Nim 和 SDL2 的 Rect 问题

Nim and SDL2 trouble with Rect

我有以下Nim+官方libsdl2 wrapper代码

import sdl2

discard sdl2.init(INIT_EVERYTHING)

let
  window = createWindow("Tic-Tac-Toe", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 600, 390, SDL_WINDOW_SHOWN)
  renderer = createRenderer(window, -1, Renderer_Accelerated or Renderer_PresentVsync or Renderer_TargetTexture)

proc loadImage(file: string): TexturePtr =
  let loadedImage = loadBMP(file)
  let texture = createTextureFromSurface(renderer, loadedImage)
  freeSurface(loadedImage)
  return texture

proc applySurface(x: cint, y: cint, tex: TexturePtr, rend: RendererPtr) =
  var pos: Rect
  pos.x = x
  pos.y = y
  queryTexture(tex, nil, nil, pos.w, pos.h)
  copy(rend, tex, nil, pos)

let
  background = loadImage("resources/bg.bmp")

clear(renderer)
applySurface(0, 0, background, renderer)
present(renderer)

var
  evt = sdl2.defaultEvent
  runGame = true

while runGame:
  while pollEvent(evt):
    if evt.kind == QuitEvent:
      runGame = false
      break

destroy window

编译时出现错误:

source.nim(19, 15) Error: type mismatch: got (TexturePtr, nil, nil, cint, cint)
but expected one of: 
sdl2.queryTexture(texture: TexturePtr, format: ptr uint32, access: ptr cint, w: ptr cint, h: ptr cint)

第 20 行相同:

source.nim(20, 7) Error: type mismatch: got (RendererPtr, TexturePtr, nil, Rect)
but expected one of: 
system.copy(s: string, first: int)
system.copy(s: string, first: int, last: int)
sdl2.copy(renderer: RendererPtr, texture: TexturePtr, srcrect: ptr Rect, dstrect: ptr Rect)

如果在copy()中将pos替换为nil并注释queryTexture(),一切都会好起来的。请帮我解决这个问题。

你的问题是过程需要 ptr 到各自的数据类型,而不是数据本身。例如 ptr cint 是必需的,但您传递的是普通的 cint。你要做的就是拿cintaddr得到一个ptr cint。例如:

var w = pos.w
var h = pos.h
queryTexture(tex, nil, nil, w.addr, h.addr)

请注意,为了 "take the address",您需要一个 var 类型的变量(有关详细信息,请参阅 )。由于 posvar,因此 pos.w.addrpos.h.addr 也应该有效。同样,您必须将 pos.addr 作为 copy.

的最后一个参数