app :: App :: accept_event
event triggered by the user or systemReturns whether or not the event is used or intercepted.
If true, the event will not be processed further by the system.
Returns false to intercepts events like the back key on mobile devices.
The instances passed as event may be freed (or overwritten),
right after this method returns. They should not be preserved.
	# Hook to receive and respond to `event` triggered by the user or system
	#
	# Returns whether or not the event is used or intercepted.
	# If `true`, the event will not be processed further by the system.
	# Returns `false` to intercepts events like the back key on mobile devices.
	#
	# The instances passed as `event` may be freed (or overwritten),
	# right after this method returns. They should not be preserved.
	fun accept_event(event: InputEvent): Bool do return false
					lib/gamnit/gamnit.nit:101,2--109,58
				
	redef fun accept_event(event)
	do
		if event isa KeyEvent then register_key_event event
		return super
	end
					lib/gamnit/keys.nit:63,2--68,4
				
	redef fun accept_event(event)
	do
		# Priority to the gamepad
		var gamepad = gamepad
		if gamepad != null and gamepad.accept_event(event) then return true
		return super
	end
					lib/gamnit/virtual_gamepad/virtual_gamepad.nit:66,2--73,4