为什么我得到这么多错误,为什么它告诉我窗口未定义?不会编译

Why am I getting so many errors, why is it telling me window is undefined? wont compile

本文关键字:为什么 窗口 告诉我 未定义 编译 错误      更新时间:2023-10-16

所以我正在制作一个尝试使用OOP的游戏,但visual studio不高兴我使用vc++ 2010 express作为我的IDE,我决定将SDL"具体化"为可重用的组件,但现在我从0错误到122,其中一些真的不是错误,就像它说窗口未定义,我点击去错误错误消失了…所以我遇到了一点麻烦

#ifndef GUARD_WINDOWSTATE_H
#define GUARD_WINDOWSTATE_H
#include<SDL.h>
#include"Window.h"
#include"Graphics.h"
/* 
WindowSate is a component to a window class, a windowstate is a seperate
frame of a window, it could be a menu or a level or something
a windowstate handles its events through a window and draws via graphics buffer to
the window's surface it will hold the components of the window(graphics, GUI     components, etc.)
and the window will hold it
*/
class WindowState {
public:
WindowState(Window* window) 
    :m_window(window)
{
    m_window->add_state(this);
}
virtual void load() = 0;
virtual void update( SDL_Event* e) = 0;
virtual void logic() = 0;
virtual void render(Graphics g) = 0;
virtual void unload() = 0;
protected:
Window* m_window;
};
#endif

它告诉我窗口是未定义的,当它在包含的window.h中定义时这里是window.h:

#ifndef GUARD_WINDOW_H
#define GUARD_WINDOW_H
#include"SDL.h"
#include<vector>
#include<string>
#include"WindowState.h"
#include"Graphics.h"
/*The window class is the interface to the user,
it displays everything and is the top layer of the interactive application
it recieves events and passes them down the chain to states and components
it holds states and enumerates through them
*/
class Window {
private:
//width and height of the window
int m_width, m_height;
//graphics handler of the window
Graphics m_g;
//window surface
SDL_Surface* m_surface;
//event to hold all events
SDL_Event m_events;
//current and qeued states
int m_current_state;
int m_queued_state;
//Current WindowState
WindowState* m_window_state;
//is the window open?
bool m_running;
//title of the window
std::string m_title;
//vector to hold all the window states
std::vector<WindowState*> m_states;
public:
//Basic constructor
Window(int width, int height);
//constructor with title
Window(int width, int height, std::string title);
//returns the windows events
virtual SDL_Event& get_events() { return m_events; }
SDL_Surface* surface() { return m_surface; }
bool is_running() { return m_running; }
virtual void run(); //starts the window
virtual void update();    //updates the events 
virtual void update_state();    //checks for a change in state
virtual void draw();    //draws current state
virtual void close(); // closes the window
void queue_window_state(int state);    //sets up a window state to be activated
void add_state(WindowState* state);    //adds a state to the window
void set_caption(std::string caption);
//destructor
~Window();
};
#endif

你有一个循环包含。注意到WindowState.h包括Window.h, Window.h包括WindowState.h吗?这是一个编译器不喜欢的永不结束的依赖循环。

如果这是我的钱,我会从WindowState.h中删除#include <Window.h,并在类之前的某个地方做所谓的前向声明:class Window; .

请记住,你不能在这个文件中使用这个类。但是,您可以在相应的WindowState.cpp文件中包含它并使用它。

WindowsState.h中,WindowGraphics都不需要完整的定义,只需要一个前向声明,因此更改:

#include"Window.h"
#include"Graphics.h"

:

class Window;
class Graphics;

Window.h中,WindowState只需要前向声明,所以修改:

#include "WindowsState.h"

:

class WindowState;

Graphics不能在Window.h中前声明,因为必须计算该类型的完整大小才能成功编译Window

使用前向声明可以最大限度地减少文件之间的编译依赖,并使代码编译得更快。例如,更改Graphics.hWindow.h文件将不需要重新编译仅包含WindowState.h的所有文件,例如