对的未定义引用WinMain@16和未知的杂注

undefined reference to WinMain@16 and unknown pragmas

本文关键字:未知 WinMain@16 未定义 引用      更新时间:2023-10-16

可能重复:
对的未定义引用`WinMain@16';

我正在运行最新版本的CodeBlocks。我试图编译一个在教程网站上找到的代码,但由于某种原因,我遇到了一个错误。我将我的项目设置为DirectX9,并于2010年6月安装了DirectX SDK。我还收到了警告"未知杂注",这是告诉代码即使编译也不会正常运行的。

// include the basic windows header files and the Direct3D header file
#include <windows.h>
#include <windowsx.h>
#include <d3d9.h>
// include the Direct3D Library file
#pragma comment (lib, "d3d9.lib")
// 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);
// 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 information 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
}
// 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
}

您可能正在使用C++编译器编译C程序。如果是这种情况,则需要将导出的函数声明为extern"C"。例如:

extern "C" int CALLBACK WinMain(...);