如何在 sdl2 中正确检测按键按下和释放
How to correctly detect key press and release in sdl2
我的完整代码 -
#include <SDL.h>
#include <SDL_opengl.h>
#include <GLGLU.h>
#include <fstream>
using namespace std;
int index = 0;
int speed = 0;
int frames = 0;
int lasttime = 0;
int mousex = 0;
int mousey = 0;
bool postRedraw = true;
int screenWidth = 640;
int screenHeight = 480;
float screenAspect = screenWidth/screenHeight;
bool init();
bool initGL();
void handleKeys( unsigned char key, int x, int y );
void update();
void render();
void close();
void Initialize();
void handleEvents();
ofstream logFile;
SDL_Window* gWindow = NULL;
bool isRunning = true;
SDL_GLContext gContext;
float xpos = 0.0;
float ypos = 0.0;
float zpos = 0.0;
void Initialize()
{
gluPerspective(60.0f, screenAspect, 1.0, 400.0);
glEnable(GL_COLOR_MATERIAL);
glEnable(GL_NORMALIZE);
glTranslatef(0.0f, 0.0f, -5.0f);
glFrontFace(GL_CCW);
glEnable(GL_LIGHT0);
}
void render()
{
glTranslatef(xpos, ypos, zpos);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glColor3f(1.0, 0.0, 0.0);
glBegin(GL_TRIANGLES);
glVertex3f(-1.0f,0.0f,-1.0f);
glVertex3f(0.0f, 1.0f, -1.0f);
glVertex3f(0.0f, 2.0f, -2.0f);
glEnd();
postRedraw = true;
}
void handleEvents()
{
const Uint8* keystates = SDL_GetKeyboardState(NULL);
if(keystates[SDL_GetScancodeFromKey(SDLK_w)])
{
zpos += 0.01;
}
if(keystates[SDL_GetScancodeFromKey(SDLK_s)])
{
zpos -= 0.01;
} else {
}
}
bool init()
{
bool success = true;
if( SDL_Init( SDL_INIT_VIDEO ) < 0 )
{
logFile<<"SDL could not initialize! SDL Error: "<<SDL_GetError()<<endl;
success = false;
}
else
{
SDL_GL_SetAttribute( SDL_GL_CONTEXT_MAJOR_VERSION, 2 );
SDL_GL_SetAttribute( SDL_GL_CONTEXT_MINOR_VERSION, 1 );
gWindow = SDL_CreateWindow( "SDL Tutorial", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, screenWidth, screenHeight, SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE );
if( gWindow == NULL )
{
logFile<<"Window could not be created! SDL Error: "<<SDL_GetError()<<endl;
success = false;
}
else
{
gContext = SDL_GL_CreateContext( gWindow );
if( gContext == NULL )
{
logFile<<"OpenGL context could not be created! SDL Error: "<<SDL_GetError()<<endl;
success = false;
}
else
{
if( SDL_GL_SetSwapInterval( 1 ) < 0 )
{
logFile<<"Warning: Unable to set VSync! SDL Error: "<<SDL_GetError()<<endl;
}
if( !initGL() )
{
logFile<<"Unable to initialize OpenGL!"<<endl;
success = false;
}
}
}
}
logFile.open("log.txt");
if(logFile.is_open())
{
success = true;
} else {
success = false;
}
return success;
}
bool initGL()
{
bool success = true;
GLenum error = GL_NO_ERROR;
glMatrixMode( GL_PROJECTION );
glLoadIdentity();
error = glGetError();
if( error != GL_NO_ERROR )
{
logFile<<"Error initializing OpenGL! "<<gluErrorString( error )<<endl;
success = false;
}
glMatrixMode( GL_MODELVIEW );
glLoadIdentity();
glEnable(GL_CULL_FACE);
glEnable(GL_DEPTH_TEST);
error = glGetError();
if( error != GL_NO_ERROR )
{
logFile<<"Error initializing OpenGL! "<<gluErrorString( error )<<endl;
success = false;
}
glClearColor( 0.f, 0.f, 0.f, 1.f );
error = glGetError();
if( error != GL_NO_ERROR )
{
logFile<<"Error initializing OpenGL! "<<gluErrorString( error );
success = false;
}
return success;
}
void close()
{
logFile.close();
SDL_DestroyWindow( gWindow );
gWindow = NULL;
SDL_Quit();
}
int main( int argc, char* args[] )
{
if( !init() )
{
logFile<<"Failed to initialize!"<<endl;
}
else
{
SDL_Event event;
Initialize();
lasttime = SDL_GetTicks();
while(isRunning)
{
while( SDL_PollEvent( &event ) != 0 )
{
if(event.type == SDL_QUIT)
{
isRunning = false;
} else if(event.type == SDL_MOUSEMOTION) {
SDL_GetMouseState(&mousex, &mousey);
} else if(event.type == SDL_MOUSEBUTTONDOWN) {
SDL_GetMouseState(&mousex, &mousey);
} else if(event.type == SDL_MOUSEBUTTONUP) {
SDL_GetMouseState(&mousex, &mousey);
}
}
handleEvents();
if(postRedraw)
{
postRedraw = false;
render();
SDL_GL_SwapWindow( gWindow );
}
if((SDL_GetTicks()-lasttime)>=1000)
{
lasttime = SDL_GetTicks();
speed = frames;
logFile<<speed<<endl;
frames = 0;
} else {
frames++;
}
}
}
close();
return 0;
}
上面的代码仅用于测试,我有问题的简约代码是 -
void handleEvents()
{
const Uint8* keystates = SDL_GetKeyboardState(NULL);
if(keystates[SDL_GetSancodeFromKey(SDLK_w)]) {
zpos += 0.01;
}
if(keystates[SDL_GetScancodeFromKey(SDLK_s)])
{
zpos -= 0.01;
} else {
}
}
预期: 绘制的 trangle 将在按下 W/S 键时向后移动。
输出: 即使释放了钥匙,三角形也会继续向所需的方向移动。
随着时间的推移,你会累积矩阵的变化。 glTranslatef
通过平移修改当前矩阵。下一帧它再次修改它。再说一遍....
你用glLoadIdentity()
调用重置矩阵。请注意,它会修改当前选定的矩阵,并将撤消您在Initialize
中所做的矩阵更改(至少您在此处glTranslatef
- 透视应该转到GL_PROJECTION
矩阵,您尚未完成)。
相关文章:
- 释放错误后堆使用
- 使用CMake检测支持的C++标准
- G锁定铸造到基础上会释放模拟行为
- 当套接字连接断开时检测C/C++Unix
- 在将变量声明为引用时,堆在释放后使用
- C/C++预处理器是否可以检测一些编译器选项
- 在调用FreeLibrary后,释放动态链接到具有相同版本的CRT堆的DLL的内存
- WMI检测进程创建事件-c++
- 基于树莓pi的tensorflow lite量化ssd目标检测
- 下面是我为检测链接列表中的循环而制作的代码
- 落砂模拟碰撞检测C++和SFML
- 我可以检测和更改 gcc/g++ 中结构的当前数据对齐设置吗?
- 为什么C++编译器没有检测到正确声明的类?
- free():在 C++ 中的 tcache 2 中检测到双重释放
- 如何在 sdl2 中正确检测按键按下和释放
- 错误: *** 检测到 glibc *** w5:双重释放或损坏(快速顶部):
- glibc 检测到双重释放或损坏
- glibc 检测到双重释放或损坏
- 通过valgrind检测到内存泄漏,但无法找到我忘记释放的行
- 如何检测键何时被释放(SDL 2.0)