[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?
声明:本站的技术帖子网页,遵循CC BY-SA 4.0协议,如果您需要转载,请注明本站网址或者原文地址。任何问题请咨询:yoyou2525@163.com.