How is the lime window's events (onKeyDown and onKeyUp) made?

I’m curious because I want to modify it to be slightly faster

It’s implemented in the “backend” for each target. For example, the HTML5Application class listens for a native JS KeyboardEvent:

For native targets (C++, Neko, HashLink), a message is sent from C++ to Haxe, and the NativeApplication backend dispatches Lime’s onKeyDown/onKeyUp:

So how exactly is KeyEventType made?

ProcessKeyEvent() in SDLApplication.cpp is where to find C++ code for key events on native targets:

So I managed to potentially optimize it

void SDLApplication::ProcessKeyEvent(SDL_Event* event) {
    if (KeyEvent::callback) {
        switch (event->type) {
            case SDL_KEYDOWN: keyEvent.type = KEY_DOWN; break;
            case SDL_KEYUP: keyEvent.type = KEY_UP; break;
        }

        keyEvent.keyCode = event->key.keysym.sym;
        keyEvent.modifier = event->key.keysym.mod;
        keyEvent.windowID = event->key.windowID;

        if (keyEvent.type == KEY_DOWN) {
            // Key modifier lookup table
            const std::unordered_map<SDL_Keycode, Uint16> modifierMap = {
                {SDLK_CAPSLOCK, KMOD_CAPS},
                {SDLK_LALT, KMOD_LALT},
                {SDLK_LCTRL, KMOD_LCTRL},
                {SDLK_LGUI, KMOD_LGUI},
                {SDLK_LSHIFT, KMOD_LSHIFT},
                {SDLK_MODE, KMOD_MODE},
                {SDLK_NUMLOCKCLEAR, KMOD_NUM},
                {SDLK_RALT, KMOD_RALT},
                {SDLK_RCTRL, KMOD_RCTRL},
                {SDLK_RGUI, KMOD_RGUI},
                {SDLK_RSHIFT, KMOD_RSHIFT}
            };

            // Check if the key is a modifier and update the modifier flags
            auto it = modifierMap.find(keyEvent.keyCode);
            if (it != modifierMap.end()) {
                keyEvent.modifier |= it->second;
            }
        }

        KeyEvent::Dispatch(&keyEvent);
    }
}

It uses an unordered_map (cpp) instead of just using redundant if checks btw