[SDL] SDL_Event threading all backwards?
masonwheeler at yahoo.com
Mon Feb 25 20:24:38 PST 2008
I'm trying to implement SDL_Events in my game engine and running up against a brick wall. Everything I read on the subject gives two mutually exclusive recommendations:
1. Managing SDL_Events has to be done from the application's main thread.
2. The most efficient way to manage SDL_Events is with the SDL_WaitEvent function.
This just won't work, because rendering also has to be done from the main thread. I can't have my event loop stalling the rendering because the user isn't hitting any keys! What kind of sense does it make to only have SDL_Events run on the main thread anyway, seeing as how the only sensible way to handle input in a multithreaded app using DirectX/OpenGL routines is in a different thread from the one doing the rendering?
Frankly, I don't see the logic to this. Is there any way around it?
-------------- next part --------------
An HTML attachment was scrubbed...
More information about the SDL