Mouse Input Basics

SDL Event Timestamp Field

What does the timestamp field in the event structures mean?

Abstract art representing computer programming

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.

Units and Reference Point

  • Units: The timestamp is measured in milliseconds.
  • Reference Point: It represents the number of milliseconds that had elapsed since the SDL library was initialized (i.e., since your program called SDL_Init()).

How It's Used

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.

Getting Current Time

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 ~49 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.

Answers to questions are automatically generated and may not have been reviewed.

sdl2-promo.jpg
Part of the course:

Game Dev with SDL2

Learn C++ and SDL development by creating hands on, practical projects inspired by classic retro games

This course includes:

  • 110 Lessons
  • 92% Positive Reviews
  • Regularly Updated
  • Help and FAQs
Free, Unlimited Access

Professional C++

Comprehensive course covering advanced concepts, and how to use them on large-scale projects.

Screenshot from Warhammer: Total War
Screenshot from Tomb Raider
Screenshot from Jedi: Fallen Order
Contact|Privacy Policy|Terms of Use
Copyright © 2025 - All Rights Reserved