无法将'LPCWSTR {aka const wchar_t*}'转换为 'LPCSTR {aka const char*}

cannot convert 'LPCWSTR {aka const wchar_t*}' to 'LPCSTR {aka const char*}

本文关键字:aka const 转换 LPCSTR char wchar LPCWSTR      更新时间:2023-10-16

我一直在尝试让Glew和opengl 3.2在win32上下文中使用代码块(minGW)。我在这里找到了一个不错的小教程

由于我一直在努力弄清楚在代码块中编译glew是否真的可行,我想在做教程之前先试用一下源代码,看看它是否可行。

在稍微调整了代码之后,我试图编译,但出现了一些以前从未见过的错误。它们如下

|In function 'bool createWindow(LPCWSTR, int, int)':|
|73|error: cannot convert 'LPCWSTR {aka const wchar_t*}' to 'LPCSTR {aka const char*}' in assignment|
|80|error: cannot convert 'LPCWSTR {aka const wchar_t*}' to 'LPCSTR {aka const char*}' for argument '2' to 'HWND__* CreateWindowExA(DWORD, LPCSTR, LPCSTR, DWORD, int, int, int, int, HWND, HMENU, HINSTANCE, LPVOID)'|
|In function 'int WinMain(HINSTANCE, HINSTANCE, LPSTR, int)':|
|105|warning: deprecated conversion from string constant to 'char*' [-Wwrite-strings]|
|110|error: '_TRUNCATE' was not declared in this scope|
|110|error: 'mbstowcs_s' was not declared in this scope|

我的代码是

include <iostream>
#include <Windows.h>
#ifndef GLEW_STATIC
#define GLEW_STATIC
#endif //GLEW_STATIC

#include <GL/glew.h>
#include <GL/wglew.h>
//using namespace std;
//
//int main()
//{
//    cout << "Hello world!" << endl;
//    return 0;
//}

#include "opengl_3.h"
OpenGLContext openglContext; // Our OpenGL Context class
bool running = true; // Whether or not the application is currently running
HINSTANCE hInstance; // The HINSTANCE of this application
LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM); // Standard window callback
/**
    WndProc is a standard method used in Win32 programming for handling Window messages. Here we
    handle our window resizing and tell our OpenGLContext the new window size.
*/
LRESULT CALLBACK WndProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam) {
    switch (message) {
        case WM_SIZE: // If our window is resizing
        {
            openglContext.reshapeWindow(LOWORD(lParam), HIWORD(lParam)); // Send the new window size to our OpenGLContext
            break;
        }
        case WM_DESTROY:
        {
            PostQuitMessage(0);
            break;
        }
    }
    return DefWindowProc(hWnd, message, wParam, lParam);
}
/**
    createWindow is going to create our window using Windows API calls. It is then going to
    create our OpenGL context on the window and then show our window, making it visible.
*/
bool createWindow(LPCWSTR title, int width, int height) {
    WNDCLASS windowClass;
    HWND hWnd;
    DWORD dwExStyle = WS_EX_APPWINDOW | WS_EX_WINDOWEDGE;
    hInstance = GetModuleHandle(NULL);
    windowClass.style = CS_HREDRAW | CS_VREDRAW | CS_OWNDC;
    windowClass.lpfnWndProc = (WNDPROC) WndProc;
    windowClass.cbClsExtra = 0;
    windowClass.cbWndExtra = 0;
    windowClass.hInstance = hInstance;
    windowClass.hIcon = LoadIcon(NULL, IDI_WINLOGO);
    windowClass.hCursor = LoadCursor(NULL, IDC_ARROW);
    windowClass.hbrBackground = NULL;
    windowClass.lpszMenuName = NULL;
    windowClass.lpszClassName = title;
    if (!RegisterClass(&windowClass)) {
        return false;
    }
    hWnd = CreateWindowEx(dwExStyle, title, title, WS_OVERLAPPEDWINDOW,
      CW_USEDEFAULT, 0, width, height, NULL, NULL, hInstance, NULL);
    openglContext.create30Context(hWnd); // Create our OpenGL context on the given window we just created
    ShowWindow(hWnd, SW_SHOW);
    UpdateWindow(hWnd);
    return true;
}
/**
    WinMain is the main entry point for Windows based applications as opposed to 'main' for console
    applications. Here we will make the calls to create our window, setup our scene and then
    perform our 'infinite' loop which processes messages and renders.
*/
int WINAPI WinMain(HINSTANCE hInstance,
                     HINSTANCE hPrevInstance,
                     LPSTR    lpCmdLine,
                     int       nCmdShow) {
    MSG msg;
    /**
        The following 6 lines of code do conversion between char arrays and LPCWSTR variables
        which are used in the Windows API.
    */
    char *orig = "OpenGL 3 Project"; // Our windows title
    size_t origsize = strlen(orig) + 1;
    const size_t newsize = 100;
    size_t convertedChars = 0;
    wchar_t wcstring[newsize];
    mbstowcs_s(&convertedChars, wcstring, origsize, orig, _TRUNCATE);
    createWindow(wcstring, 500, 500); // Create our OpenGL window
    openglContext.setupScene(); // Setup our OpenGL scene
    /**
        This is our main loop, it continues for as long as running is true
    */
    while (running)
    {
        if (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE)) { // If we have a message to process, process it
            if (msg.message == WM_QUIT) {
                running = false; // Set running to false if we have a message to quit
            }
            else {
                TranslateMessage(&msg);
                DispatchMessage(&msg);
            }
        }
        else { // If we don't have a message to process
            openglContext.renderScene(); // Render our scene (which also handles swapping of buffers)
        }
    }
    return (int) msg.wParam;
}

(对文字墙感到抱歉)还有其他文件,但所有的错误似乎都是从这里开始的。如果需要,我会把剩下的寄出去。

我还没有看到任何类似的错误,所以我在谷歌上搜索了一下,发现错误是由编译器没有设置为多字节(VS2010中的设置)引起的。我环顾四周,在代码块中找不到任何这样的设置。这个代码只在VS中可用吗?或者我遗漏了什么?我担心这可能与我的链接有关,因为我过去有很多问题。任何帮助都将不胜感激。

在包含任何标头之前,将CreateWindowEx更改为CreateWindowExW或定义宏UNICODE

我从未使用过minGW,所以对此持怀疑态度。(VS Express免费使用,BTW.)

Unicode/Ascii决策在很大程度上受Unicode定义的控制。因此,如果您#定义UNICODE 1,或者可能将其传递到编译命令行,那么很有可能解决您的问题。

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