ユーザーが入力したメッセージ(チャットボックス)を含むサーフェスのベクトルを作成しようとしています。しかし、新しいサーフェスをベクトルに追加して表示すると、他のサーフェスがサーフェス ベクトルに表示されます。これがなぜなのかわかりません。ベクトルのサイズが変更され続け.push_Back();
、他のサーフェスが移動する前にコンピューターがこれを行わなかったため、「途中でスタック」してサーフェスの代わりに表示されたためだと思いました。しかし、それを確認したところ、まったく追加されませんでした。私も試してみ.reserve( myVect.size() + 1);
ましたが、残念ながら同じ問題しかありませんでした。
問題はhandle_input();
、メッセージの表示方法にあると思います。この問題については、ウェブ上のどこを探しても見つかりません。
ここに私の情報源があります:
ofstream logFile;
SDL_Surface *text = NULL;
void apply_surface (int x, int y, SDL_Surface *source, SDL_Surface *destination, SDL_Rect *clip = NULL) {
SDL_Rect offset;
offset.x = x;
offset.y = y;
SDL_BlitSurface(source, clip, screen, &offset);
}
vector <SDL_Surface*> surface_vect;
bool handle_input() {
if (event.type == SDL_KEYDOWN) {
std::string temp = str;
if ( str.length() <= 48) {
logFile << "str's length is <=48.\n";
if ( event.key.keysym.unicode == (Uint16) ' ' ) {
str += (char)event.key.keysym.unicode;
logFile << "Space bar was pressed.\n";
charcount += 1;
}
else if ( ( event.key.keysym.unicode >= (Uint16)'0') && (event.key.keysym.unicode <= (Uint16) '9' ) ) //Finally works!
{
charcount += 1;
str += (char)event.key.keysym.unicode;
logFile << "Number key: " <<(char)event.key.keysym.unicode << " pressed, and added to str.\n";
}
else if (( event.key.keysym.unicode >= (Uint16)'A' )&& (event.key.keysym.unicode <= (Uint16) 'Z') )
{
charcount += 1;
str += (char)event.key.keysym.unicode;
logFile << "Number key: " <<(char)event.key.keysym.unicode << " pressed, and added to str.\n";
}
else if ( (event.key.keysym.unicode >= (Uint16)'a' )&& (event.key.keysym.unicode <= (Uint16) 'z' ) )
{
charcount += 1;
str += (char)event.key.keysym.unicode;
logFile << "Number key: " <<(char)event.key.keysym.unicode << " pressed, and added to str.\n";
}
else if ( (event.key.keysym.unicode == SDLK_RETURN ) )
{
str = "";
surface_vect.reserve ( surface_vect.size() + 1);
if ( surface_vect.size() < surface_vect.capacity() ) { //PREVENTS AN ACCESS READING VIOLATION ERROR! THE ELEMENTS IN THE VECTOR WERE BECOMING TOO LARGE FOR THE VECTOR!!
surf_count += 1;
surface_vect.push_back ( text );
logFile << "surface_vect has: " << surf_count << " surfaces!";
}
}
if (event.key.keysym.unicode == SDLK_BACKSPACE && str.length() != 0) {
charcount -= 1;
str.erase(str.length() - 1);
logFile << "Backspace was pressed.\n";
}
if (str != temp) {
SDL_FreeSurface ( text ); //This frees up the text surface whenever the str changes.
text = TTF_RenderText_Solid(font, str.c_str(), textcolor); //Renders the text whenever that change occurs.
logFile << "Full text rendered: " << str.c_str() << " Number of surfaces in existence: " << c << " Number of characters in current surface: " << charcount << "\n";
}
//OK SO: the program separates the surfaces! Now to just make each surface different for each different message! To do this, we will put the "text" surface into the top of surface_vect, because that vector will be our messages body. Text will display all messages being typed, only when return is pressed is it added to the message surfaces body!
}
}
return true;
}
int main ( int argc, char* args[] )
{
time(¤tTime);
int count = 0;
text = TTF_RenderText_Solid(font, "First surface message!", textcolor);
surface_vect.push_back( text );
Timer myTime;
Timer fps;
if (init() == false ) {
return false;
}
logFile << "Everything initialized fine. \n" ;
if (load_files() == false) {
return false;
}
logFile << "All files loaded successfully.\n";
myTime.start(); //The time the loop started. Keeps track of the time.
while (quit == false )
{
fps.start(); //Frame timer.
std::stringstream time; //Something to convert the time into a string, along with a message.
while (SDL_PollEvent( &event ) ) {
count += 1;
if ( handle_input() == false ) {
logFile << "Handle_input() returned false on the: " << count << "th run through the while loop!";
return false;
}
if ( event.type == SDL_QUIT ) {
fps.stop();
myTime.stop();
quit = true; //Duh.
}
}
apply_surface(0,0, background, screen);
apply_surface ( 25, 435, text, screen ); //Render the text surface because its separate from the other surfaces! It needs its own render command.
for ( int c = 0; c <= surface_vect.size() - 1; c+=1 ) {
apply_surface(25, newY - (13 * c), surface_vect.at(c), screen);
}
if (SDL_Flip (screen) == - 1) {
return false;
}
frame += 1; //Frame counter. Used to
if( fps.get_ticks() < 1000 / FRAMES_PER_SECOND )
{
SDL_Delay( ( 1000 / FRAMES_PER_SECOND ) - fps.get_ticks() );
}
}
clean_up();
return 0;
}
これを行うより良い方法はありますか?ユーザーのテキストを取得し、それをサーフェスのベクトルに入れて、上に表示するだけです。