char FPSString[9];
Device->Clear(0, 0, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffffffff, 1.0f, 0);
Device->BeginScene();
if( Font )
Font->DrawText(20, 20, 0xff000000, FPSString);
Device->EndScene();
Device->Present(0, 0, 0, 0);
Problem with DrawText function
Hello everyone im following a book intro to dx9 and having problems compiling the following code
and keep getting the following compile error
c:\documents and settings\terry\desktop\intro to directx 10 source code\part 3\chapter 9\cfont\cfont.cpp(90) : error C2664: 'CD3DFont::DrawTextW' : cannot convert parameter 4 from 'char [9]' to 'const TCHAR *'
Types pointed to are unrelated; conversion requires reinterpret_cast, C-style cast or function-style cast
any way to resolve this i didnt want to make a lot more changes to the code as it messes it up more, lol o.o maybe im just being a noob and cant see the solution, thanks in advance
ok so i changed FPSString from char to const TCHAR * and off course now i'm getting complie error
c:\documents and settings\terry\desktop\intro to directx 10 source code\part 3\chapter 9\cfont\cfont.cpp(75) : error C2664: 'sprintf' : cannot convert parameter 1 from 'TCHAR *[9]' to 'char *'
Types pointed to are unrelated; conversion requires reinterpret_cast, C-style cast or function-style cast
that doesnt work, any suggestions from anyone?
c:\documents and settings\terry\desktop\intro to directx 10 source code\part 3\chapter 9\cfont\cfont.cpp(75) : error C2664: 'sprintf' : cannot convert parameter 1 from 'TCHAR *[9]' to 'char *'
Types pointed to are unrelated; conversion requires reinterpret_cast, C-style cast or function-style cast
that doesnt work, any suggestions from anyone?
Turn it back into a character array, and in your call to "DrawText", just make a simple C-style cast, "(TCHAR*)FPSString". I think you only need a special conversion function if you're dealing with Unicode, which Windows labels as "WCHAR*".
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