In our Minesweeper game, we use SDL_PushEvent()
to report events like bomb placement or cell clearing.
This approach might seem more complicated than directly calling a function, but it offers several benefits that align well with game development practices. Let's explore why we chose this method and how it compares to direct function calls.
Using SDL_PushEvent()
allows us to implement an event-driven architecture. In this paradigm, different parts of our game can communicate without being tightly coupled. Here's a simple example of how we might use it in our Minesweeper cell:
#include <SDL.h>
#include <iostream>
namespace UserEvents {
inline Uint32 BOMB_PLACED =
SDL_RegisterEvents(1);
}
class MinesweeperCell {
public:
void PlaceBomb() {
// Place the bomb logic here
ReportEvent(UserEvents::BOMB_PLACED);
}
private:
void ReportEvent(Uint32 EventType) {
SDL_Event event{EventType};
event.user.data1 = this;
SDL_PushEvent(&event);
}
};
void HandleSDLEvents() {
SDL_Event event;
while (SDL_PollEvent(&event)) {
if (event.type == UserEvents::BOMB_PLACED) {
std::cout << "A bomb was placed!\n";
}
}
}
int main() {
if (SDL_Init(SDL_INIT_EVENTS) < 0) {
std::cerr << "SDL initialization failed\n";
return 1;
}
MinesweeperCell cell;
cell.PlaceBomb();
HandleSDLEvents();
SDL_Quit();
return 0;
}
This code demonstrates how we can push a custom event when a bomb is placed, and then handle it in our main event loop.
SDL_PushEvent()
Let's compare this to a direct function call approach:
#include <iostream>
class MinesweeperGrid {
public:
void OnBombPlaced() {
std::cout << "A bomb was placed!\n";
}
};
class MinesweeperCell {
public:
MinesweeperCell(MinesweeperGrid *grid) :
grid(grid) {}
void PlaceBomb() {
// Place the bomb logic here
grid->OnBombPlaced();
}
private:
MinesweeperGrid *grid;
};
int main() {
MinesweeperGrid grid;
MinesweeperCell cell(&grid);
cell.PlaceBomb();
return 0;
}
While this is simpler, it has drawbacks:
MinesweeperCell
class.By using SDL_PushEvent()
, we create a more flexible, scalable architecture for our Minesweeper game, which will be beneficial as we add more features and complexity.
Answers to questions are automatically generated and may not have been reviewed.
Updating the game to to place bombs randomly in the grid and render them when cells are cleared.