C++ sdl基于鼠标位置绘制动态矩形
对许多人来说,这看起来很明显,但我被卡住了,我找不到任何帮助我的教程,因此在这里找到答案会很好。C++ sdl基于鼠标位置绘制动态矩形
我试图制作一个矩形,就像你在RTS游戏中所做的那样,可以说是一个动态选择框,但它不能正常工作。 这也将是足够的人列出了要点这对于创建像一个盒子的每一步该
(不要怀疑我真的很新的C++)
Mouse.h:
#ifndef MOUSE_H_ #define MOUSE_H_
class Mouse {
public:
bool leftButtonDown = false;
bool mouseMoves = false;
struct MouseCoords {
int x = -1;
int y = -1;
};
MouseCoords start_coords;
MouseCoords move_coords;
Mouse(){}
void setState(Uint32 eventType, SDL_Event event){
if (eventType == SDL_MOUSEBUTTONDOWN) {
this->leftButtonDown = true;
SDL_GetMouseState(&this->start_coords.x, &this->start_coords.y);
}
if (eventType == SDL_MOUSEBUTTONUP) {
this->leftButtonDown = false;
}
if (eventType == SDL_MOUSEMOTION) {
this->mouseMoves = true;
this->move_coords.x = event.motion.x;
this->move_coords.y = event.motion.y;
} else {
this->mouseMoves = false;
}
}
/**
* Provides coordinates when mousebutton down
*/
MouseCoords getCoordinates(){
return move_coords;
}
/**
* Refresh the coordinates. MUST be called after Mouse::clearCoordinates();
*/
void clearCoordinates(){
this->move_coords.x = -1;
this->move_coords.y = -1;
}
/**
* Creates selector rect, call this in the render loop
*/
void createSelectBox(SDL_Renderer *renderer){
if(this->leftButtonDown) {
Block rect(
this->start_coords.x,
this->move_coords.y,
this->start_coords.y -this->move_coords.y ,
this->move_coords.x - this->start_coords.x
);
rect.draw(renderer);
this->clearCoordinates();
}
}
};
#endif
Block.h
#ifndef BLOCK_H_ #define BLOCK_H_
/**
* Standard Class which can be used to build a player, enemy, or something similar
*/
class Block{
SDL_Rect rect;
public:
Block(int x=10, int y=10, int w=10, int h=10, int filled=true){
rect.x = x;
rect.y = y;
rect.w = w;
rect.h = h;
}
/**
* draw with the given rendererer
*/
void draw(SDL_Renderer *renderer){
SDL_SetRenderDrawColor(renderer , 200 , 155 , 255 , 255);
SDL_RenderDrawRect(renderer, &rect);
SDL_RenderPresent(renderer);
}
bool framed(){
return 0;
}
};
#endif
然后在我的main.cpp
SDL_Window *window; SDL_Renderer *renderer;
Mouse mouse;
Block rect;
void renderWindow(){
window = SDL_CreateWindow("commanding rects", 100, 100, 700, 600, 0);
renderer = SDL_CreateRenderer(window, -1, 0);
}
void renderGame(Mouse mouse){
SDL_RenderSetLogicalSize(renderer, 400, 300);
SDL_SetRenderDrawColor(renderer, 0, 0, 0, 0);
SDL_RenderClear(renderer);
SDL_RenderPresent(renderer);
mouse.createSelectBox(renderer);
}
void gameLoop(){
bool game_run = true;
while (game_run) {
SDL_Event event;
while(SDL_PollEvent(&event)){
if (event.type == SDL_QUIT) {
game_run = false;
}
mouse.setState(event.type, event);
}
renderGame(mouse);
SDL_Delay(15);
}
}
int main(){
renderWindow();
gameLoop();
return 0;
}
回答:
我终于发现我做错了什么。
我正在检索绘制矩形的错误起点。 当触发鼠标按下我得的event.button.x
代替GetMouseState
这里是更新Mouse.h
#ifndef MOUSE_H_ #define MOUSE_H_
class Mouse {
public:
bool leftButtonDown = false;
bool mouseMoves = false;
struct MouseCoords {
int x = -1;
int y = -1;
};
MouseCoords start_coords;
MouseCoords move_coords;
Mouse(){}
void setState(Uint32 eventType, SDL_Event event){
if (eventType == SDL_MOUSEBUTTONDOWN) {
this->leftButtonDown = true;
this->start_coords.x = event.button.x;
this->start_coords.y = event.button.y;
}
if (eventType == SDL_MOUSEBUTTONUP) {
this->leftButtonDown = false;
}
if (eventType == SDL_MOUSEMOTION) {
this->move_coords.x = event.motion.x;
this->move_coords.y = event.motion.y;
}
}
/**
* Provides coordinates when mousebutton down
*/
MouseCoords getCoordinates(){
return move_coords;
}
/**
* Creates selector rect, call this in the render loop
*/
void createSelectBox(SDL_Renderer *renderer){
if(this->leftButtonDown) {
float width = this->move_coords.x - this->start_coords.x;
float height = this->start_coords.y - this->move_coords.y;
float x = this->start_coords.x ;
float y = this->move_coords.y;
Block rect(x, y,width, height);
rect.draw(renderer);
}
}
};
#endif
回答:
我在这里发现了一个问题:
void createSelectBox(SDL_Renderer *renderer){ if(this->leftButtonDown) {
Block rect(this->mousedown_coords.x,
this->mousemove_coords.y,
this->mousedown_coords.y - this->mousemove_coords.y,
this->mousemove_coords.x - this->mousedown_coords.x);
在这一段代码,你矩形的宽度和高度,不管是什么鼠标坐标的值都设置为0。由于您正在绘制边界框,因此我想您需要存储两组x,y坐标,一个用于按下鼠标按钮,另一个用于释放时。
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