注意:使用SDL 2.0,Cross header class problem
我在类之间进行交叉引用主要是我的类初始化渲染器和引用渲染初始化的纹理类。现在,我已经能够运行程序,直到我开始放入纹理类,代码也是从单页代码中运行的,我只是在这一点上,我正在实现我的代码到标题来打破它使它不那么混乱。
首先是CApp.h.注意:RENDER位于标题
中#ifndef _CAPP_H_
#define _CAPP_H_
#include <iostream>
#include <stdio.h>
#include <windows.h>
#include <random>
#include <time.h>
#include <string>
#include <cmath>
#include <fstream>
#include <SDL.h>
#include <SDL_image.h>
#include "Texture.h"
class CApp
{
private:
bool Running;
SDL_Renderer* RENDER;
SDL_Window* WINDOW;
public:
CApp();
int OnExecute();
int SCREEN_WIDTH;
int SCREEN_HEIGHT;
bool OnInit();
void OnEvent(SDL_Event* Event);
void OnLoop();
void OnRender();
void OnCleanup();
};
#endif
接下来是CApp.cpp并不重要,但仅限于
#include "CApp.h"
CApp::CApp()
{
WINDOW = NULL;
RENDER = NULL;
Running = true;
}
int CApp::OnExecute()
{
if(OnInit() == false)
{
return -1;
}
SDL_Event Event;
while(Running)
{
while(SDL_PollEvent(&Event))
{
OnEvent(&Event);
}
OnLoop();
OnRender();
}
OnCleanup();
return 0;
}
int main(int argc, char* argv[])
{
CApp theApp;
return theApp.OnExecute();
system("pause");
}
现在这是初始化的CApp_OnInit.cpp,请注意第27行的RENDER
#include "CApp.h"
bool CApp::OnInit()
{
SCREEN_WIDTH = 1300;
SCREEN_HEIGHT = 750;
if( SDL_Init( SDL_INIT_VIDEO ) < 0 )
{
printf( "INITFAIL 01\n", SDL_GetError() );
return false;
}
else
{
if( !SDL_SetHint( SDL_HINT_RENDER_SCALE_QUALITY, "1" ) )
{
printf( "INITFAIL 02/n!" );
}
WINDOW = SDL_CreateWindow( "WINDOW", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, SCREEN_WIDTH, SCREEN_HEIGHT, SDL_WINDOW_SHOWN );//|| SDL_WINDOW_FULLSCREEN_DESKTOP
if( WINDOW == NULL )
{
printf( "INITFAIL 03\n", SDL_GetError() );
return false;
}
else
{
RENDER = SDL_CreateRenderer( WINDOW, -1, SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC );
if( RENDER == NULL )
{
printf( "INITFAIL 04\n", SDL_GetError() );
return false;
}
else
{
SDL_SetRenderDrawColor( RENDER, 0xFF, 0xFF, 0xFF, 0xFF );
int imgFlags = IMG_INIT_PNG;
if( !( IMG_Init( imgFlags ) & imgFlags ) )
{
printf( "INITFAIL 05\n", IMG_GetError() );
return false;
}
}
}
}
return true;
}
纹理标头Texture.h
#ifndef _TEXTURE_H_
#define _TEXTURE_H_
#include <SDL.h>
#include <string>
#include "CApp.h"
class TEXTURE
{
public:
TEXTURE();
~TEXTURE();
bool LOAD_TEXTURE(std::string path);
void FREE();
void RGB_TEXTURE(Uint8 red, Uint8 green, Uint8 blue);
void BLENDMODE(SDL_BlendMode blend);
void ALPHA(Uint8 alpha);
void RENDER_TEXTURE(double x , double y , SDL_Rect* clip = NULL, double angle = 30.0, SDL_Point* center = NULL, SDL_RendererFlip flip = SDL_FLIP_NONE);
int getWidth();
int getHeight();
private:
SDL_Texture* texture;
int imageWidth;
int imageHeight;
};
#endif
现在问题来源Texture.cpp
行中的RENDER是未声明的标识符
d1d = SDL_CreateTextureFromSurface(RENDER,e1e);
#include "CApp.h"
TEXTURE::TEXTURE()
{
texture = NULL;
imageWidth = 0;
imageHeight = 0;
}
TEXTURE::~TEXTURE()
{
FREE();
}
bool TEXTURE::LOAD_TEXTURE(std::string path)
{
FREE();
SDL_Texture* d1d = NULL;
SDL_Surface* e1e = IMG_Load(path.c_str());
if( e1e == NULL)
{
printf("TEXTURE 01\n", path.c_str(), IMG_GetError());
}
else
{
SDL_SetColorKey(e1e, SDL_TRUE, SDL_MapRGB(e1e->format, 255, 0, 255));
d1d = SDL_CreateTextureFromSurface(RENDER, e1e);
if(d1d == NULL)
{
printf("TEXTURE 02\n", path.c_str(), SDL_GetError());
}
else
{
imageWidth = e1e->w;
imageHeight = e1e->h;
}
SDL_FreeSurface(e1e);
}
texture = d1d;
return texture != NULL;
}
我试着指点和双指点我只是不能将代码混合起作用。
答案 0 :(得分:1)
您正在RENDER
课程中使用TEXTURE
,因为它是CApp
班级的成员......
一个简单的解决方案是进行这些更改:
Texture.h
class TEXTURE
{
public:
TEXTURE(SDL_Renderer* renderer);
// [...]
private:
// [...]
SDL_Renderer* m_renderer;
};
Texture.cpp
TEXTURE::TEXTURE(SDL_Renderer* renderer)
: m_renderer(renderer),
texture(NULL),
imageWidth(0),
imageHeight(0)
{
}
// [...]
bool TEXTURE::LOAD_TEXTURE(std::string path)
{
// [...]
d1d = SDL_CreateTextureFromSurface(m_renderer, e1e);
// [...]
}
每次创建TEXTURE
对象时,都可以使用RENDER
类中的CApp
成员构建它(例如,使用getter)。
这应解决您的依赖问题。