note description: "A GAME_HAPTIC_EFFECT that play on a constant strength." author: "Louis Marchand" date: "Mon, 02 Mar 2015 20:24:45 +0000" revision: "2.0" class GAME_HAPTIC_CONSTANT_EFFECT create make feature -- Initialization make -- Initialization of Current do Precursor set_type ({GAME_SDL_EXTERNAL}.sdl_haptic_constant.as_natural_16) 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 {NONE} -- Initialization default_create -- Process instances of classes with no creation clause. -- (Default: do nothing.) -- (from ANY) do 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 direction: GAME_HAPTIC_DIRECTION assign set_direction -- The orientation that the force of Current come from require exists: exists do create Result.make_by_pointer ({GAME_SDL_EXTERNAL}.get_sdl_haptic_constant_direction (specific_item)) end fade_in_length: NATURAL_16 assign set_fade_in_length -- length of the fade in require -- from GAME_HAPTIC_EFFECT_ENVELOPE exists: exists do Result := {GAME_SDL_EXTERNAL}.get_sdl_haptic_constant_attack_length (specific_item) end fade_in_level: NATURAL_16 assign set_fade_in_level -- level at the start of the fade in require -- from GAME_HAPTIC_EFFECT_ENVELOPE exists: exists do Result := {GAME_SDL_EXTERNAL}.get_sdl_haptic_constant_attack_level (specific_item) end fade_out_length: NATURAL_16 assign set_fade_out_length -- length of the fade out require -- from GAME_HAPTIC_EFFECT_ENVELOPE exists: exists do Result := {GAME_SDL_EXTERNAL}.get_sdl_haptic_constant_fade_length (specific_item) end fade_out_level: NATURAL_16 assign set_fade_out_level -- level at the start of the fade out require -- from GAME_HAPTIC_EFFECT_ENVELOPE exists: exists do Result := {GAME_SDL_EXTERNAL}.get_sdl_haptic_constant_fade_level (specific_item) end generating_type: TYPE [detachable GAME_HAPTIC_CONSTANT_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 level: INTEGER_16 assign set_level -- Strength of Current require exists: exists do Result := {GAME_SDL_EXTERNAL}.get_sdl_haptic_constant_level (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_direction (a_direction: GAME_HAPTIC_DIRECTION) -- assign direction with the values of a_direction require exists: exists do direction.copy (a_direction) ensure is_assign: direction ~ a_direction end set_fade_in_length (a_fade_in_length: NATURAL_16) -- Assign fade_in_length with the value of a_fade_in_length require -- from GAME_HAPTIC_EFFECT_ENVELOPE exists: exists length_valid: a_fade_in_length <= 32767 do {GAME_SDL_EXTERNAL}.set_sdl_haptic_constant_attack_length (specific_item, a_fade_in_length) ensure -- from GAME_HAPTIC_EFFECT_ENVELOPE is_assign: fade_in_length = a_fade_in_length end set_fade_in_level (a_fade_in_level: NATURAL_16) -- Assign fade_in_level with the value of a_fade_in_level require -- from GAME_HAPTIC_EFFECT_ENVELOPE exists: exists level_valid: a_fade_in_level <= 32767 do {GAME_SDL_EXTERNAL}.set_sdl_haptic_constant_attack_level (specific_item, a_fade_in_level) ensure -- from GAME_HAPTIC_EFFECT_ENVELOPE is_assign: fade_in_level = a_fade_in_level end set_fade_out_length (a_fade_out_length: NATURAL_16) -- Assign fade_out_length with the value of a_fade_out_length require -- from GAME_HAPTIC_EFFECT_ENVELOPE exists: exists length_valid: a_fade_out_length <= 32767 do {GAME_SDL_EXTERNAL}.set_sdl_haptic_constant_fade_length (specific_item, a_fade_out_length) ensure -- from GAME_HAPTIC_EFFECT_ENVELOPE is_assign: fade_out_length = a_fade_out_length end set_fade_out_level (a_fade_out_level: NATURAL_16) -- Assign fade_out_level with the value of a_fade_out_level require -- from GAME_HAPTIC_EFFECT_ENVELOPE exists: exists level_valid: a_fade_out_level <= 32767 do {GAME_SDL_EXTERNAL}.set_sdl_haptic_constant_fade_level (specific_item, a_fade_out_level) ensure -- from GAME_HAPTIC_EFFECT_ENVELOPE is_assign: fade_out_level = a_fade_out_level 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_level (a_level: INTEGER_16) -- Assign level with the value of a_level require exists: exists level_valid: a_level <= 32767 do {GAME_SDL_EXTERNAL}.set_sdl_haptic_constant_level (specific_item, a_level) ensure is_assign: level = a_level end shared: BOOLEAN -- Is current memory area shared with others? -- (from MEMORY_STRUCTURE) 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_CONSTANT_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_CONSTANT_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_CONSTANT_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_CONSTANT_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_CONSTANT_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_CONSTANT_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_CONSTANT_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_CONSTANT_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_CONSTANT_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_CONSTANT_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_CONSTANT_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_constant (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_CONSTANT_EFFECT
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