note description: "[ A GAME_SURFACE that represent a text. Rendering from this class look better that from a TEXT_SURFACE_SOLID take longer to generate. ]" author: "Louis Marchand" date: "Mon, 30 Mar 2015 02:12:55 +0000" revision: "2.0" class TEXT_SURFACE_BLENDED create make feature {NONE} -- Initialization default_create -- Process instances of classes with no creation clause. -- (Default: do nothing.) -- (from ANY) do end make (a_text: READABLE_STRING_GENERAL; a_font: TEXT_FONT; a_color: GAME_COLOR_READABLE) -- Initialization for Current from the text l_text -- using the font l_font and color l_color. -- (from TEXT_SURFACE) require -- from TEXT_SURFACE text_is_enabled: Text_library.is_text_enable font_is_open: a_font.is_open local l_text_c: C_STRING l_sdl_color: GAME_SDL_COLOR l_text: READABLE_STRING_GENERAL l_image: GAME_IMAGE l_utf_converter: UTF_CONVERTER l_font_pointer: POINTER do text := a_text font := a_font color := a_color l_text := text if text.is_empty then l_text := " " end create l_sdl_color.make_from_other (a_color) l_font_pointer := a_font.item if attached {TEXT_FONT_CPF} a_font as la_font then la_font.lock_cpf_mutex end if text.is_string_8 then create l_text_c.make (a_text) create l_image.own_from_pointer (c_render_text (a_font.item, l_text_c.item, l_sdl_color.item)) else create l_utf_converter create l_text_c.make (l_utf_converter.string_32_to_utf_8_string_8 (l_text.to_string_32)) create l_image.own_from_pointer (c_render_utf8 (a_font.item, l_text_c.item, l_sdl_color.item)) end if attached {TEXT_FONT_CPF} a_font as la_font then la_font.unlock_cpf_mutex end if attached l_image and then l_image.is_openable then l_image.open if l_image.is_open then share_from_image (l_image) else manage_error_pointer (create {POINTER}, "Cannot create text surface.") create image.make_from_pointer (create {POINTER}) end else manage_error_pointer (create {POINTER}, "Cannot create text surface.") create image.make_from_pointer (create {POINTER}) end end 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 local l_source: GAME_IMAGE do has_error := False create l_source.own_from_pointer ({GAME_SDL_EXTERNAL}.sdl_convertsurfaceformat (item, a_pixel_format.internal_index, 0)) if l_source.is_openable then l_source.open if l_source.is_open then create Result.share_from_image (l_source) else create Result.make_for_pixel_format (a_pixel_format, width, height) if Result.is_open then Result.draw_surface (Current, 0, 0) else has_error := True end end else create Result.make_for_pixel_format (a_pixel_format, width, height) if Result.is_open then Result.draw_surface (Current, 0, 0) else has_error := True end end end color: GAME_COLOR_READABLE -- The color used to write the text on the surface. -- (from TEXT_SURFACE) 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 local l_error: INTEGER_32 l_red, l_green, l_blue: NATURAL_8 do clear_error l_error := {GAME_SDL_EXTERNAL}.sdl_getsurfacecolormod (item, $l_red.to_pointer, $l_green.to_pointer, $l_blue.to_pointer) manage_error_code (l_error, "An error occured while retrieving the color multiplier value of the surface.") Result := [l_red, l_green, l_blue] end 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 do set_blend_mode ({GAME_SDL_EXTERNAL}.sdl_blendmode_none) end 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 local l_error: INTEGER_32 do clear_error l_error := {GAME_SDL_EXTERNAL}.sdl_setsurfacerle (item, 0) manage_error_code (l_error, "An error occured when disabling RLE acceleration on the surface.") end 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 local l_error: INTEGER_32 do clear_error l_error := {GAME_SDL_EXTERNAL}.sdl_setcolorkey (item, {GAME_SDL_EXTERNAL}.sdl_false, 0) if l_error < 0 then manage_error_code (l_error, "An error occured while disabling the transparent color of the surface.") else disable_rle_acceleration end end 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 local l_rect_src, l_format: POINTER l_error: INTEGER_32 l_color_key: NATURAL_32 l_normalized_rectangle: TUPLE [x: INTEGER_32; y: INTEGER_32; width: INTEGER_32; height: INTEGER_32] do clear_error l_format := pixel_format.item if pixel_format.has_error then manage_error_boolean (False, "Cannot retreive the pixel format of the surface.") else l_normalized_rectangle := normalize_rectangle (a_x, a_y, a_width, a_height) l_rect_src := l_rect_src.memory_calloc (1, {GAME_SDL_EXTERNAL}.c_sizeof_sdl_rect) {GAME_SDL_EXTERNAL}.set_rect_struct_x (l_rect_src, l_normalized_rectangle.x) {GAME_SDL_EXTERNAL}.set_rect_struct_y (l_rect_src, l_normalized_rectangle.y) {GAME_SDL_EXTERNAL}.set_rect_struct_w (l_rect_src, l_normalized_rectangle.width) {GAME_SDL_EXTERNAL}.set_rect_struct_h (l_rect_src, l_normalized_rectangle.height) l_color_key := {GAME_SDL_EXTERNAL}.sdl_maprgba (l_format, a_color.red, a_color.green, a_color.blue, a_color.alpha) l_error := {GAME_SDL_EXTERNAL}.sdl_fillrect (item, l_rect_src, l_color_key) manage_error_code (l_error, "An error occured while drawing rectangle to the surface."); l_rect_src.memory_free end end 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 local l_array_rectangles, l_rectangle, l_format: POINTER l_rectangle_size, l_error: INTEGER_32 l_color_key: NATURAL_32 l_normalized_rectangle: TUPLE [x: INTEGER_32; y: INTEGER_32; width: INTEGER_32; height: INTEGER_32] do clear_error l_format := pixel_format.item if pixel_format.has_error then manage_error_boolean (False, "Cannot retreive the pixel format of the surface.") else l_rectangle_size := {GAME_SDL_EXTERNAL}.c_sizeof_sdl_rect l_array_rectangles := l_array_rectangles.memory_alloc (l_rectangle_size * a_rectangles.count) l_rectangle := l_array_rectangles across a_rectangles as la_rectangles loop l_normalized_rectangle := normalize_rectangle (la_rectangles.item.x, la_rectangles.item.y, la_rectangles.item.width, la_rectangles.item.height) {GAME_SDL_EXTERNAL}.set_rect_struct_x (l_rectangle, l_normalized_rectangle.x) {GAME_SDL_EXTERNAL}.set_rect_struct_y (l_rectangle, l_normalized_rectangle.y) {GAME_SDL_EXTERNAL}.set_rect_struct_w (l_rectangle, l_normalized_rectangle.width) {GAME_SDL_EXTERNAL}.set_rect_struct_h (l_rectangle, l_normalized_rectangle.height) l_rectangle := l_rectangle.plus (l_rectangle_size) end l_color_key := {GAME_SDL_EXTERNAL}.sdl_maprgba (l_format, a_color.red, a_color.green, a_color.blue, a_color.alpha) l_error := {GAME_SDL_EXTERNAL}.sdl_fillrects (item, l_array_rectangles, a_rectangles.count, l_color_key) manage_error_code (l_error, "An error occured while drawing rectangles to the surface."); l_array_rectangles.memory_free end end 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 do internal_draw_surface (a_other, a_x_source, a_y_source, a_width, a_height, a_x_destination, a_y_destination, a_width, a_height, False) end 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 do internal_draw_surface (a_other, a_x_source, a_y_source, a_width_source, a_height_source, a_x_destination, a_y_destination, a_width_destination, a_height_destination, True) end 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 do draw_sub_surface (a_other, 0, 0, a_other.width, a_other.height, a_x, a_y) end 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 do set_blend_mode ({GAME_SDL_EXTERNAL}.sdl_blendmode_add) end 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 do set_blend_mode ({GAME_SDL_EXTERNAL}.sdl_blendmode_blend) end 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 do set_blend_mode ({GAME_SDL_EXTERNAL}.sdl_blendmode_mod) end 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 local l_error: INTEGER_32 do clear_error l_error := {GAME_SDL_EXTERNAL}.sdl_setsurfacerle (item, 1) manage_error_code (l_error, "An error occured when enabling RLE acceleration on the surface.") end font: TEXT_FONT -- The font use to create the surface. -- (from TEXT_SURFACE) 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 TEXT_SURFACE_BLENDED] -- 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) height: INTEGER_32 -- The height of Current. -- (from GAME_SURFACE) require -- from GAME_SURFACE surface_is_open: is_open do Result := {GAME_SDL_EXTERNAL}.get_sdl_surface_struct_h (item) end 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 local l_blending_mode: INTEGER_32 do l_blending_mode := blend_mode if not has_error then Result := l_blending_mode = {GAME_SDL_EXTERNAL}.sdl_blendmode_add else Result := False end end 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 local l_blending_mode: INTEGER_32 do l_blending_mode := blend_mode if not has_error then Result := l_blending_mode = {GAME_SDL_EXTERNAL}.sdl_blendmode_blend else Result := False end end 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 local l_blending_mode: INTEGER_32 do l_blending_mode := blend_mode if not has_error then Result := l_blending_mode = {GAME_SDL_EXTERNAL}.sdl_blendmode_none else Result := False end end is_locked: BOOLEAN -- Current is locked to access pixels. Current cannot be used until unlock is called. -- (from GAME_SURFACE) do Result := attached internal_pixels end 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 local l_blending_mode: INTEGER_32 do l_blending_mode := blend_mode if not has_error then Result := l_blending_mode = {GAME_SDL_EXTERNAL}.sdl_blendmode_mod else Result := False end end 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 local l_error: INTEGER_32 l_color_key: NATURAL_32 do clear_error l_error := {GAME_SDL_EXTERNAL}.sdl_getcolorkey (item, $l_color_key.to_pointer) if l_error < -1 then manage_error_code (l_error, "An error occured while getting the transparent color of the surface.") end Result := l_error /= -1 end 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 lock -- Lock Current to access pixels. -- Must used unlock after the edition. -- You cannot draw on Current while locked. -- (from GAME_SURFACE) local l_error: INTEGER_32 do clear_error if must_lock then l_error := {GAME_SDL_EXTERNAL}.sdl_locksurface (item) if l_error = 0 then create internal_pixels.make_from_pointer ({GAME_SDL_EXTERNAL}.get_sdl_surface_struct_pixels (item), pixel_format, width, height, {GAME_SDL_EXTERNAL}.get_sdl_surface_struct_pitch (item)) else manage_error_code (l_error, "Cannot lock surface.") end else create internal_pixels.make_from_pointer ({GAME_SDL_EXTERNAL}.get_sdl_surface_struct_pixels (item), pixel_format, width, height, {GAME_SDL_EXTERNAL}.get_sdl_surface_struct_pitch (item)) end ensure -- from GAME_SURFACE is_locked: not has_error implies is_locked end must_lock: BOOLEAN -- Current must be locked for pixel access -- (from GAME_SURFACE) do Result := {GAME_SDL_EXTERNAL}.sdl_mustlock (item) end 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 local l_error: INTEGER_32 do clear_error l_error := {GAME_SDL_EXTERNAL}.sdl_getsurfacealphamod (item, $Result.to_pointer) manage_error_code (l_error, "An error occured while retrieving the overall alpha value of the surface.") end 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 do create Result.share_from_structure_pointer ({GAME_SDL_EXTERNAL}.get_sdl_surface_struct_format (item)) end 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 do if attached internal_pixels as la_pixels then Result := la_pixels else create Result.make_from_pointer ({GAME_SDL_EXTERNAL}.get_sdl_surface_struct_pixels (item), pixel_format, width, height, {GAME_SDL_EXTERNAL}.get_sdl_surface_struct_pitch (item)) end end 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 local l_error: INTEGER_32 l_filename_c: C_STRING do create l_filename_c.make (a_filename) clear_error l_error := {GAME_SDL_EXTERNAL}.sdl_savebmp (item, l_filename_c.item) manage_error_code (l_error, "An error occured when saving Surface to bmp file.") end 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 local l_error: INTEGER_32 do clear_error l_error := {GAME_SDL_EXTERNAL}.sdl_setsurfacecolormod (item, a_red_multiplier, a_green_multiplier, a_blue_multiplier) manage_error_code (l_error, "An error occured while setting the overall alpha value on the surface.") end 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 local l_error: INTEGER_32 do clear_error l_error := {GAME_SDL_EXTERNAL}.sdl_setsurfacealphamod (item, a_overall_alpha) manage_error_code (l_error, "An error occured while setting the overall alpha value of the surface.") end 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 local l_key: NATURAL_32 l_error: INTEGER_32 do l_key := {GAME_SDL_EXTERNAL}.sdl_maprgb (pixel_format.item, a_color.red, a_color.green, a_color.blue) clear_error l_error := {GAME_SDL_EXTERNAL}.sdl_setcolorkey (item, {GAME_SDL_EXTERNAL}.sdl_true, l_key) if l_error < 0 then manage_error_code (l_error, "An error occured while setting the transparent color to the surface.") else enable_rle_acceleration end end text: READABLE_STRING_GENERAL -- The text use to create the surface. -- (from TEXT_SURFACE) Text_library: TEXT_CONTROLLER -- The main manager of the text library -- (from TEXT_LIBRARY_SHARED) once ("PROCESS") create Result end 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 local l_red, l_green, l_blue, l_alpha: NATURAL_8 l_color_key: NATURAL_32 l_error: INTEGER_32 do clear_error l_error := {GAME_SDL_EXTERNAL}.sdl_getcolorkey (item, $l_color_key.to_pointer) if l_error < 0 then manage_error_code (l_error, "An error occured while getting the transparent color of the surface.") create Result.make (0, 0, 0, 0) else {GAME_SDL_EXTERNAL}.sdl_getrgba (l_color_key, pixel_format.item, $l_red.to_pointer, $l_green.to_pointer, $l_blue.to_pointer, $l_alpha.to_pointer) create Result.make (l_red, l_green, l_blue, l_alpha) end end unlock -- Unlock Current after access pixels. -- (from GAME_SURFACE) require -- from GAME_SURFACE is_locked: is_locked do if must_lock then {GAME_SDL_EXTERNAL}.sdl_unlocksurface (item) end if attached internal_pixels as la_pixels then la_pixels.close end internal_pixels := Void ensure -- from GAME_SURFACE not_locked: not is_locked end width: INTEGER_32 -- The width of Current. -- (from GAME_SURFACE) require -- from GAME_SURFACE surface_is_open: is_open do Result := {GAME_SDL_EXTERNAL}.get_sdl_surface_struct_w (item) 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: TEXT_SURFACE_BLENDED): 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: TEXT_SURFACE_BLENDED): 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: TEXT_SURFACE_BLENDED): 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: TEXT_SURFACE_BLENDED) -- 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: TEXT_SURFACE_BLENDED) -- 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: TEXT_SURFACE_BLENDED -- 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: TEXT_SURFACE_BLENDED) -- 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: TEXT_SURFACE_BLENDED -- 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: TEXT_SURFACE_BLENDED -- 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 TEXT_SURFACE_BLENDED 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 TEXT_SURFACE_BLENDED -- 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 blend_mode: INTEGER_32 assign set_blend_mode -- The alpha blending mode of Current -- (from GAME_BLENDABLE) local l_error, l_blending_mode: INTEGER_32 do clear_error l_error := c_get_blend_mode (item, $l_blending_mode.to_pointer) if l_error < 0 then manage_error_code (l_error, "An error occured while retrieving the blending mode.") Result := 0 end Result := l_blending_mode end c_render_text (a_font, a_text, a_color: POINTER): POINTER -- The internal C function to render the latin a_text do Result := {GAME_TEXT_EXTERNAL}.ttf_rendertext_blended (a_font, a_text, a_color) end c_render_utf8 (a_font, a_text, a_color: POINTER): POINTER -- The internal C function to render the UTF8 a_text do Result := {GAME_TEXT_EXTERNAL}.ttf_renderutf8_blended (a_font, a_text, a_color) end 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 internal_draw_surface (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; a_must_scale: BOOLEAN) -- 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. -- If a_must_scale is set, will scale 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 local l_rect_src, l_rect_dst: POINTER l_error: INTEGER_32 l_normalized_rectangle_source, l_normalized_rectangle_destination: TUPLE [x: INTEGER_32; y: INTEGER_32; width: INTEGER_32; height: INTEGER_32] do l_normalized_rectangle_source := normalize_rectangle (a_x_source, a_y_source, a_width_source, a_height_source) l_normalized_rectangle_destination := normalize_rectangle (a_x_destination, a_y_destination, a_width_destination, a_height_destination) l_rect_src := l_rect_src.memory_calloc (1, {GAME_SDL_EXTERNAL}.c_sizeof_sdl_rect) l_rect_dst := l_rect_dst.memory_calloc (1, {GAME_SDL_EXTERNAL}.c_sizeof_sdl_rect) {GAME_SDL_EXTERNAL}.set_rect_struct_x (l_rect_src, l_normalized_rectangle_source.x) {GAME_SDL_EXTERNAL}.set_rect_struct_y (l_rect_src, l_normalized_rectangle_source.y) {GAME_SDL_EXTERNAL}.set_rect_struct_w (l_rect_src, l_normalized_rectangle_source.width) {GAME_SDL_EXTERNAL}.set_rect_struct_h (l_rect_src, l_normalized_rectangle_source.height) {GAME_SDL_EXTERNAL}.set_rect_struct_x (l_rect_dst, l_normalized_rectangle_destination.x) {GAME_SDL_EXTERNAL}.set_rect_struct_y (l_rect_dst, l_normalized_rectangle_destination.y) {GAME_SDL_EXTERNAL}.set_rect_struct_w (l_rect_dst, l_normalized_rectangle_destination.width) {GAME_SDL_EXTERNAL}.set_rect_struct_h (l_rect_dst, l_normalized_rectangle_destination.height) clear_error if a_must_scale then l_error := {GAME_SDL_EXTERNAL}.sdl_blitscaled (a_other.image.item, l_rect_src, item, l_rect_dst) else l_error := {GAME_SDL_EXTERNAL}.sdl_blitsurface (a_other.image.item, l_rect_src, item, l_rect_dst) end manage_error_code (l_error, "An error occured while drawing to the surface."); l_rect_dst.memory_free; l_rect_src.memory_free 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) internal_pixels: detachable GAME_PIXEL_READER_WRITER -- Internal representation of the pixels feature -- (from GAME_SURFACE) 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) normalize_rectangle (a_x, a_y, a_width, a_height: INTEGER_32): TUPLE [x: INTEGER_32; y: INTEGER_32; width: INTEGER_32; height: INTEGER_32] -- Adjust the rectangle delimited started at (a_x,a_y) and having -- dimensions a_widthxa_height so that the resulting rectangle -- never have a negative width or height -- (from GAME_DRAWING_TOOLS) local l_x, l_y: INTEGER_32 do if a_width < 0 then l_x := a_x + a_width else l_x := a_x end if a_height < 0 then l_y := a_y + a_height else l_y := a_y end Result := [l_x, l_y, a_width.abs, a_height.abs] end 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_blend_mode (a_blend_mode: INTEGER_32) -- The alpha blending mode of Current -- (from GAME_BLENDABLE) local l_error: INTEGER_32 do clear_error l_error := c_set_blend_mode (item, a_blend_mode) manage_error_code (l_error, "An error occured while enabling color modulate blending on the renderer.") 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 {GAME_SDL_ANY} -- Implementation item: POINTER -- The internal pointer to the image -- (from GAME_SURFACE) do Result := image.item end feature {NONE} -- External c_get_blend_mode (a_item, a_blend_mode: POINTER): INTEGER_32 -- Internal getter for blend mode -- (from GAME_SURFACE) do Result := {GAME_SDL_EXTERNAL}.sdl_getsurfaceblendmode (a_item, a_blend_mode) end c_set_blend_mode (a_item: POINTER; a_blend_mode: INTEGER_32): INTEGER_32 -- Internal setter for blend mode -- (from GAME_SURFACE) do Result := {GAME_SDL_EXTERNAL}.sdl_setsurfaceblendmode (a_item, a_blend_mode) end feature {NONE} -- Initialisation make_surface (a_width, a_height: INTEGER_32) -- Create an empty Current of dimension a_width x a_height -- conforming to the first founded GAME_DISPLAY. -- (from GAME_SURFACE) require -- from GAME_SURFACE surface_make_video_enabled: Game_library.is_video_enable do if not Game_library.displays.is_empty then make_for_display_mode (Game_library.displays.first.current_mode, a_width, a_height) else create image.own_from_pointer (create {POINTER}) end ensure -- from GAME_SURFACE surface_make_is_open: has_error or is_open end make_for_display (a_display: GAME_DISPLAY; a_width, a_height: INTEGER_32) -- Create an empty Current of dimension a_width x a_height -- conforming to a_display. -- (from GAME_SURFACE) require -- from GAME_SURFACE surface_make_video_enabled: Game_library.is_video_enable do make_for_display_mode (a_display.current_mode, a_width, a_height) ensure -- from GAME_SURFACE surface_make_is_open: has_error or is_open end make_for_display_mode (a_display_mode: GAME_DISPLAY_MODE; a_width, a_height: INTEGER_32) -- Create an empty Current of dimension a_width x a_height -- conforming to a_display_mode. -- (from GAME_SURFACE) require -- from GAME_SURFACE surface_make_video_enabled: Game_library.is_video_enable do make_for_pixel_format (a_display_mode.pixel_format, a_width, a_height) ensure -- from GAME_SURFACE surface_make_is_open: has_error or is_open end make_for_pixel_format (a_pixel_format: GAME_PIXEL_FORMAT_READABLE; a_width, a_height: INTEGER_32) -- Create an empty Current of dimension a_width x a_height -- conforming to a_pixel_format. -- (from GAME_SURFACE) require -- from GAME_SURFACE surface_make_video_enabled: Game_library.is_video_enable local l_bpp: INTEGER_32 l_masks: TUPLE [red_mask: NATURAL_32; green_mask: NATURAL_32; blue_mask: NATURAL_32; alpha_mask: NATURAL_32] do l_bpp := a_pixel_format.bits_per_pixel if a_pixel_format.has_error then Io.Error.put_string ("An error occured while creating the surface.%N"); Io.Error.put_string (last_error.to_string_8 + "%N") has_error := True create image.own_from_pointer (create {POINTER}) else l_masks := a_pixel_format.masks if a_pixel_format.has_error then Io.Error.put_string ("An error occured while creating the surface.%N"); Io.Error.put_string (last_error.to_string_8 + "%N") has_error := True create image.own_from_pointer (create {POINTER}) else make_with_masks (a_width, a_height, l_bpp, l_masks.red_mask, l_masks.green_mask, l_masks.blue_mask, l_masks.alpha_mask) end end is_open := not has_error ensure -- from GAME_SURFACE surface_make_is_open: has_error or is_open end make_for_window (a_window: GAME_WINDOW; a_width, a_height: INTEGER_32) -- Create an empty Current of dimension a_width x a_height -- conforming to a_window. -- (from GAME_SURFACE) require -- from GAME_SURFACE surface_make_video_enabled: Game_library.is_video_enable do make_for_pixel_format (a_window.pixel_format, a_width, a_height) ensure -- from GAME_SURFACE surface_make_is_open: has_error or is_open end make_from_image (a_image: GAME_IMAGE) -- Create a Current from a_image. -- The image source in memory is copied. -- Slower than share_from_image and use more memory. -- If multiple surface is done with the same a_image, -- every modification to surface will affect all. -- (from GAME_SURFACE) require -- from GAME_SURFACE surface_make_video_enabled: Game_library.is_video_enable surface_make_from_image_source_is_open: a_image.is_open local l_source: GAME_IMAGE do has_error := False create l_source.make_from_other (a_image) if l_source.is_openable then l_source.open if l_source.is_open then share_from_image (l_source) else image := create {GAME_IMAGE}.own_from_pointer (create {POINTER}) has_error := True end else image := create {GAME_IMAGE}.own_from_pointer (create {POINTER}) has_error := True end ensure -- from GAME_SURFACE surface_make_is_open: has_error or is_open end make_from_other (a_other: GAME_SURFACE) -- Create a Current from a_other. -- The image source in memory will be copied. -- Slower than share_from_other and use more memory. -- (from GAME_SURFACE) require -- from GAME_SURFACE surface_make_video_enabled: Game_library.is_video_enable surface_make_other_opened: a_other.is_open do make_from_image (a_other.image) ensure -- from GAME_SURFACE surface_make_is_open: has_error or is_open end make_with_masks (a_width, a_height, a_bits_per_pixel: INTEGER_32; a_rmask, a_gmask, a_bmask, a_amask: NATURAL_32) -- Initialization for Current. -- Create a new empty surface with RGBA mask and flags. -- (from GAME_SURFACE) require -- from GAME_SURFACE surface_make_video_enabled: Game_library.is_video_enable local l_surface_pointer: POINTER l_image_source: GAME_IMAGE do clear_error l_surface_pointer := {GAME_SDL_EXTERNAL}.sdl_creatergbsurface (0, a_width, a_height, a_bits_per_pixel, a_rmask, a_gmask, a_bmask, a_amask) if l_surface_pointer.is_default_pointer then manage_error_pointer (l_surface_pointer, "An error occured while creating the surface.") create image.own_from_pointer (create {POINTER}) else create l_image_source.own_from_pointer (l_surface_pointer) if l_image_source.is_openable then l_image_source.open share_from_image (l_image_source) else put_manual_error ("An error occured while creating the surface.", "Cannot read file.") create image.own_from_pointer (create {POINTER}) end end ensure -- from GAME_SURFACE surface_make_is_open: has_error or is_open end share_from_image (a_image: GAME_IMAGE) -- Create a Current from a_image_source. -- The image source in memory is not copied. -- If multiple surface is done with the same a_image, -- every modification to surface will affect all. -- (from GAME_SURFACE) require -- from GAME_SURFACE surface_make_video_enabled: Game_library.is_video_enable surface_make_from_image_source_is_open: a_image.is_open do image := a_image is_open := not has_error ensure -- from GAME_SURFACE surface_make_is_open: has_error or is_open end share_from_other (a_other: GAME_SURFACE) -- Create a Current from a_other. -- The image source in memory is not copied. -- If multiple surface is done with the same image, -- every modification to surface will affect all. -- (from GAME_SURFACE) require -- from GAME_SURFACE surface_make_video_enabled: Game_library.is_video_enable surface_make_other_opened: a_other.is_open do share_from_image (a_other.image) ensure -- from GAME_SURFACE surface_make_is_open: has_error or is_open 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 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 TEXT_SURFACE_BLENDED
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