ObjGameKit  Diff

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#import <ObjFW/ObjFW.h>

#import "OGKEvent.h"
#import "OGKDisplay.h"

@protocol OGKEventQueueDelegate <OFObject>
@optional
- (void)display: (OGKDisplay*)display
- (void)displayWasClosed: (OGKCloseEvent*)event;
      wasClosed: (OGKCloseEvent*)event;
// FIXME: Those need to get the OGKDisplay passed!
- (void)keyWasPressed: (OGKKeyPressEvent*)event;
- (void)keyWasReleased: (OGKKeyReleaseEvent*)event;
- (void)mouseWasMoved: (OGKMouseMovedEvent*)event;
- (void)mouseButtonWasPressed: (OGKMouseButtonPressedEvent*)event;
- (void)mouseButtonWasReleased: (OGKMouseButtonReleasedEvent*)event;
- (void)keyWasPressed: (OGKKeyPressEvent*)event
	      display: (OGKDisplay*)display;
- (void)keyWasReleased: (OGKKeyReleaseEvent*)event
	       display: (OGKDisplay*)display;
- (void)mouseWasMoved: (OGKMouseMovedEvent*)event
	      display: (OGKDisplay*)display;
- (void)mouseButtonWasPressed: (OGKMouseButtonPressedEvent*)event
		      display: (OGKDisplay*)display;
- (void)mouseButtonWasReleased: (OGKMouseButtonReleasedEvent*)event
		      display: (OGKDisplay*)display;
@end

@interface OGKEventQueue: OFObject
{
	ALLEGRO_EVENT_QUEUE *eventQueue;
	/* FIXME: Make this weak once there is support in ObjFW for it */
	__unsafe_unretained id <OGKEventQueueDelegate> delegate;