SDL Input Explaination Please

Hello! I'm currently learning SDL and I found this code on a tutorial website. They did a rather poor job in explaining what was going on in the code, in my opinion. I was wondering if someone on here could please take the time to explain this code.

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#include <iostream>
#include <string>
#include <vector>
#include <fstream>
#include <SDL/SDL.h>
#include <SDL/SDL_image.h>
#include <SDL/SDL_ttf.h>
#include <string>

using namespace std;


//Screen attributes
const int SCREEN_WIDTH = 1260;
const int SCREEN_HEIGHT = 627;
const int SCREEN_BPP = 32;

//The surfaces
SDL_Surface *background = NULL;
SDL_Surface *message = NULL;
SDL_Surface *screen = NULL;

//The event structure
SDL_Event event;

//The font
TTF_Font *font = NULL;

//The color of the font
SDL_Color textColor = { 0xFF, 0xFF, 0xFF };

//The key press interpreter
class StringInput
{
    private:
    //The storage string
    std::string str;

    //The text surface
    SDL_Surface *text;

    public:
    //Initializes variables
    StringInput();

    //Does clean up
    ~StringInput();

    //Handles input
    void handle_input();

    //Shows the message on screen
    void show_centered();
};

SDL_Surface *load_image( std::string filename )
{
    //The image that's loaded
    SDL_Surface* loadedImage = NULL;

    //The optimized surface that will be used
    SDL_Surface* optimizedImage = NULL;

    //Load the image
    loadedImage = IMG_Load( filename.c_str() );

    //If the image loaded
    if( loadedImage != NULL )
    {
        //Create an optimized surface
        optimizedImage = SDL_DisplayFormat( loadedImage );

        //Free the old surface
        SDL_FreeSurface( loadedImage );

        //If the surface was optimized
        if( optimizedImage != NULL )
        {
            //Color key surface
            SDL_SetColorKey( optimizedImage, SDL_SRCCOLORKEY, SDL_MapRGB( optimizedImage->format, 0, 0xFF, 0xFF ) );
        }
    }

    //Return the optimized surface
    return optimizedImage;
}

void apply_surface( int x, int y, SDL_Surface* source, SDL_Surface* destination, SDL_Rect* clip = NULL )
{
    //Holds offsets
    SDL_Rect offset;

    //Get offsets
    offset.x = x;
    offset.y = y;

    //Blit
    SDL_BlitSurface( source, clip, destination, &offset );
}

bool init()
{
    //Initialize all SDL subsystems
    if( SDL_Init( SDL_INIT_EVERYTHING ) == -1 )
    {
        return false;
    }

    //Set up the screen
    screen = SDL_SetVideoMode( SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_BPP, SDL_SWSURFACE );

    //If there was an error in setting up the screen
    if( screen == NULL )
    {
        return false;
    }

    //Initialize SDL_ttf
    if( TTF_Init() == -1 )
    {
        return false;
    }

    //Set the window caption
    SDL_WM_SetCaption( "High Score", NULL );

    //If everything initialized fine
    return true;
}

bool load_files()
{
    //Load the background image
    background = load_image( "background.png" );

    //Open the font
    font = TTF_OpenFont( "lazy.ttf", 42 );

    //If there was a problem in loading the background
    if( background == NULL )
    {
        return false;
    }

    //If there was an error in loading the font
    if( font == NULL )
    {
        return false;
    }

    //If everything loaded fine
    return true;
}

void clean_up()
{
    //Free the surfaces
    SDL_FreeSurface( background );
    SDL_FreeSurface( message );

    //Close the font that was used
    TTF_CloseFont( font );

    //Quit SDL_ttf
    TTF_Quit();

    //Quit SDL
    SDL_Quit();
}

StringInput::StringInput()
{
    //Initialize the string
    str = "";

    //Initialize the surface
    text = NULL;

    //Enable Unicode
    SDL_EnableUNICODE( SDL_ENABLE );
}

StringInput::~StringInput()
{
    //Free text surface
    SDL_FreeSurface( text );

    //Disable Unicode
    SDL_EnableUNICODE( SDL_DISABLE );
}

void StringInput::handle_input()
{
    //If a key was pressed
    if( event.type == SDL_KEYDOWN )
    {
        //Keep a copy of the current version of the string
        std::string temp = str;

        //If the string less than maximum size
        if( str.length() <= 16 )
        {
            //If the key is a space
            if( event.key.keysym.unicode == (Uint16)' ' )
            {
                //Append the character
                str += (char)event.key.keysym.unicode;
            }
            //If the key is a number
            else if( ( event.key.keysym.unicode >= (Uint16)'0' ) && ( event.key.keysym.unicode <= (Uint16)'9' ) )
            {
                //Append the character
                str += (char)event.key.keysym.unicode;
            }
            //If the key is a uppercase letter
            else if( ( event.key.keysym.unicode >= (Uint16)'A' ) && ( event.key.keysym.unicode <= (Uint16)'Z' ) )
            {
                //Append the character
                str += (char)event.key.keysym.unicode;
            }
            //If the key is a lowercase letter
            else if( ( event.key.keysym.unicode >= (Uint16)'a' ) && ( event.key.keysym.unicode <= (Uint16)'z' ) )
            {
                //Append the character
                str += (char)event.key.keysym.unicode;
            }
        }

        //If backspace was pressed and the string isn't blank
        if( ( event.key.keysym.sym == SDLK_BACKSPACE ) && ( str.length() != 0 ) )
        {
            //Remove a character from the end
            str.erase( str.length() - 1 );
        }

        //If the string was changed
        if( str != temp )
        {
            //Free the old surface
            SDL_FreeSurface( text );

            //Render a new text surface
            text = TTF_RenderText_Solid( font, str.c_str(), textColor );
        }
    }
}

void StringInput::show_centered()
{
    //If the surface isn't blank
    if( text != NULL )
    {
        //Show the name
        apply_surface( ( SCREEN_WIDTH - text->w ) / 2, ( SCREEN_HEIGHT - text->h ) / 2, text, screen );
    }
}

int main( int argc, char* args[] )
{
    //Quit flag
    bool quit = false;

    //Keep track if whether or not the user has entered their name
    bool nameEntered = false;

    //Initialize
    if( init() == false )
    {
        return 1;
    }

    //The gets the user's name
    StringInput name;

    //Load the files
    if( load_files() == false )
    {
        return 1;
    }

    //Set the message
    message = TTF_RenderText_Solid( font, "New High Score! Enter Name:", textColor );

    //While the user hasn't quit
    while( quit == false )
    {
        //While there's events to handle
        while( SDL_PollEvent( &event ) )
        {
            //If the user hasn't entered their name yet
            if( nameEntered == false )
            {
                //Get user input
                name.handle_input();

                //If the enter key was pressed
                if( ( event.type == SDL_KEYDOWN ) && ( event.key.keysym.sym == SDLK_RETURN ) )
                {
                    //Change the flag
                    nameEntered = true;

                    //Free the old message surface
                    SDL_FreeSurface( message );

                    //Change the message
                    message = TTF_RenderText_Solid( font, "Rank: 1st", textColor );
                }
            }

            //If the user has Xed out the window
            if( event.type == SDL_QUIT )
            {
                //Quit the program
                quit = true;
            }
        }

        //Apply the background
        apply_surface( 0, 0, background, screen );

        //Show the message
        apply_surface( ( SCREEN_WIDTH - message->w ) / 2, ( ( SCREEN_HEIGHT / 2 ) - message->h ) / 2, message, screen );

        //Show the name on the screen
        name.show_centered();

        //Update the screen
        if( SDL_Flip( screen ) == -1 )
        {
            return 1;
        }
    }

    //Clean up
    clean_up();

    return 0;
}


My gosh! This code performs the tiniest function! Input! Someone please explain this. If there is an easier way of doing input in SDL, please share the love. :)

-Tyler Petresky
tyler.is.number.one@gmail.com
I call this the Microsoft Example Syndrome. It makes people write overly complicate example for things that shouldn't take more that a few lines.

Getting input in SDL is extremely simple:
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SDL_Event event;
while (1){
    //while there are more events in the queue
    while (SDL_PollEvent(&event)){
        //handle them
    }
    //...
}
The outer loop will typically be the game loop. SDL_PollEvent() will fill event. To handle it, you need to first check event.type to find what type of event it was (keyboard input? Mouse input? Joystick input? Something else altogether?). See http://www.libsdl.org/docs/html/sdlevent.html for a complete description of the structure and related macros.
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