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const ( OnExit EventType = iota // OnExit is the event generated by Application when the user tries to close the window (desktop) or the Exit() method is called. OnDescendant // Dispatched when a descendent is added or removed OnWindowClose // OnWindowPos // OnWindowSize // OnKeyUp // OnKeyDown // OnKeyRepeat // OnChar // OnCursor // OnMouseUp // OnMouseDown // OnScroll // // // Core events sent by the GUI manager. // The target panel is the panel immediately under the mouse cursor. // // Events sent to all panels except the ancestors of the target panel OnMouseDownOut // Any mouse button is pressed OnMouseUpOut // Any mouse button is released // OnCursorEnter // Event sent to new target panel and all of its ancestors up to (not including) the common ancestor of the new and old targets Cursor entered the panel or a descendant OnCursorLeave // Event sent to old target panel and all of its ancestors up to (not including) the common ancestor of the new and old targets Cursor left the panel or a descendant // OnFocus // Event sent to the new key-focused DispatcherI, specified on a call to gui.Manager().SetKeyFocus(DispatcherI) All keyboard events will be exclusively sent to the receiving DispatcherI OnFocusLost // Event sent to the previous key-focused DispatcherI when another panel is key-focused Keyboard events will stop being sent to the receiving DispatcherI // OnResize // Panel size changed (no parameters) // OnEnable // Panel enabled/disabled (no parameters) // OnClick // Widget clicked by mouse left button or via key press // OnChange // Value was changed. Emitted by List, DropDownList, CheckBox and Edit // OnRadioGroup // Radio button within a group changed state // OnTableClick // is the event generated when the table is right or left clicked Parameter is TableClickEvent OnTableRowCount // is the event generated when the table row count changes (no parameters) // SleepyEvent // Dispatched after a body has gone in to the sleepy state. SleepEvent // Dispatched after a body has fallen asleep. WakeUpEvent // Dispatched after a sleeping body has woken up. // CollideEvent // Dispatched after two bodies collide. This event is dispatched on each of the two bodies involved in the collision. // BeginContactEvent // physics.BeginContactEvent EndContactEvent // physics.EndContactEvent CollisionEv // physics.Collision // OnListItemResize // is the identifier of the event dispatched when a ListItem's child panel is resized EventType_Count int = iota )
Variables ¶
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Functions ¶
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Types ¶
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