While SDL doesn't provide a built-in mechanism for prioritizing events in its event queue, we can implement our own priority system for custom events. Here's a strategy to achieve this:
First, let's create a priority queue for our custom events:
#include <SDL.h>
#include <functional>
#include <queue>
#include <vector>
struct PrioritizedEvent {
SDL_Event event;
int priority;
bool operator<(
const PrioritizedEvent& other) const {
return priority < other.priority;
}
};
std::priority_queue<PrioritizedEvent>
customEventQueue;
Next, we'll intercept custom events and add them to our priority queue:
void PushPrioritizedEvent(
const SDL_Event& event, int priority) {
customEventQueue.push({event, priority});
}
bool HandleSDLEvent(const SDL_Event& event) {
if (event.type >= SDL_USEREVENT) {
// Determine priority based on event type or
// other criteria
int priority = DeterminePriority(event);
PushPrioritizedEvent(event, priority);
return true; // Event handled
}
return false; // Not a custom event
}
Now, let's modify our main loop to process our prioritized custom events:
#include "UserEvents.h"
#include <SDL.h>
int main() {
SDL_Init(SDL_INIT_EVERYTHING);
SDL_Event event;
bool quit{false};
while (!quit) {
// Process SDL events
while (SDL_PollEvent(&event)) {
if (event.type == SDL_QUIT) {
quit = true;
} else if (!HandleSDLEvent(event)) {
// Handle other SDL events
}
}
// Process prioritized custom events
while (!customEventQueue.empty()) {
const SDL_Event &prioritizedEvent =
customEventQueue.top().event;
// Handle the prioritized event
HandleCustomEvent(prioritizedEvent);
customEventQueue.pop();
}
// Rest of game loop
}
SDL_Quit();
return 0;
}
The DeterminePriority
function could look something like this:
int DeterminePriority(const SDL_Event& event) {
switch (event.type) {
case UserEvents::CRITICAL_EVENT:
return 3; // Highest priority
case UserEvents::IMPORTANT_EVENT:
return 2;
case UserEvents::NORMAL_EVENT:
return 1;
default:
return 0; // Lowest priority
}
}
Finally, implement the HandleCustomEvent
function to process your prioritized events:
void HandleCustomEvent(const SDL_Event& event) {
switch (event.type) {
case UserEvents::CRITICAL_EVENT:
// Handle critical event
break;
case UserEvents::IMPORTANT_EVENT:
// Handle important event
break;
case UserEvents::NORMAL_EVENT:
// Handle normal event
break;
default:
// Handle other custom events
break;
}
}
This approach allows you to prioritize your custom events while still maintaining the standard SDL event processing for built-in events. Higher priority events will be processed first, ensuring that critical game events are handled promptly.
Remember that this system only prioritizes custom events. SDL's built-in events will still be processed in the order they are received. If you need to prioritize SDL events as well, you would need to intercept all events and add them to your priority queue, which could potentially impact performance for high-frequency events like mouse movement.
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