The SDL_Event structure has two uses
• Reading events on the event queue
• Placing events on the event queue
Reading events from the event queue is done with either SDL_PollEvent or SDL_PeepEvents. We'll use
SDL_PollEvent and step through an example.
First off, we create an empty SDL_Event structure.
SDL_Event test_event;
SDL_PollEvent removes the next event from the event queue, if there are no events on the queue it
returns 0 otherwise it returns 1. We use a while loop to process each event in turn.
while(SDL_PollEvent(&test_event)) {
The SDL_PollEvent function take a pointer to an SDL_Event structure that is to be filled with event
information. We know that if SDL_PollEvent removes an event from the queue then the event information
will be placed in our test_event structure, but we also know that the type of event will be placed in the
type member of test_event. So to handle each event type seperately we use a switch statement.
switch(test_event.type) {
We need to know what kind of events we're looking for and the event type's of those events. So lets
assume we want to detect where the user is moving the mouse pointer within our application. We look
through our event types and notice that SDL_MOUSEMOTION is, more than likely, the event we're looking
for. A little more research tells use that SDL_MOUSEMOTION events are handled within the
SDL_MouseMotionEvent structure which is the motion member of SDL_Event. We can check for the
SDL_MOUSEMOTION event type within our switch statement like so:
case SDL_MOUSEMOTION:
All we need do now is read the information out of the motion member of test_event.
printf("We got a motion event.
");
printf("Current mouse position is: (%d, %d)
", test_event.motion.x, test_event.motion.y);
break;
default:
printf("Unhandled Event!
");
break;
}
}
printf("Event queue empty.
");
It is also possible to push events onto the event queue and so use it as a two-way communication path.
Both SDL_PushEvent and SDL_PeepEvents allow you to place events onto the event queue. This is usually
used to place a SDL_USEREVENT on the event queue, however you could use it to post fake input events if
you wished. Creating your own events is a simple matter of choosing the event type you want, setting the
type member and filling the appropriate member structure with information.
SDL_Event user_event;
user_event.type=SDL_USEREVENT;
user_event.user.code=2;
user_event.user.data1=NULL;
user_event.user.data2=NULL;
SDL_PushEvent(&user_event);