Efficiently Handling Multiple Custom Event Types

What's the best way to handle multiple custom event types without cluttering my main event loop?

Handling multiple custom event types efficiently is crucial for maintaining clean and manageable code. Here are some strategies to keep your main event loop tidy:

1. Use a Switch Statement

For a small number of event types, a switch statement can be clean and efficient:

#include "UserEvents.h"
#include <SDL.h>

void HandleCustomEvent(const SDL_Event& event) {
  switch (event.type) {
  case UserEvents::PLAYER_MOVE:
    HandlePlayerMove(event.user);
    break;
  case UserEvents::ENEMY_SPAWN:
    HandleEnemySpawn(event.user);
    break;
  case UserEvents::COLLECT_ITEM:
    HandleItemCollection(event.user);
    break;
  // Add more cases as needed
  }
}

int main() {
  SDL_Init(SDL_INIT_EVERYTHING);
  SDL_Event event;
  bool quit{false};

  while (!quit) {
    while (SDL_PollEvent(&event)) {
      if (event.type == SDL_QUIT) {
        quit = true;
      } else if (event.type >= SDL_USEREVENT) {
        HandleCustomEvent(event);
      } else {
        // Handle other SDL events
      }
    }
    // Game loop logic
  }

  SDL_Quit();
  return 0;
}

2. Use an Event Handler Map

For a larger number of event types, consider using a std::unordered_map to map event types to handler functions:

#include "UserEvents.h"
#include <SDL.h>
#include <functional>
#include <unordered_map>

using EventHandler =
std::function<void(const SDL_UserEvent&)>;

class EventManager {
private:
  std::unordered_map<Uint32, EventHandler>
  handlers;

public:
  void RegisterHandler(Uint32 eventType,
                       EventHandler handler) {
    handlers[eventType] = std::move(handler);
  }

  void HandleEvent(const SDL_Event& event) {
    if (event.type >= SDL_USEREVENT) {
      auto it = handlers.find(event.type);
      if (it != handlers.end()) {
        it->second(event.user);
      }
    }
  }
};

int main() {
  SDL_Init(SDL_INIT_EVERYTHING);
  SDL_Event event;
  bool quit{false};

  EventManager eventManager;
  eventManager.RegisterHandler(
      UserEvents::PLAYER_MOVE,
      [](const SDL_UserEvent& e) {
        /* Handle player move */
      });
  eventManager.RegisterHandler(
      UserEvents::ENEMY_SPAWN,
      [](const SDL_UserEvent& e) {
        /* Handle enemy spawn */
      });
  // Register more handlers as needed

  while (!quit) {
    while (SDL_PollEvent(&event)) {
      if (event.type == SDL_QUIT) {
        quit = true;
      } else {
        eventManager.HandleEvent(event);
      }
    }
    // Game loop logic
  }

  SDL_Quit();
  return 0;
}

This approach allows you to keep your main loop clean and makes it easy to add or remove event handlers as your game evolves.

3. Use a Component-Based System

For more complex games, consider a component-based system where game objects handle their own events:

#include "UserEvents.h"
#include <SDL.h>
#include <vector>

class GameObject {
public:
  virtual void HandleEvent(
      const SDL_Event& event) = 0;
  virtual void Update() = 0;
  virtual ~GameObject() = default;
};

class Player : public GameObject {
public:
  void
  HandleEvent(const SDL_Event& event) override {
    if (event.type == UserEvents::PLAYER_MOVE) {
      // Handle player move
    }
  }

  void Update() override {
    /* Update player state */
  }
};

class Enemy : public GameObject {
public:
  void
  HandleEvent(const SDL_Event& event) override {
    if (event.type == UserEvents::ENEMY_SPAWN) {
      // Handle enemy spawn
    }
  }

  void Update() override {
    /* Update enemy state */
  }
};

int main() {
  SDL_Init(SDL_INIT_EVERYTHING);
  SDL_Event event;
  bool quit{false};

  std::vector<std::unique_ptr<GameObject>>
      gameObjects;
  gameObjects.push_back(
      std::make_unique<Player>());
  gameObjects.push_back(
      std::make_unique<Enemy>());

  while (!quit) {
    while (SDL_PollEvent(&event)) {
      if (event.type == SDL_QUIT) {
        quit = true;
      } else {
        for (auto& obj : gameObjects) {
          obj->HandleEvent(event);
        }
      }
    }
    for (auto& obj : gameObjects) {
      obj->Update();
    }
    // Render game objects
  }

  SDL_Quit();
  return 0;
}

This approach distributes event handling responsibilities among game objects, keeping your main loop clean and making your code more modular and easier to maintain as your game grows in complexity.

Creating Custom Events

Learn how to create and manage your own game-specific events using SDL's event system.

Questions & Answers

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

SDL Custom Event Registration Limit
Is there a limit to how many custom events I can register?
Using Smart Pointers (std::unique_ptr, std::shared_ptr) with SDL Custom Events
Instead of void pointers, can I use std::shared_ptr or std::unique_ptr with data1/data2? How?
Managing Data Lifetime for SDL Custom Events
How do I manage the lifetime of data pointed to by data1/data2 if the event might be processed much later?
SDL Custom Events vs. Building a Separate Event System
Why use SDL_UserEvent instead of just defining my own event system completely separate from SDL's?
Purpose of the code Member in SDL_UserEvent
The code member of SDL_UserEvent wasn't used much. What's its intended purpose?
Comparing SDL Custom Events to Signal/Slot Mechanisms (e.g., Qt)
How does this event system compare to signal/slot mechanisms in frameworks like Qt?
Implementing a Pause/Resume System with Custom Events
How can I use custom events to implement a pause/resume system in my game?
Ensuring Thread Safety with Custom Events
How do I ensure thread safety when pushing custom events from multiple threads?
Prioritizing Custom Events in SDL
Is there a way to prioritize certain custom events over others in the SDL event queue?
Passing Complex Data in Custom SDL Events
What's the most efficient way to pass complex data structures through custom events?
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