note description: "A physical keyboard key." author: "Louis Marchand" date: "Sun, 30 Apr 2017 15:08:50 +0000" revision: "2.1" deferred class GAME_PHYSICAL_KEY feature {NONE} -- Initialization default_create -- Process instances of classes with no creation clause. -- (Default: do nothing.) -- (from ANY) do end feature -- Access generating_type: TYPE [detachable GAME_PHYSICAL_KEY] -- 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 is_0: BOOLEAN -- Current represent the physical 0 key do Result := physical_code = {GAME_SDL_SCANCODE}.sdl_scancode_0 end is_1: BOOLEAN -- Current represent the physical 1 key do Result := physical_code = {GAME_SDL_SCANCODE}.sdl_scancode_1 end is_2: BOOLEAN -- Current represent the physical 2 key do Result := physical_code = {GAME_SDL_SCANCODE}.sdl_scancode_2 end is_3: BOOLEAN -- Current represent the physical 3 key do Result := physical_code = {GAME_SDL_SCANCODE}.sdl_scancode_3 end is_4: BOOLEAN -- Current represent the physical 4 key do Result := physical_code = {GAME_SDL_SCANCODE}.sdl_scancode_4 end is_5: BOOLEAN -- Current represent the physical 5 key do Result := physical_code = {GAME_SDL_SCANCODE}.sdl_scancode_5 end is_6: BOOLEAN -- Current represent the physical 6 key do Result := physical_code = {GAME_SDL_SCANCODE}.sdl_scancode_6 end is_7: BOOLEAN -- Current represent the physical 7 key do Result := physical_code = {GAME_SDL_SCANCODE}.sdl_scancode_7 end is_8: BOOLEAN -- Current represent the physical 8 key do Result := physical_code = {GAME_SDL_SCANCODE}.sdl_scancode_8 end is_9: BOOLEAN -- Current represent the physical 9 key do Result := physical_code = {GAME_SDL_SCANCODE}.sdl_scancode_9 end is_a: BOOLEAN -- Current represent the physical a key do Result := physical_code = {GAME_SDL_SCANCODE}.sdl_scancode_a end is_again: BOOLEAN -- Current represent the physical again key do Result := physical_code = {GAME_SDL_SCANCODE}.sdl_scancode_again end is_apostrophe: BOOLEAN -- Current represent the physical apostrophe key do Result := physical_code = {GAME_SDL_SCANCODE}.sdl_scancode_apostrophe end is_app_1: BOOLEAN -- Current represent the physical app 1 key do Result := physical_code = {GAME_SDL_SCANCODE}.sdl_scancode_app1 end is_app_2: BOOLEAN -- Current represent the physical app 2 key do Result := physical_code = {GAME_SDL_SCANCODE}.sdl_scancode_app2 end is_application: BOOLEAN -- Current represent the physical application key do Result := physical_code = {GAME_SDL_SCANCODE}.sdl_scancode_application end is_application_control_back: BOOLEAN -- Current represent the physical back key of the application_control keypad do Result := physical_code = {GAME_SDL_SCANCODE}.sdl_scancode_ac_back end is_application_control_bookmarks: BOOLEAN -- Current represent the physical bookmarks key of the application_control keypad do Result := physical_code = {GAME_SDL_SCANCODE}.sdl_scancode_ac_bookmarks end is_application_control_forward: BOOLEAN -- Current represent the physical forward key of the application_control keypad do Result := physical_code = {GAME_SDL_SCANCODE}.sdl_scancode_ac_forward end is_application_control_home: BOOLEAN -- Current represent the physical home key of the application_control keypad do Result := physical_code = {GAME_SDL_SCANCODE}.sdl_scancode_ac_home end is_application_control_refresh: BOOLEAN -- Current represent the physical refresh key of the application_control keypad do Result := physical_code = {GAME_SDL_SCANCODE}.sdl_scancode_ac_refresh end is_application_control_search: BOOLEAN -- Current represent the physical search key of the application_control keypad do Result := physical_code = {GAME_SDL_SCANCODE}.sdl_scancode_ac_search end is_application_control_stop: BOOLEAN -- Current represent the physical stop key of the application_control keypad do Result := physical_code = {GAME_SDL_SCANCODE}.sdl_scancode_ac_stop end is_as400_keypad_equals: BOOLEAN -- Current represent the physical keypad equals key for as400 keyboard do Result := physical_code = {GAME_SDL_SCANCODE}.sdl_scancode_kp_equalsas400 end is_audio_mute: BOOLEAN -- Current represent the physical audio mute key do Result := physical_code = {GAME_SDL_SCANCODE}.sdl_scancode_audiomute end is_audio_next: BOOLEAN -- Current represent the physical audio next key do Result := physical_code = {GAME_SDL_SCANCODE}.sdl_scancode_audionext end is_audio_play: BOOLEAN -- Current represent the physical audio play key do Result := physical_code = {GAME_SDL_SCANCODE}.sdl_scancode_audioplay end is_audio_prev: BOOLEAN -- Current represent the physical audio prev key do Result := physical_code = {GAME_SDL_SCANCODE}.sdl_scancode_audioprev end is_audio_stop: BOOLEAN -- Current represent the physical audio stop key do Result := physical_code = {GAME_SDL_SCANCODE}.sdl_scancode_audiostop end is_b: BOOLEAN -- Current represent the physical b key do Result := physical_code = {GAME_SDL_SCANCODE}.sdl_scancode_b end is_backslash: BOOLEAN -- Current represent the physical backslash key do Result := physical_code = {GAME_SDL_SCANCODE}.sdl_scancode_backslash end is_backspace: BOOLEAN -- Current represent the physical backspace key do Result := physical_code = {GAME_SDL_SCANCODE}.sdl_scancode_backspace end is_brightness_down: BOOLEAN -- Current represent the physical brightness down key do Result := physical_code = {GAME_SDL_SCANCODE}.sdl_scancode_brightnessdown end is_brightness_up: BOOLEAN -- Current represent the physical brightness up key do Result := physical_code = {GAME_SDL_SCANCODE}.sdl_scancode_brightnessup end is_c: BOOLEAN -- Current represent the physical c key do Result := physical_code = {GAME_SDL_SCANCODE}.sdl_scancode_c end is_calculator: BOOLEAN -- Current represent the physical calculator key do Result := physical_code = {GAME_SDL_SCANCODE}.sdl_scancode_calculator end is_cancel: BOOLEAN -- Current represent the physical cancel key do Result := physical_code = {GAME_SDL_SCANCODE}.sdl_scancode_cancel end is_caps_lock: BOOLEAN -- Current represent the physical caps lock key do Result := physical_code = {GAME_SDL_SCANCODE}.sdl_scancode_capslock end is_clear: BOOLEAN -- Current represent the physical clear key do Result := physical_code = {GAME_SDL_SCANCODE}.sdl_scancode_clear end is_clear_again: BOOLEAN -- Current represent the physical clear/again key do Result := physical_code = {GAME_SDL_SCANCODE}.sdl_scancode_clearagain end is_comma: BOOLEAN -- Current represent the physical comma key do Result := physical_code = {GAME_SDL_SCANCODE}.sdl_scancode_comma end is_computer: BOOLEAN -- Current represent the physical computer key do Result := physical_code = {GAME_SDL_SCANCODE}.sdl_scancode_computer end is_copy: BOOLEAN -- Current represent the physical copy key do Result := physical_code = {GAME_SDL_SCANCODE}.sdl_scancode_copy end is_crsel: BOOLEAN -- Current represent the physical crsel key do Result := physical_code = {GAME_SDL_SCANCODE}.sdl_scancode_crsel end is_currency_sub_unit: BOOLEAN -- Current represent the physical currency sub unit key do Result := physical_code = {GAME_SDL_SCANCODE}.sdl_scancode_currencysubunit end is_currency_unit: BOOLEAN -- Current represent the physical currency unit key do Result := physical_code = {GAME_SDL_SCANCODE}.sdl_scancode_currencyunit end is_cut: BOOLEAN -- Current represent the physical cut key do Result := physical_code = {GAME_SDL_SCANCODE}.sdl_scancode_cut end is_d: BOOLEAN -- Current represent the physical d key do Result := physical_code = {GAME_SDL_SCANCODE}.sdl_scancode_d end is_decimal_separator: BOOLEAN -- Current represent the physical decimal separator key do Result := physical_code = {GAME_SDL_SCANCODE}.sdl_scancode_decimalseparator end is_delete: BOOLEAN -- Current represent the physical delete key do Result := physical_code = {GAME_SDL_SCANCODE}.sdl_scancode_delete end is_display_switch: BOOLEAN -- Current represent the physical display switch key do Result := physical_code = {GAME_SDL_SCANCODE}.sdl_scancode_displayswitch end is_down: BOOLEAN -- Current represent the physical down key do Result := physical_code = {GAME_SDL_SCANCODE}.sdl_scancode_down end is_e: BOOLEAN -- Current represent the physical e key do Result := physical_code = {GAME_SDL_SCANCODE}.sdl_scancode_e end is_eject: BOOLEAN -- Current represent the physical eject key do Result := physical_code = {GAME_SDL_SCANCODE}.sdl_scancode_eject end is_end: BOOLEAN -- Current represent the physical end key do Result := physical_code = {GAME_SDL_SCANCODE}.sdl_scancode_end end is_equals: BOOLEAN -- Current represent the physical equals key do Result := physical_code = {GAME_SDL_SCANCODE}.sdl_scancode_equals end is_erase_eaze_alternate_erase: BOOLEAN -- Current represent the physical alternate erase key for Erase Eaze keyboard do Result := physical_code = {GAME_SDL_SCANCODE}.sdl_scancode_alterase end is_escape: BOOLEAN -- Current represent the physical escape key do Result := physical_code = {GAME_SDL_SCANCODE}.sdl_scancode_escape end is_execute: BOOLEAN -- Current represent the physical execute key do Result := physical_code = {GAME_SDL_SCANCODE}.sdl_scancode_execute end is_exsel: BOOLEAN -- Current represent the physical exsel key do Result := physical_code = {GAME_SDL_SCANCODE}.sdl_scancode_exsel end is_f: BOOLEAN -- Current represent the physical f key do Result := physical_code = {GAME_SDL_SCANCODE}.sdl_scancode_f end is_f1: BOOLEAN -- Current represent the physical f1 key do Result := physical_code = {GAME_SDL_SCANCODE}.sdl_scancode_f1 end is_f10: BOOLEAN -- Current represent the physical f10 key do Result := physical_code = {GAME_SDL_SCANCODE}.sdl_scancode_f10 end is_f11: BOOLEAN -- Current represent the physical f11 key do Result := physical_code = {GAME_SDL_SCANCODE}.sdl_scancode_f11 end is_f12: BOOLEAN -- Current represent the physical f12 key do Result := physical_code = {GAME_SDL_SCANCODE}.sdl_scancode_f12 end is_f13: BOOLEAN -- Current represent the physical f13 key do Result := physical_code = {GAME_SDL_SCANCODE}.sdl_scancode_f13 end is_f14: BOOLEAN -- Current represent the physical f14 key do Result := physical_code = {GAME_SDL_SCANCODE}.sdl_scancode_f14 end is_f15: BOOLEAN -- Current represent the physical f15 key do Result := physical_code = {GAME_SDL_SCANCODE}.sdl_scancode_f15 end is_f16: BOOLEAN -- Current represent the physical f16 key do Result := physical_code = {GAME_SDL_SCANCODE}.sdl_scancode_f16 end is_f17: BOOLEAN -- Current represent the physical f17 key do Result := physical_code = {GAME_SDL_SCANCODE}.sdl_scancode_f17 end is_f18: BOOLEAN -- Current represent the physical f18 key do Result := physical_code = {GAME_SDL_SCANCODE}.sdl_scancode_f18 end is_f19: BOOLEAN -- Current represent the physical f19 key do Result := physical_code = {GAME_SDL_SCANCODE}.sdl_scancode_f19 end is_f2: BOOLEAN -- Current represent the physical f2 key do Result := physical_code = {GAME_SDL_SCANCODE}.sdl_scancode_f2 end is_f20: BOOLEAN -- Current represent the physical f20 key do Result := physical_code = {GAME_SDL_SCANCODE}.sdl_scancode_f20 end is_f21: BOOLEAN -- Current represent the physical f21 key do Result := physical_code = {GAME_SDL_SCANCODE}.sdl_scancode_f21 end is_f22: BOOLEAN -- Current represent the physical f22 key do Result := physical_code = {GAME_SDL_SCANCODE}.sdl_scancode_f22 end is_f23: BOOLEAN -- Current represent the physical f23 key do Result := physical_code = {GAME_SDL_SCANCODE}.sdl_scancode_f23 end is_f24: BOOLEAN -- Current represent the physical f24 key do Result := physical_code = {GAME_SDL_SCANCODE}.sdl_scancode_f24 end is_f3: BOOLEAN -- Current represent the physical f3 key do Result := physical_code = {GAME_SDL_SCANCODE}.sdl_scancode_f3 end is_f4: BOOLEAN -- Current represent the physical f4 key do Result := physical_code = {GAME_SDL_SCANCODE}.sdl_scancode_f4 end is_f5: BOOLEAN -- Current represent the physical f5 key do Result := physical_code = {GAME_SDL_SCANCODE}.sdl_scancode_f5 end is_f6: BOOLEAN -- Current represent the physical f6 key do Result := physical_code = {GAME_SDL_SCANCODE}.sdl_scancode_f6 end is_f7: BOOLEAN -- Current represent the physical f7 key do Result := physical_code = {GAME_SDL_SCANCODE}.sdl_scancode_f7 end is_f8: BOOLEAN -- Current represent the physical f8 key do Result := physical_code = {GAME_SDL_SCANCODE}.sdl_scancode_f8 end is_f9: BOOLEAN -- Current represent the physical f9 key do Result := physical_code = {GAME_SDL_SCANCODE}.sdl_scancode_f9 end is_find: BOOLEAN -- Current represent the physical find key do Result := physical_code = {GAME_SDL_SCANCODE}.sdl_scancode_find end is_g: BOOLEAN -- Current represent the physical g key do Result := physical_code = {GAME_SDL_SCANCODE}.sdl_scancode_g end is_grave_accent: BOOLEAN -- Current represent the physical grave accent key do Result := physical_code = {GAME_SDL_SCANCODE}.sdl_scancode_grave end is_h: BOOLEAN -- Current represent the physical h key do Result := physical_code = {GAME_SDL_SCANCODE}.sdl_scancode_h end is_help: BOOLEAN -- Current represent the physical help key do Result := physical_code = {GAME_SDL_SCANCODE}.sdl_scancode_help end is_home: BOOLEAN -- Current represent the physical home key do Result := physical_code = {GAME_SDL_SCANCODE}.sdl_scancode_home end is_i: BOOLEAN -- Current represent the physical i key do Result := physical_code = {GAME_SDL_SCANCODE}.sdl_scancode_i end is_insert: BOOLEAN -- Current represent the physical insert key do Result := physical_code = {GAME_SDL_SCANCODE}.sdl_scancode_insert end is_internationa_6: BOOLEAN -- Current represent the physical international 6 key do Result := physical_code = {GAME_SDL_SCANCODE}.sdl_scancode_international6 end is_international_1: BOOLEAN -- Current represent the physical international 1 key do Result := physical_code = {GAME_SDL_SCANCODE}.sdl_scancode_international1 end is_international_2: BOOLEAN -- Current represent the physical international 2 key do Result := physical_code = {GAME_SDL_SCANCODE}.sdl_scancode_international2 end is_international_3: BOOLEAN -- Current represent the physical international 3 key do Result := physical_code = {GAME_SDL_SCANCODE}.sdl_scancode_international3 end is_international_4: BOOLEAN -- Current represent the physical international 4 key do Result := physical_code = {GAME_SDL_SCANCODE}.sdl_scancode_international4 end is_international_5: BOOLEAN -- Current represent the physical international 5 key do Result := physical_code = {GAME_SDL_SCANCODE}.sdl_scancode_international5 end is_international_7: BOOLEAN -- Current represent the physical international 7 key do Result := physical_code = {GAME_SDL_SCANCODE}.sdl_scancode_international7 end is_international_8: BOOLEAN -- Current represent the physical international 8 key do Result := physical_code = {GAME_SDL_SCANCODE}.sdl_scancode_international8 end is_international_9: BOOLEAN -- Current represent the physical international 9 key do Result := physical_code = {GAME_SDL_SCANCODE}.sdl_scancode_international9 end is_iso_backslash: BOOLEAN -- Current represent the physical backslash key for ISO keyboard do Result := physical_code = {GAME_SDL_SCANCODE}.sdl_scancode_nonusbackslash end is_iso_hash: BOOLEAN -- Current represent the physical hash key for ISO keyboard. -- Don't use this, use is_backslash instead. do Result := physical_code = {GAME_SDL_SCANCODE}.sdl_scancode_nonushash end is_j: BOOLEAN -- Current represent the physical j key do Result := physical_code = {GAME_SDL_SCANCODE}.sdl_scancode_j end is_k: BOOLEAN -- Current represent the physical k key do Result := physical_code = {GAME_SDL_SCANCODE}.sdl_scancode_k end is_keyboard_illumination_down: BOOLEAN -- Current represent the physical keyboard illumination down key do Result := physical_code = {GAME_SDL_SCANCODE}.sdl_scancode_kbdillumdown end is_keyboard_illumination_toggle: BOOLEAN -- Current represent the physical keyboard illumination toggle key do Result := physical_code = {GAME_SDL_SCANCODE}.sdl_scancode_kbdillumtoggle end is_keyboard_illumination_up: BOOLEAN -- Current represent the physical keyboard illumination up key do Result := physical_code = {GAME_SDL_SCANCODE}.sdl_scancode_kbdillumup end is_keypad_0: BOOLEAN -- Current represent the physical keypad 0 key do Result := physical_code = {GAME_SDL_SCANCODE}.sdl_scancode_kp_0 end is_keypad_00: BOOLEAN -- Current represent the physical keypad 00 key do Result := physical_code = {GAME_SDL_SCANCODE}.sdl_scancode_kp_00 end is_keypad_000: BOOLEAN -- Current represent the physical keypad 000 key do Result := physical_code = {GAME_SDL_SCANCODE}.sdl_scancode_kp_000 end is_keypad_1: BOOLEAN -- Current represent the physical keypad 1 key do Result := physical_code = {GAME_SDL_SCANCODE}.sdl_scancode_kp_1 end is_keypad_2: BOOLEAN -- Current represent the physical keypad 2 key do Result := physical_code = {GAME_SDL_SCANCODE}.sdl_scancode_kp_2 end is_keypad_3: BOOLEAN -- Current represent the physical keypad 3 key do Result := physical_code = {GAME_SDL_SCANCODE}.sdl_scancode_kp_3 end is_keypad_4: BOOLEAN -- Current represent the physical keypad 4 key do Result := physical_code = {GAME_SDL_SCANCODE}.sdl_scancode_kp_4 end is_keypad_5: BOOLEAN -- Current represent the physical keypad 5 key do Result := physical_code = {GAME_SDL_SCANCODE}.sdl_scancode_kp_5 end is_keypad_6: BOOLEAN -- Current represent the physical keypad 6 key do Result := physical_code = {GAME_SDL_SCANCODE}.sdl_scancode_kp_6 end is_keypad_7: BOOLEAN -- Current represent the physical keypad 7 key do Result := physical_code = {GAME_SDL_SCANCODE}.sdl_scancode_kp_7 end is_keypad_8: BOOLEAN -- Current represent the physical keypad 8 key do Result := physical_code = {GAME_SDL_SCANCODE}.sdl_scancode_kp_8 end is_keypad_9: BOOLEAN -- Current represent the physical keypad 9 key do Result := physical_code = {GAME_SDL_SCANCODE}.sdl_scancode_kp_9 end is_keypad_a: BOOLEAN -- Current represent the physical keypad a key do Result := physical_code = {GAME_SDL_SCANCODE}.sdl_scancode_kp_a end is_keypad_ampersand: BOOLEAN -- Current represent the physical keypad ampersand key do Result := physical_code = {GAME_SDL_SCANCODE}.sdl_scancode_kp_ampersand end is_keypad_at: BOOLEAN -- Current represent the physical keypad at key do Result := physical_code = {GAME_SDL_SCANCODE}.sdl_scancode_kp_at end is_keypad_b: BOOLEAN -- Current represent the physical keypad b key do Result := physical_code = {GAME_SDL_SCANCODE}.sdl_scancode_kp_b end is_keypad_backspace: BOOLEAN -- Current represent the physical keypad backspace key do Result := physical_code = {GAME_SDL_SCANCODE}.sdl_scancode_kp_backspace end is_keypad_binary: BOOLEAN -- Current represent the physical keypad binary key do Result := physical_code = {GAME_SDL_SCANCODE}.sdl_scancode_kp_binary end is_keypad_c: BOOLEAN -- Current represent the physical keypad c key do Result := physical_code = {GAME_SDL_SCANCODE}.sdl_scancode_kp_c end is_keypad_clear: BOOLEAN -- Current represent the physical keypad clear key do Result := physical_code = {GAME_SDL_SCANCODE}.sdl_scancode_kp_clear end is_keypad_clear_entry: BOOLEAN -- Current represent the physical keypad clear entry key do Result := physical_code = {GAME_SDL_SCANCODE}.sdl_scancode_kp_clearentry end is_keypad_colon: BOOLEAN -- Current represent the physical keypad colon key do Result := physical_code = {GAME_SDL_SCANCODE}.sdl_scancode_kp_colon end is_keypad_comma: BOOLEAN -- Current represent the physical keypad comma key do Result := physical_code = {GAME_SDL_SCANCODE}.sdl_scancode_kp_comma end is_keypad_d: BOOLEAN -- Current represent the physical keypad d key do Result := physical_code = {GAME_SDL_SCANCODE}.sdl_scancode_kp_d end is_keypad_decimal: BOOLEAN -- Current represent the physical keypad decimal key do Result := physical_code = {GAME_SDL_SCANCODE}.sdl_scancode_kp_decimal end is_keypad_divide: BOOLEAN -- Current represent the physical keypad divide key do Result := physical_code = {GAME_SDL_SCANCODE}.sdl_scancode_kp_divide end is_keypad_double_ampersand: BOOLEAN -- Current represent the physical keypad double ampersand key do Result := physical_code = {GAME_SDL_SCANCODE}.sdl_scancode_kp_dblampersand end is_keypad_double_vertical_bar: BOOLEAN -- Current represent the physical keypad double vertical bar key do Result := physical_code = {GAME_SDL_SCANCODE}.sdl_scancode_kp_dblverticalbar end is_keypad_e: BOOLEAN -- Current represent the physical keypad e key do Result := physical_code = {GAME_SDL_SCANCODE}.sdl_scancode_kp_e end is_keypad_enter: BOOLEAN -- Current represent the physical keypad enter key do Result := physical_code = {GAME_SDL_SCANCODE}.sdl_scancode_kp_enter end is_keypad_equals: BOOLEAN -- Current represent the physical keypad equals key do Result := physical_code = {GAME_SDL_SCANCODE}.sdl_scancode_kp_equals end is_keypad_exclamation_mark: BOOLEAN -- Current represent the physical keypad exclamation mark key do Result := physical_code = {GAME_SDL_SCANCODE}.sdl_scancode_kp_exclam end is_keypad_f: BOOLEAN -- Current represent the physical keypad f key do Result := physical_code = {GAME_SDL_SCANCODE}.sdl_scancode_kp_f end is_keypad_greater: BOOLEAN -- Current represent the physical keypad greater key do Result := physical_code = {GAME_SDL_SCANCODE}.sdl_scancode_kp_greater end is_keypad_hash: BOOLEAN -- Current represent the physical keypad hash key do Result := physical_code = {GAME_SDL_SCANCODE}.sdl_scancode_kp_hash end is_keypad_hexadecimal: BOOLEAN -- Current represent the physical keypad hexadecimal key do Result := physical_code = {GAME_SDL_SCANCODE}.sdl_scancode_kp_hexadecimal end is_keypad_left_brace: BOOLEAN -- Current represent the physical keypad left brace key do Result := physical_code = {GAME_SDL_SCANCODE}.sdl_scancode_kp_leftbrace end is_keypad_left_parenthesis: BOOLEAN -- Current represent the physical keypad left parenthesis key do Result := physical_code = {GAME_SDL_SCANCODE}.sdl_scancode_kp_leftparen end is_keypad_less: BOOLEAN -- Current represent the physical keypad less key do Result := physical_code = {GAME_SDL_SCANCODE}.sdl_scancode_kp_less end is_keypad_mem_add: BOOLEAN -- Current represent the physical keypad mem add key do Result := physical_code = {GAME_SDL_SCANCODE}.sdl_scancode_kp_memadd end is_keypad_mem_clear: BOOLEAN -- Current represent the physical keypad mem clear key do Result := physical_code = {GAME_SDL_SCANCODE}.sdl_scancode_kp_memclear end is_keypad_mem_divide: BOOLEAN -- Current represent the physical keypad mem divide key do Result := physical_code = {GAME_SDL_SCANCODE}.sdl_scancode_kp_memdivide end is_keypad_mem_multiply: BOOLEAN -- Current represent the physical keypad mem multiply key do Result := physical_code = {GAME_SDL_SCANCODE}.sdl_scancode_kp_memmultiply end is_keypad_mem_recall: BOOLEAN -- Current represent the physical keypad mem recall key do Result := physical_code = {GAME_SDL_SCANCODE}.sdl_scancode_kp_memrecall end is_keypad_mem_store: BOOLEAN -- Current represent the physical keypad mem store key do Result := physical_code = {GAME_SDL_SCANCODE}.sdl_scancode_kp_memstore end is_keypad_mem_subtract: BOOLEAN -- Current represent the physical keypad mem subtract key do Result := physical_code = {GAME_SDL_SCANCODE}.sdl_scancode_kp_memsubtract end is_keypad_minus: BOOLEAN -- Current represent the physical keypad minus key do Result := physical_code = {GAME_SDL_SCANCODE}.sdl_scancode_kp_minus end is_keypad_multiply: BOOLEAN -- Current represent the physical keypad multiply key do Result := physical_code = {GAME_SDL_SCANCODE}.sdl_scancode_kp_multiply end is_keypad_octal: BOOLEAN -- Current represent the physical keypad octal key do Result := physical_code = {GAME_SDL_SCANCODE}.sdl_scancode_kp_octal end is_keypad_percent: BOOLEAN -- Current represent the physical keypad percent key do Result := physical_code = {GAME_SDL_SCANCODE}.sdl_scancode_kp_percent end is_keypad_period: BOOLEAN -- Current represent the physical keypad period key do Result := physical_code = {GAME_SDL_SCANCODE}.sdl_scancode_kp_period end is_keypad_plus: BOOLEAN -- Current represent the physical keypad plus key do Result := physical_code = {GAME_SDL_SCANCODE}.sdl_scancode_kp_plus end is_keypad_plus_minus: BOOLEAN -- Current represent the physical keypad plus/minus key do Result := physical_code = {GAME_SDL_SCANCODE}.sdl_scancode_kp_plusminus end is_keypad_power: BOOLEAN -- Current represent the physical kp_power key do Result := physical_code = {GAME_SDL_SCANCODE}.sdl_scancode_kp_power end is_keypad_right_parenthesis: BOOLEAN -- Current represent the physical keypad right parenthesis key do Result := physical_code = {GAME_SDL_SCANCODE}.sdl_scancode_kp_rightparen end is_keypad_rightbrace: BOOLEAN -- Current represent the physical keypad right brace key do Result := physical_code = {GAME_SDL_SCANCODE}.sdl_scancode_kp_rightbrace end is_keypad_space: BOOLEAN -- Current represent the physical keypad space key do Result := physical_code = {GAME_SDL_SCANCODE}.sdl_scancode_kp_space end is_keypad_tab: BOOLEAN -- Current represent the physical keypad tab key do Result := physical_code = {GAME_SDL_SCANCODE}.sdl_scancode_kp_tab end is_keypad_vertical_bar: BOOLEAN -- Current represent the physical keypad vertical bar key do Result := physical_code = {GAME_SDL_SCANCODE}.sdl_scancode_kp_verticalbar end is_keypad_xor: BOOLEAN -- Current represent the physical keypad xor key do Result := physical_code = {GAME_SDL_SCANCODE}.sdl_scancode_kp_xor end is_l: BOOLEAN -- Current represent the physical l key do Result := physical_code = {GAME_SDL_SCANCODE}.sdl_scancode_l end is_lang_1: BOOLEAN -- Current represent the physical lang 1 key do Result := physical_code = {GAME_SDL_SCANCODE}.sdl_scancode_lang1 end is_lang_2: BOOLEAN -- Current represent the physical lang 2 key do Result := physical_code = {GAME_SDL_SCANCODE}.sdl_scancode_lang2 end is_lang_3: BOOLEAN -- Current represent the physical lang 3 key do Result := physical_code = {GAME_SDL_SCANCODE}.sdl_scancode_lang3 end is_lang_4: BOOLEAN -- Current represent the physical lang 4 key do Result := physical_code = {GAME_SDL_SCANCODE}.sdl_scancode_lang4 end is_lang_5: BOOLEAN -- Current represent the physical lang 5 key do Result := physical_code = {GAME_SDL_SCANCODE}.sdl_scancode_lang5 end is_lang_6: BOOLEAN -- Current represent the physical lang 6 key do Result := physical_code = {GAME_SDL_SCANCODE}.sdl_scancode_lang6 end is_lang_7: BOOLEAN -- Current represent the physical lang 7 key do Result := physical_code = {GAME_SDL_SCANCODE}.sdl_scancode_lang7 end is_lang_8: BOOLEAN -- Current represent the physical lang 8 key do Result := physical_code = {GAME_SDL_SCANCODE}.sdl_scancode_lang8 end is_lang_9: BOOLEAN -- Current represent the physical lang 9 key do Result := physical_code = {GAME_SDL_SCANCODE}.sdl_scancode_lang9 end is_left: BOOLEAN -- Current represent the physical left key do Result := physical_code = {GAME_SDL_SCANCODE}.sdl_scancode_left end is_left_alt: BOOLEAN -- Current represent the physical left alt key do Result := physical_code = {GAME_SDL_SCANCODE}.sdl_scancode_lalt end is_left_bracket: BOOLEAN -- Current represent the physical left bracket key do Result := physical_code = {GAME_SDL_SCANCODE}.sdl_scancode_leftbracket end is_left_ctrl: BOOLEAN -- Current represent the physical left ctrl key do Result := physical_code = {GAME_SDL_SCANCODE}.sdl_scancode_lctrl end is_left_gui: BOOLEAN -- Current represent the physical left gui key do Result := physical_code = {GAME_SDL_SCANCODE}.sdl_scancode_lgui end is_left_shift: BOOLEAN -- Current represent the physical left shift key do Result := physical_code = {GAME_SDL_SCANCODE}.sdl_scancode_lshift end is_m: BOOLEAN -- Current represent the physical m key do Result := physical_code = {GAME_SDL_SCANCODE}.sdl_scancode_m end is_mail: BOOLEAN -- Current represent the physical mail key do Result := physical_code = {GAME_SDL_SCANCODE}.sdl_scancode_mail end is_media_select: BOOLEAN -- Current represent the physical media select key do Result := physical_code = {GAME_SDL_SCANCODE}.sdl_scancode_mediaselect end is_menu: BOOLEAN -- Current represent the physical menu key do Result := physical_code = {GAME_SDL_SCANCODE}.sdl_scancode_menu end is_minus: BOOLEAN -- Current represent the physical minus key do Result := physical_code = {GAME_SDL_SCANCODE}.sdl_scancode_minus end is_mode: BOOLEAN -- Current represent the physical mode key do Result := physical_code = {GAME_SDL_SCANCODE}.sdl_scancode_mode end is_mute: BOOLEAN -- Current represent the physical mute key do Result := physical_code = {GAME_SDL_SCANCODE}.sdl_scancode_mute end is_n: BOOLEAN -- Current represent the physical n key do Result := physical_code = {GAME_SDL_SCANCODE}.sdl_scancode_n end is_num_lock_clear: BOOLEAN -- Current represent the physical num lock clear key do Result := physical_code = {GAME_SDL_SCANCODE}.sdl_scancode_numlockclear end is_o: BOOLEAN -- Current represent the physical o key do Result := physical_code = {GAME_SDL_SCANCODE}.sdl_scancode_o end is_oper: BOOLEAN -- Current represent the physical oper key do Result := physical_code = {GAME_SDL_SCANCODE}.sdl_scancode_oper end is_out: BOOLEAN -- Current represent the physical out key do Result := physical_code = {GAME_SDL_SCANCODE}.sdl_scancode_out end is_p: BOOLEAN -- Current represent the physical p key do Result := physical_code = {GAME_SDL_SCANCODE}.sdl_scancode_p end is_page_down: BOOLEAN -- Current represent the physical page down key do Result := physical_code = {GAME_SDL_SCANCODE}.sdl_scancode_pagedown end is_page_up: BOOLEAN -- Current represent the physical page up key do Result := physical_code = {GAME_SDL_SCANCODE}.sdl_scancode_pageup end is_paste: BOOLEAN -- Current represent the physical paste key do Result := physical_code = {GAME_SDL_SCANCODE}.sdl_scancode_paste end is_pause: BOOLEAN -- Current represent the physical pause key do Result := physical_code = {GAME_SDL_SCANCODE}.sdl_scancode_pause end is_period: BOOLEAN -- Current represent the physical period key do Result := physical_code = {GAME_SDL_SCANCODE}.sdl_scancode_period end is_power: BOOLEAN -- Current represent the physical power key do Result := physical_code = {GAME_SDL_SCANCODE}.sdl_scancode_power end is_print_screen: BOOLEAN -- Current represent the physical print screen key do Result := physical_code = {GAME_SDL_SCANCODE}.sdl_scancode_printscreen end is_prior: BOOLEAN -- Current represent the physical prior key do Result := physical_code = {GAME_SDL_SCANCODE}.sdl_scancode_prior end is_q: BOOLEAN -- Current represent the physical q key do Result := physical_code = {GAME_SDL_SCANCODE}.sdl_scancode_q end is_r: BOOLEAN -- Current represent the physical r key do Result := physical_code = {GAME_SDL_SCANCODE}.sdl_scancode_r end is_return: BOOLEAN -- Current represent the physical return key do Result := physical_code = {GAME_SDL_SCANCODE}.sdl_scancode_return end is_return_2: BOOLEAN -- Current represent the physical second return key do Result := physical_code = {GAME_SDL_SCANCODE}.sdl_scancode_return2 end is_right: BOOLEAN -- Current represent the physical right key do Result := physical_code = {GAME_SDL_SCANCODE}.sdl_scancode_right end is_right_alt: BOOLEAN -- Current represent the physical right alt key do Result := physical_code = {GAME_SDL_SCANCODE}.sdl_scancode_ralt end is_right_bracket: BOOLEAN -- Current represent the physical right bracket key do Result := physical_code = {GAME_SDL_SCANCODE}.sdl_scancode_rightbracket end is_right_ctrl: BOOLEAN -- Current represent the physical right ctrl key do Result := physical_code = {GAME_SDL_SCANCODE}.sdl_scancode_rctrl end is_right_gui: BOOLEAN -- Current represent the physical right gui key do Result := physical_code = {GAME_SDL_SCANCODE}.sdl_scancode_rgui end is_right_shift: BOOLEAN -- Current represent the physical right shift key do Result := physical_code = {GAME_SDL_SCANCODE}.sdl_scancode_rshift end is_s: BOOLEAN -- Current represent the physical s key do Result := physical_code = {GAME_SDL_SCANCODE}.sdl_scancode_s end is_scroll_lock: BOOLEAN -- Current represent the physical scroll lock key do Result := physical_code = {GAME_SDL_SCANCODE}.sdl_scancode_scrolllock end is_select: BOOLEAN -- Current represent the physical select key do Result := physical_code = {GAME_SDL_SCANCODE}.sdl_scancode_select end is_semicolon: BOOLEAN -- Current represent the physical semicolon key do Result := physical_code = {GAME_SDL_SCANCODE}.sdl_scancode_semicolon end is_separator: BOOLEAN -- Current represent the physical separator key do Result := physical_code = {GAME_SDL_SCANCODE}.sdl_scancode_separator end is_slash: BOOLEAN -- Current represent the physical slash key do Result := physical_code = {GAME_SDL_SCANCODE}.sdl_scancode_slash end is_sleep: BOOLEAN -- Current represent the physical sleep key do Result := physical_code = {GAME_SDL_SCANCODE}.sdl_scancode_sleep end is_space: BOOLEAN -- Current represent the physical space key do Result := physical_code = {GAME_SDL_SCANCODE}.sdl_scancode_space end is_stop: BOOLEAN -- Current represent the physical stop key do Result := physical_code = {GAME_SDL_SCANCODE}.sdl_scancode_stop end is_sysreq: BOOLEAN -- Current represent the physical sysreq key do Result := physical_code = {GAME_SDL_SCANCODE}.sdl_scancode_sysreq end is_t: BOOLEAN -- Current represent the physical t key do Result := physical_code = {GAME_SDL_SCANCODE}.sdl_scancode_t end is_tab: BOOLEAN -- Current represent the physical tab key do Result := physical_code = {GAME_SDL_SCANCODE}.sdl_scancode_tab end is_thousands_separator: BOOLEAN -- Current represent the physical thousands separator key do Result := physical_code = {GAME_SDL_SCANCODE}.sdl_scancode_thousandsseparator end is_u: BOOLEAN -- Current represent the physical u key do Result := physical_code = {GAME_SDL_SCANCODE}.sdl_scancode_u end is_undo: BOOLEAN -- Current represent the physical undo key do Result := physical_code = {GAME_SDL_SCANCODE}.sdl_scancode_undo end is_unknown: BOOLEAN -- The Current physical key is not valid do Result := physical_code = {GAME_SDL_SCANCODE}.sdl_scancode_unknown end is_up: BOOLEAN -- Current represent the physical up key do Result := physical_code = {GAME_SDL_SCANCODE}.sdl_scancode_up end is_v: BOOLEAN -- Current represent the physical v key do Result := physical_code = {GAME_SDL_SCANCODE}.sdl_scancode_v end is_volume_down: BOOLEAN -- Current represent the physical volume down key do Result := physical_code = {GAME_SDL_SCANCODE}.sdl_scancode_volumedown end is_volume_up: BOOLEAN -- Current represent the physical volume up key do Result := physical_code = {GAME_SDL_SCANCODE}.sdl_scancode_volumeup end is_w: BOOLEAN -- Current represent the physical w key do Result := physical_code = {GAME_SDL_SCANCODE}.sdl_scancode_w end is_www: BOOLEAN -- Current represent the physical www key do Result := physical_code = {GAME_SDL_SCANCODE}.sdl_scancode_www end is_x: BOOLEAN -- Current represent the physical x key do Result := physical_code = {GAME_SDL_SCANCODE}.sdl_scancode_x end is_y: BOOLEAN -- Current represent the physical y key do Result := physical_code = {GAME_SDL_SCANCODE}.sdl_scancode_y end is_z: BOOLEAN -- Current represent the physical z key do Result := physical_code = {GAME_SDL_SCANCODE}.sdl_scancode_z end physical_code: INTEGER_32 -- Hardware code of the key -- (not compatible between systems) deferred 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_PHYSICAL_KEY): 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_PHYSICAL_KEY): 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_PHYSICAL_KEY): 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_PHYSICAL_KEY) -- 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_PHYSICAL_KEY) -- 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_PHYSICAL_KEY -- 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_PHYSICAL_KEY) -- 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_PHYSICAL_KEY -- 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_PHYSICAL_KEY -- 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_PHYSICAL_KEY 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_PHYSICAL_KEY -- 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 -- 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_PHYSICAL_KEY
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