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(SDL渲染问题)C ++异常抛出:读取访问冲突。 这是nullptr

[英](SDL Render Problem) C++ Exception Thrown: read access violation. THIS was nullptr

每当我运行我的程序时,我会在两个单独的代码行上抛出异常,我应该将其中一个注释掉,问题跳转到另一个但是两个都引用相同的变量。

GameScreenManager.cpp:

#pragma once
#include <SDL.h>
#include "Commons.h"
#include "GameScreenManager.h"
#include "GameScreenLevel1.h"
#include "GameScreen.h"

GameScreenManager::GameScreenManager(SDL_Renderer* renderer, SCREENS startScreen)
{
    SDL_Renderer* mRenderer;
    mRenderer = NULL;
    ChangeScreen(startScreen);
}

GameScreenManager::~GameScreenManager()
{
    mRenderer = NULL;
    delete mCurrentScreen;
    mCurrentScreen = NULL;
}

void GameScreenManager::Render()
{
    mCurrentScreen->Render();
}

void GameScreenManager::update(float deltaTime, SDL_Event e)
{
    mCurrentScreen->Update(deltaTime, e);
}

void GameScreenManager::ChangeScreen(SCREENS newScreen)
{
    //Clear up the old screen
    if (mCurrentScreen != NULL)
    {
        delete mCurrentScreen;
    }

    GameScreenLevel1* tempScreen;


    switch (newScreen)
    {
    case SCREEN_INTRO:
        break;
    case SCREEN_MENU:
        break;
    case SCREEN_LEVEL1:
        tempScreen = new GameScreenLevel1(mRenderer);
        mCurrentScreen = (GameScreen*)tempScreen;
        tempScreen = NULL;
        break;
    case SCREEN_LEVEL2:
        break;
    case SCREEN_GAMEOVER:
        break;
    case SCREEN_HIGHSCORES:
        break;
    default:
            break;
    }
}

GameScreenManager.h:

#pragma once
#ifndef _GAMESCREENMANAGER_H
#define _GAMESCREENMANAGER_H
#include <SDL.h>
#include "Commons.h"

class GameScreen;

class GameScreenManager
{
    private:
        SDL_Renderer*    mRenderer;
        GameScreen*      mCurrentScreen;

    public:
        GameScreenManager(SDL_Renderer* renderer, SCREENS startScreen);
        ~GameScreenManager();

        void Render();
        void update(float deltaTime, SDL_Event e);
        void ChangeScreen(SCREENS newScreen);
};

#endif //_GAMESCREENMANAGER_H

目前问题出现在第24行;

    mCurrentScreen->Render();

但是,如果我注释掉该行,那么它将出现在第29行:

    mCurrentScreen->Update(deltaTime, e);

“抛出未处理的异常:读取访问冲突。 是nullptr。发生”

显然,当您调用Render()或update()时,mCurrentScreen字段为NULL。 通过检查mCurrentScreen是否为NULL来保护呼叫:

void GameScreenManager::Render()
{
    if (mCurrentScreen != NULL)
        mCurrentScreen->Render();
}

void GameScreenManager::update(float deltaTime, SDL_Event e)
{
    if (mCurrentScreen != NULL)
        mCurrentScreen->Update(deltaTime, e);
}

或者确保在调用Render()或Update()之前设置了mCurrentScreen。

实际上,我实际上错过了设置mCurrentScreen的一行代码,并且switch语句未正确传递,因此它没有触发。 另外,在我的任何cpp文件中都没有正确设置mRenderer变量,因此每当我尝试使用它时都会返回“Invalid Renderer”。 以下是工作代码,感谢所有人帮助我朝着正确的方向前进;

#pragma once
#include <SDL.h>
#include "Commons.h"
#include "GameScreenManager.h"
#include "GameScreenLevel1.h"
#include "GameScreen.h"

GameScreenManager::GameScreenManager(SDL_Renderer* renderer, SCREENS startScreen)
{
    mRenderer = renderer;
    GameScreen* mCurrentScreen = NULL;
    ChangeScreen(startScreen);
}

GameScreenManager::~GameScreenManager()
{
    mRenderer = NULL;
    delete mCurrentScreen;
    mCurrentScreen = NULL;
}

void GameScreenManager::Render()
{
    mCurrentScreen->Render();
}

void GameScreenManager::Update(float deltaTime, SDL_Event e)
{
    mCurrentScreen->Update(deltaTime, e);
}

void GameScreenManager::ChangeScreen(SCREENS newScreen)
{
    //Clear up the old screen
    if (mCurrentScreen != NULL)
    {
        delete mCurrentScreen;
    }

    GameScreenLevel1* tempScreen;

    switch (newScreen)
    {
    case SCREEN_INTRO:
        break;
    case SCREEN_MENU:
        break;
    case SCREEN_LEVEL1:
        tempScreen = new GameScreenLevel1(mRenderer);
        mCurrentScreen = (GameScreen*)tempScreen;
        tempScreen = NULL;
        break;
    case SCREEN_LEVEL2:
        break;
    case SCREEN_GAMEOVER:
        break;
    case SCREEN_HIGHSCORES:
        break;
    default:
        break;
    }
}

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