Events vs State for Mouse Input

What's the difference between using events and using state checking for mouse position?

The choice between using events and state checking for mouse input depends on your specific needs. Let's explore the key differences.

Event-Based Approach

An event-based approach might look something like this:

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

void HandleMouseEvent(SDL_Event& E) {
  if (E.type == SDL_MOUSEMOTION) {
    std::cout << "\nMouse moved to: ("
      << E.motion.x << ", " << E.motion.y;
  } else if (E.type == SDL_MOUSEBUTTONDOWN) {
    std::cout << "\nButton pressed at: ("
      << E.button.x << ", " << E.button.y;
  }
}

int main(int argc, char** argv) {
  SDL_Init(SDL_INIT_VIDEO);
  Window GameWindow;
  SDL_Event E;

  while (true) {
    while (SDL_PollEvent(&E)) {
      HandleMouseEvent(E);
    }
    GameWindow.Update();
  }

  SDL_Quit();
  return 0;
}
Mouse moved to: 110, 102
Mouse moved to: 111, 102
Button pressed at: 111, 102
Mouse moved to: 106, 102

State-Based Approach

Implementing the same functionality using a state-based approach could look like this

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

void CheckMouseState() {
  int x, y;
  Uint32 Buttons = SDL_GetMouseState(&x, &y);  

  std::cout << "Current mouse state - Position:"
    " (" << x << ", " << y << ") ";

  if (Buttons & SDL_BUTTON_LMASK) {
    std::cout << "Left button pressed";
  }
  std::cout << "\n";
}

int main(int argc, char** argv) {
  SDL_Init(SDL_INIT_VIDEO);
  Window GameWindow;
  SDL_Event E;

  while (true) {
    while (SDL_PollEvent(&E)) {
      // Handle other events...
    }

    CheckMouseState();  
    GameWindow.Update();
  }

  SDL_Quit();
  return 0;
}
Current mouse state - Position (0, 43)
Current mouse state - Position (1, 43)
Current mouse state - Position (1, 44) Left Button Pressed
Current mouse state - Position (1, 44) Left Button Pressed

Key Differences

Timing

  • Events tell you WHEN something happened
  • State tells you WHAT is happening right now

Data Capture

  • Events capture every change (movement, clicks)
  • State only gives you the current situation when you check

Use Cases

Events are better for:

  • UI interactions (clicks, hover effects)
  • Precise movement tracking
  • Responding to specific actions

State is better for:

  • Continuous tracking (drag operations)
  • Regular polling (cursor following)
  • Checking conditions during other events

Performance

  • Events generate data for every change
  • State checking only uses resources when you explicitly check

Choose events when you need to know about every change, and state checking when you just need to know the current situation at specific times.

Mouse State

Learn how to monitor mouse position and button states in real-time using SDL's state query functions

Questions & Answers

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

Calculating Mouse Pointer Angle
How can I get the mouse pointer's angle relative to a position on the screen?
Calculating Mouse Speed
Can I get the mouse speed or how fast it's moving?
Click and Drag Detection
How do I detect if the user is clicking and dragging?
Smooth Mouse Following
How can I make an object follow the mouse cursor smoothly?
Click-and-Drag Selection
How do I implement a click-and-drag selection rectangle?
Cursor Trail Effect
How do I implement a cursor trail effect?
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