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我觀察了多個關於在Allegro中使用多個定時器的教程,但是這種編程方式對我來說並不適用。 問題是,源地址永遠不會匹配我想要觀看的定時器地址。在Allegro 5中使用多個定時器
我使用多個類/實例來封裝我的代碼,因爲它將來會非常複雜。我的遊戲的主循環位於Game類/實例中。定時器和事件封裝在Engine類/實例中,該實例是Game實例的成員。
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);
};
輸出
TimerEvent: 031A0D80 0326AF30 0326A380 0326B090
「TimerEvent:」[實際事件ADRESS] [VSyncTimer ADRESS] [LoopTimer ADRESS] [InGameTimer ADRESS]
哪裏是這些不會忽略這個問題?