嘿,所以我正在进行一个项目/ 2D游戏,我有一些来自SDL的奇怪行为,我敢肯定这可能是我不理解的东西。函数ProcessKeys被调用,并且除了SDLK_SPACE之外的所有关键按下都能正常工作,我不能为我的生活找出原因。
更奇怪的是,SDLK_SPACE的SDL_KEYUP开关效果很好。我尝试使用一些调试代码来打印出正在按下的键,当你按下空格时没有任何寄存器。键盘上的每个其他键都在SDL_KEYDOWN案例顶部的调试语句中注册。
如果有人能看到发生的事情,我会非常感激。
如果您需要查看其被叫的地方,请告诉我。
SDLKeyboard::KeyState SDLKeyboard::ProcessKeys(SDL_Event * event)
{
switch(event->type)
{
/* Look for a keypress */
case SDL_KEYDOWN:
{
std::cout << "Key currently pressed" << event->key.keysym.sym << std::endl;
/* Check the SDLKey values and move change the coords */
switch(event->key.keysym.sym)
{
case SDLK_LEFT:
{ // rotate the ship left
c.setIsTurningLeft(true);
return this->keystate = LeftPressed;
// add code when user presses left
break;
}
case SDLK_RIGHT:
{
// rotate the ship right
c.setIsTurningRight(true);
return this->keystate = RightPressed;
// add code when user presses right
break;
}
case SDLK_UP:
{
// accleration
c.setIsAccelerating(true);
return this->keystate = UpPressed;
// add code when user presses up
break;
}
case SDLK_SPACE:
{
// shoot
c.setIsShooting(true);
std::cout << "keystate = " << this->keystate;
return this->keystate = SpacePressed;
// add code when user presses space
break;
}
default:
{
return this->keystate = NotPressed;
break;
}
}
break;
}
/* We must also use the SDL_KEYUP events to zero the x */
/* and y velocity variables. But we must also be */
/* careful not to zero the velocities when we shouldn't*/
case SDL_KEYUP:
{
std::cout << "Key currently pressed" << event->key.keysym.sym << std::endl;
switch(event->key.keysym.sym)
{
case SDLK_LEFT:
{ /* We check to make sure the ship is moving */
/* to the left. If it is then we zero the */
/* velocity. If the ship is moving to the */
/* right then the right key is still press */
/* so we don't touch the velocity */
c.setIsTurningLeft(false);
return this->keystate = LeftReleased;
// code to do things when left isn't pushed anymore but still moving left
break;
}
case SDLK_RIGHT:
{ // code to do things when right isn't pushed anymore but still moving right
c.setIsTurningRight(false);
return this->keystate = RightReleased;
break;
}
case SDLK_UP:
{ // code to do things when up isn't pushed anymore but still moving up
c.setIsAccelerating(false);
return this->keystate = UpReleased;
break;
}
case SDLK_SPACE:
{ // accleration
c.setIsShooting(false);
return this->keystate = SpaceReleased;
// add code when user presses up
break;
}
default:
break;
}
break;
}
default:
{
return this->keystate = NotPressed;
break;
}
}
}
编辑:
以下是请求的示例。我注意到的另一件事是响应的延迟并不是那么好。就像有时按键一样,控制台不会打印相应的键。可能与我在空间中遇到的问题有关。
void GUI::TakeInput(SDL_Event *e)
{
while (SDL_PollEvent(e))
OnEvent(e);
}
void SDLEvent::OnEvent(SDL_Event * event)
{
switch(event->type)
{
case SDL_KEYDOWN:
{
OnKeyDown(event->key.keysym.sym);
break;
}
case SDL_KEYUP:
{
OnKeyUp(event->key.keysym.sym);
break;
}
case SDL_MOUSEMOTION:
{
OnMouseMove(event->motion.x,event->motion.y);
break;
}
case SDL_MOUSEBUTTONDOWN:
{
OnMouseButtonDown(event->button.button, event->button.x,event->button.y);
break;
}
case SDL_MOUSEBUTTONUP:
{
OnMouseButtonUp(event->button.button, event->button.x,event->button.y);
break;
}
case SDL_QUIT: {
OnExit();
break;
}
case SDL_SYSWMEVENT: {
//Ignore
break;
}
case SDL_WINDOWEVENT_RESIZED: {
OnResize();
break;
}
case SDL_WINDOWEVENT_EXPOSED: {
OnExpose();
break;
}
default: {
OnUser(event->user.type,event->user.code,event->user.data1,event->user.data2);
break;
}
}
}
void GUI::Play()
{
Uint32 start_ticks = SDL_GetTicks();
TakeInput(this->setup->GetEvent());
this->keyboard->ProcessKeys(this->setup->GetEvent());
this->setup->RenderBegin();
this->ship->drawBackBuffer();
this->ship->renderSprite();
Uint32 end_ticks = SDL_GetTicks();
int sleep_delay = (1000 / 60) - (end_ticks-start_ticks);
if (sleep_delay > 0) {
SDL_Delay(sleep_delay);
}
}
答案 0 :(得分:0)
如果您只是在控制台上编写event->key.keysym.sym
,您应该知道空格键是否会产生几乎不可见的字符。
请改为尝试:
std::cout << "<" << event->key.keysym.sym << ">"
所以你可以看到尖括号之间印有隐形字符。