Sie versuchen, um User32.lib linker anstelle der Verwendung von #pragma comment (lib, “User32.lib")

Im mit Visual Studio 2010 auf Windows 7 32bit.

Ich Tat das tutorial auf http://www.directxtutorial.com/Lesson.aspx?lessonid=9-4-1 in Visual Studio 2010 zum lernen, DirectX.

VC++ - Verzeichnisse > Include Verzeichnisse, fügte ich hinzu: "C:\Program Files\Microsoft DirectX SDK (August 2009)\Include;"

VC++ - Verzeichnisse > Libirary Verzeichnisse C:\Program Files\Microsoft DirectX SDK (August 2009)\Lib\x86;

Unter Eigenschaften-Manager - > Eigenschaften - > Eigenschaften >Linker > Input > Zusätzliche Abhängigkeiten, fügte ich hinzu: User32.lib;d3d9.lib;d3dx9.lib;

Sind Sie nun:

    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)

Tat ich es, weil ich wollte, dass Sie die entsprechende libaries zugänglich durch den linker in den linker-Einstellungen.

Mein problem ist, dass es sei denn, füge ich hinzu:

    #pragma comment (lib, "User32.lib")

oben auf meiner c++ - code wie folgt:

    //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
    }

Bekomme ich diese linker-Fehler:

    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

Obwohl ich User32.lib in den linker

Wie kann ich verhindern, dass mit "#pragma comment (lib, "User32.lib")" und verlassen Sie sich auf die linker?

Um es klarzustellen: Sie Bearbeiten die Dinge in der "Property Manager", nicht in den Eigenschaften der Projekt im "Solution Explorer"?
Meine änderungen an den linker gemacht werden, durch ändern der Eigenschaften "Eigenschaften.props" erreichen Sie über den Projektmappen-Explorer.

InformationsquelleAutor TheMaven | 2014-12-23

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