我在代码中遇到这些错误,它们都与Game类中的一个静态成员有关。
Game.obj : error LNK2019: unresolved external symbol "public: class std::shared_ptr<class MainMenuScene> __thiscall SceneManager::AddScene<class MainMenuScene>(void)" (??$AddScene@VMainMenuScene@@@SceneManager@@QAE?AV?$shared_ptr@VMainMenuScene@@@std@@XZ) referenced in function "public: void __thiscall Game::init(char const *,int,int,bool)" (?init@Game@@QAEXPBDHH_N@Z)
Game.obj : error LNK2019: unresolved external symbol "public: class std::shared_ptr<class GameSelectScene> __thiscall SceneManager::AddScene<class GameSelectScene>(void)" (??$AddScene@VGameSelectScene@@@SceneManager@@QAE?AV?$shared_ptr@VGameSelectScene@@@std@@XZ) referenced in function "public: void __thiscall Game::init(char const *,int,int,bool)" (?init@Game@@QAEXPBDHH_N@Z)
Game.obj : error LNK2019: unresolved external symbol "public: class std::shared_ptr<class MainMenuScene> __thiscall SceneManager::ChangeScene<class MainMenuScene>(void)" (??$ChangeScene@VMainMenuScene@@@SceneManager@@QAE?AV?$shared_ptr@VMainMenuScene@@@std@@XZ) referenced in function "public: void __thiscall Game::init(char const *,int,int,bool)" (?init@Game@@QAEXPBDHH_N@Z)
在我的游戏中。h我有:
#pragma once
class SceneManager;
using namespace std;
class Game {
public:
Game();
~Game();
void init(const char* title, int width, int height, bool fullscreen);
void handleEvents();
void update();
void render();
void clean();
bool isRunning() { return running; }
static SDL_Renderer * renderer;
static SceneManager * sceneManager;
};
在init()方法中我的game.cpp文件中发生了错误,而我的game.cpp看起来像:
#include "Game.h"
#include "SceneManager.h"
#include "GameSelectScene.h"
#include "MainMenuScene.h"
SceneManager * Game::sceneManager = new SceneManager();
Game::Game() {}
Game::~Game() {}
void Game::init(const char* title, int width, int height, bool fullscreen) {
// I do some stuff up here
// Here is where I think errors are happening.
sceneManager->AddScene<MainMenuScene>();
sceneManager->AddScene<GameSelectScene>();
sceneManager->ChangeScene<MainMenuScene>();
}
我的GameSelectScene.h和MainMenuScene.h都是Scene.h的子类 我的SceneManager是在其中定义AddScene和ChangeScene方法的地方
我的SceneManager.h: #pragma一次
#include "Game.h"
#include "Scene.h"
#include <map>
#include <string>
#include <typeindex>
using namespace std;
class SceneManager {
public:
SceneManager();
~SceneManager();
void init();
void update();
void render();
template <typename T> std::shared_ptr<T> ChangeScene();
template <typename T> std::shared_ptr<T> AddScene();
private:
std::map<type_index, std::shared_ptr<Scene>> scenes;
std::shared_ptr<Scene> currentScene;
};
SceneManager.cpp:
#include "SceneManager.h"
SceneManager::SceneManager() {}
SceneManager::~SceneManager() {}
// I define the init() update() and render()
template <typename T> std::shared_ptr<T> SceneManager::ChangeScene() {
type_index index(typeid(T));
currentScene = scenes[index];
return static_pointer_cast<T>(scenes[index]);
}
template <typename T> std::shared_ptr<T> SceneManager::AddScene() {
T scene = new T();
scenes[std::type_index(typeid(*scene))] = scene;
return scene;
}
如果我删除game.cpp文件中的AddScene和ChangeScene方法调用,则所有内容均会正确编译,并且SceneManager中定义的更新,初始化和渲染方法可以完美运行。我一直在研究此问题,并浏览了MSDN LNK2019 Error
中描述的所有问题