note description: "Keyboard Events. To retreive the state of the keyboard. Must be return by an object of GAME_EVENT_CONTROLLER type." author: "Louis Marchand" date: "Sun, 04 Feb 2018 16:14:25 +0000" revision: "2.0" class GAME_KEY_EVENT inherit GAME_KEY GAME_KEY_MODIFIER rename has_none as has_no_modifier, has_left_shift as has_left_shift_modifier, has_right_shift as has_right_shift_modifier, has_left_ctrl as has_left_ctrl_modifier, has_right_ctrl as has_right_ctrl_modifier, has_left_alt as has_left_alt_modifier, has_right_alt as has_right_alt_modifier, has_left_gui as has_left_gui_modifier, has_right_gui as has_right_gui_modifier, has_num_lock as has_num_lock_modifier, has_caps_lock as has_caps_lock_modifier, has_alt_gr as has_alt_gr_modifier, has_ctrl as has_ctrl_modifier, has_shift as has_shift_modifier, has_alt as has_alt_modifier, has_gui as has_gui_modifier undefine out end create {GAME_SDL_ANY} make feature {NONE} -- Initialization make (a_physical_code, a_virtual_code: INTEGER_32; a_modifier: NATURAL_16; a_repeat: NATURAL_8) -- Initialization for Current. do physical_code := a_physical_code virtual_code := a_virtual_code repeat := a_repeat modifier := a_modifier end feature -- Access is_repeat: BOOLEAN -- The key is a repetition do Result := repeat /= 0 end feature -- Implementation repeat: NATURAL_8 -- Not 0 when the key event is an automatic repeted event modifier: NATURAL_16 -- The internal identificator of the modifiers pressed end -- class GAME_KEY_EVENT
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