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

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 -- Initialization

	make
			-- Initialize current with given structure_size.
			-- (from MEMORY_STRUCTURE)
		local
			null: POINTER
		do
			internal_item := null
			create managed_pointer.make (structure_size)
			shared := False
		ensure -- from MEMORY_STRUCTURE
			not_shared: not shared
		end

	make_by_pointer (a_ptr: POINTER)
			-- Initialize current with a_ptr.
			-- (from MEMORY_STRUCTURE)
		require -- from MEMORY_STRUCTURE
			a_ptr_not_null: a_ptr /= default_pointer
		do
			internal_item := a_ptr
			managed_pointer := Void
			shared := True
		ensure -- from MEMORY_STRUCTURE
			shared: shared
		end
	
feature -- Access

	C_memory: INTEGER_32 = 2
			-- Code for the C memory managed
			-- by the garbage collector
			-- (from MEM_CONST)

	clear
			-- Remove every event in the system
		do
			clear_actions.call
			initialize_actions
		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

	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

	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

	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

	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

	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

	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

	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

	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

	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

	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

	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

	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

	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

	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

	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

	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

	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

	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

	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

	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

	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

	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

	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.

	Eiffel_memory: INTEGER_32 = 1
			-- Code for the Eiffel memory managed
			-- by the garbage collector
			-- (from MEM_CONST)

	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

	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

	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

	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

	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

	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

	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

	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

	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

	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

	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

	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

	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

	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

	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

	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

	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

	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

	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

	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

	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

	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

	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

	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.

	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.

	Full_collector: INTEGER_32 = 0
			-- Statistics for full collections
			-- (from MEM_CONST)

	game_library: detachable GAME_LIBRARY_CONTROLLER
			-- The library controller used by Current

	generating_type: TYPE [detachable GAME_EVENTS_CONTROLLER]
			-- Type of current object
			-- (type of which it is a direct instance)
			-- (from ANY)
		external
			"built_in"
		ensure -- from ANY
			generating_type_not_void: Result /= Void
		end

	generator: STRING_8
			-- Name of current object's generating class
			-- (base class of the type of which it is a direct instance)
			-- (from ANY)
		external
			"built_in"
		ensure -- from ANY
			generator_not_void: Result /= Void
			generator_not_empty: not Result.is_empty
		end

	has_error: BOOLEAN
			-- Is the library has generate an error
			-- (from GAME_ERROR_MANAGER)

	Incremental_collector: INTEGER_32 = 1
			-- Statistics for incremental collections
			-- (from MEM_CONST)

	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

	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

	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

	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

	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

	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

	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

	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

	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

	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

	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

	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

	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

	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

	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

	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

	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

	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

	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

	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

	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

	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

	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

	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

	item: POINTER
			-- Access to memory area.
			-- (from MEMORY_STRUCTURE)
		local
			m: like managed_pointer
		do
			if shared then
				Result := internal_item
			else
				m := managed_pointer
				if m /= Void then
					Result := m.item
				end
			end
		end

	iteration_actions: ACTION_SEQUENCE [NATURAL_32]
			-- Called at each game loop

	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_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.

	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

	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.

	last_error: READABLE_STRING_GENERAL
			-- The last error generate by the library
			-- (from GAME_SDL_ANY)
		local
			l_string: C_STRING
		do
			if is_manual_error then
				Result := Precursor {GAME_ERROR_MANAGER}
			else
				create l_string.make_by_pointer ({GAME_SDL_EXTERNAL}.sdl_geterror)
				Result := l_string.string
			end
		end

	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_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_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.

	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.

	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

	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

	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

	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

	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

	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

	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

	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

	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

	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

	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

	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

	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

	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

	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

	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

	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

	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

	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

	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

	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

	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

	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

	shared: BOOLEAN
			-- Is current memory area shared with others?
			-- (from MEMORY_STRUCTURE)

	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.

	Total_memory: INTEGER_32 = 0
			-- Code for all the memory managed
			-- by the garbage collector
			-- (from MEM_CONST)

	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
	
feature -- Measurement

	gc_statistics (collector_type: INTEGER_32): GC_INFO
			-- Garbage collection information for collector_type.
			-- (from MEMORY)
		require -- from MEMORY
			type_ok: collector_type = Full_collector or collector_type = Incremental_collector
		do
			create Result.make (collector_type)
		ensure -- from MEMORY
			instance_free: class
		end

	memory_statistics (memory_type: INTEGER_32): MEM_INFO
			-- Memory usage information for memory_type
			-- (from MEMORY)
		require -- from MEMORY
			type_ok: memory_type = Total_memory or memory_type = Eiffel_memory or memory_type = C_memory
		do
			create Result.make (memory_type)
		ensure -- from MEMORY
			instance_free: class
		end
	
feature -- Comparison

	frozen deep_equal (a: detachable ANY; b: like arg #1): BOOLEAN
			-- Are a and b either both void
			-- or attached to isomorphic object structures?
			-- (from ANY)
		do
			if a = Void then
				Result := b = Void
			else
				Result := b /= Void and then a.is_deep_equal (b)
			end
		ensure -- from ANY
			instance_free: class
			shallow_implies_deep: standard_equal (a, b) implies Result
			both_or_none_void: (a = Void) implies (Result = (b = Void))
			same_type: (Result and (a /= Void)) implies (b /= Void and then a.same_type (b))
			symmetric: Result implies deep_equal (b, a)
		end

	frozen equal (a: detachable ANY; b: like arg #1): BOOLEAN
			-- Are a and b either both void or attached
			-- to objects considered equal?
			-- (from ANY)
		do
			if a = Void then
				Result := b = Void
			else
				Result := b /= Void and then a.is_equal (b)
			end
		ensure -- from ANY
			instance_free: class
			definition: Result = (a = Void and b = Void) or else ((a /= Void and b /= Void) and then a.is_equal (b))
		end

	frozen is_deep_equal alias "≡≡≡" (other: GAME_EVENTS_CONTROLLER): BOOLEAN
			-- Are Current and other attached to isomorphic object structures?
			-- (from ANY)
		require -- from ANY
			other_not_void: other /= Void
		external
			"built_in"
		ensure -- from ANY
			shallow_implies_deep: standard_is_equal (other) implies Result
			same_type: Result implies same_type (other)
			symmetric: Result implies other.is_deep_equal (Current)
		end

	is_equal (other: GAME_EVENTS_CONTROLLER): BOOLEAN
			-- Is other attached to an object considered
			-- equal to current object?
			-- (from ANY)
		require -- from ANY
			other_not_void: other /= Void
		external
			"built_in"
		ensure -- from ANY
			symmetric: Result implies other ~ Current
			consistent: standard_is_equal (other) implies Result
		end

	frozen standard_equal (a: detachable ANY; b: like arg #1): BOOLEAN
			-- Are a and b either both void or attached to
			-- field-by-field identical objects of the same type?
			-- Always uses default object comparison criterion.
			-- (from ANY)
		do
			if a = Void then
				Result := b = Void
			else
				Result := b /= Void and then a.standard_is_equal (b)
			end
		ensure -- from ANY
			instance_free: class
			definition: Result = (a = Void and b = Void) or else ((a /= Void and b /= Void) and then a.standard_is_equal (b))
		end

	frozen standard_is_equal alias "≜" (other: GAME_EVENTS_CONTROLLER): BOOLEAN
			-- Is other attached to an object of the same type
			-- as current object, and field-by-field identical to it?
			-- (from ANY)
		require -- from ANY
			other_not_void: other /= Void
		external
			"built_in"
		ensure -- from ANY
			same_type: Result implies same_type (other)
			symmetric: Result implies other.standard_is_equal (Current)
		end
	
feature -- Status report

	chunk_size: INTEGER_32
			-- Minimal size of a memory chunk. The run-time always
			-- allocates a multiple of this size.
			-- If the environment variable EIF_MEMORY_CHUNK
			-- is defined, it is set to the closest reasonable
			-- value from it.
			-- (from MEMORY)
		external
			"C use %"eif_memory.h%""
		alias
			"eif_get_chunk_size"
		ensure -- from MEMORY
			instance_free: class
		end

	coalesce_period: INTEGER_32
			-- Period of full coalesce (in number of collections)
			-- If the environment variable EIF_FULL_COALESCE_PERIOD
			-- is defined, it is set to the closest reasonable
			-- value from it.
			-- If null, no full coalescing is launched.
			-- (from MEMORY)
		external
			"C use %"eif_memory.h%""
		alias
			"eif_coalesce_period"
		ensure -- from MEMORY
			instance_free: class
		end

	collecting: BOOLEAN
			-- Is garbage collection enabled?
			-- (from MEMORY)
		external
			"C use %"eif_memory.h%""
		alias
			"eif_gc_ison"
		ensure -- from MEMORY
			instance_free: class
		end

	collection_period: INTEGER_32
			-- Period of full collection.
			-- If the environment variable EIF_FULL_COLLECTION_PERIOD
			-- is defined, it is set to the closest reasonable
			-- value from it.
			-- If null, no full collection is launched.
			-- (from MEMORY)
		external
			"C use %"eif_memory.h%""
		alias
			"eif_mem_pget"
		ensure -- from MEMORY
			instance_free: class
		end

	conforms_to (other: ANY): BOOLEAN
			-- Does type of current object conform to type
			-- of other (as per Eiffel: The Language, chapter 13)?
			-- (from ANY)
		require -- from ANY
			other_not_void: other /= Void
		external
			"built_in"
		end

	exists: BOOLEAN
			-- Is allocated memory still allocated?
			-- (from MEMORY_STRUCTURE)
		do
			Result := item /= default_pointer
		end

	generation_object_limit: INTEGER_32
			-- Maximum size of object in generational scavenge zone.
			-- If the environment variable EIF_GS_LIMIT
			-- is defined, it is set to the closest reasonable
			-- value from it.
			-- (from MEMORY)
		external
			"C use %"eif_memory.h%""
		alias
			"eif_generation_object_limit"
		ensure -- from MEMORY
			instance_free: class
		end

	largest_coalesced_block: INTEGER_32
			-- Size of largest coalesced block since last call to
			-- largest_coalesced; 0 if none.
			-- (from MEMORY)
		external
			"C use %"eif_memory.h%""
		alias
			"eif_mem_largest"
		ensure -- from MEMORY
			instance_free: class
		end

	max_mem: INTEGER_32
			-- Maximum amount of bytes the run-time can allocate.
			-- (from MEMORY)
		external
			"C use %"eif_memory.h%""
		alias
			"eif_get_max_mem"
		ensure -- from MEMORY
			instance_free: class
		end

	memory_count_map: HASH_TABLE [INTEGER_32, INTEGER_32]
			-- Number of instances per dynamic type present in system.
			-- Same as memory_map except that no references on the objects themselves
			-- is kept.
			-- (from MEMORY)
		local
			i, nb, dtype: INTEGER_32
			l_spec: SPECIAL [ANY]
			l_item: ANY
		do
			l_spec := find_all_instances (Special_any_dynamic_type)
			create Result.make (100)
			from
				i := 0
				nb := l_spec.count
			until
				i >= nb
			loop
				l_item := l_spec.item (i)
				if l_item /= Void then
					dtype := l_item.generating_type.type_id;
					Result.search (dtype)
					if Result.found then
						Result.force (Result.found_item + 1, dtype)
					else
						Result.put (1, dtype)
					end
				end
				i := i + 1
			end
		ensure -- from MEMORY
			instance_free: class
		end

	memory_map: HASH_TABLE [ARRAYED_LIST [ANY], INTEGER_32]
			-- Retrieves all object in system as a table indexed by dynamic type
			-- where elements are all instances of a given data type.
			-- (from MEMORY)
		local
			i, nb, dtype: INTEGER_32
			l_spec: SPECIAL [ANY]
			l_item: ANY
			l_list: detachable ARRAYED_LIST [ANY]
			l_memory_count_map: HASH_TABLE [INTEGER_32, INTEGER_32]
		do
			l_spec := find_all_instances (Special_any_dynamic_type)
			create l_memory_count_map.make (100)
			from
				i := 0
				nb := l_spec.count
			until
				i >= nb
			loop
				l_item := l_spec.item (i)
				if l_item /= Void then
					dtype := l_item.generating_type.type_id;
					l_memory_count_map.force (l_memory_count_map.item (dtype) + 1, dtype)
				end
				i := i + 1
			end
			create Result.make (100)
			from
				i := 0
				nb := l_spec.count
			until
				i >= nb
			loop
				l_item := l_spec.item (i)
				if l_item /= Void then
					dtype := l_item.generating_type.type_id;
					Result.search (dtype)
					if Result.found and then attached Result.found_item as l_found_item then
						l_list := l_found_item
					else
						create l_list.make (l_memory_count_map.item (dtype));
						Result.put (l_list, dtype)
					end;
					l_list.extend (l_item)
				end
				i := i + 1
			end
		ensure -- from MEMORY
			instance_free: class
		end

	memory_threshold: INTEGER_32
			-- Minimum amount of bytes to be allocated before
			-- starting an automatic garbage collection.
			-- (from MEMORY)
		external
			"C use %"eif_memory.h%""
		alias
			"eif_mem_tget"
		ensure -- from MEMORY
			instance_free: class
		end

	objects_instance_of (an_object: ANY): SPECIAL [ANY]
			-- Objects that have same dynamic type as an_object.
			-- (from MEMORY)
		do
			Result := objects_instance_of_type (an_object.generating_type.type_id)
		ensure -- from MEMORY
			instance_free: class
		end

	objects_instance_of_type (a_type_id: INTEGER_32): SPECIAL [ANY]
			-- Objects that have same dynamic type as an_object.
			-- (from MEMORY)
		do
			Result := find_instance_of (a_type_id, Special_any_dynamic_type)
		ensure -- from MEMORY
			instance_free: class
		end

	referers (an_object: ANY): SPECIAL [ANY]
			-- Objects that refer to an_object.
			-- (from MEMORY)
		do
			Result := find_referers (an_object, Special_any_dynamic_type)
		ensure -- from MEMORY
			instance_free: class
		end

	same_type (other: ANY): BOOLEAN
			-- Is type of current object identical to type of other?
			-- (from ANY)
		require -- from ANY
			other_not_void: other /= Void
		external
			"built_in"
		ensure -- from ANY
			definition: Result = (conforms_to (other) and other.conforms_to (Current))
		end

	scavenge_zone_size: INTEGER_32
			-- Size of generational scavenge zone.
			-- If the environment variable EIF_MEMORY_SCAVENGE
			-- is defined, it is set to the closest reasonable
			-- value from it.
			-- (from MEMORY)
		external
			"C use %"eif_memory.h%""
		alias
			"eif_scavenge_zone_size"
		ensure -- from MEMORY
			instance_free: class
		end

	tenure: INTEGER_32
			-- Maximum age of object before being considered
			-- as old (old objects are not scanned during
			-- partial collection).
			-- If the environment variable EIF_TENURE_MAX
			-- is defined, it is set to the closest reasonable
			-- value from it.
			-- (from MEMORY)
		external
			"C use %"eif_memory.h%""
		alias
			"eif_tenure"
		ensure -- from MEMORY
			instance_free: class
		end
	
feature {NONE} -- Status report

	is_in_final_collect: BOOLEAN
			-- Is GC currently performing final collection
			-- after execution of current program?
			-- Safe to use in dispose.
			-- (from DISPOSABLE)
		external
			"C inline use %"eif_memory.h%""
		alias
			"return eif_is_in_final_collect;"
		end
	
feature -- Status setting

	allocate_compact
			-- Enter memory mode: will try to compact memory
			-- before requesting more from the operating system.
			-- (from MEMORY)
		external
			"C use %"eif_memory.h%""
		alias
			"eif_mem_slow"
		ensure -- from MEMORY
			instance_free: class
		end

	allocate_fast
			-- Enter speed mode: will optimize speed of memory
			-- allocation rather than memory usage.
			-- (from MEMORY)
		external
			"C use %"eif_memory.h%""
		alias
			"eif_mem_speed"
		ensure -- from MEMORY
			instance_free: class
		end

	allocate_tiny
			-- Enter tiny mode: will enter memory mode
			-- after having freed as much memory as possible.
			-- (from MEMORY)
		external
			"C use %"eif_memory.h%""
		alias
			"eif_mem_tiny"
		ensure -- from MEMORY
			instance_free: class
		end

	collection_off
			-- Disable garbage collection.
			-- (from MEMORY)
		external
			"C use %"eif_memory.h%""
		alias
			"eif_gc_stop"
		ensure -- from MEMORY
			instance_free: class
		end

	collection_on
			-- Enable garbage collection.
			-- (from MEMORY)
		external
			"C use %"eif_memory.h%""
		alias
			"eif_gc_run"
		ensure -- from MEMORY
			instance_free: class
		end

	disable_time_accounting
			-- Disable GC time accounting (default).
			-- (from MEMORY)
		do
			gc_monitoring (False)
		ensure -- from MEMORY
			instance_free: class
		end

	enable_time_accounting
			-- Enable GC time accouting, accessible in gc_statistics.
			-- (from MEMORY)
		do
			gc_monitoring (True)
		ensure -- from MEMORY
			instance_free: class
		end

	execute_without_collection (a_action: PROCEDURE)
			-- Execute a_action with the garbage collector disabled.
			-- If a_action modifies the status of collecting, we restore
			-- it no matter what at the end.
			-- (from MEMORY)
		require -- from MEMORY
			a_action_not_void: a_action /= Void
		local
			l_is_collecting: like collecting
			retried: BOOLEAN
		do
			if not retried then
				l_is_collecting := collecting
				if l_is_collecting then
					collection_off;
					a_action.call (Void)
					collection_on
				else
					a_action.call (Void)
					collection_off
				end
			else
				if l_is_collecting then
					collection_on
				else
					collection_off
				end
			end
		ensure -- from MEMORY
			instance_free: class
			collection_status_preserved: collecting = old collecting
		rescue
			retried := True
			retry
		end

	set_coalesce_period (value: INTEGER_32)
			-- Set coalesce_period. Every value collection,
			-- the Garbage Collector will coalesce
			-- the whole memory.
			-- (from MEMORY)
		require -- from MEMORY
			positive_value: value >= 0
		external
			"C use %"eif_memory.h%""
		alias
			"eif_set_coalesce_period"
		ensure -- from MEMORY
			instance_free: class
		end

	set_collection_period (value: INTEGER_32)
			-- Set collection_period. Every value collection,
			-- the Garbage collector will perform a collection
			-- on the whole memory (full collection), otherwise
			-- a simple partial collection is done.
			-- (from MEMORY)
		require -- from MEMORY
			positive_value: value >= 0
		external
			"C use %"eif_memory.h%""
		alias
			"eif_mem_pset"
		ensure -- from MEMORY
			instance_free: class
		end

	set_max_mem (value: INTEGER_32)
			-- Set the maximum amount of memory the run-time can allocate.
			-- (from MEMORY)
		require -- from MEMORY
			positive_value: value > 0
		external
			"C use %"eif_memory.h%""
		alias
			"eif_set_max_mem"
		ensure -- from MEMORY
			instance_free: class
		end

	set_memory_threshold (value: INTEGER_32)
			-- Set a new memory_threshold in bytes. Whenever the memory
			-- allocated for Eiffel reaches this value, an automatic
			-- collection is performed.
			-- (from MEMORY)
		require -- from MEMORY
			positive_value: value > 0
		external
			"C use %"eif_memory.h%""
		alias
			"eif_mem_tset"
		ensure -- from MEMORY
			instance_free: class
		end
	
feature -- Removal

	collect
			-- Force a partial collection cycle if garbage
			-- collection is enabled; do nothing otherwise.
			-- (from MEMORY)
		external
			"C use %"eif_memory.h%""
		ensure -- from MEMORY
			instance_free: class
		end

	dispose
			-- Action to be executed just before garbage collection
			-- reclaims an object.
			-- Default version does nothing; redefine in descendants
			-- to perform specific dispose actions. Those actions
			-- should only take care of freeing external resources;
			-- they should not perform remote calls on other objects
			-- since these may also be dead and reclaimed.
			-- (from MEMORY)
		do
		end

	free (object: ANY)
			-- Free object, by-passing garbage collection.
			-- Erratic behavior will result if the object is still
			-- referenced.
			-- (from MEMORY)
		external
			"built_in static"
		ensure -- from MEMORY
			instance_free: class
		end

	full_coalesce
			-- Coalesce the whole memory: merge adjacent free
			-- blocks to reduce fragmentation. Useful, when
			-- a lot of memory is allocated with garbage collector off.
			-- (from MEMORY)
		external
			"C use %"eif_memory.h%""
		alias
			"eif_mem_coalesc"
		ensure -- from MEMORY
			instance_free: class
		end

	full_collect
			-- Force a full collection cycle if garbage
			-- collection is enabled; do nothing otherwise.
			-- (from MEMORY)
		external
			"C use %"eif_memory.h%""
		alias
			"plsc"
		ensure -- from MEMORY
			instance_free: class
		end
	
feature -- Duplication

	frozen clone (other: detachable ANY): like other
		obsolete "Use `twin' instead. [2017-05-31]"
			-- Void if other is void; otherwise new object
			-- equal to other
			--
			-- For non-void other, clone calls copy;
			-- to change copying/cloning semantics, redefine copy.
			-- (from ANY)
		do
			if other /= Void then
				Result := other.twin
			end
		ensure -- from ANY
			instance_free: class
			equal: Result ~ other
		end

	copy (other: GAME_EVENTS_CONTROLLER)
			-- Update current object using fields of object attached
			-- to other, so as to yield equal objects.
			-- (from ANY)
		require -- from ANY
			other_not_void: other /= Void
			type_identity: same_type (other)
		external
			"built_in"
		ensure -- from ANY
			is_equal: Current ~ other
		end

	frozen deep_clone (other: detachable ANY): like other
		obsolete "Use `deep_twin' instead. [2017-05-31]"
			-- Void if other is void: otherwise, new object structure
			-- recursively duplicated from the one attached to other
			-- (from ANY)
		do
			if other /= Void then
				Result := other.deep_twin
			end
		ensure -- from ANY
			instance_free: class
			deep_equal: deep_equal (other, Result)
		end

	frozen deep_copy (other: GAME_EVENTS_CONTROLLER)
			-- Effect equivalent to that of:
			--		copy (other . deep_twin)
			-- (from ANY)
		require -- from ANY
			other_not_void: other /= Void
		do
			copy (other.deep_twin)
		ensure -- from ANY
			deep_equal: deep_equal (Current, other)
		end

	frozen deep_twin: GAME_EVENTS_CONTROLLER
			-- New object structure recursively duplicated from Current.
			-- (from ANY)
		external
			"built_in"
		ensure -- from ANY
			deep_twin_not_void: Result /= Void
			deep_equal: deep_equal (Current, Result)
		end

	frozen standard_clone (other: detachable ANY): like other
		obsolete "Use `standard_twin' instead. [2017-05-31]"
			-- Void if other is void; otherwise new object
			-- field-by-field identical to other.
			-- Always uses default copying semantics.
			-- (from ANY)
		do
			if other /= Void then
				Result := other.standard_twin
			end
		ensure -- from ANY
			instance_free: class
			equal: standard_equal (Result, other)
		end

	frozen standard_copy (other: GAME_EVENTS_CONTROLLER)
			-- Copy every field of other onto corresponding field
			-- of current object.
			-- (from ANY)
		require -- from ANY
			other_not_void: other /= Void
			type_identity: same_type (other)
		external
			"built_in"
		ensure -- from ANY
			is_standard_equal: standard_is_equal (other)
		end

	frozen standard_twin: GAME_EVENTS_CONTROLLER
			-- New object field-by-field identical to other.
			-- Always uses default copying semantics.
			-- (from ANY)
		external
			"built_in"
		ensure -- from ANY
			standard_twin_not_void: Result /= Void
			equal: standard_equal (Result, Current)
		end

	frozen twin: GAME_EVENTS_CONTROLLER
			-- New object equal to Current
			-- twin calls copy; to change copying/twinning semantics, redefine copy.
			-- (from ANY)
		external
			"built_in"
		ensure -- from ANY
			twin_not_void: Result /= Void
			is_equal: Result ~ Current
		end
	
feature -- Basic operations

	frozen as_attached: attached GAME_EVENTS_CONTROLLER
		obsolete "Remove calls to this feature. [2017-05-31]"
			-- Attached version of Current.
			-- (Can be used during transitional period to convert
			-- non-void-safe classes to void-safe ones.)
			-- (from ANY)
		do
			Result := Current
		end

	frozen default: detachable GAME_EVENTS_CONTROLLER
			-- Default value of object's type
			-- (from ANY)
		do
		end

	frozen default_pointer: POINTER
			-- Default value of type POINTER
			-- (Avoid the need to write p.default for
			-- some p of type POINTER.)
			-- (from ANY)
		do
		ensure -- from ANY
			instance_free: class
		end

	default_rescue
			-- Process exception for routines with no Rescue clause.
			-- (Default: do nothing.)
			-- (from ANY)
		do
		end

	frozen do_nothing
			-- Execute a null action.
			-- (from ANY)
		do
		ensure -- from ANY
			instance_free: class
		end
	
feature {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

	clear_error
			-- Remove error pending in Current
			-- (from GAME_SDL_ANY)
		require -- from  GAME_ERROR_MANAGER
			True
		do
			{GAME_SDL_EXTERNAL}.sdl_clearerror
			Precursor {GAME_ERROR_MANAGER}
			is_manual_error := False
		ensure -- from GAME_ERROR_MANAGER
			no_error: not has_error
		ensure then -- from GAME_SDL_ANY
			no_error: not is_manual_error
		end

	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

	disable_print_on_error
			-- Desactive the print_on_error functionnality.
			-- (from GAME_ERROR_MANAGER)
		do
			Print_on_error_internal.put (False)
		end

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

	find_all_instances (result_type: INTEGER_32): SPECIAL [ANY]
			-- (from MEMORY)
		external
			"C signature (EIF_INTEGER): EIF_REFERENCE use %"eif_traverse.h%""
		ensure -- from MEMORY
			instance_free: class
		end

	find_instance_of (dtype, result_type: INTEGER_32): SPECIAL [ANY]
			-- (from MEMORY)
		external
			"C signature (EIF_INTEGER, EIF_INTEGER): EIF_REFERENCE use %"eif_traverse.h%""
		ensure -- from MEMORY
			instance_free: class
		end

	find_referers (target: ANY; result_type: INTEGER_32): SPECIAL [ANY]
			-- (from MEMORY)
		external
			"built_in static"
		ensure -- from MEMORY
			instance_free: class
		end

	gc_monitoring (flag: BOOLEAN)
			-- Set up GC monitoring according to flag
			-- (from MEMORY)
		external
			"C use %"eif_memory.h%""
		alias
			"eif_gc_mon"
		ensure -- from MEMORY
			instance_free: class
		end

	internal_item: POINTER
			-- Pointer holding value when shared.
			-- (from MEMORY_STRUCTURE)

	is_manual_error: BOOLEAN
			-- Is the current pending error is a manual error (using manual_error as message)
			-- (from GAME_SDL_ANY)

	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

	manage_error_boolean (a_boolean: BOOLEAN; a_message: READABLE_STRING_GENERAL)
			-- Create an error if a_boolean is false.
			-- If there is an error, append a_message to the error message
			-- on the SDL2 library
			-- (from GAME_SDL_ANY)
		do
			if not a_boolean then
				if Print_on_error_internal.item then
					Io.Error.put_string (a_message.to_string_8 + "%N");
					Io.Error.put_string (last_error.to_string_8 + "%N")
				end
				has_error := True
			end
		ensure -- from GAME_SDL_ANY
				not a_boolean implies has_error
		end

	manage_error_code (a_error_code: INTEGER_32; a_message: READABLE_STRING_GENERAL)
			-- If needed create an error depending of the error code a_code.
			-- If there is an error, append a_message to the error message
			-- on the SDL2 library
			-- (from GAME_SDL_ANY)
		do
			if a_error_code < 0 then
				if Print_on_error_internal.item then
					Io.Error.put_string (a_message.to_string_8 + "%N");
					Io.Error.put_string (last_error.to_string_8 + "%N")
				end
				has_error := True
			end
		end

	manage_error_pointer (a_pointer: POINTER; a_message: READABLE_STRING_GENERAL)
			-- Create an error if a_pointer is not valid.
			-- If there is an error, append a_message to the error message
			-- on the SDL2 library
			-- (from GAME_SDL_ANY)
		do
			if a_pointer.is_default_pointer then
				if Print_on_error_internal.item then
					Io.Error.put_string (a_message.to_string_8 + "%N");
					Io.Error.put_string (last_error.to_string_8 + "%N")
				end
				has_error := True
			end
		ensure -- from GAME_SDL_ANY
				a_pointer.is_default_pointer implies has_error
		end

	managed_pointer: detachable MANAGED_POINTER
			-- Hold memory area in a managed way.
			-- (from MEMORY_STRUCTURE)

	manual_error: detachable READABLE_STRING_GENERAL
			-- The specific message for the last error
			-- (from GAME_ERROR_MANAGER)

	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

	print_on_error: BOOLEAN
			-- When an error occured, the library will print
			-- informations about the error on the error console
			-- output (default is True).
			-- (from GAME_ERROR_MANAGER)
		do
			Result := Print_on_error_internal.item
		end

	Print_on_error_internal: CELL [BOOLEAN]
			-- True when an error occured,
			-- The library will print it right away.
			-- (from GAME_ERROR_MANAGER)
		once ("PROCESS")
			create Result.put (True)
		end

	put_manual_error (a_general_message, a_specific_error: READABLE_STRING_GENERAL)
			-- Create an error using a_general_error for the debug information
			-- and a_specific_error for the lasting information
			-- (from GAME_SDL_ANY)
		do
			is_manual_error := True
			Precursor {GAME_ERROR_MANAGER} (a_general_message, a_specific_error)
		ensure -- from GAME_ERROR_MANAGER
				has_error
		end

	set_print_on_error (a_value: BOOLEAN)
			-- Assign to print_on_error the value of a_value
			-- (from GAME_ERROR_MANAGER)
		do
			if a_value then
				enable_print_on_error
			else
				disable_print_on_error
			end
		ensure -- from GAME_ERROR_MANAGER
			is_assign: print_on_error ~ a_value
		end

	Special_any_dynamic_type: INTEGER_32
			-- Dynamic type ID of an instance of SPECIAL [ANY]
			-- (from MEMORY)
		once
			Result := ({SPECIAL [ANY]}).type_id
		ensure -- from MEMORY
			instance_free: class
		end
	
feature -- Implementation

	structure_size: INTEGER_32
			-- <Preucrsor>
		do
			Result := {GAME_SDL_EXTERNAL}.c_sizeof_sdl_event
		ensure -- from MEMORY_STRUCTURE
			is_class: class
			positive_result: Result > 0
		end
	
feature -- Output

	Io: STD_FILES
			-- Handle to standard file setup
			-- (from ANY)
		once
			create Result;
			Result.set_output_default
		ensure -- from ANY
			instance_free: class
			io_not_void: Result /= Void
		end

	out: STRING_8
			-- New string containing terse printable representation
			-- of current object
			-- (from ANY)
		do
			Result := tagged_out
		ensure -- from ANY
			out_not_void: Result /= Void
		end

	print (o: detachable ANY)
			-- Write terse external representation of o
			-- on standard output.
			-- (from ANY)
		local
			s: READABLE_STRING_8
		do
			if attached o then
				s := o.out
				if attached {READABLE_STRING_32} s as s32 then
					Io.put_string_32 (s32)
				elseif attached {READABLE_STRING_8} s as s8 then
					Io.put_string (s8)
				else
					Io.put_string_32 (s.as_string_32)
				end
			end
		ensure -- from ANY
			instance_free: class
		end

	frozen tagged_out: STRING_8
			-- New string containing terse printable representation
			-- of current object
			-- (from ANY)
		external
			"built_in"
		ensure -- from ANY
			tagged_out_not_void: Result /= Void
		end
	
feature -- Platform

	Operating_environment: OPERATING_ENVIRONMENT
			-- Objects available from the operating system
			-- (from ANY)
		once
			create Result
		ensure -- from ANY
			instance_free: class
			operating_environment_not_void: Result /= Void
		end
	
feature {NONE} -- Retrieval

	frozen internal_correct_mismatch
			-- Called from runtime to perform a proper dynamic dispatch on correct_mismatch
			-- from MISMATCH_CORRECTOR.
			-- (from ANY)
		local
			l_msg: STRING_32
			l_exc: EXCEPTIONS
		do
			if attached {MISMATCH_CORRECTOR} Current as l_corrector then
				l_corrector.correct_mismatch
			else
				create l_msg.make_from_string ("Mismatch: ".as_string_32)
				create l_exc;
				l_msg.append (generating_type.name_32);
				l_exc.raise_retrieval_exception (l_msg)
			end
		end
	
invariant
		-- from ANY
	reflexive_equality: standard_is_equal (Current)
	reflexive_conformance: conforms_to (Current)

		-- from MEMORY_STRUCTURE
	managed_pointer_valid: not shared implies managed_pointer /= Void
	internal_item_valid: shared implies internal_item /= default_pointer

end -- class GAME_EVENTS_CONTROLLER

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