40 #ifndef EVENTGAMEWINDOW_H
41 #define EVENTGAMEWINDOW_H
47 #include "eventbase.h"
54 class EventGameWindowData;
68 GAME_WINDOW_FIRST = GAME_WINDOW_NONE,
70 GAME_WINDOW_SHOWN = 1,
71 GAME_WINDOW_HIDDEN = 2,
72 GAME_WINDOW_EXPOSED = 3,
74 GAME_WINDOW_MOVED = 4,
76 GAME_WINDOW_RESIZED = 5,
77 GAME_WINDOW_SIZE_CHANGED = 6,
78 GAME_WINDOW_MINIMIZED = 7,
79 GAME_WINDOW_MAXIMIZED = 8,
80 GAME_WINDOW_RESTORED = 9,
82 GAME_WINDOW_ENTER = 10,
83 GAME_WINDOW_LEAVE = 11,
84 GAME_WINDOW_FOCUS_GAINED = 12,
85 GAME_WINDOW_FOCUS_LOST = 13,
87 GAME_WINDOW_CLOSE = 14,
88 GAME_WINDOW_LAST = GAME_WINDOW_CLOSE
99 explicit EventGameWindow(GameWindowEventID GWEventID=GAME_WINDOW_NONE,
int First=0,
int Second=0);
112 virtual EventType GetType()
const;
116 GameWindowEventID GetEventID()
const;
122 int GetFirstEventData()
const;
128 int GetSecondEventData()
const;
138 Boole IsEventIDValid()
const;
152 Boole operator==(
const GameWindowEventID& Other)
const;
177 #if !(defined(SWIG) && defined(MEZZLUA51)) // Stop Swig from making lua bindings but allow other languages
197 #endif // \!SWIG && LUA
std::ostream & operator<<(std::ostream &stream, const Mezzanine::LinearInterpolator< T > &Lint)
Used to Serialize an Mezzanine::LinearInterpolator to a human readable stream.
used to keep private in one place that is actually private.
bool Boole
Generally acts a single bit, true or false.
SDL_Event RawEvent
This is an internal datatype use to communicate with the User input Subsystem.
The base class for all events.
A light-weight handle for manipulating nodes in DOM tree.
GameWindowEventID
Used to identify the kind of change that has happened to the game window.
The bulk of the engine components go in this namspace.
std::istream & operator>>(std::istream &stream, Mezzanine::LinearInterpolator< T > &Lint)
Used to de-serialize an Mezzanine::LinearInterpolator from a stream.
Convey the message that Something happened to a game window.
EventGameWindowData * Data
Holds all internal data.
std::string String
A datatype used to a series of characters.