SDL_PeepEvents

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The function has 4 parameters, I just don't know how to use the last one.
Quote:
 int SDL_PeepEvents(SDL_Event *events, int numevents, SDL_eventaction action, Uint32 mask); If action is SDL_PEEKEVENT, up to numevents events at the front of the event queue, matching mask, will be returned and will not be removed from the queue.
TIA

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Hmmm I just recommended someone to take a look into this function by mistake. I have to go correct that. I believe what you need to use for the fourth event is:
SDL_EVENTMASK(SDL_KeyboardEvent)

Where the SDL_KeyboardEvent represents one of the structs for an event. Here are some more options, but this is not a complete list. If you have MSVC, you should be able to right click the text and 'Go to Definition' and see additional ones as well.

SDL_ActiveEventSDL_MouseMotionEventSDL_MouseButtonEventSDL_JoyAxisEventSDL_JoyBallEventSDL_JoyHatEventSDL_JoyButtonEventSDL_ResizeEventSDL_ExposeEventSDL_QuitEventSDL_UserEvent

Hope that works.

- Drew

Thanks Drew.

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I can't get PeepEvents to catch any events...here is my code which runs first:

numEvents is always 0
		SDL_Event *events = 0;		int numEvents = SDL_PeepEvents(events,20,SDL_PEEKEVENT,SDL_MOUSEMOTIONMASK);		for(int i=0; i < numEvents; ++i)		{			switch(events->type)			{			case SDL_QUIT:				break;			case SDL_KEYDOWN:				{...

Later I have this code, where the mousemotion events are caught every time.

	SDL_Event event;	while(SDL_PollEvent(&event))	{		switch(event.type)		{		case SDL_QUIT:			return false;			break;		case SDL_KEYDOWN:			{...

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Well I would ask that you take a look at this thread and use one of the methods preseted, Poll or Wait, to handle your events.

Anyways you have an array of SDL_Event's. When you access them, you need to use the index operator -
switch(events->type)

Now you are accessing *all* of the events in the loop from 0-19. Before, you were just looking at the first event and that's it. That should be the fix, but if it's not let me know...

- Drew

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I'm sorry, I probably should have posted all of my code. I was actually looking at all the events. I was simply increasing the events pointer to the next event inside the for loop.

But I've revised my code and it now looks like this:

	if(m_bClientUsingSDL)	{		SDL_Event event;		while(SDL_PeepEvents(&event,1,SDL_PEEKEVENT,SDL_MOUSEMOTIONMASK))		{			switch(event.type)			{			case SDL_KEYDOWN:				{					//do something					break;				}			case SDL_MOUSEMOTION:				//do something				break;			case SDL_MOUSEBUTTONDOWN:				//do something				break;			case SDL_MOUSEBUTTONUP:				//do something				break;			}		}	}

But still, the while loop is never entered.

*edit* I am using SDL_PollEvent in my game to collect input for game related issues, the reason I am using peekevent is because I am trying to write my GUI completly seperate from the game. I figured PeekEvents would be perfect here, the GUI can peek at the events before they are Poll'd by the game.

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I would strongly suggest you use PollEvents or WaitEvents instead. here is the definiton of the PeepEvents.
/* Checks the event queue for messages and optionally returns them.   If 'action' is SDL_ADDEVENT, up to 'numevents' events will be added to   the back of the event queue.   If 'action' is SDL_PEEKEVENT, up to 'numevents' events at the front   of the event queue, matching 'mask', will be returned and will not   be removed from the queue.   If 'action' is SDL_GETEVENT, up to 'numevents' events at the front    of the event queue, matching 'mask', will be returned and will be   removed from the queue.   This function returns the number of events actually stored, or -1   if there was an error.  This function is thread-safe.*/typedef enum {	SDL_ADDEVENT,	SDL_PEEKEVENT,	SDL_GETEVENT} SDL_eventaction;/* */extern DECLSPEC int SDLCALL SDL_PeepEvents(SDL_Event *events, int numevents,				SDL_eventaction action, Uint32 mask);

Basically you are doing is seeing if you can find a mouse event. What's happening though is since you are not removing the events or processing the others, all of the needed ones are being lost. Since you are testing for keyboard input as well in that loop, you will have to use PollEvents or WaitEvents. To get around this, you would have to probabally just use SDL_GETEVENT somehow to remove the non-specific events you do not need, but I do not know how you could accompish this. I remember seeing an example a while back of doing it and the main point was just to use Poll or Wait.

Take a look at the poll event page, and I think it has exactly what you need to do your event handling as you already have posted. I would not waste anymore time with that PeepEvents function you will not be getting any more benefits compared to the other ways of obtaining events. Is there a specific reason you want to use this? Maybe I can offer advice on why alternatives could be better.

- Drew

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Like I said in my previous post, I am already using pollevents later on in my game loop to handle input for gameplay and all that jazz. My reasoning for using peekevents was to simply decouple my GUI system from the game.

IF Client Using SDL
Peek at events and update GUI accordingly as to not disrupt the events the client recieves (the client here is simply my game).
If I were to use PollEvent here, the event would be lost and the client would never receive it. Maybe I could push it back onto the queue after I was done proccessing it...does that sound a reasonable alternative?
ELSE
Poll events as normal

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Quote:
 Original post by x_gamer_xLike I said in my previous post, I am already using pollevents later on in my game loop to handle input for gameplay and all that jazz. My reasoning for using peekevents was to simply decouple my GUI system from the game.My logic was this:IF Client Using SDL Peek at events and update GUI accordingly as to not disrupt the events the client recieves (the client here is simply my game). If I were to use PollEvent here, the event would be lost and the client would never receive it. Maybe I could push it back onto the queue after I was done proccessing it...does that sound a reasonable alternative?ELSE Poll events as normal

I can see what you are trying to do, but here is what what I am thinking about -

Let's say you have your event queue that looks like this:
Mouse Move @ 100, 200Mouse Move @ 120, 220Left Mouse Click @ 120, 220Left Mouse Release @ 120, 220

Now if you were to use PeepEvents - you would process this as you want. However, you do not modify the event queue, so when you get to the game logic below, it will still have all of those events in the queue. I do not think this is how would decouple your GUI system from the game. It is overly complex and as of now, does not work. Instead consider this alternative as your update loop:

{   SDL_Event event;   while(SDL_PollEvent(&event))   {      GUIClass.ProcessEvent( event );      switch(event.type)      {         case SDL_QUIT:            return false;         break;            case SDL_KEYDOWN:            ...         break;   }}

Now that way, your code to handle GUI input is independent of the game input, you just call it in there instead. That would still allow the event to be kept in the queue. Instead if you wanted to remove it, since you already processed it in the ProcessEvent class, you can do this:

{   SDL_Event event;   while(SDL_PollEvent(&event))   {      if( GUIClass.ProcessEvent( event ) == 1 ) // handled         continue; // no need to process this event anymore      switch(event.type)      {         case SDL_QUIT:            return false;         break;            case SDL_KEYDOWN:            ...         break;   }}

Do you kind of see my design methodogy? I have used a simialr concept when I worked on my own windows message loop handleing in a separate class. It allows the most flexibility and ease of use, not only that its pretty simple. let me know what you think about that.

- Drew

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Your design makes perfect sense. This discussion has brought up other issues I hadn't thought of before.

User using sdl:

User not using sdl:
User passes input in a generic way to the GUI? (emulate the sdl event structure?)

GUI collects it's own input with SDL? If so then...
How does the GUI tell the game "I handled this mouse-click/key-press already."?

Would it even be possible for a game using DirectInput (or other alternative input lib) to use my GUI that uses SDL for input? Or rather, can SDL safely be initialized to get input in this situation?

I fear my head is going to explode.

Thanks for your help Drew. If you have any enlighting thoughts on the above questions I welcome them, if not just wish me luck, haha.

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