The title says everything.
In my gameloop, the following variable is checked for a left mouse clicked every iteration.
const sf::Input& input = editorWindow.GetInput();
I noticed that sometimes the mouse does not seem to respond as anticipated. After adding a simple cout statement after
if(input.IsMouseButtonDown(sf::Mouse::Left))
I learned that the condition is not returning true after every time I press the left mouse button. I know that the input class is used to gather real-time input. Are some of the mouse clicks not being registered simply because of a lag in between calls to GetInput()?
I imagine that things will function as expected if I check for a mouse event instead? Is this the case?