注意事项:1、times.ttf文件请到C:\WINDOWS\Fonts下寻找并拷贝到资源目录下。
2、
如果您使用VC2008,请用Release编译。原因是,似乎涉及到vector的操作,Runtime
Library在debug的时候必须用Multi-theaded Debug DLL
(MDd),而Release时候才用Multi-theaded DLL (MD)。而我们亲爱的SDL必须始终用MD,所以,请Release吧。
这是一个检验TextSurface构造函数和析构函数的好例子。我们每一次的鼠标移动,都会导致一个新的TextSurface对象被建立,然后很快的又消亡。
源代码:
//UVi Soft (2008)
//Long Fei (lf426), E-mail: zbln426@163.com
#include "SurfaceClass.h"
#include "int_to_string.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;
const std::string WINDOW_NAME = "Mouse Motion";
ScreenSurface screen(SCREEN_WIDTH, SCREEN_HEIGHT, WINDOW_NAME);
//Fill background.(default is black)
screen.fillColor();
screen.flip();
//Main loop.Press ESC or click X to quit.
bool gameOver = false;
SDL_Event gameEvent;
int x;
int y;
while( gameOver == false ){
while ( SDL_PollEvent(&gameEvent) != 0 ){
if ( gameEvent.type == SDL_MOUSEMOTION ) {
x = gameEvent.motion.x;
y = gameEvent.motion.y;
std::string mouse_at = "Mouse at: ";
mouse_at += ("x = " + int_to_string(x) + "; y = " + int_to_string(y) + ";");
TextSurface text("text", mouse_at, screen);
screen.fillColor();
text.blit();
screen.flip();
}
if ( gameEvent.type == SDL_QUIT ){
gameOver = true;
}
if ( gameEvent.type == SDL_KEYUP ){
if ( gameEvent.key.keysym.sym == SDLK_ESCAPE ){
gameOver = true;
}
}
}
}
return 0;
}
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