我试图在GameState中创建一个游戏状态系统,我创建了窗口类和MainLoop函数,起初我相信这是因为循环不是主要的,但结果相同。SDL窗口在打开后关闭
Window.cpp:
#include "Window.h"
using namespace std;
Window::Window(char* title, int width, int height, Uint32 flags)
{
if (SDL_Init(SDL_INIT_EVERYTHING))
{
cerr << "SDL failed to init: " << SDL_GetError() << endl;
throw;
}
SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 8);
SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 8);
SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 8);
SDL_GL_SetAttribute(SDL_GL_ALPHA_SIZE, 8);
SDL_GL_SetAttribute(SDL_GL_BUFFER_SIZE, 32);
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
window = SDL_CreateWindow("DirtyCraft", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, width, height, flags);
if (window == NULL)
throw;
context = SDL_GL_CreateContext(window);
GLenum error = glewInit();
if (error != GLEW_OK)
{
cerr << "Glew: " << glewGetErrorString(error) << endl;
throw;
}
}
Window::~Window()
{
SDL_DestroyWindow(window);
SDL_Quit();
}
在window.h:
#pragma once
#include <iostream>
#include <SDL.h>
#define GLEW_STATIC
#include <GL/glew.h>
class Window
{
public:
Window(char* title, int width, int height, Uint32 flags);
~Window();
SDL_Window *window;
SDL_GLContext context;
};
而且的main.cpp哪里是循环:
#include <iostream>
#include <SDL.h>
#define GLEW_STATIC
#include <GL/glew.h>
#include "Window.h"
#include "MainGame.h"
using namespace std;
#define WIDTH 640
#define HEIGHT 480
int main(int argc, char* argv[])
{
Window window("DirtyCraft", WIDTH, HEIGHT, SDL_WINDOW_OPENGL | SDL_WINDOW_ALLOW_HIGHDPI);
//MainGame MainGame(window);
//MainGame.MainLoop();
while (true)
{
SDL_Event E;
if (SDL_PollEvent(&E))
{
if (E.type == SDL_QUIT);
break;
}
glClear(GL_COLOR_BUFFER_BIT);
glClearColor(0.15f, 0.5f, 0.5f, 1.0f);
SDL_GL_SwapWindow(window.window);
}
window.~Window();
return 0;
}
所以w ^这是问题吗?我很确定有一个细节,我想...
你不应该明确地调用'Window'析构函数,当'window'对象被作为'main'返回时超出范围而被销毁时''window''会自动发生。 –
至于你的问题,你能否详细阐述一下?它建立好了,没有警告?当你运行你的程序时会发生什么?如果你在调试器中逐步完成代码,它会做你期望的任何事情吗? –