我正在使用SFML和C ++,我遇到了一个奇怪的问题,
这是我的主要游戏更新方法
while (renderService.Window.isOpen())
{
//Poll events
sf::Event event;
while (renderService.Window.pollEvent(event))
{
if (event.type == sf::Event::Closed)
renderService.Window.close();
running = false;
}
MouseMovment(event);
MouseClick(event);
Update();
Draw();
}
这是我的MouseClick方法
void Game::MouseClick(sf::Event event)
{
sf::Vector2i position = sf::Mouse::getPosition(renderService.Window);
if (event.mouseButton.button == sf::Mouse::Left && event.type == sf::Event::MouseButtonReleased)
{
std::cout << "Mouse released" << std::endl;
}
}
现在这里是奇怪的部分,在我的控制台中,有时候我的cout会被垃圾邮件发送10/20次,但有时它会完美地运行,我是否错误地调用了这个事件?
答案 0 :(得分:3)
你做错了,假设一个MouseButtonReleased
事件被触发,你的轮询函数抓住了它(跟随评论中的数字):
while (renderService.Window.isOpen()) // 4) The loop starts again
{
//Poll events
sf::Event event;
while (renderService.Window.pollEvent(event)) // 1) Grabs the event // 5) No more events
{
if (event.type == sf::Event::Closed) // 2) Nope, it's not this one
renderService.Window.close();
running = false;
}
MouseMovment(event);
MouseClick(event); // 3) Yes, handle it // 6) Uses the unmodified event variable - undefined behavior
Update();
Draw();
}
你应该做类似的事情:
sf::Event event;
// while there are pending events...
while (window.pollEvent(event))
{
// check the type of the event...
switch (event.type)
{
// window closed
case sf::Event::Closed:
...
break;
// mouse button released
case sf::Event::MouseButtonReleased:
{
if (event.mouseButton.button == sf::Mouse::Left)
...
} break;
// we don't process other types of events
default:
break;
}
}