编程问题记录——语句写在函数外

  今天第一次写3d游戏中程序,只想初始化一下D3D。可是在第一步“获取接口Idirect3D9的指针”时就出现了问题。

 

编译时出错提示:
error C2501: '_d3d9' : missing storage-class or type specifiers
error C2040: '_d3d9' : 'int' differs in levels of indirection from 'struct IDirect3D9 *'
error C2440: 'initializing' : cannot convert from 'struct IDirect3D9 *' to 'int'

 

  很多人都说是引用头文件出错,但是我设置过应该没问题。到很多群里问,论坛发贴都没得解。

 

  经过一晚上思考,终于在今天零晨一个群里的朋友看了我传给他的项目后找到了原因:

      语句写在了函数体外!!

 

请看我的源代码:注意*****************部分是关键。

// T3D Game Console, creates a game console application

// INCLUDES ///
#define WIN32_LEAN_AND_MEAN  // just say no to MFC

#include <windows.h>   // include important windows stuff
#include <windowsx.h>
#include <mmsystem.h>
#include "iostream" // include important C/C++ stuff
#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>
//MY INCLUDE***********************************************
#include <d3dx9.h>//Since i can't found how to set the road,so give full road.
#include <d3d9.h>
#pragma comment(lib,"d3dx9.lib")
#pragma comment(lib,"d3d9.lib")
// DEFINES

// defines for windows
#define WINDOW_CLASS_NAME "MY 3D GAME"

// MACROS /

#define KEYDOWN(vk_code) ((GetAsyncKeyState(vk_code) & 0x8000) ? 1 : 0)
#define KEYUP(vk_code)   ((GetAsyncKeyState(vk_code) & 0x8000) ? 0 : 1)

// GLOBALS
HWND      main_window_handle = NULL; // globally track main window
HINSTANCE hinstance_app      = NULL; // globally track hinstance
//MY VARIABLE**********************************************
IDirect3D9* _d3d9;                   // point to IDirect3D9

_d3d9=Direct3DCreate9(D3D_SDK_VERSION);  //这就是我出错的地方啦,错误在哪你明白了吗?


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

 

// 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

 

// 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
          "3D GAME TEST", // title
          WS_OVERLAPPEDWINDOW | WS_VISIBLE,
           0,0,   // initial x,y
          800,600,  // 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

///

 

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