Using SDL_PushEvent for Event Reporting

Why do we use SDL_PushEvent() for reporting events instead of directly calling a function?

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.

Event-Driven Architecture

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.

Benefits of Using SDL_PushEvent()

  1. Decoupling: The cell doesn't need to know who's interested in bomb placement. Any part of the game can listen for and react to these events.
  2. Centralized Event Handling: All events, including SDL's built-in events and our custom ones, can be processed in a single loop.
  3. Asynchronous Communication: Events are queued and can be processed when the game is ready, not immediately when they occur.
  4. Consistency with SDL: By using SDL's event system, we're consistent with how SDL handles other events like keyboard or mouse input.

Comparison with Direct Function Calls

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:

  • The cell needs to know about the grid, creating tighter coupling.
  • We can't easily handle the bomb placement asynchronously or in a central event loop.
  • It's harder to add new listeners without modifying the 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.

Adding Bombs to the Grid

Updating the game to to place bombs randomly in the grid and render them when cells are cleared.

Questions & Answers

Answers are generated by AI models and may not have been reviewed. Be mindful when running any code on your device.

Using static_assert for Bomb Count
Why do we use static_assert() for checking the bomb count, and how does it differ from a regular runtime check?
Implementing "First Click Safe"
How can we implement a "first click is always safe" feature in our bomb placement logic?
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