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

feature {NONE} -- Initialization

	default_create
			-- Process instances of classes with no creation clause.
			-- (Default: do nothing.)
			-- (from ANY)
		do
		end
	
feature -- Access

	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
		ensure -- from GAME_EVENTS
			running_unchanged: is_running = old is_running
		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

	events_controller: GAME_EVENTS_CONTROLLER
			-- Manage every internal events
			-- (from GAME_EVENTS)
		deferred
		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

	generating_type: TYPE [detachable GAME_WINDOW_EVENTS]
			-- 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)

	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

	is_running: BOOLEAN assign set_is_running
			-- Is Current active
			-- (from GAME_EVENTS)

	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

	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

	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

	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

	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

	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_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

	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_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

	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

	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

	run
			-- Put Current active.
		require -- from GAME_EVENTS
			run_not_already_running: not is_running
		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
		ensure -- from GAME_EVENTS
			is_running: is_running
		end

	set_is_running (a_value: BOOLEAN)
			-- Assign to is_running the value of a_value
			-- (from GAME_EVENTS)
		do
			if a_value then
				run
			else
				stop
			end
		ensure -- from GAME_EVENTS
			is_assign: is_running ~ a_value
		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

	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

	stop
			-- Put Current innactive.
		require -- from GAME_EVENTS
			stop_is_running: is_running
		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)
		ensure -- from GAME_EVENTS
			is_stopped: not is_running
		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
	
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_WINDOW_EVENTS): 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_WINDOW_EVENTS): 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_WINDOW_EVENTS): 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

	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

	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
	
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_WINDOW_EVENTS)
			-- 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_WINDOW_EVENTS)
			-- 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_WINDOW_EVENTS
			-- 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_WINDOW_EVENTS)
			-- 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_WINDOW_EVENTS
			-- 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_WINDOW_EVENTS
			-- 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_WINDOW_EVENTS
		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_WINDOW_EVENTS
			-- 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 {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

	close_request_actions_internal: detachable ACTION_SEQUENCE [NATURAL_32]
			-- Internal value of the close_request_actions lazy evaluated attribute

	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

	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

	id: NATURAL_32
			-- Internal event identifier of Current
		deferred
		end

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

	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

	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

	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

	maximize_actions_internal: detachable ACTION_SEQUENCE [NATURAL_32]
			-- Internal value of the maximize_actions lazy evaluated attribute

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

	minimize_actions_internal: detachable ACTION_SEQUENCE [NATURAL_32]
			-- Internal value of the minimize_actions lazy evaluated attribute

	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_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

	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_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

	move_actions_internal: detachable ACTION_SEQUENCE [NATURAL_32, INTEGER_32, INTEGER_32]
			-- Internal value of the move_actions lazy evaluated attribute

	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

	resize_actions_internal: detachable ACTION_SEQUENCE [NATURAL_32, INTEGER_32, INTEGER_32]
			-- Internal value of the resize_actions lazy evaluated attribute

	restore_actions_internal: detachable ACTION_SEQUENCE [NATURAL_32]
			-- Internal value of the restore_actions lazy evaluated attribute

	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

	show_actions_internal: detachable ACTION_SEQUENCE [NATURAL_32]
			-- Internal value of the show_actions lazy evaluated attribute

	size_change_actions_internal: detachable ACTION_SEQUENCE [NATURAL_32]
			-- Internal value of the size_change_actions lazy evaluated attribute

	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

	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
	
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}
		ensure -- from GAME_EVENTS
			make_event_is_running: is_running
		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)

end -- class GAME_WINDOW_EVENTS

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