据我所知,C中的 union 一次只能保存1个值,我真的不明白C中的这段代码是如何理解的,因为 event.window 无法与 event.type ?
同时填充while(SDL_PollEvent(&event)) {
switch(event.type)
{
case SDL_WINDOWEVENT:
switch(event.window.event)
该事件定义为:
typedef union SDL_Event
{
Uint32 type; /**< Event type, shared with all events */
SDL_CommonEvent common; /**< Common event data */
SDL_WindowEvent window; /**< Window event data */
SDL_KeyboardEvent key; /**< Keyboard event data */
SDL_TextEditingEvent edit; /**< Text editing event data */
SDL_TextInputEvent text; /**< Text input event data */
SDL_MouseMotionEvent motion; /**< Mouse motion event data */
SDL_MouseButtonEvent button; /**< Mouse button event data */
SDL_MouseWheelEvent wheel; /**< Mouse wheel event data */
SDL_JoyAxisEvent jaxis; /**< Joystick axis event data */
SDL_JoyBallEvent jball; /**< Joystick ball event data */
SDL_JoyHatEvent jhat; /**< Joystick hat event data */
SDL_JoyButtonEvent jbutton; /**< Joystick button event data */
SDL_JoyDeviceEvent jdevice; /**< Joystick device change event data */
SDL_ControllerAxisEvent caxis; /**< Game Controller axis event data */
SDL_ControllerButtonEvent cbutton; /**< Game Controller button event data */
SDL_ControllerDeviceEvent cdevice; /**< Game Controller device event data */
SDL_QuitEvent quit; /**< Quit request event data */
SDL_UserEvent user; /**< Custom event data */
SDL_SysWMEvent syswm; /**< System dependent window event data */
SDL_TouchFingerEvent tfinger; /**< Touch finger event data */
SDL_MultiGestureEvent mgesture; /**< Gesture event data */
SDL_DollarGestureEvent dgesture; /**< Gesture event data */
SDL_DropEvent drop; /**< Drag and drop event data */
/* This is necessary for ABI compatibility between Visual C++ and GCC
Visual C++ will respect the push pack pragma and use 52 bytes for
this structure, and GCC will use the alignment of the largest datatype
within the union, which is 8 bytes.
So... we'll add padding to force the size to be 56 bytes for both.
*/
Uint8 padding[56];
} SDL_Event;
答案 0 :(得分:5)
struct
的每个聚合(SDL_CommonEvent common;
可能)成员SDL_WindowEvent window;
,SDL_KeyboardEvent key;
,union SDL_Event
等等......都是以某些{{1}开头的提供Uint32
的字段,并且该公共type
字段在每个工会成员中具有相同的地址和大小。
因此,虽然联盟确实只在内存中同时携带一个字段(换句话说,所有联盟成员都具有相同的地址),但每个字符都以type
开头且type
有意义;它取出event.type
。
这种习语是C中实现tagged unions的常用方法。
答案 1 :(得分:4)
SDL_Event
联盟的每个成员都以相同的两个成员Uint32 type
和Uint32 timestamp
开头。 C标准特别指出,如果一个union当前持有一个struct类型的值,但是读作另一个结构类型,其第一个成员与另一个结构类型匹配,那么可以读取那些匹配的成员。
答案 2 :(得分:2)
所有其他SDL_X
类型都以32位类型开头。实际上,它们似乎都在SDL_CommonEvent
开头包含了字段。这是为了便于访问所有子结构的公共元素。然后,通过event.common.x
,您可以访问所有常见元素,而无需区分事件的确切类型。