For some reason windows does not want to let me use my custom Graphics thing. It is incomplete, but I want to test a feature before I finish it. My main object doesn't exist aparently. I have check for syntax, but I am not the best a grammer or anykind. Basically I am asking for how I get this to work (Uses Direct 3D and Windows) I am using Dev C++
WinMain:
#include <windows.h>
#include "Direct.h"
eGraphics Gengine;
Gengine.SaveSettings("config.txt");
Gengine.LoadSettings("config.txt");
/* Declare Windows procedure */
LRESULT CALLBACK WindowProcedure (HWND, UINT, WPARAM, LPARAM);
/* Make the class name into a global variable */
char szClassName[ ] = "Test of Chronicles SDK";
int WINAPI WinMain (HINSTANCE hThisInstance,
HINSTANCE hPrevInstance,
LPSTR lpszArgument,
int nFunsterStil)
{
HWND hwnd; /* This is the handle for our window */
MSG messages; /* Here messages to the application are saved */
WNDCLASSEX wincl; /* Data structure for the windowclass */
/* The Window structure */
wincl.hInstance = hThisInstance;
wincl.lpszClassName = szClassName;
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 */
szClassName, /* Classname */
"Test for CSDK", /* Title Text */
WS_OVERLAPPEDWINDOW, /* default window */
CW_USEDEFAULT, /* Windows decides the position */
CW_USEDEFAULT, /* where the window ends up on the screen */
Gengine.Present.Width, /* The programs width */
Gengine.Present.Height, /* and height in pixels */
HWND_DESKTOP, /* The window is a child-window to desktop */
NULL, /* No menu */
hThisInstance, /* Program Instance handler */
NULL /* No Window Creation data */
);
/* Make the window visible on the screen */
ShowWindow (hwnd, nFunsterStil);
bool game_active = true;
while(game_active)
{
/* Run the message loop. It will run until GetMessage() returns 0 */
while (GetMessage (&messages, NULL, 0, 0))
{
/* Translate virtual-key messages into character messages */
TranslateMessage(&messages);
/* Send message to WindowProcedure */
DispatchMessage(&messages);
}
}
/* The program return-value is 0 - The value that PostQuitMessage() gave */
return messages.wParam;
}
/* This function is called by the Windows function DispatchMessage() */
LRESULT CALLBACK WindowProcedure (HWND hwnd, UINT message, WPARAM wParam, LPARAM lParam)
{
switch (message) /* handle the messages */
{
case WM_DESTROY:
PostQuitMessage (0); /* send a WM_QUIT to the message queue */
break;
default: /* for messages that we don't deal with */
return DefWindowProc (hwnd, message, wParam, lParam);
}
return 0;
}
the H file:
//Direct.h
//This file will have our interface to Direct X graphics.
//Chronicles 2 may use OGRE, but for now, Direct X must suffice.
//Austen Higgins-Cassidy
// 4/16/2006
//Include Direct X files
#include <windows.h>
#include <d3d9.h>
#include <d3dx9.h>
#include <string>
#include <vector>
#include <dplay8.h>
#include <dpaddr.h>
#include <dinput.h>
#include <stdio.h>
#pragma comment(lib,"d3d9.h")
#pragma comment(lib,"d3dx9.h")
#pragma comment(lib,"dplay8.h")
#pragma comment(lib,"dpaddr.h")
#pragma comment(lib,"dinput.h")
#ifndef _DIRECT_H_
#define _DIRECT_H_
//Setup a graphic struct
extern IDirect3D9 *iDirectX;
extern IDirect3DDevice9 *iD3DDevice;
//2-D graphics
//3-D graphics
//Setup Class
class eGraphics
{
D3DPRESENT_PARAMETERS Present;
D3DDISPLAYMODE Display;
std:vector<D3DVERTEXBUFFER> Buffers;
public:
eGraphics();
~eGraphics();
bool Init(std::string fname);
bool LoadSettings(ostream& fOut);
bool SaveSettings(istream& fIn);
bool LoadMesh(std::string fname);
bool LoadGraphic(std::string fname);
bool Render();
bool Update();
bool Recover();
bool Destroy();
};
#endif
and cpp file
//Expantions for Direct.h
//include files
#include <windows.h>
#include "Direct.h"
#include <d3d9.h>
#include <d3dx9.h>
#include <string>
#inculde <vector>
#include <dplay8.h>
#include <dpaddr.h>
#include <dinput.h>
#include <stdio.h>
using namespace std;
IDirect3D9 *iDirectX;
IDirect3DDevice9 *iD3DDevice;
eGraphics::eGraphics()
{
}
eGraphics::~eGraphics()
{
}
bool eGraphics::Init(string fname)
{
/* ifstream fobj;
fobj.open(fname.c_str());
if(fobj.fail() || !fobj.is_open())
return false;
LoadSettings(fobj);
fobj.close();
*/
if((iDirectX = Direct3DCreate9(D3D_SDK_VERSION)) ==NULL)
return false;
Display.Width = 1200;
Display.Height = 800;
Display.RefreshRate = 0;
Display.Format = D3DFMT_A8R8G8B8;
if(FAILED(iDirectX->CheckDeviceType(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, Display.Format, Display.Format, false)))
return false;
ZeroMemory( &Present, sizeof(Present) );
Present.Windowed = false;
Present.SwapEffect = D3DSWAPEFFECT_FLIP;
Present.FullScreen_RefreshRateInHz = D3DPRESENT_RATE_DEFAULT;
Present.PresentationInterval = D3DPRESENT_INVERVAL_DEFAULT;
Present.BackBufferFromat = Display.Format;
Present.BackBufferWidth = Display.Width;
Present.BackBufferHeight = Display.Height;
if(FAILED(iDirectX->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd,
D3DCREATE_SOFTWARE_VERTEXPROCESSING,
&Present, &iD3DDevice)))
return false;
//Open file and save
ofstream fobj;
fobj.open(fname.c_str());
if(fobj.fail() || !fobj.is_open())
return false;
SaveSettings(fobj);
}
bool eGraphics::Recover()
{
//call this when device is lost
iDirectX->Release(); // release COM
iD3DDevice->Reset(&Present);
LoadSettings(); //reload settings
Init(); // Initilize again
return true;
}
bool Destroy()
{
//release COM objects for the graphics and zero memory of the other things
iDirectX->Release();
iD3DDevice->Release();
ZeroMemory( &Present, sizeof(Present));
ZeroMemory(&Display, sizeof(Display));
return true;
}
bool eGraphics::Render()
{
return false;
}
bool eGraphics::Update()
{
return false;
}
bool eGraphics::LoadMesh(std::string fname)
{
return false;
}
bool eGraphics::LoadGraphic(std::string fname)
{
return false;
}
bool eGraphics::LoadSettings(ifstream& fIn)
{
string hold; // set a temp holding string
if(!getline(fIn, hold)) //Ignore names
return false;
fIn >> Display.Width; // get data
if(!getline(fIn, hold))
return false;
fIn >> Display.Height;
if(!getline(fIn, hold))
return false;
fIn >> Display.RefreshRate;
if(!getline(fIn, hold))
return false;
fIn >> Display.Format;
if(!getline(fIn, hold))
return false;
fIn >> Present.Windowed;
if(!getline(fIn, hold))
return false;
fIn >> Present.SwapEffect;
if(!getline(fIn, hold))
return false;
fIn >> Present.FullScreen_RefreshRateInHz;
if(!getline(fIn, hold))
return false;
fIn >> Present.PresentationInterval;
if(!getline(fIn, hold))
return false;
fIn >> Present.BackBufferFormat;
if(!getline(fIn, hold))
return false;
fIn >> Present.BackBufferWidth;
if(!getline(fIn, hold))
return false;
fIn >> Present.BackBufferHeight;
return true;
}
bool eGraphics::SaveSettings(ofstream& fOut)
{
//send setting data to fOut stream
fOut << "Width\n";
fOut << Display.Width << endl;
fOut << "Height\n";
fOut << Display.Height << endl;
fOut << "Refresh Rate\n";
fOut << Display.RefreshRate << endl;
fOut << "Color Format\n";
fOut << Display.Format << endl;
fOut << "Windowed \n";
fOut << Present.Windowed << endl;
fOut << "Swap Effect \n";
fOut << Present.SwapEffect << endl;
fOut << "Full Screen Refresh Rate\n";
fOut << Present.FullScreen_RefreshRateInHz << endl;
fOut << "Presentation Interval\n";
fOut << Present.PresentationInterval << endl;
fOut << "Back Buffer Format\n";
fOut << Present.BackBufferFormat << endl;
fOut << "Back Buffer Width \n";
fOut << Present.BackBufferWidth << endl;
fOut << "Back Buffer Height\n";
fOut << Present.BackBufferHeight << endl;
}
and my compile log:
Compiler: Default compiler
Building Makefile: "C:\Dev-Cpp\projects\Chronicles\Media\Makefile.win"
Executing make...
make.exe -f "C:\Dev-Cpp\projects\Chronicles\Media\Makefile.win" all
g++.exe -c ../../../Templates/WinMain.cpp -o ../../../Templates/WinMain.o -I"lib/gcc/mingw32/3.4.2/include" -I"include/c++/3.4.2/backward" -I"include/c++/3.4.2/mingw32" -I"include/c++/3.4.2" -I"include" -I"C:/DX90SDK/Include" -I"C:/DX90SDK/Include" -ansi -fexpensive-optimizations
../../../Templates/WinMain.cpp:7: error: `eGraphics' does not name a type
../../../Templates/WinMain.cpp:8: error: expected constructor, destructor, or type conversion before '.' token
../../../Templates/WinMain.cpp:8: error: expected `,' or `;' before '.' token
../../../Templates/WinMain.cpp:9: error: expected constructor, destructor, or type conversion before '.' token
../../../Templates/WinMain.cpp:9: error: expected `,' or `;' before '.' token
../../../Templates/WinMain.cpp: In function `int WinMain(HINSTANCE__*, HINSTANCE__*, CHAR*, int)':
../../../Templates/WinMain.cpp:55: error: `Gengine' undeclared (first use this function)
../../../Templates/WinMain.cpp:55: error: (Each undeclared identifier is reported only once for each function it appears in.)
make.exe: *** [../../../Templates/WinMain.o] Error 1
Execution terminated
[Edited by - Plasmarobo on April 23, 2006 2:38:47 PM]
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