在下近日研究一个DX程序,虽然在工程里加入了ddraw.lib的处理并#include "ddraw.h",也安装了dx8.1,link时仍然出现:
"LIBCD.lib(crt0.obj) : error LNK2001: unresolved external symbol _main
Debug/demo7_1.exe : fatal error LNK1120: 1 unresolved externals
Error executing link.exe."究竟是为何???令小的n思不得其解(n->999)
源程如下(copy后即可通过编译,link通不过),分?我分给你,绝不留一分!!!(誓言)// DEMO7_1.CPP basic full-screen 16-bit color pixel plotting DirectDraw demo// INCLUDES ///////////////////////////////////////////////#define WIN32_LEAN_AND_MEAN // just say no to MFC#define INITGUID#include <windows.h> // include important windows stuff
#include <windowsx.h>
#include <mmsystem.h>
#include <iostream.h> // include important C/C++ stuff
#include <conio.h>
#include <stdlib.h>
#include <malloc.h>
#include <memory.h>
#include <string.h>
#include <stdarg.h>
#include <stdio.h>
#include <math.h>
#include <io.h>
#include <fcntl.h>
#include <ddraw.h> // include directdraw
#define WINDOW_CLASS_NAME "WINCLASS1"
#define SCREEN_WIDTH 640 // size of screen
#define SCREEN_HEIGHT 480
#define SCREEN_BPP 16 // bits per pixel
typedef unsigned short USHORT;
typedef unsigned short WORD;
typedef unsigned char UCHAR;
typedef unsigned char BYTE;
#define KEYDOWN(vk_code) ((GetAsyncKeyState(vk_code) & 0x8000) ? 1 : 0)
#define KEYUP(vk_code) ((GetAsyncKeyState(vk_code) & 0x8000) ? 0 : 1)// this builds a 16 bit color value in 5.5.5 format (1-bit alpha mode)
#define _RGB16BIT555(r,g,b) ((b%32) + ((g%32) << 5) + ((r%32) << 10))// this builds a 16 bit color value in 5.6.5 format (green dominate mode)
#define _RGB16BIT565(r,g,b) ((b%32) + ((g%64) << 6) + ((r%32) << 11))// initializes a direct draw struct
#define DDRAW_INIT_STRUCT(ddstruct) { memset(&ddstruct,0,sizeof(ddstruct)); ddstruct.dwSize=sizeof(ddstruct); }// GLOBALS ////////////////////////////////////////////////
HWND main_window_handle = NULL; // globally track main window
HINSTANCE hinstance_app = NULL; // globally track hinstance// directdraw stuffLPDIRECTDRAW lpdd = NULL; // dd object
LPDIRECTDRAW4 lpdd4 = NULL; // dd4 object
LPDIRECTDRAWSURFACE4 lpddsprimary = NULL; // dd primary surface
LPDIRECTDRAWSURFACE4 lpddsback = NULL; // dd back surface
LPDIRECTDRAWPALETTE lpddpal = NULL; // a pointer to the created dd palette
LPDIRECTDRAWCLIPPER lpddclipper = NULL; // dd clipper
PALETTEENTRY palette[256]; // color palette
PALETTEENTRY save_palette[256]; // used to save palettes
DDSURFACEDESC2 ddsd; // a direct draw surface description struct
DDBLTFX ddbltfx; // used to fill
DDSCAPS2 ddscaps; // a direct draw surface capabilities struct
HRESULT ddrval; // result back from dd calls
DWORD start_clock_count = 0; // used for timingchar buffer[80]; // general printing buffer// FUNCTIONS //////////////////////////////////////////////LRESULT CALLBACK WindowProc(HWND hwnd,
UINT msg,
WPARAM wparam,
LPARAM lparam)
{
// this is the main message handler of the system
PAINTSTRUCT ps; // used in WM_PAINT
HDC hdc; // handle to a device context
char buffer[80]; // used to print strings// what is the message
switch(msg)
{
case WM_CREATE:
{
// do initialization stuff here
// return success
return(0);
} break;
case WM_PAINT:
{
// simply validate the window
hdc = BeginPaint(hwnd,&ps);
// end painting
EndPaint(hwnd,&ps); // return success
return(0);
} break; case WM_DESTROY:
{ // kill the application, this sends a WM_QUIT message
PostQuitMessage(0); // return success
return(0);
} break; default:break; } // end switch// process any messages that we didn't take care of
return (DefWindowProc(hwnd, msg, wparam, lparam));} // end WinProc///////////////////////////////////////////////////////////inline void Plot_Pixel_Faster16(int x, int y,
int red, int green, int blue,
USHORT *video_buffer, int lpitch16)
{
// this function plots a pixel in 16-bit color mode
// assuming that the caller already locked the surface
// and is sending a pointer and byte pitch to it// first build up color WORD
USHORT pixel = _RGB16BIT565(red,green,blue);// write the data
video_buffer[x + y*lpitch16] = pixel;} // end Plot_Pixel_Faster16////////////////////////////////////////////////////////////
"LIBCD.lib(crt0.obj) : error LNK2001: unresolved external symbol _main
Debug/demo7_1.exe : fatal error LNK1120: 1 unresolved externals
Error executing link.exe."究竟是为何???令小的n思不得其解(n->999)
源程如下(copy后即可通过编译,link通不过),分?我分给你,绝不留一分!!!(誓言)// DEMO7_1.CPP basic full-screen 16-bit color pixel plotting DirectDraw demo// INCLUDES ///////////////////////////////////////////////#define WIN32_LEAN_AND_MEAN // just say no to MFC#define INITGUID#include <windows.h> // include important windows stuff
#include <windowsx.h>
#include <mmsystem.h>
#include <iostream.h> // include important C/C++ stuff
#include <conio.h>
#include <stdlib.h>
#include <malloc.h>
#include <memory.h>
#include <string.h>
#include <stdarg.h>
#include <stdio.h>
#include <math.h>
#include <io.h>
#include <fcntl.h>
#include <ddraw.h> // include directdraw
#define WINDOW_CLASS_NAME "WINCLASS1"
#define SCREEN_WIDTH 640 // size of screen
#define SCREEN_HEIGHT 480
#define SCREEN_BPP 16 // bits per pixel
typedef unsigned short USHORT;
typedef unsigned short WORD;
typedef unsigned char UCHAR;
typedef unsigned char BYTE;
#define KEYDOWN(vk_code) ((GetAsyncKeyState(vk_code) & 0x8000) ? 1 : 0)
#define KEYUP(vk_code) ((GetAsyncKeyState(vk_code) & 0x8000) ? 0 : 1)// this builds a 16 bit color value in 5.5.5 format (1-bit alpha mode)
#define _RGB16BIT555(r,g,b) ((b%32) + ((g%32) << 5) + ((r%32) << 10))// this builds a 16 bit color value in 5.6.5 format (green dominate mode)
#define _RGB16BIT565(r,g,b) ((b%32) + ((g%64) << 6) + ((r%32) << 11))// initializes a direct draw struct
#define DDRAW_INIT_STRUCT(ddstruct) { memset(&ddstruct,0,sizeof(ddstruct)); ddstruct.dwSize=sizeof(ddstruct); }// GLOBALS ////////////////////////////////////////////////
HWND main_window_handle = NULL; // globally track main window
HINSTANCE hinstance_app = NULL; // globally track hinstance// directdraw stuffLPDIRECTDRAW lpdd = NULL; // dd object
LPDIRECTDRAW4 lpdd4 = NULL; // dd4 object
LPDIRECTDRAWSURFACE4 lpddsprimary = NULL; // dd primary surface
LPDIRECTDRAWSURFACE4 lpddsback = NULL; // dd back surface
LPDIRECTDRAWPALETTE lpddpal = NULL; // a pointer to the created dd palette
LPDIRECTDRAWCLIPPER lpddclipper = NULL; // dd clipper
PALETTEENTRY palette[256]; // color palette
PALETTEENTRY save_palette[256]; // used to save palettes
DDSURFACEDESC2 ddsd; // a direct draw surface description struct
DDBLTFX ddbltfx; // used to fill
DDSCAPS2 ddscaps; // a direct draw surface capabilities struct
HRESULT ddrval; // result back from dd calls
DWORD start_clock_count = 0; // used for timingchar buffer[80]; // general printing buffer// FUNCTIONS //////////////////////////////////////////////LRESULT CALLBACK WindowProc(HWND hwnd,
UINT msg,
WPARAM wparam,
LPARAM lparam)
{
// this is the main message handler of the system
PAINTSTRUCT ps; // used in WM_PAINT
HDC hdc; // handle to a device context
char buffer[80]; // used to print strings// what is the message
switch(msg)
{
case WM_CREATE:
{
// do initialization stuff here
// return success
return(0);
} break;
case WM_PAINT:
{
// simply validate the window
hdc = BeginPaint(hwnd,&ps);
// end painting
EndPaint(hwnd,&ps); // return success
return(0);
} break; case WM_DESTROY:
{ // kill the application, this sends a WM_QUIT message
PostQuitMessage(0); // return success
return(0);
} break; default:break; } // end switch// process any messages that we didn't take care of
return (DefWindowProc(hwnd, msg, wparam, lparam));} // end WinProc///////////////////////////////////////////////////////////inline void Plot_Pixel_Faster16(int x, int y,
int red, int green, int blue,
USHORT *video_buffer, int lpitch16)
{
// this function plots a pixel in 16-bit color mode
// assuming that the caller already locked the surface
// and is sending a pointer and byte pitch to it// first build up color WORD
USHORT pixel = _RGB16BIT565(red,green,blue);// write the data
video_buffer[x + y*lpitch16] = pixel;} // end Plot_Pixel_Faster16////////////////////////////////////////////////////////////
int Game_Main(void *parms = NULL, int num_parms = 0)
{
// this is the main loop of the game, do all your processing
// here// for now test if user is hitting ESC and send WM_CLOSE
if (KEYDOWN(VK_ESCAPE))
SendMessage(main_window_handle,WM_CLOSE,0,0);
// plot 1000 random pixels to the primary surface and return
// clear ddsd and set size, never assume it's clean
DDRAW_INIT_STRUCT(ddsd); // lock the primary surface
if (FAILED(lpddsprimary->Lock(NULL, &ddsd,
DDLOCK_SURFACEMEMORYPTR | DDLOCK_WAIT,
NULL)))
return(0);// now ddsd.lPitch is valid and so is ddsd.lpSurface// make a couple aliases to make code cleaner, so we don't
// have to cast
int lpitch16 = (int)(ddsd.lPitch >> 1);
USHORT *video_buffer = (USHORT *)ddsd.lpSurface;// plot 1000 random pixels with random colors on the
// primary surface, they will be instantly visible
for (int index=0; index < 1000; index++)
{
// select random position and color for 640x480x16
int red = rand()%256;
int green = rand()%256;
int blue = rand()%256;
int x = rand()%640;
int y = rand()%480; // plot the pixel
Plot_Pixel_Faster16(x,y,red,green,blue,video_buffer,lpitch16); } // end for index
// now unlock the primary surface
if (FAILED(lpddsprimary->Unlock(NULL)))
return(0);// return success or failure or your own return code here
return(1);} // end Game_Main////////////////////////////////////////////////////////////int Game_Init(void *parms = NULL, int num_parms = 0)
{
// this is called once after the initial window is created and
// before the main event loop is entered, do all your initialization
// here// first create base IDirectDraw interface
if (FAILED(DirectDrawCreate(NULL, &lpdd, NULL)))
return(0);// now query for IDirectDraw4
if (FAILED(lpdd->QueryInterface(IID_IDirectDraw4,
(LPVOID *)&lpdd4)))
return(0);// set cooperation to full screen
if (FAILED(lpdd4->SetCooperativeLevel(main_window_handle,
DDSCL_FULLSCREEN | DDSCL_ALLOWMODEX |
DDSCL_EXCLUSIVE | DDSCL_ALLOWREBOOT)))
return(0);// set display mode to 640x480x16
if (FAILED(lpdd4->SetDisplayMode(SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_BPP,0,0)))
return(0);// clear ddsd and set size
memset(&ddsd,0,sizeof(ddsd));
ddsd.dwSize = sizeof(ddsd);// enable valid fields
ddsd.dwFlags = DDSD_CAPS;// request primary surface
ddsd.ddsCaps.dwCaps = DDSCAPS_PRIMARYSURFACE;// create the primary surface
if (FAILED(lpdd4->CreateSurface(&ddsd, &lpddsprimary, NULL)))
return(0);// return success or failure or your own return code here
return(1);} // end Game_Init/////////////////////////////////////////////////////////////int Game_Shutdown(void *parms = NULL, int num_parms = 0)
{
// this is called after the game is exited and the main event
// loop while is exited, do all you cleanup and shutdown here// now the primary surface
if (lpddsprimary)
{
lpddsprimary->Release();
lpddsprimary = NULL;
} // end if// now blow away the IDirectDraw4 interface
if (lpdd4)
{
lpdd4->Release();
lpdd4 = NULL;
} // end if// return success or failure or your own return code here
return(1);} // end Game_Shutdown
HINSTANCE hprevinstance,
LPSTR lpcmdline,
int ncmdshow)
{WNDCLASSEX winclass; // this will hold the class we create
HWND hwnd; // generic window handle
MSG msg; // generic message
HDC hdc; // graphics device context// first fill in the window class stucture
winclass.cbSize = sizeof(WNDCLASSEX);
winclass.style = CS_DBLCLKS | CS_OWNDC |
CS_HREDRAW | CS_VREDRAW;
winclass.lpfnWndProc = WindowProc;
winclass.cbClsExtra = 0;
winclass.cbWndExtra = 0;
winclass.hInstance = hinstance;
winclass.hIcon = LoadIcon(NULL, IDI_APPLICATION);
winclass.hCursor = LoadCursor(NULL, IDC_ARROW);
winclass.hbrBackground = (HBRUSH)GetStockObject(BLACK_BRUSH);
winclass.lpszMenuName = NULL;
winclass.lpszClassName = WINDOW_CLASS_NAME;
winclass.hIconSm = LoadIcon(NULL, IDI_APPLICATION);// save hinstance in global
hinstance_app = hinstance;// register the window class
if (!RegisterClassEx(&winclass))
return(0);// create the window
if (!(hwnd = CreateWindowEx(NULL, // extended style
WINDOW_CLASS_NAME, // class
"DirectDraw 16-Bit Full-Screen Demo", // title
WS_POPUP | WS_VISIBLE,
0,0, // initial x,y
SCREEN_WIDTH,SCREEN_HEIGHT, // initial width, height
NULL, // handle to parent
NULL, // handle to menu
hinstance,// instance of this application
NULL))) // extra creation parms
return(0);// save main window handle
main_window_handle = hwnd;// initialize game here
Game_Init();// enter main event loop
while(TRUE)
{
// test if there is a message in queue, if so get it
if (PeekMessage(&msg,NULL,0,0,PM_REMOVE))
{
// test if this is a quit
if (msg.message == WM_QUIT)
break;
// translate any accelerator keys
TranslateMessage(&msg); // send the message to the window proc
DispatchMessage(&msg);
} // end if
// main game processing goes here
Game_Main();
} // end while// closedown game here
Game_Shutdown();// return to Windows like this
return(msg.wParam);} // end WinMain///////////////////////////////////////////////////////////
在project->project settings->c/c++页,project options中去掉/D "console"
在project->project settings->link页,project options中去掉
/subsystem:console
程序可以成功,我已经试过了。
注意在Release编译时,要做同样的修改。
记着给分喲,我干了足足有20分钟
你也可以用VC向导生成一个Windows应用,然后把你的代码复制进去。