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 interface GAME_WINDOW feature -- Access update -- Print the visual buffer modification to the screen require window_not_closed: exists has_clipboard_text: BOOLEAN -- True if the system clipboard has some text clipboard_text: READABLE_STRING_GENERAL assign set_clipboard_text -- The text contained by the system clipboard require has_text: has_clipboard_text set_clipboard_text (a_text: READABLE_STRING_GENERAL) -- Put a_text into the system clipboard 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 ensure window_brightness_not_changed: brightness = old brightness 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 ensure window_set_brightness_changed: brightness = a_brightness display_index: INTEGER_32 -- Index of the display containing the center of the window. require window_not_closed: exists ensure window_display_index_valid: not has_error implies Result >= 0 display: GAME_DISPLAY -- display containing the center of the window. require window_not_closed: exists close -- Close Current (you cannot open it again). require window_not_closed: exists exists: BOOLEAN -- Is Current has been closed pixel_format: GAME_PIXEL_FORMAT_READABLE -- The internal format of the pixel representation in memory. require window_not_closed: exists window_manager: GAME_WINDOW_MANAGER -- The window manager managing Current. require window_not_closed: exists id: NATURAL_32 -- The internal identifier of the Window (For logging purpose) require else window_not_closed: exists hide -- Remove the visibility of Current require window_not_closed: exists show -- Active the visibility of Current (previously removed by hide) maximize -- Change the dimension of Current to fill the screen require window_not_closed: exists minimize -- Put Current in an iconic representation require window_not_closed: exists restore -- Get the original dimension of Current (previously change with maximize or minimize) require window_not_closed: exists raise -- Put Current to the front require window_not_closed: exists put_border -- Put border decoration to Current require window_not_closed: exists remove_border -- Remove border decoration to Current require window_not_closed: exists display_mode: GAME_DISPLAY_MODE assign set_display_mode -- The display mode of Current in fullscreen mode require window_not_closed: exists set_display_mode (a_display_mode: GAME_DISPLAY_MODE) -- Assign display_mode with the value of a_display_mode require window_not_closed: exists set_fullscreen -- Activate the "true" fullscreen mode (changing resolution if necessary) require window_not_closed: exists set_fake_fullscreen -- Activate the "fake" fullscreen mode (setting a not bordered maximized window) require window_not_closed: exists set_windowed -- Desactivate any fullscreen mode require window_not_closed: exists is_fullscreen: BOOLEAN assign set_is_fullscreen -- Is Current in fullscreen mode require window_not_closed: exists set_is_fullscreen (a_value: BOOLEAN) -- Assign to is_fullscreen the value of a_value ensure is_assign: is_fullscreen ~ a_value is_fake_fullscreen: BOOLEAN assign set_is_fake_fullscreen -- Is Current in fullscreen mode require window_not_closed: exists set_is_fake_fullscreen (a_value: BOOLEAN) -- Assign to is_fake_fullscreen the value of a_value ensure is_assign: is_fake_fullscreen ~ a_value is_opengl_compatible: BOOLEAN -- Is Current can be used in an OpenGL context require window_not_closed: exists is_visible: BOOLEAN -- Is Current in can be seen in the screen (not hidden) require window_not_closed: exists is_hidden: BOOLEAN assign set_is_hidden -- Is Current in invisible require window_not_closed: exists set_is_hidden (a_value: BOOLEAN) -- Assign to is_hidden the value of a_value ensure is_assign: is_hidden ~ a_value has_border: BOOLEAN -- Is Current has border decoration require window_not_closed: exists is_resizable: BOOLEAN -- Can Current be resized by the user require window_not_closed: exists is_minimized: BOOLEAN assign set_is_minimized -- Is Current in iconized representation require window_not_closed: exists set_is_minimized (a_value: BOOLEAN) -- Assign to is_minimized the value of a_value ensure is_assign: is_minimized ~ a_value is_maximized: BOOLEAN assign set_is_maximized -- Is Current in maximized mode (to fill the screen) require window_not_closed: exists set_is_maximized (a_value: BOOLEAN) -- Assign to is_maximized the value of a_value ensure is_assign: is_maximized ~ a_value has_input_focus: BOOLEAN -- Is Current having the focus for keyboard input require window_not_closed: exists has_mouse_focus: BOOLEAN -- Is Current having the focus of the mouse require window_not_closed: exists is_foreign: BOOLEAN -- Is Current not created by the present library require window_not_closed: exists 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 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 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) is_input_grabbed: BOOLEAN assign set_is_input_grabbed -- Is Current grabbing all input require window_not_closed: exists set_is_input_grabbed (a_value: BOOLEAN) -- Assign to is_input_grabbed the value of a_value ensure is_assign: is_input_grabbed ~ a_value grab_input -- Force every input in Current require window_not_closed: exists ensure is_grabbed: is_input_grabbed release_input -- Release the input previously forced into Current require window_not_closed: exists ensure is_not_grabbed: not is_input_grabbed maximum_size: TUPLE [width: INTEGER_32; height: INTEGER_32] -- The maximum dimension that Current can take require window_not_closed: exists 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 minimum_size: TUPLE [width: INTEGER_32; height: INTEGER_32] -- The minimum dimension that Current can take require 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 require window_not_closed: exists size: TUPLE [width: INTEGER_32; height: INTEGER_32] -- The present dimension of Current require window_not_closed: exists 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 ensure is_assign: attached size as la_size and then (la_size.width ~ a_width and la_size.height ~ a_height) height: INTEGER_32 assign set_height -- The vertical length of Current require window_not_closed: exists set_height (a_height: INTEGER_32) -- Assign height with the value of a_height require window_not_closed: exists ensure is_assign: height = a_height width_not_changed: width = old width width: INTEGER_32 assign set_width -- The horizontal length of Current require window_not_closed: exists set_width (a_width: INTEGER_32) -- Assign width with the value of a_width require window_not_closed: exists ensure is_assign: width = a_width height_not_changed: height = old height 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 set_position (a_x, a_y: INTEGER_32) -- Assign position with the values a_x and a_y require window_not_closed: exists x: INTEGER_32 assign set_x -- The horizontal coordinate of the position of Current require window_not_closed: exists set_x (a_x: INTEGER_32) -- assign x with the value of a_x require window_not_closed: exists ensure is_assign: x = a_x center_horizontally -- Change x so that Current became centered in the screen require 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 require window_not_closed: exists index_valid: a_index >= 0 and a_index < Game_library.displays_count 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 y: INTEGER_32 assign set_y -- The vertical coordinate of the position of Current require window_not_closed: exists set_y (a_y: INTEGER_32) -- assign y with the value of a_y require window_not_closed: exists ensure is_assign: y = a_y center_vertically -- Change y so that Current became centered in the screen require 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 require window_not_closed: exists index_valid: a_index >= 0 and a_index < Game_library.displays_count 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 center_position -- Change position so that Current became centered on the screen require 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 require 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 require window_not_closed: exists 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 set_title (a_title: READABLE_STRING_GENERAL) -- Assign title using the value of a_title require window_not_closed: exists 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 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 start_text_input -- Begin to read text in Current 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 stop_text_input -- Finish the reading of text in Current has_text_input: BOOLEAN -- Is Current in text input mode (see: start_text_input) events_controller: GAME_EVENTS_CONTROLLER -- The main event manager feature -- Implementation dispose -- Close end -- class GAME_WINDOW
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