note description: "A cursor representing the mouse in a window" author: "Louis Marchand" date: "Mon, 04 May 2015 20:37:11 +0000" revision: "0.1" class GAME_CURSOR create make_from_image, make_from_surface, make_arrow, make_i_beam, make_wait, make_crosshair, make_wait_arrow, make_resize_north_west_south_east, make_resize_north_east_south_west, make_resize_north_south, make_resize_west_east, make_resize_all, make_unavailable, make_hand create {GAME_LIBRARY_CONTROLLER} make_by_pointer feature {NONE} -- Initialization default_create -- Process instances of classes with no creation clause. -- (Default: do nothing.) -- (from ANY) do end make_arrow -- Initialization of Current using a standard Arrow image. do make_system ({GAME_SDL_EXTERNAL}.sdl_system_cursor_arrow) ensure is_created: not has_error implies (exists and shared) end make_by_pointer (a_pointer: POINTER) -- Initialization of Current using a_pointer as item require pointer_exists: not a_pointer.is_default_pointer do item := a_pointer shared := True ensure exists: exists and shared end make_crosshair -- Initialization of Current using a crosshair image (generally shown as a +). do make_system ({GAME_SDL_EXTERNAL}.sdl_system_cursor_crosshair) ensure is_created: not has_error implies (exists and shared) end make_from_image (a_image: GAME_IMAGE; hot_point_x, hot_point_y: INTEGER_32) -- Initialization for Current. require image_open: a_image.is_open hot_point_valid: attached (create {GAME_SURFACE}.make_from_image (a_image)) as la_surface and then (hot_point_x >= 0 and hot_point_x < la_surface.width and hot_point_y >= 0 and hot_point_y < la_surface.height) local l_item: POINTER do clear_error l_item := {GAME_SDL_EXTERNAL}.sdl_createcolorcursor (a_image.item, hot_point_x, hot_point_y) if l_item.is_default_pointer then manage_error_pointer (l_item, "Cannot create cursor") else make_by_pointer (l_item) shared := False end ensure is_created: not has_error implies (exists and not shared) end make_from_surface (a_surface: GAME_SURFACE; hot_point_x, hot_point_y: INTEGER_32) require surface_valid: a_surface.is_open hot_point_x_valid: hot_point_x >= 0 and hot_point_x < a_surface.width hot_point_y_valid: hot_point_y >= 0 and hot_point_y < a_surface.height do make_from_image (a_surface.image, hot_point_x, hot_point_y) ensure is_created: not has_error implies (exists and not shared) end make_hand -- Initialization of Current using a hand image. do make_system ({GAME_SDL_EXTERNAL}.sdl_system_cursor_hand) ensure is_created: not has_error implies (exists and shared) end make_i_beam -- Initialization of Current using a I-beam image (the edit text cursor). do make_system ({GAME_SDL_EXTERNAL}.sdl_system_cursor_ibeam) ensure is_created: not has_error implies (exists and shared) end make_resize_all -- Initialization of Current using a vertical and horizontal resize image. do make_system ({GAME_SDL_EXTERNAL}.sdl_system_cursor_sizewe) ensure is_created: not has_error implies (exists and shared) end make_resize_north_east_south_west -- Initialization of Current using a diagonal resize image oriented north-east to south-west. do make_system ({GAME_SDL_EXTERNAL}.sdl_system_cursor_sizenesw) ensure is_created: not has_error implies (exists and shared) end make_resize_north_south -- Initialization of Current using a vertical resize image. do make_system ({GAME_SDL_EXTERNAL}.sdl_system_cursor_sizens) ensure is_created: not has_error implies (exists and shared) end make_resize_north_west_south_east -- Initialization of Current using a diagonal resize image oriented north-west to south-east. do make_system ({GAME_SDL_EXTERNAL}.sdl_system_cursor_sizenwse) ensure is_created: not has_error implies (exists and shared) end make_resize_west_east -- Initialization of Current using a horizontal resize image. do make_system ({GAME_SDL_EXTERNAL}.sdl_system_cursor_sizewe) ensure is_created: not has_error implies (exists and shared) end make_system (a_system_cursor_id: INTEGER_32) -- Initialize a system cursor using a_system_cursor_id as internal system cursor index local l_item: POINTER do clear_error l_item := {GAME_SDL_EXTERNAL}.sdl_createsystemcursor (a_system_cursor_id) if l_item.is_default_pointer then manage_error_pointer (l_item, "Cannot create cursor") else make_by_pointer (l_item) end ensure is_created: not has_error implies (exists and shared) end make_unavailable -- Initialization of Current using an image that implies an unavailable feature. do make_system ({GAME_SDL_EXTERNAL}.sdl_system_cursor_no) ensure is_created: not has_error implies (exists and shared) end make_wait -- Initialization of Current using a waiting image (sometime use to indicate that the application is buzy). do make_system ({GAME_SDL_EXTERNAL}.sdl_system_cursor_wait) ensure is_created: not has_error implies (exists and shared) end make_wait_arrow -- Initialization of Current using an arrow with a wait image. do make_system ({GAME_SDL_EXTERNAL}.sdl_system_cursor_waitarrow) ensure is_created: not has_error implies (exists and shared) end feature -- Access exists: BOOLEAN -- Is item reprensenting valid memory structure do Result := not item.is_default_pointer end generating_type: TYPE [detachable GAME_CURSOR] -- 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_equal (a_other: like Current): BOOLEAN -- Is other attached to an object considered -- equal to current object? require -- from ANY other_not_void: a_other /= Void do Result := item = a_other.item ensure -- from ANY symmetric: Result implies a_other ~ Current consistent: standard_is_equal (a_other) implies Result 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 feature {GAME_LIBRARY_CONTROLLER, GAME_CURSOR} -- Access item: POINTER -- Internal POINTER of Current shared: BOOLEAN -- Must not free item when Current is collected 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_CURSOR): 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 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_CURSOR): 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 {NONE} -- Status report is_in_final_collect: BOOLEAN -- Is GC currently performing final collection -- after execution of current program? -- Safe to use in dispose. -- (from DISPOSABLE) external "C inline use %"eif_memory.h%"" alias "return eif_is_in_final_collect;" 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_CURSOR) -- 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_CURSOR) -- 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_CURSOR -- 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_CURSOR) -- 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_CURSOR -- 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_CURSOR -- 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_CURSOR 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_CURSOR -- 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 -- Implementation dispose -- Action to be executed just before garbage collection -- reclaims an object. -- Effect it in descendants to perform specific dispose -- actions. Those actions should only take care of freeing -- external resources; they should not perform remote calls -- on other objects since these may also be dead and reclaimed. do if exists and not shared then {GAME_SDL_EXTERNAL}.sdl_freecursor (item) end 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 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 is_manual_error: BOOLEAN -- Is the current pending error is a manual error (using manual_error as message) -- (from GAME_SDL_ANY) 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: 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 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 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 -- 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 invariant -- from ANY reflexive_equality: standard_is_equal (Current) reflexive_conformance: conforms_to (Current) end -- class GAME_CURSOR
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