[SDL] Game event loop and input
stephena at roadrunner.nf.net
Thu Jan 30 17:02:00 PST 2003
On January 30, 2003 09:12 pm, Joby Bednar wrote:
> I'm starting to map out the various stages of my game, intro, tutorial,
> game play, cut scenes, etc. and it is getting a little ugly when it
> comes to what I envision as user input and the basic event loop. I'm
> thinking I need to create a global that stores the current game state
> and use a series of case statements within the PollEvent loop. This
> seems a bit bulky though and could run pages long.
Yes, I'm very interested in any info in this area as well. In my program,
I call a handleEvents every frame. I'd like to add a menu to the program
that will take key events as well.
My solution was to use a handleGameEvents normally, but if in menu mode
(indicated by some global variable), then to do a handleMenuEvents
Something makes me think there should be a cleaner way though. What if I
want to add a different menu? Create another function to handle *those*
I guess what I'd like to know is how to simulate a multi-event paradigm in
SDL, like one does in a GUI toolkit.
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