SDL Key Pressing - c++

I have this piece of code:
while (SDL_PollEvent(&event)) {
if (event.type == SDL_KEYDOWN) {
switch(event.key.keysym.sym) {
case SLDK_UP: dir=1; break;
case SLDK_DOWN: dir=2; break;
case SLDK_RIGHT: dir=3; break;
case SLDK_LEFT: dir=4; break;
default: break;
}
}
else if (event.type == SDL_QUIT)
quit = true;
in order to manage key presses for a game i'm writing. (BTW I'm following lazy foo's 8th tut for that)
The thing is that the compiler complains about SLDK_UP, SLDK_DOWN and so on. It states that they are not declared in this scope. Any suggestions?

You've got a simple typo with SLDK_* which should be SDLK_*.

Related

SDL cannot read input from keyboard

I am having trouble dealing with input from the keyboard. Somehow all the letter ones are extremely slow(always a big delay), most of the time it just doesn't load at all. But the up down left right and number keys all work really well. Does anyone know why?
This is my program:
while (!quit)
{
while (SDL_PollEvent(&e) != 0 )
{
SDL_StartTextInput();
//User requests quit
switch (e.type) {
case SDL_QUIT:
quit = true;
break;
case SDL_TEXTINPUT:
if (e.key.keysym.sym == SDLK_w)
std::cout << "w ";
break;
case SDL_KEYDOWN:
if (e.key.keysym.sym == SDLK_1)
std::cout << "1 ";
break;
}
As already mentioned in your comments, you never check the event type.
event.type can be SDL_TEXTINPUT or SDL_KEYDOWN for example.
Here I have a typical event loop copied from one of my projects:
while (SDL_PollEvent(&event)) {
SDL_StartTextInput();
switch (event.type) {
case SDL_QUIT:
appRunning = false;
break;
case SDL_TEXTINPUT:
// here you can use event.text.text; to
break;
case SDL_KEYDOWN:
char keyDown = event.key.keysym.scancode;
break;
}
}
Here is the official list of SDL_Events: https://wiki.libsdl.org/SDL2/SDL_Event
SDL provides event handlers for keyboard input.
SDL_Event e;
.
.
/* Poll for events. SDL_PollEvent() returns 0 when there are no */
/* more events on the event queue, our while loop will exit when */
/* that occurs. */
while(SDL_PollEvent(&e)){
/* We are only worried about SDL_KEYDOWN and SDL_KEYUP events */
switch(event.type){
case SDL_KEYDOWN:
//Keypress
break;
case SDL_KEYUP:
//Key Release
break;
default:
break;
}
Then, you can get the value of key->keysym.sym for the keyboard input.

Open GL SDL Keypresses and behaviours mismatched on program start

I'm developing a simple game in OpenGL and using the SDL library to handle my input.
The game uses several keyboard buttons for input. Two arrow keys, the space bar, the 'r' button to reset the game and escape to close it.
What's currently happening is that the output or the methods being called when these buttons are pressed when I first launch the game are mismatched. (i.e left arrow performs the right arrow's method). This random behaviour ends once I press each of the buttons the game uses apart from the escape button once.
I'm wondering if there is something I'm missing as it feels like I have to 'assign' each button on each launch of the game. I've provided my input handling code below.
if (e.type == SDL_KEYDOWN) {
switch (e.key.keysym.sym) {
case SDLK_ESCAPE:
m_isClosed = true;
break;
case SDLK_SPACE:
m_selection = true;
break;
case SDLK_LEFT:
m_leftPressed = true;
break;
case SDLK_RIGHT:
m_rightPressed = true;
break;
case SDLK_r:
m_reset = true;
break;
}
}
if(e.type == SDL_KEYUP)
switch (e.key.keysym.sym)
{
case SDLK_LEFT:
m_leftPressed = false;
m_keydown = false;
break;
case SDLK_RIGHT:
m_rightPressed = false;
m_keydown = false;
break;
case SDLK_SPACE:
m_selection = false;
m_keydown = false;
break;
case SDLK_r:
m_reset = false;
m_keydown = false;
break;
}
}
Each event handler simply sets a boolean used for the game logic in another class. If you think you need to see anymore code in order to help me let me know.
It turns out that I had not initialised the booleans corresponding to the button listeners to false. A silly mistake but I thought I should provide the solution nonetheless.

SDL Smoother movement in game

I have got a small problem with my game.
It is not a big deal but I'd love to sort this out.
So this is my input processing function:
void MainGame::processInput()
{
SDL_Event evnt;
while (SDL_PollEvent(&evnt)) {
switch (evnt.type) {
case SDL_QUIT:
_gameState = GameState::EXIT;
break;
case SDL_MOUSEMOTION:
break;
case SDL_KEYDOWN:
switch (evnt.key.keysym.sym) {
case SDLK_RIGHT:
player.movePlayer(1);
break;
case SDLK_LEFT:
player.movePlayer(2);
break;
}
}
}
}
and it works just fine, but as you can probably imagine, when I press an arrow key, it moves once (calls the player.movePlayer(); function once) then pauses for a fraction of a second and then continues to read input.
I don't really know how to word it but I hope you know what I mean.
You can also see this effect when you hold any letter in word.
Let's say you press W, it will display the first W instantly and then remaining ones after a fraction of a second something like that:
w wwwwwwwwwwwwwwwwwwwww
I really don't know how to explain it.
So the question is, is there a way to read the raw input from the keyboard so the function will be called continuously straight away?
I often use code like this:
bool keyboard[1<<30]; // EDIT: as noted in the comments this code might not be the most efficient
and in the event loop
while (SDL_PollEvent(&evnt)) {
switch (evnt.type) {
case SDL_QUIT:
_gameState = GameState::EXIT;
break;
case SDL_MOUSEMOTION:
break;
case SDL_KEYDOWN:
keyboard[evnt.key.keysym.sym] = true;
break;
case SDL_KEYUP:
keyboard[evnt.key.keysym.sym] = false;
break;
}
step();
}
and the step function:
void step() {
if(keyboard[SDLK_RIGHT]) player.movePlayer(1);
else if(keyboard[SDLK_LEFT]) player.movePlayer(2);
}

SDL 2.0.3 event loop doesn't work

I can't make SDL wait for a an event. When I try to the window just briefly flashes on my screen and then disappears, I don't get any errors or anything in my IDE, nothing in the build log either. I looked at lazyfoo and the SDL wiki, but no help. I'm using Code blocks and SDL 2.0.3 Here's what I have so far:
while(&event != NULL && !quit)
{
while(SDL_PollEvent(&event) > 0)
{
if(event.type == SDL_QUIT)
{
quit = true;
}
else
{
if(event.type == SDL_KEYDOWN)
{
switch(event.key.keysym.sym)
{
case SDLK_LEFT:
currentSurface = keyPressSurfaces[KEY_PRESS_LEFT];
break;
case SDLK_UP:
currentSurface = keyPressSurfaces[KEY_PRESS_UP];
break;
case SDLK_RIGHT:
currentSurface = keyPressSurfaces[KEY_PRESS_RIGHT];
break;
case SDLK_DOWN:
currentSurface = keyPressSurfaces[KEY_PRESS_DOWN];
break;
default:
currentSurface = keyPressSurfaces[KEY_PRESS_DEFAULT];
break;
}
}
}
}
}
Any suggestions?
you are polling for an event SDL_PollEvent, if you want to wait for an event, you should use SDL_WaitEvent
First, is quit false before you enter this loop?
If there are no events to poll, I believe event is NULL, causing your program to exit the next time it sees while(&event != NULL && !quit). If there are no immediate events on startup, you might not ever make it into that loop. Edit: Whoops - thought event was a pointer:
The while (SDL_PollEvent(&event)) line will loop through until all pending events have been handled. The outter while (!quit) would then keep your program open even if there are no events to process at the moment.

Change game controls in game

I'm programming game in C++ and Allegro 5, and I wanted to make controls settings. So if player wants, he can change controls in settings menu (in game).
I have this code:
while(!exit)
{
ALLEGRO_EVENT ev;
al_wait_for_event(e_queue, &ev);
if (ev.type == ALLEGRO_EVENT_KEY_DOWN)
{
switch(ev.keyboard.keycode)
{
case ALLEGRO_KEY_DOWN:
//player goes down...
break;
case ALLEGRO_KEY_UP:
//player goes up...
break;
case ALLEGRO_KEY_LEFT:
//player goes left...
break;
case ALLEGRO_KEY_RIGHT:
//player goes right...
break;
case ALLEGRO_KEY_SPACE:
break;
default:
break;
}
}
...
}
I thought, that I can make variable of ALLEGRO KEY CODE (i dont know if type like this exists) type, which has key code (for example ALLEGRO_KEY_LEFT), and than replace this code with:
...
allegro key code keyUP;
allegro key code keyDOWN;
...
while(!exit)
{
ALLEGRO_EVENT ev;
al_wait_for_event(e_queue, &ev);
if (ev.type == ALLEGRO_EVENT_KEY_DOWN)
{
switch(ev.keyboard.keycode)
{
case keyDOWN:
break;
case keyUP:
break;
case keyLEFT:
break;
case keyRIGHT:
break;
case keySPACE:
break;
default:
break;
}
}
}
and add in settings something like this:
//set 'UP' key
switch(ev.keyboard.keycode)
{
case ALLEGRO_KEY_A:
keyUP = ALLEGRO_KEY_A;
break;
case ALLEGRO_KEY_B:
keyUP = ALLEGRO_KEY_B;
break;
case ALLEGRO_KEY_UP:
keyUP = ALLEGRO_KEY_UP;
break;
...
}
}
The point is, I don't know what type store things like ALLEGRO_KEY_UP, DOWN ...
Thanks!
I would have two maps, one that maps a function name to a function, and one that maps a key to either the function name or the function. When the user want to remap keys, change the second map.
It could be something like
std::unordered_map<std::string, std::function<void()>> function_map;
function_map["up"] = std::bind(&functionForUp);
function_map["down"] = std::bind(&functionForDown);
function_map["jump"] = std::bind(&functionForJump);
// etc.
std::unordered_map<int, std::string> key_map;
key_map[ALLEGRO_KEY_UP] = "up";
key_map[ALLEGRO_KEY_DOWN] = "down";
key_map[ALLEGRO_KEY_SPACE] = "jump";
// etc.
To call the function for a specific key, use e.g.
function_map[key_map[ev.keyboard.keycode]]();
This allows you to change the key_map at will:
key_map[ALLEGRO_KEY_J] = "jump";
References:
std::unordered_map
std::function
std::bind
All these Key Codes should be defined numbers. So maybe try using an integer.
int key = ALLEGRO_KEY_DOWN;
This should work.