我正在尝试将SFML应用程序转换为wxWidgets。我构建了wxWidgets并根据以下线程运行了最少的示例:How to set up wxWidgets 3.1.0 with Visual Studio 2015
当我使用带有适当解决方案的Visual Studio时,它可以完美地工作,但是当我尝试使用给定的CMakeLists.txt来生成带有CMake的解决方案时,该解决方案将不起作用,并给出链接错误:
error LNK2019: symbole externe non résolu "public: static void __cdecl _WX_LIST_HELPER_wxMenuItemList::DeleteFunction(class wxMenuItem *)" (?DeleteFunction@_WX_LIST_HELPER_wxMenuItemList@@SAXPEAVwxMenuItem@@@Z) référencé dans la fonction "public: __cdecl wxMenuItemList::~wxMenuItemList(void)" (??1wxMenuItemList@@QEAA@XZ)
即使是法语也应该可以理解。我到处搜索并且无法正常运行,因此在这里寻求您的帮助。
我还尝试比较两种解决方案的属性,并使其尽可能相似,但仍然无法正常工作。
谢谢。
编辑:标记为重复是很好的,但这并不能解释我为什么它可以与给定的解决方案一起使用,而不能与CMake生成的解决方案一起使用,也没有什么区别以及如何解决它。
EDIT2:这是CMakeLists.txt:
#############################################################################
# Name: samples/minimal/CMakeListst.txt
# Purpose: Sample CMake file to show usage of cmake for wxWidgets users
# Author: Tobias Taschner
# Created: 2016-10-23
# Copyright: (c) 2016 wxWidgets development team
# Licence: wxWindows licence
#############################################################################
#
# This file is just a sample to show using cmake from an application
# If you want to build the minimal and other samples please use the
# wxBUILD_SAMPLES option when using cmake on the library
#
# Declare the minimum required CMake version
cmake_minimum_required(VERSION 2.8.12)
# Name the project
project(minimal)
# Request the required wxWidgets libs
find_package(wxWidgets 3.1 COMPONENTS core base REQUIRED)
# Include the wxWidgets use file to initialize various settings
include(${wxWidgets_USE_FILE})
# Define a variable containing a list of source files for the project
set(SRC_FILES
minimal.cpp
)
# if(WIN32)
# # Include a RC file for windows
# list(APPEND SRC_FILES sample.rc)
# elseif(APPLE)
# # Add an icon for the apple .app file
# list(APPEND SRC_FILES ../../src/osx/carbon/wxmac.icns)
# endif()
# Define the build target for the executable
add_executable(${PROJECT_NAME} WIN32 MACOSX_BUNDLE ${SRC_FILES})
# Link required libraries to the executable
target_link_libraries(${PROJECT_NAME} ${wxWidgets_LIBRARIES})
if(APPLE)
set_target_properties(${PROJECT_NAME} PROPERTIES
RESOURCE "../../src/osx/carbon/wxmac.icns"
MACOSX_BUNDLE_ICON_FILE wxmac.icns
MACOSX_BUNDLE_COPYRIGHT "Copyright wxWidgets"
MACOSX_BUNDLE_GUI_IDENTIFIER "org.wxwidgets.minimal"
)
endif()
和minimal.cpp,唯一的文件:
/////////////////////////////////////////////////////////////////////////////
// Name: minimal.cpp
// Purpose: Minimal wxWidgets sample
// Author: Julian Smart
// Modified by:
// Created: 04/01/98
// Copyright: (c) Julian Smart
// Licence: wxWindows licence
/////////////////////////////////////////////////////////////////////////////
// ============================================================================
// declarations
// ============================================================================
// ----------------------------------------------------------------------------
// headers
// ----------------------------------------------------------------------------
// For compilers that support precompilation, includes "wx/wx.h".
#include "wx/wxprec.h"
#ifdef __BORLANDC__
#pragma hdrstop
#endif
// for all others, include the necessary headers (this file is usually all you
// need because it includes almost all "standard" wxWidgets headers)
#ifndef WX_PRECOMP
#include "wx/wx.h"
#endif
// ----------------------------------------------------------------------------
// resources
// ----------------------------------------------------------------------------
// the application icon (under Windows it is in resources and even
// though we could still include the XPM here it would be unused)
#ifndef wxHAS_IMAGES_IN_RESOURCES
#include "../sample.xpm"
#endif
// ----------------------------------------------------------------------------
// private classes
// ----------------------------------------------------------------------------
// Define a new application type, each program should derive a class from wxApp
class MyApp : public wxApp
{
public:
// override base class virtuals
// ----------------------------
// this one is called on application startup and is a good place for the app
// initialization (doing it here and not in the ctor allows to have an error
// return: if OnInit() returns false, the application terminates)
virtual bool OnInit() wxOVERRIDE;
};
// Define a new frame type: this is going to be our main frame
class MyFrame : public wxFrame
{
public:
// ctor(s)
MyFrame(const wxString& title);
// event handlers (these functions should _not_ be virtual)
void OnQuit(wxCommandEvent& event);
void OnAbout(wxCommandEvent& event);
private:
// any class wishing to process wxWidgets events must use this macro
wxDECLARE_EVENT_TABLE();
};
// ----------------------------------------------------------------------------
// constants
// ----------------------------------------------------------------------------
// IDs for the controls and the menu commands
enum
{
// menu items
Minimal_Quit = wxID_EXIT,
// it is important for the id corresponding to the "About" command to have
// this standard value as otherwise it won't be handled properly under Mac
// (where it is special and put into the "Apple" menu)
Minimal_About = wxID_ABOUT
};
// ----------------------------------------------------------------------------
// event tables and other macros for wxWidgets
// ----------------------------------------------------------------------------
// the event tables connect the wxWidgets events with the functions (event
// handlers) which process them. It can be also done at run-time, but for the
// simple menu events like this the static method is much simpler.
wxBEGIN_EVENT_TABLE(MyFrame, wxFrame)
EVT_MENU(Minimal_Quit, MyFrame::OnQuit)
EVT_MENU(Minimal_About, MyFrame::OnAbout)
wxEND_EVENT_TABLE()
// Create a new application object: this macro will allow wxWidgets to create
// the application object during program execution (it's better than using a
// static object for many reasons) and also implements the accessor function
// wxGetApp() which will return the reference of the right type (i.e. MyApp and
// not wxApp)
wxIMPLEMENT_APP(MyApp);
// ============================================================================
// implementation
// ============================================================================
// ----------------------------------------------------------------------------
// the application class
// ----------------------------------------------------------------------------
// 'Main program' equivalent: the program execution "starts" here
bool MyApp::OnInit()
{
// call the base class initialization method, currently it only parses a
// few common command-line options but it could be do more in the future
if (!wxApp::OnInit())
return false;
// create the main application window
MyFrame *frame = new MyFrame("Minimal wxWidgets App");
// and show it (the frames, unlike simple controls, are not shown when
// created initially)
frame->Show(true);
// success: wxApp::OnRun() will be called which will enter the main message
// loop and the application will run. If we returned false here, the
// application would exit immediately.
return true;
}
// ----------------------------------------------------------------------------
// main frame
// ----------------------------------------------------------------------------
// frame constructor
MyFrame::MyFrame(const wxString& title)
: wxFrame(NULL, wxID_ANY, title)
{
// set the frame icon
SetIcon(wxICON(sample));
#if wxUSE_MENUS
// create a menu bar
wxMenu *fileMenu = new wxMenu;
// the "About" item should be in the help menu
wxMenu *helpMenu = new wxMenu;
helpMenu->Append(Minimal_About, "&About\tF1", "Show about dialog");
fileMenu->Append(Minimal_Quit, "E&xit\tAlt-X", "Quit this program");
// now append the freshly created menu to the menu bar...
wxMenuBar *menuBar = new wxMenuBar();
menuBar->Append(fileMenu, "&File");
menuBar->Append(helpMenu, "&Help");
// ... and attach this menu bar to the frame
SetMenuBar(menuBar);
#else // !wxUSE_MENUS
// If menus are not available add a button to access the about box
wxSizer* sizer = new wxBoxSizer(wxHORIZONTAL);
wxButton* aboutBtn = new wxButton(this, wxID_ANY, "About...");
aboutBtn->Bind(wxEVT_BUTTON, &MyFrame::OnAbout, this);
sizer->Add(aboutBtn, wxSizerFlags().Center());
#endif // wxUSE_MENUS/!wxUSE_MENUS
#if wxUSE_STATUSBAR
// create a status bar just for fun (by default with 1 pane only)
CreateStatusBar(2);
SetStatusText("Welcome to wxWidgets!");
#endif // wxUSE_STATUSBAR
}
// event handlers
void MyFrame::OnQuit(wxCommandEvent& WXUNUSED(event))
{
// true is to force the frame to close
Close(true);
}
void MyFrame::OnAbout(wxCommandEvent& WXUNUSED(event))
{
wxMessageBox(wxString::Format
(
"Welcome to %s!\n"
"\n"
"This is the minimal wxWidgets sample\n"
"running under %s.",
wxVERSION_STRING,
wxGetOsDescription()
),
"About wxWidgets minimal sample",
wxOK | wxICON_INFORMATION,
this);
}