作者:龙飞
6.1:用bool作为命令是不是画蛇添足了?
不知道为什么,我总觉得总是用if结构来调用命令让人读起程序来很不连贯。所以,我决定重新修改下,并且异常抛出改为使用类对象,这样是不是更C++一点呢?:)
6.2:修改后的代码。
6.1:用bool作为命令是不是画蛇添足了?
不知道为什么,我总觉得总是用if结构来调用命令让人读起程序来很不连贯。所以,我决定重新修改下,并且异常抛出改为使用类对象,这样是不是更C++一点呢?:)
6.2:修改后的代码。
//
FileName: SurfaceClass.h
#ifndef SURFACE_CLASS_H
#define SURFACE_CLASS_H
#include < iostream >
#include < string >
#include " SDL/SDL.h "
using std:: string ;
class ScreenSurface
{
private :
static int screenNum;
int width;
int height;
int bpp;
Uint32 flags;
SDL_Surface * pScreen;
public :
ScreenSurface();
ScreenSurface( int w, int h, int b = 0 , Uint32 f = 0 );
~ ScreenSurface();
SDL_Surface * point() const ;
void flip() const ;
};
class DisplaySurface
{
private :
string fileName;
SDL_Surface * pSurface;
SDL_Surface * pScreen;
public :
DisplaySurface( string file_name, const ScreenSurface & screen);
~ DisplaySurface();
SDL_Surface * point() const ;
void blit() const ;
void blit( int at_x, int at_y) const ;
void blit( int at_x, int at_y,
int from_x, int from_y, int w, int h,
int delta_x = 2 , int delta_y = 2 ) const ;
void blitToSurface( const DisplaySurface & dst_surface,
int at_x = 0 , int at_y = 0 ) const ;
void blitToSurface( const DisplaySurface & dst_surface,
int at_x, int at_y,
int from_x, int from_y, int w, int h,
int delta_x = 2 , int delta_y = 2 ) const ;
};
class ErrorInfo
{
private :
string info;
public :
ErrorInfo():info( " Unknown ERROR! " )
{}
ErrorInfo( const char * c_str)
{
info = string (c_str);
}
ErrorInfo( const string & str):info(str)
{}
void show() const
{
std::cerr << info << std::endl;
}
};
#endif
#ifndef SURFACE_CLASS_H
#define SURFACE_CLASS_H
#include < iostream >
#include < string >
#include " SDL/SDL.h "
using std:: string ;
class ScreenSurface
{
private :
static int screenNum;
int width;
int height;
int bpp;
Uint32 flags;
SDL_Surface * pScreen;
public :
ScreenSurface();
ScreenSurface( int w, int h, int b = 0 , Uint32 f = 0 );
~ ScreenSurface();
SDL_Surface * point() const ;
void flip() const ;
};
class DisplaySurface
{
private :
string fileName;
SDL_Surface * pSurface;
SDL_Surface * pScreen;
public :
DisplaySurface( string file_name, const ScreenSurface & screen);
~ DisplaySurface();
SDL_Surface * point() const ;
void blit() const ;
void blit( int at_x, int at_y) const ;
void blit( int at_x, int at_y,
int from_x, int from_y, int w, int h,
int delta_x = 2 , int delta_y = 2 ) const ;
void blitToSurface( const DisplaySurface & dst_surface,
int at_x = 0 , int at_y = 0 ) const ;
void blitToSurface( const DisplaySurface & dst_surface,
int at_x, int at_y,
int from_x, int from_y, int w, int h,
int delta_x = 2 , int delta_y = 2 ) const ;
};
class ErrorInfo
{
private :
string info;
public :
ErrorInfo():info( " Unknown ERROR! " )
{}
ErrorInfo( const char * c_str)
{
info = string (c_str);
}
ErrorInfo( const string & str):info(str)
{}
void show() const
{
std::cerr << info << std::endl;
}
};
#endif
#include
"
SurfaceClass.h
"
// VVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVV
// class ScreenSurface
int ScreenSurface::screenNum = 0 ;
ScreenSurface::ScreenSurface():
width( 640 ), height( 480 ), bpp( 32 ), flags( 0 )
{
if ( screenNum > 0 )
throw ErrorInfo( " DONOT create more than ONE screen! " );
if ( SDL_Init(SDL_INIT_VIDEO < 0 ) )
throw ErrorInfo(SDL_GetError());
pScreen = SDL_SetVideoMode(width, height, bpp, flags);
screenNum ++ ;
}
ScreenSurface::ScreenSurface( int w, int h, int b, Uint32 f):
width(w), height(h), bpp(b), flags(f)
{
if ( screenNum > 0 )
throw ErrorInfo( " DONOT create more than ONE screen! " );
if ( SDL_Init(SDL_INIT_VIDEO < 0 ) )
throw ErrorInfo(SDL_GetError());
pScreen = SDL_SetVideoMode(width, height, bpp, flags);
screenNum ++ ;
}
ScreenSurface:: ~ ScreenSurface()
{
SDL_Quit();
}
SDL_Surface * ScreenSurface::point() const
{
return pScreen;
}
void ScreenSurface::flip() const
{
if ( SDL_Flip(pScreen) < 0 )
throw ErrorInfo(SDL_GetError());
}
// AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
// VVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVV
// class DisplaySurface
DisplaySurface::DisplaySurface(std:: string file_name, const ScreenSurface & screen):
fileName(file_name)
{
pSurface = SDL_LoadBMP(file_name.c_str());
if ( pSurface == 0 )
throw ErrorInfo(SDL_GetError());
pScreen = screen.point();
}
DisplaySurface:: ~ DisplaySurface()
{
SDL_FreeSurface(pSurface);
}
SDL_Surface * DisplaySurface::point() const
{
return pSurface;
}
void DisplaySurface::blit() const
{
if ( SDL_BlitSurface(pSurface, 0 , pScreen, 0 ) < 0 )
throw ErrorInfo(SDL_GetError());
}
void DisplaySurface::blit( int at_x, int at_y) const
{
SDL_Rect offset;
offset.x = at_x;
offset.y = at_y;
if ( SDL_BlitSurface(pSurface, 0 , pScreen, & offset) < 0 )
throw ErrorInfo(SDL_GetError());
}
void DisplaySurface::blit( int at_x, int at_y,
int from_x, int from_y, int w, int h,
int delta_x, int delta_y) const
{
SDL_Rect offset;
offset.x = at_x - delta_x;
offset.y = at_y - delta_y;
SDL_Rect dest;
dest.x = from_x - delta_x;
dest.y = from_y - delta_y;
dest.w = w + delta_x * 2 ;
dest.h = h + delta_y * 2 ;
if ( SDL_BlitSurface(pSurface, & dest, pScreen, & offset) < 0 )
throw ErrorInfo(SDL_GetError());
}
void DisplaySurface::blitToSurface( const DisplaySurface & dst_surface, int at_x, int at_y) const
{
SDL_Rect offset;
offset.x = at_x;
offset.y = at_y;
if ( & dst_surface == this )
throw ErrorInfo( " Cannot blit surface to itself! " );
if ( SDL_BlitSurface(pSurface, 0 , dst_surface.point(), & offset) < 0 )
throw ErrorInfo(SDL_GetError());
}
void DisplaySurface::blitToSurface( const DisplaySurface & dst_surface,
int at_x, int at_y,
int from_x, int from_y, int w, int h,
int delta_x, int delta_y) const
{
SDL_Rect offset;
offset.x = at_x - delta_x;
offset.y = at_y - delta_y;
SDL_Rect dest;
dest.x = from_x - delta_x;
dest.y = from_y - delta_y;
dest.w = w + delta_x * 2 ;
dest.h = h + delta_y * 2 ;
if ( & dst_surface == this )
throw ErrorInfo( " Cannot blit surface to itself! " );
if ( SDL_BlitSurface(pSurface, & dest, dst_surface.point(), & offset) < 0 )
throw ErrorInfo(SDL_GetError());
}
// AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
// VVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVV
// class ScreenSurface
int ScreenSurface::screenNum = 0 ;
ScreenSurface::ScreenSurface():
width( 640 ), height( 480 ), bpp( 32 ), flags( 0 )
{
if ( screenNum > 0 )
throw ErrorInfo( " DONOT create more than ONE screen! " );
if ( SDL_Init(SDL_INIT_VIDEO < 0 ) )
throw ErrorInfo(SDL_GetError());
pScreen = SDL_SetVideoMode(width, height, bpp, flags);
screenNum ++ ;
}
ScreenSurface::ScreenSurface( int w, int h, int b, Uint32 f):
width(w), height(h), bpp(b), flags(f)
{
if ( screenNum > 0 )
throw ErrorInfo( " DONOT create more than ONE screen! " );
if ( SDL_Init(SDL_INIT_VIDEO < 0 ) )
throw ErrorInfo(SDL_GetError());
pScreen = SDL_SetVideoMode(width, height, bpp, flags);
screenNum ++ ;
}
ScreenSurface:: ~ ScreenSurface()
{
SDL_Quit();
}
SDL_Surface * ScreenSurface::point() const
{
return pScreen;
}
void ScreenSurface::flip() const
{
if ( SDL_Flip(pScreen) < 0 )
throw ErrorInfo(SDL_GetError());
}
// AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
// VVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVV
// class DisplaySurface
DisplaySurface::DisplaySurface(std:: string file_name, const ScreenSurface & screen):
fileName(file_name)
{
pSurface = SDL_LoadBMP(file_name.c_str());
if ( pSurface == 0 )
throw ErrorInfo(SDL_GetError());
pScreen = screen.point();
}
DisplaySurface:: ~ DisplaySurface()
{
SDL_FreeSurface(pSurface);
}
SDL_Surface * DisplaySurface::point() const
{
return pSurface;
}
void DisplaySurface::blit() const
{
if ( SDL_BlitSurface(pSurface, 0 , pScreen, 0 ) < 0 )
throw ErrorInfo(SDL_GetError());
}
void DisplaySurface::blit( int at_x, int at_y) const
{
SDL_Rect offset;
offset.x = at_x;
offset.y = at_y;
if ( SDL_BlitSurface(pSurface, 0 , pScreen, & offset) < 0 )
throw ErrorInfo(SDL_GetError());
}
void DisplaySurface::blit( int at_x, int at_y,
int from_x, int from_y, int w, int h,
int delta_x, int delta_y) const
{
SDL_Rect offset;
offset.x = at_x - delta_x;
offset.y = at_y - delta_y;
SDL_Rect dest;
dest.x = from_x - delta_x;
dest.y = from_y - delta_y;
dest.w = w + delta_x * 2 ;
dest.h = h + delta_y * 2 ;
if ( SDL_BlitSurface(pSurface, & dest, pScreen, & offset) < 0 )
throw ErrorInfo(SDL_GetError());
}
void DisplaySurface::blitToSurface( const DisplaySurface & dst_surface, int at_x, int at_y) const
{
SDL_Rect offset;
offset.x = at_x;
offset.y = at_y;
if ( & dst_surface == this )
throw ErrorInfo( " Cannot blit surface to itself! " );
if ( SDL_BlitSurface(pSurface, 0 , dst_surface.point(), & offset) < 0 )
throw ErrorInfo(SDL_GetError());
}
void DisplaySurface::blitToSurface( const DisplaySurface & dst_surface,
int at_x, int at_y,
int from_x, int from_y, int w, int h,
int delta_x, int delta_y) const
{
SDL_Rect offset;
offset.x = at_x - delta_x;
offset.y = at_y - delta_y;
SDL_Rect dest;
dest.x = from_x - delta_x;
dest.y = from_y - delta_y;
dest.w = w + delta_x * 2 ;
dest.h = h + delta_y * 2 ;
if ( & dst_surface == this )
throw ErrorInfo( " Cannot blit surface to itself! " );
if ( SDL_BlitSurface(pSurface, & dest, dst_surface.point(), & offset) < 0 )
throw ErrorInfo(SDL_GetError());
}
// AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
#include
"
SurfaceClass.h
"
int game( int argc, char * argv[]);
int main( int argc , char * argv[])
{
int mainRtn = 0 ;
try {
mainRtn = game(argc, argv);
}
catch ( const ErrorInfo & info ) {
info.show();
return - 1 ;
}
return mainRtn;
}
int game( int argc , char * argv[])
{
// Create a SDL screen.
const int SCREEN_WIDTH = 640 ;
const int SCREEN_HEIGHT = 480 ;
ScreenSurface screen(SCREEN_WIDTH, SCREEN_HEIGHT);
// Create 2 SDL surface for the screen that just created.
DisplaySurface backGround( " bg.bmp " , screen);
DisplaySurface frontImage( " image.bmp " , screen);
// VVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVV
// way2: If use blitToSurface, must get a copy of backGround.
/*
DisplaySurface backGroundCopy("bg.bmp", screen);
*/
// AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
// Blit backGround surface to screen and flip the screen.
backGround.blit();
screen.flip();
// variable for main loop.
// key event for up, down, left and right.
Uint8 * keys;
// moving image's coordinate.
int xpos = 0 ;
int ypos = 0 ;
// moving image's size.
const int IMG_WIDTH = 128 ;
const int IMG_HEIGHT = 128 ;
// main loop.
bool gameOver = false ;
while ( gameOver == false ){
// press ESC or click X to quit.
SDL_Event gameEvent;
while ( SDL_PollEvent( & gameEvent) != 0 ){
if ( gameEvent.type == SDL_QUIT ){
gameOver = true ;
}
if ( gameEvent.type == SDL_KEYUP ){
if ( gameEvent.key.keysym.sym == SDLK_ESCAPE ){
gameOver = true ;
}
}
}
// key event to move image.
keys = SDL_GetKeyState( 0 );
if ( keys[SDLK_UP] || keys[SDLK_w] ){
ypos -= 1 ;
}
if ( keys[SDLK_DOWN] || keys[SDLK_s] ){
ypos += 1 ;
}
if ( keys[SDLK_LEFT] || keys[SDLK_a] ){
xpos -= 1 ;
}
if ( keys[SDLK_RIGHT] || keys[SDLK_d] ){
xpos += 1 ;
}
// Hold moving image on the backGround area.
if ( xpos <= 0 )
xpos = 0 ;
if ( xpos >= SCREEN_WIDTH - IMG_WIDTH )
xpos = SCREEN_WIDTH - IMG_WIDTH;
if ( ypos <= 0 )
ypos = 0 ;
if ( ypos >= SCREEN_HEIGHT - IMG_HEIGHT )
ypos = SCREEN_HEIGHT - IMG_HEIGHT;
// VVVVVVVVVVVVVVVVVVVVVVVVVVVVVV
// way1: blit surface to screen
// Blit a part of backGround ( a rectangular area ) to screen,
// then the original blitted backGround can be "cleaned".
backGround.blit(xpos, ypos, xpos, ypos, IMG_WIDTH, IMG_HEIGHT);
// Blit the image to screen.
frontImage.blit(xpos, ypos);
// Flip the screen
screen.flip();
// AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
// VVVVVVVVVVVVVVVVVVVVVVVVVVVVVV
// way2: blit surface to surface, then blit the last surface to screen
/*
backGroundCopy.blitToSurface(backGround, xpos, ypos, xpos, ypos, IMG_WIDTH, IMG_HEIGHT);
frontImage.blitToSurface(backGround, xpos, ypos);
backGround.blit();
screen.flip();
*/
// AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
}
return 0 ;
}
int game( int argc, char * argv[]);
int main( int argc , char * argv[])
{
int mainRtn = 0 ;
try {
mainRtn = game(argc, argv);
}
catch ( const ErrorInfo & info ) {
info.show();
return - 1 ;
}
return mainRtn;
}
int game( int argc , char * argv[])
{
// Create a SDL screen.
const int SCREEN_WIDTH = 640 ;
const int SCREEN_HEIGHT = 480 ;
ScreenSurface screen(SCREEN_WIDTH, SCREEN_HEIGHT);
// Create 2 SDL surface for the screen that just created.
DisplaySurface backGround( " bg.bmp " , screen);
DisplaySurface frontImage( " image.bmp " , screen);
// VVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVV
// way2: If use blitToSurface, must get a copy of backGround.
/*
DisplaySurface backGroundCopy("bg.bmp", screen);
*/
// AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
// Blit backGround surface to screen and flip the screen.
backGround.blit();
screen.flip();
// variable for main loop.
// key event for up, down, left and right.
Uint8 * keys;
// moving image's coordinate.
int xpos = 0 ;
int ypos = 0 ;
// moving image's size.
const int IMG_WIDTH = 128 ;
const int IMG_HEIGHT = 128 ;
// main loop.
bool gameOver = false ;
while ( gameOver == false ){
// press ESC or click X to quit.
SDL_Event gameEvent;
while ( SDL_PollEvent( & gameEvent) != 0 ){
if ( gameEvent.type == SDL_QUIT ){
gameOver = true ;
}
if ( gameEvent.type == SDL_KEYUP ){
if ( gameEvent.key.keysym.sym == SDLK_ESCAPE ){
gameOver = true ;
}
}
}
// key event to move image.
keys = SDL_GetKeyState( 0 );
if ( keys[SDLK_UP] || keys[SDLK_w] ){
ypos -= 1 ;
}
if ( keys[SDLK_DOWN] || keys[SDLK_s] ){
ypos += 1 ;
}
if ( keys[SDLK_LEFT] || keys[SDLK_a] ){
xpos -= 1 ;
}
if ( keys[SDLK_RIGHT] || keys[SDLK_d] ){
xpos += 1 ;
}
// Hold moving image on the backGround area.
if ( xpos <= 0 )
xpos = 0 ;
if ( xpos >= SCREEN_WIDTH - IMG_WIDTH )
xpos = SCREEN_WIDTH - IMG_WIDTH;
if ( ypos <= 0 )
ypos = 0 ;
if ( ypos >= SCREEN_HEIGHT - IMG_HEIGHT )
ypos = SCREEN_HEIGHT - IMG_HEIGHT;
// VVVVVVVVVVVVVVVVVVVVVVVVVVVVVV
// way1: blit surface to screen
// Blit a part of backGround ( a rectangular area ) to screen,
// then the original blitted backGround can be "cleaned".
backGround.blit(xpos, ypos, xpos, ypos, IMG_WIDTH, IMG_HEIGHT);
// Blit the image to screen.
frontImage.blit(xpos, ypos);
// Flip the screen
screen.flip();
// AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
// VVVVVVVVVVVVVVVVVVVVVVVVVVVVVV
// way2: blit surface to surface, then blit the last surface to screen
/*
backGroundCopy.blitToSurface(backGround, xpos, ypos, xpos, ypos, IMG_WIDTH, IMG_HEIGHT);
frontImage.blitToSurface(backGround, xpos, ypos);
backGround.blit();
screen.flip();
*/
// AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
}
return 0 ;
}