[SDL] SDL_Event threading all backwards?
Torsten Giebl
wizard at syntheticsw.com
Mon Feb 25 21:45:20 PST 2008
Hello !
> 2. The most efficient way to manage SDL_Events is with the
> SDL_WaitEvent function.
Most games use SDL_PollEvent to get their events :
SDL_Event event; /* Event structure */
.
.
.
/* Check for events */
while(SDL_PollEvent(&event)) { /* Loop until there are no events left
on the queue */
switch(event.type) { /* Process the appropiate event type */
case SDL_KEYDOWN: /* Handle a KEYDOWN event */
printf("Oh! Key press\n");
break;
case SDL_MOUSEMOTION:
.
.
.
default: /* Report an unhandled event */
printf("I don't know what this event is!\n");
}
}
SDL_WaitEvent is usefull when your app only does something
after an event, but most game loops should also run when
the user has not pressed a key or moved the mouse.
CU
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