Documentation
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Index ¶
Constants ¶
const Actor = "actor"
name of the optional event target parameter
const Actors = "actors"
name of kind which incorporates the player
const CapturePattern = "capture"
predefined pattern for finding event targets
const Object = "event"
name of the event object variable the fields of the object are listed as Field constants
Variables ¶
This section is empty.
Functions ¶
This section is empty.
Types ¶
type Field ¶
type Field int
fields for the event object
const ( // name of the action Name Field = iota // name // target of the event ( used to determine event flow ) Target // target // the object currently handling the event CurrentTarget // current target // setting this stops the rest of the current flow ( ex. bubbling ) // clearing this stops lets other handlers on this target finish first. Interupt // interrupt // setting this interrupts all further processing; // clearing this allows the currently flow to finish first. Cancel // cancel // NumFields = iota )
type Phase ¶
type Phase int
the individual events raised for an action they are represented collectively by a "pattern set" each pattern in the set corresponding to a phase using naming convention and pattern sub-types to identify which is which.
phases are listed in call order
func (Phase) PatternName ¶
event phases are represented by separate patterns following a certain naming convention; each phase has a unique prefix followed by the name of the action; return that full, unique name: ex. "begin traveling"