Input handling

We have now got our objects moving based on velocity and acceleration, so next we must introduce some way of controlling this movement through user input. SDL supports a number of different types of user interface devices including joysticks, gamepads, mouse, and keyboard, all of which will be covered in this chapter, along with how to add them into our framework implementation.

Creating our input handler class

We will create a class that handles all device input, whether it is from controllers, keyboard, or mouse. Let's start with a basic class and build from there. First we need a header file, InputHandler.h.

#include "SDL.h" class InputHandler { public: static InputHandler* Instance() { if(s_pInstance == 0) { s_pInstance = new InputHandler(); ...

Get SDL Game Development now with the O’Reilly learning platform.

O’Reilly members experience live online training, plus books, videos, and digital content from nearly 200 publishers.