Comparing SDL's custom event system to signal/slot mechanisms (like those found in frameworks such as Qt, Boost.Signals2, or sigc++) highlights different approaches to object communication and decoupling.
Both are implementations of the Observer pattern but differ significantly in their mechanics and philosophy.
QObject::connect(sender, &Sender::mySignal, receiver, &Receiver::mySlot);
). The framework manages these connections.QObject
base class, to manage signal/slot discovery and invocation.SDL_Event
structures (with a custom type
and optional data in code
, data1
, data2
) and push them onto a central, global event queue using SDL_PushEvent
. Other components ("handlers" or "pollers") retrieve events from this queue using SDL_PollEvent
and check the type
to see if they are interested.SDL_PollEvent
(typically in the main loop).data1
and data2
are void*
, requiring runtime casting (static_cast
) and careful programmer discipline to ensure correctness. Type errors are not caught at compile time.SDL_UserEvent
struct format. Complex data requires pointers and careful lifetime management.Feature | SDL Custom Events | Signal/Slot (Typical) |
---|---|---|
Mechanism | Central Queue (Mailbox) | Direct Connections (Subscription) |
Coupling | Very Low (Decoupled via Queue) | Managed (Explicit Connections) |
Invocation | Always Asynchronous (Queued) | Synchronous or Asynchronous |
Type Safety | Weak (void*) | Strong (Compile-time checks) |
Data Passing | SDL_UserEvent struct, pointers | Function Arguments |
Discovery | Polling Queue, Checking Type | Explicit connect() calls |
Framework | Core SDL Library | Often Requires Meta-System (e.g., MOC) |
SDL's custom event system provides a simple, highly decoupled, queue-based communication mechanism that integrates naturally with the main SDL event loop and offers built-in thread-safe pushing. Its main weakness is the lack of type safety for custom data.
Signal/slot mechanisms offer superior type safety and more explicit control over connections, potentially supporting both synchronous and asynchronous invocation. However, they typically involve more framework overhead and establish a different (though still managed) form of coupling between components.
The choice depends on the project's needs regarding type safety, desired coupling model, required invocation types (sync/async), and integration with the existing framework (SDL loop vs. a dedicated meta-object system).
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.