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events.ey
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# This file contains a list of all events in ENIGMA and the order in which they
# are executed.
#
# By "contains," I actually mean to imply "dictates." This file will let you
# re-order events, change the behavior of existing events, and even define new
# events with new behaviours, so long as the IDE supports this file.
#
# This file contains all information necessary to translate events from game
# files (such as EGM, GMK, GM6, and GMX) into working events within the ENIGMA
# engine. Event information not detailed in this file can be considered
# auxiliary (eg, offering a key picker for keyboard constants instead of a
# dropdown or combobox).
#
# That said, DO NOT MODIFY THE CONTENTS OF THIS FILE, UNLESS YOU KNOW WHAT
# YOU'RE DOING. Modifying this file CAN screw up ENIGMA's behavior.
#
Events:
- ID: GameStart
Name: "Game Start"
Description: "Start of the game."
Type: TriggerAll
- ID: WindowClose
Name: "Window Close"
Description: "Window was closed."
Type: TriggerAll
- ID: ImageLoaded
Name: "Image Loaded"
Description: "Image finished loading."
Type: TriggerAll
- ID: SoundLoaded
Name: "Sound Loaded"
Description: "Sound finished loading."
Type: TriggerAll
- ID: HTTP
Name: "HTTP"
Description: "Callback from one of the http_ functions, such as `http_post_string`."
Type: TriggerAll
- ID: Dialog
Name: "Dialog"
Description: "Dialog resolved"
Type: TriggerAll
- ID: IAP
Name: "In App Purchase"
Description: "In-App purchase"
Type: TriggerAll
- ID: Cloud
Name: "Cloud"
Description: "Callback from one of the cloud_ functions, such as `cloud_synchronise`."
Type: TriggerAll
- ID: Networking
Name: "Networking"
Description: "Network traffic detected."
Type: TriggerAll
- ID: Steam
Name: "Steam"
Description: "Callback from one of the Steam API functions."
Type: TriggerAll
- ID: Social
Name: "Social"
Description: "Callback from one of the Social API functions."
Type: TriggerAll
- ID: RoomStart
Name: "Room Start"
Description: "New room loaded."
Type: TriggerAll
- ID: Create
Name: "Create"
Description: "Instance constructor (called when the instance is first created)."
Type: TriggerOnce
- ID: Destroy
Name: "Destroy"
Description: "Instance destructor (called as the instance is destroyed)."
Type: TriggerOnce
- ID: BeginStep
Name: "Begin Step"
Description: "The first step event executed each frame."
Group: "Step"
Constant: |
{
xprevious = x;
yprevious = y;
if (sprite_index != -1) {
int imgnum = image_number; // Special sauce happens here
image_index = fmod(image_index + image_speed + imgnum, imgnum);
}
}
- ID: Alarm
Name: "Alarm %1"
Type: Stacked
Parameters:
- integer
Group: Alarm
SubCheck: |
{
alarm[%1] = (int) alarm[%1];
return alarm[%1] < 0 ? false : !((int)--alarm[%1]);
}
- ID: Keyboard
Name: "Keyboard %1"
Description: "A key was pressed or is being held."
Group: "Input"
Type: Specialized # We want the event loop to handle checking each key.
Parameters:
- Key
SuperCheck: |
keyboard_check(%1)
- ID: KeyPressed
Name: "Key Pressed %1"
Description: "A key was pressed."
Group: "Input"
Type: Specialized # We want the event loop to handle checking each key.
Parameters:
- Key
SuperCheck: |
keyboard_check_pressed(%1)
- ID: KeyReleased
Name: "Key Released %1"
Description: "A key was pressed."
Group: "Input"
Type: Specialized # We want the event loop to handle checking each key.
Parameters:
- Key
SuperCheck: |
keyboard_check_pressed(%1)
- ID: MouseButton
Name: "Mouse Button %1"
Description: "A mouse button is pressed or held and the mouse is hovering this instance."
Group: "Input"
Type: Specialized # We want the event loop to handle checking each button.
Parameters:
- MouseButton
SuperCheck: |
mouse_check_button(%1)
SubCheck: |
position_meeting(mouse_x, mouse_y, id)
- ID: MousePressed
Name: "Mouse Button Pressed %1"
Description: "A mouse button was pressed while hovering this instance."
Group: "Input"
Type: Specialized # We want the event loop to handle checking each button.
Parameters:
- MouseButton
SuperCheck: |
mouse_check_button_pressed(%1)
SubCheck: |
position_meeting(mouse_x, mouse_y, id)
- ID: MouseReleased
Name: "Mouse Button Released %1"
Description: "A mouse button was released while hovering this instance."
Group: "Input"
Type: Specialized # We want the event loop to handle checking each button.
Parameters:
- MouseButton
SuperCheck: |
mouse_check_button_pressed(%1)
SubCheck: |
position_meeting(mouse_x, mouse_y, id)
- ID: GlobalMouseButton
Name: "Global Mouse Button %1"
Description: "A mouse button was pressed or is being held."
Type: Specialized # We want the event loop to handle checking each button.
Parameters:
- MouseButton
SuperCheck: |
mouse_check_button(%1)
- ID: GlobalMousePressed
Name: "Global Mouse Button Pressed %1"
Description: "A mouse button was pressed."
Group: "Input"
Type: Specialized # We want the event loop to handle checking each button.
Parameters:
- MouseButton
SuperCheck: |
mouse_check_button_pressed(%1)
- ID: GlobalMouseReleased
Name: "Global Mouse Button Released %1"
Description: "A mouse button was released."
Group: "Input"
Type: Specialized # We want the event loop to handle checking each button.
Parameters:
- MouseButton
SuperCheck: |
mouse_check_button_pressed(%1)
- ID: MouseWheelUp
Name: "Mouse Wheel Up"
Description: "Mouse scroll wheel was rotated upwards. See `mouse_vscrolls`."
SuperCheck: |
mouse_vscrolls > 0
- ID: MouseWheelDown
Name: "Mouse Wheel Down"
Description: "Mouse scroll wheel was rotated downwards. See `mouse_vscrolls`."
SuperCheck: |
mouse_vscrolls < 0
- ID: MouseEnterWindow
Name: "Mouse Enter Window"
Description: "Mouse has entered the window."
Locals: bool $innowEnter = false;
SubCheck: |
{
const bool wasin = $innowEnter;
$innowEnter = position_meeting(mouse_x, mouse_y, id);
return !(!$innowEnter or wasin);
}
- ID: MouseLeaveWindow
Name: "Mouse Leave Window"
Description: "Mouse has left the window."
Locals: |
bool $innowLeave = false;
SubCheck: |
{
const bool wasin = $innowLeave;
$innowLeave = position_meeting(mouse_x, mouse_y, id);
return !($innowLeave or !wasin);
}
- ID: Step
Name: "Step"
Group: "Step"
Description: "Standard step event executed after begin step and input handling."
Constant: |
if (timeline_running && timeline_speed != 0) {
advance_curr_timeline();
}
- ID: LocalSweep
Name: "Locals sweep"
Description: "Internal event to update local variables."
Constant: |
enigma::propagate_locals(this);
- ID: PathEnd
Name: "Path End"
Description: "Instance has reached the endpoint of a path."
SuperCheck: "false" # TODO: Paths are not yet implemented.
- ID: OutsideRoom
Name: "Outside Room"
Description: "Instance has move outside the room's bounds."
SubCheck: |
(bbox_right < 0) || (bbox_left > room_width) ||
(bbox_bottom < 0) || (bbox_top > room_height)
- ID: InsideRoom
Name: "Inside Room"
Description: "Instance has moved inside the room's bounds."
SubCheck: |
(bbox_left < 0) || (bbox_right > room_width) ||
(bbox_top < 0) || (bbox_bottom > room_height)
- ID: OutsideView
Name: "Outside View %1"
Description: "Instance has moved outside of the view's bounds."
Type: Stacked
Parameters:
- integer
SubCheck: |
view_enabled && !view_visible[%1] && (
(bbox_right < view_xview[%1]) ||
(bbox_left > view_xview[%1] + view_wview[%1]) ||
(bbox_bottom < view_yview[%1]) ||
(bbox_top > view_yview[%1] + view_hview[%1])
)
- ID: InsideView
Name: "Inside View %1"
Description: "Instance has moved inside of the view's bounds."
Type: Stacked
Parameters:
- integer
SubCheck: |
view_enabled && view_visible[%1] && (
(bbox_right < view_xview[%1]) ||
(bbox_left > view_xview[%1] + view_wview[%1]) ||
(bbox_bottom < view_yview[%1]) ||
(bbox_top > view_yview[%1] + view_hview[%1])
)
- ID: NoMoreLives
Name: "No More Lives"
Description: "Lives variable has dropped to 0."
SuperCheck: |
enigma::update_lives_status_and_return_zeroless()
- ID: NoMoreHealth
Name: "No More Health"
Description: "Health variable has dropped to 0."
Type: Specialized
Locals: "bool $out_of_health = 0;"
SubCheck: |
{
bool OoH = $out_of_health;
$out_of_health = (health <= 0);
return $out_of_health && !OoH;
}
- ID: BeforeCollisionAutomaticCollisionHandling
Name: "Pre-collision automatic collision handling."
Description: "Internal event to update collision stuff"
Type: Inline
Instead: |
enigma::perform_callbacks_before_collision_event();
- ID: Collision
Name: "Collision %1"
Description: "Instance is colliding (overlapping) with another object."
Group: "Collisions"
Type: Stacked
Parameters:
- object
# SuperCheck: |
# instance_number(%1)
SubCheck: |
enigma::place_meeting_inst(x, y, %1)
Dispatcher: |
for (enigma::iterator it = enigma::fetch_inst_iter_by_int(%1); it; ++it) {
int $$$internal$$$ = %1;
instance_other = *it;
if (enigma::place_meeting_inst(x,y,instance_other->id)) {
if (enigma::glaccess(int(other))->solid &&
enigma::place_meeting_inst(x,y,instance_other->id)) {
x = xprevious;
y = yprevious;
}
%event();
if (enigma::glaccess(int(other))->solid) {
x += hspeed;
y += vspeed;
if (enigma::place_meeting_inst(x, y, $$$internal$$$)) {
x = xprevious;
y = yprevious;
}
}
}
}
- ID: EndStep
Name: "End Step"
Description: "The last of the step events."
Group: "Step"
Constant: |
{
if (timeline_running && timeline_loop && timeline_speed != 0)
loop_curr_timeline();
}
- ID: ParticleSystemsUpdate
Name: "Particle systems update."
Description: "Internal event to update particles"
Type: Inline
Instead: |
enigma::perform_callbacks_particle_updating();
- ID: Draw
Name: "Draw"
Description: "Draw inside the current viewport."
Group: "Draw"
SubCheck: "visible"
IteratorDeclare: "/* Draw is handled by depth */"
IteratorInitialize: "/* Draw is initialized in the constructor */"
IteratorRemove: "depth.remove();"
IteratorDelete: "/* Draw event will destruct with this */"
Default: |
if (visible && sprite_index != -1) {
draw_sprite_ext(sprite_index, image_index, x, y,
image_xscale, image_yscale, image_angle,
image_blend, image_alpha);
}
Instead: |
// We never want to iterate draw; we let screen_redraw() handle it.
if (automatic_redraw) screen_redraw();
- ID: DrawGUI
Name: "Draw GUI"
Description: "Draw directly on top the window, ignoring any viewports."
Group: "Draw"
IteratorDeclare: "/* DrawGUI is handled by depth */"
IteratorInitialize: "++enigma::gui_used;"
IteratorRemove: "--enigma::gui_used;"
IteratorDelete: "/* Nothing to do for DrawGUI */"
SubCheck: "visible"
- ID: WindowResize
Name: "Window Resize"
Description: "Window size has changed."
Type: TriggerAll
- ID: AnimationEnd
Name: "Animation End"
Description: "Instance sprite has reached the last subimage."
SubCheck: |
!(image_index + image_speed < sprite_get_number(sprite_index))
- ID: RoomEnd
Name: "Room End"
Description: "The current room has changed."
Type: TriggerAll
- ID: GameEnd
Name: "Game End"
Description: "Game is ending."
Type: TriggerAll
- ID: User
Name: "User %1"
Description: "Custom user event. Invoked manually."
Type: TriggerOnce
Parameters:
- string
- ID: Joystick.Axis
Name: "Joystick %1 Axis %2"
Description: "A joystick button is pressed or held"
Group: "Input"
Type: Specialized
Parameters:
- integer
- JoystickButton
SuperCheck: "false" # TODO: not implemented yet
- ID: Joystick.Button
Name: "Joystick %1 Button %2"
Description: "A joystick button is pressed or held"
Group: "Input"
Type: Specialized
Parameters:
- integer
- JoystickButton
SuperCheck: "false" # TODO: not implemented yet
# These are definitions of constants used in the above.
Aliases:
# Keyboard Aliases
Key:
AnyKey: {value: 1, spelling: "vk_anykey"}
NoKey: {value: 0, spelling: "vk_nokey"}
Left: {value: 37, spelling: "vk_left"}
Right: {value: 39, spelling: "vk_right"}
Up: {value: 38, spelling: "vk_up"}
Down: {value: 40, spelling: "vk_down"}
Tab: {value: 9, spelling: "vk_tab"}
Enter: {value: 13, spelling: "vk_enter"}
Shift: {value: 16, spelling: "vk_shift"}
Control: {value: 17, spelling: "vk_control"}
Alt: {value: 18, spelling: "vk_alt"}
Space: {value: 32, spelling: "vk_space"}
Numpad0: {value: 96, spelling: "vk_numpad0"}
Numpad1: {value: 97, spelling: "vk_numpad1"}
Numpad2: {value: 98, spelling: "vk_numpad2"}
Numpad3: {value: 99, spelling: "vk_numpad3"}
Numpad4: {value: 100, spelling: "vk_numpad4"}
Numpad5: {value: 101, spelling: "vk_numpad5"}
Numpad6: {value: 102, spelling: "vk_numpad6"}
Numpad7: {value: 103, spelling: "vk_numpad7"}
Numpad8: {value: 104, spelling: "vk_numpad8"}
Numpad9: {value: 105, spelling: "vk_numpad9"}
Multiply: {value: 106, spelling: "vk_multiply"}
Add: {value: 107, spelling: "vk_add"}
Subtract: {value: 109, spelling: "vk_subtract"}
Decimal: {value: 110, spelling: "vk_decimal"}
Divide: {value: 111, spelling: "vk_divide"}
F1: {value: 112, spelling: "vk_f1"}
F2: {value: 113, spelling: "vk_f2"}
F3: {value: 114, spelling: "vk_f3"}
F4: {value: 115, spelling: "vk_f4"}
F5: {value: 116, spelling: "vk_f5"}
F6: {value: 117, spelling: "vk_f6"}
F7: {value: 118, spelling: "vk_f7"}
F8: {value: 119, spelling: "vk_f8"}
F9: {value: 120, spelling: "vk_f9"}
F10: {value: 121, spelling: "vk_f10"}
F11: {value: 122, spelling: "vk_f11"}
F12: {value: 123, spelling: "vk_f12"}
Backspace: {value: 8, spelling: "vk_backspace"}
Escape: {value: 27, spelling: "vk_escape"}
PageUp: {value: 33, spelling: "vk_pageup"}
PageDown: {value: 34, spelling: "vk_pagedown"}
End: {value: 35, spelling: "vk_end"}
Home: {value: 36, spelling: "vk_home"}
Insert: {value: 45, spelling: "vk_insert"}
Delete: {value: 46, spelling: "vk_delete"}
# These are for check_direct only
LShift: {value: 160, spelling: "vk_lshift"}
RShift: {value: 161, spelling: "vk_rshift"}
LControl: {value: 162, spelling: "vk_lcontrol"}
RControl: {value: 163, spelling: "vk_rcontrol"}
LAlt: {value: 164, spelling: "vk_lalt"}
RAlt: {value: 165, spelling: "vk_ralt"}
# This one's Windows only
PrintScreen: {value: 42, spelling: "vk_printscreen"}
# These are ENIGMA-only
Caps: {value: 20, spelling: "vk_caps"}
Scroll: {value: 145, spelling: "vk_scroll"}
Pause: {value: 19, spelling: "vk_pause"}
LSuper: {value: 91, spelling: "vk_lsuper"}
RSuper: {value: 92, spelling: "vk_rsuper"}
# These are a little annoying, but make codegen easier.
A: {value: 65, spelling: "'A'"}
B: {value: 66, spelling: "'B'"}
C: {value: 67, spelling: "'C'"}
D: {value: 68, spelling: "'D'"}
E: {value: 69, spelling: "'E'"}
F: {value: 70, spelling: "'F'"}
G: {value: 71, spelling: "'G'"}
H: {value: 72, spelling: "'H'"}
I: {value: 73, spelling: "'I'"}
J: {value: 74, spelling: "'J'"}
K: {value: 75, spelling: "'K'"}
L: {value: 76, spelling: "'L'"}
M: {value: 77, spelling: "'M'"}
N: {value: 78, spelling: "'N'"}
O: {value: 79, spelling: "'O'"}
P: {value: 80, spelling: "'P'"}
Q: {value: 81, spelling: "'Q'"}
R: {value: 82, spelling: "'R'"}
S: {value: 83, spelling: "'S'"}
T: {value: 84, spelling: "'T'"}
U: {value: 85, spelling: "'U'"}
V: {value: 86, spelling: "'V'"}
W: {value: 87, spelling: "'W'"}
X: {value: 88, spelling: "'X'"}
Y: {value: 89, spelling: "'Y'"}
Z: {value: 90, spelling: "'Z'"}
# Mouse Button Aliases
MouseButton:
Any: {value: -1, spelling: "mb_any"}
None: {value: 0, spelling: "mb_none"}
Left: {value: 1, spelling: "mb_left"}
Right: {value: 2, spelling: "mb_right"}
Middle: {value: 3, spelling: "mb_middle"}
JoystickButton:
Left: {value: 0, spelling: "js_left"}
Right: {value: 1, spelling: "js_right"}
Up: {value: 2, spelling: "js_up"}
Down: {value: 3, spelling: "js_down"}
# Mapping of GM's integer event ids to our event names
GameMakerEventMappings:
0: # Instance construct event.
Single: Create
1: # Instance destruct event.
Single: Destroy
2: # Alarms. GM only supports ten.
Parameterized: Alarm[%1] # Number <1-10>
3: # Step events.
Specialized:
Cases:
0: Step
1: BeginStep
2: EndStep
4: # Collision events.
Parameterized: Collision[%1] # <Object>
5: # Keyboard events.
Parameterized: Keyboard[%1] # <Key>
6: # The "Mouse" group, which somehow inherited joysticks.
Specialized:
Cases:
0: MouseButton[Left]
1: MouseButton[Right]
2: MouseButton[Middle]
3: MouseButton[None]
4: MousePressed[Left]
5: MousePressed[Right]
6: MousePressed[Middle]
7: MouseReleased[Left]
8: MouseReleased[Right]
9: MouseReleased[Middle]
10: MouseEnterWindow
11: MouseLeaveWindow
16: Joystick[1]Axis[Left]
17: Joystick[1]Axis[Right]
18: Joystick[1]Axis[Up]
19: Joystick[1]Axis[Down]
21: Joystick[1]Button[1]
22: Joystick[1]Button[2]
23: Joystick[1]Button[3]
24: Joystick[1]Button[4]
25: Joystick[1]Button[5]
26: Joystick[1]Button[6]
27: Joystick[1]Button[7]
28: Joystick[1]Button[8]
31: JoystickAxis[2][Left]
32: JoystickAxis[2][Right]
33: JoystickAxis[2][Up]
34: JoystickAxis[2][Down]
36: Joystick[2]Button[1]
37: Joystick[2]Button[2]
38: Joystick[2]Button[3]
39: Joystick[2]Button[4]
40: Joystick[2]Button[5]
41: Joystick[2]Button[6]
42: Joystick[2]Button[7]
43: Joystick[2]Button[8]
50: GlobalMouseButton[Left]
51: GlobalMouseButton[Right]
52: GlobalMouseButton[Middle]
53: GlobalMousePressed[Left]
54: GlobalMousePressed[Right]
55: GlobalMousePressed[Middle]
56: GlobalMouseReleased[Left]
57: GlobalMouseReleased[Right]
58: GlobalMouseReleased[Middle]
60: MouseWheelUp
61: MouseWheelDown
7: # The "Other" group, which became a dumping ground.
Specialized:
Cases:
0: OutsideRoom
1: InsideRoom
2: GameStart
3: GameEnd
4: RoomStart
5: RoomEnd
6: NoMoreLives
7: AnimationEnd
8: PathEnd
9: NoMoreHealth
10: User[0]
11: User[1]
12: User[2]
13: User[3]
14: User[4]
15: User[5]
16: User[6]
17: User[7]
18: User[8]
19: User[9]
20: User[10]
21: User[11]
22: User[12]
23: User[13]
24: User[14]
25: User[15]
30: WindowClose
40: OutsideView[0]
41: OutsideView[1]
42: OutsideView[2]
43: OutsideView[3]
44: OutsideView[4]
45: OutsideView[5]
46: OutsideView[6]
47: OutsideView[7]
50: InsideView[0]
51: InsideView[1]
52: InsideView[2]
53: InsideView[3]
54: InsideView[4]
55: InsideView[5]
56: InsideView[6]
57: InsideView[7]
60: ImageLoaded
61: SoundLoaded
62: HTTP
63: Dialog
66: IAP
67: Cloud
68: Networking
69: Steam
70: Social
8: # The "Draw" group.
Specialized:
Cases:
0: Draw
64: DrawGUI
65: WindowResize
9: # The "Key Pressed" group.
Parameterized: KeyPressed[%1] # <KeyCode>
10: # The "Key Released" group.
Parameterized: KeyReleased[%1] # <KeyCode>