note description: "[ Controler for the event. It is important to call poll_event or wait_event regularly if you want events to be launch. ]" author: "Louis Marchand" date: "Sat, 28 Mar 2015 03:44:41 +0000" revision: "2.0" class GAME_EVENTS_CONTROLLER inherit GAME_SDL_ANY redefine default_create end MEMORY_STRUCTURE export {GAME_SDL_ANY} item {NONE} make, make_by_pointer, exists redefine default_create end MEMORY redefine default_create end create {GAME_LIBRARY_CONTROLLER} default_create feature {NONE} -- Initialization default_create -- Initialization of Current do make initialize_actions create clear_actions create joy_device_founded_actions create joy_device_removed_actions end initialize_actions -- Create any *_actions attributes do create iteration_actions create quit_signal_actions create dollar_gesture_actions create window_event_actions create key_pressed_actions create key_released_actions create text_editing_actions create text_input_actions create mouse_motion_actions create mouse_button_pressed_actions create mouse_button_released_actions create mouse_wheel_move_actions create joy_axis_motion_actions create joy_ball_motion_actions create joy_hat_motion_actions create joy_button_released_actions create joy_button_pressed_actions create finger_motion_actions create finger_released_actions create finger_touched_actions create fingers_gesture_actions create dollar_record_actions create file_dropped_actions end feature -- Access clear -- Remove every event in the system do clear_actions.call initialize_actions end poll_event -- Execute an event validation. If no event is pending, do nothing. require attached game_library as la_game_library and then la_game_library.is_events_enable local l_is_event: INTEGER_32 do if not iteration_actions.is_empty then if attached game_library as la_game_library then iteration_actions.call ([la_game_library.time_since_create]) else iteration_actions.call ([(0).as_natural_32]) end end from l_is_event := {GAME_SDL_EXTERNAL}.sdl_pollevent (item) until l_is_event = 0 loop decode_event l_is_event := {GAME_SDL_EXTERNAL}.sdl_pollevent (item) end end quit_signal_actions: ACTION_SEQUENCE [NATURAL_32] -- When the application receive a quit signal. iteration_actions: ACTION_SEQUENCE [NATURAL_32] -- Called at each game loop window_event_actions: ACTION_SEQUENCE [NATURAL_32, NATURAL_32, NATURAL_8, INTEGER_32, INTEGER_32] -- When the window identified by window_id is changing state. event_type may take the following value: -- SDL_WINDOWEVENT_SHOWN: The window has been shown -- SDL_WINDOWEVENT_HIDDEN: The window has been hidden -- SDL_WINDOWEVENT_EXPOSED: The window has been exposed and should be redraw -- SDL_WINDOWEVENT_MOVED: window has been moved to coordinate (data1,data2) -- SDL_WINDOWEVENT_RESIZED: window has been resized to dimension data1xdata2 -- this event is always preceded by SDL_WINDOWEVENT_SIZE_CHANGED -- SDL_WINDOWEVENT_SIZE_CHANGED: window size has changed -- SDL_WINDOWEVENT_MINIMIZED: window has been minimized -- SDL_WINDOWEVENT_MAXIMIZED: window has been maximized -- SDL_WINDOWEVENT_RESTORED: window has been restored to normal size and position -- SDL_WINDOWEVENT_ENTER: window has gained mouse focus -- SDL_WINDOWEVENT_LEAVE: window has lost mouse focus -- SDL_WINDOWEVENT_FOCUS_GAINED: window has gained keyboard focus -- SDL_WINDOWEVENT_FOCUS_LOST: window has lost keyboard focus -- SDL_WINDOWEVENT_CLOSE: the window manager requests that the window be closed key_pressed_actions: ACTION_SEQUENCE [NATURAL_32, NATURAL_32, NATURAL_8, INTEGER_32, INTEGER_32, NATURAL_16] -- When a user presses a button on a keyboard. The current focused window -- is identified by window_id. repeat is non zero if the event is a key repeat. -- The key pressed has the physical code scancode, the virtual code keycode and -- has the current modifier (CTRL, SHIFT, ALT, etc.) in effect. key_released_actions: ACTION_SEQUENCE [NATURAL_32, NATURAL_32, NATURAL_8, INTEGER_32, INTEGER_32, NATURAL_16] -- When a user releases a button on a keyboard. The current focused window -- is identified by window_id. repeat is non zero if the event is a key repeat. -- The key released has the physical code scancode, the virtual code keycode and -- has the current modifier (CTRL, SHIFT, ALT, etc.) in effect. text_editing_actions: ACTION_SEQUENCE [NATURAL_32, NATURAL_32, STRING_32, INTEGER_32, INTEGER_32] -- When a text has been edited in the window identified by window_id. -- The text must be edited from the start character for lenght characters. text_input_actions: ACTION_SEQUENCE [NATURAL_32, NATURAL_32, STRING_32] -- When a text has been input in the window identified by window_id. mouse_motion_actions: ACTION_SEQUENCE [NATURAL_32, NATURAL_32, NATURAL_32, NATURAL_32, INTEGER_32, INTEGER_32, INTEGER_32, INTEGER_32] -- When the mouse identified by mouse_id has been moved to the coordinate (x,y) -- in the window identified by window_id. The mouse has been move of x_relative -- position on the x axis and y_relative position on the y axis since the last call -- of the mouse_motion_actions event. The state of the mouse indicate which buttons is -- currently pressed. It is check with the following mask: -- SDL_BUTTON_LMASK: Left button -- SDL_BUTTON_MMASK: Middle button -- SDL_BUTTON_RMASK: Right button -- SDL_BUTTON_X1MASK: First optionnal button -- SDL_BUTTON_X2MASK: Second optionnal button -- Note: mouse_id may be SDL_TOUCH_MOUSEID mouse_button_pressed_actions: ACTION_SEQUENCE [NATURAL_32, NATURAL_32, NATURAL_32, NATURAL_8, NATURAL_8, INTEGER_32, INTEGER_32] -- When a button of the mouse identified by mouse_id at coordinate (x,y) in the window -- identified by window_id has been pressed. The clicks show how much successive clicks -- has been made (1 for simple click, 2 for double click, etc.). The button say what -- mouse button has been pressed. The value can be: -- SDL_BUTTON_LEFT: Left button -- SDL_BUTTON_MIDDLE: Middle button -- SDL_BUTTON_RIGHT: Right button -- SDL_BUTTON_X1: First optionnal button -- SDL_BUTTON_X2: Second optionnal button -- Note: mouse_id may be SDL_TOUCH_MOUSEID mouse_button_released_actions: ACTION_SEQUENCE [NATURAL_32, NATURAL_32, NATURAL_32, NATURAL_8, NATURAL_8, INTEGER_32, INTEGER_32] -- When a button of the mouse identified by mouse_id at coordinate (x,y) in the window -- identified by window_id has been released. The clicks show how much successive clicks -- has been made (1 for simple click, 2 for double click, etc.). The button say what -- mouse button has been released. The value can be: -- SDL_BUTTON_LEFT: Left button -- SDL_BUTTON_MIDDLE: Middle button -- SDL_BUTTON_RIGHT: Right button -- SDL_BUTTON_X1: First optionnal button -- SDL_BUTTON_X2: Second optionnal button -- Note: mouse_id may be SDL_TOUCH_MOUSEID mouse_wheel_move_actions: ACTION_SEQUENCE [NATURAL_32, NATURAL_32, NATURAL_32, INTEGER_32, INTEGER_32] -- When the wheel of the mouse identified by mouse_id in the window identified by -- window_id has been moved. A positive x indicate a move to the right and a negative -- x indicate a move to the left. A positive y indicate a move up and a -- negative x indicate a move down. joy_axis_motion_actions: ACTION_SEQUENCE [NATURAL_32, INTEGER_32, NATURAL_8, INTEGER_16] -- When the axis identified by axis_id of the joystick identified by joystick_id has -- been moved to a certain value. joy_ball_motion_actions: ACTION_SEQUENCE [NATURAL_32, INTEGER_32, NATURAL_8, INTEGER_16, INTEGER_16] -- When the ball identified by ball_id of the joystick identified by joystick_id has -- been moved. The x_relative and y_relative indicate the move relative to the last -- call of the joy_ball_motion_actions event. joy_hat_motion_actions: ACTION_SEQUENCE [NATURAL_32, INTEGER_32, NATURAL_8, NATURAL_8] -- When the hat identified by hat_id of the joystick identified by joystick_id has -- been moved to a certain value. The value can be one of the following: -- SDL_HAT_LEFTUP -- SDL_HAT_UP -- SDL_HAT_RIGHTUP -- SDL_HAT_LEFT -- SDL_HAT_CENTERED -- SDL_HAT_RIGHT -- SDL_HAT_LEFTDOWN -- SDL_HAT_DOWN -- SDL_HAT_RIGHTDOWN joy_button_pressed_actions: ACTION_SEQUENCE [NATURAL_32, INTEGER_32, NATURAL_8] -- When the button identified by button_id of the joystick identified by joystick_id has -- been pressed. joy_button_released_actions: ACTION_SEQUENCE [NATURAL_32, INTEGER_32, NATURAL_8] -- When the button identified by button_id of the joystick identified by joystick_id has -- been released. joy_device_founded_actions: ACTION_SEQUENCE [NATURAL_32, INTEGER_32] -- When a new joystick device identified by joystick_id has been founded. joy_device_removed_actions: ACTION_SEQUENCE [NATURAL_32, INTEGER_32] -- When a new joystick device identified by joystick_id has been removed. finger_motion_actions: ACTION_SEQUENCE [NATURAL_32, INTEGER_64, INTEGER_64, REAL_32, REAL_32, REAL_32, REAL_32, REAL_32] -- When a finger identified by finger_id in the touch device identified by -- touch_id has been moved to (x,y) with a certain pressure. The -- x_relative and y_relative indicate the move relative to the last -- call of the finger_motion_actions event. -- Note that x, y, x_relative, y_relative and pressure are normalize -- between 0 and 1. finger_released_actions: ACTION_SEQUENCE [NATURAL_32, INTEGER_64, INTEGER_64, REAL_32, REAL_32, REAL_32, REAL_32, REAL_32] -- When a finger identified by finger_id in the touch device identified by -- touch_id has been released at (x,y) with a certain pressure. The -- x_relative and y_relative indicate the move relative to the last -- call of the finger_motion_actions event. -- Note that x, y, x_relative, y_relative and pressure are normalize -- between 0 and 1. finger_touched_actions: ACTION_SEQUENCE [NATURAL_32, INTEGER_64, INTEGER_64, REAL_32, REAL_32, REAL_32, REAL_32, REAL_32] -- When a finger identified by finger_id in the touch device identified by -- touch_id has been pressed at (x,y) with a certain pressure. The -- x_relative and y_relative indicate the move relative to the last -- call of the finger_motion_actions event. -- Note that x, y, x_relative, y_relative and pressure are normalize -- between 0 and 1. fingers_gesture_actions: ACTION_SEQUENCE [NATURAL_32, INTEGER_64, NATURAL_16, REAL_32, REAL_32, REAL_32, REAL_32] -- When a gesture has been made on the touch device identified by touch_id. -- The gesture has a certain fingers_count, is centered at (center_x, center_y). -- The fingers used a rotation of theta degree and have a distance of pinch. dollar_gesture_actions: ACTION_SEQUENCE [NATURAL_32, INTEGER_64, INTEGER_64, NATURAL_32, REAL_32, REAL_32, REAL_32] -- When a $1 gesture has been recognize on the touch device touch_id. -- The gesture is uniquely identified by gesture_id. I use fingers_count fingers -- and is centered at (x,y) where x and y are normalized (between 0 and 1). -- The error indicate the difference between the current gesture and the template. dollar_record_actions: ACTION_SEQUENCE [NATURAL_32, INTEGER_64, INTEGER_64] -- When a $1 gesture has been recorded on the touch device touch_id. -- The gesture is uniquely identified by gesture_id. file_dropped_actions: ACTION_SEQUENCE [NATURAL_32, READABLE_STRING_GENERAL] -- The file pointed by filename has been dropped on a window of the game. -- This event is disabled by default. use GAME_EVENTS_CONTROLLER.enable_file_dropped_event -- to activate it. enable_quit_signal_event -- Process the quit_signal_actions event. -- Enabled by default local l_error: NATURAL_8 do l_error := {GAME_SDL_EXTERNAL}.sdl_eventstate ({GAME_SDL_EXTERNAL}.sdl_quit, {GAME_SDL_EXTERNAL}.sdl_enable) check l_error.to_integer_32 = {GAME_SDL_EXTERNAL}.sdl_enable end ensure is_event_enabled: is_quit_signal_event_enable end disable_quit_signal_event -- Ignore the quit_signal_actions event. -- Enabled by default local l_error: NATURAL_8 do l_error := {GAME_SDL_EXTERNAL}.sdl_eventstate ({GAME_SDL_EXTERNAL}.sdl_quit, {GAME_SDL_EXTERNAL}.sdl_disable) check l_error.to_integer_32 = {GAME_SDL_EXTERNAL}.sdl_disable end ensure is_event_disabled: not is_quit_signal_event_enable end is_quit_signal_event_enable: BOOLEAN assign set_is_quit_signal_event_enable -- Is the quit_signal_actions event has to be process. -- Enabled by default local l_query: NATURAL_8 do l_query := {GAME_SDL_EXTERNAL}.sdl_eventstate ({GAME_SDL_EXTERNAL}.sdl_quit, {GAME_SDL_EXTERNAL}.sdl_query) Result := l_query.to_integer_32 = {GAME_SDL_EXTERNAL}.sdl_enable end set_is_quit_signal_event_enable (a_value: BOOLEAN) -- Assign to is_quit_signal_event_enable the value of a_value do if a_value then enable_quit_signal_event else disable_quit_signal_event end ensure is_assign: is_quit_signal_event_enable ~ a_value end enable_window_event -- Process the window_event_actions event. -- Enabled by default local l_error: NATURAL_8 do l_error := {GAME_SDL_EXTERNAL}.sdl_eventstate ({GAME_SDL_EXTERNAL}.sdl_windowevent, {GAME_SDL_EXTERNAL}.sdl_enable) check l_error.to_integer_32 = {GAME_SDL_EXTERNAL}.sdl_enable end ensure is_event_enabled: is_window_event_enable end disable_window_event -- Ignore the window_event_actions event. -- Enabled by default local l_error: NATURAL_8 do l_error := {GAME_SDL_EXTERNAL}.sdl_eventstate ({GAME_SDL_EXTERNAL}.sdl_windowevent, {GAME_SDL_EXTERNAL}.sdl_disable) check l_error.to_integer_32 = {GAME_SDL_EXTERNAL}.sdl_disable end ensure is_event_disabled: not is_window_event_enable end is_window_event_enable: BOOLEAN assign set_is_window_event_enable -- Is the window_event_actions event has to be process. -- Enabled by default local l_query: NATURAL_8 do l_query := {GAME_SDL_EXTERNAL}.sdl_eventstate ({GAME_SDL_EXTERNAL}.sdl_windowevent, {GAME_SDL_EXTERNAL}.sdl_query) Result := l_query.to_integer_32 = {GAME_SDL_EXTERNAL}.sdl_enable end set_is_window_event_enable (a_value: BOOLEAN) -- Assign to is_window_event_enable the value of a_value do if a_value then enable_window_event else disable_window_event end ensure is_assign: is_window_event_enable ~ a_value end enable_key_pressed_event -- Process the key_pressed_actions event. -- Enabled by default local l_error: NATURAL_8 do l_error := {GAME_SDL_EXTERNAL}.sdl_eventstate ({GAME_SDL_EXTERNAL}.sdl_keydown, {GAME_SDL_EXTERNAL}.sdl_enable) check l_error.to_integer_32 = {GAME_SDL_EXTERNAL}.sdl_enable end ensure is_event_enabled: is_key_pressed_event_enable end disable_key_pressed_event -- Ignore the key_pressed_actions event. -- Enabled by default local l_error: NATURAL_8 do l_error := {GAME_SDL_EXTERNAL}.sdl_eventstate ({GAME_SDL_EXTERNAL}.sdl_keydown, {GAME_SDL_EXTERNAL}.sdl_disable) check l_error.to_integer_32 = {GAME_SDL_EXTERNAL}.sdl_disable end ensure is_event_disabled: not is_key_pressed_event_enable end is_key_pressed_event_enable: BOOLEAN assign set_is_key_pressed_event_enable -- Is the key_pressed_actions event has to be process. -- Enabled by default local l_query: NATURAL_8 do l_query := {GAME_SDL_EXTERNAL}.sdl_eventstate ({GAME_SDL_EXTERNAL}.sdl_keydown, {GAME_SDL_EXTERNAL}.sdl_query) Result := l_query.to_integer_32 = {GAME_SDL_EXTERNAL}.sdl_enable end set_is_key_pressed_event_enable (a_value: BOOLEAN) -- Assign to is_key_pressed_event_enable the value of a_value do if a_value then enable_key_pressed_event else disable_key_pressed_event end ensure is_assign: is_key_pressed_event_enable ~ a_value end enable_key_released_event -- Process the key_released_actions event. -- Enabled by default local l_error: NATURAL_8 do l_error := {GAME_SDL_EXTERNAL}.sdl_eventstate ({GAME_SDL_EXTERNAL}.sdl_keyup, {GAME_SDL_EXTERNAL}.sdl_enable) check l_error.to_integer_32 = {GAME_SDL_EXTERNAL}.sdl_enable end ensure is_event_enabled: is_key_released_event_enable end disable_key_released_event -- Ignore the key_released_actions event. -- Enabled by default local l_error: NATURAL_8 do l_error := {GAME_SDL_EXTERNAL}.sdl_eventstate ({GAME_SDL_EXTERNAL}.sdl_keyup, {GAME_SDL_EXTERNAL}.sdl_disable) check l_error.to_integer_32 = {GAME_SDL_EXTERNAL}.sdl_disable end ensure is_event_disabled: not is_key_released_event_enable end is_key_released_event_enable: BOOLEAN assign set_is_key_released_event_enable -- Is the key_released_actions event has to be process. -- Enabled by default local l_query: NATURAL_8 do l_query := {GAME_SDL_EXTERNAL}.sdl_eventstate ({GAME_SDL_EXTERNAL}.sdl_keyup, {GAME_SDL_EXTERNAL}.sdl_query) Result := l_query.to_integer_32 = {GAME_SDL_EXTERNAL}.sdl_enable end set_is_key_released_event_enable (a_value: BOOLEAN) -- Assign to is_key_released_event_enable the value of a_value do if a_value then enable_key_released_event else disable_key_released_event end ensure is_assign: is_key_released_event_enable ~ a_value end is_text_editing_event_enable: BOOLEAN -- Is the text_editing_actions event has to be process. -- Enabled by default local l_query: NATURAL_8 do l_query := {GAME_SDL_EXTERNAL}.sdl_eventstate ({GAME_SDL_EXTERNAL}.sdl_textediting, {GAME_SDL_EXTERNAL}.sdl_query) Result := l_query.to_integer_32 = {GAME_SDL_EXTERNAL}.sdl_enable end is_text_input_event_enable: BOOLEAN -- Is the text_input_actions event has to be process. -- Enabled by default local l_query: NATURAL_8 do l_query := {GAME_SDL_EXTERNAL}.sdl_eventstate ({GAME_SDL_EXTERNAL}.sdl_textinput, {GAME_SDL_EXTERNAL}.sdl_query) Result := l_query.to_integer_32 = {GAME_SDL_EXTERNAL}.sdl_enable end enable_mouse_motion_event -- Process the mouse_motion_actions event. -- Enabled by default local l_error: NATURAL_8 do l_error := {GAME_SDL_EXTERNAL}.sdl_eventstate ({GAME_SDL_EXTERNAL}.sdl_mousemotion, {GAME_SDL_EXTERNAL}.sdl_enable) check l_error.to_integer_32 = {GAME_SDL_EXTERNAL}.sdl_enable end ensure is_event_enabled: is_mouse_motion_event_enable end disable_mouse_motion_event -- Ignore the mouse_motion_actions event. -- Enabled by default local l_error: NATURAL_8 do l_error := {GAME_SDL_EXTERNAL}.sdl_eventstate ({GAME_SDL_EXTERNAL}.sdl_mousemotion, {GAME_SDL_EXTERNAL}.sdl_disable) check l_error.to_integer_32 = {GAME_SDL_EXTERNAL}.sdl_disable end ensure is_event_disabled: not is_mouse_motion_event_enable end is_mouse_motion_event_enable: BOOLEAN assign set_is_mouse_motion_event_enable -- Is the mouse_motion_actions event has to be process. -- Enabled by default local l_query: NATURAL_8 do l_query := {GAME_SDL_EXTERNAL}.sdl_eventstate ({GAME_SDL_EXTERNAL}.sdl_mousemotion, {GAME_SDL_EXTERNAL}.sdl_query) Result := l_query.to_integer_32 = {GAME_SDL_EXTERNAL}.sdl_enable end set_is_mouse_motion_event_enable (a_value: BOOLEAN) -- Assign to is_text_input_event_enable the value of a_value do if a_value then enable_mouse_motion_event else disable_mouse_motion_event end ensure is_assign: is_mouse_motion_event_enable ~ a_value end enable_mouse_button_pressed_event -- Process the mouse_button_pressed_actions event. -- Enabled by default local l_error: NATURAL_8 do l_error := {GAME_SDL_EXTERNAL}.sdl_eventstate ({GAME_SDL_EXTERNAL}.sdl_mousebuttondown, {GAME_SDL_EXTERNAL}.sdl_enable) check l_error.to_integer_32 = {GAME_SDL_EXTERNAL}.sdl_enable end ensure is_event_enabled: is_mouse_button_pressed_event_enable end disable_mouse_button_pressed_event -- Ignore the mouse_button_pressed_actions event. -- Enabled by default local l_error: NATURAL_8 do l_error := {GAME_SDL_EXTERNAL}.sdl_eventstate ({GAME_SDL_EXTERNAL}.sdl_mousebuttondown, {GAME_SDL_EXTERNAL}.sdl_disable) check l_error.to_integer_32 = {GAME_SDL_EXTERNAL}.sdl_disable end ensure is_event_disabled: not is_mouse_button_pressed_event_enable end is_mouse_button_pressed_event_enable: BOOLEAN assign set_is_mouse_button_pressed_event_enable -- Is the mouse_button_pressed_actions event has to be process. -- Enabled by default local l_query: NATURAL_8 do l_query := {GAME_SDL_EXTERNAL}.sdl_eventstate ({GAME_SDL_EXTERNAL}.sdl_mousebuttondown, {GAME_SDL_EXTERNAL}.sdl_query) Result := l_query.to_integer_32 = {GAME_SDL_EXTERNAL}.sdl_enable end set_is_mouse_button_pressed_event_enable (a_value: BOOLEAN) -- Assign to is_mouse_button_pressed_event_enable the value of a_value do if a_value then enable_mouse_button_pressed_event else disable_mouse_button_pressed_event end ensure is_assign: is_mouse_button_pressed_event_enable ~ a_value end enable_mouse_button_released_event -- Process the mouse_button_released_actions event. -- Enabled by default local l_error: NATURAL_8 do l_error := {GAME_SDL_EXTERNAL}.sdl_eventstate ({GAME_SDL_EXTERNAL}.sdl_mousebuttonup, {GAME_SDL_EXTERNAL}.sdl_enable) check l_error.to_integer_32 = {GAME_SDL_EXTERNAL}.sdl_enable end ensure is_event_enabled: is_mouse_button_released_event_enable end disable_mouse_button_released_event -- Ignore the mouse_button_released_actions event. -- Enabled by default local l_error: NATURAL_8 do l_error := {GAME_SDL_EXTERNAL}.sdl_eventstate ({GAME_SDL_EXTERNAL}.sdl_mousebuttonup, {GAME_SDL_EXTERNAL}.sdl_disable) check l_error.to_integer_32 = {GAME_SDL_EXTERNAL}.sdl_disable end ensure is_event_disabled: not is_mouse_button_released_event_enable end is_mouse_button_released_event_enable: BOOLEAN assign set_is_mouse_button_released_event_enable -- Is the mouse_button_released_actions event has to be process. -- Enabled by default local l_query: NATURAL_8 do l_query := {GAME_SDL_EXTERNAL}.sdl_eventstate ({GAME_SDL_EXTERNAL}.sdl_mousebuttonup, {GAME_SDL_EXTERNAL}.sdl_query) Result := l_query.to_integer_32 = {GAME_SDL_EXTERNAL}.sdl_enable end set_is_mouse_button_released_event_enable (a_value: BOOLEAN) -- Assign to is_mouse_button_released_event_enable the value of a_value do if a_value then enable_mouse_button_released_event else disable_mouse_button_released_event end ensure is_assign: is_mouse_button_released_event_enable ~ a_value end enable_mouse_wheel_event -- Process the mouse_wheel_move_actions event. -- Enabled by default local l_error: NATURAL_8 do l_error := {GAME_SDL_EXTERNAL}.sdl_eventstate ({GAME_SDL_EXTERNAL}.sdl_mousewheel, {GAME_SDL_EXTERNAL}.sdl_enable) check l_error.to_integer_32 = {GAME_SDL_EXTERNAL}.sdl_enable end ensure is_event_enabled: is_mouse_wheel_event_enable end disable_mouse_wheel_event -- Ignore the mouse_wheel_move_actions event. -- Enabled by default local l_error: NATURAL_8 do l_error := {GAME_SDL_EXTERNAL}.sdl_eventstate ({GAME_SDL_EXTERNAL}.sdl_mousewheel, {GAME_SDL_EXTERNAL}.sdl_disable) check l_error.to_integer_32 = {GAME_SDL_EXTERNAL}.sdl_disable end ensure is_event_disabled: not is_mouse_wheel_event_enable end is_mouse_wheel_event_enable: BOOLEAN assign set_is_mouse_wheel_event_enable -- Is the mouse_wheel_move_actions event has to be process. -- Enabled by default local l_query: NATURAL_8 do l_query := {GAME_SDL_EXTERNAL}.sdl_eventstate ({GAME_SDL_EXTERNAL}.sdl_mousewheel, {GAME_SDL_EXTERNAL}.sdl_query) Result := l_query.to_integer_32 = {GAME_SDL_EXTERNAL}.sdl_enable end set_is_mouse_wheel_event_enable (a_value: BOOLEAN) -- Assign to is_mouse_wheel_event_enable the value of a_value do if a_value then enable_mouse_wheel_event else disable_mouse_wheel_event end ensure is_assign: is_mouse_wheel_event_enable ~ a_value end enable_joy_axis_motion_event -- Process the joy_axis_motion_actions event. -- Enabled by default local l_error: NATURAL_8 do l_error := {GAME_SDL_EXTERNAL}.sdl_eventstate ({GAME_SDL_EXTERNAL}.sdl_joyaxismotion, {GAME_SDL_EXTERNAL}.sdl_enable) check l_error.to_integer_32 = {GAME_SDL_EXTERNAL}.sdl_enable end ensure is_event_enabled: is_joy_axis_motion_event_enable end disable_joy_axis_motion_event -- Ignore the joy_axis_motion_actions event. -- Enabled by default local l_error: NATURAL_8 do l_error := {GAME_SDL_EXTERNAL}.sdl_eventstate ({GAME_SDL_EXTERNAL}.sdl_joyaxismotion, {GAME_SDL_EXTERNAL}.sdl_disable) check l_error.to_integer_32 = {GAME_SDL_EXTERNAL}.sdl_disable end ensure is_event_disabled: not is_joy_axis_motion_event_enable end is_joy_axis_motion_event_enable: BOOLEAN assign set_is_joy_axis_motion_event_enable -- Is the joy_axis_motion_actions event has to be process. -- Enabled by default local l_query: NATURAL_8 do l_query := {GAME_SDL_EXTERNAL}.sdl_eventstate ({GAME_SDL_EXTERNAL}.sdl_joyaxismotion, {GAME_SDL_EXTERNAL}.sdl_query) Result := l_query.to_integer_32 = {GAME_SDL_EXTERNAL}.sdl_enable end set_is_joy_axis_motion_event_enable (a_value: BOOLEAN) -- Assign to is_joy_axis_motion_event_enable the value of a_value do if a_value then enable_joy_axis_motion_event else disable_joy_axis_motion_event end ensure is_assign: is_joy_axis_motion_event_enable ~ a_value end enable_joy_ball_motion_event -- Process the joy_ball_motion_actions event. -- Enabled by default local l_error: NATURAL_8 do l_error := {GAME_SDL_EXTERNAL}.sdl_eventstate ({GAME_SDL_EXTERNAL}.sdl_joyballmotion, {GAME_SDL_EXTERNAL}.sdl_enable) check l_error.to_integer_32 = {GAME_SDL_EXTERNAL}.sdl_enable end ensure is_event_enabled: is_joy_ball_motion_event_enable end disable_joy_ball_motion_event -- Ignore the joy_ball_motion_actions event. -- Enabled by default local l_error: NATURAL_8 do l_error := {GAME_SDL_EXTERNAL}.sdl_eventstate ({GAME_SDL_EXTERNAL}.sdl_joyballmotion, {GAME_SDL_EXTERNAL}.sdl_disable) check l_error.to_integer_32 = {GAME_SDL_EXTERNAL}.sdl_disable end ensure is_event_disabled: not is_joy_ball_motion_event_enable end is_joy_ball_motion_event_enable: BOOLEAN assign set_is_joy_ball_motion_event_enable -- Is the joy_ball_motion_actions event has to be process. -- Enabled by default local l_query: NATURAL_8 do l_query := {GAME_SDL_EXTERNAL}.sdl_eventstate ({GAME_SDL_EXTERNAL}.sdl_joyballmotion, {GAME_SDL_EXTERNAL}.sdl_query) Result := l_query.to_integer_32 = {GAME_SDL_EXTERNAL}.sdl_enable end set_is_joy_ball_motion_event_enable (a_value: BOOLEAN) -- Assign to is_joy_ball_motion_event_enable the value of a_value do if a_value then enable_joy_ball_motion_event else disable_joy_ball_motion_event end ensure is_assign: is_joy_ball_motion_event_enable ~ a_value end enable_joy_hat_motion_event -- Process the joy_hat_motion_actions event. -- Enabled by default local l_error: NATURAL_8 do l_error := {GAME_SDL_EXTERNAL}.sdl_eventstate ({GAME_SDL_EXTERNAL}.sdl_joyhatmotion, {GAME_SDL_EXTERNAL}.sdl_enable) check l_error.to_integer_32 = {GAME_SDL_EXTERNAL}.sdl_enable end ensure is_event_enabled: is_joy_hat_motion_event_enable end disable_joy_hat_motion_event -- Ignore the joy_hat_motion_actions event. -- Enabled by default local l_error: NATURAL_8 do l_error := {GAME_SDL_EXTERNAL}.sdl_eventstate ({GAME_SDL_EXTERNAL}.sdl_joyhatmotion, {GAME_SDL_EXTERNAL}.sdl_disable) check l_error.to_integer_32 = {GAME_SDL_EXTERNAL}.sdl_disable end ensure is_event_disabled: not is_joy_hat_motion_event_enable end is_joy_hat_motion_event_enable: BOOLEAN assign set_is_joy_hat_motion_event_enable -- Is the joy_hat_motion_actions event has to be process. -- Enabled by default local l_query: NATURAL_8 do l_query := {GAME_SDL_EXTERNAL}.sdl_eventstate ({GAME_SDL_EXTERNAL}.sdl_joyhatmotion, {GAME_SDL_EXTERNAL}.sdl_query) Result := l_query.to_integer_32 = {GAME_SDL_EXTERNAL}.sdl_enable end set_is_joy_hat_motion_event_enable (a_value: BOOLEAN) -- Assign to is_joy_hat_motion_event_enable the value of a_value do if a_value then enable_joy_hat_motion_event else disable_joy_hat_motion_event end ensure is_assign: is_joy_hat_motion_event_enable ~ a_value end enable_joy_button_pressed_event -- Process the joy_button_pressed_actions event. -- Enabled by default local l_error: NATURAL_8 do l_error := {GAME_SDL_EXTERNAL}.sdl_eventstate ({GAME_SDL_EXTERNAL}.sdl_joybuttondown, {GAME_SDL_EXTERNAL}.sdl_enable) check l_error.to_integer_32 = {GAME_SDL_EXTERNAL}.sdl_enable end ensure is_event_enabled: is_joy_button_pressed_event_enable end disable_joy_button_pressed_event -- Ignore the joy_button_pressed_actions event. -- Enabled by default local l_error: NATURAL_8 do l_error := {GAME_SDL_EXTERNAL}.sdl_eventstate ({GAME_SDL_EXTERNAL}.sdl_joybuttondown, {GAME_SDL_EXTERNAL}.sdl_disable) check l_error.to_integer_32 = {GAME_SDL_EXTERNAL}.sdl_disable end ensure is_event_disabled: not is_joy_button_pressed_event_enable end is_joy_button_pressed_event_enable: BOOLEAN assign set_is_joy_button_pressed_event_enable -- Is the joy_button_pressed_actions event has to be process. -- Enabled by default local l_query: NATURAL_8 do l_query := {GAME_SDL_EXTERNAL}.sdl_eventstate ({GAME_SDL_EXTERNAL}.sdl_joybuttondown, {GAME_SDL_EXTERNAL}.sdl_query) Result := l_query.to_integer_32 = {GAME_SDL_EXTERNAL}.sdl_enable end set_is_joy_button_pressed_event_enable (a_value: BOOLEAN) -- Assign to is_joy_button_pressed_event_enable the value of a_value do if a_value then enable_joy_button_pressed_event else disable_joy_button_pressed_event end ensure is_assign: is_joy_button_pressed_event_enable ~ a_value end enable_joy_button_released_event -- Process the joy_button_released_actions event. -- Enabled by default local l_error: NATURAL_8 do l_error := {GAME_SDL_EXTERNAL}.sdl_eventstate ({GAME_SDL_EXTERNAL}.sdl_joybuttonup, {GAME_SDL_EXTERNAL}.sdl_enable) check l_error.to_integer_32 = {GAME_SDL_EXTERNAL}.sdl_enable end ensure is_event_enabled: is_joy_button_released_event_enable end disable_joy_button_released_event -- Ignore the joy_button_released_actions event. -- Enabled by default local l_error: NATURAL_8 do l_error := {GAME_SDL_EXTERNAL}.sdl_eventstate ({GAME_SDL_EXTERNAL}.sdl_joybuttonup, {GAME_SDL_EXTERNAL}.sdl_disable) check l_error.to_integer_32 = {GAME_SDL_EXTERNAL}.sdl_disable end ensure is_event_disabled: not is_joy_button_released_event_enable end is_joy_button_released_event_enable: BOOLEAN assign set_is_joy_button_released_event_enable -- Is the joy_button_released_actions event has to be process. -- Enabled by default local l_query: NATURAL_8 do l_query := {GAME_SDL_EXTERNAL}.sdl_eventstate ({GAME_SDL_EXTERNAL}.sdl_joybuttonup, {GAME_SDL_EXTERNAL}.sdl_query) Result := l_query.to_integer_32 = {GAME_SDL_EXTERNAL}.sdl_enable end set_is_joy_button_released_event_enable (a_value: BOOLEAN) -- Assign to is_joy_button_released_event_enable the value of a_value do if a_value then enable_joy_button_released_event else disable_joy_button_released_event end ensure is_assign: is_joy_button_released_event_enable ~ a_value end enable_joy_device_founded_event -- Process the joy_device_founded_actions event. -- Enabled by default local l_error: NATURAL_8 do l_error := {GAME_SDL_EXTERNAL}.sdl_eventstate ({GAME_SDL_EXTERNAL}.sdl_joydeviceadded, {GAME_SDL_EXTERNAL}.sdl_enable) check l_error.to_integer_32 = {GAME_SDL_EXTERNAL}.sdl_enable end ensure is_event_enabled: is_joy_device_founded_event_enable end disable_joy_device_founded_event -- Ignore the joy_device_founded_actions event. -- Enabled by default local l_error: NATURAL_8 do l_error := {GAME_SDL_EXTERNAL}.sdl_eventstate ({GAME_SDL_EXTERNAL}.sdl_joydeviceadded, {GAME_SDL_EXTERNAL}.sdl_disable) check l_error.to_integer_32 = {GAME_SDL_EXTERNAL}.sdl_disable end ensure is_event_disabled: not is_joy_device_founded_event_enable end is_joy_device_founded_event_enable: BOOLEAN assign set_is_joy_device_founded_event_enable -- Is the joy_device_founded_actions event has to be process. -- Enabled by default local l_query: NATURAL_8 do l_query := {GAME_SDL_EXTERNAL}.sdl_eventstate ({GAME_SDL_EXTERNAL}.sdl_joydeviceadded, {GAME_SDL_EXTERNAL}.sdl_query) Result := l_query.to_integer_32 = {GAME_SDL_EXTERNAL}.sdl_enable end set_is_joy_device_founded_event_enable (a_value: BOOLEAN) -- Assign to is_joy_device_founded_event_enable the value of a_value do if a_value then enable_joy_device_founded_event else disable_joy_device_founded_event end ensure is_assign: is_joy_device_founded_event_enable ~ a_value end enable_joy_device_removed_event -- Process the joy_device_removed_actions event. -- Enabled by default local l_error: NATURAL_8 do l_error := {GAME_SDL_EXTERNAL}.sdl_eventstate ({GAME_SDL_EXTERNAL}.sdl_joydeviceremoved, {GAME_SDL_EXTERNAL}.sdl_enable) check l_error.to_integer_32 = {GAME_SDL_EXTERNAL}.sdl_enable end ensure is_event_enabled: is_joy_device_removed_event_enable end disable_joy_device_removed_event -- Ignore the joy_device_removed_actions event. -- Enabled by default local l_error: NATURAL_8 do l_error := {GAME_SDL_EXTERNAL}.sdl_eventstate ({GAME_SDL_EXTERNAL}.sdl_joydeviceremoved, {GAME_SDL_EXTERNAL}.sdl_disable) check l_error.to_integer_32 = {GAME_SDL_EXTERNAL}.sdl_disable end ensure is_event_disabled: not is_joy_device_removed_event_enable end is_joy_device_removed_event_enable: BOOLEAN assign set_is_joy_device_removed_event_enable -- Is the joy_device_removed_actions event has to be process. -- Enabled by default local l_query: NATURAL_8 do l_query := {GAME_SDL_EXTERNAL}.sdl_eventstate ({GAME_SDL_EXTERNAL}.sdl_joydeviceremoved, {GAME_SDL_EXTERNAL}.sdl_query) Result := l_query.to_integer_32 = {GAME_SDL_EXTERNAL}.sdl_enable end set_is_joy_device_removed_event_enable (a_value: BOOLEAN) -- Assign to is_joy_device_removed_event_enable the value of a_value do if a_value then enable_joy_device_removed_event else disable_joy_device_removed_event end ensure is_assign: is_joy_device_removed_event_enable ~ a_value end enable_every_joy_events -- Enable every joystick events. -- Enabled by default local l_error: INTEGER_32 do clear_error l_error := {GAME_SDL_EXTERNAL}.sdl_joystickeventstate ({GAME_SDL_EXTERNAL}.sdl_enable) manage_error_code (l_error, "Error while enabling joystick events.") ensure is_events_enabled: is_joy_axis_motion_event_enable and is_joy_ball_motion_event_enable and is_joy_hat_motion_event_enable and is_joy_button_pressed_event_enable and is_joy_button_released_event_enable and is_joy_device_founded_event_enable and is_joy_device_removed_event_enable end disable_every_joy_events -- Ignore every joystick events. -- Enabled by default local l_error: INTEGER_32 do clear_error l_error := {GAME_SDL_EXTERNAL}.sdl_joystickeventstate ({GAME_SDL_EXTERNAL}.sdl_disable) manage_error_code (l_error, "Error while disabling joystick events.") ensure is_events_disabled: not (is_joy_axis_motion_event_enable or is_joy_ball_motion_event_enable or is_joy_hat_motion_event_enable or is_joy_button_pressed_event_enable or is_joy_button_released_event_enable or is_joy_device_founded_event_enable or is_joy_device_removed_event_enable) end is_any_joy_event_enable: BOOLEAN assign set_is_any_joy_event_enable -- Is there any joystick event that is enable -- Enabled by default local l_query: INTEGER_32 do clear_error l_query := {GAME_SDL_EXTERNAL}.sdl_joystickeventstate ({GAME_SDL_EXTERNAL}.sdl_query) manage_error_code (l_query, "Error while querying joystick events activation.") Result := l_query = 1 end set_is_any_joy_event_enable (a_value: BOOLEAN) -- Assign to is_any_joy_event_enable the value of a_value do if a_value then enable_every_joy_events else disable_every_joy_events end ensure is_assign: is_any_joy_event_enable ~ a_value end enable_finger_touched_event -- Process the finger_touched_actions event. -- Enabled by default local l_error: NATURAL_8 do l_error := {GAME_SDL_EXTERNAL}.sdl_eventstate ({GAME_SDL_EXTERNAL}.sdl_fingerdown, {GAME_SDL_EXTERNAL}.sdl_enable) check l_error.to_integer_32 = {GAME_SDL_EXTERNAL}.sdl_enable end ensure is_event_enabled: is_finger_touched_event_enable end disable_finger_touched_event -- Ignore the finger_touched_actions event. -- Enabled by default local l_error: NATURAL_8 do l_error := {GAME_SDL_EXTERNAL}.sdl_eventstate ({GAME_SDL_EXTERNAL}.sdl_fingerdown, {GAME_SDL_EXTERNAL}.sdl_disable) check l_error.to_integer_32 = {GAME_SDL_EXTERNAL}.sdl_disable end ensure is_event_disabled: not is_finger_touched_event_enable end is_finger_touched_event_enable: BOOLEAN assign set_is_finger_touched_event_enable -- Is the finger_touched_actions event has to be process. -- Enabled by default local l_query: NATURAL_8 do l_query := {GAME_SDL_EXTERNAL}.sdl_eventstate ({GAME_SDL_EXTERNAL}.sdl_fingerdown, {GAME_SDL_EXTERNAL}.sdl_query) Result := l_query.to_integer_32 = {GAME_SDL_EXTERNAL}.sdl_enable end set_is_finger_touched_event_enable (a_value: BOOLEAN) -- Assign to is_finger_touched_event_enable the value of a_value do if a_value then enable_finger_touched_event else disable_finger_touched_event end ensure is_assign: is_finger_touched_event_enable ~ a_value end enable_finger_released_event -- Process the finger_released_actions event. -- Enabled by default local l_error: NATURAL_8 do l_error := {GAME_SDL_EXTERNAL}.sdl_eventstate ({GAME_SDL_EXTERNAL}.sdl_fingerup, {GAME_SDL_EXTERNAL}.sdl_enable) check l_error.to_integer_32 = {GAME_SDL_EXTERNAL}.sdl_enable end ensure is_event_enabled: is_finger_released_event_enable end disable_finger_released_event -- Ignore the finger_released_actions event. -- Enabled by default local l_error: NATURAL_8 do l_error := {GAME_SDL_EXTERNAL}.sdl_eventstate ({GAME_SDL_EXTERNAL}.sdl_fingerup, {GAME_SDL_EXTERNAL}.sdl_disable) check l_error.to_integer_32 = {GAME_SDL_EXTERNAL}.sdl_disable end ensure is_event_disabled: not is_finger_released_event_enable end is_finger_released_event_enable: BOOLEAN assign set_is_finger_released_event_enable -- Is the finger_released_actions event has to be process. -- Enabled by default local l_query: NATURAL_8 do l_query := {GAME_SDL_EXTERNAL}.sdl_eventstate ({GAME_SDL_EXTERNAL}.sdl_fingerup, {GAME_SDL_EXTERNAL}.sdl_query) Result := l_query.to_integer_32 = {GAME_SDL_EXTERNAL}.sdl_enable end set_is_finger_released_event_enable (a_value: BOOLEAN) -- Assign to is_finger_released_event_enable the value of a_value do if a_value then enable_finger_released_event else disable_finger_released_event end ensure is_assign: is_finger_released_event_enable ~ a_value end enable_finger_motion_event -- Process the finger_motion_actions event. -- Enabled by default local l_error: NATURAL_8 do l_error := {GAME_SDL_EXTERNAL}.sdl_eventstate ({GAME_SDL_EXTERNAL}.sdl_fingermotion, {GAME_SDL_EXTERNAL}.sdl_enable) check l_error.to_integer_32 = {GAME_SDL_EXTERNAL}.sdl_enable end ensure is_event_enabled: is_finger_motion_event_enable end disable_finger_motion_event -- Ignore the finger_motion_actions event. -- Enabled by default local l_error: NATURAL_8 do l_error := {GAME_SDL_EXTERNAL}.sdl_eventstate ({GAME_SDL_EXTERNAL}.sdl_fingermotion, {GAME_SDL_EXTERNAL}.sdl_disable) check l_error.to_integer_32 = {GAME_SDL_EXTERNAL}.sdl_disable end ensure is_event_disabled: not is_finger_motion_event_enable end is_finger_motion_event_enable: BOOLEAN assign set_is_finger_motion_event_enable -- Is the finger_motion_actions event has to be process. -- Enabled by default local l_query: NATURAL_8 do l_query := {GAME_SDL_EXTERNAL}.sdl_eventstate ({GAME_SDL_EXTERNAL}.sdl_fingermotion, {GAME_SDL_EXTERNAL}.sdl_query) Result := l_query.to_integer_32 = {GAME_SDL_EXTERNAL}.sdl_enable end set_is_finger_motion_event_enable (a_value: BOOLEAN) -- Assign to is_finger_motion_event_enable the value of a_value do if a_value then enable_finger_motion_event else disable_finger_motion_event end ensure is_assign: is_finger_motion_event_enable ~ a_value end enable_fingers_gesture_event -- Process the fingers_gesture_actions event. -- Enabled by default local l_error: NATURAL_8 do l_error := {GAME_SDL_EXTERNAL}.sdl_eventstate ({GAME_SDL_EXTERNAL}.sdl_multigesture, {GAME_SDL_EXTERNAL}.sdl_enable) check l_error.to_integer_32 = {GAME_SDL_EXTERNAL}.sdl_enable end ensure is_event_enabled: is_fingers_gesture_event_enable end disable_fingers_gesture_event -- Ignore the fingers_gesture_actions event. -- Enabled by default local l_error: NATURAL_8 do l_error := {GAME_SDL_EXTERNAL}.sdl_eventstate ({GAME_SDL_EXTERNAL}.sdl_multigesture, {GAME_SDL_EXTERNAL}.sdl_disable) check l_error.to_integer_32 = {GAME_SDL_EXTERNAL}.sdl_disable end ensure is_event_disabled: not is_fingers_gesture_event_enable end is_fingers_gesture_event_enable: BOOLEAN assign set_is_fingers_gesture_event_enable -- Is the fingers_gesture_actions event has to be process. -- Enabled by default local l_query: NATURAL_8 do l_query := {GAME_SDL_EXTERNAL}.sdl_eventstate ({GAME_SDL_EXTERNAL}.sdl_multigesture, {GAME_SDL_EXTERNAL}.sdl_query) Result := l_query.to_integer_32 = {GAME_SDL_EXTERNAL}.sdl_enable end set_is_fingers_gesture_event_enable (a_value: BOOLEAN) -- Assign to is_fingers_gesture_event_enable the value of a_value do if a_value then enable_fingers_gesture_event else disable_fingers_gesture_event end ensure is_assign: is_fingers_gesture_event_enable ~ a_value end enable_dollar_gesture_event -- Process the dollar_gesture_actions event. -- Enabled by default local l_error: NATURAL_8 do l_error := {GAME_SDL_EXTERNAL}.sdl_eventstate ({GAME_SDL_EXTERNAL}.sdl_dollargesture, {GAME_SDL_EXTERNAL}.sdl_enable) check l_error.to_integer_32 = {GAME_SDL_EXTERNAL}.sdl_enable end ensure is_event_enabled: is_dollar_gesture_event_enable end disable_dollar_gesture_event -- Ignore the dollar_gesture_actions event. -- Enabled by default local l_error: NATURAL_8 do l_error := {GAME_SDL_EXTERNAL}.sdl_eventstate ({GAME_SDL_EXTERNAL}.sdl_dollargesture, {GAME_SDL_EXTERNAL}.sdl_disable) check l_error.to_integer_32 = {GAME_SDL_EXTERNAL}.sdl_disable end ensure is_event_disabled: not is_dollar_gesture_event_enable end is_dollar_gesture_event_enable: BOOLEAN assign set_is_dollar_gesture_event_enable -- Is the dollar_gesture_actions event has to be process. -- Enabled by default local l_query: NATURAL_8 do l_query := {GAME_SDL_EXTERNAL}.sdl_eventstate ({GAME_SDL_EXTERNAL}.sdl_dollargesture, {GAME_SDL_EXTERNAL}.sdl_query) Result := l_query.to_integer_32 = {GAME_SDL_EXTERNAL}.sdl_enable end set_is_dollar_gesture_event_enable (a_value: BOOLEAN) -- Assign to is_dollar_gesture_event_enable the value of a_value do if a_value then enable_dollar_gesture_event else disable_dollar_gesture_event end ensure is_assign: is_dollar_gesture_event_enable ~ a_value end enable_dollar_record_event -- Process the dollar_record_actions event. -- Enabled by default local l_error: NATURAL_8 do l_error := {GAME_SDL_EXTERNAL}.sdl_eventstate ({GAME_SDL_EXTERNAL}.sdl_dollarrecord, {GAME_SDL_EXTERNAL}.sdl_enable) check l_error.to_integer_32 = {GAME_SDL_EXTERNAL}.sdl_enable end ensure is_event_enabled: is_dollar_record_event_enable end disable_dollar_record_event -- Ignore the dollar_record_actions event. -- Enabled by default local l_error: NATURAL_8 do l_error := {GAME_SDL_EXTERNAL}.sdl_eventstate ({GAME_SDL_EXTERNAL}.sdl_dollarrecord, {GAME_SDL_EXTERNAL}.sdl_disable) check l_error.to_integer_32 = {GAME_SDL_EXTERNAL}.sdl_disable end ensure is_event_disabled: not is_dollar_record_event_enable end is_dollar_record_event_enable: BOOLEAN assign set_is_dollar_record_event_enable -- Is the dollar_record_actions event has to be process. -- Enabled by default local l_query: NATURAL_8 do l_query := {GAME_SDL_EXTERNAL}.sdl_eventstate ({GAME_SDL_EXTERNAL}.sdl_dollarrecord, {GAME_SDL_EXTERNAL}.sdl_query) Result := l_query.to_integer_32 = {GAME_SDL_EXTERNAL}.sdl_enable end set_is_dollar_record_event_enable (a_value: BOOLEAN) -- Assign to is_dollar_record_event_enable the value of a_value do if a_value then enable_dollar_record_event else disable_dollar_record_event end ensure is_assign: is_dollar_record_event_enable ~ a_value end enable_file_dropped_event -- Process the file_dropped_actions event. -- Disable by default local l_error: NATURAL_8 do l_error := {GAME_SDL_EXTERNAL}.sdl_eventstate ({GAME_SDL_EXTERNAL}.sdl_dropfile, {GAME_SDL_EXTERNAL}.sdl_enable) check l_error.to_integer_32 = {GAME_SDL_EXTERNAL}.sdl_enable end ensure is_event_enabled: is_file_dropped_event_enable end disable_file_dropped_event -- Ignore the file_dropped_actions event. -- Disable by default local l_error: NATURAL_8 do l_error := {GAME_SDL_EXTERNAL}.sdl_eventstate ({GAME_SDL_EXTERNAL}.sdl_dropfile, {GAME_SDL_EXTERNAL}.sdl_disable) check l_error.to_integer_32 = {GAME_SDL_EXTERNAL}.sdl_disable end ensure is_event_disabled: not is_file_dropped_event_enable end is_file_dropped_event_enable: BOOLEAN assign set_is_file_dropped_event_enable -- Is the file_dropped_actions event has to be process. -- Disable by default local l_query: NATURAL_8 do l_query := {GAME_SDL_EXTERNAL}.sdl_eventstate ({GAME_SDL_EXTERNAL}.sdl_dropfile, {GAME_SDL_EXTERNAL}.sdl_query) Result := l_query.to_integer_32 = {GAME_SDL_EXTERNAL}.sdl_enable end set_is_file_dropped_event_enable (a_value: BOOLEAN) -- Assign to is_file_dropped_event_enable the value of a_value do if a_value then enable_file_dropped_event else disable_file_dropped_event end ensure is_assign: is_file_dropped_event_enable ~ a_value end game_library: detachable GAME_LIBRARY_CONTROLLER -- The library controller used by Current feature {GAME_SDL_ANY} -- Implementation clear_actions: ACTION_SEQUENCE -- Trigger before clear is execute. feature {GAME_LIBRARY_CONTROLLER} -- Implementation set_game_library (a_game_library: GAME_LIBRARY_CONTROLLER) -- Assign game_library with the provided a_game_library do game_library := a_game_library end feature {NONE} -- Implementation decode_event -- Analyse the event and launch the appropriate action. -- For optimisation purpose, this routine is quite long. local l_event_type: NATURAL_32 do l_event_type := {GAME_SDL_EXTERNAL}.get_event_struct_type (item) if l_event_type = {GAME_SDL_EXTERNAL}.sdl_quit then if not quit_signal_actions.is_empty then quit_signal_actions.call ({GAME_SDL_EXTERNAL}.get_quit_event_struct_timestamp (item)) end elseif l_event_type = {GAME_SDL_EXTERNAL}.sdl_windowevent then if not window_event_actions.is_empty then window_event_actions.call ({GAME_SDL_EXTERNAL}.get_window_event_struct_timestamp (item), {GAME_SDL_EXTERNAL}.get_window_event_struct_window_id (item), {GAME_SDL_EXTERNAL}.get_window_event_struct_event (item), {GAME_SDL_EXTERNAL}.get_window_event_struct_data1 (item), {GAME_SDL_EXTERNAL}.get_window_event_struct_data2 (item)) end elseif l_event_type = {GAME_SDL_EXTERNAL}.sdl_keydown then if not key_pressed_actions.is_empty then key_pressed_actions.call ({GAME_SDL_EXTERNAL}.get_keyboard_event_struct_timestamp (item), {GAME_SDL_EXTERNAL}.get_keyboard_event_struct_window_id (item), {GAME_SDL_EXTERNAL}.get_keyboard_event_struct_repeat (item), {GAME_SDL_EXTERNAL}.get_key_sym_struct_scancode ({GAME_SDL_EXTERNAL}.get_keyboard_event_struct_keysym_pointer (item)), {GAME_SDL_EXTERNAL}.get_key_sym_struct_sym ({GAME_SDL_EXTERNAL}.get_keyboard_event_struct_keysym_pointer (item)), {GAME_SDL_EXTERNAL}.get_key_sym_struct_mod ({GAME_SDL_EXTERNAL}.get_keyboard_event_struct_keysym_pointer (item))) end elseif l_event_type = {GAME_SDL_EXTERNAL}.sdl_keyup then if not key_released_actions.is_empty then key_released_actions.call ({GAME_SDL_EXTERNAL}.get_keyboard_event_struct_timestamp (item), {GAME_SDL_EXTERNAL}.get_keyboard_event_struct_window_id (item), {GAME_SDL_EXTERNAL}.get_keyboard_event_struct_repeat (item), {GAME_SDL_EXTERNAL}.get_key_sym_struct_scancode ({GAME_SDL_EXTERNAL}.get_keyboard_event_struct_keysym_pointer (item)), {GAME_SDL_EXTERNAL}.get_key_sym_struct_sym ({GAME_SDL_EXTERNAL}.get_keyboard_event_struct_keysym_pointer (item)), {GAME_SDL_EXTERNAL}.get_key_sym_struct_mod ({GAME_SDL_EXTERNAL}.get_keyboard_event_struct_keysym_pointer (item))) end elseif l_event_type = {GAME_SDL_EXTERNAL}.sdl_textediting then if not text_editing_actions.is_empty then text_editing_actions.call ({GAME_SDL_EXTERNAL}.get_text_editing_event_struct_timestamp (item), {GAME_SDL_EXTERNAL}.get_text_editing_event_struct_window_id (item), pointer_utf8_to_string_32 ({GAME_SDL_EXTERNAL}.get_text_editing_event_struct_text (item)), {GAME_SDL_EXTERNAL}.get_text_editing_event_struct_start (item), {GAME_SDL_EXTERNAL}.get_text_editing_event_struct_length (item)) end elseif l_event_type = {GAME_SDL_EXTERNAL}.sdl_textinput then if not text_input_actions.is_empty then text_input_actions.call ({GAME_SDL_EXTERNAL}.get_text_editing_event_struct_timestamp (item), {GAME_SDL_EXTERNAL}.get_text_editing_event_struct_window_id (item), pointer_utf8_to_string_32 ({GAME_SDL_EXTERNAL}.get_text_editing_event_struct_text (item))) end elseif l_event_type = {GAME_SDL_EXTERNAL}.sdl_mousemotion then if not mouse_motion_actions.is_empty then mouse_motion_actions.call ({GAME_SDL_EXTERNAL}.get_mouse_motion_event_struct_timestamp (item), {GAME_SDL_EXTERNAL}.get_mouse_motion_event_struct_window_id (item), {GAME_SDL_EXTERNAL}.get_mouse_motion_event_struct_which (item), {GAME_SDL_EXTERNAL}.get_mouse_motion_event_struct_state (item), {GAME_SDL_EXTERNAL}.get_mouse_motion_event_struct_x (item), {GAME_SDL_EXTERNAL}.get_mouse_motion_event_struct_y (item), {GAME_SDL_EXTERNAL}.get_mouse_motion_event_struct_xrel (item), {GAME_SDL_EXTERNAL}.get_mouse_motion_event_struct_yrel (item)) end elseif l_event_type = {GAME_SDL_EXTERNAL}.sdl_mousebuttondown then if not mouse_button_pressed_actions.is_empty then mouse_button_pressed_actions.call ({GAME_SDL_EXTERNAL}.get_mouse_button_event_struct_timestamp (item), {GAME_SDL_EXTERNAL}.get_mouse_button_event_struct_window_id (item), {GAME_SDL_EXTERNAL}.get_mouse_button_event_struct_which (item), {GAME_SDL_EXTERNAL}.get_mouse_button_event_struct_button (item), {GAME_SDL_EXTERNAL}.get_mouse_button_event_struct_clicks (item), {GAME_SDL_EXTERNAL}.get_mouse_button_event_struct_x (item), {GAME_SDL_EXTERNAL}.get_mouse_button_event_struct_y (item)) end elseif l_event_type = {GAME_SDL_EXTERNAL}.sdl_mousebuttonup then if not mouse_button_released_actions.is_empty then mouse_button_released_actions.call ({GAME_SDL_EXTERNAL}.get_mouse_button_event_struct_timestamp (item), {GAME_SDL_EXTERNAL}.get_mouse_button_event_struct_window_id (item), {GAME_SDL_EXTERNAL}.get_mouse_button_event_struct_which (item), {GAME_SDL_EXTERNAL}.get_mouse_button_event_struct_button (item), {GAME_SDL_EXTERNAL}.get_mouse_button_event_struct_clicks (item), {GAME_SDL_EXTERNAL}.get_mouse_button_event_struct_x (item), {GAME_SDL_EXTERNAL}.get_mouse_button_event_struct_y (item)) end elseif l_event_type = {GAME_SDL_EXTERNAL}.sdl_mousewheel then if not mouse_wheel_move_actions.is_empty then mouse_wheel_move_actions.call ({GAME_SDL_EXTERNAL}.get_mouse_wheel_event_struct_timestamp (item), {GAME_SDL_EXTERNAL}.get_mouse_wheel_event_struct_window_id (item), {GAME_SDL_EXTERNAL}.get_mouse_wheel_event_struct_which (item), {GAME_SDL_EXTERNAL}.get_mouse_wheel_event_struct_x (item), {GAME_SDL_EXTERNAL}.get_mouse_wheel_event_struct_y (item)) end elseif l_event_type = {GAME_SDL_EXTERNAL}.sdl_joyaxismotion then if not joy_axis_motion_actions.is_empty then joy_axis_motion_actions.call ({GAME_SDL_EXTERNAL}.get_joy_axis_event_struct_timestamp (item), {GAME_SDL_EXTERNAL}.get_joy_axis_event_struct_which (item), {GAME_SDL_EXTERNAL}.get_joy_axis_event_struct_axis (item), {GAME_SDL_EXTERNAL}.get_joy_axis_event_struct_value (item)) end elseif l_event_type = {GAME_SDL_EXTERNAL}.sdl_joyballmotion then if not joy_ball_motion_actions.is_empty then joy_ball_motion_actions.call ({GAME_SDL_EXTERNAL}.get_joy_ball_event_struct_timestamp (item), {GAME_SDL_EXTERNAL}.get_joy_ball_event_struct_which (item), {GAME_SDL_EXTERNAL}.get_joy_ball_event_struct_ball (item), {GAME_SDL_EXTERNAL}.get_joy_ball_event_struct_xrel (item), {GAME_SDL_EXTERNAL}.get_joy_ball_event_struct_yrel (item)) end elseif l_event_type = {GAME_SDL_EXTERNAL}.sdl_joyhatmotion then if not joy_hat_motion_actions.is_empty then joy_hat_motion_actions.call ({GAME_SDL_EXTERNAL}.get_joy_hat_event_struct_timestamp (item), {GAME_SDL_EXTERNAL}.get_joy_hat_event_struct_which (item), {GAME_SDL_EXTERNAL}.get_joy_hat_event_struct_hat (item), {GAME_SDL_EXTERNAL}.get_joy_hat_event_struct_value (item)) end elseif l_event_type = {GAME_SDL_EXTERNAL}.sdl_joybuttondown then if not joy_button_pressed_actions.is_empty then joy_button_pressed_actions.call ({GAME_SDL_EXTERNAL}.get_joy_button_event_struct_timestamp (item), {GAME_SDL_EXTERNAL}.get_joy_button_event_struct_which (item), {GAME_SDL_EXTERNAL}.get_joy_button_event_struct_button (item)) end elseif l_event_type = {GAME_SDL_EXTERNAL}.sdl_joybuttonup then if not joy_button_released_actions.is_empty then joy_button_released_actions.call ({GAME_SDL_EXTERNAL}.get_joy_button_event_struct_timestamp (item), {GAME_SDL_EXTERNAL}.get_joy_button_event_struct_which (item), {GAME_SDL_EXTERNAL}.get_joy_button_event_struct_button (item)) end elseif l_event_type = {GAME_SDL_EXTERNAL}.sdl_joydeviceadded then if not joy_device_founded_actions.is_empty then joy_device_founded_actions.call ({GAME_SDL_EXTERNAL}.get_joy_device_event_struct_timestamp (item), {GAME_SDL_EXTERNAL}.get_joy_device_event_struct_which (item)) end elseif l_event_type = {GAME_SDL_EXTERNAL}.sdl_joydeviceremoved then if not joy_device_removed_actions.is_empty then joy_device_removed_actions.call ({GAME_SDL_EXTERNAL}.get_joy_device_event_struct_timestamp (item), {GAME_SDL_EXTERNAL}.get_joy_device_event_struct_which (item)) end elseif l_event_type = {GAME_SDL_EXTERNAL}.sdl_multigesture then if not fingers_gesture_actions.is_empty then fingers_gesture_actions.call ({GAME_SDL_EXTERNAL}.get_multi_gesture_event_struct_timestamp (item), {GAME_SDL_EXTERNAL}.get_multi_gesture_event_struct_touch_id (item), {GAME_SDL_EXTERNAL}.get_multi_gesture_event_struct_num_fingers (item), {GAME_SDL_EXTERNAL}.get_multi_gesture_event_struct_x (item), {GAME_SDL_EXTERNAL}.get_multi_gesture_event_struct_y (item), {GAME_SDL_EXTERNAL}.get_multi_gesture_event_struct_dtheta (item), {GAME_SDL_EXTERNAL}.get_multi_gesture_event_struct_ddist (item)) end elseif l_event_type = {GAME_SDL_EXTERNAL}.sdl_fingermotion then if not finger_motion_actions.is_empty then finger_motion_actions.call ({GAME_SDL_EXTERNAL}.get_touch_finger_event_struct_timestamp (item), {GAME_SDL_EXTERNAL}.get_touch_finger_event_struct_touch_id (item), {GAME_SDL_EXTERNAL}.get_touch_finger_event_struct_finger_id (item), {GAME_SDL_EXTERNAL}.get_touch_finger_event_struct_x (item), {GAME_SDL_EXTERNAL}.get_touch_finger_event_struct_y (item), {GAME_SDL_EXTERNAL}.get_touch_finger_event_struct_dx (item), {GAME_SDL_EXTERNAL}.get_touch_finger_event_struct_dy (item), {GAME_SDL_EXTERNAL}.get_touch_finger_event_struct_pressure (item)) end elseif l_event_type = {GAME_SDL_EXTERNAL}.sdl_fingerup then if not finger_released_actions.is_empty then finger_released_actions.call ({GAME_SDL_EXTERNAL}.get_touch_finger_event_struct_timestamp (item), {GAME_SDL_EXTERNAL}.get_touch_finger_event_struct_touch_id (item), {GAME_SDL_EXTERNAL}.get_touch_finger_event_struct_finger_id (item), {GAME_SDL_EXTERNAL}.get_touch_finger_event_struct_x (item), {GAME_SDL_EXTERNAL}.get_touch_finger_event_struct_y (item), {GAME_SDL_EXTERNAL}.get_touch_finger_event_struct_dx (item), {GAME_SDL_EXTERNAL}.get_touch_finger_event_struct_dy (item), {GAME_SDL_EXTERNAL}.get_touch_finger_event_struct_pressure (item)) end elseif l_event_type = {GAME_SDL_EXTERNAL}.sdl_fingerdown then if not finger_touched_actions.is_empty then finger_touched_actions.call ({GAME_SDL_EXTERNAL}.get_touch_finger_event_struct_timestamp (item), {GAME_SDL_EXTERNAL}.get_touch_finger_event_struct_touch_id (item), {GAME_SDL_EXTERNAL}.get_touch_finger_event_struct_finger_id (item), {GAME_SDL_EXTERNAL}.get_touch_finger_event_struct_x (item), {GAME_SDL_EXTERNAL}.get_touch_finger_event_struct_y (item), {GAME_SDL_EXTERNAL}.get_touch_finger_event_struct_dx (item), {GAME_SDL_EXTERNAL}.get_touch_finger_event_struct_dy (item), {GAME_SDL_EXTERNAL}.get_touch_finger_event_struct_pressure (item)) end elseif l_event_type = {GAME_SDL_EXTERNAL}.sdl_dollargesture then if not dollar_gesture_actions.is_empty then dollar_gesture_actions.call ({GAME_SDL_EXTERNAL}.get_dollar_gesture_event_struct_timestamp (item), {GAME_SDL_EXTERNAL}.get_dollar_gesture_event_struct_touch_id (item), {GAME_SDL_EXTERNAL}.get_dollar_gesture_event_struct_gesture_id (item), {GAME_SDL_EXTERNAL}.get_dollar_gesture_event_struct_num_fingers (item), {GAME_SDL_EXTERNAL}.get_dollar_gesture_event_struct_x (item), {GAME_SDL_EXTERNAL}.get_dollar_gesture_event_struct_y (item), {GAME_SDL_EXTERNAL}.get_dollar_gesture_event_struct_error (item)) end elseif l_event_type = {GAME_SDL_EXTERNAL}.sdl_dollarrecord then if not dollar_record_actions.is_empty then dollar_record_actions.call ({GAME_SDL_EXTERNAL}.get_dollar_gesture_event_struct_timestamp (item), {GAME_SDL_EXTERNAL}.get_dollar_gesture_event_struct_touch_id (item), {GAME_SDL_EXTERNAL}.get_dollar_gesture_event_struct_gesture_id (item)) end elseif l_event_type = {GAME_SDL_EXTERNAL}.sdl_dropfile then manage_drop_file end end manage_drop_file -- Event that happen when a file is drag and dropped on the application local l_string: STRING_8 l_string_pointer: POINTER do l_string_pointer := {GAME_SDL_EXTERNAL}.get_drop_event_struct_file (item) if not file_dropped_actions.is_empty then create l_string.make_from_c (l_string_pointer); file_dropped_actions.call ([{GAME_SDL_EXTERNAL}.get_drop_event_struct_timestamp (item), create {STRING_8}.make_from_string (l_string)]) end {GAME_SDL_EXTERNAL}.sdl_free (l_string_pointer) end pointer_utf8_to_string_32 (l_utf8_pointer: POINTER): STRING_32 -- Generate a STRING_32 from the UTF8 C string pointed by l_utf8_pointer local l_to_covert: STRING_8 do create l_to_covert.make_from_c (l_utf8_pointer) Result := {UTF_CONVERTER}.utf_8_string_8_to_escaped_string_32 (l_to_covert) end structure_size: INTEGER_32 -- <Preucrsor> do Result := {GAME_SDL_EXTERNAL}.c_sizeof_sdl_event end end -- class GAME_EVENTS_CONTROLLER
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