这是关于lazyfoo 的一组SDL 教程的教程页面。在那里,他首先启动了一个计时器来计算每帧在刷新之前应该保持多长时间。他使用以下方法执行此操作
if( ( cap == true ) && ( fps.get_ticks() < 1000 / FRAMES_PER_SECOND ) ) {
//Sleep the remaining frame time
SDL_Delay( ( 1000 / FRAMES_PER_SECOND ) - fps.get_ticks() );
}
虽然我发现 fps.get_ticks() 总是返回 0(??),所以上面不是不需要(?),我们不能完全忽略计时器,只是延迟 1000/FPS。
我在下面尝试了两种方法,都给了我同样的东西。我在这里错过了什么,为什么我们需要一个计时器?
#include "SDL/SDL.h"
#include "SDL/SDL_image.h"
#include <iostream>
SDL_Surface *background = NULL;
SDL_Surface *screen = NULL;
SDL_Surface *msg = NULL;
const int FPS = 20;
void initialize(void){
if (SDL_Init(SDL_INIT_EVERYTHING) == -1 ){
std::cout<<"could not start sdl"<<std::endl;
}
screen = SDL_SetVideoMode(640,480,32,SDL_SWSURFACE);
if (screen == NULL){
std::cout<<"could not make screen"<<std::endl;
}
}
void cleanUp(void){
SDL_Quit();
SDL_FreeSurface(background);
SDL_FreeSurface(msg);
}
void loadFiles(void){
background = IMG_Load("background.bmp");
msg = IMG_Load("msg.bmp");
if (background == NULL){
std::cout<<"could not load background"<<std::endl;
}
if (msg == NULL){
std::cout<<"could not load msg"<<std::endl;
}
}
void blitSurf(int x,int y,SDL_Surface *source,SDL_Surface *dest){
SDL_Rect dest_pos;
dest_pos.x = x;
dest_pos.y = y;
if (SDL_BlitSurface(source,NULL,dest,&dest_pos) == -1){
std::cout<<"could not blit surface"<<std::endl;
}
}
void update(void){
if (SDL_Flip(screen) == -1 ){
std::cout<<"could not update screen"<<std::endl;
}
}
int main(int argc,char *argv[]){
initialize();
loadFiles();
bool running = true;
bool cap = false;
int msg_pos_y = 0;
int start = 0;
int temp = 0;
SDL_Event event;
while (running == true){
start = SDL_GetTicks();
while (SDL_PollEvent(&event)){
if (event.type == SDL_KEYDOWN){
if (event.key.keysym.sym == SDLK_c){
if(cap == false){
cap = true;
std::cout<<"cap set to, true"<<std::endl;
}else{
cap = false;
std::cout<<"cap set to, false"<<std::endl;
}
}
}
if (event.type == SDL_QUIT){
running = false;
std::cout<<"Quit was pressed"<<std::endl;
}
}
blitSurf(0,0,background,screen);
if (msg_pos_y < 640){
blitSurf(200,msg_pos_y,msg,screen);
msg_pos_y++;
}else{
msg_pos_y = 0;
blitSurf(200,msg_pos_y,msg,screen);
}
update();
if ( (cap == true) && ( (SDL_GetTicks()-start) < (1000/FPS) ) ){
SDL_Delay( (1000/FPS) - (SDL_GetTicks()-start) );
}
/* this works as well ??
if ( cap == true ){
SDL_Delay(1000/FPS);
}
*/
}
cleanUp();
return 0;
}