note description: "Information and control of force feedback devices" author: "Louis Marchand" date: "Sat, 28 Feb 2015 19:20:47 +0000" revision: "2.0" deferred class GAME_HAPTIC feature {NONE} -- Initialization default_create -- Process instances of classes with no creation clause. -- (Default: do nothing.) do create {LINKED_LIST [GAME_HAPTIC_EFFECT_COMPILED]} internal_compiled_effect.make end feature -- Access close -- Make Current not usable require is_open: is_open do {GAME_SDL_EXTERNAL}.sdl_hapticclose (item) item := create {POINTER} ensure is_close: not is_open end compile (a_effect: GAME_HAPTIC_EFFECT) -- Create a new compiled effect and store it in the compiled_effects -- list. You can get ot quicker by using last_compiled_effect require current_valid: is_open effect_valid: a_effect.exists effect_supported: is_effect_supported (a_effect) local l_effect: GAME_HAPTIC_EFFECT_COMPILED do clear_error create l_effect.make (Current, a_effect) if l_effect.is_open then internal_compiled_effect.extend (l_effect) else has_error := True end ensure is_count_valid: not has_error implies (compiled_effect_count = compiled_effect_count + 1) is_count_not_null: not has_error implies (compiled_effect_count > 0) last_compiled_valid: not has_error implies (last_compiled_effect.is_open and last_compiled_effect.haptic = Current and last_compiled_effect.effect = a_effect) end compiled_effect_count: INTEGER_32 -- Number of compiled_effects in Current do Result := internal_compiled_effect.count end compiled_effects: CHAIN_INDEXABLE_ITERATOR [GAME_HAPTIC_EFFECT_COMPILED] -- Every compiled effect into Current do create Result.make (internal_compiled_effect) end gain: INTEGER_32 assign set_gain -- The intensity of Current require gain_control_supported: is_gain_control_supported do Result := i_gain 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 generating_type: TYPE [detachable GAME_HAPTIC] -- 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 has_error: BOOLEAN -- Is the library has generate an error -- (from GAME_ERROR_MANAGER) initialize_rumble -- Initialized a rumble playback into Current require is_open: is_open rumble_supported: is_rumble_supported not_already_rumble: not is_rumble local l_error: INTEGER_32 do clear_error l_error := {GAME_SDL_EXTERNAL}.sdl_hapticrumbleinit (item) if l_error < 0 then manage_error_code (l_error, "Cannot initialize a rumble playback.") else is_rumble := True end ensure is_rumble_activated: not has_error implies is_rumble end last_compiled_effect: GAME_HAPTIC_EFFECT_COMPILED -- Last compiled effect that has been compiled with compile require element_exist: compiled_effect_count > 0 do Result := internal_compiled_effect.last 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 open -- Make Current usable require not_open: not is_open do clear_error item := internal_open manage_error_pointer (item, "Cannot open the haptic device") if is_open and then is_gain_control_supported then set_gain (100) end ensure is_open: not has_error implies is_open end pause -- Mommentaly stop the playing effect. Use resume to restart it -- where it was when paused. require is_open: is_open pause_supported: is_pause_supported not_paused: not is_paused local l_error: INTEGER_32 do clear_error l_error := {GAME_SDL_EXTERNAL}.sdl_hapticpause (item) if l_error < 0 then manage_error_code (l_error, "Cannot pause the haptic effect.") else is_paused := True end ensure is_paused: not has_error implies is_paused end resume -- Restart an effect that has been pause before. require is_open: is_open pause_supported: is_pause_supported is_paused: is_paused local l_error: INTEGER_32 do clear_error l_error := {GAME_SDL_EXTERNAL}.sdl_hapticunpause (item) if l_error < 0 then manage_error_code (l_error, "Cannot resume the effect.") else is_paused := False end ensure in_unpaused: not has_error implies not is_paused end rumble_play (a_strength: REAL_32; a_length: NATURAL_32) -- Start a rumble playback with a magnitude of a_strength -- and a duration a_length in millisecond require is_open: is_open rumble_supported: is_rumble_supported is_rumble_device: is_rumble strength_is_valid: a_strength >= 0.to_real and a_strength <= 1.to_real local l_error: INTEGER_32 do clear_error l_error := {GAME_SDL_EXTERNAL}.sdl_hapticrumbleplay (item, a_strength, a_length) manage_error_code (l_error, "Cannot playback a rumble.") end rumble_play_infinite_length (a_strength: REAL_32) -- Start a rumble playbacki with a magnitude of a_strength -- and never stop (use rumble_stop to stop) require is_open: is_open rumble_supported: is_rumble_supported is_rumble_device: is_rumble strength_is_valid: a_strength >= 0.to_real and a_strength <= 1.to_real do rumble_play (a_strength, {GAME_SDL_EXTERNAL}.sdl_haptic_infinity) end rumble_stop -- Stop a rumble playback require is_open: is_open rumble_supported: is_rumble_supported is_rumble_device: is_rumble local l_error: INTEGER_32 do clear_error l_error := {GAME_SDL_EXTERNAL}.sdl_hapticrumblestop (item) manage_error_code (l_error, "Cannot stop a rumble.") end set_gain (a_gain: INTEGER_32) -- Assign to gain the value of a_gain require is_open: is_open gain_control_supported: is_gain_control_supported local l_error: INTEGER_32 do clear_error l_error := {GAME_SDL_EXTERNAL}.sdl_hapticsetgain (item, a_gain) if l_error < 0 then manage_error_code (l_error, "Cannot set the haptic gain") else i_gain := a_gain end ensure is_assign: not has_error implies gain = a_gain end stop_all_effects -- Stop every effect on Current require is_open: is_open local l_error: INTEGER_32 do clear_error l_error := {GAME_SDL_EXTERNAL}.sdl_hapticstopall (item) manage_error_code (l_error, "Could not stop all effect on haptic.") 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): 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): 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): 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_HAPTIC) -- 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) -- 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 -- 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) -- 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 -- 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 -- 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 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 -- 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 {GAME_HAPTIC_EFFECT_COMPILED} -- Implementation item: POINTER -- Internal pointer of Current remove_compiled_effect (a_compiled_effect: GAME_HAPTIC_EFFECT_COMPILED) -- Remove a_compiled_effect from the compiled_effects -- Warning, this will not close the effect. You have to close -- it first. do internal_compiled_effect.prune_all (a_compiled_effect) ensure removed: not compiled_effects.has (a_compiled_effect) 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 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 i_gain: INTEGER_32 -- Internal value of the gain internal_compiled_effect: LIST [GAME_HAPTIC_EFFECT_COMPILED] -- Every compiled effect into Current 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) internal_open: POINTER -- The internal C function to open the haptic deferred end is_manual_error: BOOLEAN -- Is the current pending error is a manual error (using manual_error as message) -- (from GAME_SDL_ANY) 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 manual_error: detachable READABLE_STRING_GENERAL -- The specific message for the last error -- (from GAME_ERROR_MANAGER) 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 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 feature -- Implementation dispose -- Action to be executed just before garbage collection -- reclaims an object. -- Effect it in descendants to perform specific dispose -- actions. Those actions should only take care of freeing -- external resources; they should not perform remote calls -- on other objects since these may also be dead and reclaimed. do if is_open then close 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 -- Query axes_count: INTEGER_32 -- The number of axes of Current require is_open: is_open do Result := {GAME_SDL_EXTERNAL}.sdl_hapticnumaxes (item) end is_auto_center_supported: BOOLEAN -- Is Current supported the auto center feature require is_open: is_open do Result := {GAME_SDL_EXTERNAL}.sdl_hapticquery (item).bit_and ({GAME_SDL_EXTERNAL}.sdl_haptic_autocenter) /= 0 end is_conditionnal_damper_effect_supported: BOOLEAN -- Is Current supported conditionnal effect base on axis velocities require is_open: is_open do Result := {GAME_SDL_EXTERNAL}.sdl_hapticquery (item).bit_and ({GAME_SDL_EXTERNAL}.sdl_haptic_damper) /= 0 end is_conditionnal_friction_effect_supported: BOOLEAN -- Is Current supported conditionnal effect base on axis movement require is_open: is_open do Result := {GAME_SDL_EXTERNAL}.sdl_hapticquery (item).bit_and ({GAME_SDL_EXTERNAL}.sdl_haptic_friction) /= 0 end is_conditionnal_inertia_effect_supported: BOOLEAN -- Is Current supported conditionnal effect base on axis acceleration require is_open: is_open do Result := {GAME_SDL_EXTERNAL}.sdl_hapticquery (item).bit_and ({GAME_SDL_EXTERNAL}.sdl_haptic_inertia) /= 0 end is_conditionnal_spring_effect_supported: BOOLEAN -- Is Current supported conditionnal effect base on axis position require is_open: is_open do Result := {GAME_SDL_EXTERNAL}.sdl_hapticquery (item).bit_and ({GAME_SDL_EXTERNAL}.sdl_haptic_spring) /= 0 end is_constant_effect_supported: BOOLEAN -- Is Current supported constant effect require is_open: is_open do Result := {GAME_SDL_EXTERNAL}.sdl_hapticquery (item).bit_and ({GAME_SDL_EXTERNAL}.sdl_haptic_constant) /= 0 end is_custom_effect_supported: BOOLEAN -- Is Current supported custom effect require is_open: is_open do Result := {GAME_SDL_EXTERNAL}.sdl_hapticquery (item).bit_and ({GAME_SDL_EXTERNAL}.sdl_haptic_custom) /= 0 end is_effect_supported (a_effect: GAME_HAPTIC_EFFECT): BOOLEAN -- Is a_effect can be compiled by Current require is_open local l_value: INTEGER_32 do clear_error l_value := {GAME_SDL_EXTERNAL}.sdl_hapticeffectsupported (item, a_effect.item) Result := False if l_value < 0 then manage_error_code (l_value, "Cannot validate if an effect is supported by an haptic") else Result := l_value > 0 end end is_gain_control_supported: BOOLEAN -- Is Current supported gain control require is_open: is_open do Result := {GAME_SDL_EXTERNAL}.sdl_hapticquery (item).bit_and ({GAME_SDL_EXTERNAL}.sdl_haptic_gain) /= 0 end is_left_right_effect_supported: BOOLEAN -- Is Current supported left/right effect -- Used in lots of recent console controller require is_open: is_open do Result := {GAME_SDL_EXTERNAL}.sdl_hapticquery (item).bit_and ({GAME_SDL_EXTERNAL}.sdl_haptic_leftright) /= 0 end is_linear_ramp_effect_supported: BOOLEAN -- Is Current supported linear ramp effect require is_open: is_open do Result := {GAME_SDL_EXTERNAL}.sdl_hapticquery (item).bit_and ({GAME_SDL_EXTERNAL}.sdl_haptic_ramp) /= 0 end is_open: BOOLEAN -- Is Current currently usable do Result := not item.is_default_pointer end is_pause_supported: BOOLEAN -- Is Current supported the pause of an effect require is_open: is_open do Result := {GAME_SDL_EXTERNAL}.sdl_hapticquery (item).bit_and ({GAME_SDL_EXTERNAL}.sdl_haptic_pause) /= 0 end is_paused: BOOLEAN -- Has Current presently stop with a pause. is_periodic_saw_tooth_down_effect_supported: BOOLEAN -- Is Current supported periodic effect of the type -- sawtooth with the openning at the top. -- \ |\ |\ |\ |\ |\ |\ | -- \ | \ | \ | \ | \ | \ | \ | -- \| \| \| \| \| \| \| require is_open: is_open do Result := {GAME_SDL_EXTERNAL}.sdl_hapticquery (item).bit_and ({GAME_SDL_EXTERNAL}.sdl_haptic_sawtoothdown) /= 0 end is_periodic_saw_tooth_up_effect_supported: BOOLEAN -- Is Current supported periodic effect of the type -- sawtooth with the openning at the bottom. -- /| /| /| /| /| /| /| -- / | / | / | / | / | / | / | -- / |/ |/ |/ |/ |/ |/ | require is_open: is_open do Result := {GAME_SDL_EXTERNAL}.sdl_hapticquery (item).bit_and ({GAME_SDL_EXTERNAL}.sdl_haptic_sawtoothup) /= 0 end is_periodic_sine_effect_supported: BOOLEAN -- Is Current supported periodic sine effect -- __ __ __ __ -- / \ / \ / \ / -- / \__/ \__/ \__/ require is_open: is_open do Result := {GAME_SDL_EXTERNAL}.sdl_hapticquery (item).bit_and ({GAME_SDL_EXTERNAL}.sdl_haptic_sine) /= 0 end is_periodic_triangle_effect_supported: BOOLEAN -- Is Current supported periodic triangle effect -- /\ /\ /\ /\ /\ -- / \ / \ / \ / \ / -- / \/ \/ \/ \/ require is_open: is_open do Result := {GAME_SDL_EXTERNAL}.sdl_hapticquery (item).bit_and ({GAME_SDL_EXTERNAL}.sdl_haptic_triangle) /= 0 end is_rumble: BOOLEAN -- Is Current initialized as a rumble playback is_rumble_supported: BOOLEAN -- Can Current be used as a simple rumble playback require is_open: is_open do Result := {GAME_SDL_EXTERNAL}.sdl_hapticrumblesupported (item) end is_status_query_supported: BOOLEAN -- Is Current supported the query of effect status require is_open: is_open do Result := {GAME_SDL_EXTERNAL}.sdl_hapticquery (item).bit_and ({GAME_SDL_EXTERNAL}.sdl_haptic_status) /= 0 end maximum_effect_compiled: INTEGER_32 -- The maximum number of effect that Current can compiled and store -- Note that on some system, tis information is not given, so this -- may be a simple approximation require is_open: is_open local l_error: INTEGER_32 do clear_error l_error := {GAME_SDL_EXTERNAL}.sdl_hapticnumeffects (item) if l_error < 0 then manage_error_code (l_error, "Cannot get the maximum number of effect that an haptic can compile.") Result := 0 else Result := l_error end end maximum_effect_playing: INTEGER_32 -- The maximum number of effect that Current can play at the same time -- Note that on some system, tis information is not given, so this -- may be a simple approximation require is_open: is_open local l_error: INTEGER_32 do clear_error l_error := {GAME_SDL_EXTERNAL}.sdl_hapticnumeffectsplaying (item) if l_error < 0 then manage_error_code (l_error, "Cannot get the maximum number of effect that an haptic can play.") Result := 0 else Result := l_error end 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 is_haptic_enabled: Game_library.is_haptic_enable -- from ANY reflexive_equality: standard_is_equal (Current) reflexive_conformance: conforms_to (Current) end -- class GAME_HAPTIC
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