本文翻译自《Lazy Foo’ Productions - Beginning Game Programming v2.0》,为原创翻译,转载请注明出处。
注:因为我懒,所以翻译可能各种不靠谱(手动微笑)
原文链接:Key Presses
前言
关闭窗口只是众多事件中的一种,还有一个在游戏里经常使用的输入方式就是键盘,这个教程中的程序会根据你的按键显示不同的图片。(图片自备~)
完整代码
/*This source code copyrighted by Lazy Foo' Productions (2004-2015)
and may not be redistributed without written permission.*/
//Using SDL, standard IO, and strings
#include <SDL.h>
#include <stdio.h>
#include <string>
//Screen dimension constants
const int SCREEN_WIDTH = 640;
const int SCREEN_HEIGHT = 480;
//Key press surfaces constants
enum KeyPressSurfaces
{
KEY_PRESS_SURFACE_DEFAULT,
KEY_PRESS_SURFACE_UP,
KEY_PRESS_SURFACE_DOWN,
KEY_PRESS_SURFACE_LEFT,
KEY_PRESS_SURFACE_RIGHT,
KEY_PRESS_SURFACE_TOTAL
};
//Starts up SDL and creates window
bool init();
//Loads media
bool loadMedia();
//Frees media and shuts down SDL
void close();
//Loads individual image
SDL_Surface* loadSurface( std::string path );
//The window we'll be rendering to
SDL_Window* gWindow = NULL;
//The surface contained by the window
SDL_Surface* gScreenSurface = NULL;
//The images that correspond to a keypress
SDL_Surface* gKeyPressSurfaces[ KEY_PRESS_SURFACE_TOTAL ];
//Current displayed image
SDL_Surface* gCurrentSurface = NULL;
bool init()
{
//Initialization flag
bool success = true;
//Initialize SDL
if( SDL_Init( SDL_INIT_VIDEO ) < 0 )
{
printf( "SDL could not initialize! SDL Error: %s\n", SDL_GetError() );
success = false;
}
else
{
//Create window
gWindow = SDL_CreateWindow( "SDL Tutorial", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, SCREEN_WIDTH, SCREEN_HEIGHT, SDL_WINDOW_SHOWN );
if( gWindow == NULL )
{
printf( "Window could not be created! SDL Error: %s\n", SDL_GetError() );
success = false;
}
else
{
//Get window surface
gScreenSurface = SDL_GetWindowSurface( gWindow );
}
}
return success;
}
bool loadMedia()
{
//Loading success flag
bool success = true;
//Load default surface
gKeyPressSurfaces[ KEY_PRESS_SURFACE_DEFAULT ] = loadSurface( "../04_key_presses/press.bmp" );
if( gKeyPressSurfaces[ KEY_PRESS_SURFACE_DEFAULT ] == NULL )
{
printf( "Failed to load default image!\n" );
success = false;
}
//Load up surface
gKeyPressSurfaces[ KEY_PRESS_SURFACE_UP ] = loadSurface( "../04_key_presses/up.bmp" );
if( gKeyPressSurfaces[ KEY_PRESS_SURFACE_UP ] == NULL )
{
printf( "Failed to load up image!\n" );
success = false;
}
//Load down surface
gKeyPressSurfaces[ KEY_PRESS_SURFACE_DOWN ] = loadSurface( "../04_key_presses/down.bmp" );
if( gKeyPressSurfaces[ KEY_PRESS_SURFACE_DOWN ] == NULL )
{
printf( "Failed to load down image!\n" );
success = false;
}
//Load left surface
gKeyPressSurfaces[ KEY_PRESS_SURFACE_LEFT ] = loadSurface( "../04_key_presses/left.bmp" );
if( gKeyPressSurfaces[ KEY_PRESS_SURFACE_LEFT ] == NULL )
{
printf( "Failed to load left image!\n" );
success = false;
}
//Load right surface
gKeyPressSurfaces[ KEY_PRESS_SURFACE_RIGHT ] = loadSurface( "../04_key_presses/right.bmp" );
if( gKeyPressSurfaces[ KEY_PRESS_SURFACE_RIGHT ] == NULL )
{
printf( "Failed to load right image!\n" );
success = false;
}
return success;
}
void close()
{
//Deallocate surfaces
for( int i = 0; i < KEY_PRESS_SURFACE_TOTAL; ++i )
{
SDL_FreeSurface( gKeyPressSurfaces[ i ] );
gKeyPressSurfaces[ i ] = NULL;
}
//Destroy window
SDL_DestroyWindow( gWindow );
gWindow = NULL;
//Quit SDL subsystems
SDL_Quit();
}
SDL_Surface* loadSurface( std::string path )
{
//Load image at specified path
SDL_Surface* loadedSurface = SDL_LoadBMP( path.c_str() );
if( loadedSurface == NULL )
{
printf( "Unable to load image %s! SDL Error: %s\n", path.c_str(), SDL_GetError() );
}
return loadedSurface;
}
int main( int argc, char* args[] )
{
//Start up SDL and create window
if( !init() )
{
printf( "Failed to initialize!\n" );
}
else
{
//Load media
if( !loadMedia() )
{
printf( "Failed to load media!\n" );
}
else
{
//Main loop flag
bool quit = false;
//Event handler
SDL_Event e;
//Set default current surface
gCurrentSurface = gKeyPressSurfaces[ KEY_PRESS_SURFACE_DEFAULT ];
//While application is running
while( !quit )
{
//Handle events on queue
while( SDL_PollEvent( &e ) != 0 )
{
//User requests quit
if( e.type == SDL_QUIT )
{
quit = true;
}
//User presses a key
else if( e.type == SDL_KEYDOWN )
{
//Select surfaces based on key press
switch( e.key.keysym.sym )
{
case SDLK_UP:
gCurrentSurface = gKeyPressSurfaces[ KEY_PRESS_SURFACE_UP ];
break;
case SDLK_DOWN:
gCurrentSurface = gKeyPressSurfaces[ KEY_PRESS_SURFACE_DOWN ];
break;
case SDLK_LEFT:
gCurrentSurface = gKeyPressSurfaces[ KEY_PRESS_SURFACE_LEFT ];
break;
case SDLK_RIGHT:
gCurrentSurface = gKeyPressSurfaces[ KEY_PRESS_SURFACE_RIGHT ];
break;
default:
gCurrentSurface = gKeyPressSurfaces[ KEY_PRESS_SURFACE_DEFAULT ];
break;
}
}
}
//Apply the current image
SDL_BlitSurface( gCurrentSurface, NULL, gScreenSurface, NULL );
//Update the surface
SDL_UpdateWindowSurface( gWindow );
}
}
}
//Free resources and close SDL
close();
return 0;
}
正文
//Key press surfaces constants
enum KeyPressSurfaces
{
KEY_PRESS_SURFACE_DEFAULT,
KEY_PRESS_SURFACE_UP,
KEY_PRESS_SURFACE_DOWN,
KEY_PRESS_SURFACE_LEFT,
KEY_PRESS_SURFACE_RIGHT,
KEY_PRESS_SURFACE_TOTAL
};
在源代码的开头部分,我们声明了一个枚举类型。如果不了解枚举类型的话,请Google~或者百度。
新手程序员常见的问题是,喜欢用数字代替枚举类型,然而当程序很大的时候,这是一个会让人崩溃砸电脑的选择。
//Starts up SDL and creates window
bool init();
//Loads media
bool loadMedia();
//Frees media and shuts down SDL
void close();
//Loads individual image
SDL_Surface* loadSurface( std::string path );
//The window we'll be rendering to
SDL_Window* gWindow = NULL;
//The surface contained by the window
SDL_Surface* gScreenSurface = NULL;
//The images that correspond to a keypress
SDL_Surface* gKeyPressSurfaces[ KEY_PRESS_SURFACE_TOTAL ];
//Current displayed image
SDL_Surface* gCurrentSurface = NULL;
这里有个新函数loadSurface,因为这个程序会用到很多图片,手动复制粘贴代码实在是太恶心了,所以我们需要定义一个函数帮我们完成这个过程。
这个程序有个值得注意的地方就是gKeyPressSurfaces,它是一个指向SDL surfaces类型的指针数组,这些SDL surface分别包含了我们要使用的所有图片,当用户按下某个按键的时候,指定的SDL surface指针就会赋值给gCurrentSurface。
SDL_Surface* loadSurface( std::string path )
{
//Load image at specified path
SDL_Surface* loadedSurface = SDL_LoadBMP( path.c_str() );
if( loadedSurface == NULL )
{
printf( "Unable to load image %s! SDL Error: %s\n", path.c_str(), SDL_GetError() );
}
return loadedSurface;
}
嗯,loadSurface函数,没什么好说的。。。
对了,由于SDL_LoadBMP是动态分配内存,所以很多人会觉得这个函数造成了内存泄漏,实际上 “谁分配谁释放” 这种规则并不一定要局限在一个函数中,这里分配的内存,会在程序结束时由close函数释放。
bool loadMedia()
{
//Loading success flag
bool success = true;
//Load default surface
gKeyPressSurfaces[ KEY_PRESS_SURFACE_DEFAULT ] = loadSurface( "04_key_presses/press.bmp" );
if( gKeyPressSurfaces[ KEY_PRESS_SURFACE_DEFAULT ] == NULL )
{
printf( "Failed to load default image!\n" );
success = false;
}
//Load up surface
gKeyPressSurfaces[ KEY_PRESS_SURFACE_UP ] = loadSurface( "04_key_presses/up.bmp" );
if( gKeyPressSurfaces[ KEY_PRESS_SURFACE_UP ] == NULL )
{
printf( "Failed to load up image!\n" );
success = false;
}
//Load down surface
gKeyPressSurfaces[ KEY_PRESS_SURFACE_DOWN ] = loadSurface( "04_key_presses/down.bmp" );
if( gKeyPressSurfaces[ KEY_PRESS_SURFACE_DOWN ] == NULL )
{
printf( "Failed to load down image!\n" );
success = false;
}
//Load left surface
gKeyPressSurfaces[ KEY_PRESS_SURFACE_LEFT ] = loadSurface( "04_key_presses/left.bmp" );
if( gKeyPressSurfaces[ KEY_PRESS_SURFACE_LEFT ] == NULL )
{
printf( "Failed to load left image!\n" );
success = false;
}
//Load right surface
gKeyPressSurfaces[ KEY_PRESS_SURFACE_RIGHT ] = loadSurface( "04_key_presses/right.bmp" );
if( gKeyPressSurfaces[ KEY_PRESS_SURFACE_RIGHT ] == NULL )
{
printf( "Failed to load right image!\n" );
success = false;
}
return success;
}
嗯,依然没什么好说的。载入图片并且给指针数组赋值而已。
//Main loop flag
bool quit = false;
//Event handler
SDL_Event e;
//Set default current surface
gCurrentSurface = gKeyPressSurfaces[ KEY_PRESS_SURFACE_DEFAULT ];
//While application is running
while( !quit )
{
在进入主循环之前呢,我们需要设置一下默认的surface
//Handle events on queue
while( SDL_PollEvent( &e ) != 0 )
{
//User requests quit
if( e.type == SDL_QUIT )
{
quit = true;
}
//User presses a key
else if( e.type == SDL_KEYDOWN )
{
//Select surfaces based on key press
switch( e.key.keysym.sym )
{
case SDLK_UP:
gCurrentSurface = gKeyPressSurfaces[ KEY_PRESS_SURFACE_UP ];
break;
case SDLK_DOWN:
gCurrentSurface = gKeyPressSurfaces[ KEY_PRESS_SURFACE_DOWN ];
break;
case SDLK_LEFT:
gCurrentSurface = gKeyPressSurfaces[ KEY_PRESS_SURFACE_LEFT ];
break;
case SDLK_RIGHT:
gCurrentSurface = gKeyPressSurfaces[ KEY_PRESS_SURFACE_RIGHT ];
break;
default:
gCurrentSurface = gKeyPressSurfaces[ KEY_PRESS_SURFACE_DEFAULT ];
break;
}
}
}
这一部分是事件循环,最开始的一部分是上一个教程中的关闭程序事件的处理,紧接着是处理SDL_KEYDOWN类型事件的部分,当你按下键盘上的某个键,这个类型的事件就会被放入事件队列中。
还记得e是SDL_Event类型么,它包含了SDL_KeyboradEvent类型。SDL_KeyboradEvent类型包含了按键事件的信息,其中SDL Keysym可以告诉我们哪个键被按下了。(太绕了,具体自己看文档吧)
总之就是根据按键改变gCurrentSurface指向的SDL surface,最后再渲染gCurrentSurface指向的SDL surface,就像下面这样
//Apply the current image
SDL_BlitSurface( gCurrentSurface, NULL, gScreenSurface, NULL );
//Update the surface
SDL_UpdateWindowSurface( gWindow );