Disable Key Repeat
How do I disable key repeat functionality in SDL?
Disabling key repeat functionality in SDL can be important in applications where you want precise control over key events, such as in games or certain types of interactive software.
By default, SDL may generate repeated keydown events when a key is held down, which might not be desirable in all cases.
Using SDL_EnableKeyRepeat()
SDL1.2 provided a function called SDL_EnableKeyRepeat()
, but this function is not available in SDL2. Instead, in SDL2, you manage key repeat behavior directly within your event handling logic.
Managing Key Repeat in SDL2
In SDL2, the repeat
field in the SDL_KeyboardEvent
structure indicates whether a key event is an initial key press or a repeat event. To disable key repeat functionality, you need to check this field and handle the events accordingly.
Here's an example of how to disable key repeat by checking the repeat
field:
#include <SDL.h>
#include <iostream>
void HandleKeyboard(SDL_KeyboardEvent& E) {
if (E.repeat == 0) { // Only handle initial key press
if (E.state == SDL_PRESSED) {
std::cout << "Key Pressed: "
<< SDL_GetKeyName(E.keysym.sym)
<< '\n';
} else if (E.state == SDL_RELEASED) {
std::cout << "Key Released: "
<< SDL_GetKeyName(E.keysym.sym)
<< '\n';
}
}
}
int main(int argc, char** argv) {
SDL_Init(SDL_INIT_VIDEO);
SDL_Window* window = SDL_CreateWindow(
"Disable Key Repeat", 100, 100, 800, 600, 0);
SDL_Event Event;
while (true) {
while (SDL_PollEvent(&Event)) {
if (Event.type == SDL_KEYDOWN ||
Event.type == SDL_KEYUP) {
HandleKeyboard(Event.key);
}
}
}
SDL_DestroyWindow(window);
SDL_Quit();
return 0;
}
Key Pressed: A
Key Released: A
Explanation
E.repeat == 0
: This condition ensures that only the initial key press event is handled. Repeat events are ignored.SDL_PollEvent()
: Continuously polls for events, including keyboard events.HandleKeyboard()
: Handles the keyboard events, but only processes the initial key press.
Alternative Approach: Tracking Key State
Another approach to manage key repeats is to track the state of keys manually. This can be useful if you need more control over key behavior:
#include <SDL.h>
#include <iostream>
#include <unordered_map>
std::unordered_map<SDL_Keycode, bool> keyStates;
void HandleKeyboard(SDL_KeyboardEvent& E) {
if (E.state == SDL_PRESSED
&& !keyStates[E.keysym.sym]) {
std::cout << "Key Pressed: "
<< SDL_GetKeyName(E.keysym.sym)
<< '\n';
keyStates[E.keysym.sym] = true;
} else if (E.state == SDL_RELEASED) {
std::cout << "Key Released: "
<< SDL_GetKeyName(E.keysym.sym)
<< '\n';
keyStates[E.keysym.sym] = false;
}
}
int main(int argc, char** argv) {
SDL_Init(SDL_INIT_VIDEO);
SDL_Window* window = SDL_CreateWindow(
"Disable Key Repeat", 100, 100, 800, 600, 0);
SDL_Event Event;
while (true) {
while (SDL_PollEvent(&Event)) {
if (Event.type == SDL_KEYDOWN ||
Event.type == SDL_KEYUP) {
HandleKeyboard(Event.key);
}
}
}
SDL_DestroyWindow(window);
SDL_Quit();
return 0;
}
Key Pressed: A
Key Released: A
Summary
In SDL2, disabling key repeat functionality involves checking the repeat
field in SDL_KeyboardEvent
or manually tracking key states.
This ensures that your application responds only to initial key presses and ignores repeated events, giving you finer control over keyboard input.
Handling Keyboard Input
Learn how to detect and respond to keyboard input events in your SDL-based applications. This lesson covers key events, key codes, and modifier keys.