Nymph Game Engine
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event_type.h
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1 #ifndef EVENT_TYPE_H
2 #define EVENT_TYPE_H
3 #include <map>
4 #include <string>
5 //= SCRIPTABLE
6 
7 namespace Events {
8  //= SCRIPTABLE ENUM
12  enum EventType : unsigned int {
44  };
45 
51  inline std::map<EventType, std::string> EventTypesToString() {
52  return std::map<EventType, std::string> {
53  {MOUSE_CURSOR, "Mouse Cursor"},
54  {MOUSE_SCROLL, "Mouse Scroll"},
55  {MOUSE_BUTTON_DOWN, "Mouse Button Down"},
56  {MOUSE_BUTTON_UP, "Mouse Button Up"},
57  {CURSOR_ENTER, "Cursor Enter"},
58  {CURSOR_LEAVE, "Cursor Leave"},
59  {KEY_DOWN, "Key Down"},
60  {KEY_UP, "Key Up"},
61  {KEY_UP, "Key Repeat"},
62  {CHARACTER_TYPED, "Character Typed"},
63  {SPRITE_MOVE, "Sprite Move"},
64  {SET_SHADER, "Set Shader"},
65  {ADD_TEXTURE, "Add Texture"},
66  {REMOVE_TEXTURE, "Remove Texture"},
67  {SET_ACTIVE, "Set Active"},
68  {SET_ENTITY_ACTIVE, "Set Entity Active"},
69  {SET_UNIFORM, "Set Uniform"},
70  {ANIMATION_TRIGGER, "Animation Trigger"},
71  {SUSPEND_KEY_INPUT, "Suspend Key Input"},
72  {RESUME_KEY_INPUT, "Resume Key Input"},
73  {CHANGE_TEXT, "Change Text"},
74  {DEBUG_COMMAND, "Debug Command"},
75  {LOAD_MAP, "Load Map"},
76  {LOAD_CHARACTER, "Load Character"},
77  {TOGGLE_FREE_CAMERA, "Toggle Free Camera"},
78  {LIST_MAPS, "List Maps"},
79  {LIST_CHARACTERS, "List Characters"},
80  {LIST_LAYERS, "List Layers"},
81  {TOGGLE_LIGHTS, "Toggle Lights"},
82  {TOGGLE_LAYER, "Toggle Layer"},
83  {WINDOW_EXIT, "Window Exit"}
84  };
85  }
86 }
87 
88 #endif
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std::map< EventType, std::string > EventTypesToString()
This gets all possible event types in their string form.
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EventType
Event type enum that is used when passing events.
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