我尝试制作一个游戏状态系统,我在我的GameState中创建了窗口类和一个MainLoop函数,起初我认为这是因为循环不是主要的,而是相同的结果。
Window.cpp:
#include "Window.h"
using namespace std;
Window::Window(char* title, int width, int height, Uint32 flags)
{
if (SDL_Init(SDL_INIT_EVERYTHING))
{
cerr << "SDL failed to init: " << SDL_GetError() << endl;
throw;
}
SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 8);
SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 8);
SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 8);
SDL_GL_SetAttribute(SDL_GL_ALPHA_SIZE, 8);
SDL_GL_SetAttribute(SDL_GL_BUFFER_SIZE, 32);
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
window = SDL_CreateWindow("DirtyCraft", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, width, height, flags);
if (window == NULL)
throw;
context = SDL_GL_CreateContext(window);
GLenum error = glewInit();
if (error != GLEW_OK)
{
cerr << "Glew: " << glewGetErrorString(error) << endl;
throw;
}
}
Window::~Window()
{
SDL_DestroyWindow(window);
SDL_Quit();
}
window.h中:
#pragma once
#include <iostream>
#include <SDL.h>
#define GLEW_STATIC
#include <GL/glew.h>
class Window
{
public:
Window(char* title, int width, int height, Uint32 flags);
~Window();
SDL_Window *window;
SDL_GLContext context;
};
main.cpp 循环在哪里:
#include <iostream>
#include <SDL.h>
#define GLEW_STATIC
#include <GL/glew.h>
#include "Window.h"
#include "MainGame.h"
using namespace std;
#define WIDTH 640
#define HEIGHT 480
int main(int argc, char* argv[])
{
Window window("DirtyCraft", WIDTH, HEIGHT, SDL_WINDOW_OPENGL | SDL_WINDOW_ALLOW_HIGHDPI);
//MainGame MainGame(window);
//MainGame.MainLoop();
while (true)
{
SDL_Event E;
if (SDL_PollEvent(&E))
{
if (E.type == SDL_QUIT);
break;
}
glClear(GL_COLOR_BUFFER_BIT);
glClearColor(0.15f, 0.5f, 0.5f, 1.0f);
SDL_GL_SwapWindow(window.window);
}
window.~Window();
return 0;
}
问题出在哪里?我很确定有一个我想念的细节......
答案 0 :(得分:3)
我认为你的消息拉环是错误的。您应该拉出所有事件,然后才执行交换等。现在很可能您的窗口没有正确显示,因为它没有完成处理初始化消息。所以你应该把它改成
while(SDL_PollEvent(&E))