Polling for Continuous Interactions

What are some examples of continuous interactions best handled by polling?

Polling is particularly useful for handling continuous interactions where the state of input devices needs to be checked regularly. Here are some common examples of such interactions:

Movement in Games

In many games, character movement is controlled by holding down keys. Polling is ideal for this because you need to continuously check the state of movement keys (e.g., W, A, S, D) to determine the character's movement direction.

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

class Window {
public:
  Window() {
    SDL_Init(SDL_INIT_VIDEO);
    SDLWindow = SDL_CreateWindow(
      "Continuous Movement",
      SDL_WINDOWPOS_CENTERED,
      SDL_WINDOWPOS_CENTERED,
      640, 480, SDL_WINDOW_SHOWN
    );
  }

  ~Window() {
    SDL_DestroyWindow(SDLWindow);
    SDL_Quit();
  }

  void HandleMovement() {
    const Uint8* state = SDL_GetKeyboardState(NULL);
    if (state[SDL_SCANCODE_W]) {
      std::cout << "Moving Up\n";
    }
    if (state[SDL_SCANCODE_A]) {
      std::cout << "Moving Left\n";
    }
    if (state[SDL_SCANCODE_S]) {
      std::cout << "Moving Down\n";
    }
    if (state[SDL_SCANCODE_D]) {
      std::cout << "Moving Right\n";
    }
  }

private:
  SDL_Window* SDLWindow{nullptr};
};

int main(int argc, char* argv[]) {
  Window GameWindow;
  bool running = true;
  SDL_Event event;

  while (running) {
    while (SDL_PollEvent(&event)) {
      if (event.type == SDL_QUIT) {
        running = false;
      }
    }
    GameWindow.HandleMovement();
    // Rendering code here
  }

  return 0;
}
Moving Up
Moving Left

Camera Control

In 3D applications, camera control is often handled by polling the mouse and keyboard inputs to adjust the camera position and orientation continuously.

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

class Window {
public:
  Window() {
    SDL_Init(SDL_INIT_VIDEO);
    SDLWindow = SDL_CreateWindow(
      "Camera Control",
      SDL_WINDOWPOS_CENTERED,
      SDL_WINDOWPOS_CENTERED,
      640, 480, SDL_WINDOW_SHOWN
    );
  }

  ~Window() {
    SDL_DestroyWindow(SDLWindow);
    SDL_Quit();
  }

  void HandleCamera() {
    int x, y;
    SDL_GetMouseState(&x, &y);
    std::cout << "Mouse Position: ("
      << x << ", " << y << ")\n";
  }

private:
  SDL_Window* SDLWindow{nullptr};
};

int main(int argc, char* argv[]) {
  Window GameWindow;
  bool running = true;
  SDL_Event event;

  while (running) {
    while (SDL_PollEvent(&event)) {
      if (event.type == SDL_QUIT) {
        running = false;
      }
    }
    GameWindow.HandleCamera();
    // Rendering code here
  }

  return 0;
}
Mouse Position: (320, 240)

Real-time Strategy (RTS) Games

In RTS games, unit selection and map scrolling are often handled continuously. Polling helps to keep track of the mouse and keyboard state to update selections and scroll the map smoothly.

Conclusion

Polling is well-suited for continuous interactions where the input state needs to be checked regularly.

It provides a straightforward way to handle real-time updates, ensuring that your application can respond immediately to user inputs. Examples include character movement, camera control, and interactions in RTS games.

Understanding Keyboard State

Learn how to detect and handle keyboard input in SDL2 using both event-driven and polling methods. This lesson covers obtaining and interpreting the keyboard state array.

Questions & Answers

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

SDL_PollEvent() vs SDL_PumpEvents()
What is the difference between SDL_PollEvent() and SDL_PumpEvents()?
Handling Multiple Key Presses
How can I handle multiple key presses simultaneously using SDL_GetKeyboardState()?
Advantages of Event-driven Input
What are the advantages of using event-driven input handling over polling?
Modifying the Keyboard State Array
Can I modify the keyboard state array directly?
Determining a Key's Scan Code
How do I determine the scan code for a specific key?
Keyboard State When Application Loses Focus
What happens to the keyboard state array when my application loses focus?
Handling Key Releases with Polling
How can I handle key releases using the polling method?
Debouncing Key Presses in SDL
What is the best way to debounce key presses in SDL?
Detecting Multiple Keys in a Specific Order
How can I detect if multiple keys are held down in a specific order?
Implications of Using SDL_PumpEvents() without Processing Events
What are the implications of using SDL_PumpEvents() without processing the events?
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