indigo.shared.events
Type members
Classlikes
A simple type containing flags allowing exact control over the access rights of different types of events.
A simple type containing flags allowing exact control over the access rights of different types of events.
Events relating to dynamically loading assets after the game has started.
Events relating to dynamically loading assets after the game has started.
These events are the underlying events used by the AssetBundleLoader
SubSystem
, which makes loading assets a
slightly more plesant experience.
- Companion
- object
EventFilter's control which events will be processed by your model or view model. You can think of event filters like a firewall for events, that only permit the wanted events into the model and view model update functions to avoid conflicts, duplicate, and needless work.
EventFilter's control which events will be processed by your model or view model. You can think of event filters like a firewall for events, that only permit the wanted events into the model and view model update functions to avoid conflicts, duplicate, and needless work.
Events are filtered by mapping from a specific event to an optional event.
Although the name says "filter", the action is really filter and map, since there is no requirement to maintain the
original event as the resultant event. For example, you could map FrameTick
to CustomEvents.Update
if it make
more sense in your domain model.
- Value Params
- modelFilter
The filter map for the events going into model update
- viewModelFilter
The filter map for the events going into view model update
- Companion
- object
A special event that happens once per frame, at the end of the frame. Useful for updating anything in your model that "just happens" on every frame without any other prompting event. Like gravity.
A special event that happens once per frame, at the end of the frame. Useful for updating anything in your model that "just happens" on every frame without any other prompting event. Like gravity.
A trait that tells Indigo to allow this instance into the event loop for the duration of one frame.
A trait that tells Indigo to allow this instance into the event loop for the duration of one frame.
- Companion
- object
Tags events for input devices like mice and keyboards. InputEvent
s work in partnership with InputState
. Events
represent a one time thing that happened since the last frame, while the state represents the ongoing state of an
input.
Tags events for input devices like mice and keyboards. InputEvent
s work in partnership with InputState
. Events
represent a one time thing that happened since the last frame, while the state represents the ongoing state of an
input.
For example there is a mouse Move event i.e. "The mouse was moved" and there is also the mouse position on the
InputState
i.e. "Where is the mouse now?"
Input mapping instances describe combinations of "live" inputs like key combinations or gamepad buttons, and map them to some user defined value.
Input mapping instances describe combinations of "live" inputs like key combinations or gamepad buttons, and map them to some user defined value.
- Companion
- object
Holds a snapshot of the states of the various input types as they were entering this frame.
Holds a snapshot of the states of the various input types as they were entering this frame.
- Value Params
- gamepad
Current state of the gamepad
- keyboard
Current state of the keyboard
- mouse
Current state of the mouse
- Companion
- object
A class of events representing inbound communication over a network protocol
A class of events representing inbound communication over a network protocol
A class of events representing outbound communication over a network protocol
A class of events representing outbound communication over a network protocol
Can be emitted to trigger the one time play back of a sound asset.
Can be emitted to trigger the one time play back of a sound asset.
- Value Params
- assetName
Reference to the loaded asset
- volume
What volume level to play at
Event to inform the game which rendering choices are active. For example a view may wish to behave differently depending on the rendering technology available. This event is only fired once during start up.
Event to inform the game which rendering choices are active. For example a view may wish to behave differently depending on the rendering technology available. This event is only fired once during start up.
- Value Params
- clearColor
The clear color set during initialisation
- magnification
The magnification set during initialisation
- renderingTechnology
WebGL 1.0 or WebGL 2.0
Events relating to manipulating locally stored data
Events relating to manipulating locally stored data
- Companion
- object
A trait whose presence signals that this event should only be routed to subsystems, not the main game.
A trait whose presence signals that this event should only be routed to subsystems, not the main game.