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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