【发布时间】:2015-09-28 00:54:51
【问题描述】:
我正在尝试通过this example: 与 OpenGL 取得联系
#include <windows.h>
#include <GL/GL.h>
#pragma comment (lib, "opengl32.lib")
LRESULT CALLBACK WndProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam);
int WinMain( __in HINSTANCE hInstance, __in_opt HINSTANCE hPrevInstance, __in_opt LPSTR lpCmdLine, __in int nShowCmd )
{
MSG msg = {0};
WNDCLASS wc = {0};
wc.lpfnWndProc = WndProc;
wc.hInstance = hInstance;
wc.hbrBackground = (HBRUSH)(COLOR_BACKGROUND);
wc.lpszClassName = L"oglversionchecksample";
wc.style = CS_OWNDC;
if( !RegisterClass(&wc) )
return 1;
CreateWindowW(wc.lpszClassName,L"openglversioncheck",WS_OVERLAPPEDWINDOW|WS_VISIBLE,0,0,640,480,0,0,hInstance,0);
while( GetMessage( &msg, NULL, 0, 0 ) > 0 )
DispatchMessage( &msg );
return 0;
}
LRESULT CALLBACK WndProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam)
{
switch(message)
{
case WM_CREATE:
{
PIXELFORMATDESCRIPTOR pfd =
{
sizeof(PIXELFORMATDESCRIPTOR),
1,
PFD_DRAW_TO_WINDOW | PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER, //Flags
PFD_TYPE_RGBA, //The kind of framebuffer. RGBA or palette.
32, //Colordepth of the framebuffer.
0, 0, 0, 0, 0, 0,
0,
0,
0,
0, 0, 0, 0,
24, //Number of bits for the depthbuffer
8, //Number of bits for the stencilbuffer
0, //Number of Aux buffers in the framebuffer.
PFD_MAIN_PLANE,
0,
0, 0, 0
};
HDC ourWindowHandleToDeviceContext = GetDC(hWnd);
int letWindowsChooseThisPixelFormat;
letWindowsChooseThisPixelFormat = ChoosePixelFormat(ourWindowHandleToDeviceContext, &pfd);
SetPixelFormat(ourWindowHandleToDeviceContext,letWindowsChooseThisPixelFormat, &pfd);
HGLRC ourOpenGLRenderingContext = wglCreateContext(ourWindowHandleToDeviceContext);
wglMakeCurrent (ourWindowHandleToDeviceContext, ourOpenGLRenderingContext);
MessageBoxA(0,(char*)glGetString(GL_VERSION), "OPENGL VERSION",0);
wglDeleteContext(ourOpenGLRenderingContext);
PostQuitMessage(0);
}
break;
default:
return DefWindowProc(hWnd, message, wParam, lParam);
}
return 0;
}
我正在使用最新版本的 Code::Blocks (v13.12) 和 MinGW-TDM-GCC-4.8.1
在链接器设置中,我链接到 libopengl32.a,并使用了 MinGW 发行版中的 windows.h 和 GL-headers。
但是我得到了这个错误:
main.cpp|4|warning: ignoring #pragma comment [-Wunknown-pragmas]|
main.cpp|8|error: 'int WinMain' redeclared as different kind of symbol|
codeblocks\mingw\include\winbase.h|1251|error: previous declaration of 'int WinMain(HINSTANCE, HINSTANCE, LPSTR, int)'|
main.cpp|8|error: '__in' was not declared in this scope|
main.cpp|8|error: '__in_opt' was not declared in this scope|
main.cpp|8|error: '__in_opt' was not declared in this scope|
main.cpp|8|error: '__in' was not declared in this scope|
我错过了什么吗?还是这个例子只在使用 Visual Studio 时才有效(就像编译指示一样)?
编辑
我把所有东西都删掉了(没有 opengl 的东西),只有 win 标题和它的 WinMain,但同样的错误。
然后我用它的标准 main (see here) 替换了 WinMain
int main()
{
HINSTANCE hInstance = GetModuleHandle( NULL );
HINSTANCE hPrevInstance = 0;
LPSTR lpCmdLine = NULL;
int nShowCmd = 0;
...same as before
return 0;
}
在我也链接到 libgdi32.a 之后它编译没有错误,但是它只显示一个空的命令提示符。
编辑 2
我删除了宽字符串(L"" 和 CreateWindowW 到 CreateWindow),现在它可以工作了..
【问题讨论】:
-
Compile error with winmain and simple code, "Previous declaration of WinMain"。您对
WinMain的声明不正确。你忘了说APIENTRY。