The timestamp
field, present in most SDL_Event
subtypes (like SDL_MouseMotionEvent
, SDL_MouseButtonEvent
, SDL_KeyboardEvent
, etc.), records the time when the event was generated.
SDL_Init()
).While not always necessary for basic input handling, the timestamp can be valuable in several scenarios:
Event Ordering and Timing: If you need to know the precise order or timing difference between multiple events, the timestamp provides this information. For example, calculating the time between a mouse button press (SDL_MOUSEBUTTONDOWN
) and its release (SDL_MOUSEBUTTONUP
) to measure click duration.
Uint32 pressTimestamp = 0;
// Inside event loop
if (event.type == SDL_MOUSEBUTTONDOWN) {
pressTimestamp = event.button.timestamp;
} else if (event.type == SDL_MOUSEBUTTONUP) {
if (pressTimestamp != 0) {
Uint32 clickDuration = event.button.timestamp - pressTimestamp;
std::cout << "Click duration: " << clickDuration << "ms\n";
pressTimestamp = 0; // Reset for next click
}
}
Input Sequencing: In complex input scenarios, like detecting specific gesture patterns or chorded key presses, the timestamps help determine if inputs occurred close enough together in time.
Debugging: Timestamps can be logged alongside events to help debug input issues, understand event sequences, or diagnose performance problems related to event handling.
Network Synchronization (Advanced): In networked multiplayer games, event timestamps might be sent over the network (potentially adjusted for latency) to help synchronize input actions across clients.
If you need the current time relative to SDL initialization outside of an event structure, you can use the SDL_GetTicks()
function (or SDL_GetTicks64()
for a 64-bit value less prone to wrapping around after ~49Â days).
Uint32 currentTime = SDL_GetTicks();
std::cout << "Time since SDL_Init: " << currentTime << "ms\n";
The event timestamp
essentially captures the value of SDL_GetTicks()
at the moment the operating system reported the input event to SDL.
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