Where can I find keyboard and mouse events in SDL2?

Where can I find keyboard and mouse events in SDL2?

This article was originally posted as “ SDL2: Keyboard and Mouse Movement (Events) ” at Programmer’s Ranch on 12th February 2014. It is slightly updated here. The source code and spaceship bitmap are available at the Gigi Labs BitBucket repository. Hi there!

How to move a Sprite using mouse in SFML?

Then you subtract that purple arrow to the blue arrow, and you get the pink arrow mouse.position – (card.position – card.origin). And the pink arrow in the new origin of the card, it is at the position where the player clicked with coordinates that are local to the card. i.e. on a card that is at position (0,0) and origin (0,0).

Which is better SDL pollevent or SDL waitevent?

SDL_PollEvent () is better than SDL_WaitEvent () when you want to continuously check (i.e. poll) for events, but it consumes more CPU power (you can see this if you open Task Manager). SDL_WaitEvent () is okay when your window is mostly sitting idle so you don’t need to check for events that often.

Where to put spaceship.bmp in SDL2?

You’ll also want to place spaceship.bmp into your Debug folder (along with SDL2.dll) so that the program can find the files it needs.. Once you actually run the program, you should see this:

How can I track the movement of my Mouse?

You can also track mouse motion and obtain the current coordinates of the mouse pointer. This is useful when moving things with the mouse (e.g. moving an object by mouse-dragging it). The following code obtains the mouse coordinates and displays them in the window title:

How to get the mouse state from SDL?

Instead of using SDL_GetMouseState (), which gets you the actual state of the mouse (thats probably where its name comes from 😉 ), use the event you are polling. SDL should give you a SDL_MouseButtonEvent which contains the informations you need and should only be queued once.

When to use SDL _ get mousebuttonevent ( )?

Instead of using SDL_GetMouseState (), which gets you the actual state of the mouse (thats probably where its name comes from 😉 ), use the event you are polling. SDL should give you a SDL_MouseButtonEvent which contains the informations you need and should only be queued once. Edit to clarify what i mean: