Handling key releases using the polling method involves checking the state of the keys continuously and comparing the current state with the previous state to detect changes.
Here’s an example that demonstrates how to handle key releases:
#include <SDL.h>
#include <iostream>
#include <cstring>
class Window {
public:
Window() {
SDL_Init(SDL_INIT_VIDEO);
SDLWindow = SDL_CreateWindow(
"Key Release Polling",
SDL_WINDOWPOS_CENTERED,
SDL_WINDOWPOS_CENTERED,
640, 480, SDL_WINDOW_SHOWN
);
std::memset(prevState, 0, sizeof(prevState));
}
~Window() {
SDL_DestroyWindow(SDLWindow);
SDL_Quit();
}
void HandleKeyboard() {
const Uint8* state = SDL_GetKeyboardState(NULL);
if (prevState[SDL_SCANCODE_A]
&& !state[SDL_SCANCODE_A]) {
std::cout << "A key released\n";
}
std::memcpy(prevState, state, sizeof(prevState));
}
private:
SDL_Window* SDLWindow{nullptr};
Uint8 prevState[SDL_NUM_SCANCODES];
};
int main(int argc, char* argv[]) {
Window GameWindow;
bool running = true;
SDL_Event event;
while (running) {
while (SDL_PollEvent(&event)) {
if (event.type == SDL_QUIT) {
running = false;
}
}
GameWindow.HandleKeyboard();
// Rendering code here
}
return 0;
}
A key released
prevState
is used to store the previous keyboard state. This array is initialized to zero using std::memset()
.HandleKeyboard()
method, the current state of the keyboard is compared with the previous state. If a key was pressed in the previous state but is not pressed in the current state, it indicates a key release.std::memcpy()
.By storing and comparing the previous and current states of the keyboard, you can effectively handle key releases using the polling method.
This technique allows you to detect when a key is released and perform the necessary actions in response.
Answers to questions are automatically generated and may not have been reviewed.
Learn how to detect and handle keyboard input in SDL2 using both event-driven and polling methods. This lesson covers obtaining and interpreting the keyboard state array.