•      Sign In
• Create Account

### #Actualagentultra

Posted 12 February 2013 - 05:30 PM

I figured it out (I was using a forward declaration and forgot to include the header in my implementation of the derived class).

Only now I have to figure out how to push new scenes from a scene...

void BlankScene::onKeyDown(SDLKey key, SDLMod mod, Uint16 unicode)
{
switch (key) {
case SDLK_SPACE:
std::cout << "You pressed space in the blank scene!" << std::endl;
app->pushScene(ScenePtr(new YellowScene()));
break;

default:
break;
}
}


This will throw EXC_BAD_ACCESS.

I'm going to assume it has something to do with my implementation of pushScene and unique_ptr?

void App::pushScene(ScenePtr scene)
{
scene_stack.push(std::move(current_scene)); // current_scene becomes NULL
next_scene = std::move(scene);
next_scene->app = this;
}


### #3agentultra

Posted 12 February 2013 - 05:06 PM

I figured it out (I was using a forward declaration and forgot to include the header in my implementation of the derived class).

Only now I have to figure out how to push new scenes from a scene...

void BlankScene::onKeyDown(SDLKey key, SDLMod mod, Uint16 unicode)
{
switch (key) {
case SDLK_SPACE:
std::cout << "You pressed space in the blank scene!" << std::endl;
app->pushScene(ScenePtr(new YellowScene()));
break;

default:
break;
}
}


This will throw EXC_BAD_ACCESS .

### #2agentultra

Posted 12 February 2013 - 04:54 PM

I figured it out (I was using a forward declaration and forgot to include the header in my implementation of the derived class).

Only now I have to figure out how to yield events from the main loop to the scene. The rabbit hole keeps going.

### #1agentultra

Posted 12 February 2013 - 04:49 PM

I figured it out (I was using a forward declaration and forgot to include the header in my implementation of the derived class).

PARTNERS