I have some SFML 2.0 code, where I draw a robot which moves in a grid. Grid is drawn using OpenGL, the robot image is loaded using sf::Texture. I have some code that makes walls on user left mouse click (no collision detection). I made a function which erases them on right click.
Walls are stored in sf::Sprite, then put into std::list and drawn in a loop. When I call list.erase() program segfaults. Debugger shows some problem in sf::transformable = operator.
How to fix that.
Here is the code:
#include <SFML/Graphics.hpp>
#include <SFML/OpenGL.hpp>
#include <iostream>
#include <list>
using namespace std;
static const size_t WIN_HEIGHT=800, WIN_WIDTH=800;
void drawGrid();
void fixCoords(int & x, int & y);
static list<sf::Sprite> walls;
int main()
{
// Create the main window
sf::RenderWindow window(sf::VideoMode(WIN_WIDTH, WIN_HEIGHT), "SFML window");
/*** Robot code ***/
sf::Image robotImg;
robotImg.loadFromFile("robot.png");
robotImg.createMaskFromColor(sf::Color(89, 167, 45));
sf::Texture robotTexture;
robotTexture.loadFromImage(robotImg);
sf::Sprite robotSpr(robotTexture);
sf::Sprite t;
robotSpr.setPosition(sf::Vector2f(400, 405));
/***** Wall code ****/
int x = 0, y = 0;
sf::Image wallimg;
wallimg.loadFromFile("wall.png");
wallimg.createMaskFromColor(sf::Color(255, 0, 255));
sf::Texture walltex;
walltex.loadFromImage(wallimg);
sf::Sprite wall;
wall.setTexture(walltex);
int movex = 0, movey = 0;
gluOrtho2D(0, WIN_WIDTH, 0, WIN_HEIGHT);
while (window.isOpen())
{
// Process events
sf::Event event;
while (window.pollEvent(event))
{
// Close window : exit
if (event.type == sf::Event::Closed)
{
window.close();
return 0;
}
if (event.type == sf::Event::MouseButtonPressed )
{
if(event.mouseButton.button == sf::Mouse::Left)
{
x = event.mouseButton.x;
y = event.mouseButton.y;
fixCoords(x, y);
wall.setPosition(sf::Vector2f(x, y));
walls.push_back(wall);
}
if(event.mouseButton.button == sf::Mouse::Right)
{
x = event.mouseButton.x;
y = event.mouseButton.y;
fixCoords(x, y);
for(list<sf::Sprite>::iterator it = walls.begin(); it != walls.end(); it++)
{
if((it->getPosition().x == x) && (it->getPosition().y == y)) // This line
walls.erase(it);
}
}
}
if(event.type == sf::Event::KeyPressed)
{
if((movex == 0) && (movey == 0))
{
if(event.key.code == sf::Keyboard::Up)
movey -= 37;
if(event.key.code == sf::Keyboard::Down)
movey += 37;
if(event.key.code == sf::Keyboard::Left)
movex -= 40;
if(event.key.code == sf::Keyboard::Right)
movex += 40;
}
}
}
window.pushGLStates();
window.clear(sf::Color(90, 167, 45));
// Insert SFML Draws here
if(movex > 0)
{
robotSpr.move(1, 0);
movex--;
}
if(movex < 0)
{
robotSpr.move(-1, 0);
movex++;
}
if(movey > 0)
{
robotSpr.move(0, 1);
movey--;
}
if(movey < 0)
{
robotSpr.move(0, -1);
movey++;
}
window.draw(robotSpr);
if((x != 0) && (y != 0))
{
for(list<sf::Sprite>::iterator it = walls.begin(); it != walls.end(); it++)
window.draw(*it);
}
window.popGLStates();
// OpenGL Here
drawGrid();
// Update the window
window.display();
}
}
void drawGrid()
{
glColor3ub(0, 0, 0);
glBegin(GL_LINES); // Horizontal lines
for(int i = 0; i < WIN_HEIGHT; i += WIN_HEIGHT / 20)
{
glVertex2i(0, i);
glVertex2i(WIN_WIDTH, i);
}
glEnd();
glColor3ub(0, 0, 0);
glBegin(GL_LINES); // Vertical lines
for(int i = 0; i < WIN_WIDTH; i += WIN_WIDTH / 20)
{
glVertex2i(i, 0);
glVertex2i(i, WIN_HEIGHT);
}
glEnd();
}
void fixCoords(int &x, int &y)
{
/**** Find the nearest x sqare ****/
for(int i = 1; i < WIN_WIDTH - 1; i += 40)
{
if((x >= i) && x <= (i + 40))
{
x = i - 1;
break;
}
}
for(int i = WIN_HEIGHT; i > 0; i -= 40)
{
if((y >= i) && y <= (i + 40))
{
y = i;
break;
}
}
}
This is an annoyance of the way the
list<T>container works.A
list<T>container is implemented as a doubly linked list. So an iterator needs to access its current element to get to the next element. If you have just erased its current element, everything explodes.You can make it work like this:
you could also use remove_if with an appropriate predicate class, but that would just be uglier and more convoluted.