Take a look at this piece of code here:
void game::startLoop()
{
while(QUIT == false)
{
getRoomUpdate();
applySurface(-15, 280, zombie_lefthand, buffer);
applySurface(455, 280, zombie_righthand, buffer);
SDL_Flip(buffer);
while(SDL_PollEvent(&gameEvent))
{
if(gameEvent.type == SDL_QUIT)
{
QUIT = true;
}
}
while(SDL_WaitEvent(&keyEvent))
{
switch(keyEvent.type)
{
case SDL_KEYDOWN:
switch(keyEvent.key.keysym.sym)
{
//blahkeypress
}
}
}
}
}
I'm trying to figure out how to allow SDL_QUIT to work while we're waiting for a keypress. Is there a way to do this or do you guys have a b开发者_开发百科etter idea?
I'm a bit of a newbie so please be specific. :D
The name keyEvent
is misleading. SDL_WaitEvent
will wait for any sort of event, including QUIT.
SDL_Event event;
SDL_WaitEvent(&event);
switch (event.type) {
case SDL_QUIT:
quit = true;
break;
/* cases for keyboard events, etc. */
}
Minimal changes:
You could add if (QUIT) break;
after the inner while loop that sets QUIT.
Or, you could move the outer while loop to a separate function and add a return;
after QUIT = true;
.
Better changes:
Refactor your code similar to many examples available on the web (at sourceforge, or at molly rocket, or just google it).
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