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C++ Hud::render方法代码示例

本文整理汇总了C++中Hud::render方法的典型用法代码示例。如果您正苦于以下问题:C++ Hud::render方法的具体用法?C++ Hud::render怎么用?C++ Hud::render使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在Hud的用法示例。


在下文中一共展示了Hud::render方法的1个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。

示例1: main

int main(int argc, char **argv) {
	srand(static_cast<unsigned int>(time(nullptr))); //seed random number generator with the current time

	if (SDL_Init(SDL_INIT_EVERYTHING) != 0) {
		logSDLError("SDL_Init");
	}

	if ((IMG_Init(IMG_INIT_PNG) & IMG_INIT_PNG) != IMG_INIT_PNG) {
		logSDLError("IMG_Init");
	}

	if (TTF_Init() == -1) {
		logSDLError("TTF_Init");
	}

	SDL_Window *window = SDL_CreateWindow("Pong", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED,
			SCREEN_WIDTH, SCREEN_HEIGHT, SDL_WINDOW_SHOWN);
	if (window == nullptr) {
		logSDLError("CreateWindow");
	}
	//SDL_Renderer *renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC);
	SDL_Renderer *renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED);
	if (renderer == nullptr) {
		logSDLError("CreateRenderer");
	}

	FpsTracker fpsTracker(100);

	WorldState currentWorldState;
	World *world = new World(renderer, SCREEN_WIDTH, SCREEN_HEIGHT, currentWorldState);
	world->startRound(currentWorldState);
	WorldState previousWorldState=currentWorldState;

	Hud *hud = new Hud(renderer, SCREEN_WIDTH, SCREEN_HEIGHT);
	drawUI(hud, currentWorldState);

	float dt = PHYSICS_TIMESTEP;

	Uint64 currentTime = SDL_GetPerformanceCounter();
	float accumulator = 0;

	bool quit = false;
	SDL_Event event;
	while (!quit) {
		const Uint64 newTime = SDL_GetPerformanceCounter();
		float deltaTime = static_cast<float>(newTime - currentTime) / SDL_GetPerformanceFrequency(); //aka time for this frame
		currentTime = newTime;

		if (deltaTime > 0.25f) {
			std::cout << "limiting delta time to 0.25f" << std::endl;
			deltaTime = 0.25f; // anti "spiral of death" / breakpoints
		}

		accumulator += deltaTime;

		int simCount = 0;
		while (accumulator >= dt) {
			accumulator -= dt;
			previousWorldState = currentWorldState;
			world->update(currentWorldState, dt); //aka integrate
			if (currentWorldState.humanScore != previousWorldState.humanScore
				|| currentWorldState.opponentScore != previousWorldState.opponentScore) {
					drawUI(hud, currentWorldState);
			}
			++simCount;
		}
		if (simCount > 1) {
			std::cout << "Simulated multiple steps:" << simCount << std::endl;
		}

		WorldState lerped = WorldState::lerpBetween(previousWorldState, currentWorldState, accumulator/dt);

		drawFps(hud, static_cast<int>(1 / fpsTracker.calculateAverageFrameTime(deltaTime)));

		SDL_SetRenderDrawColor(renderer, 0, 0, 0, 0);
		SDL_RenderClear(renderer);
		world->render(lerped);
		hud->render();
		SDL_RenderPresent(renderer);

		//TODO figure out where user input handling should go. @see http://gamedev.stackexchange.com/questions/8623/a-good-way-to-build-a-game-loop-in-opengl
		while (SDL_PollEvent(&event)) {
			switch(event.type) {
			case SDL_QUIT:
				quit = true;
				break;
			case SDL_KEYDOWN:
				switch(event.key.keysym.scancode) {
				case SDL_SCANCODE_ESCAPE:
					quit = true;
					break;
				}
				break;
			}
		}
	}

	std::cout << "Quitting" << std::endl;

	//cleanup
//.........这里部分代码省略.........
开发者ID:caspark,项目名称:sdl-pong,代码行数:101,代码来源:main.cpp


注:本文中的Hud::render方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。