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我目前正在听 Udemy 的一些视频。这与使用 raylib 制作基本游戏有关。因此,在开始之前,该课程会创建一个弹出窗口,这是我在下面使用的代码。

#include "raylib.h"

int main() {
    InitWindow(300, 500, "test window");
}

我下载了课程为此使用的 vscode 模板。因此,从这一点开始,我将模板放在以下内容中:

  1. 创建文件夹 GameDev
  2. 将 vscode 模板放在 GameDev 文件夹中
  3. 复制并粘贴模板,这样我所做的任何更改都不会改变原始模板。那是万一我搞砸了,然后我可以重新开始哈哈。在模板文件夹中,它是这样设置的。

模板文件夹内容

因此,对于我最初在上面发布的代码,我在#include“raylib.h”下有一条红色波浪线。我花了一段时间才最终弄清楚如何更新配置设置中的包含路径。然后红色的波浪线消失了。那时我点击标签运行,然后开始调试。在终端中,它显示了这一点,并且不会走得更远。不会创建弹出窗口。

终端状态//

几行显示未定义的引用。这就是我不确定未定义引用是什么意思的地方。我点击了问题选项卡,它没有显示任何错误。在我看来,可能有一个未链接的库或标题导致上面的终端状态图片中看到的内容。这是我最好的猜测,如果我对此完全错误,也不会感到惊讶。我可以从这里学到的任何东西都很棒!如果它对愿意在这里看这个的人有帮助,那就是 launch.json 代码

 "version": "0.2.0",
      "configurations": [
        {
          "name": "Debug",
          "type": "cppdbg",
          "request": "launch",
          "program": "${workspaceFolder}/${fileBasenameNoExtension}",
          "args": [],
          "stopAtEntry": false,
          "cwd": "${workspaceFolder}",
          "environment": [],
          "externalConsole": false,
          "MIMode": "gdb",
          "setupCommands": [
            {
              "description": "Enable pretty-printing for gdb",
              "text": "-enable-pretty-printing",
              "ignoreFailures": false
            }
          ],
          "windows": {
            "miDebuggerPath": "C:/raylib/w64devkit/bin/gdb.exe",
          },
          "osx": {
            "MIMode": "lldb"
          },
          "linux": {
            "miDebuggerPath": "/usr/bin/gdb",
          },
          "preLaunchTask": "build debug"
        },
        {
          "name": "Run",
          "type": "cppdbg",
          "request": "launch",
          "args": [],
          "stopAtEntry": false,
          "cwd": "${workspaceFolder}",
          "environment": [],
          "externalConsole": false,
          "program": "${workspaceFolder}/${fileBasenameNoExtension}",
          "MIMode": "gdb",
          "windows": {
            "program": "${workspaceFolder}/${fileBasenameNoExtension}.exe",
            "miDebuggerPath": "C:/raylib/w64devkit/bin/gdb.exe"
          },
          "osx": {
            "MIMode": "lldb"
          },
          "linux": {
            "miDebuggerPath": "/usr/bin/gdb"
          },
          "preLaunchTask": "build release",
        }
      ]
    }

最后但并非最不重要的是 c_cpp_properties.json 代码

{
    "configurations": [
        {
            "name": "Win32",
            "includePath": [
                "C:/raylib/raylib/src/**",
                "${workspaceFolder}/**",
                "C:/raylib/w64devkit/lib/gcc/i686-w64-mingw32/11.2.0/include/c++/**"
            ],
            "defines": [
                "_DEBUG",
                "UNICODE",
                "_UNICODE",
                "GRAPHICS_API_OPENGL_33",
                "PLATFORM_DESKTOP"
            ],
            "compilerPath": "C:/raylib/w64devkit/bin/gcc.exe",
            "cStandard": "c99",
            "cppStandard": "c++14",
            "intelliSenseMode": "gcc-x64"
        },
        {
            "name": "Mac",
            "includePath": [
                "${workspaceFolder}/**",
                "/opt/homebrew/include"
            ],
            "defines": [
                "_DEBUG",
                "UNICODE",
                "_UNICODE",
                "GRAPHICS_API_OPENGL_33",
                "PLATFORM_DESKTOP"
            ],
            "macFrameworkPath": [
                "/Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX10.13.sdk/System/Library/Frameworks"
            ],
            "compilerPath": "/usr/bin/clang",
            "cStandard": "c11",
            "cppStandard": "c++14",
            "intelliSenseMode": "clang-x64"
        },
        {
            "name": "Linux",
            "includePath": [
                "/home/linuxbrew/.linuxbrew/include",
                "${workspaceFolder}/**"
            ],
            "defines": [
                "_DEBUG",
                "UNICODE",
                "_UNICODE",
                "GRAPHICS_API_OPENGL_33",
                "PLATFORM_DESKTOP"
            ],
            "cStandard": "c11",
            "cppStandard": "c++14",
            "intelliSenseMode": "gcc-x64"
        }
    ],
    "version": 4
}

好的,这是 task.json 代码

{
    // See https://go.microsoft.com/fwlink/?LinkId=733558
    // for the documentation about the tasks.json format
    "version": "2.0.0",
    "tasks": [
        {
            "label": "build debug",
            "type": "process",
            "command": "make",
            "args": [
                "PLATFORM=PLATFORM_DESKTOP",
                "BUILD_MODE=DEBUG"
            ],
            "windows": {
                "command": "C:/raylib/w64devkit/bin/mingw32-make.exe",
                "args": [
                    "RAYLIB_PATH=C:/raylib/raylib",
                    "PROJECT_NAME=${fileBasenameNoExtension}",
                    "OBJS=*.cpp",
                    "BUILD_MODE=DEBUG"
                ]
            },
            "osx": {
                "args": [
                    "PROJECT_NAME=${fileBasenameNoExtension}",
                    "OBJS=*.cpp",
                    "BUILD_MODE=DEBUG"
                ]
            },
            "linux": {
                "args": [
                    "PROJECT_NAME=${fileBasenameNoExtension}",
                    "DESTDIR=/home/linuxbrew/.linuxbrew",
                    "RAYLIB_LIBTYPE=SHARED",
                    "EXAMPLE_RUNTIME_PATH=/home/linuxbrew/.linuxbrew/lib",
                    "OBJS=*.cpp",
                    "BUILD_MODE=DEBUG"
                ]
            },
            "group": {
                "kind": "build",
                "isDefault": true
            },
            "problemMatcher": [
                "$gcc"
            ]
        },
        {
            "label": "build release",
            "type": "process",
            "command": "make",
            "args": [
                "PLATFORM=PLATFORM_DESKTOP"
            ],
            "windows": {
                "command": "C:/raylib/w64devkit/bin/mingw32-make.exe",
                "args": [
                    "RAYLIB_PATH=C:/raylib/raylib",
                    "PROJECT_NAME=${fileBasenameNoExtension}",
                    "OBJS=*.cpp"
                ]
            },
            "osx": {
                "args": [
                    "PROJECT_NAME=${fileBasenameNoExtension}",
                    "OBJS=*.cpp"
                ]
            },
            "linux": {
                "args": [
                    "PROJECT_NAME=${fileBasenameNoExtension}",
                    "DESTDIR=/home/linuxbrew/.linuxbrew",
                    "RAYLIB_LIBTYPE=SHARED",
                    "EXAMPLE_RUNTIME_PATH=/home/linuxbrew/.linuxbrew/lib",
                    "OBJS=*.cpp"
                ]
            },
            "problemMatcher": [
                "$gcc"
            ],
            "group": {
                "kind": "build",
                "isDefault": false
            },
            "detail": "compiler: C:\\raylib\\w64devkit\\bin\\g++.exe"
        }
    ]
}

这是生成文件:

#**************************************************************************************************

.PHONY: all clean

# Define required raylib variables
PROJECT_NAME       ?= game
RAYLIB_VERSION     ?= 3.0.0
RAYLIB_API_VERSION ?= 300
RAYLIB_PATH        ?= ..\..

# Define compiler path on Windows
COMPILER_PATH      ?= C:/raylib/mingw/bin

# Define default options
# One of PLATFORM_DESKTOP, PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB
PLATFORM           ?= PLATFORM_DESKTOP

# Locations of your newly installed library and associated headers. See ../src/Makefile
# On Linux, if you have installed raylib but cannot compile the examples, check that
# the *_INSTALL_PATH values here are the same as those in src/Makefile or point to known locations.
# To enable system-wide compile-time and runtime linking to libraylib.so, run ../src/$ sudo make install RAYLIB_LIBTYPE_SHARED.
# To enable compile-time linking to a special version of libraylib.so, change these variables here.
# To enable runtime linking to a special version of libraylib.so, see EXAMPLE_RUNTIME_PATH below.
# If there is a libraylib in both EXAMPLE_RUNTIME_PATH and RAYLIB_INSTALL_PATH, at runtime,
# the library at EXAMPLE_RUNTIME_PATH, if present, will take precedence over the one at RAYLIB_INSTALL_PATH.
# RAYLIB_INSTALL_PATH should be the desired full path to libraylib. No relative paths.
DESTDIR ?= /usr/local
RAYLIB_INSTALL_PATH ?= $(DESTDIR)/lib
# RAYLIB_H_INSTALL_PATH locates the installed raylib header and associated source files.
RAYLIB_H_INSTALL_PATH ?= $(DESTDIR)/include

# Library type used for raylib: STATIC (.a) or SHARED (.so/.dll)
RAYLIB_LIBTYPE        ?= STATIC

# Build mode for project: DEBUG or RELEASE
BUILD_MODE            ?= RELEASE

# Use external GLFW library instead of rglfw module
# TODO: Review usage on Linux. Target version of choice. Switch on -lglfw or -lglfw3
USE_EXTERNAL_GLFW     ?= FALSE

# Use Wayland display server protocol on Linux desktop
# by default it uses X11 windowing system
USE_WAYLAND_DISPLAY   ?= FALSE

# Determine PLATFORM_OS in case PLATFORM_DESKTOP selected
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
    # No uname.exe on MinGW!, but OS=Windows_NT on Windows!
    # ifeq ($(UNAME),Msys) -> Windows
    ifeq ($(OS),Windows_NT)
        PLATFORM_OS=WINDOWS
        export PATH := $(COMPILER_PATH):$(PATH)
    else
        UNAMEOS=$(shell uname)
        ifeq ($(UNAMEOS),Linux)
            PLATFORM_OS=LINUX
        endif
        ifeq ($(UNAMEOS),FreeBSD)
            PLATFORM_OS=BSD
        endif
        ifeq ($(UNAMEOS),OpenBSD)
            PLATFORM_OS=BSD
        endif
        ifeq ($(UNAMEOS),NetBSD)
            PLATFORM_OS=BSD
        endif
        ifeq ($(UNAMEOS),DragonFly)
            PLATFORM_OS=BSD
        endif
        ifeq ($(UNAMEOS),Darwin)
            PLATFORM_OS=OSX
        endif
    endif
endif
ifeq ($(PLATFORM),PLATFORM_RPI)
    UNAMEOS=$(shell uname)
    ifeq ($(UNAMEOS),Linux)
        PLATFORM_OS=LINUX
    endif
endif

# RAYLIB_PATH adjustment for different platforms.
# If using GNU make, we can get the full path to the top of the tree. Windows? BSD?
# Required for ldconfig or other tools that do not perform path expansion.
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
    ifeq ($(PLATFORM_OS),LINUX)
        RAYLIB_PREFIX ?= ..
        RAYLIB_PATH    = $(realpath $(RAYLIB_PREFIX))
    endif
endif
# Default path for raylib on Raspberry Pi, if installed in different path, update it!
# This is not currently used by src/Makefile. Not sure of its origin or usage. Refer to wiki.
# TODO: update install: target in src/Makefile for RPI, consider relation to LINUX.
ifeq ($(PLATFORM),PLATFORM_RPI)
    RAYLIB_PATH       ?= /home/pi/raylib
endif

ifeq ($(PLATFORM),PLATFORM_WEB)
    # Emscripten required variables
    EMSDK_PATH          ?= C:/emsdk
    EMSCRIPTEN_VERSION  ?= 1.38.31
    CLANG_VERSION       = e$(EMSCRIPTEN_VERSION)_64bit
    PYTHON_VERSION      = 2.7.13.1_64bit\python-2.7.13.amd64
    NODE_VERSION        = 8.9.1_64bit
    export PATH         = $(EMSDK_PATH);$(EMSDK_PATH)\clang\$(CLANG_VERSION);$(EMSDK_PATH)\node\$(NODE_VERSION)\bin;$(EMSDK_PATH)\python\$(PYTHON_VERSION);$(EMSDK_PATH)\emscripten\$(EMSCRIPTEN_VERSION);C:\raylib\MinGW\bin:$$(PATH)
    EMSCRIPTEN          = $(EMSDK_PATH)\emscripten\$(EMSCRIPTEN_VERSION)
endif

# Define raylib release directory for compiled library.
# RAYLIB_RELEASE_PATH points to provided binaries or your freshly built version
RAYLIB_RELEASE_PATH     ?= $(RAYLIB_PATH)/src

# EXAMPLE_RUNTIME_PATH embeds a custom runtime location of libraylib.so or other desired libraries
# into each example binary compiled with RAYLIB_LIBTYPE=SHARED. It defaults to RAYLIB_RELEASE_PATH
# so that these examples link at runtime with your version of libraylib.so in ../release/libs/linux
# without formal installation from ../src/Makefile. It aids portability and is useful if you have
# multiple versions of raylib, have raylib installed to a non-standard location, or want to
# bundle libraylib.so with your game. Change it to your liking.
# NOTE: If, at runtime, there is a libraylib.so at both EXAMPLE_RUNTIME_PATH and RAYLIB_INSTALL_PATH,
# The library at EXAMPLE_RUNTIME_PATH, if present, will take precedence over RAYLIB_INSTALL_PATH,
# Implemented for LINUX below with CFLAGS += -Wl,-rpath,$(EXAMPLE_RUNTIME_PATH)
# To see the result, run readelf -d core/core_basic_window; looking at the RPATH or RUNPATH attribute.
# To see which libraries a built example is linking to, ldd core/core_basic_window;
# Look for libraylib.so.1 => $(RAYLIB_INSTALL_PATH)/libraylib.so.1 or similar listing.
EXAMPLE_RUNTIME_PATH   ?= $(RAYLIB_RELEASE_PATH)

# Define default C compiler: gcc
# NOTE: define g++ compiler if using C++
CC = g++

ifeq ($(PLATFORM),PLATFORM_DESKTOP)
    ifeq ($(PLATFORM_OS),OSX)
        # OSX default compiler
        CC = clang++
    endif
    ifeq ($(PLATFORM_OS),BSD)
        # FreeBSD, OpenBSD, NetBSD, DragonFly default compiler
        CC = clang
    endif
endif
ifeq ($(PLATFORM),PLATFORM_RPI)
    ifeq ($(USE_RPI_CROSS_COMPILER),TRUE)
        # Define RPI cross-compiler
        #CC = armv6j-hardfloat-linux-gnueabi-gcc
        CC = $(RPI_TOOLCHAIN)/bin/arm-linux-gnueabihf-gcc
    endif
endif
ifeq ($(PLATFORM),PLATFORM_WEB)
    # HTML5 emscripten compiler
    # WARNING: To compile to HTML5, code must be redesigned 
    # to use emscripten.h and emscripten_set_main_loop()
    CC = emcc
endif

# Define default make program: Mingw32-make
MAKE = mingw32-make

ifeq ($(PLATFORM),PLATFORM_DESKTOP)
    ifeq ($(PLATFORM_OS),LINUX)
        MAKE = make
    endif
    ifeq ($(PLATFORM_OS),OSX)
        MAKE = make
    endif
endif

# Define compiler flags:
#  -O0                  defines optimization level (no optimization, better for debugging)
#  -O1                  defines optimization level
#  -g                   include debug information on compilation
#  -s                   strip unnecessary data from build -> do not use in debug builds
#  -Wall                turns on most, but not all, compiler warnings
#  -std=c99             defines C language mode (standard C from 1999 revision)
#  -std=gnu99           defines C language mode (GNU C from 1999 revision)
#  -Wno-missing-braces  ignore invalid warning (GCC bug 53119)
#  -D_DEFAULT_SOURCE    use with -std=c99 on Linux and PLATFORM_WEB, required for timespec
CFLAGS += -Wall -std=c++14 -D_DEFAULT_SOURCE -Wno-missing-braces

ifeq ($(BUILD_MODE),DEBUG)
    CFLAGS += -g -O0
else
    CFLAGS += -s -O1
endif

# Additional flags for compiler (if desired)
#CFLAGS += -Wextra -Wmissing-prototypes -Wstrict-prototypes
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
    ifeq ($(PLATFORM_OS),WINDOWS)
        # resource file contains windows executable icon and properties
        # -Wl,--subsystem,windows hides the console window
        CFLAGS += $(RAYLIB_PATH)/src/raylib.rc.data
    endif
    ifeq ($(PLATFORM_OS),LINUX)
        ifeq ($(RAYLIB_LIBTYPE),STATIC)
            CFLAGS += -D_DEFAULT_SOURCE
        endif
        ifeq ($(RAYLIB_LIBTYPE),SHARED)
            # Explicitly enable runtime link to libraylib.so
            CFLAGS += -Wl,-rpath,$(EXAMPLE_RUNTIME_PATH)
        endif
    endif
endif
ifeq ($(PLATFORM),PLATFORM_RPI)
    CFLAGS += -std=gnu99
endif
ifeq ($(PLATFORM),PLATFORM_WEB)
    # -Os                        # size optimization
    # -O2                        # optimization level 2, if used, also set --memory-init-file 0
    # -s USE_GLFW=3              # Use glfw3 library (context/input management)
    # -s ALLOW_MEMORY_GROWTH=1   # to allow memory resizing -> WARNING: Audio buffers could FAIL!
    # -s TOTAL_MEMORY=16777216   # to specify heap memory size (default = 16MB)
    # -s USE_PTHREADS=1          # multithreading support
    # -s WASM=0                  # disable Web Assembly, emitted by default
    # -s EMTERPRETIFY=1          # enable emscripten code interpreter (very slow)
    # -s EMTERPRETIFY_ASYNC=1    # support synchronous loops by emterpreter
    # -s FORCE_FILESYSTEM=1      # force filesystem to load/save files data
    # -s ASSERTIONS=1            # enable runtime checks for common memory allocation errors (-O1 and above turn it off)
    # --profiling                # include information for code profiling
    # --memory-init-file 0       # to avoid an external memory initialization code file (.mem)
    # --preload-file resources   # specify a resources folder for data compilation
    CFLAGS += -Os -s USE_GLFW=3 -s TOTAL_MEMORY=16777216 --preload-file resources
    ifeq ($(BUILD_MODE), DEBUG)
        CFLAGS += -s ASSERTIONS=1 --profiling
    endif

    # Define a custom shell .html and output extension
    CFLAGS += --shell-file $(RAYLIB_PATH)/src/shell.html
    EXT = .html
endif

# Define include paths for required headers
# NOTE: Several external required libraries (stb and others)
INCLUDE_PATHS = -I. -I$(RAYLIB_PATH)/src -I$(RAYLIB_PATH)/src/external
ifneq ($(wildcard /opt/homebrew/include/.*),)
    INCLUDE_PATHS += -I/opt/homebrew/include
endif

# Define additional directories containing required header files
ifeq ($(PLATFORM),PLATFORM_RPI)
    # RPI required libraries
    INCLUDE_PATHS += -I/opt/vc/include
    INCLUDE_PATHS += -I/opt/vc/include/interface/vmcs_host/linux
    INCLUDE_PATHS += -I/opt/vc/include/interface/vcos/pthreads
endif
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
    ifeq ($(PLATFORM_OS),BSD)
        # Consider -L$(RAYLIB_H_INSTALL_PATH)
        INCLUDE_PATHS += -I/usr/local/include
    endif
    ifeq ($(PLATFORM_OS),LINUX)
        # Reset everything.
        # Precedence: immediately local, installed version, raysan5 provided libs -I$(RAYLIB_H_INSTALL_PATH) -I$(RAYLIB_PATH)/release/include
        INCLUDE_PATHS = -I$(RAYLIB_H_INSTALL_PATH) -isystem. -isystem$(RAYLIB_PATH)/src -isystem$(RAYLIB_PATH)/release/include -isystem$(RAYLIB_PATH)/src/external
    endif
endif

# Define library paths containing required libs.
LDFLAGS = -L.

ifneq ($(wildcard $(RAYLIB_RELEASE_PATH)/.*),)
    LDFLAGS += -L$(RAYLIB_RELEASE_PATH)
endif
ifneq ($(wildcard $(RAYLIB_PATH)/src/.*),)
    LDFLAGS += -L$(RAYLIB_PATH)/src
endif
ifneq ($(wildcard /opt/homebrew/lib/.*),)
    LDFLAGS += -L/opt/homebrew/lib
endif

ifeq ($(PLATFORM),PLATFORM_DESKTOP)
    ifeq ($(PLATFORM_OS),BSD)
        # Consider -L$(RAYLIB_INSTALL_PATH)
        LDFLAGS += -L. -Lsrc -L/usr/local/lib
    endif
    ifeq ($(PLATFORM_OS),LINUX)
        # Reset everything.
        # Precedence: immediately local, installed version, raysan5 provided libs
        LDFLAGS = -L. -L$(RAYLIB_INSTALL_PATH) -L$(RAYLIB_RELEASE_PATH)
    endif
endif

ifeq ($(PLATFORM),PLATFORM_RPI)
    LDFLAGS += -L/opt/vc/lib
endif

# Define any libraries required on linking
# if you want to link libraries (libname.so or libname.a), use the -lname
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
    ifeq ($(PLATFORM_OS),WINDOWS)
        # Libraries for Windows desktop compilation
        # NOTE: WinMM library required to set high-res timer resolution
        LDLIBS = -lraylib -lopengl32 -lgdi32 -lwinmm
        # Required for physac examples
        #LDLIBS += -static -lpthread
    endif
    ifeq ($(PLATFORM_OS),LINUX)
        # Libraries for Debian GNU/Linux desktop compiling
        # NOTE: Required packages: libegl1-mesa-dev
        LDLIBS = -lraylib -lGL -lm -lpthread -ldl -lrt
        
        # On X11 requires also below libraries
        LDLIBS += -lX11
        # NOTE: It seems additional libraries are not required any more, latest GLFW just dlopen them
        #LDLIBS += -lXrandr -lXinerama -lXi -lXxf86vm -lXcursor
        
        # On Wayland windowing system, additional libraries requires
        ifeq ($(USE_WAYLAND_DISPLAY),TRUE)
            LDLIBS += -lwayland-client -lwayland-cursor -lwayland-egl -lxkbcommon
        endif
        # Explicit link to libc
        ifeq ($(RAYLIB_LIBTYPE),SHARED)
            LDLIBS += -lc
        endif
    endif
    ifeq ($(PLATFORM_OS),OSX)
        # Libraries for OSX 10.9 desktop compiling
        # NOTE: Required packages: libopenal-dev libegl1-mesa-dev
        LDLIBS = -lraylib -framework OpenGL -framework OpenAL -framework Cocoa -framework IOKit
    endif
    ifeq ($(PLATFORM_OS),BSD)
        # Libraries for FreeBSD, OpenBSD, NetBSD, DragonFly desktop compiling
        # NOTE: Required packages: mesa-libs
        LDLIBS = -lraylib -lGL -lpthread -lm

        # On XWindow requires also below libraries
        LDLIBS += -lX11 -lXrandr -lXinerama -lXi -lXxf86vm -lXcursor
    endif
    ifeq ($(USE_EXTERNAL_GLFW),TRUE)
        # NOTE: It could require additional packages installed: libglfw3-dev
        LDLIBS += -lglfw
    endif
endif
ifeq ($(PLATFORM),PLATFORM_RPI)
    # Libraries for Raspberry Pi compiling
    # NOTE: Required packages: libasound2-dev (ALSA)
    LDLIBS = -lraylib -lbrcmGLESv2 -lbrcmEGL -lpthread -lrt -lm -lbcm_host -ldl
endif
ifeq ($(PLATFORM),PLATFORM_WEB)
    # Libraries for web (HTML5) compiling
    LDLIBS = $(RAYLIB_RELEASE_PATH)/libraylib.bc
endif

# Define a recursive wildcard function
rwildcard=$(foreach d,$(wildcard $1*),$(call rwildcard,$d/,$2) $(filter $(subst *,%,$2),$d))

# Define all source files required
SRC_DIR = src
OBJ_DIR = obj

# Define all object files from source files
SRC = $(call rwildcard, *.c, *.h)
#OBJS = $(SRC:$(SRC_DIR)/%.c=$(OBJ_DIR)/%.o)
OBJS ?= main.c

# For Android platform we call a custom Makefile.Android
ifeq ($(PLATFORM),PLATFORM_ANDROID)
    MAKEFILE_PARAMS = -f Makefile.Android 
    export PROJECT_NAME
    export SRC_DIR
else
    MAKEFILE_PARAMS = $(PROJECT_NAME)
endif

# Default target entry
# NOTE: We call this Makefile target or Makefile.Android target
all:
    $(MAKE) $(MAKEFILE_PARAMS)

# Project target defined by PROJECT_NAME
$(PROJECT_NAME): $(OBJS)
    $(CC) -o $(PROJECT_NAME)$(EXT) $(OBJS) $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)

# Compile source files
# NOTE: This pattern will compile every module defined on $(OBJS)
#%.o: %.c
$(OBJ_DIR)/%.o: $(SRC_DIR)/%.c
    $(CC) -c $< -o $@ $(CFLAGS) $(INCLUDE_PATHS) -D$(PLATFORM)

# Clean everything
clean:
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
    ifeq ($(PLATFORM_OS),WINDOWS)
        del *.o *.exe /s
    endif
    ifeq ($(PLATFORM_OS),LINUX)
    find -type f -executable | xargs file -i | grep -E 'x-object|x-archive|x-sharedlib|x-executable' | rev | cut -d ':' -f 2- | rev | xargs rm -fv
    endif
    ifeq ($(PLATFORM_OS),OSX)
        find . -type f -perm +ugo+x -delete
        rm -f *.o
    endif
endif
ifeq ($(PLATFORM),PLATFORM_RPI)
    find . -type f -executable -delete
    rm -fv *.o
endif
ifeq ($(PLATFORM),PLATFORM_WEB)
    del *.o *.html *.js
endif
    @echo Cleaning done

这是“干净”之后的输出

> Executing task in folder project14: C:/raylib/w64devkit/bin/mingw32-make.exe RAYLIB_PATH=C:/raylib/raylib PROJECT_NAME=axe_game OBJS=*.cpp BUILD_MODE=DEBUG <

mingw32-make axe_game
mingw32-make[1]: Entering directory 'C:/GameDev/project14'
g++ -o axe_game *.cpp -Wall -std=c++14 -D_DEFAULT_SOURCE -Wno-missing-braces -g -O0 C:/raylib/raylib/src/raylib.rc.data -I. -IC:/raylib/raylib/src -IC:/raylib/raylib/src/external -L. -LC:/raylib/raylib/src -LC:/raylib/raylib/src -lraylib -lopengl32 -lgdi32 -lwinmm -DPLATFORM_DESKTOP
C:/raylib/raylib/src/libraylib.a(rcore.o):rcore.c:(.text+0x21): undefined reference to `__mingw_vsscanf'       
C:/raylib/raylib/src/libraylib.a(rglfw.o):rglfw.c:(.text+0x21): undefined reference to `__mingw_vsscanf'       
C:/raylib/raylib/src/libraylib.a(rtextures.o):rtextures.c:(.text+0x14): undefined reference to `__mingw_strtod'
C:/raylib/raylib/src/libraylib.a(rtext.o):rtext.c:(.text+0x21): undefined reference to `__mingw_vsscanf'      
C:/raylib/raylib/src/libraylib.a(utils.o):utils.c:(.text+0x3b): undefined reference to `_imp____acrt_iob_func'
collect2.exe: error: ld returned 1 exit status
Makefile:392: recipe for target 'axe_game' failed        
mingw32-make[1]: *** [axe_game] Error 1
mingw32-make[1]: Leaving directory 'C:/GameDev/project14'
make: *** [Makefile:388: all] Error 2
The terminal process "C:\raylib\w64devkit\bin\mingw32-make.exe 'RAYLIB_PATH=C:/raylib/raylib', 'PROJECT_NAME=axe_game', 'OBJS=*.cpp', 'BUILD_MODE=DEBUG'" terminated with exit code: 2.

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1 回答 1

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我会尝试写出最好的答案,以便其他人可以使用它。我正在使用 raylib 学习如何制作基本游戏。如果您正在使用 VS Code 并且看到输出消息说“未定义的引用”,没有看到任何红色波浪线错误,那么您应该首先尝试查看环境变量设置中的路径设置。这是在 Windows 中,我使用的是 Windows 10。如果您在环境变量中没有此设置,那么 VS Code 很可能不会选择它。然后在 VS Code 中确保在 makefile 和 c/c++ 配置设置中设置了路径

于 2021-11-29T11:25:00.017 回答