note description: "A hardware accelerated picture in memory that can be quickly modified at run-time" author: "Louis Marchand" date: "Wed, 27 Jan 2016 02:18:41 +0000" revision: "2.0" class GAME_TEXTURE_STREAMING create make, share_from_other feature {NONE} -- Initialization default_create -- Process instances of classes with no creation clause. -- (Default: do nothing.) -- (from ANY) do end make (a_renderer: GAME_RENDERER; a_pixel_format: GAME_PIXEL_FORMAT_READABLE; a_width, a_height: INTEGER_32) -- Initialization for Current of dimension (a_width , `a_height) -- for use on a_renderer, having a_pixel_format. Current -- can be locked to be modified (less speedy but more flexible) do make_with_flags (a_renderer, a_pixel_format, {GAME_SDL_EXTERNAL}.sdl_textureaccess_streaming, a_width, a_height) ensure error_or_exist: not has_error implies exists is_not_shared: not shared is_streamable: is_streamable end make_texture (a_renderer: GAME_RENDERER; a_pixel_format: GAME_PIXEL_FORMAT_READABLE; a_width, a_height: INTEGER_32) -- Initialization for Current of dimension (a_width , `a_height) -- for use on a_renderer, having a_pixel_format. Current -- can not be locked to be modified (best performance) -- (from GAME_TEXTURE) do make_with_flags (a_renderer, a_pixel_format, {GAME_SDL_EXTERNAL}.sdl_textureaccess_static, a_width, a_height) ensure -- from GAME_TEXTURE error_or_exist: not has_error implies exists is_not_shared: not shared end make_from_image (a_renderer: GAME_RENDERER; a_image: GAME_IMAGE) -- Initialization of Current for use on a_renderer and using -- the data of a_image -- (from GAME_TEXTURE) require -- from GAME_TEXTURE image_is_open: a_image.is_open local l_item: POINTER do clear_error l_item := {GAME_SDL_EXTERNAL}.sdl_createtexturefromsurface (a_renderer.item, a_image.item) manage_error_pointer (l_item, "Cannot create texture.") make_by_pointer (l_item) shared := False is_locked := False ensure -- from GAME_TEXTURE error_or_exist: not has_error implies exists is_not_shared: not shared end make_from_surface (a_renderer: GAME_RENDERER; a_surface: GAME_SURFACE) -- Initialization of Current for use on a_renderer and using -- the data of a_surface (pixel format, picture, etc.) -- (from GAME_TEXTURE) do make_from_image (a_renderer, a_surface.image) is_locked := False ensure -- from GAME_TEXTURE error_or_exist: not has_error implies exists is_not_shared: not shared end make_target (a_renderer: GAME_RENDERER; a_pixel_format: GAME_PIXEL_FORMAT_READABLE; a_width, a_height: INTEGER_32) obsolete "Use the class {GAME_TEXTURE_TARGET} instead." -- Initialization for Current of dimension (a_width , `a_height) -- for use on a_renderer, having a_pixel_format. Current -- can be used as rendering target (see: GAME_RENDERER.render_target) -- (from GAME_TEXTURE) do make_with_flags (a_renderer, a_pixel_format, {GAME_SDL_EXTERNAL}.sdl_textureaccess_target, a_width, a_height) ensure -- from GAME_TEXTURE error_or_exist: not has_error implies exists is_not_shared: not shared end make_with_flags (a_renderer: GAME_RENDERER; a_pixel_format: GAME_PIXEL_FORMAT_READABLE; a_access_flags, a_width, a_height: INTEGER_32) -- Initialization for Current of dimension (a_width , `a_height) -- for use on a_renderer, having a_pixel_format and -- respecting a_access_flags. -- (from GAME_TEXTURE) local l_item: POINTER do clear_error l_item := {GAME_SDL_EXTERNAL}.sdl_createtexture (a_renderer.item, a_pixel_format.internal_index, a_access_flags, a_width, a_height) manage_error_pointer (l_item, "Cannot create texture.") make_by_pointer (l_item) shared := False is_locked := False ensure -- from GAME_TEXTURE error_or_exist: not has_error implies exists is_not_shared: not shared end share_from_other (a_other: GAME_TEXTURE) -- Initialization of Current sharing the internal data of Current -- Note that each modification of Current will affect a_other and -- vice versa -- (from GAME_TEXTURE) require -- from GAME_TEXTURE other_exists: a_other.exists local l_root: like other do from l_root := a_other until not (attached l_root and then l_root.shared) loop l_root := l_root.other end check attached l_root then make_by_pointer (l_root.item) other := l_root shared := True end ensure -- from GAME_TEXTURE is_created: exists is_shared: shared other_assign: attached other as la_other and then not la_other.shared end feature -- Initialization make_structure -- Initialize current with given structure_size. -- (from MEMORY_STRUCTURE) local null: POINTER do internal_item := null create managed_pointer.make (structure_size) internal_item_exists := False ensure -- from MEMORY_STRUCTURE not_shared: not internal_item_exists end make_by_pointer (a_ptr: POINTER) -- Initialize current with a_ptr. -- (from MEMORY_STRUCTURE) require -- from MEMORY_STRUCTURE a_ptr_not_null: a_ptr /= default_pointer do internal_item := a_ptr managed_pointer := Void internal_item_exists := True ensure -- from MEMORY_STRUCTURE shared: internal_item_exists end feature -- Access additionnal_alpha: NATURAL_8 assign set_additionnal_alpha -- Additionnal alpha blend to apply on Current when drawing -- (from GAME_TEXTURE) require -- from GAME_TEXTURE texture_exist: exists local l_error: INTEGER_32 do clear_error l_error := {GAME_SDL_EXTERNAL}.sdl_gettexturealphamod (item, $Result.to_pointer) manage_error_code (l_error, "Cannot retreive the texture additionnal alpha value.") end additionnal_color: GAME_COLOR_READABLE assign set_additionnal_color -- Additionnal color to multiply to Current when drawing -- (from GAME_TEXTURE) require -- from GAME_TEXTURE texture_exist: exists local l_error: INTEGER_32 l_red, l_green, l_blue: NATURAL_8 do clear_error l_error := {GAME_SDL_EXTERNAL}.sdl_gettexturecolormod (item, $l_red.to_pointer, $l_green.to_pointer, $l_blue.to_pointer) manage_error_code (l_error, "Cannot retreive the texture additionnal color value.") create Result.make_rgb (l_red, l_green, l_blue) end disable_blending -- Disable every blending mode to use for drawing operations. -- No blending mode: dstRGBA = srcRGBA -- (from GAME_BLENDABLE) require -- from GAME_BLENDABLE blendable_is_valid: exists do set_blend_mode ({GAME_SDL_EXTERNAL}.sdl_blendmode_none) end enable_additive_blending -- Set the additive blending mode to use for drawing operations. -- Additive blending: dstRGB = (srcRGB * srcA) + dstRGB -- dstA = dstA -- (from GAME_BLENDABLE) require -- from GAME_BLENDABLE blendable_is_valid: exists do set_blend_mode ({GAME_SDL_EXTERNAL}.sdl_blendmode_add) end enable_alpha_blending -- Set the alpha blending mode to use for drawing operations. -- Alpha blending: dstRGB = (srcRGB * srcA) + (dstRGB * (1-srcA)) -- dstA = srcA + (dstA * (1-srcA)) -- (from GAME_BLENDABLE) require -- from GAME_BLENDABLE blendable_is_valid: exists do set_blend_mode ({GAME_SDL_EXTERNAL}.sdl_blendmode_blend) end enable_modulate_blending -- Set the color modulate blending mode to use for drawing operations. -- Color modulate: dstRGB = srcRGB * dstRGB -- dstA = dstA -- (from GAME_BLENDABLE) require -- from GAME_BLENDABLE blendable_is_valid: exists do set_blend_mode ({GAME_SDL_EXTERNAL}.sdl_blendmode_mod) end generating_type: TYPE [detachable GAME_TEXTURE_STREAMING] -- 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) height: INTEGER_32 -- The vertical length of Current -- (from GAME_TEXTURE) require -- from GAME_TEXTURE texture_exist: exists do Result := informations.height end is_additive_blending_enabled: BOOLEAN -- True if the blending mode for drawing operation is additive blending. -- Additive blending: dstRGB = (srcRGB * srcA) + dstRGB -- dstA = dstA -- (from GAME_BLENDABLE) require -- from GAME_BLENDABLE blendable_is_valid: exists local l_blending_mode: INTEGER_32 do l_blending_mode := blend_mode if not has_error then Result := l_blending_mode = {GAME_SDL_EXTERNAL}.sdl_blendmode_add else Result := False end end is_alpha_blending_enabled: BOOLEAN -- True if the blending mode for drawing operation is alpha blending. -- Alpha blending: dstRGB = (srcRGB * srcA) + (dstRGB * (1-srcA)) -- dstA = srcA + (dstA * (1-srcA)) -- (from GAME_BLENDABLE) require -- from GAME_BLENDABLE blendable_is_valid: exists local l_blending_mode: INTEGER_32 do l_blending_mode := blend_mode if not has_error then Result := l_blending_mode = {GAME_SDL_EXTERNAL}.sdl_blendmode_blend else Result := False end end is_blending_disabled: BOOLEAN -- True if no blending mode is used for drawing operations. -- No blending mode: dstRGBA = srcRGBA -- (from GAME_BLENDABLE) require -- from GAME_BLENDABLE blendable_is_valid: exists local l_blending_mode: INTEGER_32 do l_blending_mode := blend_mode if not has_error then Result := l_blending_mode = {GAME_SDL_EXTERNAL}.sdl_blendmode_none else Result := False end end is_locked: BOOLEAN -- Current is locked to access pixels. Current cannot be used until unlock is called. -- (from GAME_TEXTURE) is_modulate_blending_enabled: BOOLEAN -- True if the blending mode for drawing operation is color modulate blending. -- Color modulate: dstRGB = srcRGB * dstRGB -- dstA = dstA -- (from GAME_BLENDABLE) require -- from GAME_BLENDABLE blendable_is_valid: exists local l_blending_mode: INTEGER_32 do l_blending_mode := blend_mode if not has_error then Result := l_blending_mode = {GAME_SDL_EXTERNAL}.sdl_blendmode_mod else Result := False end end is_streamable: BOOLEAN -- Can Current be modified by locking -- (from GAME_TEXTURE) require -- from GAME_TEXTURE texture_exist: exists do Result := informations.access = {GAME_SDL_EXTERNAL}.sdl_textureaccess_streaming end is_targetable: BOOLEAN -- Can Current be use as render target -- (from GAME_TEXTURE) require -- from GAME_TEXTURE texture_exist: exists do Result := informations.access = {GAME_SDL_EXTERNAL}.sdl_textureaccess_target end item: POINTER -- Access to memory area. -- (from MEMORY_STRUCTURE) require -- from GAME_BLENDABLE True local m: like managed_pointer do if internal_item_exists then Result := internal_item else m := managed_pointer if m /= Void then Result := m.item end 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 lock -- Lock Current to access pixels. -- Must used unlock after the edition. -- You cannot using Current as rendering target while locked. local l_pointer: POINTER l_error, l_pitch: INTEGER_32 do clear_error l_error := {GAME_SDL_EXTERNAL}.sdl_locktexture (item, create {POINTER}, $l_pointer.to_pointer, $l_pitch.to_pointer) if l_error = 0 then create internal_pixels.make (l_pointer, pixel_format, width, height, l_pitch) is_locked := True else manage_error_code (l_error, "Cannot lock texture") end ensure is_locked: not has_error implies is_locked and attached internal_pixels end lock_rectangle (a_x, a_y, a_width, a_height: INTEGER_32) -- Lock Current to access pixels from position a_x,a_y of dimension a_widthxa_height -- Must used unlock after the edition. -- You cannot using Current as rendering target while locked. local l_pointer, l_rectangle: POINTER l_error, l_pitch: INTEGER_32 do l_rectangle := l_rectangle.memory_calloc (1, {GAME_SDL_EXTERNAL}.c_sizeof_sdl_rect) {GAME_SDL_EXTERNAL}.set_rect_struct_x (l_rectangle, a_x) {GAME_SDL_EXTERNAL}.set_rect_struct_y (l_rectangle, a_y) {GAME_SDL_EXTERNAL}.set_rect_struct_w (l_rectangle, a_width) {GAME_SDL_EXTERNAL}.set_rect_struct_h (l_rectangle, a_height) clear_error l_error := {GAME_SDL_EXTERNAL}.sdl_locktexture (item, l_rectangle, $l_pointer.to_pointer, $l_pitch.to_pointer) if l_error = 0 then create internal_pixels.make (l_pointer, pixel_format, a_width, a_height, l_pitch) is_locked := True else manage_error_code (l_error, "Cannot lock texture") end; l_rectangle.memory_free ensure is_locked: not has_error implies is_locked and attached internal_pixels end pixel_format: GAME_PIXEL_FORMAT_READABLE -- Informations about the internal representation of pixels in Current -- (from GAME_TEXTURE) require -- from GAME_TEXTURE texture_exist: exists do create Result.make_from_flags (informations.format) end pixels: GAME_PIXEL_WRITER -- Used to modify pixels color in Current require is_locked: is_locked do check attached internal_pixels as la_pixels then Result := la_pixels end end set_additionnal_alpha (a_additionnal_alpha: NATURAL_8) -- Assign additionnal_alpha with the value of a_additionnal_alpha -- (from GAME_TEXTURE) require -- from GAME_TEXTURE texture_exist: exists local l_error: INTEGER_32 do clear_error l_error := {GAME_SDL_EXTERNAL}.sdl_settexturealphamod (item, a_additionnal_alpha) manage_error_code (l_error, "Cannot set the texture additionnal alpha value") ensure -- from GAME_TEXTURE is_set: additionnal_alpha = a_additionnal_alpha end set_additionnal_color (a_additionnal_color: GAME_COLOR_READABLE) -- Assign additionnal_color with the value of a_additionnal_color -- (from GAME_TEXTURE) require -- from GAME_TEXTURE texture_exist: exists local l_error: INTEGER_32 do clear_error l_error := {GAME_SDL_EXTERNAL}.sdl_settexturecolormod (item, a_additionnal_color.red, a_additionnal_color.green, a_additionnal_color.blue) manage_error_code (l_error, "Cannot set the texture additionnal color value") ensure -- from GAME_TEXTURE is_set: additionnal_color.is_equal_ignore_alpha (a_additionnal_color) end shared: BOOLEAN -- Is current memory area shared with others? -- (from GAME_TEXTURE) internal_item_exists: BOOLEAN -- Is current memory area shared with others? -- (from MEMORY_STRUCTURE) unlock -- Unlock Current after access pixels. do {GAME_SDL_EXTERNAL}.sdl_unlocktexture (item) internal_pixels := Void is_locked := False ensure is_locked: not is_locked and not attached internal_pixels end update_pixels (a_pixels: GAME_PIXEL_BUFFER) -- Modify the pixels colors in the section of Current starting at a_x,a_y using data in a_pixels -- (from GAME_TEXTURE) require -- from GAME_TEXTURE is_format_valid: a_pixels.pixel_format ~ pixel_format is_dimension_valid: width ~ a_pixels.width and height ~ a_pixels.height local l_error: INTEGER_32 do clear_error l_error := {GAME_SDL_EXTERNAL}.sdl_updatetexture (item, create {POINTER}, a_pixels.item, a_pixels.pitch) manage_error_code (l_error, "Cannot update texture pixels.") end update_pixels_with_rect (a_x, a_y: INTEGER_32; a_pixels: GAME_PIXEL_BUFFER) -- Modify the pixels colors in the section of Current starting at a_x,a_y using data in a_pixels -- (from GAME_TEXTURE) require -- from GAME_TEXTURE is_format_valid: a_pixels.pixel_format ~ pixel_format is_dimension_valid: width >= a_x + a_pixels.width and height >= a_y + a_pixels.height local l_rectangle: POINTER l_error: INTEGER_32 do l_rectangle := l_rectangle.memory_calloc (1, {GAME_SDL_EXTERNAL}.c_sizeof_sdl_rect) {GAME_SDL_EXTERNAL}.set_rect_struct_x (l_rectangle, a_x) {GAME_SDL_EXTERNAL}.set_rect_struct_y (l_rectangle, a_y) {GAME_SDL_EXTERNAL}.set_rect_struct_w (l_rectangle, a_pixels.width) {GAME_SDL_EXTERNAL}.set_rect_struct_h (l_rectangle, a_pixels.height) clear_error l_error := {GAME_SDL_EXTERNAL}.sdl_updatetexture (item, l_rectangle, a_pixels.item, a_pixels.pitch) manage_error_code (l_error, "Cannot update texture pixels."); l_rectangle.memory_free end width: INTEGER_32 -- The horizontal length of Current -- (from GAME_TEXTURE) require -- from GAME_TEXTURE texture_exist: exists do Result := informations.width end feature -- Measurement structure_size: INTEGER_32 -- Size to allocate (in bytes). -- (from GAME_TEXTURE) do Result := 0 ensure -- from MEMORY_STRUCTURE is_class: class positive_result: Result > 0 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_TEXTURE_STREAMING): 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_TEXTURE_STREAMING): 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_TEXTURE_STREAMING): 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 exists: BOOLEAN -- Is allocated memory still allocated? -- (from MEMORY_STRUCTURE) require -- from GAME_BLENDABLE True do Result := item /= default_pointer 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_TEXTURE_STREAMING) -- 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_TEXTURE_STREAMING) -- 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_TEXTURE_STREAMING -- 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_TEXTURE_STREAMING) -- 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_TEXTURE_STREAMING -- 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_TEXTURE_STREAMING -- 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_TEXTURE_STREAMING 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_TEXTURE_STREAMING -- 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 blend_mode: INTEGER_32 assign set_blend_mode -- The alpha blending mode of Current -- (from GAME_BLENDABLE) local l_error, l_blending_mode: INTEGER_32 do clear_error l_error := c_get_blend_mode (item, $l_blending_mode.to_pointer) if l_error < 0 then manage_error_code (l_error, "An error occured while retrieving the blending mode.") Result := 0 end Result := l_blending_mode end 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 informations: TUPLE [format: NATURAL_32; access: INTEGER_32; width: INTEGER_32; height: INTEGER_32] -- Retreive the pixel format, the access flag, the width and the height of Current -- (from GAME_TEXTURE) require -- from GAME_TEXTURE texture_exists: exists local l_format: NATURAL_32 l_error, l_access, l_width, l_height: INTEGER_32 do l_error := {GAME_SDL_EXTERNAL}.sdl_querytexture (item, $l_format.to_pointer, $l_access.to_pointer, $l_width.to_pointer, $l_height.to_pointer) manage_error_code (l_error, "Cannot retreive texture informations.") Result := [l_format, l_access, l_width, l_height] end internal_item: POINTER -- Pointer holding value when shared. -- (from MEMORY_STRUCTURE) internal_pixels: detachable GAME_PIXEL_WRITER -- Internal representation of the pixels feature 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 managed_pointer: detachable MANAGED_POINTER -- Hold memory area in a managed way. -- (from MEMORY_STRUCTURE) 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_blend_mode (a_blend_mode: INTEGER_32) -- The alpha blending mode of Current -- (from GAME_BLENDABLE) local l_error: INTEGER_32 do clear_error l_error := c_set_blend_mode (item, a_blend_mode) manage_error_code (l_error, "An error occured while enabling color modulate blending on the renderer.") 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 -- 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. -- (from GAME_TEXTURE) do if exists and not shared then {GAME_SDL_EXTERNAL}.sdl_destroytexture (item) create internal_item end end feature {GAME_TEXTURE} -- Implementation other: detachable GAME_TEXTURE -- If Current has been created with share_from_other, -- Keep the origin GAME_TEXTURE to prevent the Garbage -- Collector from collect it and free the internal -- memory pointed by item -- (from GAME_TEXTURE) feature {NONE} -- External c_get_blend_mode (a_item, a_blend_mode: POINTER): INTEGER_32 -- Internal getter for blend mode -- (from GAME_TEXTURE) do Result := {GAME_SDL_EXTERNAL}.sdl_gettextureblendmode (a_item, a_blend_mode) end c_set_blend_mode (a_item: POINTER; a_blend_mode: INTEGER_32): INTEGER_32 -- Internal setter for blend mode -- (from GAME_TEXTURE) do Result := {GAME_SDL_EXTERNAL}.sdl_settextureblendmode (a_item, a_blend_mode) 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 always_streamable: is_streamable -- from ANY reflexive_equality: standard_is_equal (Current) reflexive_conformance: conforms_to (Current) -- from MEMORY_STRUCTURE managed_pointer_valid: not internal_item_exists implies managed_pointer /= Void internal_item_valid: internal_item_exists implies internal_item /= default_pointer end -- class GAME_TEXTURE_STREAMING
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