Purpose of the code
Member in SDL_UserEvent
The code
member of SDL_UserEvent
wasn't used much. What's its intended purpose?
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
: AnSint32
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.
Creating Custom Events
Learn how to create and manage your own game-specific events using SDL's event system.