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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