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