Detecting click-and-drag interactions involves tracking both the mouse button state and movement. Here's how to implement it:
#include <SDL.h>
#include <iostream>
#include "Window.h"
class DragDetector {
public:
void Tick() {
int x, y;
Uint32 Buttons = SDL_GetMouseState(&x, &y);
if (Buttons & SDL_BUTTON_LMASK) {
if (!IsDragging) {
// Start of drag
DragStartX = x;
DragStartY = y;
IsDragging = true;
std::cout << "Started dragging at ("
<< x << ", " << y << ")\n";
} else {
// Continue dragging
int DragDistanceX = x - DragStartX;
int DragDistanceY = y - DragStartY;
std::cout << "Dragging - Distance: ("
<< DragDistanceX << ", "
<< DragDistanceY << ")\n";
}
} else if (IsDragging) {
// End of drag
IsDragging = false;
std::cout << "Stopped dragging\n";
}
}
private:
bool IsDragging{false};
int DragStartX{0};
int DragStartY{0};
};
int main(int argc, char** argv) {
SDL_Init(SDL_INIT_VIDEO);
Window GameWindow;
DragDetector Detector;
SDL_Event E;
while (true) {
while (SDL_PollEvent(&E)) {
// Handle other events...
}
Detector.Tick();
GameWindow.Update();
}
SDL_Quit();
return 0;
}
Started dragging at (100, 150)
Dragging - Distance: (5, 2)
Dragging - Distance: (10, 5)
Dragging - Distance: (15, 8)
Stopped dragging
The drag detection system works by:
SDL_GetMouseState()
You can enhance this basic system by:
This approach using SDL_GetMouseState()
is often more reliable than using events for drag detection, as it ensures you don't miss any mouse movement between frames.
Answers to questions are automatically generated and may not have been reviewed.
Learn how to monitor mouse position and button states in real-time using SDL's state query functions