我有以下三个标题:
IBaseStates.h
class IBaseStates
{
public:
enum STATE;
virtual void Update( STATE state ) = 0;
};
PlayerStates.h
#pragma once
#include "IBaseStates.h"
#include "Player.h"
class PlayerStates : public IBaseStates, public Player
{
public:
enum STATE {
FLYING,
FALLING
};
int textureAmount;
PlayerStates();
~PlayerStates( );
void Update( STATE state );
};
Player.h
#pragma once
#include "StructVertex.h"
#include "SquareVertices.h"
#include "WICTextureLoader.h"
using namespace Microsoft::WRL;
using namespace DirectX;
//using namespace DirectX;
class Player : public SquareVertices
{
public:
Player( ComPtr<ID3D11Device1> d3dDevice );
~Player();
void Initialize();
void Update();
float x;
float y;
float z;
float rotation;
float velocity;
ComPtr<ID3D11Buffer> vertexbuffer;
ComPtr<ID3D11Buffer> indexbuffer;
ComPtr<ID3D11ShaderResourceView> texture[3];
protected:
const ComPtr<ID3D11Device1> d3dDevice;
};
为什么我在PlayerStates.cpp文件中为我的PlayerStates类定义构造函数时,我得到
no default constructor exists for class Player
PlayerStates.cpp
#include "pch.h"
#include "PlayerStates.h"
PlayerStates::PlayerStates()
:
textureAmount( 3 )
{
}
答案 0 :(得分:12)
当您为类声明非默认构造函数时,编译器不再生成默认构造函数。所以你必须提供自己的。
PlayerStates
需要在其自己的默认构造函数中调用其基类Player
的默认构造函数。因此,您需要为Player
提供默认构造函数,或者从PlayerStates
'默认构造函数初始化列表中调用它的非默认构造函数。
这隐式调用Player::Player()
。
PlayerStates::PlayerStates() : textureAmount( 3 ) {}
这会调用单个参数构造函数:
PlayerStates::PlayerStates() : Player(someComPtr), textureAmount( 3 ) {}
答案 1 :(得分:1)
Player
创建 ComPtr<ID3D11Device1> d3dDevice
,因此您PlayerStates
构造函数必须找到一个并将其传递给Player
。< / p>
PlayerStates::PlayerStates()
:
Player( globalD3DDevice ),
textureAmount( 3 )
{
}
或者,如果那不是你想要的,那就像你在评论中提到的那样转换继承。