light/modules/engine/src/layer/layer.cpp

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#include <engine/events/char.hpp>
#include <engine/events/event.hpp>
#include <engine/events/keyboard.hpp>
#include <engine/events/mouse.hpp>
#include <engine/events/window.hpp>
#include <engine/layer/layer.hpp>
namespace Light {
Layer::Layer(const std::string &name): m_layer_name(name)
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{
}
bool Layer::on_event(const Event &event)
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{
switch (event.get_event_type())
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{
/* mouse */
// cursor
case EventType::MouseMoved: return on_mouse_moved((MouseMovedEvent &)event);
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// button
case EventType::ButtonPressed: return on_button_pressed((ButtonPressedEvent &)event);
case EventType::ButtonReleased: return on_button_released((ButtonReleasedEvent &)event);
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// wheel
case EventType::WheelScrolled: return on_wheel_scrolled((WheelScrolledEvent &)event);
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/* keyboard */
// key
case EventType::KeyPressed: return on_key_pressed((KeyPressedEvent &)event);
case EventType::KeyRepeated: return on_key_repeat((KeyRepeatEvent &)event);
case EventType::KeyReleased: return on_key_released((KeyReleasedEvent &)event);
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// char
case EventType::SetChar: return on_set_char((SetCharEvent &)event);
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/* window */
// termination
case EventType::WindowClosed: return on_window_closed((WindowClosedEvent &)event);
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// size/position
case EventType::WindowResized: return on_window_resized((WindowResizedEvent &)event);
case EventType::WindowMoved: return on_window_moved((WindowMovedEvent &)event);
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// focus
case EventType::WindowLostFocus: return on_window_lost_focus((WindowLostFocusEvent &)event);
case EventType::WindowGainFocus: return on_window_gain_focus((WindowGainFocusEvent &)event);
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}
}
} // namespace Light