SDL Events

October 25th, 2007 by Tim Jones Leave a reply »

Alongside the basics of game development is something called Events. All videogames, from basic free poker applications to the highly complex PC games and console titles, use events to interact with the player. These events can come from keyboards, mice, joysticks, gamepads, and so on, or events from our operating system. It’s important to understand how events work if we are to appropriately interact a user with a game. We’ve already been using events, but only for closing our window, now we’ll look at how to receive events from the user.

If you haven’t caught on, each tutorial builds off the previous, so we’ll be using the code from the previous lesson. In order to track all these events and throw them into nice functions, lets create a new class. Create two files called CEvent.h and CEvent.cpp. These two files will handle our events, and call the appropriate function. CApp will inherit this class, so when we need to catch an event we simply override a function.

Open up CEvent.h and add the following code:

#ifndef _CEVENT_H_
    #define _CEVENT_H_

#include <SDL.h>

class CEvent {
    public:
        CEvent();

        virtual ~CEvent();

        virtual void OnEvent(SDL_Event* Event);

        virtual void OnInputFocus();

        virtual void OnInputBlur();

        virtual void OnKeyDown(SDLKey sym, SDLMod mod, Uint16 unicode);

        virtual void OnKeyUp(SDLKey sym, SDLMod mod, Uint16 unicode);

        virtual void OnMouseFocus();

        virtual void OnMouseBlur();

        virtual void OnMouseMove(int mX, int mY, int relX, int relY, bool Left,bool Right,bool Middle);

        virtual void OnMouseWheel(bool Up, bool Down)//Not implemented

        virtual void OnLButtonDown(int mX, int mY);

        virtual void OnLButtonUp(int mX, int mY);

        virtual void OnRButtonDown(int mX, int mY);

        virtual void OnRButtonUp(int mX, int mY);

        virtual void OnMButtonDown(int mX, int mY);

        virtual void OnMButtonUp(int mX, int mY);

        virtual void OnJoyAxis(Uint8 which, Uint8 axis, Sint16 value);

        virtual void OnJoyButtonDown(Uint8 which, Uint8 button);

        virtual void OnJoyButtonUp(Uint8 which, Uint8 button);

        virtual void OnJoyHat(Uint8 which, Uint8 hat, Uint8 value);

        virtual void OnJoyBall(Uint8 which, Uint8 ball, Sint16 xrel, Sint16 yrel);

        virtual void OnMinimize();

        virtual void OnRestore();

        virtual void OnResize(int w,int h);

        virtual void OnExpose();

        virtual void OnExit();

        virtual void OnUser(Uint8 type, int code, void* data1, void* data2);
};

#endif

Pretty hefty class right? Alright, open up CEvent.cpp, and add the following code:

#include "CEvent.h"

CEvent::CEvent() {
}

CEvent::~CEvent() {
    //Do nothing
}

void CEvent::OnEvent(SDL_Event* Event) {
    switch(Event->type) {
        case SDL_ACTIVEEVENT: {
            switch(Event->active.state) {
                case SDL_APPMOUSEFOCUS: {
                    if ( Event->active.gain )   OnMouseFocus();
                    else                OnMouseBlur();

                    break;
                }
                case SDL_APPINPUTFOCUS: {
                    if ( Event->active.gain )   OnInputFocus();
                    else                OnInputBlur();

                    break;
                }
                case SDL_APPACTIVE: {
                    if ( Event->active.gain )   OnRestore();
                    else                OnMinimize();

                    break;
                }
            }
            break;
        }

        case SDL_KEYDOWN: {
            OnKeyDown(Event->key.keysym.sym,Event->key.keysym.mod,Event->key.keysym.unicode);
            break;
        }

        case SDL_KEYUP: {
            OnKeyUp(Event->key.keysym.sym,Event->key.keysym.mod,Event->key.keysym.unicode);
            break;
        }

        case SDL_MOUSEMOTION: {
            OnMouseMove(Event->motion.x,Event->motion.y,Event->motion.xrel,Event->motion.yrel,(Event->motion.state&SDL_BUTTON(SDL_BUTTON_LEFT))!=0,(Event->motion.state&SDL_BUTTON(SDL_BUTTON_RIGHT))!=0,(Event->motion.state&SDL_BUTTON(SDL_BUTTON_MIDDLE))!=0);
            break;
        }

        case SDL_MOUSEBUTTONDOWN: {
            switch(Event->button.button) {
                case SDL_BUTTON_LEFT: {
                    OnLButtonDown(Event->button.x,Event->button.y);
                    break;
                }
                case SDL_BUTTON_RIGHT: {
                    OnRButtonDown(Event->button.x,Event->button.y);
                    break;
                }
                case SDL_BUTTON_MIDDLE: {
                    OnMButtonDown(Event->button.x,Event->button.y);
                    break;
                }
            }
            break;
        }

        case SDL_MOUSEBUTTONUP: {
            switch(Event->button.button) {
                case SDL_BUTTON_LEFT: {
                    OnLButtonUp(Event->button.x,Event->button.y);
                    break;
                }
                case SDL_BUTTON_RIGHT: {
                    OnRButtonUp(Event->button.x,Event->button.y);
                    break;
                }
                case SDL_BUTTON_MIDDLE: {
                    OnMButtonUp(Event->button.x,Event->button.y);
                    break;
                }
            }
            break;
        }

        case SDL_JOYAXISMOTION: {
            OnJoyAxis(Event->jaxis.which,Event->jaxis.axis,Event->jaxis.value);
            break;
        }

        case SDL_JOYBALLMOTION: {
            OnJoyBall(Event->jball.which,Event->jball.ball,Event->jball.xrel,Event->jball.yrel);
            break;
        }

        case SDL_JOYHATMOTION: {
            OnJoyHat(Event->jhat.which,Event->jhat.hat,Event->jhat.value);
            break;
        }
        case SDL_JOYBUTTONDOWN: {
            OnJoyButtonDown(Event->jbutton.which,Event->jbutton.button);
            break;
        }

        case SDL_JOYBUTTONUP: {
            OnJoyButtonUp(Event->jbutton.which,Event->jbutton.button);
            break;
        }

        case SDL_QUIT: {
            OnExit();
            break;
        }

        case SDL_SYSWMEVENT: {
            //Ignore
            break;
        }

        case SDL_VIDEORESIZE: {
            OnResize(Event->resize.w,Event->resize.h);
            break;
        }

        case SDL_VIDEOEXPOSE: {
            OnExpose();
            break;
        }

        default: {
            OnUser(Event->user.type,Event->user.code,Event->user.data1,Event->user.data2);
            break;
        }
    }
}

void CEvent::OnInputFocus() {
    //Pure virtual, do nothing
}

void CEvent::OnInputBlur() {
    //Pure virtual, do nothing
}

void CEvent::OnKeyDown(SDLKey sym, SDLMod mod, Uint16 unicode) {
    //Pure virtual, do nothing
}

void CEvent::OnKeyUp(SDLKey sym, SDLMod mod, Uint16 unicode) {
    //Pure virtual, do nothing
}

void CEvent::OnMouseFocus() {
    //Pure virtual, do nothing
}

void CEvent::OnMouseBlur() {
    //Pure virtual, do nothing
}

void CEvent::OnMouseMove(int mX, int mY, int relX, int relY, bool Left,bool Right,bool Middle) {
    //Pure virtual, do nothing
}

void CEvent::OnMouseWheel(bool Up, bool Down) {
    //Pure virtual, do nothing
}

void CEvent::OnLButtonDown(int mX, int mY) {
    //Pure virtual, do nothing
}

void CEvent::OnLButtonUp(int mX, int mY) {
    //Pure virtual, do nothing
}

void CEvent::OnRButtonDown(int mX, int mY) {
    //Pure virtual, do nothing
}

void CEvent::OnRButtonUp(int mX, int mY) {
    //Pure virtual, do nothing
}

void CEvent::OnMButtonDown(int mX, int mY) {
    //Pure virtual, do nothing
}

void CEvent::OnMButtonUp(int mX, int mY) {
    //Pure virtual, do nothing
}

void CEvent::OnJoyAxis(Uint8 which,Uint8 axis,Sint16 value) {
    //Pure virtual, do nothing
}

void CEvent::OnJoyButtonDown(Uint8 which,Uint8 button) {
    //Pure virtual, do nothing
}

void CEvent::OnJoyButtonUp(Uint8 which,Uint8 button) {
    //Pure virtual, do nothing
}

void CEvent::OnJoyHat(Uint8 which,Uint8 hat,Uint8 value) {
    //Pure virtual, do nothing
}

void CEvent::OnJoyBall(Uint8 which,Uint8 ball,Sint16 xrel,Sint16 yrel) {
    //Pure virtual, do nothing
}

void CEvent::OnMinimize() {
    //Pure virtual, do nothing
}

void CEvent::OnRestore() {
    //Pure virtual, do nothing
}

void CEvent::OnResize(int w,int h) {
    //Pure virtual, do nothing
}

void CEvent::OnExpose() {
    //Pure virtual, do nothing
}

void CEvent::OnExit() {
    //Pure virtual, do nothing
}

void CEvent::OnUser(Uint8 type, int code, void* data1, void* data2) {
    //Pure virtual, do nothing
}
 

Lots of code, but all the SDL events should be covered. What we basically are doing is taking an SDL_Event pointer, and switching through the types, and then calling the appropriate function. It just looks like a lot since they are quite a bit of events.

Now that this has been all setup, let’s jump over to CApp.h and link the two together:

#ifndef _CAPP_H_
    #define _CAPP_H_

#include <SDL.h>

#include "CEvent.h"
#include "CSurface.h"

class CApp : public CEvent {
    private:
        bool            Running;

        SDL_Surface*    Surf_Display;

        SDL_Surface*    Surf_Test;

    public:
        CApp();

        int OnExecute();

    public:
        bool OnInit();

        void OnEvent(SDL_Event* Event);

        void OnLoop();

        void OnRender();

        void OnCleanup();
};

#endif
 

Everything should compile just fine. We have the event class setup, now lets actually link events to our new class structure. Open up CApp_OnEvent.cpp and edit the following function:

#include "CApp.h"

void CApp::OnEvent(SDL_Event* Event) {
    CEvent::OnEvent(Event);
}
 

We’re passing the Event structure to our class now, it will take care of the correct function calls. Now when we want to check for an event, we override the function. Since we got rid of checking for the SDL_QUIT event, lets use the function instead. Open up CApp.h again, and add the following function:

#ifndef _CAPP_H_
    #define _CAPP_H_

#include <SDL.h>

#include "CEvent.h"
#include "CSurface.h"

class CApp : public CEvent {
    private:
        bool            Running;

        SDL_Surface*    Surf_Display;

        SDL_Surface*    Surf_Test;

    public:
        CApp();

        int OnExecute();

    public:
        bool OnInit();

        void OnEvent(SDL_Event* Event);

        void OnExit();

        void OnLoop();

        void OnRender();

        void OnCleanup();
};

#endif
 

The OnExit function handles the SDL_QUIT events. Now that we have the prototype, lets define what it does. Open up CApp_OnEvent.cpp, and add the following:

#include "CApp.h"

void CApp::OnEvent(SDL_Event* Event) {
    CEvent::OnEvent(Event);
}

void CApp::OnExit() {
    Running = false;
}
 

Recompile, and try it out. You should be able to close the application just like before.

I encourage you to look through some of the various events that we can check. Later on we’ll use some of these events in our games, but for now try to familiarize yourself with them.

Jump on over to the next tutorial to take a look at creating our first game, Tic-Tac-Toe.

SDL Events – Tutorial Files:
Win32: Zip, Rar
Linux: Tar (Thanks Gaten)

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48 comments

  1. Bojan says:

    Why do you override the OnEvent method when when you don’t need a new functionality in CApp – you just call the OnEvent from the base class?
    When you declare a function virtual, do you really have to override it or you just can if you want to?

  2. RedXIII says:

    Okay, so one huge question to you Tim: Why derivation (aka inheritance), not aggregation?
    If I got the OOP idea right, inheritance should be used when we have a class of classes (no pun intended :) ), which are similar, and then using inheritance we can nicely – using a pointer – call the functions (virtual ones) for respective class objects.

    Example:
    Orc —> StrongOrc
    Orc —> OrcShaman
    etc.

    In my opinion the Event class is simply an ELEMENT of the game application, NOT a base type for a game application.

    Did I forgot to mention that is truly a great guide? :)

    • Tim Jones says:

      RedXIII,

      Ideally, Event should be an interface that the CApp class can implement – as it’s implementing a certain structure, which is to say, the CApp class can receive events. Seeing as how C++ uses mangled OOP, we’re kind of stuck with this solution.

  3. Richard Park says:

    Never mind. I forgot to put

    case SDL_QUIT: {…}

    on CEvent.cpp

  4. Richard Park says:

    OMG, infinite loop!
    I cannot get out from the first while loop in “CApp.cpp”.
    while( Running ) {…}

    and it never ends.
    I think the problem is the second while loop.

    while( SDL_PollEvent( &Event ) )
    { OnEvent( &Event ); }

    Either SDL_PollEvent() is false, or OnEvent() is not setting this ” Running = false; “.

    But I don’t know which and why.
    (probably “OnEvent()” )

  5. Tim Jones says:

    Thanks for the compliments guys.

  6. Chrono1081 says:

    This site is freaking awesome! I’ve been looking for a nice way to combine what I’ve been learning in SDL (My class is very messy). This site has a great example! Keep up the awesome work! :D

  7. kurio says:

    Where is the next one? Don’t leave me hanging, bro!

    Actually, this is a lot of good info I didn’t understand before, so thanks. I’d still love a bit more though… =D

  8. Odracir123 says:

    just incase anyone else gets the same error I did, I missed this section out of CApp.h (inside the brackets)

    class CApp ( : public CEvent { )

    Now it builds/runs perfectly :)

  9. Odracir123 says:

    Hey guys, Im getting this error:

    error: cannot call member function `virtual void CEvent::OnEvent(SDL_Event*)’ without object|

    I have absolutely no idea what this mean, so any help you can offer would be greatly appreciated.

    PS, great guide, everything ran perfectly to this point (which i find very uncommon in tutorials)

  10. flam says:

    Dave, did you put “void OnExit();” in the CApp.h?

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