我正在关注使用ttf字体创建文本的Lazy Foo教程,一切都很好,但我需要在不同的地方创建几个不同字体和颜色的文本行,所以我决定使用矢量。这是我的TextTexture代码(主要是Lazy Foo教程的副本):
#ifndef TEXT_TEXTURE_HPP
#define TEXT_TEXTURE_HPP
#include "graphics.hpp"
#include "vector2.hpp"
#include <SDL2/SDL_ttf.h>
#include <string>
class TextTexture {
public:
TextTexture(
Graphics& graphics,
TTF_Font* font,
std::string textureText,
SDL_Color textColor,
Vector2 coordinates
);
~TextTexture();
void draw( Graphics& graphics );
private:
SDL_Texture* mTexture;
int mWidth;
int mHeight;
int mX;
int mY;
};
#endif // TEXT_TEXTURE_HPP
和.cpp文件:
#include "text_texture.hpp"
#include "vector2.hpp"
#include <iostream>
#include <unistd.h>
TextTexture::TextTexture (
Graphics& graphics,
TTF_Font* font,
std::string textureText,
SDL_Color textColor,
Vector2 coordinates
) :
mTexture(NULL),
mWidth(0),
mHeight(0),
mX(0),
mY(0)
{
//Render temp surface
SDL_Surface* tempSurface = TTF_RenderUTF8_Blended (font, textureText.c_str(), textColor);
if ( tempSurface == NULL ) {
std::cout << "Unable to render text surface! SDL_ttf Error: " << TTF_GetError() << std::endl;
} else {
this -> mTexture = SDL_CreateTextureFromSurface(graphics.getRenderer(), tempSurface);
if ( this -> mTexture == NULL ) {
std::cout << "Unable to create texture from rendered text! SDL Error: " << SDL_GetError() << std::endl;
} else {
//Get image dimensions
mWidth = tempSurface -> w;
mHeight = tempSurface -> h;
// Get coordinates
this -> mX = coordinates.getX();
this -> mY = coordinates.getY();
}
SDL_FreeSurface (tempSurface);
tempSurface = NULL;
}
}
TextTexture::~TextTexture() {
//Free texture if it exists
if ( mTexture != NULL ) {
SDL_DestroyTexture( mTexture );
}
mTexture = NULL;
mWidth = 0;
mHeight = 0;
}
// FIXME somewhy affects previous dest rects
void TextTexture::draw (Graphics& graphics) {
//Set rendering space and render to screen
SDL_Rect destinationRectangle = { mX, mY, this -> mWidth, this -> mHeight };
//Render to screen
graphics.blitSurface( mTexture, NULL, &destinationRectangle );
}
我创建了简单的文本管理器来处理文本向量:
#ifndef TEXT_MANAGER_HPP
#define TEXT_MANAGER_HPP
#include "graphics.hpp"
#include "text_texture.hpp"
#include "vector2.hpp"
#include <string>
#include <vector>
enum fontSize {
SMALL = 16,
NORMAL = 32,
BIG = 48,
TITLE = 72
};
enum fontColor {
WHITE,
ORANGE,
BLACK
};
class TextManager {
public:
TextManager(Graphics& graphics);
~TextManager();
void addText(std::string, fontSize, fontColor, Vector2);
void draw();
void clearText();
private:
Graphics& graphics;
std::vector <TextTexture> gText;
};
#endif // TEXT_MANAGER_HPP
和.cpp文件:
#include "text_manager.hpp"
#include <iostream>
TextManager::TextManager(Graphics& graphics) :
graphics(graphics)
{}
TextManager::~TextManager() {}
void TextManager::addText(std::string text, fontSize size, fontColor color, Vector2 coordinates) {
TTF_Font* tempFont = TTF_OpenFont( "resources/fonts/pixel.ttf", fontSize::TITLE );
SDL_Color tempColor = { 255, 255, 255 };
// Switch removed for shorter code
this -> gText.emplace_back(graphics, tempFont, text, tempColor, coordinates);
TTF_CloseFont(tempFont);
tempFont = NULL;
}
// FIXME
void TextManager::draw() {
std::vector<TextTexture>::iterator it;
for(it = gText.begin(); it != gText.end(); ++it) {
it -> draw(graphics);
}
}
void TextManager::clearText() {
gText.clear();
}
但是当我启动应用程序时,我看到类似的东西:
Second string is printed, but font and bonding rectangle of first line is saved, hovewer
后来我添加了输入处理程序,在按下按钮后添加了第二行文本,当只有一行文本时,一切正常,但是当你添加第二行时,一些奇怪的东西开始 - 有时候第一个文本消失,有时候'他们两个都被推了推。据我了解,文本的第二个表面通过在第一个目的地的位置复制纹理,以某种方式影响第一个表面。
这是我的graphics.blitSurface,如果有帮助:
void Graphics::blitSurface(SDL_Texture* texture, SDL_Rect* sourceRectangle, SDL_Rect* destinationRectangle)
{
SDL_RenderCopy ( this -> _renderer, texture, sourceRectangle, destinationRectangle );
}
我的错误在哪里?抱歉英语不好,我希望你能解决我的问题。
答案 0 :(得分:0)
我以某种方式随机地想出来了。问题是当我向vector添加对象时,它会调用析构函数。
原因如下:
Why does my class's destructor get called when I add instances to a vector?