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📄 gd07-02.cpp

📁 游戏开发数据结构-Data.Structures.for.Game.Programmers
💻 CPP
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// ============================================================================
//  GD07-02.cpp
//  Queue Graphical Demonstration.
// ============================================================================
#include "SDLGUI.h"
#include "Queue.h"
#include <stdlib.h>
#include <time.h>



// ============================================================================
//  Global Constants
// ============================================================================
const char PROGRAM_NAME[]   = "Queue Graphical Demonstration";
const int WIDTH             = 800;
const int HEIGHT            = 600;
const int ITEMS             = 32;
const int ARIAL             = 0;



// ============================================================================
//  Global Variables
// ============================================================================
SDLGUI* g_gui;

// this is the stack that we will use in the demo
LQueue<int> g_queue;


// Box
SDL_Surface* g_box;

bool g_moving = false;

int g_timer;

// ============================================================================
//  Draw Algorithms
// ============================================================================
void DrawQueue( LQueue<int>& p_queue,
                int p_x, int p_y )
{
    static SDL_Surface* text;
    static char number[3] = "00";

    DListIterator<int> itr = p_queue.GetIterator();

    // draw the stack.
    for( itr.Start(); itr.Valid(); itr.Forth() )
    {
        // draw the box
        g_gui->Blit( g_box, p_x, p_y );

        // render the number.
        sprintf( number, "%d", itr.Item() );
        text = TTF_RenderText_Shaded( g_gui->GetFont(ARIAL), number, BLACK, WHITE );
        g_gui->Blit( text, (g_box->w - text->w) / 2 + p_x, 
                            (g_box->h - text->h) / 2 + p_y );
        SDL_FreeSurface( text );

        p_x += g_box->w;
    }
}





// ============================================================================
//  Button Callbacks
// ============================================================================
void Enqueue()
{
    if( g_moving == false )
        g_queue.Enqueue( rand() % 100 );
}

void Dequeue()
{
    if( g_moving == false )
    {
        g_moving = true;
        g_timer = SDL_GetTicks();
    }
}


// ============================================================================
//  Main
// ============================================================================
int main( int argc, char* argv[] )
{
    int x;
    int y;
    int t;

    srand( time(0) );

    //initialize systems
    SDL_Init( SDL_INIT_VIDEO | SDL_INIT_TIMER );
    SDL_WM_SetCaption( PROGRAM_NAME, 0); 
    TTF_Init();
    g_gui = new SDLGUI( WIDTH, HEIGHT, ITEMS, WHITE );
    g_gui->SetFont( "arial.ttf", ARIAL, 26, TTF_STYLE_NORMAL );


    // add the buttons to the g_gui
    g_gui->AddButton( 0, 0, "gbup.bmp", "gbdown.bmp", "Enqueue", 
                       ARIAL, BLACK, WHITE, Enqueue );
    g_gui->AddButton( 0, 64, "gbup.bmp", "gbdown.bmp", "Dequeue", 
                       ARIAL, BLACK, WHITE, Dequeue );


    // set our at exit function
    atexit( SDL_Quit ) ;

    // create the BMP's that we need.
    g_box = SDL_LoadBMP( "boxblack.bmp" );

    // declare event variable
    SDL_Event event;

    g_gui->Draw();
    g_gui->Update();

    // loop until we get a quit message.
    while( 1 )
    {
        //look for an event
        if( SDL_PollEvent( &event ) )
        {
            //an event was found
            if( event.type == SDL_QUIT ) 
                break;

            // mouse button was pressed
            if( event.type == SDL_MOUSEBUTTONDOWN ) 
            {
                // get the mouse g_state.
                SDL_GetMouseState( &x, &y );

                // tell the GUI that a button has been pressed
                g_gui->MouseDown( x, y );

            }

            // mouse button was released
            if( event.type == SDL_MOUSEBUTTONUP ) 
            {
                // get the mouse state.
                SDL_GetMouseState( &x, &y );

                // tell the GUI that a button has been released
                g_gui->MouseUp( x, y );
            }

            if( event.type == SDL_KEYDOWN )
            {
                // a key was pressed.
                if( event.key.keysym.sym == SDLK_ESCAPE )
                {
                    // if ESC was pressed, quit the program.
                    SDL_Event quit;
                    quit.type = SDL_QUIT;
                    SDL_PushEvent( &quit );
                }

                // tell the GUI that a key was pressed.
                g_gui->KeyDown( event.key.keysym.sym,
                                event.key.keysym.mod,
                                event.key.keysym.unicode );
            }
        }

        // draw the g_gui at the end of each loop.
        g_gui->Draw();

        t = SDL_GetTicks() - g_timer;
        if( g_moving == true )
        {
            x = (t * 48) / 500;
            DrawQueue( g_queue, -x, 276 );
        }
        else
        {
            DrawQueue( g_queue, 0, 276 );
        }

        if( t > 500 && g_moving == true )
        {
            g_queue.Dequeue();
            g_moving = false;
        }

        g_gui->Update();
    }

    return 0;
}

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