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Xcode与Visual Studio-SDL C ++

[英]Xcode vs. Visual Studio - SDL C++

I'm self learning programming using various online tutorials and a couple of books. 我正在使用各种在线教程和几本书进行自学编程。 Currently it's C++. 当前是C ++。 I've done a bit of OpenGL and SDL in the last few days. 在过去的几天中,我做了一些OpenGL和SDL。

I have a small program that creates a wall to stop a small square from passing through it. 我有一个小程序,该程序创建一堵墙以阻止小正方形穿过它。

Here's my code: 这是我的代码:

    //
    //  main.cpp
    //  SDL_Template
    //

    // The headers
    #include <stdlib.h>
    #include <string>

    // SDL headers
    #include <SDL/SDL.h>
    #include "SDL_image/SDL_image.h"
    //#include "SDL/SDL_ttf.h"
    //#include "SDL/SDL_mixer.h"

    // Other headers
    #include <OpenGL/gl3.h>


    // Screen attributes
    const int SCREEN_WIDTH = 640;
    const int SCREEN_HEIGHT = 480;
    const int SCREEN_BPP = 32;

    // The frame rate
    const int FRAMES_PER_SECOND = 20;

    // The attributes of the square
    const int SQUARE_WIDTH = 20;
    const int SQUARE_HEIGHT = 20;

    // The surfaces
    SDL_Surface *square = NULL;
    SDL_Surface *screen = NULL;

    // The event structure
    SDL_Event event;

    // The wall
    SDL_Rect wall;

    // The square
    class Square
    {
        private:
            // The collision box of the square
            SDL_Rect box;

            // The velocity of the square
            int xVel, yVel;

        public:
            // Initializes the variables
            Square();

            // Takes key presses and adjusts the square's velocity
            void handle_input();

            // Moves the square
            void move();

            // Shows the square on the screen
            void show();
    };

    //The timer
    class Timer
    {
        private:
            // The clock time when the timer started
            int startTicks;

            // The ticks stored when the timer was paused
            int pausedTicks;

            // The timer status
            bool paused;
            bool started;

        public:
            // Initializes variables
            Timer();

            // The various clock actions
            void start();
            void stop();
            void pause();
            void unpause();

            // Gets the timer's time
            int get_ticks();

            // Checks the status of the timer
            bool is_started();
            bool is_paused();
    };

    SDL_Surface *load_image(std::string filename)
    {
        // The image that's loaded
        SDL_Surface* loadedImage = NULL;

        // The optimized surface that will be used
        SDL_Surface* optimizedImage = NULL;

        // Load the image
        loadedImage = IMG_Load(filename.c_str());

        // If the image loaded
        if (loadedImage != NULL)
        {
            // Create an optimized surface
            optimizedImage = SDL_DisplayFormat(loadedImage);

            // Free the old surface
            SDL_FreeSurface(loadedImage);

            // If the surface was optimized
            if (optimizedImage != NULL)
            {
                //  Color key surface
                SDL_SetColorKey(optimizedImage, SDL_SRCCOLORKEY, SDL_MapRGB(optimizedImage->format, 0, 0xFF, 0xFF));
            }
        }

        // Return the optimized surface
        return optimizedImage;
    }

    void apply_surface(int x, int y, SDL_Surface* source, SDL_Surface* destination, SDL_Rect* clip = NULL)
    {
        // Holds offsets
        SDL_Rect offset;

        // Get offsets
        offset.x = x;
        offset.y = y;

        // Blit
        SDL_BlitSurface(source, clip, destination, &offset);
    }

    bool check_collision(SDL_Rect A, SDL_Rect B)
    {
        // The sides of the rectangles
        int leftA, leftB;
        int rightA, rightB;
        int topA, topB;
        int bottomA, bottomB;

        // Calculate the sides of rect A
        leftA = A.x;
        rightA = A.x + A.w;
        topA = A.y;
        bottomA = A.y + A.h;

        // Calculate the sides of rect B
        leftB = B.x;
        rightB = B.x + B.w;
        topB = B.y;
        bottomB = B.y + B.h;

        // If any of the sides from A are outside of B
        if( bottomA <= topB )
        {
            return false;
        }

        if( topA >= bottomB )
        {
            return false;
        }

        if( rightA <= leftB )
        {
            return false;
        }

        if( leftA >= rightB )
        {
            return false;
        }

        // If none of the sides from A are outside B
        return true;
    }

    bool init()
    {
        // Initialize all SDL subsystems
        if (SDL_Init( SDL_INIT_EVERYTHING ) == -1)
        {
            return false;
        }

        // Set up the screen
        screen = SDL_SetVideoMode(SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_BPP, SDL_SWSURFACE);

        // If there was an error in setting up the screen
        if (screen == NULL)
        {
            return false;
        }

        // Set the window caption
        SDL_WM_SetCaption("Move the Square", NULL);

        // If everything initialized fine
        return true;
    }

    bool load_files()
    {
        // Load the square image
        square = load_image("square.bmp");

        // If there was a problem in loading the square
        if (square == NULL)
        {
            return false;
        }

        // If everything loaded fine
        return true;
    }

    void clean_up()
    {
        // Free the surface
        SDL_FreeSurface(square);

        // Quit SDL
        SDL_Quit();
    }

    Square::Square()
    {
        // Initialize the offsets
        box.x = 0;
        box.y = 0;

        // Set the square's dimentions
        box.w = SQUARE_WIDTH;
        box.h = SQUARE_HEIGHT;

        // Initialize the velocity
        xVel = 0;
        yVel = 0;
    }

    void Square::handle_input()
    {
        // If a key was pressed
        if (event.type == SDL_KEYDOWN)
        {
            //Adjust the velocity
            switch (event.key.keysym.sym)
            {
                case SDLK_UP: yVel -= SQUARE_HEIGHT / 2; break;
                case SDLK_DOWN: yVel += SQUARE_HEIGHT / 2; break;
                case SDLK_LEFT: xVel -= SQUARE_WIDTH / 2; break;
                case SDLK_RIGHT: xVel += SQUARE_WIDTH / 2; break;
            }
        }
        // If a key was released
        else if (event.type == SDL_KEYUP)
        {
            //Adjust the velocity
            switch (event.key.keysym.sym)
            {
                case SDLK_UP: yVel += SQUARE_HEIGHT / 2; break;
                case SDLK_DOWN: yVel -= SQUARE_HEIGHT / 2; break;
                case SDLK_LEFT: xVel += SQUARE_WIDTH / 2; break;
                case SDLK_RIGHT: xVel -= SQUARE_WIDTH / 2; break;
            }
        }
    }

    void Square::move()
    {
        // Move the square left or right
        box.x += xVel;

        // If the square went too far to the left or right or has collided with the wall
        if (( box.x < 0 ) || ( box.x + SQUARE_WIDTH > SCREEN_WIDTH ) || ( check_collision(box, wall)))
        {
            // Move back
            box.x -= xVel;
        }

        // Move the square up or down
        box.y += yVel;

        // If the square went too far up or down or has collided with the wall
        if (( box.y < 0 ) || ( box.y + SQUARE_HEIGHT > SCREEN_HEIGHT) || (check_collision(box, wall)))
        {
            // Move back
            box.y -= yVel;
        }
    }

    void Square::show()
    {
        // Show the square
        apply_surface(box.x, box.y, square, screen);
    }

    Timer::Timer()
    {
        // Initialize the variables
        startTicks = 0;
        pausedTicks = 0;
        paused = false;
        started = false;
    }

    void Timer::start()
    {
        // Start the timer
        started = true;

        // Unpause the timer
        paused = false;

        // Get the current clock time
        startTicks = SDL_GetTicks();
    }

    void Timer::stop()
    {
        // Stop the timer
        started = false;

        // Unpause the timer
        paused = false;
    }

    void Timer::pause()
    {
        // If the timer is running and isn't already paused
        if ((started == true) && (paused == false))
        {
            // Pause the timer
            paused = true;

            // Calculate the paused ticks
            pausedTicks = SDL_GetTicks() - startTicks;
        }
    }

    void Timer::unpause()
    {
        // If the timer is paused
        if (paused == true)
        {
            // Unpause the timer
            paused = false;

            // Reset the starting ticks
            startTicks = SDL_GetTicks() - pausedTicks;

            // Reset the paused ticks
            pausedTicks = 0;
        }
    }

    int Timer::get_ticks()
    {
        // If the timer is running
        if (started == true)
        {
            // If the timer is paused
            if (paused == true)
            {
                // Return the number of ticks when the timer was paused
                return pausedTicks;
            }
            else
            {
                // Return the current time minus the start time
                return SDL_GetTicks() - startTicks;
            }
        }

        // If the timer isn't running
        return 0;
    }

    bool Timer::is_started()
    {
        return started;
    }

    bool Timer::is_paused()
    {
        return paused;
    }

    int main(int argc, char* args[])
    {
        // Quit flag
        bool quit = false;

        // The square
        Square mySquare;

        // The frame rate regulator
        Timer fps;

        // Initialize
        if( init() == false )
        {
            return 1;
        }

        // Load the files
        if (load_files() == false)
        {
            return 1;
        }

        // Set the wall
        wall.x = 300;
        wall.y = 40;
        wall.w = 40;
        wall.h = 400;

        // While the user hasn't quit
        while (quit == false)
        {
            // Start the frame timer
            fps.start();

            // While there are events to handle
            while (SDL_PollEvent(&event))
            {
                // Handle events for the square
                mySquare.handle_input();

                // If the user has Xed out the window
                if (event.type == SDL_QUIT)
                {
                    // Quit the program
                    quit = true;
                }
            }

            // Move the square
            mySquare.move();

            // Fill the screen white
            SDL_FillRect(screen, &screen->clip_rect, SDL_MapRGB(screen->format, 0xFF, 0xFF, 0xFF));

            // Show the wall
            SDL_FillRect (screen, &wall, SDL_MapRGB(screen->format, 0x77, 0x77, 0x77));

            // Show the square on the screen
            mySquare.show();

            // Update the screen
            if (SDL_Flip(screen) == -1)
            {
                return 1;
            }

            // Cap the frame rate
            if (fps.get_ticks() < 1000 / FRAMES_PER_SECOND)
            {
                SDL_Delay((1000 / FRAMES_PER_SECOND) - fps.get_ticks());
            }
        }

        // Clean up
        clean_up();

        return 0;
    }

I completely understand how this site works, so I'm not asking you to check my code. 我完全了解该网站的工作原理,因此我不要求您检查我的代码。 My code compiles in both Xcode 4.5 and Visual Studio 2010. In Xcode it compiles, but throws some warnings up (although it still builds), but nothing happens when it's run. 我的代码在Xcode 4.5和Visual Studio 2010中都可以编译。在Xcode中,它可以编译,但会发出一些警告(尽管仍在生成),但运行时什么也没有发生。 However in Visual Studio 2012, it compiles, with no warnings and runs successfully. 但是,在Visual Studio 2012中,它可以编译,没有任何警告,并且可以成功运行。

I have searched here and the C++/SDL forums/help pages, but I haven't found any similar cases. 我在这里和C ++ / SDL论坛/帮助页面中进行了搜索,但是没有发现任何类似的情况。

Why may this be? 为什么会这样呢? Seems it runs in Visual Studio 2010, I'm confident it isn't the code... 似乎它可以在Visual Studio 2010中运行,我相信它不是代码。

In case you were wondering the warnings flagged up in Xcode are: 如果您想知道Xcode中标记的警告是:

229 enumeration values not handled in switch: 'SDLK_UNKNOWN','SDLK_BACKSPACE','SDLK_TAB'... 开关中未处理229个枚举值:'SDLK_UNKNOWN','SDLK_BACKSPACE','SDLK_TAB'...

This is highlighted on the switch (event.key.keysym.sym) line of code. 这在代码的switch (event.key.keysym.sym)行上突出显示。

So my questions are: 所以我的问题是:

  • What kind of problems could case this warning error? 什么样的问题可以解决此警告错误?

  • Are there any commonly know issues with programs working in Visual Studio and not Xcode? 在Visual Studio中而不是Xcode中可以正常使用程序吗?

I'm guessing (it seems I can't find anything about it) it's a setting somewhere that I haven't spotted... 我猜(似乎我什么都找不到)这是我没发现的地方...

I apologise for the length of this. 抱歉,敬请谅解。

You are not handling all the possible choices in your switch statement. 您未在switch语句中处理所有可能的选择。 If this is what you intended then you can remove the warning by using the default case like the following: 如果这是您的预期目的,则可以使用以下默认情况来消除警告:

switch (event.key.keysym.sym)
{
     case SDLK_UP:    yVel -= SQUARE_HEIGHT / 2; break;
     case SDLK_DOWN:  yVel += SQUARE_HEIGHT / 2; break;
     case SDLK_LEFT:  xVel -= SQUARE_WIDTH  / 2; break;
     case SDLK_RIGHT: xVel += SQUARE_WIDTH  / 2; break;
     default: break;
}

Xcode is simply warning you that you are not handling all possible values for the event.key.keysym.sym enumeration. Xcode只是警告您,您不会处理event.key.keysym.sym枚举的所有可能值。 Since I doubt you want to handle ever single different type of key press, this isn't a problem, as I would maybe see if I could turn down the warning level to suppress these warnings. 由于我怀疑您是否想处理任何一种不同类型的按键,所以这不是问题,因为我可能会看看是否可以降低警告级别来抑制这些警告。

As for the program not running successfully when built by Xcode, I don't know. 至于由Xcode生成的程序未成功运行,我不知道。 Perhaps SDL is set up in a different way? 也许以其他方式设置了SDL?

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