视觉C++ 2 重载具有类似的转换 - 游戏项目

visual C++ 2 Overloads have similar Conversions- Game Project

本文关键字:转换 游戏 项目 C++ 重载 视觉      更新时间:2023-10-16

错误:

Source_InterfaceWndTaskBar.cpp(9681) : error C2666: 'CTexture::RenderRotate' : 2 overloads have similar conversions
    Source_Common2DRender.h(245): could be 'void CTexture::RenderRotate(C2DRender *,CPoint,FLOAT,BOOL,DWORD,FLOAT,FLOAT)'
    Source_Common2DRender.h(240): or       'void CTexture::RenderRotate(C2DRender *,CPoint,FLOAT,DWORD,FLOAT,FLOAT)'
            while trying to match the argument list '(C2DRender *, CPoint, float, int, float, float)'
    SourceSource_InterfaceWndTaskBar.cpp(9682) : error C2666: 'CTexture::RenderRotate' : 2 overloads have similar conversions
    Source_Common2DRender.h(245): could be 'void CTexture::RenderRotate(C2DRender *,CPoint,FLOAT,BOOL,DWORD,FLOAT,FLOAT)'
    Source_Common2DRender.h(240): or       'void CTexture::RenderRotate(C2DRender *,CPoint,FLOAT,DWORD,FLOAT,FLOAT)'
            while trying to match the argument list '(C2DRender *, CPoint, float, int, float, float)'

Wnd任务栏.cpp

9679    if( ( m_nActionSlot > 0 )&&( g_WndMng.m_pWndTaskBar->m_nExecute > 0 ))
9680    {
9681      SlotRt2->RenderRotate( p2DRender, CPoint(0,0), RotateSLOT, 255, 1.0f, 1.0f );
9682      SlotEffect2->RenderRotate( p2DRender, CPoint(0,0), RotateSLOT, m_nFlashAlpha[0], 1.0f, 1.0f );
9683    }
9684    else
9685    {
9686      SlotRt2->Render( p2DRender, CPoint(0,0), 255 );
9687      SlotEffect2->Render( p2DRender, CPoint(0,0), 0);
9688    }

2DRender.h ( 其他几行 )

227 //BOOL LoadTextureFromRes( LPDIRECT3DDEVICE9 pd3dDevice, LPCTSTR pFileName, D3DCOLOR d3dKeyColor, BOOL bMyLoader = FALSE );
228 void Render( C2DRender* p2DRender, CPoint pt, DWORD dwBlendFactorAlhpa = 255 ) {
229     p2DRender->RenderTexture( pt, this, dwBlendFactorAlhpa ); 
230 }
231 void Render( C2DRender* p2DRender, CPoint pt, CPoint pt2, DWORD dwBlendFactorAlhpa = 255, FLOAT fscalX = 1.0, FLOAT fscalY = 1.0 ) {
232     p2DRender->RenderTextureEx( pt, pt2, this, dwBlendFactorAlhpa, fscalX, fscalY ); 
233 }
234 void RenderEx2( C2DRender* p2DRender, CPoint pt, CPoint pt2, DWORD dwBlendFactorAlhpa = 255, FLOAT fscalX = 1.0, FLOAT fscalY = 1.0, D3DCOLOR color = 0 ) {
235     p2DRender->RenderTextureEx2( pt, pt2, this, dwBlendFactorAlhpa, fscalX, fscalY, color ); 
236 }
237 void RenderScal( C2DRender* p2DRender, CPoint pt, DWORD dwBlendFactorAlhpa = 255, FLOAT fscalX = 1.0, FLOAT fscalY = 1.0 ) {
238     p2DRender->RenderTexture( pt, this, dwBlendFactorAlhpa , fscalX, fscalY ); 
239 }
240 void RenderRotate( C2DRender* p2DRender, CPoint pt, FLOAT fRadian, DWORD dwBlendFactorAlhpa = 255, FLOAT fscalX = 1.0, FLOAT fscalY = 1.0 ) {
241     p2DRender->RenderTextureRotate( pt, this, dwBlendFactorAlhpa , fscalX, fscalY, fRadian ); 
242 }
243
244 //added by gmpbigsun : ȸÀüÃà º¯°æ°¡´É ( center or start point )
245 void RenderRotate( C2DRender* p2DRender, CPoint pt, FLOAT fRadian, BOOL bCenter, DWORD dwBlendFactorAlhpa = 255, FLOAT fscalX = 1.0, FLOAT fscalY = 1.0 ) {
246     p2DRender->RenderTextureRotate( pt, this, dwBlendFactorAlhpa, fRadian, bCenter, fscalX, fscalY ); 
247 }
248 
249 void Render2( C2DRender* p2DRender, CPoint pt, D3DCOLOR color, float fscalX = 1.0f, float fscalY = 1.0f ) {
250     p2DRender->RenderTexture2( pt, this, fscalX, fscalY, color ); 
251 }
252 void RenderScal2( C2DRender* p2DRender, CPoint pt, DWORD dwBlendFactorAlhpa = 255, FLOAT fscalX = 1.0, FLOAT fscalY = 1.0, D3DCOLOR color = 0 ) {
253     p2DRender->RenderTextureColor( pt, this, fscalX, fscalY, color ); 
254 }

所以我真的很陌生C++我知道一些基础知识,我试图通过这个预建项目的反复试验来学习,不是最好的学习方式,但它会教我足够的东西来达到我需要的东西。

据我了解,有两种不同的转换,编译器不知道使用这两个定义中的哪一个,对吧?

编译器

说当你调用函数时,参数列表是(C2DRender *, CPoint, float, int, float, float)。但是通话没有完全匹配。

有两个候选人,

void CTexture::RenderRotate(C2DRender *,CPoint,FLOAT,BOOL,DWORD,FLOAT,FLOAT)

和 void CTexture::RenderRotate(C2DRender *,CPoint,FLOAT,DWORD,FLOAT,FLOAT)

您可以说,int可以转换为BOOLDWORD以匹配其中一个候选者,但编译器认为两者同样好。所以它不能决定并要求您澄清。

查看此行中的代码:

SourceSource_InterfaceWndTaskBar.cpp(9682) : error C2666: 'CTexture::RenderRotate' : 2 overloads have similar conversions

并仔细查看参数的类型。编译器说他们的计算结果为

C2DRender *, CPoint, float, int, float, float

有两个非常相似的函数指纹,它们都不完全匹配,但都可以通过一些转换来获取您提供的参数。

由于参数计数不同,我怀疑您已经体验了为什么不使用默认参数的第一课。

C2DRender *,CPoint,FLOAT,BOOL,DWORD,FLOAT,FLOAT
C2DRender *,CPoint,FLOAT,     DWORD,FLOAT,FLOAT

编译器可以将"int"转换为BOOL和DWORD,如果一个或两个函数中的浮点数具有默认值,则可以充实其余部分。

您可以通过准确指定您尝试调用的内容来修复它:

RenderRotate(renderer, point, float1, (BOOL)theBoolValue, (DWORD)theDwordValue, float2, float3);