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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