note description: "[ A GAME_HAPTIC_EFFECT that play on a periodic strength. A periodic effect consists of a wave-shaped effect that repeats itself over time. Example: button period press | | || __ __ __ __ __ _ || | | | | | | | | | | magnitude __ Offset \/ | |__| |__| |__| |__| | _ ----- | delay phase >> ------------------------------------- length =================================================== interval ]" author: "Louis Marchand" date: "Tue, 03 Mar 2015 14:16:22 +0000" revision: "2.0" class interface GAME_HAPTIC_PERIODIC_EFFECT create make_sine -- Initialization of Current using a sine periodic effect -- __ __ __ __ -- / \ / \ / \ / -- / \__/ \__/ \__/ make_square -- Initialization of Current using a square periodic effect -- __ __ __ __ __ -- | | | | | | | | | | -- | |__| |__| |__| |__| | make_triangle -- Initialization of Current using a triangle periodic effect -- /\ /\ /\ /\ /\ -- / \ / \ / \ / \ / -- / \/ \/ \/ \/ make_sawtooth_up -- Initialization of Current using a sawtooth periodic effect opened at the bottom -- /| /| /| /| /| /| /| -- / | / | / | / | / | / | / | -- / |/ |/ |/ |/ |/ |/ | make_sawtooth_down -- Initialization of Current using a sawtooth periodic effect opened at the bottom -- \ |\ |\ |\ |\ |\ |\ | -- \ | \ | \ | \ | \ | \ | \ | -- \| \| \| \| \| \| \| feature -- Initialization make -- Initialize current with given structure_size. -- (from MEMORY_STRUCTURE) ensure -- from MEMORY_STRUCTURE not_shared: not shared 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 ensure -- from MEMORY_STRUCTURE shared: shared feature -- Access delay: NATURAL_16 assign set_delay -- delay before starting Current (in millisecond) require -- from GAME_HAPTIC_EFFECT_DELAYED exists: exists direction: GAME_HAPTIC_DIRECTION assign set_direction -- The orientation that the force of Current come from require exists: exists fade_in_length: NATURAL_16 assign set_fade_in_length -- length of the fade in require -- from GAME_HAPTIC_EFFECT_ENVELOPE exists: exists 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 fade_out_length: NATURAL_16 assign set_fade_out_length -- length of the fade out require -- from GAME_HAPTIC_EFFECT_ENVELOPE exists: exists 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 generating_type: TYPE [detachable GAME_HAPTIC_PERIODIC_EFFECT] -- 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 interval: NATURAL_16 assign set_interval -- how soon before effect can be triggered again (in millisecond) require -- from GAME_HAPTIC_EFFECT_DELAYED exists: exists 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 item: POINTER -- Access to memory area. -- (from MEMORY_STRUCTURE) length: NATURAL_32 assign set_length -- Duration of Current (in millisecond) require -- from GAME_HAPTIC_EFFECT exists: exists magnitude: INTEGER_16 assign set_magnitude -- peak value; if negative, equivalent to 180 degrees extra phase shift require exists: exists offset: INTEGER_16 assign set_offset -- Mean value of the wave require exists: exists period: NATURAL_16 assign set_period -- Time (in millisecond) between two wave. require exists: exists phase: NATURAL_16 assign set_phase -- Time (in millisecond) between two wave. require exists: exists 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 ensure -- from GAME_HAPTIC_EFFECT_DELAYED is_assign: delay = a_delay set_direction (a_direction: GAME_HAPTIC_DIRECTION) -- assign direction with the values of a_direction require exists: exists ensure is_assign: direction ~ a_direction 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 ensure -- from GAME_HAPTIC_EFFECT_ENVELOPE is_assign: fade_in_length = a_fade_in_length 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 ensure -- from GAME_HAPTIC_EFFECT_ENVELOPE is_assign: fade_in_level = a_fade_in_level 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 ensure -- from GAME_HAPTIC_EFFECT_ENVELOPE is_assign: fade_out_length = a_fade_out_length 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 ensure -- from GAME_HAPTIC_EFFECT_ENVELOPE is_assign: fade_out_level = a_fade_out_level 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 ensure -- from GAME_HAPTIC_EFFECT_INFINITE_LENGTH infinite_is_set: is_infinite 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 ensure -- from GAME_HAPTIC_EFFECT_DELAYED is_assign: interval = a_interval 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 ensure -- from GAME_HAPTIC_EFFECT is_assign: length = a_length set_magnitude (a_magnitude: INTEGER_16) -- Assign magnitude with the value of a_magnitude require exists: exists magnitude_valid: a_magnitude <= 32767 ensure is_assign: magnitude = a_magnitude set_offset (a_offset: INTEGER_16) -- Assign offset with the value of a_offset require exists: exists offset_valid: a_offset <= 32767 ensure is_assign: offset = a_offset set_period (a_period: NATURAL_16) -- Assign period with the value of a_period require exists: exists period_valid: a_period <= 32767 ensure is_assign: period = a_period set_phase (a_phase: NATURAL_16) -- Assign phase with the value of a_phase require exists: exists phase_valid: a_phase <= 32767 ensure is_assign: phase = a_phase 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) 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_HAPTIC_PERIODIC_EFFECT): 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_HAPTIC_PERIODIC_EFFECT): 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_HAPTIC_PERIODIC_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 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 exists: BOOLEAN -- Is allocated memory still allocated? -- (from MEMORY_STRUCTURE) 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_HAPTIC_PERIODIC_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) ensure -- from ANY is_equal: Current ~ other frozen deep_copy (other: GAME_HAPTIC_PERIODIC_EFFECT) -- 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_HAPTIC_PERIODIC_EFFECT -- 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_HAPTIC_PERIODIC_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) ensure -- from ANY is_standard_equal: standard_is_equal (other) frozen standard_twin: GAME_HAPTIC_PERIODIC_EFFECT -- 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_HAPTIC_PERIODIC_EFFECT -- 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_HAPTIC_PERIODIC_EFFECT -- 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 structure_size: INTEGER_32 -- Size to allocate (in bytes). -- (from GAME_HAPTIC_EFFECT) ensure -- from MEMORY_STRUCTURE is_class: class positive_result: Result > 0 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 -- 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_PERIODIC_EFFECT
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