开发环境 : MacOS
参考资料 : 陈云老师的 SDL2 教程
在 SDL2 中实现鼠标事件还是比较简单的,只需要再event_loop(事件循环)
里加个switch
或者if
就可以的实现:
/* 事件循环 */
void event_loop() {
while (1) {
...
// 鼠标事件
SDL_Event event;
while (SDL_PollEvent(&event)) {
if(event.type == SDL_QUIT) {
return;
}
}
...
}
}
但如果要实现拖拽事件,我们就需要大刀阔斧的改造一下了。
首先使用面向对象思维抽象化RectShape
,在头文件里做一个结构体和几个必须的函数。
// 抽象矩形框
#ifndef MOUSEEVENT_RECTSHAPE_H
#define MOUSEEVENT_RECTSHAPE_H
#include <SDL.h>
typedef struct {
SDL_FRect dest;
uint32_t color;
// _代表内部使用
// 记录起始点
SDL_FPoint _dragStartPoint;
// 记录开始拖动时鼠标的位置 了解鼠标移动的距离
SDL_FPoint _dragStartMousePoint;
// 是否被点击(是否启用)
int _dragEnabled;
} RectShape;
// 创建矩形框
RectShape *RectShape_Create(float x, float y, float w, float h, uint32_t color);
// 绘图
void RectShape_Draw(RectShape *self, SDL_Renderer *renderer);
// 鼠标事件 .. SDL_Event是事件类型
void RectShape_OnMouseEvent(RectShape *self, SDL_Event *event);
// 销毁
void RectShape_Destroy(RectShape *self);
#endif
然后,我们逐一实现它:
首先是创建矩形框,这个比较简单:
...
// 创建矩形框
RectShape *RectShape_Create(float x, float y, float w, float h, uint32_t color) {
// 分配内存
RectShape *self = malloc(sizeof(RectShape));
self->color = color;
self->dest.x = x;
self->dest.y = y;
self->dest.w = w;
self->dest.h = h;
// 默认不启用拖动属性
self->_dragEnabled = 0;
return self;
}
...
_dragEnabled
是确定是否启用拖拽属性的,确保鼠标没按下时不启动属性(直接启用不成自动寻路了)
然后基本的销毁和绘图
...
// 绘制
void RectShape_Draw(RectShape *self, SDL_Renderer *renderer) {
// 提取颜色通道
// 0xffff0000 ARGB
SDL_SetRenderDrawColor(
renderer,
// RGBA
// 提取红色通道值,右移xx位
(self->color & 0x00ff0000) >> 16, // 红 r
(self->color & 0x0000ff00) >> 8, // 绿 g
self->color & 0x000000ff, // 蓝 b
(self->color & 0xff000000) >> 24 // 透明 a
);
// &取地址
SDL_RenderFillRectF(renderer, &(self->dest));
}
...
// 销毁
void RectShape_Destroy(RectShape *self) {
free(self);
}
dest->color
不能直接用,需要用右移计算提取里面的元素(颜色 RGBA)
最重要的来了,怎么搞出来拖拽这一事件呢?
// 鼠标事件(拖动) .. SDL_Event是事件类型
void RectShape_OnMouseEvent(RectShape *self, SDL_Event *event) {
switch (event->type) {
// 鼠标移动事件
case SDL_MOUSEMOTION:
// 点击时开始和鼠标一起拖动
if (self->_dragEnabled == 1) {
self->dest.x = self->_dragStartPoint.x + event->motion.x - self->_dragStartMousePoint.x;
self->dest.y = self->_dragStartPoint.y + event->motion.y - self->_dragStartMousePoint.y;
}
break;
// 鼠标点下事件
case SDL_MOUSEBUTTONDOWN:
// 当鼠标按下时,开始拖动
self->_dragStartPoint.x = self->dest.x;
self->_dragStartPoint.y = self->dest.y;
self->_dragStartMousePoint.x = event->button.x;
self->_dragStartMousePoint.y = event->button.y;
self->_dragEnabled = 1;
break;
// 鼠标弹起事件
case SDL_MOUSEBUTTONUP:
self->_dragEnabled = 0;
break;
}
}
还有限定区域:只能拖动方块区域才能拖动的方法
// 鼠标事件(拖动) .. SDL_Event是事件类型
void RectShape_OnMouseEvent(RectShape *self, SDL_Event *event) {
// 检测碰撞
SDL_Point currentMousePoint;
// 转换类型
SDL_Rect destRect;
switch (event->type) {
// 鼠标移动事件
case SDL_MOUSEMOTION:
// 点击时开始和鼠标一起拖动
if (self->_dragEnabled == 1) {
self->dest.x = self->_dragStartPoint.x + event->motion.x - self->_dragStartMousePoint.x;
self->dest.y = self->_dragStartPoint.y + event->motion.y - self->_dragStartMousePoint.y;
}
break;
// 鼠标点下事件
case SDL_MOUSEBUTTONDOWN:
// 检测碰撞(鼠标和红色块)
currentMousePoint.x = event->button.x;
currentMousePoint.y = event->button.y;
// 强制类型转换
destRect.x = (int) self->dest.x;
destRect.y = (int) self->dest.y;
destRect.w = (int) self->dest.w;
destRect.h = (int) self->dest.h;
// 如果他俩相交
if (SDL_PointInRect(¤tMousePoint, &destRect)) {
// 当鼠标按下时,开始拖动
self->_dragStartPoint.x = self->dest.x;
self->_dragStartPoint.y = self->dest.y;
self->_dragStartMousePoint.x = event->button.x;
self->_dragStartMousePoint.y = event->button.y;
self->_dragEnabled = 1;
}
break;
// 鼠标弹起事件
case SDL_MOUSEBUTTONUP:
self->_dragEnabled = 0;
break;
}
}
然后在 main 里画一个小方块,配置一下
#include <SDL.h>
#include "RectShape.h"
#define WIDTH 400
#define HEIGHT 300
/* 设定帧频 */
#define FRAMERATE 60
// 渲染器
SDL_Renderer *renderer;
// window
SDL_Window *window;
// RectShape
RectShape *rect;
void draw() {
// 渲染背景为白色,使用渲染器
SDL_SetRenderDrawColor(renderer, 225, 225, 225, 225);
SDL_RenderClear(renderer);
RectShape_Draw(rect, renderer);
// 使其生效(放到屏幕上)
SDL_RenderPresent(renderer);
}
/* 事件循环 */
void event_loop() {
while (1) {
/* 帧率:获取毫秒值 */
long begin = SDL_GetTicks();
/* 动画 */
draw();
SDL_Event event;
/* 使用循环读取事件比if快,不用等 */
while (SDL_PollEvent(&event)) {
switch (event.type) {
// 鼠标移动事件
case SDL_MOUSEMOTION:
// 鼠标点下事件
case SDL_MOUSEBUTTONDOWN:
// 鼠标弹起事件
case SDL_MOUSEBUTTONUP:
// 转移到函数内部处理事件
RectShape_OnMouseEvent(rect, &event);
break;
case SDL_QUIT: return;
}
}
/* 帧率:当前值 */
long current = SDL_GetTicks();
/* 现在每一帧花费的时间 */
long cost = current - begin;
/* 每帧应该的时间 */
long frame = 1000/FRAMERATE;
/* 计算该休眠的时间维持帧数 */
long delay = frame - cost;
/* 如果delay是负就不休眠维持帧数 */
if (delay > 0) {
SDL_Delay(delay);
}
/* 在系统资源足够的情况下能够保持一个足够的帧频,不够咱也没办法 */
}
}
int main() {
if (SDL_Init(SDL_INIT_VIDEO)) {
SDL_Log("Can not init video, %s", SDL_GetError());
return 1;
}
window = SDL_CreateWindow(
"鼠标事件",
SDL_WINDOWPOS_CENTERED,
SDL_WINDOWPOS_CENTERED,
WIDTH,HEIGHT,
SDL_WINDOW_SHOWN
);
if (window==NULL) {
SDL_Log("Can not create window, %s", SDL_GetError());
return 1;
}
// 创建渲染器
// 窗口 渲染驱动(索引) 用什么渲染
// SDL_RENDERER_ACCELERATED 硬件加速 GPU
// SDL_RENDERER_SOFTWARE CPU渲染 (什么MC行为)
renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED);
if (renderer==NULL) {
SDL_Log("Can not create renderer, %s", SDL_GetError());
}
// 创建
rect = RectShape_Create(0, 0, 80, 60, 0xffff0000);
event_loop();
// 销毁
RectShape_Destroy(rect);
/* 释放渲染器 */
SDL_DestroyRenderer(renderer);
/* 释放窗口 */
SDL_DestroyWindow(window);
return 0;
}