Event handling abstraction.
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#include <EventHandler.hpp>
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| enum | JoystickHandlerType { NO_EVENT_HANDLER = 0
, SDL_JOYSTICK_EVENT_HANDLER
, GAME_CONTROLLER_EVENT_HANDLER
} |
| typedef EventHandler | self_type |
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| EventHandler (const EventHandler &rhs)=delete |
| | Disabled copy constructor.
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EventHandler & | operator= (const EventHandler &rhs)=delete |
| | Disabled copy assignment operator.
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nom::size_type | num_events () const |
| | Get the total number of enqueued events.
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nom::size_type | num_event_watchers () const |
| | Get the total number of event watchers.
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| JoystickEventHandler * | joystick_event_handler () const |
| | Get a non-owned pointer to the joystick device event handler.
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| GameControllerEventHandler * | game_controller_event_handler () const |
| | Get a non-owned pointer to the game controller device event handler.
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JoystickHandlerType | joystick_event_type () const |
| bool | enable_joystick_polling () |
| | Initialize joystick events polling.
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| bool | enable_game_controller_polling () |
| | Initialize game controller events polling.
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void | disable_joystick_polling () |
| | Shutdown the joystick events polling subsystem.
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void | disable_game_controller_polling () |
| | Shutdown the game controller events polling subsystem.
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| bool | poll_event (Event &ev) |
| | Enumerate the available events.
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| void | push_event (const Event &ev) |
| | Enqueue an event.
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| void | flush_event (Event::EventType type) |
| | Clear an event from the queue.
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| void | flush_events (Event::EventType type) |
| | Clear events from the queue.
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void | flush_events () |
| | Clear the events queue.
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| void | append_event_watch (const event_filter &filter, void *data) |
| | Add an event listener.
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void | remove_event_watch (const event_filter &filter) |
| | Erase an event listener.
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void | remove_event_watchers () |
| | Erase all event watchers.
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bool | pop_event (Event &ev) |
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void | process_events () |
| | Enumerate the available events from the underlying platform.
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void | process_event (const SDL_Event *ev) |
| | Enumerate the available events from the underlying platform.
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void | process_joystick_event (const SDL_Event *ev) |
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void | process_game_controller_event (const SDL_Event *ev) |
Event handling abstraction.
[DESCRIPTION STUB]
Definition at line 49 of file EventHandler.hpp.
◆ self_type
| typedef EventHandler nom::EventHandler::self_type |
◆ JoystickHandlerType
| enum nom::EventHandler::JoystickHandlerType |
◆ append_event_watch()
| void nom::EventHandler::append_event_watch |
( |
const event_filter & | filter, |
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void * | data ) |
Add an event listener.
- Parameters
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| data | User-defined data; it is your responsibility to free this data pointer! |
◆ enable_game_controller_polling()
| bool nom::EventHandler::enable_game_controller_polling |
( |
| ) |
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◆ enable_joystick_polling()
| bool nom::EventHandler::enable_joystick_polling |
( |
| ) |
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◆ flush_event()
Clear an event from the queue.
- Parameters
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| The | type of event to remove. |
◆ flush_events()
Clear events from the queue.
- Parameters
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| The | type of event to remove. |
◆ game_controller_event_handler()
Get a non-owned pointer to the game controller device event handler.
- See also
- nom::EventHandler::joystick_event_type
◆ joystick_event_handler()
Get a non-owned pointer to the joystick device event handler.
- See also
- nom::EventHandler::joystick_event_type
◆ poll_event()
| bool nom::EventHandler::poll_event |
( |
Event & | ev | ) |
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Enumerate the available events.
- Parameters
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◆ push_event()
| void nom::EventHandler::push_event |
( |
const Event & | ev | ) |
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◆ event_watchers_
| std::vector<std::unique_ptr<event_watcher> > nom::EventHandler::event_watchers_ |
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private |
◆ events_
| std::deque<Event> nom::EventHandler::events_ |
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private |
◆ joystick_event_handler_
| void* nom::EventHandler::joystick_event_handler_ = nullptr |
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private |
◆ joystick_event_type_
| JoystickHandlerType nom::EventHandler::joystick_event_type_ = NO_EVENT_HANDLER |
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private |
◆ max_events_count_
| nom::size_type nom::EventHandler::max_events_count_ = 0 |
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private |
The maximum number of events processed per queue cycle – i.e.: one frame of the game's update loop.
Definition at line 168 of file EventHandler.hpp.
The documentation for this class was generated from the following file: