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