Reputation: 41
I was attempting to create a class that instances my directx window I have an initialize method and a clean method that I have pushed into a .h and .cpp file and upon doing so I get these 2 errors:
Error 58 error LNK2019: unresolved external symbol "public: void __cdecl D3DWindow::CleanD3D(void)" (?CleanD3D@D3DWindow@@QEAAXXZ) referenced in function WinMain C:\Users\thatguy\Documents\game dev\tutorial work\directx 11 tutorial\directx 11 tutorial\main.obj directx 11 tutorial
Error 59 error LNK2019: unresolved external symbol "public: void cdecl D3DWindow::InitD3D(struct HWND *)" (?InitD3D@D3DWindow@@QEAAXPEAUHWND__@@@Z) referenced in function WinMain C:\Users\thatguy\Documents\game dev\tutorial work\directx 11 tutorial\directx 11 tutorial\main.obj directx 11 tutorial
main.cpp:
// include the basic windows header files and the Direct3D header files
#include <windows.h>
#include <windowsx.h>
#include "D3DWindow.h"
// 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);
RECT wr = {0, 0, 800, 600};
AdjustWindowRect(&wr, WS_OVERLAPPEDWINDOW, FALSE);
hWnd = CreateWindowEx(NULL,
"WindowClass",
"Our First Direct3D Program",
WS_OVERLAPPEDWINDOW,
300,
300,
wr.right - wr.left,
wr.bottom - wr.top,
NULL,
NULL,
hInstance,
NULL);
ShowWindow(hWnd, nCmdShow);
D3DWindow window;
// set up and initialize Direct3D
window.InitD3D(hWnd);
// enter the main loop:
MSG msg;
while(TRUE)
{
if(PeekMessage(&msg, NULL, 0, 0, PM_REMOVE))
{
TranslateMessage(&msg);
DispatchMessage(&msg);
if(msg.message == WM_QUIT)
break;
}
else
{
// Run game code here
// ...
// ...
}
}
// clean up DirectX and COM
window.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);
}
D3DWindow.h:
#include <windows.h>
#include <d3d11.h>
#include <d3dx11.h>
#include <d3dx10.h>
#pragma once
class D3DWindow
{
public:
D3DWindow(void);
~D3DWindow(void);
void CleanD3D();
void InitD3D(HWND hWnd);
};
D3DWindow.cpp:
#include "D3DWindow.h"
#include <windows.h>
// global declarations
IDXGISwapChain *swapchain; // the pointer to the swap chain interface
ID3D11Device *dev; // the pointer to our Direct3D device interface
ID3D11DeviceContext *devcon; // the pointer to our Direct3D device context
D3DWindow::D3DWindow(void)
{
}
D3DWindow::~D3DWindow(void)
{
}
// this function initializes and prepares Direct3D for use
void InitD3D(HWND hWnd)
{
// create a struct to hold information about the swap chain
DXGI_SWAP_CHAIN_DESC scd;
// clear out the struct for use
ZeroMemory(&scd, sizeof(DXGI_SWAP_CHAIN_DESC));
// fill the swap chain description struct
scd.BufferCount = 1; // one back buffer
scd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; // use 32-bit color
scd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; // how swap chain is to be used
scd.OutputWindow = hWnd; // the window to be used
scd.SampleDesc.Count = 4; // how many multisamples
scd.Windowed = TRUE; // windowed/full-screen mode
// create a device, device context and swap chain using the information in the scd struct
D3D11CreateDeviceAndSwapChain(NULL,
D3D_DRIVER_TYPE_HARDWARE,
NULL,
NULL,
NULL,
NULL,
D3D11_SDK_VERSION,
&scd,
&swapchain,
&dev,
NULL,
&devcon);
}
// this is the function that cleans up Direct3D and COM
void CleanD3D(void)
{
// close and release all existing COM objects
swapchain->Release();
dev->Release();
devcon->Release();
}
It is in all honesty probably something I overlooked but I'm not really sure why it wouldn't work when it works all under one file.
Thanks for any and all help.
Upvotes: 0
Views: 209
Reputation: 87959
void InitD3D(HWND hWnd)
should be
void D3DWindow::InitD3D(HWND hWnd)
same for CleanD3D.
Incidentally there doesn't seem to be a lot of point to your D3DWindow class. Why did you decide to write InitD3D and CleanD3D as part of a class? The way you have written the you could have just written them as global functions.
Upvotes: 1