I am making a c++ sdl based game engine, and currently finishing the EventManager class, which implements a pub/sub pattern to publish subscribe and dispatch events. Currently I have made every event polled by SDL, which are the events provided by my engine a priority number based on other talks I had with other instances of you, and we ended up defining all the priorities according to which is more immediate to deal with first. But here comes the problem, when we talked last time and asked you of an evaluation of my system you said this:

 ### Considerations for Optimization

1. Broad Range for Medium Priority:
- While it’s good to have a broad range in the medium category, ensure there’s enough distinction between event types to justify their priority levels. For gameplay critical events, consider whether some of these could benefit from being placed higher or closer together to reflect their impact on game mechanics or player experience more accurately.

2. Handling of Mouse and Touch Events:
- SDL_MOUSEMOTION, SDL_FINGERMOTION, SDL_FINGERDOWN, and SDL_FINGERUP events are categorized as low priority. Depending on your game’s nature, especially in a touch-based game or where precise mouse control is crucial, you might need to reconsider their priorities to ensure responsive feedback to the player.

3. Gamepad and Joystick Prioritization:
- Gamepad and joystick events are spread across high, medium, and low priorities depending on the action (button down/up, device added/removed, etc.). While this makes sense from an organizational perspective, consider the gameplay experience and whether input lag for these devices could affect game dynamics or player satisfaction.

### Suggestions for Improvement

- Dynamic Priority Adjustment:
Consider implementing a system within your event manager to dynamically adjust the priority of certain types of events based on the current game state. For example, during critical gameplay moments, input-related events could temporarily be given higher priority to ensure responsive control.

- Event Grouping by Game State:
Think about creating categories or groups of events based on the current game state or scene. For instance, certain events might be more relevant or should be prioritized during gameplay scenes vs. menu navigation.

- Customizable Priority Levels:
Offer developers using your engine the ability to customize event priorities based on their particular needs. This could be implemented by allowing subscription handlers to specify a priority modifier or by allowing global adjustment of event priority scales.

- Review Low-Priority Event Handling:
Reassess whether low-priority events could cause noticeable delays in less interactive scenes (e.g., game menus or inventory screens). It might be beneficial to adjust their processing based on context to maintain a seamless user experience.

### Final Thoughts

Your list demonstrates a strong foundational understanding of prioritizing events in a game environment. However, always remain open to adjustments as real-world usage and testing may reveal unforeseen needs or opportunities for refinement. Tailoring the event priority system to be adaptive and responsive to the game’s context and current state can significantly enhance both performance and player experience.

Considering I am in an early stage of development, should I take these consideration now and implement something now that it is the time I am developing the EventManager or should I keep this as a TODO for the future?