1

好的,所以我在屏幕上放了一些图像,实际上您只需要知道每个 glvertex2f() 是一个点,因此连接的 4 个点是一个区域。每个 glVertex2f 由和 X,Y 创建。我想保存这个区域范围,所以当我单击鼠标并获得 x,y 结果时,我可以测试鼠标单击 x,y 是否在该区域内。

所以这里是我创建区域的地方

for( int z = 0; z < 6; z++ )
{
if( game->player1.Blockbestand[z] > 0 )
{
    glLoadIdentity();               
    xoff = (z/4.0f);
    yoff = (floor(xoff))/4.0f;

    glBegin(GL_QUADS);
    glTexCoord2f(0/4 + xoff,0/4 + yoff);       glVertex2f( x1,game->camera.height-y1);
    glTexCoord2f(0/4 + xoff,1.0/4 + yoff);    glVertex2f( x2,game->camera.height-y1 );
    glTexCoord2f(1.0/4 + xoff,1.0/4 + yoff); glVertex2f( x2,game->camera.height-y2 );
    glTexCoord2f(1.0/4 + xoff,0/4 + yoff);    glVertex2f( x1,game->camera.height-y2 );
    glEnd();

    x1= x2+10;
    x2 = x1+30;
    xoff = (z/4.0f);
    yoff = (floor(xoff))/4.0f;  
}
}           

这是我点击鼠标的地方

for (std::list<MouseState>::iterator it = clicks->begin(); it != clicks->end(); it++) {
    if (it->leftButton == true){
        std::cout << "Left click!\n";
        std::cout << "x: " << it->x << "\n";
            std::cout << "y: " << it->y << "\n";
    }

}

所以我假设我可以以某种方式将该区域保存在数组中。然后当左键单击为真时,我得到 x,y 并查看数组以查看它是否在该区域中.. 但不知道如何执行此操作..

4

1 回答 1

0

首先将4个点保存在一个数组中

locationCheck[m][n] = x1;
locationCheck[m][n+1] = x2;
locationCheck[m][n+2] = game->camera.height-y1;
locationCheck[m][n+3] = game->camera.height-y2;


m++;

然后检查鼠标的 x/y 是否像这样在 4 个点之间。

void GameScreen::menuClickCheck(int x,int y){
int m = 0;
int n=0;
while (m < 32){
    if (locationCheck[m][n] < x && locationCheck[m][n+1] > x) 
        if (locationCheck[m][n+2] > y && locationCheck[m][n+3] < y)
            {
            switch (m)
            {
                case 0 : cout << "Type=DefaultLand \n";
                break;
                case 1 : cout << "Type=Lava \n";
                break;
                case 2 : cout << "Type=Stone \n";
                break;


            }//end switch
        m=32;
    }//endif
    m++;
}//whileloop

}
于 2013-05-03T05:29:02.920 回答