidden
			-- Make the generate_window hidden at creation
			-- (from GAME_WINDOW_BUILDER)
		ensure -- from GAME_WINDOW_BUILDER
			is_enabled: is_hidden

	enable_input_grabbed
			-- Make the generate_window grab all input
			-- (from GAME_WINDOW_BUILDER)
		ensure -- from GAME_WINDOW_BUILDER
			is_enabled: is_input_grabbed

	enable_maximized
			-- Make the generate_window maximized at creation
			-- (from GAME_WINDOW_BUILDER)
		ensure -- from GAME_WINDOW_BUILDER
			is_enabled: is_maximized

	enable_minimized
			-- Make the generate_window minimized at creation
			-- (from GAME_WINDOW_BUILDER)
		ensure -- from GAME_WINDOW_BUILDER
			is_enabled: is_minimized

	enable_position_centered
			-- On creation, center the horizontal and vertical
			-- position of the generate_window
			-- (from GAME_WINDOW_BUILDER)
		ensure -- from GAME_WINDOW_BUILDER
			is_enabled: is_position_centered
			is_undefine_not_set: not is_position_undefined

	enable_position_undefined
			-- create generate_window so that the horizontal and
			-- vertical position does not matter
			-- Note: If display is not Void, the window will appear on it
			-- (from GAME_WINDOW_BUILDER)
		ensure -- from GAME_WINDOW_BUILDER
			is_enabled: is_position_undefined
			is_centered_not_set: not is_position_centered

	enable_position_x_centered
			-- On creation, center the horizontal position of the
			-- generate_window
			-- (from GAME_WINDOW_BUILDER)
		ensure -- from GAME_WINDOW_BUILDER
			is_enabled: is_position_x_centered
			is_undefine_not_set: not is_position_x_undefined

	enable_position_x_undefined
			-- create generate_window so that the horizontal position
			-- does not matter
			-- Note: If display is not Void, the window will appear on it
			-- (from GAME_WINDOW_BUILDER)
		ensure -- from GAME_WINDOW_BUILDER
			is_enabled: is_position_x_undefined
			is_centered_not_set: not is_position_x_centered

	enable_position_y_centered
			-- On creation, center the vertical position of the
			-- generate_window
			-- (from GAME_WINDOW_BUILDER)
		ensure -- from GAME_WINDOW_BUILDER
			is_enabled: is_position_y_centered
			is_undefine_not_set: not is_position_y_undefined

	enable_position_y_undefined
			-- create generate_window so that the vertical position
			-- does not matter
			-- Note: If display is not Void, the window will appear on it
			-- (from GAME_WINDOW_BUILDER)
		ensure -- from GAME_WINDOW_BUILDER
			is_enabled: is_position_y_undefined
			is_centered_not_set: not is_position_y_centered

	enable_resizable
			-- Make the generate_window resizable
			-- (from GAME_WINDOW_BUILDER)
		ensure -- from GAME_WINDOW_BUILDER
			is_enabled: is_resizable

	flags: NATURAL_32 assign set_flags
			-- The internal GAME_WINDOW create flags
			-- Note: Normally, you should not have to mess with this,
			-- Do it only if you know what you are doing.
			-- Default: 0
			-- (from GAME_WINDOW_BUILDER)

	Game_library: GAME_LIBRARY_CONTROLLER
			-- The main controller of the game library
			-- (from GAME_LIBRARY_SHARED)

	generate_window: GAME_WINDOW_GL
			-- The GAME_WINDOW_GL that fit all
			-- attributes of Current
		require -- from GAME_WINDOW_BUILDER
			game_screen_video_enabled: Game_library.is_video_enable
		ensure -- from GAME_WINDOW_BUILDER
			is_created: Result.has_error or Result.exists

	generating_type: TYPE [detachable GAME_WINDOW_GL_BUILDER]
			-- Type of current object
			-- (type of which it is a direct instance)
			-- (from ANY)
		ensure -- from ANY
			generating_type_not_void: Result /= Void

	generator: STRING_8
			-- Name of current object's generating class
			-- (base class of the type of which it is a direct instance)
			-- (from ANY)
		ensure -- from ANY
			generator_not_void: Result /= Void
			generator_not_empty: not Result.is_empty

	has_border: BOOLEAN assign set_has_border
			-- Is the generate_window will have
			-- decoration border
			-- Default: True
			-- (from GAME_WINDOW_BUILDER)

	has_error: BOOLEAN
			-- Is the library has generate an error
			-- (from GAME_ERROR_MANAGER)

	height: INTEGER_32 assign set_height
			-- The horizontal dimension of the generate_window
			-- at creation
			-- Default: 600
			-- (from GAME_WINDOW_BUILDER)

	is_fake_fullscreen: BOOLEAN assign set_is_fake_fullscreen
			-- Is the generate_window will be fullscreened
			-- (but without changing resolution)
			-- Default: False
			-- (from GAME_WINDOW_BUILDER)

	is_fullscreen: BOOLEAN assign set_is_fullscreen
			-- Is the generate_window will be fullscreened
			-- Default: False
			-- (from GAME_WINDOW_BUILDER)

	is_gl_swap_interval_enabled: BOOLEAN
			-- The FPS will be managed by the update of the result of generate_window

	is_gl_swap_late_enabled: BOOLEAN
			-- Like enable_gl_swap_interval, but if a frame is skip because of
			-- a lag, the driver will immediately update the frame.

	is_hidden: BOOLEAN assign set_is_hidden
			-- Is the generate_window will be
			-- hidden at creation
			-- Default: False
			-- (from GAME_WINDOW_BUILDER)

	is_input_grabbed: BOOLEAN assign set_is_input_grabbed
			-- Is the generate_window will grab
			-- all input
			-- Default: False
			-- (from GAME_WINDOW_BUILDER)

	is_maximized: BOOLEAN assign set_is_maximized
			-- Is the generate_window will be
			-- maximized at creation
			-- Default: False
			-- (from GAME_WINDOW_BUILDER)

	is_minimized: BOOLEAN assign set_is_minimized
			-- Is the generate_window will be
			-- minimized at creation
			-- Default: False
			-- (from GAME_WINDOW_BUILDER)

	is_position_centered: BOOLEAN assign set_is_position_centered
			-- Is the generate_window will be horizontally
			-- and vertically centered in the display
			-- Default: False
			-- (from GAME_WINDOW_BUILDER)

	is_position_undefined: BOOLEAN assign set_is_position_undefined
			-- Is the horizontal and vertical position of generate_window
			-- does not matters
			-- Note: If display is not Void, the window will appear on it
			-- Default: True
			-- (from GAME_WINDOW_BUILDER)

	is_position_x_centered: BOOLEAN assign set_is_position_x_centered
			-- Is the generate_window will be horizontally
			-- centered in the display
			-- Default: False
			-- (from GAME_WINDOW_BUILDER)

	is_position_x_undefined: BOOLEAN assign set_is_position_x_undefined
			-- Is the horizontal position of generate_window
			-- does not matters
			-- Note: If display is not Void, the window will appear on it
			-- Default: True
			-- (from GAME_WINDOW_BUILDER)

	is_position_y_centered: BOOLEAN assign set_is_position_y_centered
			-- Is the generate_window will be vertically
			-- centered in the display
			-- Default: False
			-- (from GAME_WINDOW_BUILDER)

	is_position_y_undefined: BOOLEAN assign set_is_position_y_undefined
			-- Is the vertical position of generate_window
			-- does not matters
			-- Note: If display is not Void, the window will appear on it
			-- Default: True
			-- (from GAME_WINDOW_BUILDER)

	is_resizable: BOOLEAN assign set_is_resizable
			-- Is the generate_window will be resizable
			-- Default: False
			-- (from GAME_WINDOW_BUILDER)

	last_error: READABLE_STRING_GENERAL
			-- The last error generate by the library
			-- (from GAME_SDL_ANY)

	position: TUPLE [x: INTEGER_32; y: INTEGER_32]
			-- The position of the generate_window at
			-- creation
			-- Default: [0,0] (unused -> undefined by default)
			-- (from GAME_WINDOW_BUILDER)

	position_x: INTEGER_32 assign set_position_x
			-- The vertical position that the generate_window
			-- will be create at.
			-- Note: If position_x_centered is set, this value
			-- is not used.
			-- Default: 0 (unused -> undefined by default)
			-- (from GAME_WINDOW_BUILDER)

	position_y: INTEGER_32 assign set_position_y
			-- The horizontal position that the generate_window
			-- will be create at.
			-- Note: If position_y_centered is set, this value
			-- is not used.
			-- Default: 0 (unused -> undefined by default)
			-- (from GAME_WINDOW_BUILDER)

	reset_gl
			-- Reset the gl_* attributes these default values

	set_dimension (a_width, a_height: INTEGER_32)
			-- assign to dimension the value of a_width and a_height
			-- (from GAME_WINDOW_BUILDER)
		require -- from GAME_WINDOW_BUILDER
			width_valid: a_width > 0
			height_valid: a_height > 0
		ensure -- from GAME_WINDOW_BUILDER
			is_set: dimension.width = a_width and dimension.height = a_height

	set_display (a_display: detachable GAME_DISPLAY)
			-- assign to display the value of a_display
			-- (from GAME_WINDOW_BUILDER)
		ensure -- from GAME_WINDOW_BUILDER
			is_set: display ~ a_display

	set_flags (a_flags: NATURAL_32)
			-- Assing to flags the value of a_flags
			-- Note: Normally, you should not have to mess with this,
			-- Do it only if you know what you are doing.
			-- (from GAME_WINDOW_BUILDER)
		ensure -- from GAME_WINDOW_BUILDER
			is_set: flags = a_flags

	set_gl_accumulation_alpha_size (a_size: INTEGER_32)
			-- Minimum number of bits for the alpha channel of the accumulation buffer.
			-- Defaults to 0

	set_gl_accumulation_blue_size (a_size: INTEGER_32)
			-- Minimum number of bits for the blue channel of the accumulation buffer.
			-- Defaults to 0

	set_gl_accumulation_green_size (a_size: INTEGER_32)
			-- Minimum number of bits for the green channel of the accumulation buffer.
			-- Defaults to 0

	set_gl_accumulation_red_size (a_size: INTEGER_32)
			-- Minimum number of bits for the red channel of the accumulation buffer.
			-- Defaults to 0

	set_gl_alpha_size (a_size: INTEGER_32)
			-- Minimum number of bits for the alpha channel of the color buffer.
			-- Defaults to 0

	set_gl_blue_size (a_size: INTEGER_32)
			-- Minimum number of bits for the blue channel of the color buffer.
			-- Defaults to 2

	set_gl_buffer_size (a_size: INTEGER_32)
			-- Minimum number of bits for the frame buffer.
			-- Defaults to 0

	set_gl_depth_size (a_size: INTEGER_32)
			-- Minimum number of bits for the depth buffer.
			-- Defaults to 16

	set_gl_green_size (a_size: INTEGER_32)
			-- Minimum number of bits for the green channel of the color buffer.
			-- Defaults to 3

	set_gl_red_size (a_size: INTEGER_32)
			-- Minimum number of bits for the red channel of the color buffer.
			-- Defaults to 3

	set_gl_stencil_size (a_size: INTEGER_32)
			-- Minimum number of bits for the stencil buffer.
			-- Defaults to 0

	set_gl_version (a_version: TUPLE [major: INTEGER_32; minor: INTEGER_32])
			-- The version of OpenGL that the result of generate_window will use.
			-- Default depend on the OpenGL library in the system

	set_has_border (a_value: BOOLEAN)
			-- Assign to has_border the value of a_value
			-- (from GAME_WINDOW_BUILDER)
		ensure -- from GAME_WINDOW_BUILDER
			is_assign: has_border ~ a_value

	set_height (a_height: INTEGER_32)
			-- Assign to height the value of a_height
			-- (from GAME_WINDOW_BUILDER)
		require -- from GAME_WINDOW_BUILDER
			height_valid: a_height > 0
		ensure -- from GAME_WINDOW_BUILDER
			is_set: height = a_height

	set_is_fake_fullscreen (a_value: BOOLEAN)
			-- Assign to is_fake_fullscreen the value of a_value
			-- (from GAME_WINDOW_BUILDER)
		ensure -- from GAME_WINDOW_BUILDER
			is_assign: is_fake_fullscreen ~ a_value

	set_is_fullscreen (a_value: BOOLEAN)
			-- Assign to is_fullscreen the value of a_value
			-- (from GAME_WINDOW_BUILDER)
		ensure -- from GAME_WINDOW_BUILDER
			is_assign: is_fullscreen ~ a_value

	set_is_hidden (a_value: BOOLEAN)
			-- Assign to is_hidden the value of a_value
			-- (from GAME_WINDOW_BUILDER)
		ensure -- from GAME_WINDOW_BUILDER
			is_assign: is_hidden ~ a_value

	set_is_input_grabbed (a_value: BOOLEAN)
			-- Assign to is_input_grabbed the value of a_value
			-- (from GAME_WINDOW_BUILDER)
		ensure -- from GAME_WINDOW_BUILDER
			is_assign: is_input_grabbed ~ a_value

	set_is_maximized (a_value: BOOLEAN)
			-- Assign to is_maximized the value of a_value
			-- (from GAME_WINDOW_BUILDER)
		ensure -- from GAME_WINDOW_BUILDER
			is_assign: is_maximized ~ a_value

	set_is_minimized (a_value: BOOLEAN)
			-- Assign to is_minimized the value of a_value
			-- (from GAME_WINDOW_BUILDER)
		ensure -- from GAME_WINDOW_BUILDER
			is_assign: is_minimized ~ a_value

	set_is_position_centered (a_value: BOOLEAN)
			-- Assign to is_position_centered the value of a_value
			-- (from GAME_WINDOW_BUILDER)
		ensure -- from GAME_WINDOW_BUILDER
			is_assign: is_position_centered ~ a_value

	set_is_position_undefined (a_value: BOOLEAN)
			-- Assign to is_position_undefined the value of a_value
			-- (from GAME_WINDOW_BUILDER)
		ensure -- from GAME_WINDOW_BUILDER
			is_assign: is_position_undefined ~ a_value

	set_is_position_x_centered (a_value: BOOLEAN)
			-- Assign to is_position_x_centered the value of a_value
			-- (from GAME_WINDOW_BUILDER)
		ensure -- from GAME_WINDOW_BUILDER
			is_assign: is_position_x_centered ~ a_value

	set_is_position_x_undefined (a_value: BOOLEAN)
			-- Assign to is_position_x_undefined the value of a_value
			-- (from GAME_WINDOW_BUILDER)
		ensure -- from GAME_WINDOW_BUILDER
			is_assign: is_position_x_undefined ~ a_value

	set_is_position_y_centered (a_value: BOOLEAN)
			-- Assign to is_position_y_centered the value of a_value
			-- (from GAME_WINDOW_BUILDER)
		ensure -- from GAME_WINDOW_BUILDER
			is_assign: is_position_y_centered ~ a_value

	set_is_position_y_undefined (a_value: BOOLEAN)
			-- Assign to is_position_y_undefined the value of a_value
			-- (from GAME_WINDOW_BUILDER)
		ensure -- from GAME_WINDOW_BUILDER
			is_assign: is_position_y_undefined ~ a_value

	set_is_resizable (a_value: BOOLEAN)
			-- Assign to is_resizable the value of a_value
			-- (from GAME_WINDOW_BUILDER)
		ensure -- from GAME_WINDOW_BUILDER
			is_assign: is_resizable ~ a_value

	set_position (a_x, a_y: INTEGER_32)
			-- Assign to position the values of a_x and a_y
			-- Note: disable is_position_x_centered,
			-- is_position_y_centered and is_position_centered
			-- (from GAME_WINDOW_BUILDER)
		ensure -- from GAME_WINDOW_BUILDER
			is_set: position.x = a_x and position.y = a_y
			is_not_centered: not is_position_x_centered and not is_position_y_centered
			is_not_undefine: not is_position_x_undefined and not is_position_y_undefined

	set_position_x (a_position_x: INTEGER_32)
			-- Assign to position_x the value of a_position_x
			-- note: disable is_position_x_centered and
			-- is_position_centered
			-- (from GAME_WINDOW_BUILDER)
		ensure -- from GAME_WINDOW_BUILDER
			is_set: position_x = a_position_x
			not_centered: not is_position_x_centered
			not_undefined: not is_position_x_undefined

	set_position_y (a_position_y: INTEGER_32)
			-- Assign to position_y the value of a_position_y
			-- note: disable is_position_y_centered and
			-- is_position_centered
			-- (from GAME_WINDOW_BUILDER)
		ensure -- from GAME_WINDOW_BUILDER
			is_set: position_y = a_position_y
			not_centered: not is_position_y_centered
			not_undefined: not is_position_y_undefined

	set_title (a_title: READABLE_STRING_GENERAL)
			-- Assign to title the value of a_title
			-- (from GAME_WINDOW_BUILDER)
		ensure -- from GAME_WINDOW_BUILDER
			is_set: title ~ a_title

	set_width (a_width: INTEGER_32)
			-- Assign to width the value of a_width
			-- (from GAME_WINDOW_BUILDER)
		require -- from GAME_WINDOW_BUILDER
			width_valid: a_width > 0
		ensure -- from GAME_WINDOW_BUILDER
			is_set: width = a_width

	title: READABLE_STRING_GENERAL assign set_title
			-- The caption used to represent the generate_window
			-- Default: Empty string
			-- (from GAME_WINDOW_BUILDER)

	unset_display
			-- Remove the previously set display
			-- (from GAME_WINDOW_BUILDER)
		ensure -- from GAME_WINDOW_BUILDER
			is_unset: not attached display

	width: INTEGER_32 assign set_width
			-- The vertical dimension of the generate_window
			-- at creation
			-- Default: 800
			-- (from GAME_WINDOW_BUILDER)
	
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)
		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)

	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)
		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))

	frozen is_deep_equal alias "≡≡≡" (other: GAME_WINDOW_GL_BUILDER): BOOLEAN
			-- Are Current and other attached to isomorphic object structures?
			-- (from ANY)
		require -- from ANY
			other_not_void: other /= Void
		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)

	is_equal (other: GAME_WINDOW_GL_BUILDER): BOOLEAN
			-- Is other attached to an object considered
			-- equal to current object?
			-- (from ANY)
		require -- from ANY
			other_not_void: other /= Void
		ensure -- from ANY
			symmetric: Result implies other ~ Current
			consistent: standard_is_equal (other) implies Result

	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)
		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))

	frozen standard_is_equal alias "" (other: GAME_WINDOW_GL_BUILDER): 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
		ensure -- from ANY
			same_type: Result implies same_type (other)
			symmetric: Result implies other.standard_is_equal (Current)
	
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

	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
		ensure -- from ANY
			definition: Result = (conforms_to (other) and other.conforms_to (Current))
	
feature -- Duplication

	copy (other: GAME_WINDOW_GL_BUILDER)
			-- 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)
		ensure -- from ANY
			is_equal: Current ~ other

	frozen deep_copy (other: GAME_WINDOW_GL_BUILDER)
			-- Effect equivalent to that of:
			--		copy (other . deep_twin)
			-- (from ANY)
		require -- from ANY
			other_not_void: other /= Void
		ensure -- from ANY
			deep_equal: deep_equal (Current, other)

	frozen deep_twin: GAME_WINDOW_GL_BUILDER
			-- New object structure recursively duplicated from Current.
			-- (from ANY)
		ensure -- from ANY
			deep_twin_not_void: Result /= Void
			deep_equal: deep_equal (Current, Result)

	frozen standard_copy (other: GAME_WINDOW_GL_BUILDER)
			-- 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)
		ensure -- from ANY
			is_standard_equal: standard_is_equal (other)

	frozen standard_twin: GAME_WINDOW_GL_BUILDER
			-- New object field-by-field identical to other.
			-- Always uses default copying semantics.
			-- (from ANY)
		ensure -- from ANY
			standard_twin_not_void: Result /= Void
			equal: standard_equal (Result, Current)

	frozen twin: GAME_WINDOW_GL_BUILDER
			-- New object equal to Current
			-- twin calls copy; to change copying/twinning semantics, redefine copy.
			-- (from ANY)
		ensure -- from ANY
			twin_not_void: Result /= Void
			is_equal: Result ~ Current
	
feature -- Basic operations

	frozen default: detachable GAME_WINDOW_GL_BUILDER
			-- Default value of object's type
			-- (from ANY)

	frozen default_pointer: POINTER
			-- Default value of type POINTER
			-- (Avoid the need to write p.default for
			-- some p of type POINTER.)
			-- (from ANY)
		ensure -- from ANY
			instance_free: class

	default_rescue
			-- Process exception for routines with no Rescue clause.
			-- (Default: do nothing.)
			-- (from ANY)

	frozen do_nothing
			-- Execute a null action.
			-- (from ANY)
		ensure -- from ANY
			instance_free: class
	
feature -- Output

	Io: STD_FILES
			-- Handle to standard file setup
			-- (from ANY)
		ensure -- from ANY
			instance_free: class
			io_not_void: Result /= Void

	out: STRING_8
			-- New string containing terse printable representation
			-- of current object
			-- (from ANY)
		ensure -- from ANY
			out_not_void: Result /= Void

	print (o: detachable ANY)
			-- Write terse external representation of o
			-- on standard output.
			-- (from ANY)
		ensure -- from ANY
			instance_free: class

	frozen tagged_out: STRING_8
			-- New string containing terse printable representation
			-- of current object
			-- (from ANY)
		ensure -- from ANY
			tagged_out_not_void: Result /= Void
	
feature -- Platform

	Operating_environment: OPERATING_ENVIRONMENT
			-- Objects available from the operating system
			-- (from ANY)
		ensure -- from ANY
			instance_free: class
			operating_environment_not_void: Result /= Void
	
invariant
		-- from GAME_WINDOW_BUILDER
	position_is_valid: position.x = position_x and position.y = position_y
	position_centered_valid: is_position_centered implies (is_position_x_centered and is_position_y_centered)
	position_undefine_valid: is_position_undefined implies (is_position_x_undefined and is_position_y_undefined)
	position_centered_undefined_valid: is_position_centered implies not is_position_undefined
	position_x_centered_undefined_valid: is_position_x_centered implies not is_position_x_undefined
	position_y_centered_undefined_valid: is_position_y_centered implies not is_position_y_undefined
	dimension_is_valid: dimension.width = width and dimension.height = height

		-- from ANY
	reflexive_equality: standard_is_equal (Current)
	reflexive_conformance: conforms_to (Current)

end -- class GAME_WINDOW_GL_BUILDER

Generated by ISE EiffelStudio