c – 如果我将WndProc移动到另一个cpp文件,则“未解析的外部_WinMain @ 16”
作者:互联网
对于Windows应用程序,我试图让CreateWindow()和WndProc()(或我的版本)成为在_tWinMain()开头创建的单例类的一部分但是因为尝试将函数转移到GameHandler .h和GameHandler.cpp我一直得到“未解析的外部符号_WinMain @ 16”.它们最初是main.cpp中的全局函数,一切都编译得很好然后我决定将它们移动到GameHandler,因为我得到的是未解析的外部,即使我试图将它们移回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(我仔细检查过,因为我发现的每个解决方案都说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遗漏了,因为我认为它不相关(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,但我不认为代码本身是问题(除了我留下的),它是GameWindowProc()& /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’s tutorial.尝试仅编译以下代码给出上述未解决的外部因素.
main.cpp中:
#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
正如您所看到的,我已经设置了一些预处理器条件,以便在main.cpp中或作为GameManager的一部分之间切换麻烦的函数.在GameManager.h的开头注释#define USEGMGR,将它们作为main.cpp中的全局函数.
有人可以告诉我我做错了什么吗?
编辑:删除评论,如果你让它运行不能退出.
解决方法:
加
#include <tchar.h>
到main.cpp的顶部,以便正确定义_tWinMain宏.
如果你没有宏定义会发生什么,你最终会在目标文件中找到一个名为_tWinMain()的函数(或者名称的某个错位版本,如?_tWinMain @@ YGHPAUHINSTANCE __ @@ 0PADH @ Z()),但链接器和运行时初始化代码正在寻找WinMain()或wWinMain().他们找不到.
< TCHAR.H>定义一个宏,将名称_tWinMain()转换为其他所有要查找的名称之一.在开始重构之前(很可能是间接的),你必须拥有包含那个标题的东西,并以某种方式丢失它.
或者您可以免除宏版本并将函数命名为WinMain或wWinMain(无论您是否正在为UNICODE构建,都应该可以使用它).如果这样做,只需记住更改LPTSTR参数声明以匹配您选择的声明.
标签:c,winapi,unresolved-external 来源: https://codeday.me/bug/20190729/1573354.html