You're right, the code
member (Sint32 code
) in the SDL_UserEvent
structure often seems less utilized than data1
and data2
, especially when complex data is involved. Its primary purpose is to provide a simple, application-defined integer code associated with a specific user event instance.
Think of it as a secondary way to classify or add simple integer data to an event, supplementing the main event type
. Here are its common uses:
You might register a single custom event type
(e.g., ENTITY_UPDATE
) but want to specify different kinds of updates without registering many distinct event types. The code
member is perfect for this.
// Assume ENTITY_UPDATE is a registered event type
namespace EntityUpdateCode {
const Sint32 POSITION_CHANGED = 0;
const Sint32 HEALTH_CHANGED = 1;
const Sint32 STATE_CHANGED = 2;
}
// Pushing an event
void NotifyPositionChanged(Entity* entity) {
SDL_Event event;
event.type = UserEvents::ENTITY_UPDATE;
// Use 'code' to specify the kind of update
event.user.code = EntityUpdateCode::POSITION_CHANGED;
// Use 'data1' for the entity pointer
event.user.data1 = entity;
event.user.data2 = nullptr;
SDL_PushEvent(&event);
}
// Handling the event
void HandleEvent(SDL_Event& event) {
if (event.type == UserEvents::ENTITY_UPDATE) {
Entity* entity = static_cast<Entity*>(event.user.data1);
// Switch on the 'code' to handle specific update types
switch (event.user.code) {
case EntityUpdateCode::POSITION_CHANGED:
std::cout << "Entity " << entity->GetId()
<< " position changed.\\n";
// ... handle position update
break;
case EntityUpdateCode::HEALTH_CHANGED:
std::cout << "Entity " << entity->GetId()
<< " health changed.\\n";
// ... handle health update
break;
// ... other cases
}
}
}
If the only data you need to associate with an event is a single integer (like an entity ID, an item index, a score adjustment, etc.), using the code
member can be simpler and potentially more efficient than allocating memory just to store that integer and passing its pointer via data1
or data2
.
// Assume SCORE_CHANGED is a registered event type
// Pushing an event
void AddScore(int points) {
SDL_Event event;
event.type = UserEvents::SCORE_CHANGED;
event.user.code = points; // Store score directly in code
event.user.data1 = nullptr;
event.user.data2 = nullptr;
SDL_PushEvent(&event);
}
// Handling the event
void HandleEvent(SDL_Event& event) {
if (event.type == UserEvents::SCORE_CHANGED) {
int scoreChange = event.user.code;
UpdatePlayerScore(scoreChange);
}
}
It can serve as a simple index into an array or map, or act as a basic identifier related to the event's context.
data1
/data2
code
: An Sint32
value directly embedded in the event structure. Good for simple integer values, flags, or sub-type identifiers.data1
/data2
: void*
pointers. Necessary for pointing to complex objects, strings, heap-allocated memory, or any non-integer data.Whether you use code
depends on your event design. If data1
points to a struct that already contains all necessary information (including any sub-type identifiers or integer values), then code
might be redundant. However, it provides a convenient, readily available integer slot directly within the event structure for simpler cases or disambiguation.
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.