Implementing an Application Loop

How to Use SDL Timers in Game Development

Can you explain how to use SDL timers to trigger events at regular intervals?

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SDL timers are a useful tool to perform actions at set intervals, independent of your main game loop. Here’s a simple way to set up a timer that triggers every second:

#include <SDL.h>
#include <iostream>

Uint32 my_callback(Uint32 interval, void* param) {
  std::cout << "Timer callback triggered!\n";
  // Return the interval to reset the timer
  return interval;
}

int main(int argc, char** argv) {
  SDL_Init(SDL_INIT_TIMER);
  SDL_TimerID my_timer_id = SDL_AddTimer(
    1000, my_callback, NULL);

  bool running = true;
  SDL_Event event;
  while (running) {
    while (SDL_PollEvent(&event)) {
      if (event.type == SDL_QUIT) running = false;
    }
  }

  SDL_RemoveTimer(my_timer_id);
  SDL_Quit();
  return 0;
}
Timer callback triggered!
Timer callback triggered!
Timer callback triggered!

This timer will call my_callback() every 1000 milliseconds (1 second), and it will print a message to the console each time it is triggered.

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

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