Implementing a Pause/Resume System with Custom Events

How can I use custom events to implement a pause/resume system in my game?

Implementing a pause/resume system using custom events in SDL2 is a great way to manage game state. Here's how you can do it:

Step 1: Define Custom Events

First, let's define our custom events for pausing and resuming:

#pragma once
#include <SDL.h>

namespace UserEvents {
const inline Uint32 PAUSE_GAME{
    SDL_RegisterEvents(1)};
const inline Uint32 RESUME_GAME{
    SDL_RegisterEvents(1)};
}

Step 2: Create a Game State Manager

Next, we'll create a simple game state manager:

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

class GameStateManager {
private:
  bool isPaused{false};

public:
  void TogglePause() {
    isPaused = !isPaused;
    SDL_Event event;
    event.type = isPaused
                   ? UserEvents::PAUSE_GAME
                   : UserEvents::RESUME_GAME;
    SDL_PushEvent(&event);
  }

  bool IsPaused() const { return isPaused; }
};

Step 3: Handle Custom Events in Main Loop

Now, let's modify our main game loop to handle these events:

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

int main(int argc, char* argv[]) {
  SDL_Init(SDL_INIT_EVERYTHING);
  GameStateManager gameState;
  SDL_Event event;
  bool quit{false};

  while (!quit) {
    while (SDL_PollEvent(&event)) {
      if (event.type == SDL_QUIT) {
        quit = true;
      } else if (event.type == SDL_KEYDOWN &&
                 event.key.keysym.sym ==
                 SDLK_p) {
        gameState.TogglePause();
      } else if (event.type ==
                 UserEvents::PAUSE_GAME) {
        std::cout << "Game Paused\n";
        // Pause game logic here (e.g., stop
        // timers, music, etc.)
      } else if (event.type ==
                 UserEvents::RESUME_GAME) {
        std::cout << "Game Resumed\n";
        // Resume game logic here
      }
    }

    if (!gameState.IsPaused()) {
      // Update game state
      // Render game
    } else {
      // Render pause menu
    }
  }

  SDL_Quit();
  return 0;
}

This system allows you to pause and resume the game using the 'P' key. When the game is paused, the main update and render loop is skipped, effectively freezing the game state.

By using custom events, you can easily extend this system. For example, you could add a SHOW_PAUSE_MENU event to display a pause menu, or a SAVE_GAME_STATE event to save the game when pausing. This event-driven approach provides a flexible and extensible way to manage your game's pause/resume functionality.

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?
Efficiently Handling Multiple Custom Event Types
What's the best way to handle multiple custom event types without cluttering my main event loop?
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?
Or Ask your Own Question
Get an immediate answer to your specific question using our AI assistant