C++ using a void from one class in the main class?
I have my main and im setting up input but im using getters/setters too
use a method from InputHander to my main but doing so is causing a stack
overflow as there is just an infinite loop going on.
The warning i get:
warning C4717: 'key_callback' : recursive on all control paths, function
will cause runtime stack overflow
I have no other idea how too call this method other than use a getter and
setter
Main.cpp
#include <glfw3.h>
#include <stdio.h>
#include <iostream>
#include "InputHandler.h"
using namespace std;
/* Begin Void prototyping */
void error_callback(int error, const char* description);
void key_callback(GLFWwindow* window, int key, int scancode, int action,
int mods);
int main(void)
{
GLFWwindow* window;
/* Initializes error call-backs */
glfwSetErrorCallback(error_callback);
/* Initialize the library */
if (!glfwInit())
return -1;
/* Create a windowed mode window and its OpenGL context */
window = glfwCreateWindow(640, 480, "Hello World", NULL, NULL); //
fullscreen glfwGetPrimaryMonitor() (first NULL)
if (!window)
{
glfwTerminate();
return -1;
}
/* Makes OpenGL context current */
glfwMakeContextCurrent(window);
/* Make the window's context current */
glfwMakeContextCurrent(window);
/* Receives input events */
glfwSetKeyCallback(window, key_callback);
/* Loop until the user closes the window */
while (!glfwWindowShouldClose(window))
{
/* Render here */
float ratio;
int width, height;
glfwGetFramebufferSize(window, &width, &height);
ratio = width / (float) height;
glViewport(0, 0, width, height);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LEQUAL);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(-ratio, ratio, -1.f, 1.f, 1.f, -1.f);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glRotatef((float) glfwGetTime() * 10.f, 0.f, 10.f, 0.f);
/* Swap front and back buffers */
glfwSwapBuffers(window);
/* Poll for and process events */
glfwPollEvents();
}
glfwDestroyWindow(window);
glfwTerminate();
return 0;
}
/*
Calls back the program if a GLFW function fail and logs it
*/
void error_callback(int error, const char* description)
{
fputs(description, stderr);
}
/*
Gets InputHandler::key_callback returns key_callback too use in Main.cpp
*/
void key_callback(GLFWwindow* window, int key, int scancode, int action,
int mods)
{
return key_callback(window, key, scancode, action, mods);
}
InputHandler.h
#pragma once
#include <glfw3.h>
#include <iostream>
using namespace std;
class InputHandler
{
public:
InputHandler(void);
~InputHandler(void);
static void key_callback(GLFWwindow* window, int key, int scancode,
int action, int mods);
};
InputHandler.cpp
#include "InputHandler.h"
GLFWwindow* window;
InputHandler::InputHandler(void)
{
}
InputHandler::~InputHandler(void)
{
}
/* Gives keys events */
static void key_callback(GLFWwindow* window, int key, int scancode, int
action, int mods)
{
switch(key)
{
case GLFW_KEY_ESCAPE:
glfwSetWindowShouldClose(window, GL_TRUE);
break;
case GLFW_KEY_W:
cout << "W working" << endl;
break;
case GLFW_KEY_A:
break;
case GLFW_KEY_S:
break;
case GLFW_KEY_D:
break;
case GLFW_KEY_1:
break;
case GLFW_KEY_2:
break;
}
}
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