note
	description: "A touch input device that can detect finger pressure"
	author: "Louis Marchand"
	date: "Thu, 16 Apr 2015 19:47:44 +0000"
	revision: "2.0"

class 
	GAME_TOUCH_DEVICE

create 
	make

feature {NONE} -- Initialization

	default_create
			-- Process instances of classes with no creation clause.
			-- (Default: do nothing.)
			-- (from ANY)
		do
		end

	make (a_number: INTEGER_32)
			-- Initialization of Current being the a_numbernd touch device in the system
		do
			index := {GAME_SDL_EXTERNAL}.sdl_gettouchdevice (a_number)
			events_controller := Game_library.events_controller
			make_events
		end
	
feature -- Access

	append_all_dollar_gesture_template (a_filename: READABLE_STRING_GENERAL)
			-- Save every dollar gesture templates loaded in the library
			-- inside the file located at a_filename. If it exists, the data will
			-- be added to the end. If it does not, it will be created.
			-- Note: The templates hashes are not saved in the file. You have to save
			-- them yourself for future utilisation
			-- (from GAME_DOLLAR_GESTURE_MANAGER)
		require -- from GAME_DOLLAR_GESTURE_MANAGER
			is_file_valid: attached (create {RAW_FILE}.make_with_name (a_filename)) as la_file implies ((la_file.exists implies la_file.is_access_writable) and (not la_file.exists implies la_file.is_creatable))
		local
			l_rwops: POINTER
			l_error: INTEGER_32
			l_filename_c, l_mode_c: C_STRING
			l_utf_converter: UTF_CONVERTER
		do
			create l_utf_converter
			create l_filename_c.make (l_utf_converter.string_32_to_utf_8_string_8 (a_filename.to_string_32))
			create l_mode_c.make ("ab")
			clear_error
			l_rwops := {GAME_SDL_EXTERNAL}.sdl_rwfromfile (l_filename_c.item, l_mode_c.item)
			if l_rwops.is_default_pointer then
				manage_error_pointer (l_rwops, "Cannot create the dollar template file.")
			else
				l_error := {GAME_SDL_EXTERNAL}.sdl_savealldollartemplates (l_rwops)
				manage_error_code (l_error - 1, "Cannot save the dollar templates")
				last_saved_dollar_gesture_template := l_error
				l_error := {GAME_SDL_EXTERNAL}.sdl_rwclose (l_rwops)
				if not has_error and l_error < 0 then
					manage_error_code (l_error, "Cannot close the dollar template file")
				end
			end
		end

	append_dollar_gesture_template (a_hash: INTEGER_64; a_filename: READABLE_STRING_GENERAL)
			-- Save the dollar gesture templates identified by a_hash
			-- inside the file located at a_filename. If it exists, the data will
			-- be added to the end. If it does not, it will be created.
			-- Note: The a_hash is not saved in the file. You have to save it
			-- yourself for future utilisation
			-- (from GAME_DOLLAR_GESTURE_MANAGER)
		require -- from GAME_DOLLAR_GESTURE_MANAGER
			is_file_valid: attached (create {RAW_FILE}.make_with_name (a_filename)) as la_file implies ((la_file.exists implies la_file.is_access_writable) and (not la_file.exists implies la_file.is_creatable))
		local
			l_rwops: POINTER
			l_error: INTEGER_32
			l_filename_c, l_mode_c: C_STRING
			l_utf_converter: UTF_CONVERTER
		do
			create l_utf_converter
			create l_filename_c.make (l_utf_converter.string_32_to_utf_8_string_8 (a_filename.to_string_32))
			create l_mode_c.make ("ab")
			clear_error
			l_rwops := {GAME_SDL_EXTERNAL}.sdl_rwfromfile (l_filename_c.item, l_mode_c.item)
			if l_rwops.is_default_pointer then
				manage_error_pointer (l_rwops, "Cannot create the dollar template file.")
			else
				l_error := {GAME_SDL_EXTERNAL}.sdl_savedollartemplate (a_hash, l_rwops)
				manage_error_code (l_error - 1, "Cannot save the dollar template")
				last_saved_dollar_gesture_template := l_error
				l_error := {GAME_SDL_EXTERNAL}.sdl_rwclose (l_rwops)
				if not has_error and l_error < 0 then
					manage_error_code (l_error, "Cannot close the dollar template file")
				end
			end
		end

	clear_events
			-- Remove all events.
			-- (from GAME_TOUCH_DEVICE_EVENTS)
		local
			l_was_running: BOOLEAN
		do
			l_was_running := is_events_running
			if is_events_running then
				stop_events
			end
			finger_motion_actions_internal := Void
			finger_touched_actions_internal := Void
			finger_released_actions_internal := Void
			fingers_gesture_actions_internal := Void
			dollar_gesture_actions_internal := Void
			dollar_record_actions_internal := Void
			if l_was_running then
				run_events
			end
		ensure -- from GAME_EVENTS
			running_unchanged: is_events_running = old is_events_running
		end

	dollar_gesture_actions: ACTION_SEQUENCE [NATURAL_32, GAME_DOLLAR_GESTURE]
			-- When a $1 gesture has been performed on Current,
			-- dollar_gesture is used to get the gesture informations
			-- (from GAME_TOUCH_DEVICE_EVENTS)
		require -- from GAME_TOUCH_DEVICE_EVENTS
			dollar_gesture_event_enable: events_controller.is_dollar_gesture_event_enable
		do
			if attached dollar_gesture_actions_internal as la_dollar_gesture_actions_internal then
				Result := la_dollar_gesture_actions_internal
			else
				create Result
				if is_events_running and not events_controller.dollar_gesture_actions.has (dollar_gesture_events_callback) then
					events_controller.dollar_gesture_actions.extend (dollar_gesture_events_callback)
				end
				dollar_gesture_actions_internal := Result
			end
		end

	dollar_record_actions: ACTION_SEQUENCE [NATURAL_32, INTEGER_64]
			-- When a $1 gesture has been recorded on Current (using record_dollar_gesture),
			-- template_hash is used to get the hash of the gesture. This hash will be used
			-- to identified this tempate on future dollar_gesture_actions events
			-- (from GAME_TOUCH_DEVICE_EVENTS)
		require -- from GAME_TOUCH_DEVICE_EVENTS
			dollar_record_event_enable: events_controller.is_dollar_record_event_enable
		do
			if attached dollar_record_actions_internal as la_dollar_record_actions_internal then
				Result := la_dollar_record_actions_internal
			else
				create Result
				if is_events_running and not events_controller.dollar_record_actions.has (dollar_record_events_callback) then
					events_controller.dollar_record_actions.extend (dollar_record_events_callback)
				end
				dollar_record_actions_internal := Result
			end
		end

	events_controller: GAME_EVENTS_CONTROLLER
			-- Manage every internal events

	finger_count: INTEGER_32
			-- The number of fingers presently detect by Current
		do
			Result := {GAME_SDL_EXTERNAL}.sdl_getnumtouchfingers (index)
		end

	finger_motion_actions: ACTION_SEQUENCE [NATURAL_32, GAME_FINGER_EVENT]
			-- When a finger has been moved on Current, finger_state is used to get finger information
			-- (from GAME_TOUCH_DEVICE_EVENTS)
		require -- from GAME_TOUCH_DEVICE_EVENTS
			finger_motion_event_enable: events_controller.is_finger_motion_event_enable
		do
			if attached finger_motion_actions_internal as la_finger_motion_actions_internal then
				Result := la_finger_motion_actions_internal
			else
				create Result
				if is_events_running and not events_controller.finger_motion_actions.has (finger_motion_events_callback) then
					events_controller.finger_motion_actions.extend (finger_motion_events_callback)
				end
				finger_motion_actions_internal := Result
			end
		end

	finger_released_actions: ACTION_SEQUENCE [NATURAL_32, GAME_FINGER_EVENT]
			-- When a finger has been released on Current, finger_state is used to get finger information
			-- (from GAME_TOUCH_DEVICE_EVENTS)
		require -- from GAME_TOUCH_DEVICE_EVENTS
			finger_released_event_enable: events_controller.is_finger_released_event_enable
		do
			if attached finger_released_actions_internal as la_finger_released_actions_internal then
				Result := la_finger_released_actions_internal
			else
				create Result
				if is_events_running and not events_controller.finger_released_actions.has (finger_released_events_callback) then
					events_controller.finger_released_actions.extend (finger_released_events_callback)
				end
				finger_released_actions_internal := Result
			end
		end

	finger_touched_actions: ACTION_SEQUENCE [NATURAL_32, GAME_FINGER_EVENT]
			-- When a finger has been pressed on Current, finger_state is used to get finger information
			-- (from GAME_TOUCH_DEVICE_EVENTS)
		require -- from GAME_TOUCH_DEVICE_EVENTS
			finger_touch_event_enable: events_controller.is_finger_touched_event_enable
		do
			if attached finger_touched_actions_internal as la_finger_touched_actions_internal then
				Result := la_finger_touched_actions_internal
			else
				create Result
				if is_events_running and not events_controller.finger_touched_actions.has (finger_touched_events_callback) then
					events_controller.finger_touched_actions.extend (finger_touched_events_callback)
				end
				finger_touched_actions_internal := Result
			end
		end

	finger_with_number (a_number: INTEGER_32): GAME_FINGER_STATE
			-- Retreive a snapshot of the finger state at a_number in fingers
		require
			number_strictly_positive: a_number > 0
		do
			create Result.make (Current, a_number)
		end

	fingers: ARRAYED_LIST [GAME_FINGER_STATE]
			-- A snapshot of the states of every finger that is applied on Current
		local
			l_number: INTEGER_32
		do
			create Result.make (finger_count)
			from
				l_number := 1
			until
				l_number > finger_count
			loop
				Result.extend (finger_with_number (l_number))
				l_number := l_number + 1
			end
		end

	fingers_gesture_actions: ACTION_SEQUENCE [NATURAL_32, GAME_FINGERS_GESTURE]
			-- When a fingers simple gesture has been performed on Current,
			-- fingers_gesture is used to get the gesture informations
			-- (from GAME_TOUCH_DEVICE_EVENTS)
		require -- from GAME_TOUCH_DEVICE_EVENTS
			fingers_gesture_event_enable: events_controller.is_fingers_gesture_event_enable
		do
			if attached fingers_gesture_actions_internal as la_fingers_gesture_actions_internal then
				Result := la_fingers_gesture_actions_internal
			else
				create Result
				if is_events_running and not events_controller.fingers_gesture_actions.has (fingers_gesture_events_callback) then
					events_controller.fingers_gesture_actions.extend (fingers_gesture_events_callback)
				end
				fingers_gesture_actions_internal := Result
			end
		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_TOUCH_DEVICE]
			-- 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)

	index: INTEGER_64
			-- The unique internal identifier of Current

	is_events_running: BOOLEAN assign set_is_running
			-- Is Current active
			-- (from GAME_EVENTS)

	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

	last_loaded_dollar_gesture_template: INTEGER_32
			-- How many dollar gesture template has been load on the last
			-- call of the load_dollar_gesture_template feature
			-- (from GAME_DOLLAR_GESTURE_MANAGER)

	last_saved_dollar_gesture_template: INTEGER_32
			-- How many dollar gesture template has been save on the last
			-- call of the save_dollar_gesture_template,
			-- save_all_dollar_gesture_template, append_dollar_gesture_template
			-- or append_all_dollar_gesture_template feature
			-- (from GAME_DOLLAR_GESTURE_MANAGER)

	load_dollar_gesture_template (a_filename: READABLE_STRING_GENERAL)
			-- Load in Current every dollar gesture templates
			-- inside the file located at a_filename
			-- Note: The unique hash returned by the record_dollar_gesture
			-- feature has to be saved on the client side.
			-- (from GAME_DOLLAR_GESTURE_MANAGER)
		require -- from GAME_DOLLAR_GESTURE_MANAGER
			file_is_readable: attached (create {RAW_FILE}.make_with_name (a_filename)) as la_file implies (la_file.exists and then la_file.is_access_readable)
		local
			l_rwops: POINTER
			l_error: INTEGER_32
			l_filename_c, l_mode_c: C_STRING
		do
			create l_filename_c.make ({UTF_CONVERTER}.string_32_to_utf_8_string_8 (a_filename.to_string_32))
			create l_mode_c.make ("rb")
			clear_error
			l_rwops := {GAME_SDL_EXTERNAL}.sdl_rwfromfile (l_filename_c.item, l_mode_c.item)
			if l_rwops.is_default_pointer then
				manage_error_pointer (l_rwops, "Cannot open the dollar template file.")
			else
				l_error := {GAME_SDL_EXTERNAL}.sdl_loaddollartemplates (index, l_rwops)
				if l_error < 0 then
					manage_error_code (l_error, "Cannot load the dollar template")
				elseif l_error = 0 then
					last_loaded_dollar_gesture_template := l_error
					put_manual_error ("The file does not seems to have a dollar template.", "Cannot load the dollar template")
				else
					last_loaded_dollar_gesture_template := l_error
				end
				l_error := {GAME_SDL_EXTERNAL}.sdl_rwclose (l_rwops)
				if not has_error and l_error < 0 then
					manage_error_code (l_error, "Cannot close the dollar template file")
				end
			end
		end

	record_dollar_gesture
			-- Start a $1 gesture recording. The recording will be finish when a dollar_record_actions event
			-- will trigger.
			-- (from GAME_TOUCH_DEVICE_EVENTS)
		local
			l_error: INTEGER_32
		do
			clear_error
			l_error := {GAME_SDL_EXTERNAL}.sdl_recordgesture (index)
			manage_error_code (l_error - 1, "Cannot record dollar gesture")
		end

	run_events
			-- Put Current active.
			-- (from GAME_TOUCH_DEVICE_EVENTS)
		require -- from GAME_EVENTS
			run_not_already_running: not is_events_running
		do
			is_events_running := False
			if attached finger_motion_actions_internal then
				events_controller.finger_motion_actions.extend (finger_motion_events_callback)
			end
			if attached finger_touched_actions_internal then
				events_controller.finger_touched_actions.extend (finger_touched_events_callback)
			end
			if attached finger_released_actions_internal then
				events_controller.finger_released_actions.extend (finger_released_events_callback)
			end
			if attached fingers_gesture_actions_internal then
				events_controller.fingers_gesture_actions.extend (fingers_gesture_events_callback)
			end
			if attached dollar_gesture_actions_internal then
				events_controller.dollar_gesture_actions.extend (dollar_gesture_events_callback)
			end
			if attached dollar_record_actions_internal then
				events_controller.dollar_record_actions.extend (dollar_record_events_callback)
			end
		ensure -- from GAME_EVENTS
			is_running: is_events_running
		end

	save_all_dollar_gesture_template (a_filename: READABLE_STRING_GENERAL)
			-- Save every dollar gesture templates loaded in the library
			-- inside the file located at a_filename. If it exists, the file will be
			-- overwrited.
			-- Note: The templates hashes are not saved in the file. You have to save
			-- them yourself for future utilisation
			-- (from GAME_DOLLAR_GESTURE_MANAGER)
		require -- from GAME_DOLLAR_GESTURE_MANAGER
			is_file_creatable: (create {RAW_FILE}.make_with_name (a_filename)).is_creatable
		local
			l_rwops: POINTER
			l_error: INTEGER_32
			l_filename_c, l_mode_c: C_STRING
			l_utf_converter: UTF_CONVERTER
		do
			create l_utf_converter
			create l_filename_c.make (l_utf_converter.string_32_to_utf_8_string_8 (a_filename.to_string_32))
			create l_mode_c.make ("wb")
			clear_error
			l_rwops := {GAME_SDL_EXTERNAL}.sdl_rwfromfile (l_filename_c.item, l_mode_c.item)
			if l_rwops.is_default_pointer then
				manage_error_pointer (l_rwops, "Cannot create the dollar template file.")
			else
				l_error := {GAME_SDL_EXTERNAL}.sdl_savealldollartemplates (l_rwops)
				manage_error_code (l_error - 1, "Cannot save the dollar templates")
				last_saved_dollar_gesture_template := l_error
				l_error := {GAME_SDL_EXTERNAL}.sdl_rwclose (l_rwops)
				if not has_error and l_error < 0 then
					manage_error_code (l_error, "Cannot close the dollar template file")
				end
			end
		end

	save_dollar_gesture_template (a_hash: INTEGER_64; a_filename: READABLE_STRING_GENERAL)
			-- Save the dollar gesture templates identified by a_hash
			-- inside the file located at a_filename. If it exists, the file will be
			-- overwrited.
			-- Note: The a_hash is not saved in the file. You have to save it
			-- yourself for future utilisation
			-- (from GAME_DOLLAR_GESTURE_MANAGER)
		require -- from GAME_DOLLAR_GESTURE_MANAGER
			is_file_creatable: (create {RAW_FILE}.make_with_name (a_filename)).is_creatable
		local
			l_rwops: POINTER
			l_error: INTEGER_32
			l_filename_c, l_mode_c: C_STRING
			l_utf_converter: UTF_CONVERTER
		do
			create l_utf_converter
			create l_filename_c.make (l_utf_converter.string_32_to_utf_8_string_8 (a_filename.to_string_32))
			create l_mode_c.make ("wb")
			clear_error
			l_rwops := {GAME_SDL_EXTERNAL}.sdl_rwfromfile (l_filename_c.item, l_mode_c.item)
			if l_rwops.is_default_pointer then
				manage_error_pointer (l_rwops, "Cannot create the dollar template file.")
			else
				l_error := {GAME_SDL_EXTERNAL}.sdl_savedollartemplate (a_hash, l_rwops)
				manage_error_code (l_error - 1, "Cannot save the dollar template")
				last_saved_dollar_gesture_template := l_error
				l_error := {GAME_SDL_EXTERNAL}.sdl_rwclose (l_rwops)
				if not has_error and l_error < 0 then
					manage_error_code (l_error, "Cannot close the dollar template file")
				end
			end
		end

	set_is_running (a_value: BOOLEAN)
			-- Assign to is_running the value of a_value
			-- (from GAME_EVENTS)
		do
			if a_value then
				run_events
			else
				stop_events
			end
		ensure -- from GAME_EVENTS
			is_assign: is_events_running ~ a_value
		end

	stop_events
			-- Put Current innactive.
			-- (from GAME_TOUCH_DEVICE_EVENTS)
		require -- from GAME_EVENTS
			stop_is_running: is_events_running
		do
			is_events_running := False;
			events_controller.finger_motion_actions.prune_all (finger_motion_events_callback);
			events_controller.finger_touched_actions.prune_all (finger_touched_events_callback);
			events_controller.finger_released_actions.prune_all (finger_released_events_callback);
			events_controller.fingers_gesture_actions.prune_all (fingers_gesture_events_callback);
			events_controller.dollar_gesture_actions.prune_all (dollar_gesture_events_callback);
			events_controller.dollar_record_actions.prune_all (dollar_record_events_callback)
		ensure -- from GAME_EVENTS
			is_stopped: not is_events_running
		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_TOUCH_DEVICE): 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_TOUCH_DEVICE): 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_TOUCH_DEVICE): 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_TOUCH_DEVICE)
			-- 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_TOUCH_DEVICE)
			-- 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_TOUCH_DEVICE
			-- 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_TOUCH_DEVICE)
			-- 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_TOUCH_DEVICE
			-- 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_TOUCH_DEVICE
			-- 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_TOUCH_DEVICE
		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_TOUCH_DEVICE
			-- 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

	dollar_gesture_actions_internal: detachable ACTION_SEQUENCE [NATURAL_32, GAME_DOLLAR_GESTURE]
			-- Internal value of the dollar_gesture_actions lazy evaluated attribute
			-- (from GAME_TOUCH_DEVICE_EVENTS)

	dollar_gesture_events_callback: PROCEDURE [NATURAL_32, INTEGER_64, INTEGER_64, NATURAL_32, REAL_32, REAL_32, REAL_32]
			-- Callback used to register Current in the events_controller for the
			-- dollar_gesture_actions ACTION_SEQUENCE
			-- (from GAME_TOUCH_DEVICE_EVENTS)

	dollar_gesture_events_dispatcher (a_timestamp: NATURAL_32; a_touch_id: INTEGER_64; a_gesture_id: INTEGER_64; a_fingers_count: NATURAL_32; a_center_x, a_center_y, a_error: REAL_32)
			-- The dispatcher receiving event from the dollar_gesture_events_callback and dispatch them to
			-- the dollar_gesture_actions ACTION_SEQUENCE
			-- (from GAME_TOUCH_DEVICE_EVENTS)
		local
			l_dollar_gesture: GAME_DOLLAR_GESTURE
		do
			if a_touch_id = index and then attached dollar_gesture_actions_internal as la_actions then
				create l_dollar_gesture.make (a_gesture_id, a_center_x, a_center_y, a_error, a_fingers_count);
				la_actions.call (a_timestamp, l_dollar_gesture)
			end
		end

	dollar_record_actions_internal: detachable ACTION_SEQUENCE [NATURAL_32, INTEGER_64]
			-- Internal value of the dollar_record_actions lazy evaluated attribute
			-- (from GAME_TOUCH_DEVICE_EVENTS)

	dollar_record_events_callback: PROCEDURE [NATURAL_32, INTEGER_64, INTEGER_64]
			-- Callback used to register Current in the events_controller for the
			-- dollar_record_actions ACTION_SEQUENCE
			-- (from GAME_TOUCH_DEVICE_EVENTS)

	dollar_record_events_dispatcher (a_timestamp: NATURAL_32; a_touch_id, a_gesture_id: INTEGER_64)
			-- The dispatcher receiving event from the dollar_record_events_callback and dispatch them to
			-- the dollar_record_actions ACTION_SEQUENCE
			-- (from GAME_TOUCH_DEVICE_EVENTS)
		do
			if a_touch_id = index and then attached dollar_record_actions_internal as la_actions then
				la_actions.call (a_timestamp, a_gesture_id)
			end
		end

	enable_print_on_error
			-- Active the print_on_error functionnality.
			-- (from GAME_ERROR_MANAGER)
		do
			Print_on_error_internal.put (True)
		end

	finger_motion_actions_internal: detachable ACTION_SEQUENCE [NATURAL_32, GAME_FINGER_EVENT]
			-- Internal value of the finger_motion_actions lazy evaluated attribute
			-- (from GAME_TOUCH_DEVICE_EVENTS)

	finger_motion_events_callback: PROCEDURE [NATURAL_32, INTEGER_64, INTEGER_64, REAL_32, REAL_32, REAL_32, REAL_32, REAL_32]
			-- Callback used to register Current in the events_controller for the
			-- finger_motion_actions ACTION_SEQUENCE
			-- (from GAME_TOUCH_DEVICE_EVENTS)

	finger_motion_events_dispatcher (a_timestamp: NATURAL_32; a_touch_id, a_finger_id: INTEGER_64; a_x, a_y, a_x_relative, a_y_relative, a_pressure: REAL_32)
			-- The dispatcher receiving event from the finger_motion_events_callback and dispatch them to
			-- the finger_motion_actions ACTION_SEQUENCE
			-- (from GAME_TOUCH_DEVICE_EVENTS)
		local
			l_finger_state: GAME_FINGER_EVENT
		do
			if a_touch_id = index and then attached finger_motion_actions_internal as la_actions then
				create l_finger_state.make (a_finger_id, a_x, a_y, a_x_relative, a_y_relative, a_pressure);
				la_actions.call (a_timestamp, l_finger_state)
			end
		end

	finger_released_actions_internal: detachable ACTION_SEQUENCE [NATURAL_32, GAME_FINGER_EVENT]
			-- Internal value of the finger_released_actions lazy evaluated attribute
			-- (from GAME_TOUCH_DEVICE_EVENTS)

	finger_released_events_callback: PROCEDURE [NATURAL_32, INTEGER_64, INTEGER_64, REAL_32, REAL_32, REAL_32, REAL_32, REAL_32]
			-- Callback used to register Current in the events_controller for the
			-- finger_released_actions ACTION_SEQUENCE
			-- (from GAME_TOUCH_DEVICE_EVENTS)

	finger_released_events_dispatcher (a_timestamp: NATURAL_32; a_touch_id, a_finger_id: INTEGER_64; a_x, a_y, a_x_relative, a_y_relative, a_pressure: REAL_32)
			-- The dispatcher receiving event from the finger_released_events_callback and dispatch them to
			-- the finger_released_actions ACTION_SEQUENCE
			-- (from GAME_TOUCH_DEVICE_EVENTS)
		local
			l_finger_state: GAME_FINGER_EVENT
		do
			if a_touch_id = index and then attached finger_released_actions_internal as la_actions then
				create l_finger_state.make (a_finger_id, a_x, a_y, a_x_relative, a_y_relative, a_pressure);
				la_actions.call (a_timestamp, l_finger_state)
			end
		end

	finger_touched_actions_internal: detachable ACTION_SEQUENCE [NATURAL_32, GAME_FINGER_EVENT]
			-- Internal value of the finger_touched_actions lazy evaluated attribute
			-- (from GAME_TOUCH_DEVICE_EVENTS)

	finger_touched_events_callback: PROCEDURE [NATURAL_32, INTEGER_64, INTEGER_64, REAL_32, REAL_32, REAL_32, REAL_32, REAL_32]
			-- Callback used to register Current in the events_controller for the
			-- finger_touched_actions ACTION_SEQUENCE
			-- (from GAME_TOUCH_DEVICE_EVENTS)

	finger_touched_events_dispatcher (a_timestamp: NATURAL_32; a_touch_id, a_finger_id: INTEGER_64; a_x, a_y, a_x_relative, a_y_relative, a_pressure: REAL_32)
			-- The dispatcher receiving event from the finger_touched_events_callback and dispatch them to
			-- the finger_touched_actions ACTION_SEQUENCE
			-- (from GAME_TOUCH_DEVICE_EVENTS)
		local
			l_finger_state: GAME_FINGER_EVENT
		do
			if a_touch_id = index and then attached finger_touched_actions_internal as la_actions then
				create l_finger_state.make (a_finger_id, a_x, a_y, a_x_relative, a_y_relative, a_pressure);
				la_actions.call (a_timestamp, l_finger_state)
			end
		end

	fingers_gesture_actions_internal: detachable ACTION_SEQUENCE [NATURAL_32, GAME_FINGERS_GESTURE]
			-- Internal value of the fingers_gesture_actions lazy evaluated attribute
			-- (from GAME_TOUCH_DEVICE_EVENTS)

	fingers_gesture_events_callback: PROCEDURE [NATURAL_32, INTEGER_64, NATURAL_16, REAL_32, REAL_32, REAL_32, REAL_32]
			-- Callback used to register Current in the events_controller for the
			-- fingers_gesture_actions ACTION_SEQUENCE
			-- (from GAME_TOUCH_DEVICE_EVENTS)

	fingers_gesture_events_dispatcher (a_timestamp: NATURAL_32; a_touch_id: INTEGER_64; a_fingers_count: NATURAL_16; a_center_x, a_center_y, a_theta, a_distance: REAL_32)
			-- The dispatcher receiving event from the fingers_gesture_events_callback and dispatch them to
			-- the fingers_gesture_actions ACTION_SEQUENCE
			-- (from GAME_TOUCH_DEVICE_EVENTS)
		local
			l_fingers_gesture: GAME_FINGERS_GESTURE
		do
			if a_touch_id = index and then attached fingers_gesture_actions_internal as la_actions then
				create l_fingers_gesture.make (a_center_x, a_center_y, a_distance, a_theta, a_fingers_count.to_natural_32);
				la_actions.call (a_timestamp, l_fingers_gesture)
			end
		end

	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)

	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 {NONE} -- Initialisation

	make_events
			-- Initialization of Current
			-- (from GAME_TOUCH_DEVICE_EVENTS)
		do
			finger_motion_events_callback := agent (a_timestamp: NATURAL_32; a_touch_id, a_finger_id: INTEGER_64; a_x, a_y, a_x_relative, a_y_relative, a_pressure: REAL_32)
				do
					finger_motion_events_dispatcher (a_timestamp, a_touch_id, a_finger_id, a_x, a_y, a_x_relative, a_y_relative, a_pressure)
				end
			finger_touched_events_callback := agent (a_timestamp: NATURAL_32; a_touch_id, a_finger_id: INTEGER_64; a_x, a_y, a_x_relative, a_y_relative, a_pressure: REAL_32)
				do
					finger_touched_events_dispatcher (a_timestamp, a_touch_id, a_finger_id, a_x, a_y, a_x_relative, a_y_relative, a_pressure)
				end
			finger_released_events_callback := agent (a_timestamp: NATURAL_32; a_touch_id, a_finger_id: INTEGER_64; a_x, a_y, a_x_relative, a_y_relative, a_pressure: REAL_32)
				do
					finger_released_events_dispatcher (a_timestamp, a_touch_id, a_finger_id, a_x, a_y, a_x_relative, a_y_relative, a_pressure)
				end
			fingers_gesture_events_callback := agent (a_timestamp: NATURAL_32; a_touch_id: INTEGER_64; a_fingers_count: NATURAL_16; a_center_x, a_center_y, a_theta, a_distance: REAL_32)
				do
					fingers_gesture_events_dispatcher (a_timestamp, a_touch_id, a_fingers_count, a_center_x, a_center_y, a_theta, a_distance)
				end
			dollar_gesture_events_callback := agent (a_timestamp: NATURAL_32; a_touch_id: INTEGER_64; a_gesture_id: INTEGER_64; a_fingers_count: NATURAL_32; a_center_x, a_center_y, a_error: REAL_32)
				do
					dollar_gesture_events_dispatcher (a_timestamp, a_touch_id, a_gesture_id, a_fingers_count, a_center_x, a_center_y, a_error)
				end
			dollar_record_events_callback := agent (a_timestamp: NATURAL_32; a_touch_id, a_gesture_id: INTEGER_64)
				do
					dollar_record_events_dispatcher (a_timestamp, a_touch_id, a_gesture_id)
				end
			Precursor {GAME_EVENTS}
		ensure -- from GAME_EVENTS
			make_event_is_running: is_events_running
		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 ANY
	reflexive_equality: standard_is_equal (Current)
	reflexive_conformance: conforms_to (Current)

end -- class GAME_TOUCH_DEVICE

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