绘制从类返回的文本会导致程序停止而不会出现错误

时间:2016-10-22 01:07:51

标签: c++ crash sfml

每当我尝试绘制从FPS_Counter类返回的文本对象时,它就会崩溃。

我已经交叉引用了SFML文档,据我所知,我没有错过任何内容,而且Visual也没有给我任何关于错误代码的唠叨。

#include <SFML/Graphics.hpp>
#include <Windows.h>
#include <string>
#include <iostream>

using namespace std;

//takes frame render time and counts how many of those fits in a second
//then assigns that to a text object and returns it.
class FPS_Counter 
{
private:
    sf::Text text;
    unsigned int count = 0;
public:
    FPS_Counter() //setting up my fps counting object here
    {
        sf::Font font;
        if (!font.loadFromFile("pixel font 1.ttf")) { throw "Cannot find font 'pixel font 1.ttf'."; }
        text.setFont(font);
        text.setCharacterSize(24);
        text.setColor(sf::Color(255, 255, 0, 255));
    }
    sf::Text Count(sf::Time difference)
    {
        cout << "count called" << endl;
        if (difference.asSeconds() != 0) //dodging a divide by zero
        {
            count = 1 / (float)difference.asSeconds();
            text.setString("FPS: " + count);
            cout << "count returned number" << endl;
            return text;
        }
        text.setString("FPS: 0");
        cout << "count returned default" << endl;
        return text;
    }
};

int main()
{
    int mon_res_x = GetSystemMetrics(SM_CXSCREEN);
    int mon_res_y = GetSystemMetrics(SM_CYSCREEN);

    sf::RenderWindow window(sf::VideoMode(mon_res_x, mon_res_y), "SFML     works!");
    window.setPosition(sf::Vector2i(0,0));

    FPS_Counter fps;
    sf::Clock clock;
    sf::Time time;

    while (window.isOpen())
    {
        window.clear();

        time = clock.getElapsedTime(); //get time since last frame
        clock.restart();

        window.draw(fps.Count(time)); //draw fps count with given frame-time

        window.display();

        sf::Event event;
        while (window.pollEvent(event))
        {
            if (event.type == sf::Event::Closed)
                window.close();
        }
    }

    return 0;
}

1 个答案:

答案 0 :(得分:0)

由于每帧可能只需几毫秒来渲染,因此计算秒数将始终为0 您需要在fps计数器类中创建一个计时器,并在每次此计数器达到0时打印FPS文本,每帧更改您的FPS是无用的,因为它只会每秒重新计算:

#include <SFML/Graphics.hpp>
#include <Windows.h>
#include <string>
#include <iostream>

using namespace std;

//takes frame render time and counts how many of those fits in a second
//then assigns that to a text object and returns it.
class FPS_Counter
{
private:
    sf::Text text;
    unsigned int count = 0;
    sf::Int32 countdown = 1000;
public:
    FPS_Counter() //setting up my fps counting object here
    {
        sf::Font font;
        if (!font.loadFromFile("pixel font 1.ttf")) { throw "Cannot find font 'pixel font 1.ttf'."; }
        text.setFont(font);
        text.setCharacterSize(24);
        text.setColor(sf::Color(255, 255, 0, 255));
    }
    sf::Text Count(sf::Int32 difference)
    {
        countdown -= difference; //Counts the time elapsed
        count++; //Increment FPS
        cout << "count called" << endl;
        if (countdown < 0)
        {
            countdown += 1000;
            text.setString("FPS: " + count);
            cout << "count returned number" << endl;
        }
        return text;
    }
};

int main()
{
    int mon_res_x = GetSystemMetrics(SM_CXSCREEN);
    int mon_res_y = GetSystemMetrics(SM_CYSCREEN);

    sf::RenderWindow window(sf::VideoMode(mon_res_x, mon_res_y), "SFML     works!");
    window.setPosition(sf::Vector2i(0, 0));

    FPS_Counter fps;
    sf::Clock clock;
    sf::Time time;

    while (window.isOpen())
    {
        window.clear();

        time = clock.restart(); //get time since last frame

        window.draw(fps.Count(time.asMilliseconds())); //draw fps count with given frame-time

        window.display();

        sf::Event event;
        while (window.pollEvent(event))
        {
            if (event.type == sf::Event::Closed)
                window.close();
        }
    }
    return 0;
}

另外,(IMO)我建议使用“init”函数将文本指针发送到主类一次,更容易处理字体加载失败并增加你的FPS,这也会分开你的渲染计时器。