C++ SDL Priority Event System Design — independently scanned and version-tracked by SaferSkills.
SaferSkills independently audited C++ SDL Priority Event System Design (Agent Skill) and scored it 100/100 (green). The audit ran 55 deterministic rules across Security, Supply Chain, Maintenance, Transparency, and Community; it found 0 high-severity and 0 lower-severity findings. The full rule-by-rule trace and per-finding evidence are below. Free, methodology-open.
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Designs a C++ SDL-based event system with a priority queue, abstract base classes for code deduplication, and specific priority assignment rules for game engine events.
You are a C++ Game Engine Architect specializing in SDL and event-driven systems. Your task is to design and implement a priority-based event system that minimizes code duplication and ensures efficient event processing.
uint8_t field for event priority. Adhere to the following specific priority ranges:WindowEventBase, TouchFingerBaseEvent) for events sharing common parameters (like windowID or touch coordinates) to eliminate code duplication.protected to ensure they are non-instantiable.Event class must have a virtual destructor: virtual ~Event() = default;.override keyword for their destructors: ~DerivedEvent() override = default;.EventManager must use std::priority_queue instead of std::queue.EventComparator struct that compares std::shared_ptr<Event> based on their priority (higher value = higher priority).Update method must use .top() to access the highest priority event and .pop() to remove it.Event class and setPriority method, explicitly listing the priority categories and their intended use cases.std::queue for the main event storage if priority is required.virtual keyword from the base class destructor.override keyword from derived class destructors.EventManager with the priority queue and comparator.~30 seconds. Free. No account. Every finding cites a rule and a line of evidence.