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////////////////////////////////////////////////////////////////////////////////// // Project: SDL Introduction Tutorial // File: Main.cpp ////////////////////////////////////////////////////////////////////////////////// // These three lines link in the required SDL components for our project. // // Alternatively, we could have linked them in our project settings. // #pragma comment(lib, "SDL.lib") #pragma comment(lib, "SDLmain.lib") #pragma comment(lib, "SDL_TTF.lib") #include <stack> // We'll use the STL stack to store our function pointers #include "SDL.h" // Main SDL header #include "SDL_TTF.h" // True Type Font header #include "Defines.h" // Our defines header #include "DisplayText.hpp" using namespace std; // The STL stack can't take a function pointer as a type // // so we encapsulate a function pointer within a struct. // struct StateStruct { void (*StatePointer)(); }; // Global data // stack<StateStruct> g_StateStack; // Our state stack SDL_Surface* g_Bitmap = NULL; // Our background image SDL_Surface* g_Window = NULL; // Our backbuffer SDL_Event g_Event; // An SDL event structure for input int g_Timer; // Our timer is just an integer // Functions to handle the three states of the game // void Menu(); void Game(); void Exit(); // Helper functions for the main game state functions // void DrawBackground(); void ClearScreen(); void HandleMenuInput(); void HandleGameInput(); void HandleExitInput(); // Init and Shutdown functions // void Init(); void Shutdown(); int main(int argc, char **argv) { Init(); // Our game loop is just a while loop that breaks when our state stack is empty. // while (!g_StateStack.empty()) { g_StateStack.top().StatePointer(); } Shutdown(); return 0; } // This function initializes our game. // void Init() { // Initiliaze SDL video and our timer. // SDL_Init( SDL_INIT_VIDEO | SDL_INIT_TIMER); // Setup our window's dimensions, bits-per-pixel (0 tells SDL to choose for us), // // and video format (SDL_ANYFORMAT leaves the decision to SDL). This function // // returns a pointer to our window (back-buffer) which we assign to g_Window. // g_Window = SDL_SetVideoMode(WINDOW_WIDTH, WINDOW_HEIGHT, 0, SDL_ANYFORMAT); // Set the title of our window. // SDL_WM_SetCaption(WINDOW_CAPTION, 0); // Get the number of ticks since SDL was initialized. // g_Timer = SDL_GetTicks(); // Fill our bitmap structure with information. // g_Bitmap = SDL_LoadBMP("data/background.bmp"); // We start by adding a pointer to our exit state, this way // // it will be the last thing the player sees of the game. // StateStruct state; state.StatePointer = Exit; g_StateStack.push(state); // Then we add a pointer to our menu state, this will // // be the first thing the player sees of our game. // state.StatePointer = Menu; g_StateStack.push(state); // Initialize the true type font library. // TTF_Init(); } // This function shuts down our game. // void Shutdown() { // Shutdown the true type font library. // TTF_Quit(); // Free our surfaces. // SDL_FreeSurface(g_Bitmap); SDL_FreeSurface(g_Window); // Tell SDL to shutdown and free any resources it was using. // SDL_Quit(); } // This function handles the game's main menu. From here // // the player can select to enter the game, or quit. // void Menu() { // Here we compare the difference between the current time and the last time we // // handled a frame. If FRAME_RATE amount of time has, it's time for a new frame. // if ( (SDL_GetTicks() - g_Timer) >= FRAME_RATE ) { HandleMenuInput(); // Make sure nothing from the last frame is still drawn. // ClearScreen(); DisplayText("Start (G)ame", 350, 250, 12, 255, 255, 255, 0, 0, 0); DisplayText("(Q)uit Game", 350, 270, 12, 255, 255, 255, 0, 0, 0); // Tell SDL to display our backbuffer. The four 0's will make // // SDL display the whole screen. // SDL_UpdateRect(g_Window, 0, 0, 0, 0); // We've processed a frame so we now need to record the time at which we did it. // // This way we can compare this time the next time our function gets called and // // see if enough time has passed between iterations. // g_Timer = SDL_GetTicks(); } } // This function handles the main game. We'll control the // // drawing of the game as well as any necessary game logic. // void Game() { // Here we compare the difference between the current time and the last time we // // handled a frame. If FRAME_RATE amount of time has, it's time for a new frame. // if ( (SDL_GetTicks() - g_Timer) >= FRAME_RATE ) { HandleGameInput(); // Make sure nothing from the last frame is still drawn. // ClearScreen(); // Draw the background of our little 'game'. // DrawBackground(); // Tell SDL to display our backbuffer. The four 0's will make // // SDL display the whole screen. // SDL_UpdateRect(g_Window, 0, 0, 0, 0); // We've processed a frame so we now need to record the time at which we did it. // // This way we can compare this time the next time our function gets called and // // see if enough time has passed between iterations. // g_Timer = SDL_GetTicks(); } } // This function handles the game's exit screen. It will display // // a message asking if the player really wants to quit. // void Exit() { // Here we compare the difference between the current time and the last time we // // handled a frame. If FRAME_RATE amount of time has, it's time for a new frame. // if ( (SDL_GetTicks() - g_Timer) >= FRAME_RATE ) { HandleExitInput(); // Make sure nothing from the last frame is still drawn. // ClearScreen(); DisplayText("Quit Game (Y or N)?", 350, 250, 12, 255, 255, 255, 0, 0, 0); // Tell SDL to display our backbuffer. The four 0's will make // // SDL display the whole screen. // SDL_UpdateRect(g_Window, 0, 0, 0, 0); // We've processed a frame so we now need to record the time at which we did it. // // This way we can compare this time the next time our function gets called and // // see if enough time has passed between iterations. // g_Timer = SDL_GetTicks(); } } // This function draws the background // void DrawBackground() { // These structures tell SDL_BlitSurface() the location of what // // we want to blit and the destination we want it blitted to. // // Presently, we blit the entire surface to the entire screen. // SDL_Rect source = { 0, 0, WINDOW_WIDTH, WINDOW_HEIGHT }; SDL_Rect destination = { 0, 0, WINDOW_WIDTH, WINDOW_HEIGHT }; // This just 'block-image transfers' our bitmap to our window. // SDL_BlitSurface(g_Bitmap, &source, g_Window, &destination); } // This function simply clears the back buffer to black. // void ClearScreen() { // This function just fills a surface with a given color. The // // first 0 tells SDL to fill the whole surface. The second 0 // // is for black. // SDL_FillRect(g_Window, 0, 0); } // This function receives player input and // // handles it for the game's menu screen. // void HandleMenuInput() { // Fill our event structure with event information. // if ( SDL_PollEvent(&g_Event) ) { // Handle user manually closing game window // if (g_Event.type == SDL_QUIT) { // While state stack isn't empty, pop // while (!g_StateStack.empty()) { g_StateStack.pop(); } return; // game is over, exit the function } // Handle keyboard input here // if (g_Event.type == SDL_KEYDOWN) { if (g_Event.key.keysym.sym == SDLK_ESCAPE) { g_StateStack.pop(); return; // this state is done, exit the function } // Quit // if (g_Event.key.keysym.sym == SDLK_q) { g_StateStack.pop(); return; // game is over, exit the function } // Start Game // if (g_Event.key.keysym.sym == SDLK_g) { StateStruct temp; temp.StatePointer = Game; g_StateStack.push(temp); return; // this state is done, exit the function } } } } // This function receives player input and // // handles it for the main game state. // void HandleGameInput() { // Fill our event structure with event information. // if ( SDL_PollEvent(&g_Event) ) { // Handle user manually closing game window // if (g_Event.type == SDL_QUIT) { // While state stack isn't empty, pop // while (!g_StateStack.empty()) { g_StateStack.pop(); } return; // game is over, exit the function } // Handle keyboard input here // if (g_Event.type == SDL_KEYDOWN) { if (g_Event.key.keysym.sym == SDLK_ESCAPE) { g_StateStack.pop(); return; // this state is done, exit the function } } } } // This function receives player input and // // handles it for the game's exit screen. // void HandleExitInput() { // Fill our event structure with event information. // if ( SDL_PollEvent(&g_Event) ) { // Handle user manually closing game window // if (g_Event.type == SDL_QUIT) { // While state stack isn't empty, pop // while (!g_StateStack.empty()) { g_StateStack.pop(); } return; // game is over, exit the function } // Handle keyboard input here // if (g_Event.type == SDL_KEYDOWN) { if (g_Event.key.keysym.sym == SDLK_ESCAPE) { g_StateStack.pop(); return; // this state is done, exit the function } // Yes // if (g_Event.key.keysym.sym == SDLK_y) { g_StateStack.pop(); return; // game is over, exit the function } // No // if (g_Event.key.keysym.sym == SDLK_n) { StateStruct temp; temp.StatePointer = Menu; g_StateStack.push(temp); return; // this state is done, exit the function } } } } // Aaron Cox, 2004 // |
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void DisplayText(string text, int x, int y, int size, int fR, int fG, int fB, int bR, int bG, int bB); |
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#include "DisplayText.hpp" // This function displays text to the screen. It takes the text // // to be displayed, the location to display it, the size of the // // text, and the color of the text and background. // void DisplayText(string text, int x, int y, int size, int fR, int fG, int fB, int bR, int bG, int bB) { // Open our font and set its size to the given parameter. // TTF_Font* font = TTF_OpenFont("arial.ttf", size); SDL_Color foreground = { fR, fG, fB}; // Text color. // SDL_Color background = { bR, bG, bB }; // Color of what's behind the text. // // This renders our text to a temporary surface. There // // are other text functions, but this one looks nice. // SDL_Surface* temp = TTF_RenderText_Shaded(font, text.c_str(), foreground, background); // A structure storing the destination of our text. // SDL_Rect destination = { x, y, 0, 0 }; // Blit the text surface to our window surface. // SDL_BlitSurface(temp, NULL, g_Window, &destination); // Always free memory! // SDL_FreeSurface(temp); // Close the font. // TTF_CloseFont(font); |
Weiss jemand, wie ich diese "DisplayText"-Funktion richtig extrahiere??Zitat
Fehler 11 error C2447: '{': Funktionsheader fehlt - Parameterliste im alten Stil? d:\03 coding_mapping\sdl_introduction_2\displaytext.cpp 7
Fehler 8 error C2374: 'DisplayText': Neudefinition; Mehrfachinitialisierung d:\03 coding_mapping\sdl_introduction_2\displaytext.cpp 6
Fehler 3 error C2182: 'DisplayText': Unzulässige Verwendung des Typs 'void' d:\03 coding_mapping\sdl_introduction_2\displaytext.hpp 6
Fehler 7 error C2182: 'DisplayText': Unzulässige Verwendung des Typs 'void' d:\03 coding_mapping\sdl_introduction_2\displaytext.cpp 6
Fehler 14 error C2182: 'DisplayText': Unzulässige Verwendung des Typs 'void' d:\03 coding_mapping\sdl_introduction_2\displaytext.hpp 6
Fehler 2 error C2146: Syntaxfehler: Fehlendes ')' vor Bezeichner 'text' d:\03 coding_mapping\sdl_introduction_2\displaytext.hpp 6
Fehler 6 error C2146: Syntaxfehler: Fehlendes ')' vor Bezeichner 'text' d:\03 coding_mapping\sdl_introduction_2\displaytext.cpp 6
Fehler 13 error C2146: Syntaxfehler: Fehlendes ')' vor Bezeichner 'text' d:\03 coding_mapping\sdl_introduction_2\displaytext.hpp 6
Fehler 10 error C2143: Syntaxfehler: Es fehlt ';' vor '{' d:\03 coding_mapping\sdl_introduction_2\displaytext.cpp 7
Fehler 1 error C2065: 'string': nichtdeklarierter Bezeichner d:\03 coding_mapping\sdl_introduction_2\displaytext.hpp 6
Fehler 5 error C2065: 'string': nichtdeklarierter Bezeichner d:\03 coding_mapping\sdl_introduction_2\displaytext.cpp 6
Fehler 12 error C2065: 'string': nichtdeklarierter Bezeichner d:\03 coding_mapping\sdl_introduction_2\displaytext.hpp 6
Fehler 16 error C2064: Ausdruck ergibt keine Funktion, die 10 Argumente übernimmt d:\03 coding_mapping\sdl_introduction_2\main.cpp 127
Fehler 17 error C2064: Ausdruck ergibt keine Funktion, die 10 Argumente übernimmt d:\03 coding_mapping\sdl_introduction_2\main.cpp 128
Fehler 18 error C2064: Ausdruck ergibt keine Funktion, die 10 Argumente übernimmt d:\03 coding_mapping\sdl_introduction_2\main.cpp 181
Fehler 4 error C2059: Syntaxfehler: ')' d:\03 coding_mapping\sdl_introduction_2\displaytext.hpp 6
Fehler 9 error C2059: Syntaxfehler: ')' d:\03 coding_mapping\sdl_introduction_2\displaytext.cpp 6
Fehler 15 error C2059: Syntaxfehler: ')' d:\03 coding_mapping\sdl_introduction_2\displaytext.hpp 6
Ok, ich kanns nicht anhängen, da zu gross: Nun hab ichs hier hochgeladen: http://www.zämägreimt.ch/images/SDL_Geruest.zipZitat
Fehler 5 error C2365: "DisplayText": Erneute Definition; vorherige Definition war "Datenvariable". c:\cplusplus\sdl_introduction\displaytext.cpp 14
Fehler 3 error C2182: 'DisplayText': Unzulässige Verwendung des Typs 'void' c:\cplusplus\sdl_introduction\displaytext.hpp 4
Fehler 2 error C2146: Syntaxfehler: Fehlendes ')' vor Bezeichner 'text' c:\cplusplus\sdl_introduction\displaytext.hpp 4
Fehler 1 error C2065: 'string': nichtdeklarierter Bezeichner c:\cplusplus\sdl_introduction\displaytext.hpp 4
Fehler 4 error C2059: Syntaxfehler: ')' c:\cplusplus\sdl_introduction\displaytext.hpp 4
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