对于 Windows 应用程序,我正在尝试获取CreateWindow()
并且WndProc()
(或我的版本)成为在开始时创建的单例类的一部分,_tWinMain()
但由于尝试将函数转移到GameHandler.h
并且GameHandler.cpp
我不断收到“未解析的外部符号 _WinMain@ 16"。它们最初是全局函数main.cpp
,一切都编译得很好,然后我决定将它们移到 GameHandler ,因为我得到的只是未解决的外部函数,即使我尝试将它们移回main.cpp
.
我在 VS2010 中这样做,该项目是作为 Windows 应用程序创建的,并且在属性中没有设置特定的入口点(我仔细检查了到目前为止我发现的每个解决方案都说这是因为它是一个控制台应用程序 - 这不是t)。
我目前拥有的代码如下所示。实际项目有几千行其他代码,我认为它不相关(但很高兴证明是错误的。虽然实际的窗口创建代码是相关的,但我认为代码本身并不相关)是问题所在(除了我留下的),它是 GameWindowProc() 和/或 CreateGameWindow() 的位置或它们的调用方式。实际的窗口创建代码取自NeHe 的教程。尝试仅编译以下代码给出上述未解决的外部。
主.cpp:
#include <Windows.h>
#include "GameManager.h"
#ifndef USEGMGR
bool CreateGameWindow(char* title, int width, int height, int bits, bool fullScreenFlag);
LRESULT CALLBACK GameWindowProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam);
#endif
int APIENTRY _tWinMain(HINSTANCE hInst, HINSTANCE hPrevInst,
LPTSTR lpCmdLine, int nCmdShow)
{
GameManager::Startup();
GameManager* GMgr = GameManager::GetInstance();
GMgr->SetProgramState(GAME_MODE);
while(GMgr->GetProgramState() != GAME_MODE) // Normally this would be if (State != GAME_QUIT)
{ /* do game related stuff */ }
GameManager::Shutdown();
return 0;
}
#ifndef USEGMGR
bool CreateGameWindow(char* title, int width, int height, int bits, bool fullScreenFlag)
{
// Fairly complex but flexible creation code, taken from NeHe's tutorials. Of relevant interest is:
WNDCLASS wc; // Windows Class Structure
wc.lpfnWndProc = (WNDPROC) GameWindowProc; // WndProc Handles Messages
if (!RegisterClass(&wc)) // Attempt To Register The Window Class
{
MessageBox(NULL,"Failed To Register The Window Class.","ERROR",MB_OK|MB_ICONEXCLAMATION);
return false;
}
return true;
}
LRESULT CALLBACK GameWindowProc(HWND hWnd, // Handle For This Window
UINT uMsg, // Message For This Window
WPARAM wParam, // Additional Message Information
LPARAM lParam) // Additional Message Information
{
// various custom message handling, if not processed:
return DefWindowProc(hWnd,uMsg,wParam,lParam);
}
#endif
在 GameManager.h 中:
#ifndef GAMEMANAGER_H
#define GAMEMANAGER_H
#define USEGMGR // makes CreateGameWindow() and GameWindowProc() methods in GameManager instead of global
#include <Windows.h>
enum ProgramState
{
GAME_MODE,
GAME_QUIT,
};
class GameManager
{
public:
static void Startup();
static void Shutdown();
static GameManager* GetInstance();
void Update(); // code not shown, check quit key etc
#ifdef USEGMGR
const bool CreateGameWindow(char* title, int width, int height, int bits, bool fullScreenFlag);
static LRESULT CALLBACK GameWindowProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam);
#endif
void KillGameWindow(void);
const int GetProgramState() const;
void SetProgramState(const int& newMode);
private:
GameManager();
~GameManager();
GameManager(const GameManager&);
GameManager& operator=(const GameManager&);
HINSTANCE m_hInstance;
HWND m_hWnd;
HDC m_hDC;
static GameManager* s_instance;
int m_programState; // uses ProgramState enum
};
#endif
在 GameManager.cpp 中:
#include "GameManager.h"
#include <Windows.h>
#include <assert.h>
#ifndef USEGMGR
extern bool CreateGameWindow(char* title, int width, int height, int bits, bool fullScreenFlag);
#endif
GameManager* GameManager::s_instance = NULL;
GameManager::GameManager(){}
GameManager::~GameManager(){}
void GameManager::Startup()
{
assert(s_instance == NULL);
s_instance = new GameManager;
#ifdef USEGMGR
if (! (s_instance->CreateGameWindow("Game Window", 800, 600, 32, true )) )
#else
if (! (CreateGameWindow("Game Window", 800, 600, 32, true )) )
#endif
assert("CreateGameWindow failed! Need an error here"); // Quit If Window Was Not Created - clean this up later
}
void GameManager::Shutdown()
{
assert(s_instance != NULL);
delete s_instance;
s_instance = NULL;
}
GameManager* GameManager::GetInstance(){return s_instance;}
void GameManager::Update(){/* msg handling, watch for quit key, etc */}
const int GameManager::GetProgramState() const{return s_instance->m_programState;}
void GameManager::SetProgramState(const int& newState){s_instance->m_programState = newState;}
#ifdef USEGMGR
const bool GameManager::CreateGameWindow(char* title, int width, int height, int bits, bool fullScreenFlag)
{
// Fairly complex but flexible creation code, taken from NeHe's tutorials. Of relevant interest is:
WNDCLASS wc; // Windows Class Structure
wc.lpfnWndProc = (WNDPROC) GameManager::GameWindowProc; // WndProc Handles Messages
if (!RegisterClass(&wc)) // Attempt To Register The Window Class
{
MessageBox(NULL,"Failed To Register The Window Class.","ERROR",MB_OK|MB_ICONEXCLAMATION);
return false;
}
return true;
}
LRESULT CALLBACK GameManager::GameWindowProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam)
{
// various custom message handling, if not processed:
return DefWindowProc(hWnd,uMsg,wParam,lParam);
}
#endif
正如你所看到的,我已经设置了一些预处理器条件来在 GameManager 中main.cpp
或作为 GameManager 的一部分的麻烦函数之间切换。#define USEGMGR
在开头注释掉以GameManager.h
将它们作为全局函数在main.cpp
.
有人可以告诉我我做错了什么吗?
编辑:删除了关于如果你让它运行就无法退出的评论。