Efficient Handling of Key Presses in SDL2

How can I efficiently handle multiple key presses in SDL2?

Handling multiple key presses efficiently involves using SDL_GetKeyboardState() which provides the current state of the keyboard. It's more efficient than handling individual key press events because it allows you to check the state of all keys at once in your game loop:

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

int main(int argc, char** argv) {
  SDL_Init(SDL_INIT_VIDEO);
  SDL_Window* window =
    SDL_CreateWindow(
      "Key Press Example", 100, 100, 640, 480, 0);

  const Uint8* state = SDL_GetKeyboardState(NULL);
  bool running = true;
  SDL_Event event;
  while (running) {
    SDL_PollEvent(&event);
    if (event.type == SDL_QUIT) running = false;
    if (state[SDL_SCANCODE_UP])
      std::cout << "Up key is pressed.\n";
    if (state[SDL_SCANCODE_DOWN])
      std::cout << "Down key is pressed.\n";
  }

  SDL_DestroyWindow(window);
  SDL_Quit();
  return 0;
}
Down key is pressed.
Down key is pressed.
Down key is pressed.
Up key is pressed

Implementing an Application Loop

Step-by-step guide on creating the SDL2 application and event loops for interactive games

Questions & Answers

Answers are generated by AI models and may not have been reviewed. Be mindful when running any code on your device.

Consequences of Not Calling SDL_PollEvent() or SDL_PumpEvents() in SDL2
What happens if I don't call SDL_PollEvent() or SDL_PumpEvents() in my loop?
Understanding Application Loop Speed and CPU Usage in SDL2
How fast does the while(true) loop run? Can it use 100% CPU?
What SDL_PumpEvents() Does Internally in SDL2
What does SDL_PumpEvents() actually do behind the scenes?
Does SDL_PollEvent() Permanently Remove Events from the Queue in SDL2?
If SDL_PollEvent() pops an event, does that mean it's gone forever?
Does the SDL2 Application Loop Stop When the Window Loses Focus?
Does the application loop stop if the window loses focus?
Handling Specific Key Presses like Escape in SDL2
How do I handle specific key presses, like the Escape key, to quit?
How to Improve Frame Rate in an SDL2 Application
What are the best practices for improving the frame rate in SDL2 applications?
Handling Window Resize Events in SDL2
How do I handle window resize events in SDL2 to adjust my rendering?
How to Use SDL Timers in Game Development
Can you explain how to use SDL timers to trigger events at regular intervals?
Dynamic Event Handling with SDL_PushEvent()
How can I dynamically trigger events in SDL2 using SDL_PushEvent()?
Capturing Mouse Events in SDL2
What is the best way to handle mouse events in an SDL2 application?
Or Ask your Own Question
Get an immediate answer to your specific question using our AI assistant