Building SDL2 from Source (GCC and Make)

SDL2 Event Handling

How can I handle multiple types of events in SDL2, such as keyboard and mouse events?

Vector illustration representing computer programming

SDL2 provides an event system that allows you to handle various types of events, including keyboard and mouse events. Here's an example of how to handle multiple event types in an SDL2 application:

#include <SDL.h>

#include <iostream>

int main(int argc, char* argv[]) {
  SDL_Init(SDL_INIT_VIDEO);

  SDL_Window* window{SDL_CreateWindow(
    "Event Handling",
    SDL_WINDOWPOS_UNDEFINED,
    SDL_WINDOWPOS_UNDEFINED,
    800, 600, SDL_WINDOW_SHOWN
  )};

  SDL_Event event;
  bool quit = false;
  while (!quit) {
    while (SDL_PollEvent(&event)) {
      switch (event.type) {
        case SDL_QUIT:
          quit = true;
          break;
        case SDL_KEYDOWN:
          if (event.key.keysym.sym
            == SDLK_ESCAPE) {
            quit = true;
          } else {
            std::cout << "Key pressed: "
              << SDL_GetKeyName(
                event.key.keysym.sym) << '\n';
          }
          break;
        case SDL_MOUSEBUTTONDOWN:
          std::cout << "Mouse button pressed: "
            << event.button.button << "\n";
          break;
        case SDL_MOUSEMOTION:
          std::cout << "Mouse position: ("
            << event.motion.x << ", "
            << event.motion.y << ")\n";
          break;
      }
    }
  }

  SDL_DestroyWindow(window);
  SDL_Quit();

  return 0;
}

In this example, we use a switch statement inside the event loop to handle different event types. The event.type field determines the type of event that occurred.

  • For the SDL_QUIT event, we set the quit flag to true to exit the application.
  • For the SDL_KEYDOWN event, we check if the pressed key is the Escape key ( SDLK_ESCAPE) to quit the application. Otherwise, we print the name of the pressed key using SDL_GetKeyName.
  • For the SDL_MOUSEBUTTONDOWN event, we print the mouse button that was pressed using event.button.button.
  • For the SDL_MOUSEMOTION event, we print the current mouse position using event.motion.x and event.motion.y.

You can extend this event handling code to include additional event types and perform specific actions based on your application's requirements.

Remember to include the necessary headers and initialize SDL2 properly before handling events. Also, make sure to clean up resources, such as windows and renderers, before quitting the application.

Answers to questions are automatically generated and may not have been reviewed.

sdl2-promo.jpg
Part of the course:

Game Dev with SDL2

Learn C++ and SDL development by creating hands on, practical projects inspired by classic retro games

Free, unlimited access

This course includes:

  • 67 Lessons
  • 100+ Code Samples
  • 91% Positive Reviews
  • Regularly Updated
  • Help and FAQ
Free, Unlimited Access

Professional C++

Comprehensive course covering advanced concepts, and how to use them on large-scale projects.

Screenshot from Warhammer: Total War
Screenshot from Tomb Raider
Screenshot from Jedi: Fallen Order
Contact|Privacy Policy|Terms of Use
Copyright © 2024 - All Rights Reserved