Thanks guyz for your answers!
You're confirm what I was thinking. Of course I know I'm not superman (uhu!) but in fact I think it's possible to be stuck in the event loop. It could be easy done with macros only if, of course, you trigger an event faster than the cpu could "dequeued" it.
Now let's suppose game (like Street fighter), 2 players are fighting one against the other. If they press "A" to Attack the opponent, the last one will lose 1 HP. Both players have 100 HP and the game is over when one of them reach 0 HP.
We can confirm that the player who will win will be the one who pressed (like a retarded) "A" faster than the other one. But know let's suppose one of them "cheat" and use a macro.
Let's program it as : do { press "A", release "A" } every 10 ms when press F1 for example and then when I press F1 once again stop it. He could kill his opponent in 1 sec.
My question was in fact to understand clearly the behavior of events in SFML in order to prevent a user to use macro.
@Hapax: Let's take my previous example this:
sf::RenderWindow window(parameters)
while(window.isOpen()
{
while(window.pollEvent(Event)
{
doSomething();
}
doSomethingElse();
}
If doSomethingElse() takes a "long" time to be done, it will also slow down event response time. So does it really matter if "heavy" code is done outside? In any case, what could you propose to avoid this?
Cheers