Mingw32中对"SDL_main"的未定义引用

Undefined reference to `SDL_main' in Mingw32

本文关键字:未定义 main 引用 中对 SDL Mingw32      更新时间:2023-10-16

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失败,抛出旧的"对'SDL_main'的未定义引用"。我已经确保我使用mingw开发库"i686-w64-mingw32"。(我也切换到"x86_64-w64-mingw32",但结果相同。在我包含 SDL 之后 #undef 主要内容。

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\SDL2-2.0.4i686lib -w -Wl,-subsystem,windows -lmingw32  -lSDL2main -lSDL2 -lopengl32 -lglu32 -o pixelHell
C:mingw_dev_libSDL2-2.0.4i686lib/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\SDL2-2.0.4i686lib
#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

主.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;
}

引擎核心.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 //....

根据文档:

确保将 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.
有关更多详细信息,请参阅上述链接。

啊需要将 3 月的行更改为:

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

我会假设/**/*.cpp会解决这个问题......