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Author Topic: event loop in multiple places? :S  (Read 1118 times)

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j0nte33

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event loop in multiple places? :S
« on: July 27, 2015, 05:07:13 pm »
okay, so im writing a super basic engine, with a statemanager.
this is basically what happends right now:
void CEngine::Update()
{
        // Code for event loop, ( close application )
                CStateMachine::GetInstance().Update();
                Draw();
}
 
in GameStateGame, lets say i have a character, i need to do keyboard check for movement.
i can't just make a event loop in GameStateGame. tried it.
Any tips?

there are some solutions i've come up with but i would like some pointers...

solution 1:
(click to show/hide)

solution 2:
(click to show/hide)
Thankyou  ;D

kitteh-warrior

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Re: event loop in multiple places? :S
« Reply #1 on: July 27, 2015, 05:15:38 pm »
You should only have one event loop that. From there, you can dispatch the events to other class instances the require the event for processing.

CStateMachine::GetInstance().Update();
If this is a singleton (which it looks like), that is typically a bad design.

Hapax

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Re: event loop in multiple places? :S
« Reply #2 on: July 27, 2015, 08:02:07 pm »
i would like some pointers...
You can tell you're still in coding mode when you read that as "I would like to use some pointers..."
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Jesper Juhl

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Re: event loop in multiple places? :S
« Reply #3 on: July 27, 2015, 08:37:09 pm »
As others have already said; have one event loop.
Once an event is consumed in the loop you can dispatch it to any subsystem that needs to process it if needed. But you should not poll for events in more than one location - once an event is read by one event loop it will not be available to another, so that can easily get confusing.

 

anything