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18鱼币
编译不通过爆出下面一连串错误求解:dizzy:
1>MSVCRTD.lib(crtexe.obj) : error LNK2019: 无法解析的外部符号 _main,该符号在函数 ___tmainCRTStartup 中被引用
1>D:\visual studio sdk\游戏编程\ConsoleApplication1\Debug\ConsoleApplication1.exe : fatal error LNK1120: 1 个无法解析的外部命令
- #include <windows.h>
- #include <windowsx.h>
- #include <mmsystem.h>
- #include <iostream>
- #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
- using namespace std;
- #define WINDOW_CLASS_NAME TEXT("WINCLASS1")
- #define SCREEN_WIDTH 640 // size of screen
- #define SCREEN_HEIGHT 480
- #define SCREEN_BPP 8 // bits per pixel
- #define MAX_COLORS 256 // maximum colors
- 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)
- #define DD_INIT_STRUCT(ddstruct) { memset(&ddstruct,0,sizeof(ddstruct)); ddstruct.dwSize=sizeof(ddstruct); }
- HWND main_window_handle = NULL; // globally track main window
- HINSTANCE hinstance_app = NULL; // globally track hinstance
- LPDIRECTDRAW7 lpdd = NULL;
- LPDIRECTDRAWSURFACE7 lpddsprimary = NULL;
- LPDIRECTDRAWSURFACE7 lpddsback = NULL;
- LPDIRECTDRAWPALETTE lpddpal = NULL;
- LPDIRECTDRAWCLIPPER lpddclipper = NULL;
- PALETTEENTRY palette[256];
- PALETTEENTRY save_palette[256];
- DDSURFACEDESC2 ddsd;
- DDBLTFX ddbltfx;
- DDSCAPS2 ddscaps;
- HRESULT ddrval;
- DWORD start_clock_count = 0;
- // these defined the general clipping rectangle
- int min_clip_x = 0, // clipping rectangle
- max_clip_x = SCREEN_WIDTH - 1,
- min_clip_y = 0,
- max_clip_y = SCREEN_HEIGHT - 1;
- // these are overwritten globally by DD_Init()
- int screen_width = SCREEN_WIDTH, // width of screen
- screen_height = SCREEN_HEIGHT, // height of screen
- screen_bpp = SCREEN_BPP; // bits per pixel
- char 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
- ///////////////////////////////////////////////////////////
- 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);
- // 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
- // create IDirectDraw interface 7.0 object and test for error
- if (FAILED(DirectDrawCreateEx(NULL, (void **)&lpdd, IID_IDirectDraw7, NULL)))
- return(0);
- // set cooperation to full screen
- if (FAILED(lpdd->SetCooperativeLevel(main_window_handle,
- DDSCL_FULLSCREEN | DDSCL_ALLOWMODEX |
- DDSCL_EXCLUSIVE | DDSCL_ALLOWREBOOT)))
- {
- // error
- return(0);
- } // end if
- // set display mode to 640x480x8
- if (FAILED(lpdd->SetDisplayMode(SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_BPP, 0, 0)))
- {
- // error
- return(0);
- } // end if
- // 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
- // simply blow away the IDirectDraw4 interface
- if (lpdd)
- {
- lpdd->Release();
- lpdd = NULL;
- } // end if
- // return success or failure or your own return code here
- return(1);
- } // end Game_Shutdown
- // WINMAIN ////////////////////////////////////////////////
- int WINAPI WinMain(HINSTANCE hinstance,
- 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
- TEXT("DirectDraw 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);
- }
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