我正在尝试创建一个曲面矢量,它将包含用户输入的消息(它是一个聊天框)。但每当我向矢量中添加新曲面并显示它们时,其他曲面就会显示在曲面矢量中。我不知道为什么会这样。我假设这是因为向量不断地用.push_Back();调整大小,而计算机在其他表面移动之前没有这样做,所以它们被“卡在中间”,并显示在表面的位置。但是当我检查它的时候,它根本没有添加任何东西!我甚至尝试过.reserve( myVect.size() + 1);,但遗憾的是,这只给了我同样的问题。
我认为问题出在handle_input();和消息的显示方式上。我在网上任何地方都找不到关于这个问题的任何东西!
这是我的资料来源:
ofstream logFile;
SDL_Surface *text = NULL;
void apply_surface (int x, int y, SDL_Surface *source, SDL_Surface *destination, SDL_Rect *clip = NULL) {
SDL_Rect offset;
offset.x = x;
offset.y = y;
SDL_BlitSurface(source, clip, screen, &offset);
}
vector <SDL_Surface*> surface_vect;
bool handle_input() {
if (event.type == SDL_KEYDOWN) {
std::string temp = str;
if ( str.length() <= 48) {
logFile << "str's length is <=48.\n";
if ( event.key.keysym.unicode == (Uint16) ' ' ) {
str += (char)event.key.keysym.unicode;
logFile << "Space bar was pressed.\n";
charcount += 1;
}
else if ( ( event.key.keysym.unicode >= (Uint16)'0') && (event.key.keysym.unicode <= (Uint16) '9' ) ) //Finally works!
{
charcount += 1;
str += (char)event.key.keysym.unicode;
logFile << "Number key: " <<(char)event.key.keysym.unicode << " pressed, and added to str.\n";
}
else if (( event.key.keysym.unicode >= (Uint16)'A' )&& (event.key.keysym.unicode <= (Uint16) 'Z') )
{
charcount += 1;
str += (char)event.key.keysym.unicode;
logFile << "Number key: " <<(char)event.key.keysym.unicode << " pressed, and added to str.\n";
}
else if ( (event.key.keysym.unicode >= (Uint16)'a' )&& (event.key.keysym.unicode <= (Uint16) 'z' ) )
{
charcount += 1;
str += (char)event.key.keysym.unicode;
logFile << "Number key: " <<(char)event.key.keysym.unicode << " pressed, and added to str.\n";
}
else if ( (event.key.keysym.unicode == SDLK_RETURN ) )
{
str = "";
surface_vect.reserve ( surface_vect.size() + 1);
if ( surface_vect.size() < surface_vect.capacity() ) { //PREVENTS AN ACCESS READING VIOLATION ERROR! THE ELEMENTS IN THE VECTOR WERE BECOMING TOO LARGE FOR THE VECTOR!!
surf_count += 1;
surface_vect.push_back ( text );
logFile << "surface_vect has: " << surf_count << " surfaces!";
}
}
if (event.key.keysym.unicode == SDLK_BACKSPACE && str.length() != 0) {
charcount -= 1;
str.erase(str.length() - 1);
logFile << "Backspace was pressed.\n";
}
if (str != temp) {
SDL_FreeSurface ( text ); //This frees up the text surface whenever the str changes.
text = TTF_RenderText_Solid(font, str.c_str(), textcolor); //Renders the text whenever that change occurs.
logFile << "Full text rendered: " << str.c_str() << " Number of surfaces in existence: " << c << " Number of characters in current surface: " << charcount << "\n";
}
//OK SO: the program separates the surfaces! Now to just make each surface different for each different message! To do this, we will put the "text" surface into the top of surface_vect, because that vector will be our messages body. Text will display all messages being typed, only when return is pressed is it added to the message surfaces body!
}
}
return true;
}
int main ( int argc, char* args[] )
{
time(¤tTime);
int count = 0;
text = TTF_RenderText_Solid(font, "First surface message!", textcolor);
surface_vect.push_back( text );
Timer myTime;
Timer fps;
if (init() == false ) {
return false;
}
logFile << "Everything initialized fine. \n" ;
if (load_files() == false) {
return false;
}
logFile << "All files loaded successfully.\n";
myTime.start(); //The time the loop started. Keeps track of the time.
while (quit == false )
{
fps.start(); //Frame timer.
std::stringstream time; //Something to convert the time into a string, along with a message.
while (SDL_PollEvent( &event ) ) {
count += 1;
if ( handle_input() == false ) {
logFile << "Handle_input() returned false on the: " << count << "th run through the while loop!";
return false;
}
if ( event.type == SDL_QUIT ) {
fps.stop();
myTime.stop();
quit = true; //Duh.
}
}
apply_surface(0,0, background, screen);
apply_surface ( 25, 435, text, screen ); //Render the text surface because its separate from the other surfaces! It needs its own render command.
for ( int c = 0; c <= surface_vect.size() - 1; c+=1 ) {
apply_surface(25, newY - (13 * c), surface_vect.at(c), screen);
}
if (SDL_Flip (screen) == - 1) {
return false;
}
frame += 1; //Frame counter. Used to
if( fps.get_ticks() < 1000 / FRAMES_PER_SECOND )
{
SDL_Delay( ( 1000 / FRAMES_PER_SECOND ) - fps.get_ticks() );
}
}
clean_up();
return 0;
}有没有更好的方法来做这件事?它应该只是将用户的文本放入一个曲面矢量中,并在上面显示它们。
发布于 2012-08-07 01:52:13
我不理解你对症状的描述,但是看一下代码,我猜你推入surface_vect向量的文本之后不会显示出来,因为当用户按下return键时,你实际上是在做这件事(我只保留了相关的行):
surface_vect.push_back ( text );
SDL_FreeSurface ( text );
text = TTF_RenderText_Solid(font, str.c_str(), textcolor);请记住,text变量和surface_vect向量并不包含实际的曲面,而是指向曲面的指针,所以当您执行push_back操作时,您不会将曲面的副本放入向量中,而只是指针的副本。当你SDL_FreeSurface(text)的时候,表面本身就被清除了,这意味着你刚刚插入到向量中的指针现在正指向一个清除的表面,这个表面不会显示任何东西……您可以通过在push_back之后执行text=NULL来解决此问题(SDL_FreeSurface(text)接受NULL,不做任何事情)
注意在你的代码中还有很多其他的小问题(比如你使用vector就好像它是一个C数组,或者你应该改用list ),但这不在问题的范围内;)
https://stackoverflow.com/questions/11813264
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