I'm writing a game and I'm wound up in needing a console for simple text input; filenames and simple values.
我正在写一个游戏,我需要一个简单的文本输入控制台;文件名和简单值。
Using SDL, my console looks the following at it's simplest:
使用SDL,我的控制台看起来最简单:
class Console
{
public:
typedef std::list<String> InputList;
enum Result
{
NOTHING = 0,
ENTERED,
ESCAPED
};
static const String& GetInput() { return input; }
static Result Query(SDLKey lastKey)
{
if(lastResult == ENTERED || lastResult == ESCAPED)
{
input.clear();
}
switch (lastKey)
{
case SDLK_a:
case SDLK_b:
case SDLK_c:
case SDLK_d:
case SDLK_e:
case SDLK_f:
case SDLK_g:
case SDLK_h:
case SDLK_i:
case SDLK_j:
case SDLK_k:
case SDLK_l:
case SDLK_m:
case SDLK_n:
case SDLK_o:
case SDLK_p:
case SDLK_q:
case SDLK_r:
case SDLK_s:
case SDLK_t:
case SDLK_u:
case SDLK_v:
case SDLK_w:
case SDLK_x:
case SDLK_y:
case SDLK_z:
case SDLK_0:
case SDLK_1:
case SDLK_2:
case SDLK_3:
case SDLK_4:
case SDLK_5:
case SDLK_6:
case SDLK_7:
case SDLK_8:
case SDLK_9:
case SDLK_SLASH:
case SDLK_BACKSLASH:
case SDLK_PERIOD:
case SDLK_COMMA:
case SDLK_SPACE:
case SDLK_UNDERSCORE:
case SDLK_MINUS:
input += static_cast<char> (lastKey);
lastResult = NOTHING;
break;
case SDLK_RETURN:
lastResult = ENTERED;
break;
case SDLK_ESCAPE:
lastResult = ESCAPED;
break;
}
return lastResult;
}
protected:
static Result lastResult;
static String input;
};
This would be called from the application's main event loop, if the console is active and the last event was a keypress, then the result of the input is processed at a state where it's necessary.
这将从应用程序的主事件循环中调用,如果控制台处于活动状态且最后一个事件是按键,则输入的结果将在必要的状态下处理。
Of course, it looks incredibly awkward... What's a better way to implement a simple console that can be easily rendered in my game's window? (Not going anywhere near to highly unportable solutions like having to reroute std::cout or writing code to bring up a UNIX console etc.)
当然,它看起来令人难以置信的尴尬...有什么更好的方法来实现一个简单的控制台,可以在我的游戏窗口轻松渲染? (不要接近高度不可移植的解决方案,例如必须重新路由std :: cout或编写代码以启动UNIX控制台等)
1 个解决方案
#1
One suggestion I would offer is to use if statements instead of a switch in this case:
我提供的一个建议是在这种情况下使用if语句而不是switch:
if(lastKey == SDLK_RETURN)
lastResult = ENTERED;
else if(lastKey == SDLK_ESCAPE)
lastResult = ESCAPED;
else if(lastKey >= SDLK_SPACE && lastKey <= SDLK_z)
{
input += static_cast<char> (lastKey);
lastResult = NOTHING;
}
I took some liberties and included some characters that you didn't have in your code above, such as the ampersand, quotes, parentheses, brackets, etc. If you don't want those keys, you can add a few more if statements to break it down a bit more.
我采取了一些*,包括你在上面的代码中没有的一些字符,如&符号,引号,括号,括号等。如果你不想要那些键,你可以添加一些if语句到把它分解一点。
This assumes that the enum for the keys doesn't change a lot. If it does change a lot you may be better off with what you had.
这假设键的枚举不会发生很大变化。如果它确实发生了很大的变化,那么你可能会对自己拥有的东西感觉更好
#1
One suggestion I would offer is to use if statements instead of a switch in this case:
我提供的一个建议是在这种情况下使用if语句而不是switch:
if(lastKey == SDLK_RETURN)
lastResult = ENTERED;
else if(lastKey == SDLK_ESCAPE)
lastResult = ESCAPED;
else if(lastKey >= SDLK_SPACE && lastKey <= SDLK_z)
{
input += static_cast<char> (lastKey);
lastResult = NOTHING;
}
I took some liberties and included some characters that you didn't have in your code above, such as the ampersand, quotes, parentheses, brackets, etc. If you don't want those keys, you can add a few more if statements to break it down a bit more.
我采取了一些*,包括你在上面的代码中没有的一些字符,如&符号,引号,括号,括号等。如果你不想要那些键,你可以添加一些if语句到把它分解一点。
This assumes that the enum for the keys doesn't change a lot. If it does change a lot you may be better off with what you had.
这假设键的枚举不会发生很大变化。如果它确实发生了很大的变化,那么你可能会对自己拥有的东西感觉更好