2017-12-27 330 views
0

我观察了多个关于在Allegro中使用多个定时器的教程,但是这种编程方式对我来说并不适用。 问题是,源地址永远不会匹配我想要观看的定时器地址。在Allegro 5中使用多个定时器

我使用多个类/实例来封装我的代码,因为它将来会非常复杂。我的游戏的主循环位于Game类/实例中。定时器和事件封装在Engine类/实例中,该实例是Game实例的成员。

Game.cpp:

void Game::GameLoop() { 
    al_wait_for_event(GameEngine.LoopTimerEvent_queue, &GameEngine.LoopTimerEvent); 

    if (GameEngine.LoopTimerEvent.type == ALLEGRO_EVENT_TIMER) 
    { 
    // DEBUG: EVENT SOURCE ADRESSES DON'T MATCH TO THE TIMER ADRESSES 
    std::cout << "TimerEvent: " << GameEngine.LoopTimerEvent.timer.source << " " << GameEngine.VSyncTimer << " " << GameEngine.LoopTimer << " " << GameEngine.InGameTimer << "\n"; 

    if (GameEngine.LoopTimerEvent.timer.source == GameEngine.InGameTimer) 
    { 
     std::cout << "InGameTimerEvent"; 
    } 
    if (GameEngine.LoopTimerEvent.timer.source == GameEngine.VSyncTimer) 
    { 
     std::cout << "VSyncTimerEvent"; 
    } 
    if (GameEngine.LoopTimerEvent.timer.source == GameEngine.LoopTimer) 
    { 
     std::cout << "LoopTimerEvent"; 
    } 
    } 
} 

Engine.cpp:

Engine::Engine() { 
    if (al_init()) std::cout << "allegro initialized\n"; 
    else std::cout << "failed to initialize allegro!\n"; 

    if (InitTimer()) std::cout << "Timer initialized\n"; 
    else std::cout << "failed to initialize timer!\n"; 

    LoopTimerEvent_queue = al_create_event_queue(); 

    al_register_event_source(LoopTimerEvent_queue, al_get_timer_event_source(LoopTimer)); 
    al_register_event_source(LoopTimerEvent_queue, al_get_timer_event_source(VSyncTimer)); 
    al_register_event_source(LoopTimerEvent_queue, al_get_timer_event_source(InGameTimer)); 
    std::cout << "Event queues initialized\n"; 
} 


bool Engine::InitTimer() { 
    LoopTimer = al_create_timer(1.0); 
    if (!LoopTimer) 
    { 
    std::cout << "failed to initialize LoopTimer!\n"; 
    return false; 
    } 

    InGameTimer = al_create_timer(1.0/m_iTimeScale); 
    if (!InGameTimer) 
    { 
    std::cout << "failed to initialize InGameTimer!\n"; 
    return false; 
    } 

    VSyncTimer = al_create_timer(1.0/FPS); 
    if (!VSyncTimer) 
    { 
    std::cout << "failed to initialize VSyncTimer!\n"; 
    return false; 
    } 

    al_start_timer(LoopTimer); 
    al_start_timer(VSyncTimer); 
    al_start_timer(InGameTimer); 
    std::cout << "Timers started\n"; 

    return true; 
} 

Engine.h:

class Engine { 
public: 
    ALLEGRO_DISPLAY* pDisplay = NULL; 
    ALLEGRO_TIMER* VSyncTimer = NULL; 
    ALLEGRO_TIMER* LoopTimer = NULL; 
    ALLEGRO_TIMER* InGameTimer = NULL; 
    ALLEGRO_EVENT LoopTimerEvent; 
    ALLEGRO_EVENT_QUEUE* LoopTimerEvent_queue = NULL; 

    Logger EngineLogger; 
    EventHandler GameEvents; 

    private: 
    double m_iTimeScale = 2.0; 

public: 
    Engine(); 
    ~Engine(); 

    bool InitEngine(); 
    bool InitTimer(); 
    bool InitDisplay(); 

    void UpdateDisplay(); 

    float GetTimeScale(); 
    void SetTimeScale(float timescale); 
}; 

输出
TimerEvent: 031A0D80 0326AF30 0326A380 0326B090

“TimerEvent:”[实际事件ADRESS] [VSyncTimer ADRESS] [LoopTimer ADRESS] [InGameTimer ADRESS]

哪里是这些不会忽略这个问题?

回答

0

我意外地初始化了定时器实例两次,它创建了新的定时器(当然)有不同的地址。但在事件队列中,老年人因为我的愚蠢组织而被登记。我通过将队列注册放到InitTimer函数来解决这个问题,并用双定时器初始化修复了这个bug。 现在一切正常!