[SDL] Re: Question about ignoring mouse events
rgorojovsky at gmail.com
Wed Nov 16 10:10:31 PST 2005
On 11/16/05, David Olofson <david at olofson.net> wrote:
> On Wednesday 16 November 2005 14.26, Román Gorojovsky wrote:
> > Yes, thank you, that *almost* worked.
> > But if you do "while (SDL_PollEvent(&event))" the loop won't even
> > start, because usually at that point you don't have any event.
> Uhm, well, that's the idea; if there are no events, this loop should
> not run. Conversely, the loop should spin as long as there are
> events, in order to empty the queue before exiting.
> So, what I'm saying is, this event decoding loop should be an inner
> loop, inside the main/rendering loop. That way, it simply does
> nothing if there are no events.
ok, but is there an important difference between the following?
/* process events */
/* process events */
Should I handle the SDL_QUIT case differently?
> Note that the latter (emptying the event queue before you move on) is
> very important! If you don't do it that way, you'll get this horrible
> "rubber band" delay effect as soon as your rendering loop cannot spin
> at least once per input event. (Which it most likely cannot, unless
> the user has a low frame rate mouse and/or you're doing OpenGL
> rendering without retrace sync.)
humm I'm not sure if I'm following you. I don't have a rendering
loop. I render, then I check events, and then if I have to render
again I do it. The rendering loop only checks the SDL_QUIT event.
> (Well, there are cases where you actually want the event loop to be
> the outer loop, or logically equivalent, but then you generally want
> to use SDL_WaitEvent instead, and either way, this rarely applies to
> games, where there is usually stuff going on even when there are no
> input events.)
Yes, I think I would have used Wait in that case.
> //David Olofson - Programmer, Composer, Open Source Advocate
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