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
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