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 Index » Forum Ti 89, Titanium / 92+ / Voyage 200 et TI-Nspire » Prog C TI (10r) » Problème pour quitter un while
./Post de départ - Problème pour quitter un while
12.09.2009 - 38
19:30  KillerMapper - Posté : 03-12-2009  M
Salut, j'ai dans mon programme une boucle while qui s'effectue tant qu'une variable (nommée bool_enter) ne vaut pas 1.

Dans cette boucle je fais un ngetchx que je test. Si on appuie sur esc ou enter, la variable bool_enter est mise à 1, puis la boucle continue et revient au début.
Donc là, logiquement, la boucle ne devrait pas être exécutée puisque la variable testée vaut bien 1.
Mais la boucle est toujours faite une fois (là si je réappuie sur entrer ou esc, la boucle est stoppée).

Donc je voudrais savoir pourquoi la boucle continue d'être exécutée une fois de trop.

Je mets mes codes sources pour que vous puissiez voir (elle ne marche pas la balise hide? là ça fait gonfler la page, désolé...):

Le fichier main:
// C Source File - Main
// Created 28/10/2009; 11:37:49

#include <tigcclib.h>

#include "pics.h"

#define FULLSCREEN (&(SCR_RECT){{0,0,159,99}})

short menu_principal(short selection);


// Main Function
void _main(void)
{

LCD_BUFFER sauvegarde_ecran;
LCD_save(sauvegarde_ecran);

clrscr();

BitmapPut(0, 0, &bitmap, FULLSCREEN, A_NORMAL);

DrawStr (50, 65, "Version 0.1", A_NORMAL);
DrawStr (20, 80, "appuyez sur une touche", A_NORMAL);
ngetchx();
clrscr();
menu_principal(0);
printf("%d", menu_principal(0));
ngetchx();

LCD_restore(sauvegarde_ecran);
}

//Main menu fonction
short menu_principal(short selection)
{

char select_actuel = 1;
char bool_enter = 0;
short action = 0;
short select_x = 15, select_y = 25, select_x2 = 135;

clrscr();
BitmapPut(25, 9, &crate, FULLSCREEN, A_NORMAL);
DrawStr (40, 10, "MENU PRINCIPAL", A_NORMAL);
BitmapPut(130, 9, &crate, FULLSCREEN, A_NORMAL);
DrawStr (35, 25, "Nouvelle partie", A_NORMAL);
DrawStr (50, 40, "Continuer", A_NORMAL);
DrawStr (55, 55, "Credits", A_NORMAL);
DrawStr (55, 70, "Quitter", A_NORMAL);
BitmapPut(select_x, select_y, &player, FULLSCREEN, A_NORMAL); //drawing the first stickmans
BitmapPut(select_x2, select_y, &player, FULLSCREEN, A_NORMAL);

while (bool_enter != 1)
{
action = ngetchx();
if (action == 337)
select_actuel--;
if (action == 340)
select_actuel++;
if (action == 264 || action == 13)
bool_enter = 1;


DrawStr (select_x, select_y, " ", A_REPLACE); //Clearing the stickmans
DrawStr (select_x2, select_y, " ", A_REPLACE);

switch (select_actuel)
{
case 1:
select_x = 15;
select_y = 25;
select_x2 = 135;
selection = 1;
break;
case 2:
select_x = 30;
select_y = 40;
select_x2 = 120;
selection = 2;
break;
case 3:
select_x = 35;
select_y = 55;
select_x2 = 110;
selection = 3;
break;
case 4:
select_x = 35;
select_y = 70;
select_x2 = 110;
selection = 4;
default:
break;
}
BitmapPut(select_x, select_y, &player, FULLSCREEN, A_NORMAL); //drawing the stickmans
BitmapPut(select_x2, select_y, &player, FULLSCREEN, A_NORMAL);
}
clrscr();
return selection;
}


Le fichier des images:

// Header File - Pics & Sprites
// Created 01/11/2009; 17:56:09

//Player sprite

static BITMAP player = {
8,8,
{ 0x18,
0x3C,
0x3C,
0x18,
0x7E,
0x18,
0x24,
0x24
}};

//Brick sprite

static BITMAP brick = {
8,8,
{ 0x22,
0xFF,
0x88,
0xFF,
0x22,
0xFF,
0x88,
0xFF
}};


//Crate sprite

static BITMAP crate =
{
8,8,
{ 0xFF,
0xC3,
0xA5,
0x99,
0x99,
0xA5,
0xC3,
0xFF
}};



//Title screen picture

static BITMAP bitmap =
{
100,160,
{
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}
};


Voilà merci smile
Programmeur sur TI82, et bientôt sur 89!
./Publicité AdSense
./1
30.06.2001 - 35982
19:36  @Ximoon - Posté : 03-12-2009  M
Je ne suis pas sûr d'avoir compris, quelle est cette fois de trop dont tu parles ?
avatarQue cache le pays des Dieux ? - Ximoon's Box - Forum Ghibli - Forum Littéraire

La fin d'un monde souillé est venue. L'oiseau blanc plane dans le ciel annonçant le début d'une longue ère de purification. Détachons-nous à jamais de notre vie dans ce monde de souffrance. Ô toi l'oiseau blanc, l'être vêtu de bleu, guide nous vers ce monde de pureté. - Sutra originel dork.
./2
29.10.2003 - 26961
19:44  Yoshi Noir - Posté : 03-12-2009  M
mets le ngetchx() et les ifs correspondants en fin de boucle while.

Comme ça, lorsqu'on appuiera sur une touche, on sera donc en fin de boucle, et le programme pourra retourner au début de la boucle et tout de suite après, vérifier la condition sans qu'il ne se passe rien entre-temps.

ps : la façon dont tu changes la variable "select_y" est un peu horrible :

select_y = select_y * 15 +10;

hors des switches est un poil meilleur
Edité par Yoshi Noir le 03-12-2009 à 19:47:44.
avatarTel un automate, le dinosaure noir s'avance vers le chef des Chomps et dit : « Une balle pour chaque recruteur ».

« Very est aux choses intellectuelles ce que le jacky est aux voitures de sport. » - The_CUrE
./3
15.06.2003 - 7811
19:46  GoldenCrystal - Posté : 03-12-2009  @_ö
Ouais pareil je vois pas trop...

Tu as vérifié que ta boucle fonctionnait bien et que les variables avaient bien la bonne valeur au bon moment ? (En affichant à l'écran par exemple...)
Car si t'as un problème le seul truc que je vois c ngetchx...

Sinon oué la balise hide ne marche plus (ça fait super longtemps d'ailleurs, étrange qu'elle traine encore ici...), mais tu peux utiliser [box][pre] [/pre][/box] pour le code, ou même [source].
avatarLe scénario de notre univers a été rédigée par un bataillon de singes savants. Tout s'explique enfin.
T'as un problème ? Tu veux un bonbon ?
[CrystalMPQ] C# MPQ Library/Tools - [CrystalBoy] C# GB Emulator - [Monoxide] C# OSX library - M68k Opcodes
./4
12.09.2009 - 38
19:48  KillerMapper - Posté : 03-12-2009  M
C'est dans la fonction menu_principal.

Après l'affichage des éléments du menus (de bêtes strings: nouvelle partie, continuer, credits, quitter...), je fais une boucle while:


//debut de la fonction
...

while (bool_enter != 1)
{
action = ngetchx();
if (action == 337)
select_actuel--;
if (action == 340)
select_actuel++;
if (action == 264 || action == 13)
bool_enter = 1;
//je teste ici la valeur de la touche appuyée, si on appuie sur entrée ou escape, le booléen passe à 1
//mais après la boucle se répète encore une fois, alors que bool_enter vaut maintenant 1



DrawStr (select_x, select_y, " ", A_REPLACE); //Clearing the stickmans
DrawStr (select_x2, select_y, " ", A_REPLACE);

switch (select_actuel)
{
case 1:
select_x = 15;
select_y = 25;
select_x2 = 135;
selection = 1;
break;
case 2:
select_x = 30;
select_y = 40;
select_x2 = 120;
selection = 2;
break;
case 3:
select_x = 35;
select_y = 55;
select_x2 = 110;
selection = 3;
break;
case 4:
select_x = 35;
select_y = 70;
select_x2 = 110;
selection = 4;
default:
break;
}
BitmapPut(select_x, select_y, &player, FULLSCREEN, A_NORMAL); //drawing the stickmans
BitmapPut(select_x2, select_y, &player, FULLSCREEN, A_NORMAL);
}
clrscr();
return selection;
}


Edit: @ Yoshi_noir: oui j'y avais pensé aussi, je comptais essayer.
Ok pour la variable select_y.

MErci de vos réponses.
Programmeur sur TI82, et bientôt sur 89!
./5
18.06.2001 - 27304
20:09  Folco - Posté : 03-12-2009  M
Sinon, tu utilises 337, 340 etc pour les codes de touches. Visiblement, ça ne fonctionnera bien que sur 89/89ti. Utilises KEY_LEFT/KEY_RIGHT etc... si tu veux que ça fonctionne aussi sur 92+/v200
avatarFolco'sandbox : 2014-11-26
<<< Kernel Extremist©®™ >>> WIP : r14 - 2014-12-02

- xdef directive now updates the cursor
- include directive remove its file from the fileslist when parsed
- added dc directive, binary size verification, relocation table handling
./6
12.09.2009 - 38
20:39  KillerMapper - Posté : 03-12-2009  M
En parlant de ça, il doit surement exister une liste des touches et de leurs valeurs non? Je n'arrive pas à en trouver.

Programmeur sur TI82, et bientôt sur 89!
./7
28.10.2001 - 7508
20:50  Lionel Debroux - Posté : 03-12-2009  M
Il y a l'enum CommonKeys de kbd.h, et les KEY_* de compat.h.
avatarMembre de la TI-Chess Team.
Co-mainteneur de GCC4TI (documentation en ligne de GCC4TI), TIEmu et TILP.
Co-admin de TI-Planet.
./8
09.12.2005 - 6514
20:57  pokito - Posté : 03-12-2009  @_ö
C'est comme ça qu'on fait des hide ici.

hide

// C Source File - Main
// Created 28/10/2009; 11:37:49

#include <tigcclib.h>

#include "pics.h"

#define FULLSCREEN (&(SCR_RECT){{0,0,159,99}})

short menu_principal(short selection);


// Main Function
void _main(void)
{

LCD_BUFFER sauvegarde_ecran;
LCD_save(sauvegarde_ecran);

clrscr();

BitmapPut(0, 0, &bitmap, FULLSCREEN, A_NORMAL);

DrawStr (50, 65, "Version 0.1", A_NORMAL);
DrawStr (20, 80, "appuyez sur une touche", A_NORMAL);
ngetchx();
clrscr();
menu_principal(0);
printf("%d", menu_principal(0));
ngetchx();

LCD_restore(sauvegarde_ecran);
}

//Main menu fonction
short menu_principal(short selection)
{

char select_actuel = 1;
char bool_enter = 0;
short action = 0;
short select_x = 15, select_y = 25, select_x2 = 135;

clrscr();
BitmapPut(25, 9, &crate, FULLSCREEN, A_NORMAL);
DrawStr (40, 10, "MENU PRINCIPAL", A_NORMAL);
BitmapPut(130, 9, &crate, FULLSCREEN, A_NORMAL);
DrawStr (35, 25, "Nouvelle partie", A_NORMAL);
DrawStr (50, 40, "Continuer", A_NORMAL);
DrawStr (55, 55, "Credits", A_NORMAL);
DrawStr (55, 70, "Quitter", A_NORMAL);
BitmapPut(select_x, select_y, &player, FULLSCREEN, A_NORMAL); //drawing the first stickmans
BitmapPut(select_x2, select_y, &player, FULLSCREEN, A_NORMAL);

while (bool_enter != 1)
{
action = ngetchx();
if (action == 337)
select_actuel--;
if (action == 340)
select_actuel++;
if (action == 264 || action == 13)
bool_enter = 1;


DrawStr (select_x, select_y, " ", A_REPLACE); //Clearing the stickmans
DrawStr (select_x2, select_y, " ", A_REPLACE);

switch (select_actuel)
{
case 1:
select_x = 15;
select_y = 25;
select_x2 = 135;
selection = 1;
break;
case 2:
select_x = 30;
select_y = 40;
select_x2 = 120;
selection = 2;
break;
case 3:
select_x = 35;
select_y = 55;
select_x2 = 110;
selection = 3;
break;
case 4:
select_x = 35;
select_y = 70;
select_x2 = 110;
selection = 4;
default:
break;
}
BitmapPut(select_x, select_y, &player, FULLSCREEN, A_NORMAL); //drawing the stickmans
BitmapPut(select_x2, select_y, &player, FULLSCREEN, A_NORMAL);
}
clrscr();
return selection;
}


Le fichier des images:

// Header File - Pics & Sprites
// Created 01/11/2009; 17:56:09

//Player sprite

static BITMAP player = {
8,8,
{ 0x18,
0x3C,
0x3C,
0x18,
0x7E,
0x18,
0x24,
0x24
}};

//Brick sprite

static BITMAP brick = {
8,8,
{ 0x22,
0xFF,
0x88,
0xFF,
0x22,
0xFF,
0x88,
0xFF
}};


//Crate sprite

static BITMAP crate =
{
8,8,
{ 0xFF,
0xC3,
0xA5,
0x99,
0x99,
0xA5,
0xC3,
0xFF
}};



//Title screen picture

static BITMAP bitmap =
{
100,160,
{
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}
};

./9
13.06.2002 - 38300
09:35  @Zeph - Posté : 04-12-2009  M
tant qu'on y est, 2eme astuce : coller des énormes tableaux de sprites ça n'apporte pas des informations très utiles, donc autant en faire l'économie et préserver la mise en page ^^
avatarThis weighted companion cube will accompany you through the test chamber. Please take care of it.
------------------------------------------
:: It offers what you want, not what you need
3l33t :: Relax, we understand j00 ^^
./10
12.09.2009 - 38
17:36  KillerMapper - Posté : 04-12-2009  M
Zephyr (./9) :
tant qu'on y est, 2eme astuce : coller des énormes tableaux de sprites ça n'apporte pas des informations très utiles, donc autant en faire l'économie et préserver la mise en page ^^


C'était au cas ou vous vouliez compiler pour voir wink
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