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| Returns 1 if there are any pending events, or 0 if there are none available; call [[SDL_GetError]]() for more information. <<Color2(green,Can this function produce an error or only 0? Would you still call the error function?)>> | Returns 1 if there are any pending events or 0 if there are none available; call [[SDL_GetError]]() for more information. <<Color2(green,Can this function produce an error or only 0? Would you still call the error function?)>> |
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SDL_PollEvent
Use this function to poll for currently pending events.
Contents
Syntax
int SDL_PollEvent(SDL_Event* event)
Function Parameters
event |
if not NULL, the next event is removed from the queue and stored in that area -or- a pointer to the location / [[SDL_Event]] to store the next event from the queue, or NULL |
Return Value
Returns 1 if there are any pending events or 0 if there are none available; call SDL_GetError() for more information.
green
Code Examples
while(1){
SDL_Event event;
if(SDL_PollEvent(&event)){
// handle your event here
}
// do some other stuff here -- draw your app, play your music, perform other operations...
}
*
SDL_Event event; /* Event structure */
.
.
.
/* Check for events */
while(SDL_PollEvent(&event)) { /* Loop until there are no events left on the queue */
switch(event.type) { /* Process the appropriate event type */
case SDL_KEYDOWN: /* Handle a KEYDOWN event */
printf("Oh! Key press\n");
break;
case SDL_MOUSEMOTION:
.
.
.
default: /* Report an unhandled event */
printf("I don't know what this event is!\n");
}
}*
Remarks
*If event is not NULL, the next event is removed from the queue and stored in the SDL_Event structure union pointed to by event.
As this function implicitly calls SDL_PumpEvents(), you can only call this function in the thread that set the video mode. * green
SDL_PollEvent() is the favored way of receiving system events since it can be done from the main loop and does not suspend the main loop while waiting on an event to be posted.
