【问题标题】:Trying to add User32.lib to linker instead of using #pragma comment (lib, "User32.lib")尝试将 User32.lib 添加到链接器而不是使用 #pragma 注释 (lib, "User32.lib")
【发布时间】:2015-02-21 04:15:26
【问题描述】:

我在 Windows 7 32 位上使用 Visual Studio 2010。

我在 Visual Studio 2010 中的 http://www.directxtutorial.com/Lesson.aspx?lessonid=9-4-1 上学习 DirectX。

到 VC++ 目录 > 包含目录,我添加了:“C:\Program Files\Microsoft DirectX SDK (August 2009)\Include;”

TO VC++ 目录 > 库目录 C:\Program Files\Microsoft DirectX SDK (August 2009)\Lib\x86;

在属性管理器>属性>属性>链接器>输入>附加依赖项下,我添加了:User32.lib;d3d9.lib;d3dx9.lib;

他们现在是:

    full include directories: C:\Program Files\Microsoft DirectX SDK (August 2009)\Include;$(VCInstallDir)include;$(VCInstallDir)atlmfc\include;$(WindowsSdkDir)include;$(FrameworkSDKDir)\include;

    full library directories: C:\Program Files\Microsoft DirectX SDK (August 2009)\Lib\x86;$(VCInstallDir)lib;$(VCInstallDir)atlmfc\lib;$(WindowsSdkDir)lib;$(FrameworkSDKDir)\lib

additional depdendencies: User32.lib;d3d9.lib;d3dx9.lib;kernel32.lib;user32.lib;gdi32.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies)

我这样做是因为我希望链接器可以在链接器设置中访问相关库。

我的问题是,除非我添加:

    #pragma comment (lib, "User32.lib")

到我的 c++ 代码的顶部,如下所示:

    // include the basic windows header files and the Direct3D header file
    #include 
    #include 
    #include 

    // include the Direct3D Library file
    //#pragma comment (lib, "d3d9.lib")//i commented out this
    #pragma comment (lib, "User32.lib")//I ADDED THIS


    // global declarations
    LPDIRECT3D9 d3d;    // the pointer to our Direct3D interface
    LPDIRECT3DDEVICE9 d3ddev;    // the pointer to the device class

    // function prototypes
    void initD3D(HWND hWnd);    // sets up and initializes Direct3D
    void render_frame(void);    // renders a single frame
    void cleanD3D(void);    // closes Direct3D and releases memory

    // the WindowProc function prototype
    LRESULT CALLBACK WindowProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam);


    // the entry point for any Windows program
    int WINAPI WinMain(HINSTANCE hInstance,
                       HINSTANCE hPrevInstance,
                       LPSTR lpCmdLine,
                       int nCmdShow)
    {
        HWND hWnd;
        WNDCLASSEX wc;

        ZeroMemory(&wc, sizeof(WNDCLASSEX));

        wc.cbSize = sizeof(WNDCLASSEX);
        wc.style = CS_HREDRAW | CS_VREDRAW;
        wc.lpfnWndProc = WindowProc;
        wc.hInstance = hInstance;
        wc.hCursor = LoadCursor(NULL, IDC_ARROW);
        wc.hbrBackground = (HBRUSH)COLOR_WINDOW;
        wc.lpszClassName = "WindowClass";

        RegisterClassEx(&wc);

        hWnd = CreateWindowEx(NULL,
                              "WindowClass",
                              "Our First Direct3D Program",
                              WS_OVERLAPPEDWINDOW,
                              300, 300,
                              800, 600,
                              NULL,
                              NULL,
                              hInstance,
                              NULL);

        ShowWindow(hWnd, nCmdShow);

        // set up and initialize Direct3D
        initD3D(hWnd);

        // enter the main loop:

        MSG msg;

        while(TRUE)
        {
            while(PeekMessage(&msg, NULL, 0, 0, PM_REMOVE))
            {
                TranslateMessage(&msg);
                DispatchMessage(&msg);
            }

            if(msg.message == WM_QUIT)
                break;

            render_frame();
        }

        // clean up DirectX and COM
        cleanD3D();

        return msg.wParam;
    }


    // this is the main message handler for the program
    LRESULT CALLBACK WindowProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam)
    {
        switch(message)
        {
            case WM_DESTROY:
                {
                    PostQuitMessage(0);
                    return 0;
                } break;
        }

        return DefWindowProc (hWnd, message, wParam, lParam);
    }


    // this function initializes and prepares Direct3D for use
    void initD3D(HWND hWnd)
    {
        d3d = Direct3DCreate9(D3D_SDK_VERSION);    // create the Direct3D interface

        D3DPRESENT_PARAMETERS d3dpp;    // create a struct to hold various device information

        ZeroMemory(&d3dpp, sizeof(d3dpp));    // clear out the struct for use
        d3dpp.Windowed = TRUE;    // program windowed, not fullscreen
        d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;    // discard old frames
        d3dpp.hDeviceWindow = hWnd;    // set the window to be used by Direct3D


        // create a device class using this information and the info from the d3dpp stuct
        d3d->CreateDevice(D3DADAPTER_DEFAULT,
                          D3DDEVTYPE_HAL,
                          hWnd,
                          D3DCREATE_SOFTWARE_VERTEXPROCESSING,
                          &d3dpp,
                          &d3ddev);
    }


    // this is the function used to render a single frame
    void render_frame(void)
    {
        // clear the window to a deep blue
        d3ddev->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0, 40, 100), 1.0f, 0);

        d3ddev->BeginScene();    // begins the 3D scene

        // do 3D rendering on the back buffer here

        d3ddev->EndScene();    // ends the 3D scene

        d3ddev->Present(NULL, NULL, NULL, NULL);   // displays the created frame on the screen
    }


    // this is the function that cleans up Direct3D and COM
    void cleanD3D(void)
    {
        d3ddev->Release();    // close and release the 3D device
        d3d->Release();    // close and release Direct3D
    }

我收到以下链接器错误:

    1>Source1.obj : error LNK2019: unresolved external symbol __imp__DispatchMessageA@4 referenced in function _WinMain@16
    1>Source1.obj : error LNK2019: unresolved external symbol __imp__TranslateMessage@4 referenced in function _WinMain@16
    1>Source1.obj : error LNK2019: unresolved external symbol __imp__PeekMessageA@20 referenced in function _WinMain@16
    1>Source1.obj : error LNK2019: unresolved external symbol __imp__ShowWindow@8 referenced in function _WinMain@16
    1>Source1.obj : error LNK2019: unresolved external symbol __imp__CreateWindowExA@48 referenced in function _WinMain@16
    1>Source1.obj : error LNK2019: unresolved external symbol __imp__RegisterClassExA@4 referenced in function _WinMain@16
    1>Source1.obj : error LNK2019: unresolved external symbol __imp__LoadCursorA@8 referenced in function _WinMain@16
    1>Source1.obj : error LNK2019: unresolved external symbol __imp__DefWindowProcA@16 referenced in function "long __stdcall WindowProc(struct HWND__ *,unsigned int,unsigned int,long)" (?WindowProc@@YGJPAUHWND__@@IIJ@Z)
    1>Source1.obj : error LNK2019: unresolved external symbol __imp__PostQuitMessage@4 referenced in function "long __stdcall WindowProc(struct HWND__ *,unsigned int,unsigned int,long)" (?WindowProc@@YGJPAUHWND__@@IIJ@Z)
    1>C:\Users\User\Documents\Visual Studio 2010\Projects\Direct3dDemo\Debug\Direct3dDemo.exe : fatal error LNK1120: 9 unresolved externals

即使我在链接器中有 User32.lib

如何停止使用“#pragma comment (lib, "User32.lib")”并依赖链接器?

【问题讨论】:

  • 澄清一下:您是在“属性管理器”中编辑内容,而不是在“解决方案资源管理器”的项目属性中?
  • 我对链接器的更改是通过修改通过解决方案资源管理器访问的“Properties.props”的属性进行的。

标签: c++ visual-studio-2010 linker directx


【解决方案1】:

听起来您的项目可能缺少属性表Microsoft.Cpp.Win32.user。创建新的 Windows 应用程序解决方案时,它应该自动添加到您的属性表列表中,并且那里的链接器设置应该包括 user32.lib。在 Property Manager (View->Property Manager) 中检查项目中包含的属性表列表。如果没有列出,添加它(它位于%LOCALAPPDATA%\Microsoft\MSBuild\v4.0),或者您可以简单地创建一个新项目,它应该会自动添加。

然后,当您在 Visual Studio 中时,转到解决方案资源管理器(查看->解决方案资源管理器),右键单击您的项目并选择“属性”(列表中的最后一个)。这将为您的项目打开属性页,在链接器->输入下,确保它包含%(AdditionalDependencies)。如果单击下拉菜单并编辑...,请确保 user32.lib 位于“继承的值”列表中。

如果您以某种方式修改了要在所有 Visual Studio 项目之间共享的属性表,则需要手动修复它,或者重新安装 Visual Studio。

【讨论】:

  • 在 Visual Studio 2008 中,由于 vcproj 文件中存在 UseOfMFC="1" 属性,因此缺少此属性表。删除该属性后,构建按预期工作。
猜你喜欢
  • 1970-01-01
  • 2016-11-08
  • 1970-01-01
  • 1970-01-01
  • 1970-01-01
  • 1970-01-01
  • 1970-01-01
  • 2016-11-27
相关资源
最近更新 更多