note
	description: "A GAME_WINDOW that is rendered by a {GAME_RENDERER_DRIVER}."
	author: "Louis Marchand"
	date: "Thu, 26 Mar 2015 19:48:35 +0000"
	revision: "2.0"

class interface
	GAME_WINDOW_RENDERED

create 
	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.
			-- (from GAME_WINDOW)
		require -- from GAME_WINDOW
			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
		ensure -- from GAME_WINDOW
			make_window_is_open: not has_error implies exists

	make_from_constraint (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; a_must_renderer_support_target_texture, a_must_renderer_sync_update, a_must_renderer_be_software_rendering, a_must_be_hardware_accelerated: BOOLEAN)
			-- Initialization of a a_widthxheight 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.
			-- Current will initially use a_renderer to draw image.
			-- If a_must_support_target_texture is True, the rendering context
			-- must permit to target to a texture instead of Current.
			-- If a_must_sync_update is True, the update will wait for vsync before finishing.
			-- If a_must_be_software_rendering is True, the renderer will always
		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
		ensure
			make_window_is_open: exists

	make_from_driver (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; a_renderer_driver: GAME_RENDERER_DRIVER)
			-- Initialization of a a_widthxheight 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.
			-- Current will initially use a_renderer to draw image.
		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
		ensure
			make_window_is_open: exists

feature -- Access

	brightness: REAL_32 assign set_brightness
			-- The Gamma correction where 0.0 is completely dark and 1.0 is normal.
			-- (from GAME_WINDOW)
		require -- from GAME_WINDOW
			window_not_closed: exists
		ensure -- from GAME_WINDOW
			window_brightness_not_changed: brightness = old brightness

	center_horizontally
			-- Change x so that Current became centered in the screen
			-- (from GAME_WINDOW)
		require -- from GAME_WINDOW
			window_not_closed: exists

	center_horizontally_on_display (a_display: GAME_DISPLAY)
			-- Change x so that Current became centered in the screen a_display
			-- (from GAME_WINDOW)
		require -- from GAME_WINDOW
			window_not_closed: exists

	center_horizontally_on_display_index (a_index: INTEGER_32)
			-- Change x so that Current became centered in the screen number a_index
			-- (from GAME_WINDOW)
		require -- from GAME_WINDOW
			window_not_closed: exists
			index_valid: a_index >= 0 and a_index < Game_library.displays_count

	center_on_display (a_display: GAME_DISPLAY)
			-- Change position so that Current became centered in the screen a_display
			-- (from GAME_WINDOW)
		require -- from GAME_WINDOW
			window_not_closed: exists

	center_on_display_index (a_index: INTEGER_32)
			-- Change position so that Current became centered in the screen number a_index
			-- (from GAME_WINDOW)
		require -- from GAME_WINDOW
			window_not_closed: exists
			index_valid: a_index >= 0 and a_index < Game_library.displays_count

	center_position
			-- Change position so that Current became centered on the screen
			-- (from GAME_WINDOW)
		require -- from GAME_WINDOW
			window_not_closed: exists

	center_vertically
			-- Change y so that Current became centered in the screen
			-- (from GAME_WINDOW)
		require -- from GAME_WINDOW
			window_not_closed: exists

	center_vertically_on_display (a_display: GAME_DISPLAY)
			-- Change y so that Current became centered in the screen a_display
			-- (from GAME_WINDOW)
		require -- from GAME_WINDOW
			window_not_closed: exists

	center_vertically_on_display_index (a_index: INTEGER_32)
			-- Change y so that Current became centered in the screen number a_index
			-- (from GAME_WINDOW)
		require -- from GAME_WINDOW
			window_not_closed: exists
			index_valid: a_index >= 0 and a_index < Game_library.displays_count

	clear_events
			-- Remove all events.
			-- (from GAME_WINDOW_EVENTS)
		ensure -- from GAME_EVENTS
			running_unchanged: is_events_running = old is_events_running

	clipboard_text: READABLE_STRING_GENERAL assign set_clipboard_text
			-- The text contained by the system clipboard
			-- (from GAME_WINDOW)
		require -- from GAME_WINDOW
			has_text: has_clipboard_text

	close
			-- Close Current (you cannot open it again).
			-- (from GAME_WINDOW)
		require -- from GAME_WINDOW
			window_not_closed: exists

	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

	create_default_renderer
			-- Assign renderer with the first found GAME_RENDERER_DRIVER

	create_renderer (a_must_support_target_texture, a_must_sync_update, a_must_be_software_rendering, a_must_be_hardware_accelerated: BOOLEAN)
			-- Create a new rendering context for Current. If a_must_support_target_texture is True,
			-- the rendering context must permit to target to a texture instead of Current.
			-- If a_must_sync_update is True, the update will wait for vsync before finishing.
			-- If a_must_be_software_rendering is True, the renderer will always
		require
			software_not_hardware: a_must_be_software_rendering implies not a_must_be_hardware_accelerated

	create_renderer_from_driver (a_driver: GAME_RENDERER_DRIVER)
			-- Create a new rendering context using a_driver as renderer driver.

	display: GAME_DISPLAY
			-- display containing the center of the window.
			-- (from GAME_WINDOW)
		require -- from GAME_WINDOW
			window_not_closed: exists

	display_index: INTEGER_32
			-- Index of the display containing the center of the window.
			-- (from GAME_WINDOW)
		require -- from GAME_WINDOW
			window_not_closed: exists
		ensure -- from GAME_WINDOW
			window_display_index_valid: not has_error implies Result >= 0

	display_mode: GAME_DISPLAY_MODE assign set_display_mode
			-- The display mode of Current in fullscreen mode
			-- (from GAME_WINDOW)
		require -- from GAME_WINDOW
			window_not_closed: exists

	events_controller: GAME_EVENTS_CONTROLLER
			-- The main event manager
			-- (from GAME_WINDOW)

	exists: BOOLEAN
			-- Is Current has been closed
			-- (from GAME_WINDOW)

	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

	Game_library: GAME_LIBRARY_CONTROLLER
			-- The main controller of the game library
			-- (from GAME_LIBRARY_SHARED)

	gamma_correction: TUPLE [red: ARRAYED_LIST [NATURAL_16]; green: ARRAYED_LIST [NATURAL_16]; blue: ARRAYED_LIST [NATURAL_16]]
			-- The gamma encoding of Current
			-- (from GAME_WINDOW)
		require -- from GAME_WINDOW
			window_not_closed: exists

	generating_type: TYPE [detachable GAME_WINDOW_RENDERED]
			-- Type of current object
			-- (type of which it is a direct instance)
			-- (from ANY)
		ensure -- from ANY
			generating_type_not_void: Result /= Void

	generator: STRING_8
			-- Name of current object's generating class
			-- (base class of the type of which it is a direct instance)
			-- (from ANY)
		ensure -- from ANY
			generator_not_void: Result /= Void
			generator_not_empty: not Result.is_empty

	grab_input
			-- Force every input in Current
			-- (from GAME_WINDOW)
		require -- from GAME_WINDOW
			window_not_closed: exists
		ensure -- from GAME_WINDOW
			is_grabbed: is_input_grabbed

	has_border: BOOLEAN
			-- Is Current has border decoration
			-- (from GAME_WINDOW)
		require -- from GAME_WINDOW
			window_not_closed: exists

	has_clipboard_text: BOOLEAN
			-- True if the system clipboard has some text
			-- (from GAME_WINDOW)

	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
			-- (from GAME_WINDOW)
		require -- from GAME_WINDOW
			window_not_closed: exists

	has_mouse_focus: BOOLEAN
			-- Is Current having the focus of the mouse
			-- (from GAME_WINDOW)
		require -- from GAME_WINDOW
			window_not_closed: exists

	has_text_input: BOOLEAN
			-- Is Current in text input mode (see: start_text_input)
			-- (from GAME_WINDOW)

	height: INTEGER_32 assign set_height
			-- The vertical length of Current
			-- (from GAME_WINDOW)
		require -- from GAME_WINDOW
			window_not_closed: exists

	hide
			-- Remove the visibility of Current
			-- (from GAME_WINDOW)
		require -- from GAME_WINDOW
			window_not_closed: exists

	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

	id: NATURAL_32
			-- The internal identifier of the Window (For logging purpose)
			-- (from GAME_WINDOW)
		require -- from  GAME_WINDOW_EVENTS
			True
		require else -- from GAME_WINDOW
			window_not_closed: exists

	is_fake_fullscreen: BOOLEAN assign set_is_fake_fullscreen
			-- Is Current in fullscreen mode
			-- (from GAME_WINDOW)
		require -- from GAME_WINDOW
			window_not_closed: exists

	is_foreign: BOOLEAN
			-- Is Current not created by the present library
			-- (from GAME_WINDOW)
		require -- from GAME_WINDOW
			window_not_closed: exists

	is_fullscreen: BOOLEAN assign set_is_fullscreen
			-- Is Current in fullscreen mode
			-- (from GAME_WINDOW)
		require -- from GAME_WINDOW
			window_not_closed: exists

	is_hidden: BOOLEAN assign set_is_hidden
			-- Is Current in invisible
			-- (from GAME_WINDOW)
		require -- from GAME_WINDOW
			window_not_closed: exists

	is_input_grabbed: BOOLEAN assign set_is_input_grabbed
			-- Is Current grabbing all input
			-- (from GAME_WINDOW)
		require -- from GAME_WINDOW
			window_not_closed: exists

	is_maximized: BOOLEAN assign set_is_maximized
			-- Is Current in maximized mode (to fill the screen)
			-- (from GAME_WINDOW)
		require -- from GAME_WINDOW
			window_not_closed: exists

	is_minimized: BOOLEAN assign set_is_minimized
			-- Is Current in iconized representation
			-- (from GAME_WINDOW)
		require -- from GAME_WINDOW
			window_not_closed: exists

	is_opengl_compatible: BOOLEAN
			-- Is Current can be used in an OpenGL context
			-- (from GAME_WINDOW)
		require -- from GAME_WINDOW
			window_not_closed: exists

	is_resizable: BOOLEAN
			-- Can Current be resized by the user
			-- (from GAME_WINDOW)
		require -- from GAME_WINDOW
			window_not_closed: exists

	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)
			-- (from GAME_WINDOW)
		require -- from GAME_WINDOW
			window_not_closed: exists

	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

	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

	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

	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

	last_error: READABLE_STRING_GENERAL
			-- The last error generate by the library
			-- (from GAME_SDL_ANY)

	maximize
			-- Change the dimension of Current to fill the screen
			-- (from GAME_WINDOW)
		require -- from GAME_WINDOW
			window_not_closed: exists

	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

	maximum_size: TUPLE [width: INTEGER_32; height: INTEGER_32]
			-- The maximum dimension that Current can take
			-- (from GAME_WINDOW)
		require -- from GAME_WINDOW
			window_not_closed: exists

	minimize
			-- Put Current in an iconic representation
			-- (from GAME_WINDOW)
		require -- from GAME_WINDOW
			window_not_closed: exists

	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

	minimum_size: TUPLE [width: INTEGER_32; height: INTEGER_32]
			-- The minimum dimension that Current can take
			-- (from GAME_WINDOW)
		require -- from GAME_WINDOW
			window_not_closed: exists

	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

	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

	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

	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

	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

	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

	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

	move_mouse_to_position (a_x, a_y: INTEGER_32)
			-- Place the mouse at position (a_x,a_y) into Current
			-- (from GAME_WINDOW)
		require -- from GAME_WINDOW
			windows_not_closed: exists

	pixel_format: GAME_PIXEL_FORMAT_READABLE
			-- The internal format of the pixel representation in memory.
			-- (from GAME_WINDOW)
		require -- from GAME_WINDOW
			window_not_closed: exists

	position: TUPLE [x: INTEGER_32; y: INTEGER_32]
			-- The coordinate (x,y) of the position of Current in the screen.
			-- (from GAME_WINDOW)
		require -- from GAME_WINDOW
			window_not_closed: exists

	put_border
			-- Put border decoration to Current
			-- (from GAME_WINDOW)
		require -- from GAME_WINDOW
			window_not_closed: exists

	raise
			-- Put Current to the front
			-- (from GAME_WINDOW)
		require -- from GAME_WINDOW
			window_not_closed: exists

	release_input
			-- Release the input previously forced into Current
			-- (from GAME_WINDOW)
		require -- from GAME_WINDOW
			window_not_closed: exists
		ensure -- from GAME_WINDOW
			is_not_grabbed: not is_input_grabbed

	remove_border
			-- Remove border decoration to Current
			-- (from GAME_WINDOW)
		require -- from GAME_WINDOW
			window_not_closed: exists

	renderer: GAME_RENDERER
			-- The rendering context of Current
		require
				exists

	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

	restore
			-- Get the original dimension of Current (previously change with maximize or minimize)
			-- (from GAME_WINDOW)
		require -- from GAME_WINDOW
			window_not_closed: exists

	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

	run_events
			-- Put Current active.
			-- (from GAME_WINDOW_EVENTS)
		require -- from GAME_EVENTS
			run_not_already_running: not is_events_running
		ensure -- from GAME_EVENTS
			is_running: is_events_running

	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.
			-- (from GAME_WINDOW)
		require -- from GAME_WINDOW
			window_not_closed: exists
			window_set_brightness_valid: a_brightness >= 0.0 and a_brightness <= 1.to_real
		ensure -- from GAME_WINDOW
			window_set_brightness_changed: brightness = a_brightness

	set_clipboard_text (a_text: READABLE_STRING_GENERAL)
			-- Put a_text into the system clipboard
			-- (from GAME_WINDOW)

	set_display_mode (a_display_mode: GAME_DISPLAY_MODE)
			-- Assign display_mode with the value of a_display_mode
			-- (from GAME_WINDOW)
		require -- from GAME_WINDOW
			window_not_closed: exists

	set_fake_fullscreen
			-- Activate the "fake" fullscreen mode (setting a not bordered maximized window)
			-- (from GAME_WINDOW)
		require -- from GAME_WINDOW
			window_not_closed: exists

	set_fullscreen
			-- Activate the "true" fullscreen mode (changing resolution if necessary)
			-- (from GAME_WINDOW)
		require -- from GAME_WINDOW
			window_not_closed: exists

	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.
			-- (from GAME_WINDOW)
		require -- from GAME_WINDOW
			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
		ensure -- from GAME_WINDOW
			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)

	set_height (a_height: INTEGER_32)
			-- Assign height with the value of a_height
			-- (from GAME_WINDOW)
		require -- from GAME_WINDOW
			window_not_closed: exists
		ensure -- from GAME_WINDOW
			is_assign: height = a_height
			width_not_changed: width = old width

	set_icon (a_surface: GAME_SURFACE)
			-- Place the icon represented by a_surface as Current icon (in the decoration)
			-- (from GAME_WINDOW)
		require -- from GAME_WINDOW
			windows_not_closed: exists
			surface_exists: a_surface.is_open

	set_is_fake_fullscreen (a_value: BOOLEAN)
			-- Assign to is_fake_fullscreen the value of a_value
			-- (from GAME_WINDOW)
		ensure -- from GAME_WINDOW
			is_assign: is_fake_fullscreen ~ a_value

	set_is_fullscreen (a_value: BOOLEAN)
			-- Assign to is_fullscreen the value of a_value
			-- (from GAME_WINDOW)
		ensure -- from GAME_WINDOW
			is_assign: is_fullscreen ~ a_value

	set_is_hidden (a_value: BOOLEAN)
			-- Assign to is_hidden the value of a_value
			-- (from GAME_WINDOW)
		ensure -- from GAME_WINDOW
			is_assign: is_hidden ~ a_value

	set_is_input_grabbed (a_value: BOOLEAN)
			-- Assign to is_input_grabbed the value of a_value
			-- (from GAME_WINDOW)
		ensure -- from GAME_WINDOW
			is_assign: is_input_grabbed ~ a_value

	set_is_maximized (a_value: BOOLEAN)
			-- Assign to is_maximized the value of a_value
			-- (from GAME_WINDOW)
		ensure -- from GAME_WINDOW
			is_assign: is_maximized ~ a_value

	set_is_minimized (a_value: BOOLEAN)
			-- Assign to is_minimized the value of a_value
			-- (from GAME_WINDOW)
		ensure -- from GAME_WINDOW
			is_assign: is_minimized ~ a_value

	set_is_running (a_value: BOOLEAN)
			-- Assign to is_running the value of a_value
			-- (from GAME_EVENTS)
		ensure -- from GAME_EVENTS
			is_assign: is_events_running ~ a_value

	set_maximum_size (a_width, a_height: INTEGER_32)
			-- Assign the values of maximum_size with the values a_width, a_height
			-- (from GAME_WINDOW)
		require -- from GAME_WINDOW
			window_not_closed: exists

	set_minimum_size (a_width, a_height: INTEGER_32)
			-- Assign the values of minimum_size with the values a_width, a_height
			-- (from GAME_WINDOW)
		require -- from GAME_WINDOW
			window_not_closed: exists

	set_position (a_x, a_y: INTEGER_32)
			-- Assign position with the values a_x and a_y
			-- (from GAME_WINDOW)
		require -- from GAME_WINDOW
			window_not_closed: exists

	set_size (a_width, a_height: INTEGER_32)
			-- Assign the values of size with the values a_width, a_height
			-- (from GAME_WINDOW)
		require -- from GAME_WINDOW
			window_not_closed: exists
		ensure -- from GAME_WINDOW
			is_assign: attached size as la_size and then (la_size.width ~ a_width and la_size.height ~ a_height)

	set_title (a_title: READABLE_STRING_GENERAL)
			-- Assign title using the value of a_title
			-- (from GAME_WINDOW)
		require -- from GAME_WINDOW
			window_not_closed: exists

	set_width (a_width: INTEGER_32)
			-- Assign width with the value of a_width
			-- (from GAME_WINDOW)
		require -- from GAME_WINDOW
			window_not_closed: exists
		ensure -- from GAME_WINDOW
			is_assign: width = a_width
			height_not_changed: height = old height

	set_windowed
			-- Desactivate any fullscreen mode
			-- (from GAME_WINDOW)
		require -- from GAME_WINDOW
			window_not_closed: exists

	set_x (a_x: INTEGER_32)
			-- assign x with the value of a_x
			-- (from GAME_WINDOW)
		require -- from GAME_WINDOW
			window_not_closed: exists
		ensure -- from GAME_WINDOW
			is_assign: x = a_x

	set_y (a_y: INTEGER_32)
			-- assign y with the value of a_y
			-- (from GAME_WINDOW)
		require -- from GAME_WINDOW
			window_not_closed: exists
		ensure -- from GAME_WINDOW
			is_assign: y = a_y

	show
			-- Active the visibility of Current (previously removed by hide)
			-- (from GAME_WINDOW)

	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

	size: TUPLE [width: INTEGER_32; height: INTEGER_32]
			-- The present dimension of Current
			-- (from GAME_WINDOW)
		require -- from GAME_WINDOW
			window_not_closed: exists

	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

	start_text_input
			-- Begin to read text in Current
			-- (from GAME_WINDOW)

	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
			-- (from GAME_WINDOW)

	stop_events
			-- Put Current innactive.
			-- (from GAME_WINDOW_EVENTS)
		require -- from GAME_EVENTS
			stop_is_running: is_events_running
		ensure -- from GAME_EVENTS
			is_stopped: not is_events_running

	stop_text_input
			-- Finish the reading of text in Current
			-- (from GAME_WINDOW)

	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)

	text_input_actions: ACTION_SEQUENCE [NATURAL_32, STRING_32]
			-- When a new text has been entered in Current.
			-- (from GAME_WINDOW_EVENTS)

	title: READABLE_STRING_GENERAL assign set_title
			-- The text to write in the title bar of Current (part of the decoration)
			-- (from GAME_WINDOW)
		require -- from GAME_WINDOW
			window_not_closed: exists

	update
			-- Print the visual buffer modification to the screen
		require -- from GAME_WINDOW
			window_not_closed: exists
		require else
			renderer_exists: renderer.exists

	width: INTEGER_32 assign set_width
			-- The horizontal length of Current
			-- (from GAME_WINDOW)
		require -- from GAME_WINDOW
			window_not_closed: exists

	window_manager: GAME_WINDOW_MANAGER
			-- The window manager managing Current.
			-- (from GAME_WINDOW)
		require -- from GAME_WINDOW
			window_not_closed: exists

	x: INTEGER_32 assign set_x
			-- The horizontal coordinate of the position of Current
			-- (from GAME_WINDOW)
		require -- from GAME_WINDOW
			window_not_closed: exists

	y: INTEGER_32 assign set_y
			-- The vertical coordinate of the position of Current
			-- (from GAME_WINDOW)
		require -- from GAME_WINDOW
			window_not_closed: exists
	
feature -- Comparison

	frozen deep_equal (a: detachable ANY; b: like arg #1): BOOLEAN
			-- Are a and b either both void
			-- or attached to isomorphic object structures?
			-- (from ANY)
		ensure -- from ANY
			instance_free: class
			shallow_implies_deep: standard_equal (a, b) implies Result
			both_or_none_void: (a = Void) implies (Result = (b = Void))
			same_type: (Result and (a /= Void)) implies (b /= Void and then a.same_type (b))
			symmetric: Result implies deep_equal (b, a)

	frozen equal (a: detachable ANY; b: like arg #1): BOOLEAN
			-- Are a and b either both void or attached
			-- to objects considered equal?
			-- (from ANY)
		ensure -- from ANY
			instance_free: class
			definition: Result = (a = Void and b = Void) or else ((a /= Void and b /= Void) and then a.is_equal (b))

	frozen is_deep_equal alias "≡≡≡" (other: GAME_WINDOW_RENDERED): BOOLEAN
			-- Are Current and other attached to isomorphic object structures?
			-- (from ANY)
		require -- from ANY
			other_not_void: other /= Void
		ensure -- from ANY
			shallow_implies_deep: standard_is_equal (other) implies Result
			same_type: Result implies same_type (other)
			symmetric: Result implies other.is_deep_equal (Current)

	is_equal (other: GAME_WINDOW_RENDERED): BOOLEAN
			-- Is other attached to an object considered
			-- equal to current object?
			-- (from ANY)
		require -- from ANY
			other_not_void: other /= Void
		ensure -- from ANY
			symmetric: Result implies other ~ Current
			consistent: standard_is_equal (other) implies Result

	frozen standard_equal (a: detachable ANY; b: like arg #1): BOOLEAN
			-- Are a and b either both void or attached to
			-- field-by-field identical objects of the same type?
			-- Always uses default object comparison criterion.
			-- (from ANY)
		ensure -- from ANY
			instance_free: class
			definition: Result = (a = Void and b = Void) or else ((a /= Void and b /= Void) and then a.standard_is_equal (b))

	frozen standard_is_equal alias "" (other: GAME_WINDOW_RENDERED): BOOLEAN
			-- Is other attached to an object of the same type
			-- as current object, and field-by-field identical to it?
			-- (from ANY)
		require -- from ANY
			other_not_void: other /= Void
		ensure -- from ANY
			same_type: Result implies same_type (other)
			symmetric: Result implies other.standard_is_equal (Current)
	
feature -- Status report

	conforms_to (other: ANY): BOOLEAN
			-- Does type of current object conform to type
			-- of other (as per Eiffel: The Language, chapter 13)?
			-- (from ANY)
		require -- from ANY
			other_not_void: other /= Void

	same_type (other: ANY): BOOLEAN
			-- Is type of current object identical to type of other?
			-- (from ANY)
		require -- from ANY
			other_not_void: other /= Void
		ensure -- from ANY
			definition: Result = (conforms_to (other) and other.conforms_to (Current))
	
feature -- Duplication

	copy (other: GAME_WINDOW_RENDERED)
			-- Update current object using fields of object attached
			-- to other, so as to yield equal objects.
			-- (from ANY)
		require -- from ANY
			other_not_void: other /= Void
			type_identity: same_type (other)
		ensure -- from ANY
			is_equal: Current ~ other

	frozen deep_copy (other: GAME_WINDOW_RENDERED)
			-- Effect equivalent to that of:
			--		copy (other . deep_twin)
			-- (from ANY)
		require -- from ANY
			other_not_void: other /= Void
		ensure -- from ANY
			deep_equal: deep_equal (Current, other)

	frozen deep_twin: GAME_WINDOW_RENDERED
			-- New object structure recursively duplicated from Current.
			-- (from ANY)
		ensure -- from ANY
			deep_twin_not_void: Result /= Void
			deep_equal: deep_equal (Current, Result)

	frozen standard_copy (other: GAME_WINDOW_RENDERED)
			-- Copy every field of other onto corresponding field
			-- of current object.
			-- (from ANY)
		require -- from ANY
			other_not_void: other /= Void
			type_identity: same_type (other)
		ensure -- from ANY
			is_standard_equal: standard_is_equal (other)

	frozen standard_twin: GAME_WINDOW_RENDERED
			-- New object field-by-field identical to other.
			-- Always uses default copying semantics.
			-- (from ANY)
		ensure -- from ANY
			standard_twin_not_void: Result /= Void
			equal: standard_equal (Result, Current)

	frozen twin: GAME_WINDOW_RENDERED
			-- New object equal to Current
			-- twin calls copy; to change copying/twinning semantics, redefine copy.
			-- (from ANY)
		ensure -- from ANY
			twin_not_void: Result /= Void
			is_equal: Result ~ Current
	
feature -- Basic operations

	frozen default: detachable GAME_WINDOW_RENDERED
			-- Default value of object's type
			-- (from ANY)

	frozen default_pointer: POINTER
			-- Default value of type POINTER
			-- (Avoid the need to write p.default for
			-- some p of type POINTER.)
			-- (from ANY)
		ensure -- from ANY
			instance_free: class

	default_rescue
			-- Process exception for routines with no Rescue clause.
			-- (Default: do nothing.)
			-- (from ANY)

	frozen do_nothing
			-- Execute a null action.
			-- (from ANY)
		ensure -- from ANY
			instance_free: class
	
feature -- Implementation

	dispose
			-- Close
		require -- from  DISPOSABLE
			True
	
feature -- Output

	Io: STD_FILES
			-- Handle to standard file setup
			-- (from ANY)
		ensure -- from ANY
			instance_free: class
			io_not_void: Result /= Void

	out: STRING_8
			-- New string containing terse printable representation
			-- of current object
			-- (from ANY)
		ensure -- from ANY
			out_not_void: Result /= Void

	print (o: detachable ANY)
			-- Write terse external representation of o
			-- on standard output.
			-- (from ANY)
		ensure -- from ANY
			instance_free: class

	frozen tagged_out: STRING_8
			-- New string containing terse printable representation
			-- of current object
			-- (from ANY)
		ensure -- from ANY
			tagged_out_not_void: Result /= Void
	
feature -- Platform

	Operating_environment: OPERATING_ENVIRONMENT
			-- Objects available from the operating system
			-- (from ANY)
		ensure -- from ANY
			instance_free: class
			operating_environment_not_void: Result /= Void
	
invariant
	renderer_valid: attached internal_renderer as la_renderer implies la_renderer.item = {GAME_SDL_EXTERNAL}.sdl_getrenderer (item)

		-- from ANY
	reflexive_equality: standard_is_equal (Current)
	reflexive_conformance: conforms_to (Current)

end -- class GAME_WINDOW_RENDERED

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