Handling multiple key presses simultaneously in SDL is straightforward using SDL_GetKeyboardState()
.
This function provides a snapshot of the keyboard state, which you can then query to check if specific keys are pressed.
Here’s an example that demonstrates how to handle multiple key presses:
#include <SDL.h>
#include <iostream>
class Window {
public:
Window() {
SDL_Init(SDL_INIT_VIDEO);
SDLWindow = SDL_CreateWindow(
"Multiple Key Presses",
SDL_WINDOWPOS_CENTERED,
SDL_WINDOWPOS_CENTERED,
640, 480, SDL_WINDOW_SHOWN
);
}
~Window() {
SDL_DestroyWindow(SDLWindow);
SDL_Quit();
}
void HandleKeyboard() {
const Uint8* state = SDL_GetKeyboardState(NULL);
if (state[SDL_SCANCODE_W] && state[SDL_SCANCODE_A]) {
std::cout << "W and A keys are pressed\n";
} else if (state[SDL_SCANCODE_W]) {
std::cout << "W key is pressed\n";
} else if (state[SDL_SCANCODE_A]) {
std::cout << "A key is pressed\n";
} else {
std::cout << "Neither W nor A keys pressed\n";
}
}
private:
SDL_Window* SDLWindow{nullptr};
};
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;
}
Neither W nor A keys pressed
W key is pressed
W and A keys are pressed
SDL_SCANCODE_W
and SDL_SCANCODE_A
to index into the keyboard state array.SDL_PollEvent()
or SDL_PumpEvents()
in your loop to keep the keyboard state updated.This approach allows you to handle complex input scenarios where multiple keys might be pressed simultaneously, such as in games or other interactive applications.
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.