note
	description: "A GAME_HAPTIC_EFFECT that have a linear ramp effect."
	author: "Louis Marchand"
	date: "Tue, 03 Mar 2015 21:22:50 +0000"
	revision: "2.0"

class interface
	GAME_HAPTIC_RAMP_EFFECT

create 
	make
			-- Initialization of Current
		ensure -- from MEMORY_STRUCTURE
			not_shared: not shared

feature -- Initialization

	make
			-- Initialization of Current
		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

	end_level: INTEGER_16 assign set_end_level
			-- Strength of Current at the end
		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_RAMP_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

	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

	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_end_level (a_level: INTEGER_16)
			-- Assign end_level with the value of a_level
		require
			exists: exists
			level_valid: a_level <= 32767
		ensure
			is_assign: end_level = a_level

	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_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
		ensure -- from GAME_HAPTIC_EFFECT
			is_assign: length = a_length

	set_start_level (a_level: INTEGER_16)
			-- Assign start_level with the value of a_level
		require
			exists: exists
			level_valid: a_level <= 32767
		ensure
			is_assign: start_level = a_level

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

	start_level: INTEGER_16 assign set_start_level
			-- Strength of Current at the start
		require
			exists: exists
	
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_RAMP_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_RAMP_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_RAMP_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_RAMP_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_RAMP_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_RAMP_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_RAMP_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_RAMP_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_RAMP_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_RAMP_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_RAMP_EFFECT

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