note description: "Create a GAME_SURFACE by applying an effect on another object of type {GAME_SURFACE}." author: "Louis Marchand" date: "April 30, 2013" revision: "1.0.0.0" class interface GAME_SURFACE_ROTATE_ZOOM create make (a_from_surface: GAME_SURFACE; a_angle, a_zoomx, a_zoomy: REAL_64; a_smooth: BOOLEAN) -- Initialization for Current. make_rotate (a_from_surface: GAME_SURFACE; a_angle: REAL_64; a_smooth: BOOLEAN) make_zoom_x_y (a_from_surface: GAME_SURFACE; a_zoomx, a_zoomy: REAL_64; a_smooth: BOOLEAN) make_zoom (a_from_surface: GAME_SURFACE; a_zoom: REAL_64; a_smooth: BOOLEAN) feature -- Access as_converted_to_pixel_format (a_pixel_format: GAME_PIXEL_FORMAT_READABLE): GAME_SURFACE -- Create a copy of Current conforming to a_pixel_format. -- (from GAME_SURFACE) require -- from GAME_SURFACE surface_is_video_enable: Game_library.is_video_enable surface_convert_is_open: is_open not_locked: not is_locked color_multiplier: TUPLE [red_multipier: NATURAL_8; green_multipier: NATURAL_8; blue_multipier: NATURAL_8] -- The additional color value multiplied into drawing operations -- (from GAME_SURFACE) require -- from GAME_SURFACE surface_is_open: is_open not_locked: not is_locked disable_blending -- Disable every blending mode to use for drawing operations. -- No blending mode: dstRGBA = srcRGBA -- (from GAME_BLENDABLE) require -- from GAME_BLENDABLE blendable_is_valid: is_open disable_rle_acceleration -- Disable the possible optimisation when using drawing with transparent_color enabled or enable_alpha_blending. -- (from GAME_SURFACE) require -- from GAME_SURFACE surface_is_open: is_open not_locked: not is_locked disable_transparent -- Remove the transparency by color key. -- (from GAME_SURFACE) require -- from GAME_SURFACE surface_is_video_enable: Game_library.is_video_enable surface_is_open: is_open not_locked: not is_locked draw_rectangle (a_color: GAME_COLOR; a_x, a_y, a_width, a_height: INTEGER_32) -- Draw a a_color rectangle of dimension a_width x a_height on Current at (a_x,a_y). -- (from GAME_SURFACE) require -- from GAME_SURFACE surface_is_video_enable: Game_library.is_video_enable surface_draw_is_open: is_open not_locked: not is_locked draw_rectangles (a_color: GAME_COLOR; a_rectangles: CHAIN [TUPLE [x: INTEGER_32; y: INTEGER_32; width: INTEGER_32; height: INTEGER_32]]) -- Drawing every a_color rectangle in a_rectangles -- that has it's left frontier at -- x, it's top frontier at y, with -- dimension widthxheight -- (from GAME_SURFACE) require -- from GAME_SURFACE surface_is_video_enable: Game_library.is_video_enable surface_draw_is_open: is_open not_locked: not is_locked draw_sub_surface (a_other: GAME_SURFACE; a_x_source, a_y_source, a_width, a_height, a_x_destination, a_y_destination: INTEGER_32) -- Draw on Current at (a_x_destination,a_y_destination) the portion of a_other -- starting at (a_x_source,a_y_source) with dimension a_width x a_height. -- (from GAME_SURFACE) require -- from GAME_SURFACE surface_is_video_enable: Game_library.is_video_enable surface_draw_is_open: is_open not_locked: not is_locked draw_sub_surface_with_scale (a_other: GAME_SURFACE; a_x_source, a_y_source, a_width_source, a_height_source, a_x_destination, a_y_destination, a_width_destination, a_height_destination: INTEGER_32) -- Draw on Current at (a_x_destination,a_y_destination) the portion of a_other -- starting at (a_x_source,a_y_source) with dimension a_width x a_height. -- Will scale a_other using a_width_destination and a_height_destination -- (from GAME_SURFACE) require -- from GAME_SURFACE surface_is_video_enable: Game_library.is_video_enable surface_draw_is_open: is_open not_locked: not is_locked draw_surface (a_other: GAME_SURFACE; a_x, a_y: INTEGER_32) -- Draw the whole surface a_other on Current at (a_x,a_y). -- (from GAME_SURFACE) require -- from GAME_SURFACE surface_is_video_enable: Game_library.is_video_enable surface_draw_is_open: is_open not_locked: not is_locked enable_additive_blending -- Set the additive blending mode to use for drawing operations. -- Additive blending: dstRGB = (srcRGB * srcA) + dstRGB -- dstA = dstA -- (from GAME_BLENDABLE) require -- from GAME_BLENDABLE blendable_is_valid: is_open enable_alpha_blending -- Set the alpha blending mode to use for drawing operations. -- Alpha blending: dstRGB = (srcRGB * srcA) + (dstRGB * (1-srcA)) -- dstA = srcA + (dstA * (1-srcA)) -- (from GAME_BLENDABLE) require -- from GAME_BLENDABLE blendable_is_valid: is_open enable_modulate_blending -- Set the color modulate blending mode to use for drawing operations. -- Color modulate: dstRGB = srcRGB * dstRGB -- dstA = dstA -- (from GAME_BLENDABLE) require -- from GAME_BLENDABLE blendable_is_valid: is_open enable_rle_acceleration -- Enable possible optimisation when using drawing with transparent_color enabled or enable_alpha_blending. -- (from GAME_SURFACE) require -- from GAME_SURFACE surface_is_open: is_open not_locked: not is_locked Game_library: GAME_LIBRARY_CONTROLLER -- The main controller of the game library -- (from GAME_LIBRARY_SHARED) generating_type: TYPE [detachable GAME_SURFACE_ROTATE_ZOOM] -- 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 has_error: BOOLEAN -- Is the library has generate an error -- (from GAME_ERROR_MANAGER) height: INTEGER_32 -- The height of Current. -- (from GAME_SURFACE) require -- from GAME_SURFACE surface_is_open: is_open image: GAME_IMAGE -- The GAME_IMAGE that has served for creating Current -- (from GAME_SURFACE) is_additive_blending_enabled: BOOLEAN -- True if the blending mode for drawing operation is additive blending. -- Additive blending: dstRGB = (srcRGB * srcA) + dstRGB -- dstA = dstA -- (from GAME_BLENDABLE) require -- from GAME_BLENDABLE blendable_is_valid: is_open is_alpha_blending_enabled: BOOLEAN -- True if the blending mode for drawing operation is alpha blending. -- Alpha blending: dstRGB = (srcRGB * srcA) + (dstRGB * (1-srcA)) -- dstA = srcA + (dstA * (1-srcA)) -- (from GAME_BLENDABLE) require -- from GAME_BLENDABLE blendable_is_valid: is_open is_blending_disabled: BOOLEAN -- True if no blending mode is used for drawing operations. -- No blending mode: dstRGBA = srcRGBA -- (from GAME_BLENDABLE) require -- from GAME_BLENDABLE blendable_is_valid: is_open is_locked: BOOLEAN -- Current is locked to access pixels. Current cannot be used until unlock is called. -- (from GAME_SURFACE) is_modulate_blending_enabled: BOOLEAN -- True if the blending mode for drawing operation is color modulate blending. -- Color modulate: dstRGB = srcRGB * dstRGB -- dstA = dstA -- (from GAME_BLENDABLE) require -- from GAME_BLENDABLE blendable_is_valid: is_open is_open: BOOLEAN -- Current has been opened properly -- (from GAME_SURFACE) is_transparent_enable: BOOLEAN -- Is transparency by color key is enabled. -- (from GAME_SURFACE) require -- from GAME_SURFACE surface_is_video_enable: Game_library.is_video_enable surface_is_open: is_open not_locked: not is_locked last_error: READABLE_STRING_GENERAL -- The last error generate by the library -- (from GAME_SDL_ANY) lock -- Lock Current to access pixels. -- Must used unlock after the edition. -- You cannot draw on Current while locked. -- (from GAME_SURFACE) ensure -- from GAME_SURFACE is_locked: not has_error implies is_locked must_lock: BOOLEAN -- Current must be locked for pixel access -- (from GAME_SURFACE) overall_alpha: NATURAL_8 assign set_overall_alpha -- The Additionnal alpha value to use in drawing operation. -- (from GAME_SURFACE) require -- from GAME_SURFACE surface_is_open: is_open not_locked: not is_locked pixel_format: GAME_PIXEL_FORMAT_READABLE -- The internal format of the pixel representation in memory. -- (from GAME_SURFACE) require -- from GAME_SURFACE surface_is_video_enable: Game_library.is_video_enable surface_pixel_format_is_open: is_open pixels: GAME_PIXEL_READER_WRITER -- Used to fetch and edit pixels in Current -- Use lock before to access multiple pixels -- (from GAME_SURFACE) require -- from GAME_SURFACE locked_if_needed: must_lock implies is_locked save_bmp (a_filename: READABLE_STRING_GENERAL) -- Save Current into a BMP image file -- (from GAME_SURFACE) require -- from GAME_SURFACE surface_is_open: is_open set_color_multiplier (a_red_multiplier, a_green_multiplier, a_blue_multiplier: NATURAL_8) -- Assign the Additionnal color_multiplier value to use into drawing operation to a_red_multiplier, -- a_green_multiplier, a_blue_multiplier. -- (from GAME_SURFACE) require -- from GAME_SURFACE surface_is_open: is_open not_locked: not is_locked set_overall_alpha (a_overall_alpha: NATURAL_8) -- Assign the Additionnal overall_alpha value to use in drawing operation to a_overall_alpha. -- (from GAME_SURFACE) require -- from GAME_SURFACE surface_is_open: is_open not_locked: not is_locked set_transparent_color (a_color: GAME_COLOR_READABLE) -- Change all pixel of color color into transparency (and enable it). The transparency by color don't work if the surface -- have an alpha blending activated. -- (from GAME_SURFACE) require -- from GAME_SURFACE surface_is_video_enable: Game_library.is_video_enable surface_is_open: is_open not_locked: not is_locked transparent_color: GAME_COLOR_READABLE assign set_transparent_color -- The color that will be remove in the surface (the transparent color). -- (from GAME_SURFACE) require -- from GAME_SURFACE surface_is_video_enable: Game_library.is_video_enable surface_is_open: is_open surface_transparent_color_is_enable: is_transparent_enable not_locked: not is_locked unlock -- Unlock Current after access pixels. -- (from GAME_SURFACE) require -- from GAME_SURFACE is_locked: is_locked ensure -- from GAME_SURFACE not_locked: not is_locked width: INTEGER_32 -- The width of Current. -- (from GAME_SURFACE) require -- from GAME_SURFACE surface_is_open: is_open 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_SURFACE_ROTATE_ZOOM): 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_SURFACE_ROTATE_ZOOM): 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_SURFACE_ROTATE_ZOOM): 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 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_SURFACE_ROTATE_ZOOM) -- 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_SURFACE_ROTATE_ZOOM) -- 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_SURFACE_ROTATE_ZOOM -- 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_SURFACE_ROTATE_ZOOM) -- 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_SURFACE_ROTATE_ZOOM -- 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_SURFACE_ROTATE_ZOOM -- 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_SURFACE_ROTATE_ZOOM -- 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 -- 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_SURFACE surface_valid: is_open implies image.is_open -- from ANY reflexive_equality: standard_is_equal (Current) reflexive_conformance: conforms_to (Current) end -- class GAME_SURFACE_ROTATE_ZOOM
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