我正在用C++制作一个游戏,并且我的派生类遇到了问题.我有一个名为GameScreen的基类,它有一个没有语句的vitrual void draw()函数.我还有一个名为MenuScreen的派生类,它还有一个虚拟的void draw()函数和一个名为TestMenu的MenuScreen派生类,它也有一个void draw()函数.在我的程序中,我有一个GameScreens列表,我有一个GameScreen迭代器通过调用每个GameScreens draw()函数.
问题是我在GameScreen列表上放置了一个TestMenu对象.而不是迭代器调用TestMenu的draw()函数,而是调用GameScreen类的draw()函数.有谁知道如何调用TestMenu的draw()函数而不是GameScreen中的函数.
这是功能:
// Tell each screen to draw itself.
//gsElement is a GameScreen iterator
//gsScreens is a list of type GameScreen
void Draw()
{
for (gsElement = gsScreens.begin(); gsElement != gsScreens.end(); gsElement++)
{
/*if (gsElement->ssState == Hidden)
continue;*/
gsElement->Draw();
}
}
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这是我的课程的副本:
class GameScreen {
public:
string strName;
bool bIsPopup;
bool bOtherScreenHasFocus;
ScreenState ssState;
//ScreenManager smScreenManager;
GameScreen(string strName){
this->strName = strName;
}
//Determine if the screen should be drawn or not
bool IsActive(){
return !bOtherScreenHasFocus &&
(ssState == Active);
}
//------------------------------------
//Load graphics content for the screen
//------------------------------------
virtual void LoadContent(){
}
//------------------------------------
//Unload content for the screen
//------------------------------------
virtual void UnloadContent(){
}
//-------------------------------------------------------------------------
//Update changes whether the screen should be updated or not and sets
//whether the screen should be drawn or not.
//
//Input:
// bOtherScreenHasFocus - is used set whether the screen should update
// bCoveredByOtherScreen - is used to set whether the screen is drawn or not
//-------------------------------------------------------------------------
virtual void Update(bool bOtherScreenHasFocus, bool bCoveredByOtherScreen){
this->bOtherScreenHasFocus = bOtherScreenHasFocus;
//if the screen is covered by another than change the screen state to hidden
//else set the screen state to active
if(bCoveredByOtherScreen){
ssState = Hidden;
}
else{
ssState = Active;
}
}
//-----------------------------------------------------------
//Takes input from the mouse and calls appropriate actions
//-----------------------------------------------------------
virtual void HandleInput(){
}
//----------------------
//Draw content on screen
//----------------------
virtual void Draw(){
}
//--------------------------------------
//Deletes screen from the screen manager
//--------------------------------------
void ExitScreen(){
//smScreenManager.RemoveScreen(*this);
}
};
class MenuScreen: public GameScreen{
public:
vector <BUTTON> vbtnMenuEntries;
MenuScreen(string strName):GameScreen(strName){
}
virtual void Update(bool bOtherScreenHasFocus, bool bCoveredByOtherScreen){
GameScreen::Update(bOtherScreenHasFocus, bCoveredByOtherScreen);
for(unsigned int i = 0; i < vbtnMenuEntries.size(); i++){
vbtnMenuEntries[i].IsPressed();
}
}
virtual void Draw(){
GameScreen::Draw();
for(unsigned int i = 0; i < vbtnMenuEntries.size(); i++)
vbtnMenuEntries[i].Draw();
}
};
class testMenu : public MenuScreen{
public:
vector<OBJECT> test;
//OBJECT background3();
// OBJECT testPic(512, 384, buttonHover.png, 100, 40, 100, 40);
// BUTTON x(256, 384, buttonNormal.png, buttonHover.png, buttonPressed.png, 100, 40, test());
bool draw;
testMenu():MenuScreen("testMenu"){
OBJECT background3(1, 1, 0, TEXT("background.png"), 1, 1, 1024, 768);
OBJECT testPic(512, 384,0, TEXT("buttonHover.png"), 1, 1, 100, 40);
test.push_back(background3);
test.push_back(testPic);
//background3.Init(int xLoc, int yLoc, int zLoc, LPCTSTR filePath, int Rows, int Cols, int Width, int Height)
//test.push_back(background3);
// vbtnMenuEntries.push_back(x);
draw = false;
}
void Update(bool bOtherScreenHasFocus, bool bCoveredByOtherScreen){
MenuScreen::Update(bOtherScreenHasFocus, bCoveredByOtherScreen);
//cout << "X" << endl;
/*if(MouseLButton == true){
testMenu2 t;
smManager.AddScreen(t);
}*/
}
void Draw(){
//background3.Draw();
test[0].Draw();
test[1].Draw();
MenuScreen::Draw();
///*if(draw){*/
// testPic.Draw();
//}
}
/*void test(){
draw = true;
}*/
};
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如果gsScreens是一个对象列表而不是一个指针列表(如代码所示),那么你就不会存储你认为存储在其中的内容.
发生的事情是 - 您不是将TestMenu放入列表中,而是使用编译器生成的复制构造函数构建一个新的MenuScreen,并将此MenuScreen放入列表中.
C++通过指针是多态的,所以如果你没有指针,你将不会获得多态行为.
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