【问题标题】:Undefined reference to `SDL_main' in Mingw32Mingw32 中对“SDL_main”的未定义引用
【发布时间】:2016-06-20 04:55:20
【问题描述】:

我正在尝试在我的 Windows 10 64 位机器上编译我的 SDL 项目。不幸的是,在使用 mingw32-make 编译时。我的编译在完成链接之前就失败了,抛出了旧的“未定义的对‘SDL_main’的引用”。我已经确定我使用了 mingw 开发库“i686-w64-mingw32”。 (我也切换到“x86_64-w64-mingw32”,但结果相同。)和 #undef main 在我包含 SDL 后。

这是运行 mingw32-make 后的控制台输出...

g++ ./neo/engine/gamesys/EngineCore.cpp ./neo/engine/gamesys/Logger.cpp ./neo/engine/gamesys/EventDispatcher.cpp ./neo/engine/renderer/Renderer.cpp ./neo/engine/renderer/RendererSetup.cpp  -IC:\\mingw_dev_lib\\SDL2-2.0.4i686\\include -LC:\mingw_dev_lib\\SDL2-2.0.4i686\lib -w -Wl,-subsystem,windows -lmingw32  -lSDL2main -lSDL2 -lopengl32 -lglu32 -o pixelHell
C:\mingw_dev_lib\SDL2-2.0.4i686\lib/libSDL2main.a(SDL_windows_main.o): In function `main_utf8':
/Users/slouken/release/SDL/SDL2-2.0.4-source/foo-x86/../src/main/windows/SDL_windows_main.c:126: undefined reference to `SDL_main'
/Users/slouken/release/SDL/SDL2-2.0.4-source/foo-x86/../src/main/windows/SDL_windows_main.c:126: undefined reference to `SDL_main'
/Users/slouken/release/SDL/SDL2-2.0.4-source/foo-x86/../src/main/windows/SDL_windows_main.c:126: undefined reference to `SDL_main'
collect2.exe: error: ld returned 1 exit status
Makefile:29: recipe for target 'all' failed
mingw32-make: *** [all] Error 1

生成文件

#OBJS specifies which files to compile as part of the project

OBJS = $(wildcard ./neo/engine/**/*.cpp) 

#CC specifies which compiler we're using
CC = g++

#INCLUDE_PATHS specifies the additional include paths we'll need
INCLUDE_PATHS = -IC:\\mingw_dev_lib\\SDL2-2.0.4i686\\include

#LIBRARY_PATHS specifies the additional library paths we'll need
LIBRARY_PATHS = -LC:\mingw_dev_lib\\SDL2-2.0.4i686\lib

#COMPILER_FLAGS specifies the additional compilation options we're using
# -w suppresses all warnings
# -Wl,-subsystem,windows gets rid of the console window
COMPILER_FLAGS = -w -Wl,-subsystem,windows

SDL_LIBS = sdl-config --libs

#LINKER_FLAGS specifies the libraries we're linking against
LINKER_FLAGS = -lmingw32  -lSDL2main -lSDL2 -lopengl32 -lglu32

#OBJ_NAME specifies the name of our exectuable
OBJ_NAME = pixelHell

#This is the target that compiles our executable
all : $(OBJS)
    $(CC) $(OBJS) $(INCLUDE_PATHS) $(LIBRARY_PATHS) $(COMPILER_FLAGS) $(LINKER_FLAGS) -o $(OBJ_NAME)


clean:
    rm -f $(OBJ_NAME).exe

main.cpp

#include "gamesys/EngineCore.hpp"

extern "C" //<---- Thought that would help...
int main(int argc, char *argv[])
{
    phEngineCore* engine = new phEngineCore();
    engine->setWindowTitle("Pixel Hell Engine 0.0.1");

    /* Initalize the game engine. */
    if(!engine->initalize())
        return 1;

    /* Run framework. */
    engine->run();

    /* Clean up memory when finished! */
    engine->clearAll();

    delete engine;

    return 0;
}

EngineCore.hpp 顶部

#ifndef ENGINE_CORE_HPP
#define ENGINE_CORE_HPP

#include <SDL2/SDL.h>
#include <SDL2/SDL_opengl.h>
#include <stdio.h>
#include <string>
#include <vector>

#undef main //....

【问题讨论】:

    标签: c++ sdl


    【解决方案1】:

    来自documentation

    确保您将 main() 声明为:

    #include "SDL.h"
    
    int main(int argc, char *argv[])
    

    您的main.cpp 文件看起来确实不正确。
    有关详细信息,请参阅上述链接。

    【讨论】:

    • 是的,已经试过了。即使我的 main 中没有任何 SDL 调用。
    • 为了确定,甚至在 int main 之前尝试过 #undef main。
    • 这个答案修复了它,尽管我真的认为我的应用程序中不需要任何参数,谢谢。 +1
    【解决方案2】:

    啊需要把makefile上的第3行改成:

    OBJS = $(wildcard ./neo/engine/*.cpp)  $(wildcard ./neo/engine/**/*.cpp) 
    

    我会假设 /**/*.cpp 会解决这个问题...

    【讨论】:

    • 我喜欢花 1-2 小时来解决一个问题,这只是我的 Makefile 中的配置混乱。
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