SDL / C++: How to make this function short(er)?
I have this:
void showNumbers(){
nrBtn1 = TTF_RenderText_Blended( fontnrs, "1", sdlcolors[0] );
nrBtn2 = TTF_RenderText_Blended( fontnrs, "2", sdlcolors[1] );
nrBtn3 = TTF_RenderText_Blended( fontnrs, "3", sdlcolors[2] );
nrBtn4 = TTF_RenderText_Blended( fontnrs, "4", sdlcolors[3] );
nrBtn5 = TTF_RenderText_Blended( fontnrs, "5", sdlcolors[4] );
nrBtn6 = TTF_RenderText_Blended( fontnrs, "6", sdlcolors[5] );
nrBtn7 = TTF_RenderText_Blended( fontnrs, "7", sdlcolors[6] );
nrBtn8 = TTF_RenderText_Blended( fontnrs, "8", sdlcolors[7] );
nrBtn9 = TTF_RenderText_Blended( fontnrs, "9", sdlcolors[8] );
SDL_Rect rcnrBtn1 = { 40, 32, 0, 0 };
SDL_Rect rcnrBtn2 = { 70, 32, 0, 0 };
SDL_Rect rcnrBtn3 = { 100, 32, 0, 0 };
SDL_Rect rcnrBtn4 = { 130, 32, 0, 0 };
SDL_Rect rcnrBtn5 = { 160, 32, 0, 0 };
SDL_Rect rcnrBtn6 = { 190, 32, 0, 0 };
SDL_Rect rcnrBtn7 = { 220, 32, 0, 0 };
SDL_Rect rcnrBtn8 = { 250, 32, 0, 0 };
SDL_Rect rcnrBtn9 = { 280, 32, 0, 0 };
SDL_BlitSurface(nrBtn1, NULL, screen, &rcnrBtn1); SDL_FreeSurface(nrBtn1);
SDL_BlitSurface(nrBtn2, NULL, screen, &rcnrBtn2); SDL_FreeSurface(nrBtn2);
SDL_BlitSurface(nrBtn3, NULL, screen, &rcnrBtn3); SDL_FreeSurface(nrBtn3);
SDL_BlitSurface(nrBtn4, NULL, screen, &rcnrBtn4); SDL_FreeSurface(nrBtn4);
SDL_BlitSurface(nrBtn5, NULL, screen, &rcnrBtn5); SDL_FreeSurface(nrBtn5);
SDL_BlitSurface(nrBtn6, NULL, screen, &rcnrBtn6); SDL_FreeSurface(nrBtn6);
SDL_BlitSurface(nrBtn7, NULL, screen, &rcnrBtn7); SDL_FreeSurface(nrBtn7);
SDL_BlitSurface(nrBtn8, NULL, screen, &rcnrBtn8); SDL_FreeSurface(nrBtn8);
SDL_BlitSurface(nrBtn9, NULL, screen, &rcnrBtn9); SDL_FreeSurface(nrBtn9);
}
But for 60 buttons. Is there a way how to do something like:
void showNumbers()
{
SDL_Rect rcnrBtn1 = { 40, 32, 0, 0 };
SDL_Rect rcnrBtn2 = { 70, 32, 0, 0 };
SDL_Rect rcnrBtn3 = { 100, 32, 0, 0 };
SDL_Rect rcnrBtn4 = { 130, 32, 0, 0 };
SDL_Rect rcnrBtn5 = { 160, 32, 0, 0 };
SDL_Rect rcnrBtn6 = { 190, 32, 0, 0 };
SDL_Rect rcnrBtn7 = { 220, 32, 0, 0 };
SDL_Rect rcnrBtn8 = { 250, 32, 0, 0 };
SDL_Rect rcnrBtn9 = { 280, 32, 0, 0 };
for(int x=1; x<=60;x++){
开发者_开发技巧 nrBtn+x = TTF_RenderText_Blended( fontnrs, x, sdlcolors[x-1] );
SDL_BlitSurface(nrBtn+x, NULL, screen, &rcnrBtn+x); SDL_FreeSurface(nrBtn+x);
}
}
You need to use an array.
E.g.
SDL_Rect rcnrBtn[60];
for(int x = 0; x < 60; x++) {
rcnrBtn[x].x = 30 * x + 10;
rcnrBtn[x].y = 32;
rcnrBtn[x].w = 100;
rcnrBtn[x].h = 24;
}
Arrays always start at 0
, and this particular one ends at 59
giving a total of 60 elements.
You could do something like this :
void showNumbers() {
SDL_Surface* nrBtn = NULL;
int nbr = 1;
int x = 30; // your starting x
int i = 0;
for (; i < 60; ++i) {
nrBtn = TTF_RenderText_Blended(fontnrs, nbr_to_str(nbr), sdlcolors[i]); // You'll have to code nbr_to_str
SDL_Rect rect = {x, 32, 0, 0}; // Are you sure that width and height are 0 ?
SDL_BlitSurface(nrBtn, NULL, screen, &rect);
SDL_FreeSurface(nrBtn);
x += 30;
}
return;
}
It appears your entire function could be replaced with the following array-based variation. Assuming that your nrBtnXX
variables are defined outside the function and you want to minimise the scope of changes, you should look at something like:
#define BUTTON_COUNT 60
SDL_Surface *nrBtn[BUTTON_COUNT];
void showNumbers () {
char textNum[3];
for (int i = 0; i < BUTTON_COUNT; i++) {
sprintf (textNum, "%d", i);
nrBtn[i] = TTF_RenderText_Blended( fontnrs, textNum, sdlcolors[i] );
}
SDL_Rect rcnrBtn[BUTTON_COUNT];
for (int i = 0; i < BUTTON_COUNT; i++) {
rcnrBtn[i].x = 40 + i * 30; // use formulae for all these.
rcnrBtn[i].y = 32;
rcnrBtn[i].w = 0;
rcnrBtn[i].h = 0;
}
for (int i = 0; i < BUTTON_COUNT; i++) {
SDL_BlitSurface(nrBtn[i], NULL, screen, &rcnrBtn[i]);
SDL_FreeSurface(nrBtn[i]);
}
}
The idea is to store everything in arrays so that you don't have to deal with individual variables. If the nrBtn
variables are required to be a non-array, then I would set up a single array of pointers to them so this approach would still work, something like:
SDL_Surface *nrBtnPtr[] = { &nrBtn1, &nrBtn2 ..., &nrBtn60 };
You should also set the formulae intelligently for the x
and y
coordinates since you probably don't want a 60x1 matrix for them. Look into making it 12x5 or something equally as compact.
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