This is a crucial aspect of using custom events with data pointers. Since SDL_PushEvent
only copies the SDL_Event
structure itself (including the void*
values in data1
/data2
), and not the data they point to, you must ensure that the pointed-to memory remains valid until the event is polled and processed by its handler. If the original data is destroyed before the event is handled, the data1
/data2
pointers become dangling pointers, leading to undefined behavior when the handler tries to access them.
Here are the primary strategies for managing data lifetime:
If the data associated with the event is part of an object that is guaranteed to exist for the duration of the event's lifecycle (from push to handling), you can simply store a pointer to that data.
Examples: Global variables, static variables, members of singleton manager classes, members of objects that persist for the entire application or game state duration (like the Button
members in the lesson example).
// Button.h (Simplified from lesson)
class Button {
private:
// This data lives as long as the Button instance
MyConfig buttonConfig{ /* ... */ };
int buttonId{ 123 };
public:
void OnClick() {
SDL_Event event;
event.type = UserEvents::BUTTON_CLICKED;
// Point directly to member data
event.user.data1 = &buttonConfig;
// Use 'code' for simple integers if suitable
event.user.code = buttonId;
event.user.data2 = nullptr;
SDL_PushEvent(&event);
}
};
// Assuming the Button object itself persists long enough
Allocate the data dynamically on the heap using new
(or preferably std::make_unique
). The event pusher creates the data and passes the raw pointer via data1
or data2
. Crucially, the event handler then becomes responsible for deleting the data using delete
(or managing it via a smart pointer).
#include <memory> // For std::unique_ptr
struct ClickData { /* ... */ };
// Pusher Function
void PushClickEvent() {
// Allocate on heap
ClickData* dataPtr = new ClickData{ /* ... */ };
SDL_Event event;
event.type = UserEvents::ITEM_CLICKED;
event.user.data1 = dataPtr; // Pass raw pointer
event.user.data2 = nullptr;
SDL_PushEvent(&event);
}
// Handler Function / Loop
void HandleEvent(SDL_Event& event) {
if (event.type == UserEvents::ITEM_CLICKED) {
ClickData* dataPtr = static_cast<ClickData*>(
event.user.data1
);
// Use dataPtr...
std::cout << "Processing item click...\\n";
// CRITICAL: Handler must delete the data
delete dataPtr;
}
}
Using std::unique_ptr
makes this safer, as covered in the FAQ entry "Using Smart Pointers (std::unique_ptr
, std::shared_ptr
) with SDL Custom Events". The pusher uses release()
and the handler reconstructs a unique_ptr
to manage deletion automatically.
unique_ptr
).new
/delete
) or correct use of smart pointers by the handler to avoid leaks or double deletions.std::shared_ptr
)If the data needs to be accessed by multiple parts of the system (including potentially the original pusher after pushing the event) and its lifetime isn't tied to a single owner, std::shared_ptr
is often the best solution.
As detailed in the smart pointer FAQ, the typical way to use this with SDL events involves allocating the shared_ptr
object itself on the heap, storing a pointer to it in the event, and having the handler retrieve it, copy it (incrementing the reference count), and delete the heap-allocated shared_ptr
wrapper. The underlying data survives as long as any shared_ptr
instance refers to it.
void*
. Introduces reference counting overhead.The best approach depends on your specific needs:
unique_ptr
for transferring exclusive ownership of temporary data to the handler.shared_ptr
(via the pointer-to-shared-ptr method) when data lifetime needs to be shared between the pusher, handler, and potentially others.We delve deeper into advanced memory management patterns and techniques for handling asynchronous data communication later in the course, exploring more sophisticated solutions beyond these fundamental approaches.
Answers to questions are automatically generated and may not have been reviewed.
Learn how to create and manage your own game-specific events using SDL's event system.