note description: "Every events that can happend on a GAME_WINDOW" author: "Louis Marchand" date: "Wed, 01 Apr 2015 19:04:20 +0000" revision: "2.0" deferred class GAME_WINDOW_EVENTS inherit GAME_EVENTS redefine make end feature {NONE} -- Initialisation make -- Initialization of Current do window_events_callback := agent (a_timestamp, a_window_id: NATURAL_32; a_event_type: NATURAL_8; a_data1, a_data2: INTEGER_32) do window_events_dispatcher (a_timestamp, a_window_id, a_event_type, a_data1, a_data2) end key_pressed_events_callback := agent (a_timestamp, a_window_id: NATURAL_32; a_repeat: NATURAL_8; a_scancode, a_keycode: INTEGER_32; a_modifier: NATURAL_16) do key_pressed_events_dispatcher (a_timestamp, a_window_id, a_repeat, a_scancode, a_keycode, a_modifier) end key_released_events_callback := agent (a_timestamp, a_window_id: NATURAL_32; a_repeat: NATURAL_8; a_scancode, a_keycode: INTEGER_32; a_modifier: NATURAL_16) do key_released_events_dispatcher (a_timestamp, a_window_id, a_repeat, a_scancode, a_keycode, a_modifier) end text_editing_events_callback := agent (a_timestamp, a_window_id: NATURAL_32; a_text: STRING_32; a_start, a_lenght: INTEGER_32) do text_editing_events_dispatcher (a_timestamp, a_window_id, a_text, a_start, a_lenght) end text_input_events_callback := agent (a_timestamp, a_window_id: NATURAL_32; a_text: STRING_32) do text_input_events_dispatcher (a_timestamp, a_window_id, a_text) end mouse_motion_events_callback := agent (a_timestamp, a_window_id, a_mouse_id, a_state: NATURAL_32; a_x, a_y, a_x_relative, a_y_relative: INTEGER_32) do mouse_motion_events_dispatcher (a_timestamp, a_window_id, a_mouse_id, a_state, a_x, a_y, a_x_relative, a_y_relative) end mouse_button_pressed_events_callback := agent (a_timestamp, a_window_id, a_mouse_id: NATURAL_32; a_button, a_clicks: NATURAL_8; a_x, a_y: INTEGER_32) do mouse_button_pressed_events_dispatcher (a_timestamp, a_window_id, a_mouse_id, a_button, a_clicks, a_x, a_y) end mouse_button_released_events_callback := agent (a_timestamp, a_window_id, a_mouse_id: NATURAL_32; a_button, a_clicks: NATURAL_8; a_x, a_y: INTEGER_32) do mouse_button_released_events_dispatcher (a_timestamp, a_window_id, a_mouse_id, a_button, a_clicks, a_x, a_y) end mouse_wheel_move_events_callback := agent (a_timestamp, a_window_id, a_mouse_id: NATURAL_32; a_x, a_y: INTEGER_32) do mouse_wheel_move_events_dispatcher (a_timestamp, a_window_id, a_mouse_id, a_x, a_y) end Precursor {GAME_EVENTS} end feature -- Access stop -- Put Current innactive. do is_running := False; events_controller.window_event_actions.prune_all (window_events_callback); events_controller.key_pressed_actions.prune_all (key_pressed_events_callback); events_controller.text_editing_actions.prune_all (text_editing_events_callback); events_controller.text_input_actions.prune_all (text_input_events_callback); events_controller.mouse_motion_actions.prune_all (mouse_motion_events_callback); events_controller.mouse_button_pressed_actions.prune_all (mouse_button_pressed_events_callback); events_controller.mouse_button_released_actions.prune_all (mouse_button_released_events_callback); events_controller.mouse_wheel_move_actions.prune_all (mouse_wheel_move_events_callback) end run -- Put Current active. do is_running := True if attached show_actions_internal or attached hide_actions_internal or attached expose_actions_internal or attached move_actions_internal or attached resize_actions_internal or attached size_change_actions_internal or attached minimize_actions_internal or attached maximize_actions_internal or attached restore_actions_internal or attached mouse_enter_actions_internal or attached mouse_leave_actions_internal or attached keyboard_focus_gain_actions_internal or attached keyboard_focus_lost_actions_internal or attached close_request_actions_internal then events_controller.window_event_actions.extend (window_events_callback) end if attached key_pressed_actions_internal then events_controller.key_pressed_actions.extend (key_pressed_events_callback) end if attached key_released_actions_internal then events_controller.key_released_actions.extend (key_released_events_callback) end if attached text_editing_actions_internal then events_controller.text_editing_actions.extend (text_editing_events_callback) end if attached text_input_actions_internal then events_controller.text_input_actions.extend (text_input_events_callback) end if attached mouse_motion_actions_internal then events_controller.mouse_motion_actions.extend (mouse_motion_events_callback) end if attached mouse_button_pressed_actions_internal then events_controller.mouse_button_pressed_actions.extend (mouse_button_pressed_events_callback) end if attached mouse_button_released_actions_internal then events_controller.mouse_button_released_actions.extend (mouse_button_released_events_callback) end if attached mouse_wheel_move_actions_internal then events_controller.mouse_wheel_move_actions.extend (mouse_wheel_move_events_callback) end end clear -- Remove all events. local l_was_running: BOOLEAN do l_was_running := is_running if is_running then stop end show_actions_internal := Void hide_actions_internal := Void expose_actions_internal := Void move_actions_internal := Void resize_actions_internal := Void size_change_actions_internal := Void minimize_actions_internal := Void maximize_actions_internal := Void restore_actions_internal := Void mouse_enter_actions_internal := Void mouse_leave_actions_internal := Void keyboard_focus_gain_actions_internal := Void keyboard_focus_lost_actions_internal := Void close_request_actions_internal := Void key_pressed_actions_internal := Void key_released_actions_internal := Void text_editing_actions_internal := Void text_input_actions_internal := Void mouse_motion_actions_internal := Void mouse_button_pressed_actions_internal := Void mouse_button_released_actions_internal := Void mouse_wheel_move_actions_internal := Void if l_was_running then run end end show_actions: ACTION_SEQUENCE [NATURAL_32] -- When Current is show. require window_events_enabled: events_controller.is_window_event_enable do if attached show_actions_internal as la_show_actions_internal then Result := la_show_actions_internal else create Result if is_running and not events_controller.window_event_actions.has (window_events_callback) then events_controller.window_event_actions.extend (window_events_callback) end show_actions_internal := Result end end hide_actions: ACTION_SEQUENCE [NATURAL_32] -- When Current is hide. require window_events_enabled: events_controller.is_window_event_enable do if attached hide_actions_internal as la_hide_actions_internal then Result := la_hide_actions_internal else create Result if is_running and not events_controller.window_event_actions.has (window_events_callback) then events_controller.window_event_actions.extend (window_events_callback) end hide_actions_internal := Result end end expose_actions: ACTION_SEQUENCE [NATURAL_32] -- When Current is exposed and should be redraw. require window_events_enabled: events_controller.is_window_event_enable do if attached expose_actions_internal as la_expose_actions_internal then Result := la_expose_actions_internal else create Result if is_running and not events_controller.window_event_actions.has (window_events_callback) then events_controller.window_event_actions.extend (window_events_callback) end expose_actions_internal := Result end end move_actions: ACTION_SEQUENCE [NATURAL_32, INTEGER_32, INTEGER_32] -- When Current has been moved to (x,y). require window_events_enabled: events_controller.is_window_event_enable do if attached move_actions_internal as la_move_actions_internal then Result := la_move_actions_internal else create Result if is_running and not events_controller.window_event_actions.has (window_events_callback) then events_controller.window_event_actions.extend (window_events_callback) end move_actions_internal := Result end end resize_actions: ACTION_SEQUENCE [NATURAL_32, INTEGER_32, INTEGER_32] -- When Current has been resized by the user (external to the game library) -- to widthxheight. Always precceded by a size_change_actions events. -- Note: This event is not trigger by the GAME_WINDOW.set_size or GAME_WINDOW.set_full_screen -- Routines require window_events_enabled: events_controller.is_window_event_enable do if attached resize_actions_internal as la_resize_actions_internal then Result := la_resize_actions_internal else create Result if is_running and not events_controller.window_event_actions.has (window_events_callback) then events_controller.window_event_actions.extend (window_events_callback) end resize_actions_internal := Result end end size_change_actions: ACTION_SEQUENCE [NATURAL_32] -- When Current has been resized. -- Note: Trigger when a user resize the window (external to the game library) or when a -- call to the GAME_WINDOW.set_size or GAME_WINDOW.set_full_screen routines has -- been use. require window_events_enabled: events_controller.is_window_event_enable do if attached size_change_actions_internal as la_size_change_actions_internal then Result := la_size_change_actions_internal else create Result if is_running and not events_controller.window_event_actions.has (window_events_callback) then events_controller.window_event_actions.extend (window_events_callback) end size_change_actions_internal := Result end end minimize_actions: ACTION_SEQUENCE [NATURAL_32] -- When Current has been minimized. require window_events_enabled: events_controller.is_window_event_enable do if attached minimize_actions_internal as la_minimize_actions_internal then Result := la_minimize_actions_internal else create Result if is_running and not events_controller.window_event_actions.has (window_events_callback) then events_controller.window_event_actions.extend (window_events_callback) end minimize_actions_internal := Result end end maximize_actions: ACTION_SEQUENCE [NATURAL_32] -- When Current has been maximized. require window_events_enabled: events_controller.is_window_event_enable do if attached maximize_actions_internal as la_maximize_actions_internal then Result := la_maximize_actions_internal else create Result if is_running and not events_controller.window_event_actions.has (window_events_callback) then events_controller.window_event_actions.extend (window_events_callback) end maximize_actions_internal := Result end end restore_actions: ACTION_SEQUENCE [NATURAL_32] -- When Current has been restored to normal size and position. require window_events_enabled: events_controller.is_window_event_enable do if attached restore_actions_internal as la_restore_actions_internal then Result := la_restore_actions_internal else create Result if is_running and not events_controller.window_event_actions.has (window_events_callback) then events_controller.window_event_actions.extend (window_events_callback) end restore_actions_internal := Result end end mouse_enter_actions: ACTION_SEQUENCE [NATURAL_32] -- When Current has gained mouse focus. require window_events_enabled: events_controller.is_window_event_enable do if attached mouse_enter_actions_internal as la_mouse_enter_actions_internal then Result := la_mouse_enter_actions_internal else create Result if is_running and not events_controller.window_event_actions.has (window_events_callback) then events_controller.window_event_actions.extend (window_events_callback) end mouse_enter_actions_internal := Result end end mouse_leave_actions: ACTION_SEQUENCE [NATURAL_32] -- When Current has lost mouse focus. require window_events_enabled: events_controller.is_window_event_enable do if attached mouse_leave_actions_internal as la_mouse_leave_actions_internal then Result := la_mouse_leave_actions_internal else create Result if is_running and not events_controller.window_event_actions.has (window_events_callback) then events_controller.window_event_actions.extend (window_events_callback) end mouse_leave_actions_internal := Result end end keyboard_focus_gain_actions: ACTION_SEQUENCE [NATURAL_32] -- When Current has gain keyboard focus. require window_events_enabled: events_controller.is_window_event_enable do if attached keyboard_focus_gain_actions_internal as la_keyboard_focus_gain_actions_internal then Result := la_keyboard_focus_gain_actions_internal else create Result if is_running and not events_controller.window_event_actions.has (window_events_callback) then events_controller.window_event_actions.extend (window_events_callback) end keyboard_focus_gain_actions_internal := Result end end keyboard_focus_lost_actions: ACTION_SEQUENCE [NATURAL_32] -- When Current has lost keyboard focus. require window_events_enabled: events_controller.is_window_event_enable do if attached keyboard_focus_lost_actions_internal as la_keyboard_focus_lost_actions_internal then Result := la_keyboard_focus_lost_actions_internal else create Result if is_running and not events_controller.window_event_actions.has (window_events_callback) then events_controller.window_event_actions.extend (window_events_callback) end keyboard_focus_lost_actions_internal := Result end end close_request_actions: ACTION_SEQUENCE [NATURAL_32] -- When the Window manager request that Current be closed. require window_events_enabled: events_controller.is_window_event_enable do if attached close_request_actions_internal as la_close_request_actions_internal then Result := la_close_request_actions_internal else create Result if is_running and not events_controller.window_event_actions.has (window_events_callback) then events_controller.window_event_actions.extend (window_events_callback) end close_request_actions_internal := Result end end key_pressed_actions: ACTION_SEQUENCE [NATURAL_32, GAME_KEY_EVENT] -- When a key (represented by key_state) has been pressed. require key_released_events_enabled: events_controller.is_key_pressed_event_enable do if attached key_pressed_actions_internal as la_key_pressed_actions_internal then Result := la_key_pressed_actions_internal else create Result if is_running and not events_controller.key_pressed_actions.has (key_pressed_events_callback) then events_controller.key_pressed_actions.extend (key_pressed_events_callback) end key_pressed_actions_internal := Result end end key_released_actions: ACTION_SEQUENCE [NATURAL_32, GAME_KEY_EVENT] -- When a key (represented by key_state) has been released. require key_released_events_enabled: events_controller.is_key_released_event_enable do if attached key_released_actions_internal as la_key_released_actions_internal then Result := la_key_released_actions_internal else create Result if is_running and not events_controller.key_released_actions.has (key_released_events_callback) then events_controller.key_released_actions.extend (key_released_events_callback) end key_released_actions_internal := Result end end text_editing_actions: ACTION_SEQUENCE [NATURAL_32, STRING_32, INTEGER_32, INTEGER_32] -- When a text has been edited in Current. do if attached text_editing_actions_internal as la_text_editing_actions_internal then Result := la_text_editing_actions_internal else create Result if is_running and not events_controller.text_editing_actions.has (text_editing_events_callback) then events_controller.text_editing_actions.extend (text_editing_events_callback) end text_editing_actions_internal := Result end end text_input_actions: ACTION_SEQUENCE [NATURAL_32, STRING_32] -- When a new text has been entered in Current. do if attached text_input_actions_internal as la_text_input_actions_internal then Result := la_text_input_actions_internal else create Result if is_running and not events_controller.text_input_actions.has (text_input_events_callback) then events_controller.text_input_actions.extend (text_input_events_callback) end text_input_actions_internal := Result end end mouse_motion_actions: ACTION_SEQUENCE [NATURAL_32, GAME_MOUSE_MOTION_EVENT, INTEGER_32, INTEGER_32] -- When a mouse represented by mouse_state has been moved in Current. -- The difference between the old position and the new (delta_x,delta_y) require mouse_motion_events_enabled: events_controller.is_mouse_motion_event_enable do if attached mouse_motion_actions_internal as la_mouse_motion_actions_internal then Result := la_mouse_motion_actions_internal else create Result if is_running and not events_controller.mouse_motion_actions.has (mouse_motion_events_callback) then events_controller.mouse_motion_actions.extend (mouse_motion_events_callback) end mouse_motion_actions_internal := Result end end mouse_button_pressed_actions: ACTION_SEQUENCE [NATURAL_32, GAME_MOUSE_BUTTON_PRESS_EVENT, NATURAL_8] -- When a mouse represented by mouse_state has been pressed for the nb_clicks times require mouse_button_pressed_events_enabled: events_controller.is_mouse_button_pressed_event_enable do if attached mouse_button_pressed_actions_internal as la_mouse_button_pressed_actions_internal then Result := la_mouse_button_pressed_actions_internal else create Result if is_running and not events_controller.mouse_button_pressed_actions.has (mouse_button_pressed_events_callback) then events_controller.mouse_button_pressed_actions.extend (mouse_button_pressed_events_callback) end mouse_button_pressed_actions_internal := Result end end mouse_button_released_actions: ACTION_SEQUENCE [NATURAL_32, GAME_MOUSE_BUTTON_RELEASE_EVENT, NATURAL_8] -- When a mouse represented by mouse_state has been released for the nb_clicks times require mouse_button_released_events_enabled: events_controller.is_mouse_button_released_event_enable do if attached mouse_button_released_actions_internal as la_mouse_button_released_actions_internal then Result := la_mouse_button_released_actions_internal else create Result if is_running and not events_controller.mouse_button_released_actions.has (mouse_button_released_events_callback) then events_controller.mouse_button_released_actions.extend (mouse_button_released_events_callback) end mouse_button_released_actions_internal := Result end end mouse_wheel_move_actions: ACTION_SEQUENCE [NATURAL_32, GAME_MOUSE_EVENT, INTEGER_32, INTEGER_32] -- When the wheel of a mouse represented by mouse_state has been moved. -- The difference between the old wheel position and the new one is (delta_x,delta_y) -- When delta_x is positive, the wheel has been move up, and when negative, it has been moved down -- When delta_y is positive, the wheel has been move right, and when negative, it has been moved left require mouse_wheel_move_events_enabled: events_controller.is_mouse_wheel_event_enable do if attached mouse_wheel_move_actions_internal as la_mouse_wheel_move_actions_internal then Result := la_mouse_wheel_move_actions_internal else create Result if is_running and not events_controller.mouse_wheel_move_actions.has (mouse_wheel_move_events_callback) then events_controller.mouse_wheel_move_actions.extend (mouse_wheel_move_events_callback) end mouse_wheel_move_actions_internal := Result end end feature {NONE} -- Implementation show_actions_internal: detachable ACTION_SEQUENCE [NATURAL_32] -- Internal value of the show_actions lazy evaluated attribute expose_actions_internal: detachable ACTION_SEQUENCE [NATURAL_32] -- Internal value of the expose_actions lazy evaluated attribute hide_actions_internal: detachable ACTION_SEQUENCE [NATURAL_32] -- Internal value of the hide_actions lazy evaluated attribute move_actions_internal: detachable ACTION_SEQUENCE [NATURAL_32, INTEGER_32, INTEGER_32] -- Internal value of the move_actions lazy evaluated attribute resize_actions_internal: detachable ACTION_SEQUENCE [NATURAL_32, INTEGER_32, INTEGER_32] -- Internal value of the resize_actions lazy evaluated attribute size_change_actions_internal: detachable ACTION_SEQUENCE [NATURAL_32] -- Internal value of the size_change_actions lazy evaluated attribute minimize_actions_internal: detachable ACTION_SEQUENCE [NATURAL_32] -- Internal value of the minimize_actions lazy evaluated attribute maximize_actions_internal: detachable ACTION_SEQUENCE [NATURAL_32] -- Internal value of the maximize_actions lazy evaluated attribute restore_actions_internal: detachable ACTION_SEQUENCE [NATURAL_32] -- Internal value of the restore_actions lazy evaluated attribute mouse_enter_actions_internal: detachable ACTION_SEQUENCE [NATURAL_32] -- Internal value of the mouse_enter_actions lazy evaluated attribute mouse_leave_actions_internal: detachable ACTION_SEQUENCE [NATURAL_32] -- Internal value of the mouse_leave_actions lazy evaluated attribute keyboard_focus_gain_actions_internal: detachable ACTION_SEQUENCE [NATURAL_32] -- Internal value of the keyboard_focus_gain_actions lazy evaluated attribute keyboard_focus_lost_actions_internal: detachable ACTION_SEQUENCE [NATURAL_32] -- Internal value of the keyboard_focus_lost_actions lazy evaluated attribute close_request_actions_internal: detachable ACTION_SEQUENCE [NATURAL_32] -- Internal value of the close_request_actions lazy evaluated attribute window_events_callback: PROCEDURE [NATURAL_32, NATURAL_32, NATURAL_8, INTEGER_32, INTEGER_32] -- Callback used to register Current in the events_controller for those ACTION_SEQUENCE: -- show_actions, expose_actions, hide_actions, move_actions, resize_actions, -- size_change_actions, minimize_actions, maximize_actions, restore_actions, -- mouse_enter_actions, mouse_leave_actions, keyboard_focus_gain_actions, -- keyboard_focus_lost_actions and close_request_actions window_events_dispatcher (a_timestamp, a_window_id: NATURAL_32; a_event_type: NATURAL_8; a_data1, a_data2: INTEGER_32) -- The dispatcher receiving event from the window_events_callback and dispatch them to those -- ACTION_SEQUENCE: show_actions, expose_actions, hide_actions, move_actions, -- resize_actions, size_change_actions, minimize_actions, maximize_actions, -- restore_actions, mouse_enter_actions, mouse_leave_actions, -- keyboard_focus_gain_actions, keyboard_focus_lost_actions and close_request_actions do if a_window_id = id or a_window_id = 0 then if a_event_type = {GAME_SDL_EXTERNAL}.sdl_windowevent_shown then if attached show_actions_internal as actions then actions.call ([a_timestamp]) end elseif a_event_type = {GAME_SDL_EXTERNAL}.sdl_windowevent_hidden then if attached hide_actions_internal as actions then actions.call ([a_timestamp]) end elseif a_event_type = {GAME_SDL_EXTERNAL}.sdl_windowevent_exposed then if attached expose_actions_internal as actions then actions.call ([a_timestamp]) end elseif a_event_type = {GAME_SDL_EXTERNAL}.sdl_windowevent_moved then if attached move_actions_internal as actions then actions.call ([a_timestamp, a_data1, a_data2]) end elseif a_event_type = {GAME_SDL_EXTERNAL}.sdl_windowevent_resized then if attached resize_actions_internal as actions then actions.call ([a_timestamp, a_data1, a_data2]) end elseif a_event_type = {GAME_SDL_EXTERNAL}.sdl_windowevent_size_changed then if attached size_change_actions_internal as actions then actions.call ([a_timestamp]) end elseif a_event_type = {GAME_SDL_EXTERNAL}.sdl_windowevent_minimized then if attached minimize_actions_internal as actions then actions.call ([a_timestamp]) end elseif a_event_type = {GAME_SDL_EXTERNAL}.sdl_windowevent_maximized then if attached maximize_actions_internal as actions then actions.call ([a_timestamp]) end elseif a_event_type = {GAME_SDL_EXTERNAL}.sdl_windowevent_restored then if attached restore_actions_internal as actions then actions.call ([a_timestamp]) end elseif a_event_type = {GAME_SDL_EXTERNAL}.sdl_windowevent_enter then if attached mouse_enter_actions_internal as actions then actions.call ([a_timestamp]) end elseif a_event_type = {GAME_SDL_EXTERNAL}.sdl_windowevent_leave then if attached mouse_leave_actions_internal as actions then actions.call ([a_timestamp]) end elseif a_event_type = {GAME_SDL_EXTERNAL}.sdl_windowevent_focus_gained then if attached keyboard_focus_gain_actions_internal as actions then actions.call ([a_timestamp]) end elseif a_event_type = {GAME_SDL_EXTERNAL}.sdl_windowevent_focus_lost then if attached keyboard_focus_lost_actions_internal as actions then actions.call ([a_timestamp]) end elseif a_event_type = {GAME_SDL_EXTERNAL}.sdl_windowevent_close then if attached close_request_actions_internal as actions then actions.call ([a_timestamp]) end end end end key_pressed_actions_internal: detachable ACTION_SEQUENCE [NATURAL_32, GAME_KEY_EVENT] -- Internal value of the key_pressed_actions lazy evaluated attribute key_pressed_events_callback: PROCEDURE [NATURAL_32, NATURAL_32, NATURAL_8, INTEGER_32, INTEGER_32, NATURAL_16] -- Callback used to register Current in the events_controller for the -- key_pressed_actions ACTION_SEQUENCE key_pressed_events_dispatcher (a_timestamp, a_window_id: NATURAL_32; a_repeat: NATURAL_8; a_scancode, a_keycode: INTEGER_32; a_modifier: NATURAL_16) -- The dispatcher receiving event from the key_pressed_events_callback and dispatch them to -- the key_pressed_actions ACTION_SEQUENCE local l_keyboard_state: GAME_KEY_EVENT do if (a_window_id = id or a_window_id = 0) and then attached key_pressed_actions_internal as actions then create l_keyboard_state.make (a_scancode, a_keycode, a_modifier, a_repeat); actions.call (a_timestamp, l_keyboard_state) end end key_released_actions_internal: detachable ACTION_SEQUENCE [NATURAL_32, GAME_KEY_EVENT] -- Internal value of the key_released_actions lazy evaluated attribute key_released_events_callback: PROCEDURE [NATURAL_32, NATURAL_32, NATURAL_8, INTEGER_32, INTEGER_32, NATURAL_16] -- Callback used to register Current in the events_controller for the -- key_released_actions ACTION_SEQUENCE key_released_events_dispatcher (a_timestamp, a_window_id: NATURAL_32; a_repeat: NATURAL_8; a_scancode, a_keycode: INTEGER_32; a_modifier: NATURAL_16) -- The dispatcher receiving event from the key_released_events_callback and dispatch them to -- the key_released_actions ACTION_SEQUENCE local l_keyboard_state: GAME_KEY_EVENT do if (a_window_id = id or a_window_id = 0) and then attached key_released_actions_internal as actions then create l_keyboard_state.make (a_scancode, a_keycode, a_modifier, a_repeat); actions.call (a_timestamp, l_keyboard_state) end end text_editing_actions_internal: detachable ACTION_SEQUENCE [NATURAL_32, STRING_32, INTEGER_32, INTEGER_32] -- Internal value of the text_editing_actions lazy evaluated attribute text_editing_events_callback: PROCEDURE [NATURAL_32, NATURAL_32, STRING_32, INTEGER_32, INTEGER_32] -- Callback used to register Current in the events_controller for the -- text_editing_actions ACTION_SEQUENCE text_editing_events_dispatcher (a_timestamp, a_window_id: NATURAL_32; a_text: STRING_32; a_start, a_lenght: INTEGER_32) -- The dispatcher receiving event from the text_editing_events_callback and dispatch them to -- the text_editing_actions ACTION_SEQUENCE do if (a_window_id = id or a_window_id = 0) and then attached text_editing_actions_internal as actions then actions.call (a_timestamp, a_text, a_start, a_lenght) end end text_input_actions_internal: detachable ACTION_SEQUENCE [NATURAL_32, STRING_32] -- Internal value of the text_input_actions lazy evaluated attribute text_input_events_callback: PROCEDURE [NATURAL_32, NATURAL_32, STRING_32] -- Callback used to register Current in the events_controller for the -- text_input_actions ACTION_SEQUENCE text_input_events_dispatcher (a_timestamp, a_window_id: NATURAL_32; a_text: STRING_32) -- The dispatcher receiving event from the text_input_events_callback and dispatch them to -- the text_input_actions ACTION_SEQUENCE do if (a_window_id = id or a_window_id = 0) and then attached text_input_actions_internal as actions then actions.call (a_timestamp, a_text) end end mouse_motion_actions_internal: detachable ACTION_SEQUENCE [NATURAL_32, GAME_MOUSE_MOTION_EVENT, INTEGER_32, INTEGER_32] -- Internal value of the mouse_motion_actions lazy evaluated attribute mouse_motion_events_callback: PROCEDURE [NATURAL_32, NATURAL_32, NATURAL_32, NATURAL_32, INTEGER_32, INTEGER_32, INTEGER_32, INTEGER_32] -- Callback used to register Current in the events_controller for the -- mouse_motion_actions ACTION_SEQUENCE mouse_motion_events_dispatcher (a_timestamp, a_window_id, a_mouse_id, a_state: NATURAL_32; a_x, a_y, a_x_relative, a_y_relative: INTEGER_32) -- The dispatcher receiving event from the mouse_motion_events_callback and dispatch them to -- the mouse_motion_actions ACTION_SEQUENCE local l_mouse_state: GAME_MOUSE_MOTION_EVENT do if (a_window_id = id or a_window_id = 0) and then attached mouse_motion_actions_internal as actions then create l_mouse_state.make (a_mouse_id, a_state, a_x, a_y); actions.call (a_timestamp, l_mouse_state, a_x_relative, a_y_relative) end end mouse_button_pressed_actions_internal: detachable ACTION_SEQUENCE [NATURAL_32, GAME_MOUSE_BUTTON_PRESS_EVENT, NATURAL_8] -- Internal value of the mouse_button_pressed_actions lazy evaluated attribute mouse_button_pressed_events_callback: PROCEDURE [NATURAL_32, NATURAL_32, NATURAL_32, NATURAL_8, NATURAL_8, INTEGER_32, INTEGER_32] -- Callback used to register Current in the events_controller for the -- mouse_button_pressed_actions ACTION_SEQUENCE mouse_button_pressed_events_dispatcher (a_timestamp, a_window_id, a_mouse_id: NATURAL_32; a_button, a_clicks: NATURAL_8; a_x, a_y: INTEGER_32) -- The dispatcher receiving event from the mouse_button_pressed_events_callback and dispatch them to -- the mouse_button_pressed_actions ACTION_SEQUENCE local l_mouse_state: GAME_MOUSE_BUTTON_PRESS_EVENT do if (a_window_id = id or a_window_id = 0) and then attached mouse_button_pressed_actions_internal as actions then create l_mouse_state.make (a_mouse_id, a_button.to_natural_32, a_x, a_y); actions.call (a_timestamp, l_mouse_state, a_clicks) end end mouse_button_released_actions_internal: detachable ACTION_SEQUENCE [NATURAL_32, GAME_MOUSE_BUTTON_RELEASE_EVENT, NATURAL_8] -- Internal value of the mouse_button_released_actions lazy evaluated attribute mouse_button_released_events_callback: PROCEDURE [NATURAL_32, NATURAL_32, NATURAL_32, NATURAL_8, NATURAL_8, INTEGER_32, INTEGER_32] -- Callback used to register Current in the events_controller for the -- mouse_button_released_actions ACTION_SEQUENCE mouse_button_released_events_dispatcher (a_timestamp, a_window_id, a_mouse_id: NATURAL_32; a_button, a_clicks: NATURAL_8; a_x, a_y: INTEGER_32) -- The dispatcher receiving event from the mouse_button_released_events_callback and dispatch them to -- the mouse_button_released_actions ACTION_SEQUENCE local l_mouse_state: GAME_MOUSE_BUTTON_RELEASE_EVENT do if (a_window_id = id or a_window_id = 0) and then attached mouse_button_released_actions_internal as actions then create l_mouse_state.make (a_mouse_id, a_button.to_natural_32, a_x, a_y); actions.call (a_timestamp, l_mouse_state, a_clicks) end end mouse_wheel_move_actions_internal: detachable ACTION_SEQUENCE [NATURAL_32, GAME_MOUSE_EVENT, INTEGER_32, INTEGER_32] -- Internal value of the mouse_wheel_move_actions lazy evaluated attribute mouse_wheel_move_events_callback: PROCEDURE [NATURAL_32, NATURAL_32, NATURAL_32, INTEGER_32, INTEGER_32] -- Callback used to register Current in the events_controller for the -- mouse_wheel_move_actions ACTION_SEQUENCE mouse_wheel_move_events_dispatcher (a_timestamp, a_window_id, a_mouse_id: NATURAL_32; a_x, a_y: INTEGER_32) -- The dispatcher receiving event from the mouse_wheel_move_events_callback and dispatch them to -- the mouse_wheel_move_actions ACTION_SEQUENCE do if (a_window_id = id or a_window_id = 0) and then attached mouse_wheel_move_actions_internal as actions then actions.call (a_timestamp, create {GAME_MOUSE_EVENT}.make (a_mouse_id), a_x, a_y) end end id: NATURAL_32 -- Internal event identifier of Current deferred end end -- class GAME_WINDOW_EVENTS
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