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Dynamic Class Help (again)

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I'm getting the following errors in Microsoft Visual studio 2005 Beta and I can't figure out what I'm doing wrong. It is a DLL project by the way
Linking...
   Creating library Debug/Engine.lib and object Debug/Engine.exp
Engine.obj : warning LNK4217: locally defined symbol ??1exception@std@@UAE@XZ (public: virtual __thiscall std::exception::~exception(void)) imported in function __unwindfunclet$??0logic_error@std@@QAE@ABV?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@1@@Z$0
Engine.obj : warning LNK4217: locally defined symbol ??0exception@std@@QAE@ABV01@@Z (public: __thiscall std::exception::exception(class std::exception const &)) imported in function "public: __thiscall std::logic_error::logic_error(class std::logic_error const &)" (??0logic_error@std@@QAE@ABV01@@Z)
Engine.obj : warning LNK4217: locally defined symbol __invalid_parameter imported in function "public: void __thiscall std::_Vector_const_iterator<class CMesh *,class std::allocator<class CMesh *> >::_Compat(class std::_Vector_const_iterator<class CMesh *,class std::allocator<class CMesh *> > const &)const " (?_Compat@?$_Vector_const_iterator@PAVCMesh@@V?$allocator@PAVCMesh@@@std@@@std@@QBEXABV12@@Z)
Engine.obj : warning LNK4217: locally defined symbol __CrtDbgReportW imported in function "public: void __thiscall std::_Vector_const_iterator<class CMesh *,class std::allocator<class CMesh *> >::_Compat(class std::_Vector_const_iterator<class CMesh *,class std::allocator<class CMesh *> > const &)const " (?_Compat@?$_Vector_const_iterator@PAVCMesh@@V?$allocator@PAVCMesh@@@std@@@std@@QBEXABV12@@Z)
Engine.obj : error LNK2019: unresolved external symbol "__declspec(dllimport) public: __thiscall std::exception::exception(void)" (__imp_??0exception@std@@QAE@XZ) referenced in function "public: __thiscall std::logic_error::logic_error(class std::basic_string<char,struct std::char_traits<char>,class std::allocator<char> > const &)" (??0logic_error@std@@QAE@ABV?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@1@@Z)
Debug/Engine.dll : fatal error LNK1120: 1 unresolved externals
Build log was saved at "file://c:\Documents and Settings\Matt\My Documents\Visual Studio\Projects\Ender's Game\Source\Engine\Debug\BuildLog.htm"
Engine - 2 error(s), 5 warning(s)

Heres the relevant source (engine.h/engine.cpp)
///////////
//Engine.h
///////////


#ifndef ENGINE_H_INCLUDED
#define ENGINE_H_INCLUDED

#include <vector>
#include <windows.h>
#include <d3dx9.h>
#include <dinput.h>

#include "Mesh.h"
#include "Camera.h"
#include "PhysicsObject.h"
#include "MovingPhysicsObject.h"
#include "StaticPhysicsObject.h"
#include "StaticMesh.h"
#include "AnimatedMesh.h"
#include "InputAnimator.h"
#include "EngineLog.h"

using namespace std;

#ifdef _DLL // assume this is defined when we build the dll
#define _DYNLINK __declspec( dllexport)
#else
#define _DYNLINK __declspec( dllimport)
#endif

class CEngine
{
public:
	CEngine();
	~CEngine();

	bool Init(D3DXVECTOR2 window_size);

	CMesh* CreateMesh();
	CInputAnimator* CreateInputAnimator();

private:
	bool InitWindows();
	bool InitDirect3D();
	bool InitDirectInput();
	
	//Graphics stuff
	HWND hwnd;
	LPDIRECT3D9 pD3D;
	LPDIRECT3DDEVICE9 pD3DDevice;

	//Input stuff
	LPDIRECTINPUT pDirectInput;
	LPDIRECTINPUTDEVICE pKeyboard;
	LPDIRECTINPUTDEVICE pMouse; 

	//Information variables
	D3DXVECTOR2 WindowSize;

	vector <CMesh*> Meshes;
	CEngineLog* Log;
};

extern "C"
{
#ifndef _DLL
	typedef CEngine* ( *PFNCREATEMYCLASS)();
	typedef void ( *PFNDELETEMYCLASS)( CEngine*);

#else
	_DYNLINK CEngine* __stdcall  CreateMyClass() 
	{	 
		return ( new CEngine());
	}
	_DYNLINK void __stdcall DeleteMyClass ( CEngine* pObj) 
	{ 
		delete pObj;
	}
#endif //_DLL
} //extern C

#endif //Include guard

////////////
//Engine.cpp
/////////////


#include "Engine.h"

HINSTANCE		g_hinstThisDll;
static	BOOL			g_bCrippledOS	=	FALSE;
static	OSVERSIONINFO	g_osviVerInfo;

extern "C" int APIENTRY	DllMain	(	HINSTANCE	hInstance, 
									DWORD		dwReason, 
									LPVOID		lpReserved
								)
{
	BOOL	bRC	=	TRUE;

    if	(	DLL_PROCESS_ATTACH	==	dwReason)
		{
		    // Extension DLL one-time initialization
	        g_hinstThisDll	=	hInstance;

			g_osviVerInfo.dwOSVersionInfoSize	=	sizeof	(	OSVERSIONINFO);
			
			GetVersionEx(	&g_osviVerInfo);
			
			if (	VER_PLATFORM_WIN32_WINDOWS	==	g_osviVerInfo.dwPlatformId)
					g_bCrippledOS	=	TRUE;

		}

	return	(	TRUE);
}

CEngine::CEngine()
{

}

CEngine::~CEngine()
{

}

bool CEngine::Init(D3DXVECTOR2 window_size)
{
	Log = new CEngineLog();
	Log->StartLogging();

	InitWindows();
	InitDirect3D();
	InitDirectInput();
	return true;
}

CMesh* CEngine::CreateMesh()
{
	CMesh* mesh;
	mesh = new CMesh(pD3DDevice);
	Meshes.push_back(mesh);
	return mesh;
}

CInputAnimator* CEngine::CreateInputAnimator()
{
	CInputAnimator* animator;

	return animator;
}

LRESULT CALLBACK WindowProcedure (HWND hwnd, UINT message, WPARAM wParam, LPARAM lParam)
{
    return DefWindowProc (hwnd, message, wParam, lParam);
}

bool CEngine::InitWindows()
{
	HINSTANCE hInstance = GetModuleHandle(0);
	WNDCLASSEX wincl;     

    /* The Window structure */
    wincl.hInstance = hInstance;
    wincl.lpszClassName = "Engine";
    wincl.lpfnWndProc = WindowProcedure;      /* This function is called by windows */
    wincl.style = CS_DBLCLKS;                 /* Catch double-clicks */
    wincl.cbSize = sizeof (WNDCLASSEX);

    /* Use default icon and mouse-pointer */
    wincl.hIcon = LoadIcon (NULL, IDI_APPLICATION);
    wincl.hIconSm = LoadIcon (NULL, IDI_APPLICATION);
    wincl.hCursor = LoadCursor (NULL, IDC_ARROW);
    wincl.lpszMenuName = NULL;                 /* No menu */
    wincl.cbClsExtra = 0;                      /* No extra bytes after the window class */
    wincl.cbWndExtra = 0;                      /* structure or the window instance */
    /* Use Windows's default color as the background of the window */
    wincl.hbrBackground = (HBRUSH) COLOR_BACKGROUND;

    /* Register the window class, and if it fails quit the program */
    if (!RegisterClassEx (&wincl))
        return 0;

    /* The class is registered, let's create the program*/
    hwnd = CreateWindowEx (
           0,                   /* Extended possibilites for variation */
           "Engine",         /* Classname */
           "Ender's Game",      /* Title Text */
           WS_OVERLAPPEDWINDOW, /* default window */
           0,       /* Windows decides the position */
           0,       /* where the window ends up on the screen */
           800,                 /* The programs width */
           600,                 /* and height in pixels */
           HWND_DESKTOP,        /* The window is a child-window to desktop */
           NULL,                /* No menu */
           hInstance,           /* Program Instance handler */
           NULL                 /* No Window Creation data */
           );

    /* Make the window visible on the screen */
    ShowWindow (hwnd, SW_SHOW);

	return true;
}

bool CEngine::InitDirect3D()
{
	Log->LogInfo("Initalizing direct3D...");
    // Create the D3D object, which is needed to create the D3DDevice.
	pD3D = Direct3DCreate9(D3D_SDK_VERSION);
	if(!pD3D)
	{
		Log->LogError("\tFailed to create main direct3D object");
		return false;
	}
	    
    Log->LogInfo("\tCreated main direct3D object");

	D3DPRESENT_PARAMETERS d3dpp; 
    ZeroMemory( &d3dpp, sizeof(d3dpp) );
    d3dpp.Windowed = TRUE;
    d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
    d3dpp.BackBufferFormat = D3DFMT_UNKNOWN;
    d3dpp.EnableAutoDepthStencil = TRUE;
    d3dpp.AutoDepthStencilFormat = D3DFMT_D16;

    if(FAILED(pD3D->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hwnd, 
                                 D3DCREATE_SOFTWARE_VERTEXPROCESSING, &d3dpp, &pD3DDevice)))
    {
        
        Log->LogError("\tFailed to create the device");
        return false;
    }
    
    Log->LogInfo("\tDevice created");
	
	if(pD3DDevice == NULL) {
        Log->LogError("\tDevice is NULL");
        return false;
        }

	//Set Render States
    pD3DDevice->SetRenderState(D3DRS_LIGHTING, FALSE);
    pD3DDevice->SetRenderState(D3DRS_CULLMODE , D3DCULL_NONE);
    pD3DDevice->SetRenderState(D3DRS_ZENABLE, TRUE);

    Log->LogInfo("\tRender states set");
    Log->LogInfo("Direct3D initalized...");
    Log->LogInfo("");
	return true;
}

bool CEngine::InitDirectInput()
{
	Log->LogInfo("Initalizing Direct Input...");
	
	//Initalize main direct input object
	if (FAILED(DirectInput8Create(GetModuleHandle(NULL), DIRECTINPUT_VERSION, IID_IDirectInput8, 
              (void**)&pDirectInput, NULL))) {
        Log->LogError("\tFailed to create Direct Input object");
        return false;
        }
    Log->LogInfo("\tCreated main Direct Input object");

	//Setup keyboard
    if (FAILED(pDirectInput->CreateDevice(GUID_SysKeyboard, &pKeyboard, NULL))) {
        Log->LogError("Failed to created keyboard device");
        return false;
    } 
  
    if(FAILED(pKeyboard->SetDataFormat(&c_dfDIKeyboard))) { 
        Log->LogError("Failed to set data format");
        return false;
    }
  
    if (FAILED(pKeyboard->SetCooperativeLevel(hwnd, DISCL_BACKGROUND|DISCL_NONEXCLUSIVE))) { 
        Log->LogError("Failed to set cooperative level");
        return false;
    }

    if (FAILED(pKeyboard->Acquire())){
        Log->LogError("Failed to acquire keyboard");
        return false;
    }

	Log->LogInfo("\tInitalized keyboard");

	if (FAILED(pDirectInput->CreateDevice(GUID_SysMouse, &pMouse, NULL))) {
		Log->LogError("Failed to acquire mouse");
		return false;
	}

	if (FAILED(pMouse->SetDataFormat(&c_dfDIMouse))) {
		Log->LogError("Failed to set data format (mouse)");
		return false;
	}

	if (FAILED(pMouse->SetCooperativeLevel(hwnd, DISCL_NONEXCLUSIVE | DISCL_FOREGROUND))) {
		Log->LogError("Failed to set cooperative level (mouse)");
		return false;
	}

	if (FAILED(pMouse->Acquire())) {
		Log->LogInfo("Failed to acquire keyboard");
        return false;
	}
	Log->LogInfo("\tInitalized mouse");
	Log->LogInfo("Direct Input initalized");
	Log->LogInfo("");

	return true;
}



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