我的主要是这样的:
#include <SFML/Graphics.hpp>
#include <iostream>
#include "okno.h"
using namespace sf;
int main()
{
// Create the main window
RenderWindow app(VideoMode::getDesktopMode(), "Okno" ,Style::Fullscreen);
app.setKeyRepeatEnabled(false);
okno aplikacja(app);
// Start the game loop
while (app.isOpen())
{
// Process events
Event event;
event.type=Event::JoystickButtonPressed;
event.mouseButton.button = Mouse::Right;
while (app.pollEvent(event))
{
// Close window : exit
if (event.type == Event::Closed)
app.close();
if( event.type == Event::KeyPressed && event.key.code == Keyboard::Escape )
app.close();
}
aplikacja.click_przyciski(event);
aplikacja.obsluga_przyciskow();
event.type=Event::JoystickButtonPressed;
event.mouseButton.button = Mouse::Right;
aplikacja.rysuj();
aplikacja.menu=true;
event.type=Event::JoystickButtonPressed;
event.mouseButton.button = Mouse::Right;
//sleep(seconds(5));
// Update the window
//app.display();
}
return EXIT_SUCCESS;
}
和类okno.cpp一样:
#include "okno.h"
#include <iostream>
using namespace std;
int wyswietlanie =0;
okno::okno(RenderWindow &app): window(app)
{
textures[0].loadFromFile("grafika/tlo.png");
textures[1].loadFromFile("grafika/logo.png");
textures[2].loadFromFile("grafika/siatka.png");
textures[3].loadFromFile("grafika/button_start.png");
textures[4].loadFromFile("grafika/button_informacje.png");
textures[5].loadFromFile("grafika/button_wyjscie.png");
textures[6].loadFromFile("grafika/button_cofnij.png");
czcionka.loadFromFile("czcionki/czcionka_1.ttf");
for (int j=0;j<i;j++)
sprites[j].setTexture(textures[j]);
float x,y;
x=window.getView().getSize().x;
y=window.getView().getSize().y;
tekst.setString("Projekt wykonal : \n Wojciech Sorota.");
tekst.setCharacterSize(30);
tekst.setPosition(x/10,y/10);
tekst.setColor(sf::Color::Red);
tekst.setFont(czcionka);
sprites[0].setScale(x/sprites[0].getTextureRect().width,y/sprites[0].getTextureRect().height);
sprites[1].setPosition(x/2 - sprites[1].getTextureRect().width/2,y/2 - sprites[1].getTextureRect().height/2);
sprites[3].setPosition(x/10,y/10);
sprites[2].setScale(x/2/sprites[2].getTextureRect().width,y/2/sprites[2].getTextureRect().height);
sprites[2].setPosition(x/8,y/4);
sprites[4].setPosition( x/10+ sprites[3].getPosition().x + x/ 15,y/10 );
sprites[5].setPosition( x/10 +sprites[4].getPosition().x +x/15,y/10);
sprites[6].setPosition(x/10 + tekst.getPosition().x + tekst.getGlobalBounds().width,y/10);
menu=true;
}
okno::~okno()
{}
void okno::rysuj()
{
this->rysuj_intro();
this->rysuj_menu();
}
void okno::start_gra()
{
}
void okno::click_przyciski(Event &event)
{
if(event.type == Event::MouseButtonReleased && event.mouseButton.button == Mouse::Left)
{
if(click_sprite(sprites[3]))
start_gra();
else if(click_sprite(sprites[5]))
window.close();
else if( click_sprite(sprites[4]))
wyswietl_info(event);
}
}
void okno::wyswietl_info(Event &event)
{
{
while(1)
{
if(sf::Mouse::isButtonPressed(sf::Mouse::Left) && click_sprite(sprites[6]))
{
event.type=Event::JoystickButtonPressed;
event.mouseButton.button = Mouse::Right;
return;
}
window.clear();
window.draw(sprites[0]);
window.draw(sprites[2]);
window.draw(sprites[6]);
window.draw(tekst);
obsluga_przyciskow();
window.display();
}
}}
bool okno::click_sprite(Sprite a)
{
// transform the mouse position from window coordinates to world coordinates
sf::Vector2f mouse = window.mapPixelToCoords(sf::Mouse::getPosition(window));
// retrieve the bounding box of the sprite
sf::FloatRect bounds = a.getGlobalBounds();
// hit test
if (bounds.contains(mouse))
{
return true;
}
return false;
}
void okno::obluga_cofnij()
{
}
void okno::obsluga_przyciskow()
{
if(mysz_nad_sprite(sprites[3]))
sprites[3].setColor(sf::Color(100,100,100));
else
sprites[3].setColor(sf::Color(255,255,255));
if(mysz_nad_sprite(sprites[4]))
sprites[4].setColor(sf::Color(100,100,100));
else
sprites[4].setColor(sf::Color(255,255,255));
if(mysz_nad_sprite(sprites[5]))
sprites[5].setColor(sf::Color(100,100,100));
else
sprites[5].setColor(sf::Color(255,255,255));
if(mysz_nad_sprite(sprites[6]))
sprites[6].setColor(sf::Color(100,100,100));
else
sprites[6].setColor(sf::Color(255,255,255));
}
bool okno::mysz_nad_sprite(Sprite a)
{
sf::Vector2f mouse = window.mapPixelToCoords(sf::Mouse::getPosition(window));
if (a.getGlobalBounds().contains(mouse))
return true;
return false;
}
void okno::rysuj_intro()
{
if (wyswietlanie == 0)
{
for ( int n=0;n<=254;n++)
{
window.clear();
sprites[0].setColor(sf::Color(255, 255, 255, n));
sprites[1].setColor(sf::Color(255,255,255,n));
sleep(milliseconds(n/15));
window.draw(sprites[0]);
window.draw(sprites[1]);
window.display();
}
for (int n=254;n>=0;n--)
{
window.clear();
sprites[1].setColor(sf::Color(255, 255, 255, n));
sleep(milliseconds(n/15));
window.draw(sprites[0]);
window.draw(sprites[1]);
window.display();
}
wyswietlanie++;
}
}
void okno::rysuj_menu()
{
window.clear();
if (wyswietlanie==1)
for ( int n=0;n<=254;n++)
{
window.clear();
sprites[2].setColor(sf::Color(255,255,255,n));
window.draw(sprites[0]);
window.draw(sprites[2]);
window.draw(sprites[3]);
window.draw(sprites[4]);
window.draw(sprites[5]);
window.display();
if (n==254)
wyswietlanie++;
window.clear();
}
window.draw(sprites[0]);
window.draw(sprites[2]);
window.draw(sprites[3]);
window.draw(sprites[4]);
window.draw(sprites[5]);
window.display();
}
我的问题是为什么在我点击精灵[6]然后我回到循环[pollEvent]然后pollEvent返回最后一个事件,但最后一个事件是mouseclick soo然后它在mouseclick上运行脚本如何保护我的函数为此?
答案 0 :(得分:0)
事件应该像这样处理:
sf::Event event;
while (app.pollEvent(event))
{
// handle each event you want
switch (event.type)
{
case sf::Event::Closed:
closed(event);
Exit();
break;
case sf::Event::KeyPressed:
keyPressed(event);
break;
case sf::Event::KeyReleased:
keyReleased(event);
break;
case sf::Event::MouseButtonPressed:
mouseButtonPressed(event);
break;
case sf::Event::MouseButtonReleased:
mouseButtonReleased(event);
break;
case sf::Event::MouseMoved:
mouseMoved(event);
break;
/* ...many more events exist */
default:
cerr << "unhandle event of type: " << event.type << endl;
break;
}
}
然后,为每个要处理的事件设置一个函数。
void mouseMoved(const sf::Event& event)
{
// do something with the mouse event
mRelMousePos.x = event.mouseMove.x - mMousePos.x;
mRelMousePos.y = event.mouseMove.y - mMousePos.y;
mMousePos.x = event.mouseMove.x;
mMousePos.y = event.mouseMove.y;
}
正如@Hiura所提到的,您无法为sf::event
分配事件类型,然后在pollEvent
方法中重复使用它,更确切地说,它更多这里有问题的event.mouseButton.button = Mouse::Right;
部分。这部分是因为sf::Event类将其事件参数(mouseButton,密钥等)存储在union中,部分原因是因为它不是用于sf的用途: :活动类。
请用英文编码,您永远不会知道何时需要共享一段代码。而且我不是这样说的,因为我是一个以自我为中心的英语人士,事实上,我是法国加拿大人。
现在,让我们来看看你提供的代码。
// Process events
Event event;
// these are problematic, you shouldn't do that.
//event.type=Event::JoystickButtonPressed;
//event.mouseButton.button = Mouse::Right;
while (app.pollEvent(event))
{
// using a switch or else if here would lower code repetition
// and useless check.
// Since both cases do the same thing, you could have just merge them.
// Close window : exit
if ((event.type == Event::Closed)
|| (event.type == Event::KeyPressed
&& event.key.code == Keyboard::Escape ))
{
app.close();
}
else if (event.type == Event::MouseButtonReleased
&& event.mouseButton.button == Mouse::Left)
{
// this should really go here
aplikacja.click_button(event); // thanks Google Translation
}
}
// Why? Why do you send the last event from your event loop to that?
//aplikacja.click_przyciski(event);
这里有一些不必要的调整只是为了好玩:
bool okno::click_sprite(Sprite sprite) // remember, meaningful names
{
// transform the mouse position from window coordinates to world coordinates
sf::Vector2f mouse = window.mapPixelToCoords(sf::Mouse::getPosition(window));
// see how it's clearer and I just removed 7-8 LOC and the comments
// are now unnecessary here. The if clause was redundant since the contains
// method already returns a bool value.
return sprite.getGlobalBounds().contains(mouse);
}
我不打算浏览整个代码,但您接近使用SFML的应用程序。有一些很好的教程,SFML源代码非常清楚,有关如何使用SFML的每个部分的更多信息,请参阅SFML Github repo和SFML game dev book。