我在Windows 7 32位上使用Visual Studio 2010。
我正在Visual Studio 2010中的http://www.directxtutorial.com/Lesson.aspx?lessonid=9-4-1进行教程以学习DirectX。
到VC ++目录>包括目录,我补充说:“C:\ Program Files \ Microsoft DirectX SDK(2009年8月)\包含;”
到VC ++目录> Libirary目录C:\ Program Files \ Microsoft DirectX SDK(2009年8月)\ Lib \ x86;
在“属性管理器”下>属性>属性>链接器>输入>其他依赖项,我补充说:User32.lib; d3d9.lib; d3dx9.lib;
他们现在:
full include directories: C:\Program Files\Microsoft DirectX SDK (August 2009)\Include;$(VCInstallDir)include;$(VCInstallDir)atlmfc\include;$(WindowsSdkDir)include;$(FrameworkSDKDir)\include;
full library directories: C:\Program Files\Microsoft DirectX SDK (August 2009)\Lib\x86;$(VCInstallDir)lib;$(VCInstallDir)atlmfc\lib;$(WindowsSdkDir)lib;$(FrameworkSDKDir)\lib
additional depdendencies: User32.lib;d3d9.lib;d3dx9.lib;kernel32.lib;user32.lib;gdi32.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies)
我这样做是因为我希望链接器设置中的链接器可以访问相关的库。
我的问题是,除非我添加:
#pragma comment (lib, "User32.lib")
到我的c ++代码的顶部,如下所示:
// include the basic windows header files and the Direct3D header file
#include
#include
#include
// include the Direct3D Library file
//#pragma comment (lib, "d3d9.lib")//i commented out this
#pragma comment (lib, "User32.lib")//I ADDED THIS
// global declarations
LPDIRECT3D9 d3d; // the pointer to our Direct3D interface
LPDIRECT3DDEVICE9 d3ddev; // the pointer to the device class
// function prototypes
void initD3D(HWND hWnd); // sets up and initializes Direct3D
void render_frame(void); // renders a single frame
void cleanD3D(void); // closes Direct3D and releases memory
// the WindowProc function prototype
LRESULT CALLBACK WindowProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam);
// the entry point for any Windows program
int WINAPI WinMain(HINSTANCE hInstance,
HINSTANCE hPrevInstance,
LPSTR lpCmdLine,
int nCmdShow)
{
HWND hWnd;
WNDCLASSEX wc;
ZeroMemory(&wc, sizeof(WNDCLASSEX));
wc.cbSize = sizeof(WNDCLASSEX);
wc.style = CS_HREDRAW | CS_VREDRAW;
wc.lpfnWndProc = WindowProc;
wc.hInstance = hInstance;
wc.hCursor = LoadCursor(NULL, IDC_ARROW);
wc.hbrBackground = (HBRUSH)COLOR_WINDOW;
wc.lpszClassName = "WindowClass";
RegisterClassEx(&wc);
hWnd = CreateWindowEx(NULL,
"WindowClass",
"Our First Direct3D Program",
WS_OVERLAPPEDWINDOW,
300, 300,
800, 600,
NULL,
NULL,
hInstance,
NULL);
ShowWindow(hWnd, nCmdShow);
// set up and initialize Direct3D
initD3D(hWnd);
// enter the main loop:
MSG msg;
while(TRUE)
{
while(PeekMessage(&msg, NULL, 0, 0, PM_REMOVE))
{
TranslateMessage(&msg);
DispatchMessage(&msg);
}
if(msg.message == WM_QUIT)
break;
render_frame();
}
// clean up DirectX and COM
cleanD3D();
return msg.wParam;
}
// this is the main message handler for the program
LRESULT CALLBACK WindowProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam)
{
switch(message)
{
case WM_DESTROY:
{
PostQuitMessage(0);
return 0;
} break;
}
return DefWindowProc (hWnd, message, wParam, lParam);
}
// this function initializes and prepares Direct3D for use
void initD3D(HWND hWnd)
{
d3d = Direct3DCreate9(D3D_SDK_VERSION); // create the Direct3D interface
D3DPRESENT_PARAMETERS d3dpp; // create a struct to hold various device information
ZeroMemory(&d3dpp, sizeof(d3dpp)); // clear out the struct for use
d3dpp.Windowed = TRUE; // program windowed, not fullscreen
d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD; // discard old frames
d3dpp.hDeviceWindow = hWnd; // set the window to be used by Direct3D
// create a device class using this information and the info from the d3dpp stuct
d3d->CreateDevice(D3DADAPTER_DEFAULT,
D3DDEVTYPE_HAL,
hWnd,
D3DCREATE_SOFTWARE_VERTEXPROCESSING,
&d3dpp,
&d3ddev);
}
// this is the function used to render a single frame
void render_frame(void)
{
// clear the window to a deep blue
d3ddev->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0, 40, 100), 1.0f, 0);
d3ddev->BeginScene(); // begins the 3D scene
// do 3D rendering on the back buffer here
d3ddev->EndScene(); // ends the 3D scene
d3ddev->Present(NULL, NULL, NULL, NULL); // displays the created frame on the screen
}
// this is the function that cleans up Direct3D and COM
void cleanD3D(void)
{
d3ddev->Release(); // close and release the 3D device
d3d->Release(); // close and release Direct3D
}
我收到这些链接器错误:
1>Source1.obj : error LNK2019: unresolved external symbol __imp__DispatchMessageA@4 referenced in function _WinMain@16
1>Source1.obj : error LNK2019: unresolved external symbol __imp__TranslateMessage@4 referenced in function _WinMain@16
1>Source1.obj : error LNK2019: unresolved external symbol __imp__PeekMessageA@20 referenced in function _WinMain@16
1>Source1.obj : error LNK2019: unresolved external symbol __imp__ShowWindow@8 referenced in function _WinMain@16
1>Source1.obj : error LNK2019: unresolved external symbol __imp__CreateWindowExA@48 referenced in function _WinMain@16
1>Source1.obj : error LNK2019: unresolved external symbol __imp__RegisterClassExA@4 referenced in function _WinMain@16
1>Source1.obj : error LNK2019: unresolved external symbol __imp__LoadCursorA@8 referenced in function _WinMain@16
1>Source1.obj : error LNK2019: unresolved external symbol __imp__DefWindowProcA@16 referenced in function "long __stdcall WindowProc(struct HWND__ *,unsigned int,unsigned int,long)" (?WindowProc@@YGJPAUHWND__@@IIJ@Z)
1>Source1.obj : error LNK2019: unresolved external symbol __imp__PostQuitMessage@4 referenced in function "long __stdcall WindowProc(struct HWND__ *,unsigned int,unsigned int,long)" (?WindowProc@@YGJPAUHWND__@@IIJ@Z)
1>C:\Users\User\Documents\Visual Studio 2010\Projects\Direct3dDemo\Debug\Direct3dDemo.exe : fatal error LNK1120: 9 unresolved externals
即使我在链接器中有User32.lib
如何停止使用“#pragma comment(lib,”User32.lib“)”并依赖链接器?
答案 0 :(得分:1)
这听起来好像您的项目缺少属性表Microsoft.Cpp.Win32.user
。在创建新的Windows应用程序解决方案时,应将其自动添加到属性表列表中,其中的链接器设置应包含user32.lib。在Property Manager中查看项目中包含的属性表列表(View-> Property Manager)。如果未列出,请添加它(它位于%LOCALAPPDATA%\Microsoft\MSBuild\v4.0
),或者您只需创建一个新项目,它应该自动添加。
然后,当您在Visual Studio中时,转到解决方案资源管理器(View-> Solution Explorer),右键单击您的项目并选择“属性”(列表中的最后一个)。这将打开您的项目的属性页面,在Linker->输入下,确保它包含%(AdditionalDependencies)
。如果单击下拉列表并编辑...,请确保user32.lib位于“Inhereited values”列表中的某个位置。
如果您以某种方式修改了要在所有Visual Studio项目中共享的属性表,则需要手动修复它,或者重新安装Visual Studio。