note description: "[ Battery/power supply informations. You should never take a battery status as absolute truth. Batteries (especially failing batteries) are delicate hardware, and the values reported here are best estimates based on what that hardware reports. It's not uncommon for older batteries to lose stored power much faster than it reports, or completely drain when reporting it has 20 percent left, etc. Battery status can change at any time; if you are concerned with power state, you should call this function frequently, and perhaps ignore changes until they seem to be stable for a few seconds. ]" author: "Louis Marchand" date: "Thu, 28 Jan 2016 02:17:06 +0000" revision: "2.0" class GAME_BATTERY create default_create feature {NONE} -- Initialization default_create -- Initialization of Current do create null update end feature -- Access generating_type: TYPE [detachable GAME_BATTERY] -- 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) 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 update -- Check the battery state and life to update the features of Current local l_seconds, l_percentage: INTEGER_32 do state := {GAME_SDL_EXTERNAL}.sdl_getpowerinfo ($l_seconds.to_pointer, $l_percentage.to_pointer) seconds_left := l_seconds percentage_left := l_percentage if l_seconds < 0 or l_percentage < 0 then is_life_left_valid := False else is_life_left_valid := True end 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_BATTERY): 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_BATTERY): 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_BATTERY): 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 -- 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_BATTERY) -- 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_BATTERY) -- 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_BATTERY -- 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_BATTERY) -- 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_BATTERY -- 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_BATTERY -- 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_BATTERY 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_BATTERY -- 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 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 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) null: POINTER -- A default null pointer 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 state: NATURAL_32 -- The last state of Current returned by update 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 feature -- Status Report is_life_left_valid: BOOLEAN -- The last update did not return any valid value for seconds_left and percentage_left. -- You can wait for some time and retry. If it is always not valid, maybe the system does not -- support battery life information or the system is not running on battery. is_state_charged: BOOLEAN -- plugged in, battery charged do Result := state = {GAME_SDL_EXTERNAL}.sdl_powerstate_charged end is_state_charging: BOOLEAN -- plugged in, charging battery do Result := state = {GAME_SDL_EXTERNAL}.sdl_powerstate_charging end is_state_no_battery: BOOLEAN -- plugged in, no battery available do Result := state = {GAME_SDL_EXTERNAL}.sdl_powerstate_no_battery end is_state_on_battery: BOOLEAN -- not plugged in, running on the battery do Result := state = {GAME_SDL_EXTERNAL}.sdl_powerstate_on_battery end is_state_unknown: BOOLEAN -- Cannot identify the state of Current -- You can wait for some time and retry. -- If it is always unknown, maybe the system does not support battery. do Result := state = {GAME_SDL_EXTERNAL}.sdl_powerstate_unknown end percentage_left: INTEGER_32 -- An approximation of the percentage of battery life left seconds_left: INTEGER_32 -- An approximation of the seconds of battery life left invariant -- from ANY reflexive_equality: standard_is_equal (Current) reflexive_conformance: conforms_to (Current) end -- class GAME_BATTERY
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