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vinnyvicious

Best way to handle input in SDL?

8 posts in this topic

I've always used to expose all current user input in a singleton called InputManager, which has it's state updated on every frame. On every frame, i poll SDL input for changes, and update the state of InputManager. Then, all my game objects are able to ask it for the state of keys like this:

 

InputManager.isKeyDown('A');

InputManager.isKeyDown('Left');

InputManager.isKeyDown('Right');
 
Do you guys think this is a good way of handling input? How do you do it in your engines?
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I've always used to expose all current user input in a singleton called InputManager, which has it's state updated on every frame. On every frame, i poll SDL input for changes, and update the state of InputManager. Then, all my game objects are able to ask it for the state of keys like this:

 

InputManager.isKeyDown('A');

InputManager.isKeyDown('Left');

InputManager.isKeyDown('Right');
 
Do you guys think this is a good way of handling input? How do you do it in your engines?

 

Hiya Vinny

 

My preferd way of handling input would be event driven. I just think its a much better and cleaner way of handling inputs and events all togheter. Then again thats my opinion and maybe someone else has better points on handle keyboard input. 

If you need some examples check http://lazyfoo.net/tutorials/SDL/index.php Lesson 3 for event and Lesson 4 for keyboard handling

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SDL is already event driven. I'm actually referring to the way your game engine handles input... do you have a singleton, which is openly read by all subsystems? Or do you have an observer pattern laying around, with objects subscribing to the proper event pipelines, or... something else? That's the purpose of the thread.

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So, what do you actually do with the high level system? You're injecting it into your game objects? Or are the game objects event listeners who register themselves to the input?

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I call update() on my systems from my game loop (well, somewhere within the game loop). The systems do what they are supposed to do, and optionally send messages to other systems, which consist of marking an entity as being included or excluded from being updated by that system.

 

The game objects know nothing about systems. They're just a collection of data, however you want to represent it (via a plain old ID or a bag of components), that gets modified by the systems when the game logic tells them to.

 

In a top down view, the game logic sits at the top, followed by the systems, followed by game object data and the low level subsystems or services (like the raw input gatherer, renderer, audio provider, networking, etc). Lower levels know nothing about the higher ones (this is good for reducing dependancies), and the higher ones should know only about the ones just 1 level beneath them, with exceptions where that's not possible/practical. :)

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This is a great article, although i don't really like the callback based input system. I usually prefer to write clean logic:

 

if someIputIsPressed

  do something

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