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c++ - 尝试将 User32.lib 添加到链接器而不是使用 #pragma 注释(lib, "User32.lib")

转载 作者:太空宇宙 更新时间:2023-11-04 11:23:08 40 4
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我在 Windows 7 32 位上使用 Visual Studio 2010。

我在 http://www.directxtutorial.com/Lesson.aspx?lessonid=9-4-1 做教程在 Visual Studio 2010 中学习 DirectX。

在 VC++ 目录 > 包含目录中,我添加了:“C:\Program Files\Microsoft DirectX SDK (August 2009)\Include;”

到 VC++ 目录 > 库目录 C:\Program Files\Microsoft DirectX SDK(2009 年 8 月)\Lib\x86;

在 Properties Manager > Properties > Properties >Linker > Input > Additional Dependencies 下,我添加了:User32.lib;d3d9.lib;d3dx9.lib;

他们现在是:

    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在链接器设置中可以访问相关库。

我的问题是,除非我添加:

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

像这样到我的 C++ 代码的顶部:

    // 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?

最佳答案

这听起来可能是您的项目缺少属性表 Microsoft.Cpp.Win32.user .当创建一个新的 Windows 应用程序解决方案时,它应该自动添加到您的属性表列表中,并且那里的链接器设置应该包括 user32.lib。在属性管理器(查看 -> 属性管理器)中检查项目中包含的属性表列表。如果未列出,请添加它(它位于 %LOCALAPPDATA%\Microsoft\MSBuild\v4.0 中),或者您可以简单地创建一个新项目,它应该会自动添加。

然后当您在 Visual Studio 中时,转到解决方案资源管理器(查看 -> 解决方案资源管理器),右键单击您的项目并选择“属性”(列表中的最后一个)。这会为您的项目打开属性页,在链接器-> 输入下,确保它包含 %(AdditionalDependencies)。 .如果您单击下拉菜单和编辑...,请确保 user32.lib 位于“继承值”列表中的某个位置。

如果您以某种方式修改了旨在在所有 Visual Studio 项目之间共享的属性表,您将需要手动修复它,或者重新安装 Visual Studio。

关于c++ - 尝试将 User32.lib 添加到链接器而不是使用 #pragma 注释(lib, "User32.lib"),我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/27613278/

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