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 interface GAME_CURSOR create 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) ensure is_created: not has_error implies (exists and not shared) 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 ensure is_created: not has_error implies (exists and not shared) make_arrow -- Initialization of Current using a standard Arrow image. ensure is_created: not has_error implies (exists and shared) make_i_beam -- Initialization of Current using a I-beam image (the edit text cursor). ensure is_created: not has_error implies (exists and shared) make_wait -- Initialization of Current using a waiting image (sometime use to indicate that the application is buzy). ensure is_created: not has_error implies (exists and shared) make_crosshair -- Initialization of Current using a crosshair image (generally shown as a +). ensure is_created: not has_error implies (exists and shared) make_wait_arrow -- Initialization of Current using an arrow with a wait image. ensure is_created: not has_error implies (exists and shared) make_resize_north_west_south_east -- Initialization of Current using a diagonal resize image oriented north-west to south-east. ensure is_created: not has_error implies (exists and shared) make_resize_north_east_south_west -- Initialization of Current using a diagonal resize image oriented north-east to south-west. ensure is_created: not has_error implies (exists and shared) make_resize_north_south -- Initialization of Current using a vertical resize image. ensure is_created: not has_error implies (exists and shared) make_resize_west_east -- Initialization of Current using a horizontal resize image. ensure is_created: not has_error implies (exists and shared) make_resize_all -- Initialization of Current using a vertical and horizontal resize image. ensure is_created: not has_error implies (exists and shared) make_unavailable -- Initialization of Current using an image that implies an unavailable feature. ensure is_created: not has_error implies (exists and shared) make_hand -- Initialization of Current using a hand image. ensure is_created: not has_error implies (exists and shared) create {GAME_LIBRARY_CONTROLLER} make_by_pointer (a_pointer: POINTER) -- Initialization of Current using a_pointer as item require pointer_exists: not a_pointer.is_default_pointer ensure exists: exists and shared feature -- Access exists: BOOLEAN -- Is item reprensenting valid memory structure generating_type: TYPE [detachable GAME_CURSOR] -- 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_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 ensure -- from ANY symmetric: Result implies a_other ~ Current consistent: standard_is_equal (a_other) implies Result last_error: READABLE_STRING_GENERAL -- The last error generate by the library -- (from GAME_SDL_ANY) 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_CURSOR): 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) 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_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 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_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) ensure -- from ANY is_equal: Current ~ other 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 ensure -- from ANY deep_equal: deep_equal (Current, other) frozen deep_twin: GAME_CURSOR -- 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_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) ensure -- from ANY is_standard_equal: standard_is_equal (other) frozen standard_twin: GAME_CURSOR -- 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_CURSOR -- 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_CURSOR -- 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 -- 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. 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 ANY reflexive_equality: standard_is_equal (Current) reflexive_conformance: conforms_to (Current) end -- class GAME_CURSOR
Generated by ISE EiffelStudio