Ok, I'm having problems setting up a simple application. I'm just expecting it to display a blank DDraw window (which I can usually do) but I'm trying to get used to using multiple files. Beware, I'm posting a LOT of junk on here.
Ok, here goes (oh, and I know the code is probably jumbled, I just need help with the linker problems):
blit.cpp
// blit.cpp : Defines the entry point for the application.
//
#include "stdafx.h"
// 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_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)))
{
// error
return(0);
} // end if
// now query for IDirectDraw4
if (FAILED(lpdd->QueryInterface(IID_IDirectDraw4,
(LPVOID *)&lpdd4)))
{
// error
return(0);
} // end if
// set cooperation to full screen
if (FAILED(lpdd4->SetCooperativeLevel(main_window_handle,
DDSCL_FULLSCREEN | DDSCL_ALLOWMODEX |
DDSCL_EXCLUSIVE | DDSCL_ALLOWREBOOT)))
{
// error
return(0);
} // end if
// set display mode to 640x480x8
if (FAILED(lpdd4->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 (lpdd4)
{
lpdd4->Release();
lpdd4 = 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
"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);
} // end WinMain
///////////////////////////////////////////////////////////
game.cpp
#include "stdafx.h"
///////////////////////////////////////////////////////////
int Game_Main()
{
// 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
////////////////////////////////////////////////////////////
stdafx.h
// stdafx.h
//
#ifndef MAIN_HEADER_INCLUDED
#define MAIN_HEADER_INCLUDED
// INCLUDES ///////////////////////////////////////////////
#define WIN32_LEAN_AND_MEAN // just say no to MFC
#include // include important windows stuff
#include
#include
#include // include important C/C++ stuff
#include
#include
#include
#include
#include
#include
#include
#include
#include
#include
#include // include directdraw
// DEFINES ////////////////////////////////////////////////
// defines for windows
#define WINDOW_CLASS_NAME "WINCLASS1"
// default screen size
#define SCREEN_WIDTH 640 // size of screen
#define SCREEN_HEIGHT 480
#define SCREEN_BPP 8 // bits per pixel
#define MAX_COLORS 256 // maximum colors
// TYPES //////////////////////////////////////////////////////
// basic unsigned types
typedef unsigned short USHORT;
typedef unsigned short WORD;
typedef unsigned char UCHAR;
typedef unsigned char BYTE;
// MACROS /////////////////////////////////////////////////
#define KEYDOWN(vk_code) ((GetAsyncKeyState(vk_code) & 0x8000) ? 1 : 0)
#define KEYUP(vk_code) ((GetAsyncKeyState(vk_code) & 0x8000) ? 0 : 1)
// initializes a direct draw struct
#define DD_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 stuff
LPDIRECTDRAW 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 timing
// 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
// PROTOTYPES /////////////////////////////////////////////////
int Game_Main();
int Game_Init(void *parms, int num_parms);
int Game_Shutdown(void *parms, int num_parms);
#endif
Like I said, the code probably looks like crap, but that's not my big problem right now. Here is the error log:
--------------------Configuration: blit - Win32 Debug--------------------
Compiling...
game.cpp
blit.cpp
C:\src\blit\blit.cpp(15) : warning C4101: 'buffer' : unreferenced local variable
C:\src\blit\blit.cpp(130) : warning C4101: 'hdc' : unreferenced local variable
Linking...
blit.obj : error LNK2005: "int screen_bpp" (?screen_bpp@@3HA) already defined in game.obj
blit.obj : error LNK2005: "int screen_height" (?screen_height@@3HA) already defined in game.obj
blit.obj : error LNK2005: "int screen_width" (?screen_width@@3HA) already defined in game.obj
blit.obj : error LNK2005: "int max_clip_y" (?max_clip_y@@3HA) already defined in game.obj
blit.obj : error LNK2005: "int min_clip_y" (?min_clip_y@@3HA) already defined in game.obj
blit.obj : error LNK2005: "int max_clip_x" (?max_clip_x@@3HA) already defined in game.obj
blit.obj : error LNK2005: "int min_clip_x" (?min_clip_x@@3HA) already defined in game.obj
blit.obj : error LNK2005: "unsigned long start_clock_count" (?start_clock_count@@3KA) already defined in game.obj
blit.obj : error LNK2005: "struct IDirectDrawClipper * lpddclipper" (?lpddclipper@@3PAUIDirectDrawClipper@@A) already defined in game.obj
blit.obj : error LNK2005: "struct IDirectDrawPalette * lpddpal" (?lpddpal@@3PAUIDirectDrawPalette@@A) already defined in game.obj
blit.obj : error LNK2005: "struct IDirectDrawSurface4 * lpddsback" (?lpddsback@@3PAUIDirectDrawSurface4@@A) already defined in game.obj
blit.obj : error LNK2005: "struct IDirectDrawSurface4 * lpddsprimary" (?lpddsprimary@@3PAUIDirectDrawSurface4@@A) already defined in game.obj
blit.obj : error LNK2005: "struct IDirectDraw4 * lpdd4" (?lpdd4@@3PAUIDirectDraw4@@A) already defined in game.obj
blit.obj : error LNK2005: "struct IDirectDraw * lpdd" (?lpdd@@3PAUIDirectDraw@@A) already defined in game.obj
blit.obj : error LNK2005: "struct HINSTANCE__ * hinstance_app" (?hinstance_app@@3PAUHINSTANCE__@@A) already defined in game.obj
blit.obj : error LNK2005: "struct HWND__ * main_window_handle" (?main_window_handle@@3PAUHWND__@@A) already defined in game.obj
blit.obj : error LNK2005: "char * buffer" (?buffer@@3PADA) already defined in game.obj
blit.obj : error LNK2005: "struct _DDSCAPS2 ddscaps" (?ddscaps@@3U_DDSCAPS2@@A) already defined in game.obj
blit.obj : error LNK2005: "struct _DDSURFACEDESC2 ddsd" (?ddsd@@3U_DDSURFACEDESC2@@A) already defined in game.obj
blit.obj : error LNK2005: "long ddrval" (?ddrval@@3JA) already defined in game.obj
blit.obj : error LNK2005: "struct tagPALETTEENTRY * save_palette" (?save_palette@@3PAUtagPALETTEENTRY@@A) already defined in game.obj
blit.obj : error LNK2005: "struct _DDBLTFX ddbltfx" (?ddbltfx@@3U_DDBLTFX@@A) already defined in game.obj
blit.obj : error LNK2005: "struct tagPALETTEENTRY * palette" (?palette@@3PAUtagPALETTEENTRY@@A) already defined in game.obj
Debug/blit.exe : fatal error LNK1169: one or more multiply defined symbols found
Error executing link.exe.
blit.exe - 24 error(s), 2 warning(s)
Well, while I don't expect anybody to actually sit through this disgrace of a project, there might be some poor, bored bastard out there that might wanna help
![](wink.gif)
Anyways, if you actually want to try it, be my guest, but do so at your own risk
![](smile.gif)
(Side note: okay, no idea why the include directives didn't show up properly in the post, but just assume they are there
![](wink.gif)
Mostly your standard windows junk and the ddraw header)
Edited by - ArtemisX on April 16, 2001 1:20:12 AM