Reputation: 367
I'm trying to get SDL to detect keyboard activity for a C++ console application/game on OS X. But not only is SDL_PollEvent()
not returning any keyboard activity, as far as I can tell from debugging the SDL_Event*
it's supposed to update is never updated at all. My experience with SDL amounts to a few minutes of tutorials on the web, so I'm sure there's something I didn't do correctly when setting up SDL that's causing this problem. Below is the class I wrote that manages polling for events, and is supposed to notify objects via callback when the requested keypress is detected (see listenForKeyEvents()
). Since it depends on SDL_PollEvent()
, however, it's not currently doing anything at all.
using namespace std ;
template<class T>
struct KeyInputRegister {
/**
* The string representing the keyboard key
* the client wishes to listen for
*/
const char * requestedChar ;
T * caller ;
/**
* A pointer to the function to be called
* when the requested keyboard input is detected.
*/
void (T::*callBack)() ;
KeyInputRegister(const char* ch, T * callr, void (T::*cb)()) :
requestedChar(ch), caller(callr), callBack(cb) {}
} ;
template <class T>
class InputController {
protected:
static SDL_Event * event ;
static std::thread * keyEventsThread ;
static vector<KeyInputRegister<T>> * keyInputRegistry ;
static void listenForKeyEvents() ;
static void listenForKeyEvents_thread_start() ;
public:
static void init() ;
static void registerForKeypress(KeyInputRegister<T> & reg) ;
static void exit() ;
} ;
template <class T>
void InputController<T>::init() {
SDL_Init(SDL_INIT_EVERYTHING) ;
keyInputRegistry = new vector<KeyInputRegister<T>> ;
event = new SDL_Event() ;
listenForKeyEvents_thread_start() ;
}
template <class T>
void InputController<T>::listenForKeyEvents_thread_start() {
void (*listenPtr)() = InputController<T>::listenForKeyEvents ;
InputController<T>::keyEventsThread = new std::thread(listenPtr) ;
}
template <class T>
void InputController<T>::registerForKeypress(KeyInputRegister<T> & reg) {
keyInputRegistry->push_back(reg) ;
}
template <class T>
void InputController<T>::listenForKeyEvents() {
while (*GLOBAL_CONTINUE_SIGNAL) {
if (SDL_PollEvent(event) == 1) {
cout << "event detected!" << endl ;
if (event->type == SDL_KEYDOWN) {
auto key = event->key.keysym.sym ;
const char * ch = SDL_GetKeyName(key) ;
for (auto i = 0 ; i < keyInputRegistry->size() ; i++) {
if (ch == (keyInputRegistry->at(i).requestedChar)) {
T * callr = keyInputRegistry->at(i).caller ;
void (T::*callBak)() = (keyInputRegistry->at(i).callBack) ;
(callr->*callBak)();
}
}
}
}
}
}
/* An example use of KeyInputRegister and InputController: */
class GameObject {
void moveForward() { cout << "moved forward!" << endl ; }
void mfRegForCallback() {
void (GameObject::*mvForwPtr)() = &GameObject::moveForward ;
KeyInputRegister<GameObject> regMvF("w", this, mvForwPtr) ;
InputController<GameObject>::registerForKeypress(regMvF) ;
}
}
extern bool * GLOBAL_CONTINUE_SIGNAL = new bool(true) ;
#ifdef __cplusplus
extern "C"
#endif
int main(int argc, char ** argv) {
InputController<GameObject>::init() ;
GameObject player0 ;
player0.mfregForCallback() ;
usleep(1e9) ;
*GLOBAL_CONTINUE_SIGNAL = false ;
//other cleanup, etc.
return 0;
}
#ifdef main
#undef main
#endif
int main(int argc, char ** argv) {
int r = SDL_main(argc, argv) ; /*actually calls the above main(), which is redefined by SDL to be
SDL_main() */
return r ;
}
Upvotes: 0
Views: 1354
Reputation: 822
I don't see any calls to SDL_Init in your code, have a look at http://www.friedspace.com/cprogramming/sdlbasic.php it shows a very basic sample how an SDL Application is supposed to be set up. You must be sure that SDL is running correctly before you can poll for events.
Upvotes: 1