note
	description: "A GAME_HAPTIC_EFFECT that play depending on internal condition."
	author: "Louis Marchand"
	date: "Tue, 03 Mar 2015 20:26:50 +0000"
	revision: "2.0"

class 
	GAME_HAPTIC_CONDITION_EFFECT

create 
	make

feature {NONE} -- Initialization

	default_create
			-- Process instances of classes with no creation clause.
			-- (Default: do nothing.)
			-- (from ANY)
		do
		end

	make_damper
			-- effect based on axis velocity
		do
			make
			set_type ({GAME_SDL_EXTERNAL}.sdl_haptic_damper.as_natural_16)
		end

	make_friction
			-- effect based on axis movement
		do
			make
			set_type ({GAME_SDL_EXTERNAL}.sdl_haptic_friction.as_natural_16)
		end

	make_inertia
			-- effect based on axis acceleration
		do
			make
			set_type ({GAME_SDL_EXTERNAL}.sdl_haptic_inertia.as_natural_16)
		end

	make_spring
			-- effect based on axis position
		do
			make
			set_type ({GAME_SDL_EXTERNAL}.sdl_haptic_spring.as_natural_16)
		end
	
feature -- Initialization

	make
			-- Initialize current with given structure_size.
			-- (from MEMORY_STRUCTURE)
		local
			null: POINTER
		do
			internal_item := null
			create managed_pointer.make (structure_size)
			shared := False
		ensure -- from MEMORY_STRUCTURE
			not_shared: not shared
		end

	make_by_pointer (a_ptr: POINTER)
			-- Initialize current with a_ptr.
			-- (from MEMORY_STRUCTURE)
		require -- from MEMORY_STRUCTURE
			a_ptr_not_null: a_ptr /= default_pointer
		do
			internal_item := a_ptr
			managed_pointer := Void
			shared := True
		ensure -- from MEMORY_STRUCTURE
			shared: shared
		end
	
feature -- Access

	delay: NATURAL_16 assign set_delay
			-- delay before starting Current (in millisecond)
		require -- from GAME_HAPTIC_EFFECT_DELAYED
			exists: exists
		do
			Result := {GAME_SDL_EXTERNAL}.get_sdl_haptic_constant_delay (specific_item)
		end

	generating_type: TYPE [detachable GAME_HAPTIC_CONDITION_EFFECT]
			-- 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

	interval: NATURAL_16 assign set_interval
			-- how soon before effect can be triggered again (in millisecond)
		require -- from GAME_HAPTIC_EFFECT_DELAYED
			exists: exists
		do
			Result := {GAME_SDL_EXTERNAL}.get_sdl_haptic_constant_interval (specific_item)
		end

	is_infinite: BOOLEAN
			-- It True, Current will never stop by itself when started
			-- (from GAME_HAPTIC_EFFECT_INFINITE_LENGTH)
		require -- from GAME_HAPTIC_EFFECT_INFINITE_LENGTH
			exists: exists
		do
			Result := length = {GAME_SDL_EXTERNAL}.sdl_haptic_infinity
		end

	item: POINTER
			-- Access to memory area.
			-- (from MEMORY_STRUCTURE)
		local
			m: like managed_pointer
		do
			if shared then
				Result := internal_item
			else
				m := managed_pointer
				if m /= Void then
					Result := m.item
				end
			end
		end

	length: NATURAL_32 assign set_length
			-- Duration of Current (in millisecond)
		require -- from GAME_HAPTIC_EFFECT
			exists: exists
		do
			Result := {GAME_SDL_EXTERNAL}.get_sdl_haptic_constant_length (specific_item)
		end

	set_delay (a_delay: NATURAL_16)
			-- Assign delay with the value of a_delay
		require -- from GAME_HAPTIC_EFFECT_DELAYED
			exists: exists
			delay_valid: a_delay <= 32767
		do
			{GAME_SDL_EXTERNAL}.set_sdl_haptic_constant_delay (specific_item, a_delay)
		ensure -- from GAME_HAPTIC_EFFECT_DELAYED
			is_assign: delay = a_delay
		end

	set_infinite
			-- When played, Current will never stop by itself
			-- (from GAME_HAPTIC_EFFECT_INFINITE_LENGTH)
		require -- from GAME_HAPTIC_EFFECT_INFINITE_LENGTH
			exists: exists
		do
			set_length ({GAME_SDL_EXTERNAL}.sdl_haptic_infinity)
		ensure -- from GAME_HAPTIC_EFFECT_INFINITE_LENGTH
			infinite_is_set: is_infinite
		end

	set_interval (a_interval: NATURAL_16)
			-- Assign interval with the value of a_interval
		require -- from GAME_HAPTIC_EFFECT_DELAYED
			exists: exists
			interval_valid: a_interval <= 32767
		do
			{GAME_SDL_EXTERNAL}.set_sdl_haptic_constant_interval (specific_item, a_interval)
		ensure -- from GAME_HAPTIC_EFFECT_DELAYED
			is_assign: interval = a_interval
		end

	set_length (a_length: NATURAL_32)
			-- Assign length with the value of a_length
		require -- from GAME_HAPTIC_EFFECT
			exists: exists
			length_valid: a_length <= 32767
		require else -- from GAME_HAPTIC_EFFECT_INFINITE_LENGTH
			exists: exists
			length_valid: a_length <= 32767 or a_length = {GAME_SDL_EXTERNAL}.sdl_haptic_infinity
		do
			{GAME_SDL_EXTERNAL}.set_sdl_haptic_constant_length (specific_item, a_length)
		ensure -- from GAME_HAPTIC_EFFECT
			is_assign: length = a_length
		end

	set_x_axis_dead_zone_center (a_coefficient: INTEGER_16)
			-- Assign x_axis_dead_zone_center with the value of a_coefficient
		require
			exists: exists
		do
			{GAME_SDL_EXTERNAL}.set_sdl_haptic_condition_struct_center_i (specific_item, 0, a_coefficient)
		ensure
			is_assign: x_axis_dead_zone_center = a_coefficient
		end

	set_x_axis_dead_zone_length (a_length: NATURAL_16)
			-- Assign x_axis_dead_zone_length with the value a_length
		require
			exists: exists
		do
			{GAME_SDL_EXTERNAL}.set_sdl_haptic_condition_struct_deadband_i (specific_item, 0, a_length)
		ensure
			is_assign: x_axis_dead_zone_length = a_length
		end

	set_x_axis_negative_coefficient (a_coefficient: INTEGER_16)
			-- Assign x_axis_negative_coefficient with the value of a_coefficient
		require
			exists: exists
		do
			{GAME_SDL_EXTERNAL}.set_sdl_haptic_condition_struct_left_coeff_i (specific_item, 0, a_coefficient)
		ensure
			is_assign: x_axis_negative_coefficient = a_coefficient
		end

	set_x_axis_negative_level (a_level: NATURAL_16)
			-- Assign x_axis_negative_level with the value a_level
		require
			exists: exists
		do
			{GAME_SDL_EXTERNAL}.set_sdl_haptic_condition_struct_left_sat_i (specific_item, 0, a_level)
		ensure
			is_assign: x_axis_negative_level = a_level
		end

	set_x_axis_positive_coefficient (a_coefficient: INTEGER_16)
			-- Assign x_axis_positive_coefficient with the value of a_coefficient
		require
			exists: exists
		do
			{GAME_SDL_EXTERNAL}.set_sdl_haptic_condition_struct_right_coeff_i (specific_item, 0, a_coefficient)
		ensure
			is_assign: x_axis_positive_coefficient = a_coefficient
		end

	set_x_axis_positive_level (a_level: NATURAL_16)
			-- Assign x_axis_positive_level with the value a_level
		require
			exists: exists
		do
			{GAME_SDL_EXTERNAL}.set_sdl_haptic_condition_struct_right_sat_i (specific_item, 0, a_level)
		ensure
			is_assign: x_axis_positive_level = a_level
		end

	set_y_axis_dead_zone_center (a_coefficient: INTEGER_16)
			-- Assign y_axis_dead_zone_center with the value of a_coefficient
		require
			exists: exists
		do
			{GAME_SDL_EXTERNAL}.set_sdl_haptic_condition_struct_center_i (specific_item, 1, a_coefficient)
		ensure
			is_assign: y_axis_dead_zone_center = a_coefficient
		end

	set_y_axis_dead_zone_length (a_length: NATURAL_16)
			-- Assign y_axis_dead_zone_length with the value a_length
		require
			exists: exists
		do
			{GAME_SDL_EXTERNAL}.set_sdl_haptic_condition_struct_deadband_i (specific_item, 1, a_length)
		ensure
			is_assign: y_axis_dead_zone_length = a_length
		end

	set_y_axis_negative_coefficient (a_coefficient: INTEGER_16)
			-- Assign y_axis_negative_coefficient with the value of a_coefficient
		require
			exists: exists
		do
			{GAME_SDL_EXTERNAL}.set_sdl_haptic_condition_struct_left_coeff_i (specific_item, 1, a_coefficient)
		ensure
			is_assign: y_axis_negative_coefficient = a_coefficient
		end

	set_y_axis_negative_level (a_level: NATURAL_16)
			-- Assign y_axis_negative_level with the value a_level
		require
			exists: exists
		do
			{GAME_SDL_EXTERNAL}.set_sdl_haptic_condition_struct_left_sat_i (specific_item, 1, a_level)
		ensure
			is_assign: y_axis_negative_level = a_level
		end

	set_y_axis_positive_coefficient (a_coefficient: INTEGER_16)
			-- Assign y_axis_positive_coefficient with the value of a_coefficient
		require
			exists: exists
		do
			{GAME_SDL_EXTERNAL}.set_sdl_haptic_condition_struct_right_coeff_i (specific_item, 1, a_coefficient)
		ensure
			is_assign: y_axis_positive_coefficient = a_coefficient
		end

	set_y_axis_positive_level (a_level: NATURAL_16)
			-- Assign y_axis_positive_level with the value a_level
		require
			exists: exists
		do
			{GAME_SDL_EXTERNAL}.set_sdl_haptic_condition_struct_right_sat_i (specific_item, 1, a_level)
		ensure
			is_assign: y_axis_positive_level = a_level
		end

	set_z_axis_dead_zone_center (a_coefficient: INTEGER_16)
			-- Assign z_axis_dead_zone_center with the value of a_coefficient
		require
			exists: exists
		do
			{GAME_SDL_EXTERNAL}.set_sdl_haptic_condition_struct_center_i (specific_item, 2, a_coefficient)
		ensure
			is_assign: z_axis_dead_zone_center = a_coefficient
		end

	set_z_axis_dead_zone_length (a_length: NATURAL_16)
			-- Assign z_axis_dead_zone_length with the value a_length
		require
			exists: exists
		do
			{GAME_SDL_EXTERNAL}.set_sdl_haptic_condition_struct_deadband_i (specific_item, 2, a_length)
		ensure
			is_assign: z_axis_dead_zone_length = a_length
		end

	set_z_axis_negative_coefficient (a_coefficient: INTEGER_16)
			-- Assign z_axis_negative_coefficient with the value of a_coefficient
		require
			exists: exists
		do
			{GAME_SDL_EXTERNAL}.set_sdl_haptic_condition_struct_left_coeff_i (specific_item, 2, a_coefficient)
		ensure
			is_assign: z_axis_negative_coefficient = a_coefficient
		end

	set_z_axis_negative_level (a_level: NATURAL_16)
			-- Assign z_axis_negative_level with the value a_level
		require
			exists: exists
		do
			{GAME_SDL_EXTERNAL}.set_sdl_haptic_condition_struct_left_sat_i (specific_item, 2, a_level)
		ensure
			is_assign: z_axis_negative_level = a_level
		end

	set_z_axis_positive_coefficient (a_coefficient: INTEGER_16)
			-- Assign z_axis_positive_coefficient with the value of a_coefficient
		require
			exists: exists
		do
			{GAME_SDL_EXTERNAL}.set_sdl_haptic_condition_struct_right_coeff_i (specific_item, 2, a_coefficient)
		ensure
			is_assign: z_axis_positive_coefficient = a_coefficient
		end

	set_z_axis_positive_level (a_level: NATURAL_16)
			-- Assign z_axis_positive_level with the value a_level
		require
			exists: exists
		do
			{GAME_SDL_EXTERNAL}.set_sdl_haptic_condition_struct_right_sat_i (specific_item, 2, a_level)
		ensure
			is_assign: z_axis_positive_level = a_level
		end

	shared: BOOLEAN
			-- Is current memory area shared with others?
			-- (from MEMORY_STRUCTURE)

	x_axis_dead_zone_center: INTEGER_16 assign set_x_axis_dead_zone_center
			-- position of the dead zone of the axis x
		require
			exists: exists
		do
			Result := {GAME_SDL_EXTERNAL}.get_sdl_haptic_condition_struct_center_i (specific_item, 0)
		end

	x_axis_dead_zone_length: NATURAL_16 assign set_x_axis_dead_zone_length
			-- size of the dead zone on the x axis.
			-- When 0xFFFF: whole axis-range when 0-centered
		require
			exists: exists
		do
			Result := {GAME_SDL_EXTERNAL}.get_sdl_haptic_condition_struct_deadband_i (specific_item, 0)
		end

	x_axis_negative_coefficient: INTEGER_16 assign set_x_axis_negative_coefficient
			-- how fast to increase the force towards the x axis negative side
		require
			exists: exists
		do
			Result := {GAME_SDL_EXTERNAL}.get_sdl_haptic_condition_struct_left_coeff_i (specific_item, 0)
		end

	x_axis_negative_level: NATURAL_16 assign set_x_axis_negative_level
			-- Level when the x axis is on the negative side
		require
			exists: exists
		do
			Result := {GAME_SDL_EXTERNAL}.get_sdl_haptic_condition_struct_left_sat_i (specific_item, 0)
		end

	x_axis_positive_coefficient: INTEGER_16 assign set_x_axis_positive_coefficient
			-- how fast to increase the force towards the x axis positive side
		require
			exists: exists
		do
			Result := {GAME_SDL_EXTERNAL}.get_sdl_haptic_condition_struct_right_coeff_i (specific_item, 0)
		end

	x_axis_positive_level: NATURAL_16 assign set_x_axis_positive_level
			-- Level when the x axis is on the positive side
		require
			exists: exists
		do
			Result := {GAME_SDL_EXTERNAL}.get_sdl_haptic_condition_struct_right_sat_i (specific_item, 0)
		end

	y_axis_dead_zone_center: INTEGER_16 assign set_y_axis_dead_zone_center
			-- position of the dead zone of the axis y
		require
			exists: exists
		do
			Result := {GAME_SDL_EXTERNAL}.get_sdl_haptic_condition_struct_center_i (specific_item, 1)
		end

	y_axis_dead_zone_length: NATURAL_16 assign set_y_axis_dead_zone_length
			-- size of the dead zone on the y axis.
			-- When 0xFFFF: whole axis-range when 0-centered
		require
			exists: exists
		do
			Result := {GAME_SDL_EXTERNAL}.get_sdl_haptic_condition_struct_deadband_i (specific_item, 1)
		end

	y_axis_negative_coefficient: INTEGER_16 assign set_y_axis_negative_coefficient
			-- how fast to increase the force towards the y axis negative side
		require
			exists: exists
		do
			Result := {GAME_SDL_EXTERNAL}.get_sdl_haptic_condition_struct_left_coeff_i (specific_item, 1)
		end

	y_axis_negative_level: NATURAL_16 assign set_y_axis_negative_level
			-- Level when the y axis is on the negative side
		require
			exists: exists
		do
			Result := {GAME_SDL_EXTERNAL}.get_sdl_haptic_condition_struct_left_sat_i (specific_item, 1)
		end

	y_axis_positive_coefficient: INTEGER_16 assign set_y_axis_positive_coefficient
			-- how fast to increase the force towards the y axis positive side
		require
			exists: exists
		do
			Result := {GAME_SDL_EXTERNAL}.get_sdl_haptic_condition_struct_right_coeff_i (specific_item, 1)
		end

	y_axis_positive_level: NATURAL_16 assign set_y_axis_positive_level
			-- Level when the y axis is on the positive side
		require
			exists: exists
		do
			Result := {GAME_SDL_EXTERNAL}.get_sdl_haptic_condition_struct_right_sat_i (specific_item, 1)
		end

	z_axis_dead_zone_center: INTEGER_16 assign set_z_axis_dead_zone_center
			-- position of the dead zone of the axis z
		require
			exists: exists
		do
			Result := {GAME_SDL_EXTERNAL}.get_sdl_haptic_condition_struct_center_i (specific_item, 2)
		end

	z_axis_dead_zone_length: NATURAL_16 assign set_z_axis_dead_zone_length
			-- size of the dead zone on the z axis.
			-- When 0xFFFF: whole axis-range when 0-centered
		require
			exists: exists
		do
			Result := {GAME_SDL_EXTERNAL}.get_sdl_haptic_condition_struct_deadband_i (specific_item, 2)
		end

	z_axis_negative_coefficient: INTEGER_16 assign set_z_axis_negative_coefficient
			-- how fast to increase the force towards the z axis negative side
		require
			exists: exists
		do
			Result := {GAME_SDL_EXTERNAL}.get_sdl_haptic_condition_struct_left_coeff_i (specific_item, 2)
		end

	z_axis_negative_level: NATURAL_16 assign set_z_axis_negative_level
			-- Level when the z axis is on the negative side
		require
			exists: exists
		do
			Result := {GAME_SDL_EXTERNAL}.get_sdl_haptic_condition_struct_left_sat_i (specific_item, 2)
		end

	z_axis_positive_coefficient: INTEGER_16 assign set_z_axis_positive_coefficient
			-- how fast to increase the force towards the z axis positive side
		require
			exists: exists
		do
			Result := {GAME_SDL_EXTERNAL}.get_sdl_haptic_condition_struct_right_coeff_i (specific_item, 2)
		end

	z_axis_positive_level: NATURAL_16 assign set_z_axis_positive_level
			-- Level when the z axis is on the positive side
		require
			exists: exists
		do
			Result := {GAME_SDL_EXTERNAL}.get_sdl_haptic_condition_struct_right_sat_i (specific_item, 2)
		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_HAPTIC_CONDITION_EFFECT): 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_HAPTIC_CONDITION_EFFECT): 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_HAPTIC_CONDITION_EFFECT): BOOLEAN
			-- Is other attached to an object of the same type
			-- as current object, and field-by-field identical to it?
			-- (from ANY)
		require -- from ANY
			other_not_void: other /= Void
		external
			"built_in"
		ensure -- from ANY
			same_type: Result implies same_type (other)
			symmetric: Result implies other.standard_is_equal (Current)
		end
	
feature -- Status report

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

	exists: BOOLEAN
			-- Is allocated memory still allocated?
			-- (from MEMORY_STRUCTURE)
		do
			Result := item /= default_pointer
		end

	same_type (other: ANY): BOOLEAN
			-- Is type of current object identical to type of other?
			-- (from ANY)
		require -- from ANY
			other_not_void: other /= Void
		external
			"built_in"
		ensure -- from ANY
			definition: Result = (conforms_to (other) and other.conforms_to (Current))
		end
	
feature -- 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_HAPTIC_CONDITION_EFFECT)
			-- 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_HAPTIC_CONDITION_EFFECT)
			-- 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_HAPTIC_CONDITION_EFFECT
			-- 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_HAPTIC_CONDITION_EFFECT)
			-- 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_HAPTIC_CONDITION_EFFECT
			-- 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_HAPTIC_CONDITION_EFFECT
			-- 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_HAPTIC_CONDITION_EFFECT
		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_HAPTIC_CONDITION_EFFECT
			-- Default value of object's type
			-- (from ANY)
		do
		end

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

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

	frozen do_nothing
			-- Execute a null action.
			-- (from ANY)
		do
		ensure -- from ANY
			instance_free: class
		end
	
feature {NONE} -- Implementation

	internal_item: POINTER
			-- Pointer holding value when shared.
			-- (from MEMORY_STRUCTURE)

	managed_pointer: detachable MANAGED_POINTER
			-- Hold memory area in a managed way.
			-- (from MEMORY_STRUCTURE)

	set_type (a_type: NATURAL_16)
			-- Assign type with the value of a_type
			-- (from GAME_HAPTIC_EFFECT)
		require -- from GAME_HAPTIC_EFFECT
			exists: exists
		do
			{GAME_SDL_EXTERNAL}.set_sdl_haptic_effect_type (item, a_type)
		ensure -- from GAME_HAPTIC_EFFECT
			is_assign: type = a_type
		end

	specific_item: POINTER
			-- Internal pointer that is specific to a certain type of Current
			-- Note that item only point to a C union.
		require -- from GAME_HAPTIC_EFFECT
			exists: exists
		do
			Result := {GAME_SDL_EXTERNAL}.get_sdl_haptic_effect_condition (item)
		ensure -- from GAME_HAPTIC_EFFECT
			result_not_null: not Result.is_default_pointer
		end

	type: NATURAL_16 assign set_type
			-- Internal type of Current
			-- (from GAME_HAPTIC_EFFECT)
		require -- from GAME_HAPTIC_EFFECT
			exists: exists
		do
			Result := {GAME_SDL_EXTERNAL}.get_sdl_haptic_effect_type (item)
		end
	
feature -- Implementation

	structure_size: INTEGER_32
			-- Size to allocate (in bytes).
			-- (from GAME_HAPTIC_EFFECT)
		do
			Result := {GAME_SDL_EXTERNAL}.c_sizeof_sdl_haptic_effect
		ensure -- from MEMORY_STRUCTURE
			is_class: class
			positive_result: Result > 0
		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 GAME_HAPTIC_EFFECT
	type_valid: type > 0

		-- from MEMORY_STRUCTURE
	managed_pointer_valid: not shared implies managed_pointer /= Void
	internal_item_valid: shared implies internal_item /= default_pointer

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

end -- class GAME_HAPTIC_CONDITION_EFFECT

Generated by ISE EiffelStudio