EventFilters

indigo.shared.events.EventFilters
See theEventFilters companion class
object EventFilters

Attributes

Companion
class
Graph
Supertypes
trait Product
trait Mirror
class Object
trait Matchable
class Any
Self type

Members list

Type members

Inherited types

type MirroredElemLabels <: Tuple

The names of the product elements

The names of the product elements

Attributes

Inherited from:
Mirror
type MirroredLabel <: String

The name of the type

The name of the type

Attributes

Inherited from:
Mirror

Value members

Concrete methods

Access controlled event filters are a convienient way to have explicit control which events arrive at which function.

Access controlled event filters are a convienient way to have explicit control which events arrive at which function.

Value parameters

model

An AccessControl instance defining what type of events can reach the model update function.

viewModel

An AccessControl instance defining what type of events can reach the view model update function.

Attributes

Concrete fields

Allow all events to model and view model. This is likely not the desired effect since your game will hear about events intended for things like subsystems, and do unnecessary processing.

Allow all events to model and view model. This is likely not the desired effect since your game will hear about events intended for things like subsystems, and do unnecessary processing.

Attributes

Block all events to model and view model. This is likely not the effect you want since your game will not hear about any events at all. However, one use case is a game with scenes where no global processing is required.

Block all events to model and view model. This is likely not the effect you want since your game will not hear about any events at all. However, one use case is a game with scenes where no global processing is required.

Attributes

Block all events to model and view model. Useful for games that only require a frame tick to update and, for example, process input via input mapping rather than events.

Block all events to model and view model. Useful for games that only require a frame tick to update and, for example, process input via input mapping rather than events.

Attributes

Model and view model receive all events apart from messages intended for subsystems. Inefficient, but easy to develop against since you can listen for anything anywhere.

Model and view model receive all events apart from messages intended for subsystems. Inefficient, but easy to develop against since you can listen for anything anywhere.

Attributes

The model receives all events that are not subsystem and view specific events. The view model only receives view events and the frametick.

The model receives all events that are not subsystem and view specific events. The view model only receives view events and the frametick.

These settings are a good default - and used to be the default - but can be confusing during development, particularly since custom events are not handed off to the view model.

Attributes

Givens

Givens