Creating Custom Events

Purpose of the code Member in SDL_UserEvent

The code member of SDL_UserEvent wasn't used much. What's its intended purpose?

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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:

1. Sub-Typing or Disambiguation

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
    }
  }
}

2. Passing Simple Integer Data

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);
  }
}

3. Index or Identifier

It can serve as a simple index into an array or map, or act as a basic identifier related to the event's context.

Comparison to 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.

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