I have a struct "Layer" and class "LayerHandler". Layer consists only a texture, sprite and two constructors - one default and one with a reference parameter. LayerHandler class is a class that handles the drawing of all the layers we have. I add layers to this class and later I use win.draw(layerhandler_object) to draw everything. LayerHandler inherits from Drawable to do so and it overrides virtual void draw().
LayerHandler.h:
#ifndef LAYERHANDLER_H
#define LAYERHANDLER_H
#include <vector>
#include <SFML\Graphics.hpp>
using namespace std;
using namespace sf;
struct Layer {
Texture tex;
Sprite spr;
Layer() { }
Layer(Layer& l) {
tex = l.tex;
spr = l.spr;
}
};
class LayerHandler : public Drawable {
private:
vector<Layer*> layers;
virtual void draw(RenderTarget& target, RenderStates states) const {
for (int i=0; i<layers.size(); i++)
target.draw(layers[i]->spr, states);
}
public:
LayerHandler();
~LayerHandler();
void Add(Layer& layer);
};
#endif
LayerHandler.cpp:
#include "LayerHandler.h"
LayerHandler::LayerHandler() {
}
LayerHandler::~LayerHandler() {
}
void LayerHandler::Add(Layer& layer) {
layers.push_back(new Layer(layer));
}
and main.cpp:
#include <iostream>
#include <SFML\Graphics.hpp>
#include "LayerHandler.h"
using namespace std;
using namespace sf;
int main() {
RenderWindow win(VideoMode(800, 600), "Raven", Style::Default);
win.setFramerateLimit(60);
win.setVerticalSyncEnabled(true);
win.setMouseCursorVisible(false);
LayerHandler lhandler;
Layer back;
back.tex.loadFromFile("bao/gfx/back.png");
back.spr.setTexture(back.tex);
back.spr.setPosition(0, 50);
lhandler.Add(back);
Event evt;
float dt = 0.f;
Clock clock;
float dwticks = clock.getElapsedTime().asMilliseconds();
float dwnewticks = 0.f;
while (win.isOpen()) {
if (win.pollEvent(evt)) {
if (Keyboard::isKeyPressed(Keyboard::Key::Escape)) {
win.close();
}
} else {
dwnewticks = clock.getElapsedTime().asMilliseconds();
dt = dwnewticks > dwticks ? (dwnewticks - dwticks) / 4000.f : 0.f;
dwticks = dwnewticks;
win.clear();
win.draw(lhandler);
win.display();
}
}
return 0;
}
I think it's not complicated and that I did everything ok, but I get this "The value of ESP was not properly saved across the function call" error. I have no idea why I get this error. I know that it may be caused by mismatched calling conventions, but I don't see anything like that in my code... I've got to say that this is the first time ever I got this error and I'm completely out of ideas how to deal with it. Any help?
Don't know why, but the problem was with SFML libraries. Here I'm using version 2.2 for 32-bit apps. I downloaded version 2.3 32-bit and compiled my app with the new 2.3 libraries and now it works perfect.