note description: "[ A window. You need a renderer (see: GAME_WINDOW_RENDERED) or a window surface (see: GAME_WINDOW_SURFACED) to put thing on the window. ]" author: "Louis Marchand" date: "Fri, 27 Feb 2015 14:42:17 +0000" revision: "1.0" todo: "HighDPI" deferred class GAME_WINDOW feature {NONE} -- Initialization default_create -- Process instances of classes with no creation clause. -- (Default: do nothing.) -- (from ANY) do end feature -- Access brightness: REAL_32 assign set_brightness -- The Gamma correction where 0.0 is completely dark and 1.0 is normal. require window_not_closed: exists do Result := {GAME_SDL_EXTERNAL}.sdl_getwindowbrightness (item) ensure window_brightness_not_changed: brightness = old brightness end center_horizontally -- Change x so that Current became centered in the screen require window_not_closed: exists do set_x ({GAME_SDL_EXTERNAL}.sdl_windowpos_centered) end center_horizontally_on_display (a_display: GAME_DISPLAY) -- Change x so that Current became centered in the screen a_display require window_not_closed: exists do center_horizontally_on_display_index (a_display.index) end center_horizontally_on_display_index (a_index: INTEGER_32) -- Change x so that Current became centered in the screen number a_index require window_not_closed: exists index_valid: a_index >= 0 and a_index < Game_library.displays_count do set_x ({GAME_SDL_EXTERNAL}.sdl_windowpos_centered_display (a_index)) end center_on_display (a_display: GAME_DISPLAY) -- Change position so that Current became centered in the screen a_display require window_not_closed: exists do center_on_display_index (a_display.index) end center_on_display_index (a_index: INTEGER_32) -- Change position so that Current became centered in the screen number a_index require window_not_closed: exists index_valid: a_index >= 0 and a_index < Game_library.displays_count do set_position ({GAME_SDL_EXTERNAL}.sdl_windowpos_centered_display (a_index), {GAME_SDL_EXTERNAL}.sdl_windowpos_centered_display (a_index)) end center_position -- Change position so that Current became centered on the screen require window_not_closed: exists do set_position ({GAME_SDL_EXTERNAL}.sdl_windowpos_centered, {GAME_SDL_EXTERNAL}.sdl_windowpos_centered) end center_vertically -- Change y so that Current became centered in the screen require window_not_closed: exists do set_y ({GAME_SDL_EXTERNAL}.sdl_windowpos_centered) end center_vertically_on_display (a_display: GAME_DISPLAY) -- Change y so that Current became centered in the screen a_display require window_not_closed: exists do center_vertically_on_display_index (a_display.index) end center_vertically_on_display_index (a_index: INTEGER_32) -- Change y so that Current became centered in the screen number a_index require window_not_closed: exists index_valid: a_index >= 0 and a_index < Game_library.displays_count do set_y ({GAME_SDL_EXTERNAL}.sdl_windowpos_centered_display (a_index)) end clear_events -- Remove all events. -- (from GAME_WINDOW_EVENTS) local l_was_running: BOOLEAN do l_was_running := is_events_running if is_events_running then stop_events end show_actions_internal := Void hide_actions_internal := Void expose_actions_internal := Void move_actions_internal := Void resize_actions_internal := Void size_change_actions_internal := Void minimize_actions_internal := Void maximize_actions_internal := Void restore_actions_internal := Void mouse_enter_actions_internal := Void mouse_leave_actions_internal := Void keyboard_focus_gain_actions_internal := Void keyboard_focus_lost_actions_internal := Void close_request_actions_internal := Void key_pressed_actions_internal := Void key_released_actions_internal := Void text_editing_actions_internal := Void text_input_actions_internal := Void mouse_motion_actions_internal := Void mouse_button_pressed_actions_internal := Void mouse_button_released_actions_internal := Void mouse_wheel_move_actions_internal := Void if l_was_running then run_events end ensure -- from GAME_EVENTS running_unchanged: is_events_running = old is_events_running end clipboard_text: READABLE_STRING_GENERAL assign set_clipboard_text -- The text contained by the system clipboard require has_text: has_clipboard_text local l_converter: UTF_CONVERTER l_c_pointer: POINTER l_c_string: C_STRING do clear_error l_c_pointer := {GAME_SDL_EXTERNAL}.sdl_getclipboardtext if not l_c_pointer.is_default_pointer then create l_c_string.make_shared_from_pointer (l_c_pointer) Result := l_converter.utf_8_string_8_to_string_32 (l_c_string.string) {GAME_SDL_EXTERNAL}.sdl_free (l_c_pointer) else manage_error_pointer (l_c_pointer, "Cannot fetch clipboard text.") Result := "" end end close -- Close Current (you cannot open it again). require window_not_closed: exists do clear_events {GAME_SDL_EXTERNAL}.sdl_destroywindow (item) item := create {POINTER}.default_create; Game_library.internal_windows.prune_all (Current) end close_request_actions: ACTION_SEQUENCE [NATURAL_32] -- When the Window manager request that Current be closed. -- (from GAME_WINDOW_EVENTS) require -- from GAME_WINDOW_EVENTS window_events_enabled: events_controller.is_window_event_enable do if attached close_request_actions_internal as la_close_request_actions_internal then Result := la_close_request_actions_internal else create Result if is_events_running and not events_controller.window_event_actions.has (window_events_callback) then events_controller.window_event_actions.extend (window_events_callback) end close_request_actions_internal := Result end end display: GAME_DISPLAY -- display containing the center of the window. require window_not_closed: exists local l_index: INTEGER_32 do l_index := display_index if l_index >= 0 then create Result.make (l_index) else create Result.make (0) end end display_index: INTEGER_32 -- Index of the display containing the center of the window. require window_not_closed: exists do clear_error has_error := False Result := {GAME_SDL_EXTERNAL}.sdl_getwindowdisplayindex (item) manage_error_code (Result, "An error occured when getting the display index.") ensure window_display_index_valid: not has_error implies Result >= 0 end display_mode: GAME_DISPLAY_MODE assign set_display_mode -- The display mode of Current in fullscreen mode require window_not_closed: exists local l_error: INTEGER_32 do create Result.make (1, 1) l_error := {GAME_SDL_EXTERNAL}.sdl_getwindowdisplaymode (item, Result.item) manage_error_code (l_error, "Cannot retreive the display mode of a window.") end events_controller: GAME_EVENTS_CONTROLLER -- The main event manager do Result := Game_library.events_controller end exists: BOOLEAN -- Is Current has been closed do Result := not item.is_default_pointer end expose_actions: ACTION_SEQUENCE [NATURAL_32] -- When Current is exposed and should be redraw. -- (from GAME_WINDOW_EVENTS) require -- from GAME_WINDOW_EVENTS window_events_enabled: events_controller.is_window_event_enable do if attached expose_actions_internal as la_expose_actions_internal then Result := la_expose_actions_internal else create Result if is_events_running and not events_controller.window_event_actions.has (window_events_callback) then events_controller.window_event_actions.extend (window_events_callback) end expose_actions_internal := Result end end Game_library: GAME_LIBRARY_CONTROLLER -- The main controller of the game library -- (from GAME_LIBRARY_SHARED) once ("PROCESS") if attached internal_game_library as la_game_library then Result := la_game_library else create Result end end gamma_correction: TUPLE [red: ARRAYED_LIST [NATURAL_16]; green: ARRAYED_LIST [NATURAL_16]; blue: ARRAYED_LIST [NATURAL_16]] -- The gamma encoding of Current require window_not_closed: exists local l_red, l_green, l_blue: ARRAY [NATURAL_16] l_error: INTEGER_32 do create l_red.make_filled ({NATURAL_16} 0, 1, 256) create l_green.make_filled ({NATURAL_16} 0, 1, 256) create l_blue.make_filled ({NATURAL_16} 0, 1, 256) l_error := {GAME_SDL_EXTERNAL}.sdl_getwindowgammaramp (item, $l_red.to_pointer, $l_green.to_pointer, $l_blue.to_pointer) manage_error_code (l_error, "Cannot get gamma correction values.") Result := [create {ARRAYED_LIST [NATURAL_16]}.make_from_array (l_red), create {ARRAYED_LIST [NATURAL_16]}.make_from_array (l_green), create {ARRAYED_LIST [NATURAL_16]}.make_from_array (l_blue)] end generating_type: TYPE [detachable GAME_WINDOW] -- 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 grab_input -- Force every input in Current require window_not_closed: exists do {GAME_SDL_EXTERNAL}.sdl_setwindowgrab (item, True) ensure is_grabbed: is_input_grabbed end has_border: BOOLEAN -- Is Current has border decoration require window_not_closed: exists do Result := {GAME_SDL_EXTERNAL}.sdl_getwindowflags (item).bit_and ({GAME_SDL_EXTERNAL}.sdl_window_borderless) = 0 end has_clipboard_text: BOOLEAN -- True if the system clipboard has some text do Result := {GAME_SDL_EXTERNAL}.sdl_hasclipboardtext end has_error: BOOLEAN -- Is the library has generate an error -- (from GAME_ERROR_MANAGER) has_input_focus: BOOLEAN -- Is Current having the focus for keyboard input require window_not_closed: exists do Result := {GAME_SDL_EXTERNAL}.sdl_getwindowflags (item).bit_and ({GAME_SDL_EXTERNAL}.sdl_window_input_focus) /= 0 end has_mouse_focus: BOOLEAN -- Is Current having the focus of the mouse require window_not_closed: exists do Result := {GAME_SDL_EXTERNAL}.sdl_getwindowflags (item).bit_and ({GAME_SDL_EXTERNAL}.sdl_window_mouse_focus) /= 0 end has_text_input: BOOLEAN -- Is Current in text input mode (see: start_text_input) do Result := {GAME_SDL_EXTERNAL}.sdl_istextinputactive end height: INTEGER_32 assign set_height -- The vertical length of Current require window_not_closed: exists do Result := size.height end hide -- Remove the visibility of Current require window_not_closed: exists do {GAME_SDL_EXTERNAL}.sdl_hidewindow (item) end hide_actions: ACTION_SEQUENCE [NATURAL_32] -- When Current is hide. -- (from GAME_WINDOW_EVENTS) require -- from GAME_WINDOW_EVENTS window_events_enabled: events_controller.is_window_event_enable do if attached hide_actions_internal as la_hide_actions_internal then Result := la_hide_actions_internal else create Result if is_events_running and not events_controller.window_event_actions.has (window_events_callback) then events_controller.window_event_actions.extend (window_events_callback) end hide_actions_internal := Result end end id: NATURAL_32 -- The internal identifier of the Window (For logging purpose) require -- from GAME_WINDOW_EVENTS True require else window_not_closed: exists do Result := {GAME_SDL_EXTERNAL}.sdl_getwindowid (item) end is_fake_fullscreen: BOOLEAN assign set_is_fake_fullscreen -- Is Current in fullscreen mode require window_not_closed: exists do Result := {GAME_SDL_EXTERNAL}.sdl_getwindowflags (item).bit_and ({GAME_SDL_EXTERNAL}.sdl_window_fullscreen_desktop) /= 0 end is_foreign: BOOLEAN -- Is Current not created by the present library require window_not_closed: exists do Result := {GAME_SDL_EXTERNAL}.sdl_getwindowflags (item).bit_and ({GAME_SDL_EXTERNAL}.sdl_window_foreign) /= 0 end is_fullscreen: BOOLEAN assign set_is_fullscreen -- Is Current in fullscreen mode require window_not_closed: exists do Result := {GAME_SDL_EXTERNAL}.sdl_getwindowflags (item).bit_and ({GAME_SDL_EXTERNAL}.sdl_window_fullscreen) /= 0 end is_hidden: BOOLEAN assign set_is_hidden -- Is Current in invisible require window_not_closed: exists do Result := {GAME_SDL_EXTERNAL}.sdl_getwindowflags (item).bit_and ({GAME_SDL_EXTERNAL}.sdl_window_hidden) /= 0 end is_input_grabbed: BOOLEAN assign set_is_input_grabbed -- Is Current grabbing all input require window_not_closed: exists do Result := {GAME_SDL_EXTERNAL}.sdl_getwindowgrab (item) end is_maximized: BOOLEAN assign set_is_maximized -- Is Current in maximized mode (to fill the screen) require window_not_closed: exists do Result := {GAME_SDL_EXTERNAL}.sdl_getwindowflags (item).bit_and ({GAME_SDL_EXTERNAL}.sdl_window_maximized) /= 0 end is_minimized: BOOLEAN assign set_is_minimized -- Is Current in iconized representation require window_not_closed: exists do Result := {GAME_SDL_EXTERNAL}.sdl_getwindowflags (item).bit_and ({GAME_SDL_EXTERNAL}.sdl_window_minimized) /= 0 end is_opengl_compatible: BOOLEAN -- Is Current can be used in an OpenGL context require window_not_closed: exists do Result := {GAME_SDL_EXTERNAL}.sdl_getwindowflags (item).bit_and ({GAME_SDL_EXTERNAL}.sdl_window_opengl) /= 0 end is_resizable: BOOLEAN -- Can Current be resized by the user require window_not_closed: exists do Result := {GAME_SDL_EXTERNAL}.sdl_getwindowflags (item).bit_and ({GAME_SDL_EXTERNAL}.sdl_window_resizable) /= 0 end is_events_running: BOOLEAN assign set_is_running -- Is Current active -- (from GAME_EVENTS) is_visible: BOOLEAN -- Is Current in can be seen in the screen (not hidden) require window_not_closed: exists do Result := {GAME_SDL_EXTERNAL}.sdl_getwindowflags (item).bit_and ({GAME_SDL_EXTERNAL}.sdl_window_shown) /= 0 end key_pressed_actions: ACTION_SEQUENCE [NATURAL_32, GAME_KEY_EVENT] -- When a key (represented by key_state) has been pressed. -- (from GAME_WINDOW_EVENTS) require -- from GAME_WINDOW_EVENTS key_released_events_enabled: events_controller.is_key_pressed_event_enable do if attached key_pressed_actions_internal as la_key_pressed_actions_internal then Result := la_key_pressed_actions_internal else create Result if is_events_running and not events_controller.key_pressed_actions.has (key_pressed_events_callback) then events_controller.key_pressed_actions.extend (key_pressed_events_callback) end key_pressed_actions_internal := Result end end key_released_actions: ACTION_SEQUENCE [NATURAL_32, GAME_KEY_EVENT] -- When a key (represented by key_state) has been released. -- (from GAME_WINDOW_EVENTS) require -- from GAME_WINDOW_EVENTS key_released_events_enabled: events_controller.is_key_released_event_enable do if attached key_released_actions_internal as la_key_released_actions_internal then Result := la_key_released_actions_internal else create Result if is_events_running and not events_controller.key_released_actions.has (key_released_events_callback) then events_controller.key_released_actions.extend (key_released_events_callback) end key_released_actions_internal := Result end end keyboard_focus_gain_actions: ACTION_SEQUENCE [NATURAL_32] -- When Current has gain keyboard focus. -- (from GAME_WINDOW_EVENTS) require -- from GAME_WINDOW_EVENTS window_events_enabled: events_controller.is_window_event_enable do if attached keyboard_focus_gain_actions_internal as la_keyboard_focus_gain_actions_internal then Result := la_keyboard_focus_gain_actions_internal else create Result if is_events_running and not events_controller.window_event_actions.has (window_events_callback) then events_controller.window_event_actions.extend (window_events_callback) end keyboard_focus_gain_actions_internal := Result end end keyboard_focus_lost_actions: ACTION_SEQUENCE [NATURAL_32] -- When Current has lost keyboard focus. -- (from GAME_WINDOW_EVENTS) require -- from GAME_WINDOW_EVENTS window_events_enabled: events_controller.is_window_event_enable do if attached keyboard_focus_lost_actions_internal as la_keyboard_focus_lost_actions_internal then Result := la_keyboard_focus_lost_actions_internal else create Result if is_events_running and not events_controller.window_event_actions.has (window_events_callback) then events_controller.window_event_actions.extend (window_events_callback) end keyboard_focus_lost_actions_internal := Result 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 maximize -- Change the dimension of Current to fill the screen require window_not_closed: exists do {GAME_SDL_EXTERNAL}.sdl_maximizewindow (item) end maximize_actions: ACTION_SEQUENCE [NATURAL_32] -- When Current has been maximized. -- (from GAME_WINDOW_EVENTS) require -- from GAME_WINDOW_EVENTS window_events_enabled: events_controller.is_window_event_enable do if attached maximize_actions_internal as la_maximize_actions_internal then Result := la_maximize_actions_internal else create Result if is_events_running and not events_controller.window_event_actions.has (window_events_callback) then events_controller.window_event_actions.extend (window_events_callback) end maximize_actions_internal := Result end end maximum_size: TUPLE [width: INTEGER_32; height: INTEGER_32] -- The maximum dimension that Current can take require window_not_closed: exists local l_width, l_height: INTEGER_32 do {GAME_SDL_EXTERNAL}.sdl_getwindowmaximumsize (item, $l_width.to_pointer, $l_height.to_pointer) Result := [l_width, l_height] end minimize -- Put Current in an iconic representation require window_not_closed: exists do {GAME_SDL_EXTERNAL}.sdl_minimizewindow (item) end minimize_actions: ACTION_SEQUENCE [NATURAL_32] -- When Current has been minimized. -- (from GAME_WINDOW_EVENTS) require -- from GAME_WINDOW_EVENTS window_events_enabled: events_controller.is_window_event_enable do if attached minimize_actions_internal as la_minimize_actions_internal then Result := la_minimize_actions_internal else create Result if is_events_running and not events_controller.window_event_actions.has (window_events_callback) then events_controller.window_event_actions.extend (window_events_callback) end minimize_actions_internal := Result end end minimum_size: TUPLE [width: INTEGER_32; height: INTEGER_32] -- The minimum dimension that Current can take require window_not_closed: exists local l_width, l_height: INTEGER_32 do {GAME_SDL_EXTERNAL}.sdl_getwindowminimumsize (item, $l_width.to_pointer, $l_height.to_pointer) Result := [l_width, l_height] end mouse_button_pressed_actions: ACTION_SEQUENCE [NATURAL_32, GAME_MOUSE_BUTTON_PRESS_EVENT, NATURAL_8] -- When a mouse represented by mouse_state has been pressed for the nb_clicks times -- (from GAME_WINDOW_EVENTS) require -- from GAME_WINDOW_EVENTS mouse_button_pressed_events_enabled: events_controller.is_mouse_button_pressed_event_enable do if attached mouse_button_pressed_actions_internal as la_mouse_button_pressed_actions_internal then Result := la_mouse_button_pressed_actions_internal else create Result if is_events_running and not events_controller.mouse_button_pressed_actions.has (mouse_button_pressed_events_callback) then events_controller.mouse_button_pressed_actions.extend (mouse_button_pressed_events_callback) end mouse_button_pressed_actions_internal := Result end end mouse_button_released_actions: ACTION_SEQUENCE [NATURAL_32, GAME_MOUSE_BUTTON_RELEASE_EVENT, NATURAL_8] -- When a mouse represented by mouse_state has been released for the nb_clicks times -- (from GAME_WINDOW_EVENTS) require -- from GAME_WINDOW_EVENTS mouse_button_released_events_enabled: events_controller.is_mouse_button_released_event_enable do if attached mouse_button_released_actions_internal as la_mouse_button_released_actions_internal then Result := la_mouse_button_released_actions_internal else create Result if is_events_running and not events_controller.mouse_button_released_actions.has (mouse_button_released_events_callback) then events_controller.mouse_button_released_actions.extend (mouse_button_released_events_callback) end mouse_button_released_actions_internal := Result end end mouse_enter_actions: ACTION_SEQUENCE [NATURAL_32] -- When Current has gained mouse focus. -- (from GAME_WINDOW_EVENTS) require -- from GAME_WINDOW_EVENTS window_events_enabled: events_controller.is_window_event_enable do if attached mouse_enter_actions_internal as la_mouse_enter_actions_internal then Result := la_mouse_enter_actions_internal else create Result if is_events_running and not events_controller.window_event_actions.has (window_events_callback) then events_controller.window_event_actions.extend (window_events_callback) end mouse_enter_actions_internal := Result end end mouse_leave_actions: ACTION_SEQUENCE [NATURAL_32] -- When Current has lost mouse focus. -- (from GAME_WINDOW_EVENTS) require -- from GAME_WINDOW_EVENTS window_events_enabled: events_controller.is_window_event_enable do if attached mouse_leave_actions_internal as la_mouse_leave_actions_internal then Result := la_mouse_leave_actions_internal else create Result if is_events_running and not events_controller.window_event_actions.has (window_events_callback) then events_controller.window_event_actions.extend (window_events_callback) end mouse_leave_actions_internal := Result end end mouse_motion_actions: ACTION_SEQUENCE [NATURAL_32, GAME_MOUSE_MOTION_EVENT, INTEGER_32, INTEGER_32] -- When a mouse represented by mouse_state has been moved in Current. -- The difference between the old position and the new (delta_x,delta_y) -- (from GAME_WINDOW_EVENTS) require -- from GAME_WINDOW_EVENTS mouse_motion_events_enabled: events_controller.is_mouse_motion_event_enable do if attached mouse_motion_actions_internal as la_mouse_motion_actions_internal then Result := la_mouse_motion_actions_internal else create Result if is_events_running and not events_controller.mouse_motion_actions.has (mouse_motion_events_callback) then events_controller.mouse_motion_actions.extend (mouse_motion_events_callback) end mouse_motion_actions_internal := Result end end mouse_wheel_move_actions: ACTION_SEQUENCE [NATURAL_32, GAME_MOUSE_EVENT, INTEGER_32, INTEGER_32] -- When the wheel of a mouse represented by mouse_state has been moved. -- The difference between the old wheel position and the new one is (delta_x,delta_y) -- When delta_x is positive, the wheel has been move up, and when negative, it has been moved down -- When delta_y is positive, the wheel has been move right, and when negative, it has been moved left -- (from GAME_WINDOW_EVENTS) require -- from GAME_WINDOW_EVENTS mouse_wheel_move_events_enabled: events_controller.is_mouse_wheel_event_enable do if attached mouse_wheel_move_actions_internal as la_mouse_wheel_move_actions_internal then Result := la_mouse_wheel_move_actions_internal else create Result if is_events_running and not events_controller.mouse_wheel_move_actions.has (mouse_wheel_move_events_callback) then events_controller.mouse_wheel_move_actions.extend (mouse_wheel_move_events_callback) end mouse_wheel_move_actions_internal := Result end end move_actions: ACTION_SEQUENCE [NATURAL_32, INTEGER_32, INTEGER_32] -- When Current has been moved to (x,y). -- (from GAME_WINDOW_EVENTS) require -- from GAME_WINDOW_EVENTS window_events_enabled: events_controller.is_window_event_enable do if attached move_actions_internal as la_move_actions_internal then Result := la_move_actions_internal else create Result if is_events_running and not events_controller.window_event_actions.has (window_events_callback) then events_controller.window_event_actions.extend (window_events_callback) end move_actions_internal := Result end end move_mouse_to_position (a_x, a_y: INTEGER_32) -- Place the mouse at position (a_x,a_y) into Current require windows_not_closed: exists do {GAME_SDL_EXTERNAL}.sdl_warpmouseinwindow (item, a_x, a_y) end pixel_format: GAME_PIXEL_FORMAT_READABLE -- The internal format of the pixel representation in memory. require window_not_closed: exists do create Result.make_from_flags ({GAME_SDL_EXTERNAL}.sdl_getwindowpixelformat (item)) end position: TUPLE [x: INTEGER_32; y: INTEGER_32] -- The coordinate (x,y) of the position of Current in the screen. require window_not_closed: exists local l_x, l_y: INTEGER_32 do {GAME_SDL_EXTERNAL}.sdl_getwindowposition (item, $l_x.to_pointer, $l_y.to_pointer) Result := [l_x, l_y] end put_border -- Put border decoration to Current require window_not_closed: exists do {GAME_SDL_EXTERNAL}.sdl_setwindowbordered (item, True) end raise -- Put Current to the front require window_not_closed: exists do {GAME_SDL_EXTERNAL}.sdl_raisewindow (item) end release_input -- Release the input previously forced into Current require window_not_closed: exists do {GAME_SDL_EXTERNAL}.sdl_setwindowgrab (item, False) ensure is_not_grabbed: not is_input_grabbed end remove_border -- Remove border decoration to Current require window_not_closed: exists do {GAME_SDL_EXTERNAL}.sdl_setwindowbordered (item, False) end resize_actions: ACTION_SEQUENCE [NATURAL_32, INTEGER_32, INTEGER_32] -- When Current has been resized by the user (external to the game library) -- to widthxheight. Always precceded by a size_change_actions events. -- Note: This event is not trigger by the GAME_WINDOW.set_size or GAME_WINDOW.set_full_screen -- Routines -- (from GAME_WINDOW_EVENTS) require -- from GAME_WINDOW_EVENTS window_events_enabled: events_controller.is_window_event_enable do if attached resize_actions_internal as la_resize_actions_internal then Result := la_resize_actions_internal else create Result if is_events_running and not events_controller.window_event_actions.has (window_events_callback) then events_controller.window_event_actions.extend (window_events_callback) end resize_actions_internal := Result end end restore -- Get the original dimension of Current (previously change with maximize or minimize) require window_not_closed: exists do {GAME_SDL_EXTERNAL}.sdl_restorewindow (item) end restore_actions: ACTION_SEQUENCE [NATURAL_32] -- When Current has been restored to normal size and position. -- (from GAME_WINDOW_EVENTS) require -- from GAME_WINDOW_EVENTS window_events_enabled: events_controller.is_window_event_enable do if attached restore_actions_internal as la_restore_actions_internal then Result := la_restore_actions_internal else create Result if is_events_running and not events_controller.window_event_actions.has (window_events_callback) then events_controller.window_event_actions.extend (window_events_callback) end restore_actions_internal := Result end end run_events -- Put Current active. -- (from GAME_WINDOW_EVENTS) require -- from GAME_EVENTS run_not_already_running: not is_events_running do is_events_running := True if attached show_actions_internal or attached hide_actions_internal or attached expose_actions_internal or attached move_actions_internal or attached resize_actions_internal or attached size_change_actions_internal or attached minimize_actions_internal or attached maximize_actions_internal or attached restore_actions_internal or attached mouse_enter_actions_internal or attached mouse_leave_actions_internal or attached keyboard_focus_gain_actions_internal or attached keyboard_focus_lost_actions_internal or attached close_request_actions_internal then events_controller.window_event_actions.extend (window_events_callback) end if attached key_pressed_actions_internal then events_controller.key_pressed_actions.extend (key_pressed_events_callback) end if attached key_released_actions_internal then events_controller.key_released_actions.extend (key_released_events_callback) end if attached text_editing_actions_internal then events_controller.text_editing_actions.extend (text_editing_events_callback) end if attached text_input_actions_internal then events_controller.text_input_actions.extend (text_input_events_callback) end if attached mouse_motion_actions_internal then events_controller.mouse_motion_actions.extend (mouse_motion_events_callback) end if attached mouse_button_pressed_actions_internal then events_controller.mouse_button_pressed_actions.extend (mouse_button_pressed_events_callback) end if attached mouse_button_released_actions_internal then events_controller.mouse_button_released_actions.extend (mouse_button_released_events_callback) end if attached mouse_wheel_move_actions_internal then events_controller.mouse_wheel_move_actions.extend (mouse_wheel_move_events_callback) end ensure -- from GAME_EVENTS is_running: is_events_running end set_brightness (a_brightness: REAL_32) -- Set the brightness (gamma correction) to a_brightness for Current where 0.0 is completely dark and 1.0 is normal. -- Set has_error when an error occured. require window_not_closed: exists window_set_brightness_valid: a_brightness >= 0.0 and a_brightness <= 1.to_real local l_error: INTEGER_32 do clear_error has_error := False l_error := {GAME_SDL_EXTERNAL}.sdl_setwindowbrightness (item, a_brightness) manage_error_code (l_error, "An error occured when setting the brightness of the window.") ensure window_set_brightness_changed: brightness = a_brightness end set_clipboard_text (a_text: READABLE_STRING_GENERAL) -- Put a_text into the system clipboard local l_converter: UTF_CONVERTER l_error: INTEGER_32 l_c_string: C_STRING do clear_error create l_c_string.make (l_converter.string_32_to_utf_8_string_8 (a_text.to_string_32)) l_error := {GAME_SDL_EXTERNAL}.sdl_setclipboardtext (l_c_string.item) manage_error_code (l_error, "Cannot put text into the system clipboard.") end set_display_mode (a_display_mode: GAME_DISPLAY_MODE) -- Assign display_mode with the value of a_display_mode require window_not_closed: exists local l_error: INTEGER_32 do l_error := {GAME_SDL_EXTERNAL}.sdl_setwindowdisplaymode (item, a_display_mode.item) manage_error_code (l_error, "Cannot assign a display mode to a window.") end set_fake_fullscreen -- Activate the "fake" fullscreen mode (setting a not bordered maximized window) require window_not_closed: exists local l_error: INTEGER_32 do l_error := {GAME_SDL_EXTERNAL}.sdl_setwindowfullscreen (item, {GAME_SDL_EXTERNAL}.sdl_window_fullscreen_desktop) manage_error_code (l_error, "Cannot set window to full screen (fake)") end set_fullscreen -- Activate the "true" fullscreen mode (changing resolution if necessary) require window_not_closed: exists local l_error: INTEGER_32 do l_error := {GAME_SDL_EXTERNAL}.sdl_setwindowfullscreen (item, {GAME_SDL_EXTERNAL}.sdl_window_fullscreen) manage_error_code (l_error, "Cannot set window to full screen (true)") end set_gamma_correction (a_red, a_green, a_blue: ARRAYED_LIST [NATURAL_16]) -- Assign the gamma_correction values using a_red, a_green, a_blue. require window_not_closed: exists red_arrays_count_valid: a_red.count = 256 green_arrays_count_valid: a_green.count = 256 blue_arrays_count_valid: a_blue.count = 256 local l_red, l_green, l_blue: ARRAY [NATURAL_16] l_error: INTEGER_32 do l_red := a_red.to_array l_green := a_green.to_array l_blue := a_blue.to_array l_error := {GAME_SDL_EXTERNAL}.sdl_setwindowgammaramp (item, $l_red.to_pointer, $l_green.to_pointer, $l_blue.to_pointer) manage_error_code (l_error, "Cannot set gamma correction values.") ensure is_assign: attached gamma_correction as la_gamma_correction and then (la_gamma_correction.red ~ a_red and la_gamma_correction.green ~ a_green and la_gamma_correction.blue ~ a_blue) end set_height (a_height: INTEGER_32) -- Assign height with the value of a_height require window_not_closed: exists do set_size (width, a_height) ensure is_assign: height = a_height width_not_changed: width = old width end set_icon (a_surface: GAME_SURFACE) -- Place the icon represented by a_surface as Current icon (in the decoration) require windows_not_closed: exists surface_exists: a_surface.is_open do {GAME_SDL_EXTERNAL}.sdl_setwindowicon (item, a_surface.item) end set_is_fake_fullscreen (a_value: BOOLEAN) -- Assign to is_fake_fullscreen the value of a_value do if a_value then set_fake_fullscreen else set_windowed end ensure is_assign: is_fake_fullscreen ~ a_value end set_is_fullscreen (a_value: BOOLEAN) -- Assign to is_fullscreen the value of a_value do if a_value then set_fullscreen else set_windowed end ensure is_assign: is_fullscreen ~ a_value end set_is_hidden (a_value: BOOLEAN) -- Assign to is_hidden the value of a_value do if a_value then hide else show end ensure is_assign: is_hidden ~ a_value end set_is_input_grabbed (a_value: BOOLEAN) -- Assign to is_input_grabbed the value of a_value do if a_value then grab_input else release_input end ensure is_assign: is_input_grabbed ~ a_value end set_is_maximized (a_value: BOOLEAN) -- Assign to is_maximized the value of a_value do if a_value then maximize else restore end ensure is_assign: is_maximized ~ a_value end set_is_minimized (a_value: BOOLEAN) -- Assign to is_minimized the value of a_value do if a_value then minimize else restore end ensure is_assign: is_minimized ~ a_value end set_is_running (a_value: BOOLEAN) -- Assign to is_running the value of a_value -- (from GAME_EVENTS) do if a_value then run_events else stop_events end ensure -- from GAME_EVENTS is_assign: is_events_running ~ a_value end set_maximum_size (a_width, a_height: INTEGER_32) -- Assign the values of maximum_size with the values a_width, a_height require window_not_closed: exists do {GAME_SDL_EXTERNAL}.sdl_setwindowmaximumsize (item, a_width, a_height) end set_minimum_size (a_width, a_height: INTEGER_32) -- Assign the values of minimum_size with the values a_width, a_height require window_not_closed: exists do {GAME_SDL_EXTERNAL}.sdl_setwindowminimumsize (item, a_width, a_height) end set_position (a_x, a_y: INTEGER_32) -- Assign position with the values a_x and a_y require window_not_closed: exists do {GAME_SDL_EXTERNAL}.sdl_setwindowposition (item, a_x, a_y) end set_size (a_width, a_height: INTEGER_32) -- Assign the values of size with the values a_width, a_height require window_not_closed: exists do {GAME_SDL_EXTERNAL}.sdl_setwindowsize (item, a_width, a_height) ensure is_assign: attached size as la_size and then (la_size.width ~ a_width and la_size.height ~ a_height) end set_title (a_title: READABLE_STRING_GENERAL) -- Assign title using the value of a_title require window_not_closed: exists local l_utf_converter: UTF_CONVERTER l_text_m_ptr: MANAGED_POINTER l_count: INTEGER_32 do create l_utf_converter l_count := l_utf_converter.utf_8_bytes_count (a_title, 1, a_title.count) + 1 create l_text_m_ptr.make (l_count); l_utf_converter.string_32_into_utf_8_0_pointer (a_title.as_string_32, l_text_m_ptr, 0, Void) check pointer_not_null: not l_text_m_ptr.item.is_default_pointer end {GAME_SDL_EXTERNAL}.sdl_setwindowtitle (item, l_text_m_ptr.item) end set_width (a_width: INTEGER_32) -- Assign width with the value of a_width require window_not_closed: exists do set_size (a_width, height) ensure is_assign: width = a_width height_not_changed: height = old height end set_windowed -- Desactivate any fullscreen mode require window_not_closed: exists local l_error: INTEGER_32 do l_error := {GAME_SDL_EXTERNAL}.sdl_setwindowfullscreen (item, 0) manage_error_code (l_error, "Cannot set window to not fullscreen") end set_x (a_x: INTEGER_32) -- assign x with the value of a_x require window_not_closed: exists do set_position (a_x, y) ensure is_assign: x = a_x end set_y (a_y: INTEGER_32) -- assign y with the value of a_y require window_not_closed: exists do set_position (x, a_y) ensure is_assign: y = a_y end show -- Active the visibility of Current (previously removed by hide) do {GAME_SDL_EXTERNAL}.sdl_showwindow (item) end show_actions: ACTION_SEQUENCE [NATURAL_32] -- When Current is show. -- (from GAME_WINDOW_EVENTS) require -- from GAME_WINDOW_EVENTS window_events_enabled: events_controller.is_window_event_enable do if attached show_actions_internal as la_show_actions_internal then Result := la_show_actions_internal else create Result if is_events_running and not events_controller.window_event_actions.has (window_events_callback) then events_controller.window_event_actions.extend (window_events_callback) end show_actions_internal := Result end end size: TUPLE [width: INTEGER_32; height: INTEGER_32] -- The present dimension of Current require window_not_closed: exists local l_width, l_height: INTEGER_32 do {GAME_SDL_EXTERNAL}.sdl_getwindowsize (item, $l_width.to_pointer, $l_height.to_pointer) Result := [l_width, l_height] end size_change_actions: ACTION_SEQUENCE [NATURAL_32] -- When Current has been resized. -- Note: Trigger when a user resize the window (external to the game library) or when a -- call to the GAME_WINDOW.set_size or GAME_WINDOW.set_full_screen routines has -- been use. -- (from GAME_WINDOW_EVENTS) require -- from GAME_WINDOW_EVENTS window_events_enabled: events_controller.is_window_event_enable do if attached size_change_actions_internal as la_size_change_actions_internal then Result := la_size_change_actions_internal else create Result if is_events_running and not events_controller.window_event_actions.has (window_events_callback) then events_controller.window_event_actions.extend (window_events_callback) end size_change_actions_internal := Result end end start_text_input -- Begin to read text in Current do {GAME_SDL_EXTERNAL}.sdl_starttextinput end start_text_input_in_rectangle (a_x, a_y, a_width, a_height: INTEGER_32) -- Begin to read text in Current displaying updated in the -- rectangle starting at position (a_x, a_y) of dimention a_width X a_height. -- Note: The library will not automatically draw the text in the rectangle. -- The coordinate and dimention will be use to show the OS candidate list (if there is one). -- See: http://wiki.libsdl.org/Tutorials/TextInput#CandidateList local l_rectangle: POINTER 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) {GAME_SDL_EXTERNAL}.sdl_settextinputrect (l_rectangle) start_text_input; l_rectangle.memory_free end stop_events -- Put Current innactive. -- (from GAME_WINDOW_EVENTS) require -- from GAME_EVENTS stop_is_running: is_events_running do is_events_running := False; events_controller.window_event_actions.prune_all (window_events_callback); events_controller.key_pressed_actions.prune_all (key_pressed_events_callback); events_controller.text_editing_actions.prune_all (text_editing_events_callback); events_controller.text_input_actions.prune_all (text_input_events_callback); events_controller.mouse_motion_actions.prune_all (mouse_motion_events_callback); events_controller.mouse_button_pressed_actions.prune_all (mouse_button_pressed_events_callback); events_controller.mouse_button_released_actions.prune_all (mouse_button_released_events_callback); events_controller.mouse_wheel_move_actions.prune_all (mouse_wheel_move_events_callback) ensure -- from GAME_EVENTS is_stopped: not is_events_running end stop_text_input -- Finish the reading of text in Current do {GAME_SDL_EXTERNAL}.sdl_stoptextinput end text_editing_actions: ACTION_SEQUENCE [NATURAL_32, STRING_32, INTEGER_32, INTEGER_32] -- When a text has been edited in Current. -- (from GAME_WINDOW_EVENTS) do if attached text_editing_actions_internal as la_text_editing_actions_internal then Result := la_text_editing_actions_internal else create Result if is_events_running and not events_controller.text_editing_actions.has (text_editing_events_callback) then events_controller.text_editing_actions.extend (text_editing_events_callback) end text_editing_actions_internal := Result end end text_input_actions: ACTION_SEQUENCE [NATURAL_32, STRING_32] -- When a new text has been entered in Current. -- (from GAME_WINDOW_EVENTS) do if attached text_input_actions_internal as la_text_input_actions_internal then Result := la_text_input_actions_internal else create Result if is_events_running and not events_controller.text_input_actions.has (text_input_events_callback) then events_controller.text_input_actions.extend (text_input_events_callback) end text_input_actions_internal := Result end end title: READABLE_STRING_GENERAL assign set_title -- The text to write in the title bar of Current (part of the decoration) require window_not_closed: exists local l_text_c: C_STRING do create l_text_c.make_by_pointer ({GAME_SDL_EXTERNAL}.sdl_getwindowtitle (item)) Result := {UTF_CONVERTER}.utf_8_string_8_to_string_32 (l_text_c.string) end update -- Print the visual buffer modification to the screen require window_not_closed: exists deferred end width: INTEGER_32 assign set_width -- The horizontal length of Current require window_not_closed: exists do Result := size.width end window_manager: GAME_WINDOW_MANAGER -- The window manager managing Current. require window_not_closed: exists local l_wm_info: POINTER l_valid: BOOLEAN do l_wm_info := l_wm_info.memory_calloc (1, {GAME_SDL_EXTERNAL}.c_sizeof_sdl_sys_wm_info) {GAME_SDL_EXTERNAL}.sdl_version_compile ({GAME_SDL_EXTERNAL}.get_sys_wm_struct_version (l_wm_info)) clear_error l_valid := {GAME_SDL_EXTERNAL}.sdl_getwindowwminfo (item, l_wm_info) manage_error_boolean (l_valid, "An error occured when getting the window manager informations.") create Result.own_from_pointer (l_wm_info) end x: INTEGER_32 assign set_x -- The horizontal coordinate of the position of Current require window_not_closed: exists do Result := position.x end y: INTEGER_32 assign set_y -- The vertical coordinate of the position of Current require window_not_closed: exists do Result := position.x 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_WINDOW): 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_WINDOW): 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_WINDOW): 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_WINDOW) -- 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_WINDOW) -- 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_WINDOW -- 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_WINDOW) -- 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_WINDOW -- 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_WINDOW -- 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_WINDOW 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_WINDOW -- 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 -- Close do if exists then close 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 close_request_actions_internal: detachable ACTION_SEQUENCE [NATURAL_32] -- Internal value of the close_request_actions lazy evaluated attribute -- (from GAME_WINDOW_EVENTS) 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 expose_actions_internal: detachable ACTION_SEQUENCE [NATURAL_32] -- Internal value of the expose_actions lazy evaluated attribute -- (from GAME_WINDOW_EVENTS) hide_actions_internal: detachable ACTION_SEQUENCE [NATURAL_32] -- Internal value of the hide_actions lazy evaluated attribute -- (from GAME_WINDOW_EVENTS) internal_game_library: detachable GAME_LIBRARY_CONTROLLER -- Assign to this attribute prior to use Game_library to inject a specific GAME_LIBRARY_CONTROLLER singleton. -- (from GAME_LIBRARY_SHARED) is_manual_error: BOOLEAN -- Is the current pending error is a manual error (using manual_error as message) -- (from GAME_SDL_ANY) key_pressed_actions_internal: detachable ACTION_SEQUENCE [NATURAL_32, GAME_KEY_EVENT] -- Internal value of the key_pressed_actions lazy evaluated attribute -- (from GAME_WINDOW_EVENTS) key_pressed_events_callback: PROCEDURE [NATURAL_32, NATURAL_32, NATURAL_8, INTEGER_32, INTEGER_32, NATURAL_16] -- Callback used to register Current in the events_controller for the -- key_pressed_actions ACTION_SEQUENCE -- (from GAME_WINDOW_EVENTS) key_pressed_events_dispatcher (a_timestamp, a_window_id: NATURAL_32; a_repeat: NATURAL_8; a_scancode, a_keycode: INTEGER_32; a_modifier: NATURAL_16) -- The dispatcher receiving event from the key_pressed_events_callback and dispatch them to -- the key_pressed_actions ACTION_SEQUENCE -- (from GAME_WINDOW_EVENTS) local l_keyboard_state: GAME_KEY_EVENT do if (a_window_id = id or a_window_id = 0) and then attached key_pressed_actions_internal as actions then create l_keyboard_state.make (a_scancode, a_keycode, a_modifier, a_repeat); actions.call (a_timestamp, l_keyboard_state) end end key_released_actions_internal: detachable ACTION_SEQUENCE [NATURAL_32, GAME_KEY_EVENT] -- Internal value of the key_released_actions lazy evaluated attribute -- (from GAME_WINDOW_EVENTS) key_released_events_callback: PROCEDURE [NATURAL_32, NATURAL_32, NATURAL_8, INTEGER_32, INTEGER_32, NATURAL_16] -- Callback used to register Current in the events_controller for the -- key_released_actions ACTION_SEQUENCE -- (from GAME_WINDOW_EVENTS) key_released_events_dispatcher (a_timestamp, a_window_id: NATURAL_32; a_repeat: NATURAL_8; a_scancode, a_keycode: INTEGER_32; a_modifier: NATURAL_16) -- The dispatcher receiving event from the key_released_events_callback and dispatch them to -- the key_released_actions ACTION_SEQUENCE -- (from GAME_WINDOW_EVENTS) local l_keyboard_state: GAME_KEY_EVENT do if (a_window_id = id or a_window_id = 0) and then attached key_released_actions_internal as actions then create l_keyboard_state.make (a_scancode, a_keycode, a_modifier, a_repeat); actions.call (a_timestamp, l_keyboard_state) end end keyboard_focus_gain_actions_internal: detachable ACTION_SEQUENCE [NATURAL_32] -- Internal value of the keyboard_focus_gain_actions lazy evaluated attribute -- (from GAME_WINDOW_EVENTS) keyboard_focus_lost_actions_internal: detachable ACTION_SEQUENCE [NATURAL_32] -- Internal value of the keyboard_focus_lost_actions lazy evaluated attribute -- (from GAME_WINDOW_EVENTS) 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 maximize_actions_internal: detachable ACTION_SEQUENCE [NATURAL_32] -- Internal value of the maximize_actions lazy evaluated attribute -- (from GAME_WINDOW_EVENTS) manual_error: detachable READABLE_STRING_GENERAL -- The specific message for the last error -- (from GAME_ERROR_MANAGER) minimize_actions_internal: detachable ACTION_SEQUENCE [NATURAL_32] -- Internal value of the minimize_actions lazy evaluated attribute -- (from GAME_WINDOW_EVENTS) mouse_button_pressed_actions_internal: detachable ACTION_SEQUENCE [NATURAL_32, GAME_MOUSE_BUTTON_PRESS_EVENT, NATURAL_8] -- Internal value of the mouse_button_pressed_actions lazy evaluated attribute -- (from GAME_WINDOW_EVENTS) mouse_button_pressed_events_callback: PROCEDURE [NATURAL_32, NATURAL_32, NATURAL_32, NATURAL_8, NATURAL_8, INTEGER_32, INTEGER_32] -- Callback used to register Current in the events_controller for the -- mouse_button_pressed_actions ACTION_SEQUENCE -- (from GAME_WINDOW_EVENTS) mouse_button_pressed_events_dispatcher (a_timestamp, a_window_id, a_mouse_id: NATURAL_32; a_button, a_clicks: NATURAL_8; a_x, a_y: INTEGER_32) -- The dispatcher receiving event from the mouse_button_pressed_events_callback and dispatch them to -- the mouse_button_pressed_actions ACTION_SEQUENCE -- (from GAME_WINDOW_EVENTS) local l_mouse_state: GAME_MOUSE_BUTTON_PRESS_EVENT do if (a_window_id = id or a_window_id = 0) and then attached mouse_button_pressed_actions_internal as actions then create l_mouse_state.make (a_mouse_id, a_button.to_natural_32, a_x, a_y); actions.call (a_timestamp, l_mouse_state, a_clicks) end end mouse_button_released_actions_internal: detachable ACTION_SEQUENCE [NATURAL_32, GAME_MOUSE_BUTTON_RELEASE_EVENT, NATURAL_8] -- Internal value of the mouse_button_released_actions lazy evaluated attribute -- (from GAME_WINDOW_EVENTS) mouse_button_released_events_callback: PROCEDURE [NATURAL_32, NATURAL_32, NATURAL_32, NATURAL_8, NATURAL_8, INTEGER_32, INTEGER_32] -- Callback used to register Current in the events_controller for the -- mouse_button_released_actions ACTION_SEQUENCE -- (from GAME_WINDOW_EVENTS) mouse_button_released_events_dispatcher (a_timestamp, a_window_id, a_mouse_id: NATURAL_32; a_button, a_clicks: NATURAL_8; a_x, a_y: INTEGER_32) -- The dispatcher receiving event from the mouse_button_released_events_callback and dispatch them to -- the mouse_button_released_actions ACTION_SEQUENCE -- (from GAME_WINDOW_EVENTS) local l_mouse_state: GAME_MOUSE_BUTTON_RELEASE_EVENT do if (a_window_id = id or a_window_id = 0) and then attached mouse_button_released_actions_internal as actions then create l_mouse_state.make (a_mouse_id, a_button.to_natural_32, a_x, a_y); actions.call (a_timestamp, l_mouse_state, a_clicks) end end mouse_enter_actions_internal: detachable ACTION_SEQUENCE [NATURAL_32] -- Internal value of the mouse_enter_actions lazy evaluated attribute -- (from GAME_WINDOW_EVENTS) mouse_leave_actions_internal: detachable ACTION_SEQUENCE [NATURAL_32] -- Internal value of the mouse_leave_actions lazy evaluated attribute -- (from GAME_WINDOW_EVENTS) mouse_motion_actions_internal: detachable ACTION_SEQUENCE [NATURAL_32, GAME_MOUSE_MOTION_EVENT, INTEGER_32, INTEGER_32] -- Internal value of the mouse_motion_actions lazy evaluated attribute -- (from GAME_WINDOW_EVENTS) mouse_motion_events_callback: PROCEDURE [NATURAL_32, NATURAL_32, NATURAL_32, NATURAL_32, INTEGER_32, INTEGER_32, INTEGER_32, INTEGER_32] -- Callback used to register Current in the events_controller for the -- mouse_motion_actions ACTION_SEQUENCE -- (from GAME_WINDOW_EVENTS) mouse_motion_events_dispatcher (a_timestamp, a_window_id, a_mouse_id, a_state: NATURAL_32; a_x, a_y, a_x_relative, a_y_relative: INTEGER_32) -- The dispatcher receiving event from the mouse_motion_events_callback and dispatch them to -- the mouse_motion_actions ACTION_SEQUENCE -- (from GAME_WINDOW_EVENTS) local l_mouse_state: GAME_MOUSE_MOTION_EVENT do if (a_window_id = id or a_window_id = 0) and then attached mouse_motion_actions_internal as actions then create l_mouse_state.make (a_mouse_id, a_state, a_x, a_y); actions.call (a_timestamp, l_mouse_state, a_x_relative, a_y_relative) end end mouse_wheel_move_actions_internal: detachable ACTION_SEQUENCE [NATURAL_32, GAME_MOUSE_EVENT, INTEGER_32, INTEGER_32] -- Internal value of the mouse_wheel_move_actions lazy evaluated attribute -- (from GAME_WINDOW_EVENTS) mouse_wheel_move_events_callback: PROCEDURE [NATURAL_32, NATURAL_32, NATURAL_32, INTEGER_32, INTEGER_32] -- Callback used to register Current in the events_controller for the -- mouse_wheel_move_actions ACTION_SEQUENCE -- (from GAME_WINDOW_EVENTS) mouse_wheel_move_events_dispatcher (a_timestamp, a_window_id, a_mouse_id: NATURAL_32; a_x, a_y: INTEGER_32) -- The dispatcher receiving event from the mouse_wheel_move_events_callback and dispatch them to -- the mouse_wheel_move_actions ACTION_SEQUENCE -- (from GAME_WINDOW_EVENTS) do if (a_window_id = id or a_window_id = 0) and then attached mouse_wheel_move_actions_internal as actions then actions.call (a_timestamp, create {GAME_MOUSE_EVENT}.make (a_mouse_id), a_x, a_y) end end move_actions_internal: detachable ACTION_SEQUENCE [NATURAL_32, INTEGER_32, INTEGER_32] -- Internal value of the move_actions lazy evaluated attribute -- (from GAME_WINDOW_EVENTS) 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 resize_actions_internal: detachable ACTION_SEQUENCE [NATURAL_32, INTEGER_32, INTEGER_32] -- Internal value of the resize_actions lazy evaluated attribute -- (from GAME_WINDOW_EVENTS) restore_actions_internal: detachable ACTION_SEQUENCE [NATURAL_32] -- Internal value of the restore_actions lazy evaluated attribute -- (from GAME_WINDOW_EVENTS) 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 show_actions_internal: detachable ACTION_SEQUENCE [NATURAL_32] -- Internal value of the show_actions lazy evaluated attribute -- (from GAME_WINDOW_EVENTS) size_change_actions_internal: detachable ACTION_SEQUENCE [NATURAL_32] -- Internal value of the size_change_actions lazy evaluated attribute -- (from GAME_WINDOW_EVENTS) text_editing_actions_internal: detachable ACTION_SEQUENCE [NATURAL_32, STRING_32, INTEGER_32, INTEGER_32] -- Internal value of the text_editing_actions lazy evaluated attribute -- (from GAME_WINDOW_EVENTS) text_editing_events_callback: PROCEDURE [NATURAL_32, NATURAL_32, STRING_32, INTEGER_32, INTEGER_32] -- Callback used to register Current in the events_controller for the -- text_editing_actions ACTION_SEQUENCE -- (from GAME_WINDOW_EVENTS) text_editing_events_dispatcher (a_timestamp, a_window_id: NATURAL_32; a_text: STRING_32; a_start, a_lenght: INTEGER_32) -- The dispatcher receiving event from the text_editing_events_callback and dispatch them to -- the text_editing_actions ACTION_SEQUENCE -- (from GAME_WINDOW_EVENTS) do if (a_window_id = id or a_window_id = 0) and then attached text_editing_actions_internal as actions then actions.call (a_timestamp, a_text, a_start, a_lenght) end end text_input_actions_internal: detachable ACTION_SEQUENCE [NATURAL_32, STRING_32] -- Internal value of the text_input_actions lazy evaluated attribute -- (from GAME_WINDOW_EVENTS) text_input_events_callback: PROCEDURE [NATURAL_32, NATURAL_32, STRING_32] -- Callback used to register Current in the events_controller for the -- text_input_actions ACTION_SEQUENCE -- (from GAME_WINDOW_EVENTS) text_input_events_dispatcher (a_timestamp, a_window_id: NATURAL_32; a_text: STRING_32) -- The dispatcher receiving event from the text_input_events_callback and dispatch them to -- the text_input_actions ACTION_SEQUENCE -- (from GAME_WINDOW_EVENTS) do if (a_window_id = id or a_window_id = 0) and then attached text_input_actions_internal as actions then actions.call (a_timestamp, a_text) end end window_events_callback: PROCEDURE [NATURAL_32, NATURAL_32, NATURAL_8, INTEGER_32, INTEGER_32] -- Callback used to register Current in the events_controller for those ACTION_SEQUENCE: -- show_actions, expose_actions, hide_actions, move_actions, resize_actions, -- size_change_actions, minimize_actions, maximize_actions, restore_actions, -- mouse_enter_actions, mouse_leave_actions, keyboard_focus_gain_actions, -- keyboard_focus_lost_actions and close_request_actions -- (from GAME_WINDOW_EVENTS) window_events_dispatcher (a_timestamp, a_window_id: NATURAL_32; a_event_type: NATURAL_8; a_data1, a_data2: INTEGER_32) -- The dispatcher receiving event from the window_events_callback and dispatch them to those -- ACTION_SEQUENCE: show_actions, expose_actions, hide_actions, move_actions, -- resize_actions, size_change_actions, minimize_actions, maximize_actions, -- restore_actions, mouse_enter_actions, mouse_leave_actions, -- keyboard_focus_gain_actions, keyboard_focus_lost_actions and close_request_actions -- (from GAME_WINDOW_EVENTS) do if a_window_id = id or a_window_id = 0 then if a_event_type = {GAME_SDL_EXTERNAL}.sdl_windowevent_shown then if attached show_actions_internal as actions then actions.call ([a_timestamp]) end elseif a_event_type = {GAME_SDL_EXTERNAL}.sdl_windowevent_hidden then if attached hide_actions_internal as actions then actions.call ([a_timestamp]) end elseif a_event_type = {GAME_SDL_EXTERNAL}.sdl_windowevent_exposed then if attached expose_actions_internal as actions then actions.call ([a_timestamp]) end elseif a_event_type = {GAME_SDL_EXTERNAL}.sdl_windowevent_moved then if attached move_actions_internal as actions then actions.call ([a_timestamp, a_data1, a_data2]) end elseif a_event_type = {GAME_SDL_EXTERNAL}.sdl_windowevent_resized then if attached resize_actions_internal as actions then actions.call ([a_timestamp, a_data1, a_data2]) end elseif a_event_type = {GAME_SDL_EXTERNAL}.sdl_windowevent_size_changed then if attached size_change_actions_internal as actions then actions.call ([a_timestamp]) end elseif a_event_type = {GAME_SDL_EXTERNAL}.sdl_windowevent_minimized then if attached minimize_actions_internal as actions then actions.call ([a_timestamp]) end elseif a_event_type = {GAME_SDL_EXTERNAL}.sdl_windowevent_maximized then if attached maximize_actions_internal as actions then actions.call ([a_timestamp]) end elseif a_event_type = {GAME_SDL_EXTERNAL}.sdl_windowevent_restored then if attached restore_actions_internal as actions then actions.call ([a_timestamp]) end elseif a_event_type = {GAME_SDL_EXTERNAL}.sdl_windowevent_enter then if attached mouse_enter_actions_internal as actions then actions.call ([a_timestamp]) end elseif a_event_type = {GAME_SDL_EXTERNAL}.sdl_windowevent_leave then if attached mouse_leave_actions_internal as actions then actions.call ([a_timestamp]) end elseif a_event_type = {GAME_SDL_EXTERNAL}.sdl_windowevent_focus_gained then if attached keyboard_focus_gain_actions_internal as actions then actions.call ([a_timestamp]) end elseif a_event_type = {GAME_SDL_EXTERNAL}.sdl_windowevent_focus_lost then if attached keyboard_focus_lost_actions_internal as actions then actions.call ([a_timestamp]) end elseif a_event_type = {GAME_SDL_EXTERNAL}.sdl_windowevent_close then if attached close_request_actions_internal as actions then actions.call ([a_timestamp]) end end end end feature {GAME_RENDERER} item: POINTER -- The internal C pointer to the internal representation of Current feature {NONE} -- Initialisation make (a_title: READABLE_STRING_GENERAL; a_display: detachable GAME_DISPLAY; a_is_x_centered, a_is_y_centered, a_is_x_undefined, a_is_y_undefined: BOOLEAN; a_x, a_y, a_width, a_height: INTEGER_32; a_flags: NATURAL_32) -- Initialization of a a_widthxa_height Current at position -- (a_x,a_y) using a_title as window caption, and -- using a_flags as internal attributes flags. If a_is_x_centered -- or a_is_y_centered are set, the position will be centered on -- a_display. If a_is_x_undefined or a_is_y_undefined are -- set, the position does not matter, but will be place on a_display -- If a_display is Void, the first found display will be used. require game_screen_video_enabled: Game_library.is_video_enable centered_or_undefine_x: a_is_x_centered implies not a_is_x_undefined centered_or_undefine_y: a_is_y_centered implies not a_is_y_undefined width_valid: a_width > 0 height_valid: a_height > 0 local l_utf_converter: UTF_CONVERTER l_title_utf_8: C_STRING l_x, l_y: INTEGER_32 do create l_utf_converter create l_title_utf_8.make (l_utf_converter.string_32_to_utf_8_string_8 (a_title.to_string_32)) clear_error item := {GAME_SDL_EXTERNAL}.sdl_createwindow (l_title_utf_8.item, position_coordinate_or_flags (a_x, a_is_x_centered, a_is_x_undefined, a_display), position_coordinate_or_flags (a_y, a_is_y_centered, a_is_y_undefined, a_display), a_width, a_height, a_flags) manage_error_pointer (item, "Could not create the window.") make_events; Game_library.internal_windows.extend (Current) ensure make_window_is_open: not has_error implies exists end make_events -- Initialization of Current -- (from GAME_WINDOW_EVENTS) do window_events_callback := agent (a_timestamp, a_window_id: NATURAL_32; a_event_type: NATURAL_8; a_data1, a_data2: INTEGER_32) do window_events_dispatcher (a_timestamp, a_window_id, a_event_type, a_data1, a_data2) end key_pressed_events_callback := agent (a_timestamp, a_window_id: NATURAL_32; a_repeat: NATURAL_8; a_scancode, a_keycode: INTEGER_32; a_modifier: NATURAL_16) do key_pressed_events_dispatcher (a_timestamp, a_window_id, a_repeat, a_scancode, a_keycode, a_modifier) end key_released_events_callback := agent (a_timestamp, a_window_id: NATURAL_32; a_repeat: NATURAL_8; a_scancode, a_keycode: INTEGER_32; a_modifier: NATURAL_16) do key_released_events_dispatcher (a_timestamp, a_window_id, a_repeat, a_scancode, a_keycode, a_modifier) end text_editing_events_callback := agent (a_timestamp, a_window_id: NATURAL_32; a_text: STRING_32; a_start, a_lenght: INTEGER_32) do text_editing_events_dispatcher (a_timestamp, a_window_id, a_text, a_start, a_lenght) end text_input_events_callback := agent (a_timestamp, a_window_id: NATURAL_32; a_text: STRING_32) do text_input_events_dispatcher (a_timestamp, a_window_id, a_text) end mouse_motion_events_callback := agent (a_timestamp, a_window_id, a_mouse_id, a_state: NATURAL_32; a_x, a_y, a_x_relative, a_y_relative: INTEGER_32) do mouse_motion_events_dispatcher (a_timestamp, a_window_id, a_mouse_id, a_state, a_x, a_y, a_x_relative, a_y_relative) end mouse_button_pressed_events_callback := agent (a_timestamp, a_window_id, a_mouse_id: NATURAL_32; a_button, a_clicks: NATURAL_8; a_x, a_y: INTEGER_32) do mouse_button_pressed_events_dispatcher (a_timestamp, a_window_id, a_mouse_id, a_button, a_clicks, a_x, a_y) end mouse_button_released_events_callback := agent (a_timestamp, a_window_id, a_mouse_id: NATURAL_32; a_button, a_clicks: NATURAL_8; a_x, a_y: INTEGER_32) do mouse_button_released_events_dispatcher (a_timestamp, a_window_id, a_mouse_id, a_button, a_clicks, a_x, a_y) end mouse_wheel_move_events_callback := agent (a_timestamp, a_window_id, a_mouse_id: NATURAL_32; a_x, a_y: INTEGER_32) do mouse_wheel_move_events_dispatcher (a_timestamp, a_window_id, a_mouse_id, a_x, a_y) end Precursor {GAME_EVENTS} ensure -- from GAME_EVENTS make_event_is_running: is_events_running end position_coordinate_or_flags (a_coordinate: INTEGER_32; a_is_centered, a_is_undefined: BOOLEAN; a_display: detachable GAME_DISPLAY): INTEGER_32 -- If a_is_centered or a_is_undefined is set, return the corresponding -- position flags (managing also a_display if not Void). If they are -- both False, return a_coordinate require centered_or_undefine: a_is_centered implies not a_is_undefined do if a_is_centered then if attached a_display then Result := {GAME_SDL_EXTERNAL}.sdl_windowpos_centered_display (a_display.index) else Result := {GAME_SDL_EXTERNAL}.sdl_windowpos_centered end elseif a_is_undefined then if attached a_display then Result := {GAME_SDL_EXTERNAL}.sdl_windowpos_undefined_display (a_display.index) else Result := {GAME_SDL_EXTERNAL}.sdl_windowpos_undefined end else Result := a_coordinate end 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_WINDOW
Generated by ISE EiffelStudio