Tightened the source code and README documentations in the library.
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@@ -1,36 +1,31 @@
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public import CPlaydate
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/// A Swift view of `PDSystemEvent` with the key code folded into the
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/// key events.
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/// An event sent to the game's `eventHandler`. Wraps `PDSystemEvent`; key events carry
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/// the event argument.
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public enum SystemEvent {
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/// Sent once at startup, before the first update.
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/// Once after the game loads, before the first update.
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case initialize
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/// Sent when the Lua runtime is ready, for registering custom
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/// functions and classes.
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/// After `initialize` if no update callback is set, once Lua exists and before
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/// `main.lua` runs; register Lua functions and classes here.
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case initializeLua
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/// The device was locked.
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case lock
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/// The device was unlocked.
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case unlock
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/// The game was paused (e.g. the system menu opened).
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/// E.g. the system menu opened.
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case pause
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/// The game resumed after a pause.
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case resume
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/// The game is about to be terminated.
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case terminate
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/// A simulator key was pressed.
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/// Simulator only.
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case keyPressed(keyCode: UInt32)
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/// A simulator key was released.
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/// Simulator only.
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case keyReleased(keyCode: UInt32)
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/// The device is about to power down because the battery is low.
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/// About to enter low-power sleep because the battery is low.
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case lowPower
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/// A Mirror session started.
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/// Mirror connected.
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case mirrorStarted
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/// A Mirror session ended.
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/// Mirror disconnected.
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case mirrorEnded
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/// Creates an event from the C event and its argument, or `nil` for
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/// events unknown to this binding.
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/// From the `eventHandler` arguments; `nil` for events this binding doesn't know.
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public init?(event: PDSystemEvent, argument: UInt32) {
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switch event {
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case kEventInit: self = .initialize
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