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菜鸟求助关于directX 在VC6.0 下编译出错的问题

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发表于 2007-2-18 05:37:00 | 显示全部楼层 |阅读模式
程序是《游戏编程大师》里的例子,不知道是哪没链接好还是怎地 反正不论
怎么编译都出错(至少这三条),用的directx SDK 9.0c,7.0都一样错

E:\Source\T3DCHAP06\demo6_1.cpp(59) : error C2146: syntax error : missing ';' before identifier 'lpdd'
E:\Source\T3DCHAP06\demo6_1.cpp(59) : error C2501: 'LPDIRECTDRAW7' : missing storage-class or type specifiers
E:\Source\T3DCHAP06\demo6_1.cpp(59) : fatal error C1004: unexpected end of file found

请大老们看看 [em7] [em7]

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 楼主| 发表于 2007-2-18 05:40:00 | 显示全部楼层

Re:菜鸟求助关于directX 在VC6.0 下编译出错的问题

怎么附件发了没用,那我把程序贴上
// DEMO6_1.CPP basic DirectDraw initialization demo

// INCLUDES ///////////////////////////////////////////////

#define WIN32_LEAN_AND_MEAN  // just say no to MFC

#define INITGUID // make sure directX guids are included

#include <windows.h>   // include important windows stuff
#include <windowsx.h>
#include <mmsystem.h>
#include <iostream.h> // include important C/C++ stuff
#include <conio.h>
#include <stdlib.h>
#include <malloc.h>
#include <memory.h>
#include <string.h>
#include <stdarg.h>
#include <stdio.h>
#include <math.h>
#include <io.h>
#include <fcntl.h>

#include <ddraw.h> // include directdraw

// DEFINES ////////////////////////////////////////////////

// defines for windows
#define WINDOW_CLASS_NAME "WINCLASS1"

// default screen size
#define SCREEN_WIDTH    640  // size of screen
#define SCREEN_HEIGHT   480
#define SCREEN_BPP      8    // bits per pixel
#define MAX_COLORS      256  // maximum colors

// TYPES //////////////////////////////////////////////////////

// basic unsigned types
typedef unsigned short USHORT;
typedef unsigned short WORD;
typedef unsigned char  UCHAR;
typedef unsigned char  BYTE;

// MACROS /////////////////////////////////////////////////

#define KEYDOWN(vk_code) ((GetAsyncKeyState(vk_code) & 0x8000) ? 1 : 0)
#define KEYUP(vk_code)   ((GetAsyncKeyState(vk_code) & 0x8000) ? 0 : 1)

// initializes a direct draw struct
#define DD_INIT_STRUCT(ddstruct) { memset(&ddstruct,0,sizeof(ddstruct)); ddstruct.dwSize=sizeof(ddstruct); }

// GLOBALS ////////////////////////////////////////////////
HWND      main_window_handle = NULL; // globally track main window
HINSTANCE hinstance_app      = NULL; // globally track hinstance

// directdraw stuff

LPDIRECTDRAW7         lpdd         = NULL;   // dd object
LPDIRECTDRAWSURFACE7  lpddsprimary = NULL;   // dd primary surface
LPDIRECTDRAWSURFACE7  lpddsback    = NULL;   // dd back surface
LPDIRECTDRAWPALETTE   lpddpal      = NULL;   // a pointer to the created dd palette
LPDIRECTDRAWCLIPPER   lpddclipper  = NULL;   // dd clipper
PALETTEENTRY          palette[256];          // color palette
PALETTEENTRY          save_palette[256];     // used to save palettes
DDSURFACEDESC2        ddsd;                  // a direct draw surface description struct
DDBLTFX               ddbltfx;               // used to fill
DDSCAPS2              ddscaps;               // a direct draw surface capabilities struct
HRESULT               ddrval;                // result back from dd calls
DWORD                 start_clock_count = 0; // used for timing

// these defined the general clipping rectangle
int min_clip_x = 0,                          // clipping rectangle
    max_clip_x = SCREEN_WIDTH-1,
    min_clip_y = 0,
    max_clip_y = SCREEN_HEIGHT-1;

// these are overwritten globally by DD_Init()
int screen_width  = SCREEN_WIDTH,            // width of screen
    screen_height = SCREEN_HEIGHT,           // height of screen
    screen_bpp    = SCREEN_BPP;              // bits per pixel


char buffer[80];                     // general printing buffer

// FUNCTIONS //////////////////////////////////////////////
LRESULT CALLBACK WindowProc(HWND hwnd,
                                                    UINT msg,
                            WPARAM wparam,
                            LPARAM lparam)
{
// this is the main message handler of the system
PAINTSTRUCT                ps;                // used in WM_PAINT
HDC                                hdc;        // handle to a device context
char buffer[80];        // used to print strings

// what is the message
switch(msg)
        {       
        case WM_CREATE:
        {
                // do initialization stuff here
        // return success
                return(0);
                } break;
   
        case WM_PAINT:
                {
                // simply validate the window
               hdc = BeginPaint(hwnd,&ps);         
        
        // end painting
        EndPaint(hwnd,&ps);

        // return success
                return(0);
                   } break;

        case WM_DESTROY:
                {

                // kill the application, this sends a WM_QUIT message
                PostQuitMessage(0);

        // return success
                return(0);
                } break;

        default:break;

    } // end switch

// process any messages that we didn't take care of
return (DefWindowProc(hwnd, msg, wparam, lparam));

} // end WinProc

///////////////////////////////////////////////////////////

int Game_Main(void *parms = NULL, int num_parms = 0)
{
// this is the main loop of the game, do all your processing
// here

// for now test if user is hitting ESC and send WM_CLOSE
if (KEYDOWN(VK_ESCAPE))
   SendMessage(main_window_handle,WM_CLOSE,0,0);

// return success or failure or your own return code here
return(1);

} // end Game_Main

////////////////////////////////////////////////////////////

int Game_Init(void *parms = NULL, int num_parms = 0)
{
// this is called once after the initial window is created and
// before the main event loop is entered, do all your initialization
// here

// create IDirectDraw interface 7.0 object and test for error
if (FAILED(DirectDrawCreateEx(NULL, (void **)&lpdd, IID_IDirectDraw7, NULL)))
   return(0);

// set cooperation to normal since this will be a windowed app
lpdd->SetCooperativeLevel(main_window_handle, DDSCL_NORMAL);

// return success or failure or your own return code here
return(1);

} // end Game_Init

/////////////////////////////////////////////////////////////

int Game_Shutdown(void *parms = NULL, int num_parms = 0)
{
// this is called after the game is exited and the main event
// loop while is exited, do all you cleanup and shutdown here

// simply blow away the IDirectDraw4 interface
if (lpdd)
   {
   lpdd->Release();
   lpdd = NULL;
   } // end if

// return success or failure or your own return code here
return(1);

} // end Game_Shutdown

// WINMAIN ////////////////////////////////////////////////
int WINAPI WinMain(        HINSTANCE hinstance,
                                        HINSTANCE hprevinstance,
                                        LPSTR lpcmdline,
                                        int ncmdshow)
{

WNDCLASSEX winclass; // this will hold the class we create
HWND           hwnd;         // generic window handle
MSG                   msg;                 // generic message
HDC        hdc;      // graphics device context

// first fill in the window class stucture
winclass.cbSize         = sizeof(WNDCLASSEX);
winclass.style                        = CS_DBLCLKS | CS_OWNDC |
                          CS_HREDRAW | CS_VREDRAW;
winclass.lpfnWndProc        = WindowProc;
winclass.cbClsExtra                = 0;
winclass.cbWndExtra                = 0;
winclass.hInstance                = hinstance;
winclass.hIcon                        = LoadIcon(NULL, IDI_APPLICATION);
winclass.hCursor                = LoadCursor(NULL, IDC_ARROW);
winclass.hbrBackground        = (HBRUSH)GetStockObject(BLACK_BRUSH);
winclass.lpszMenuName        = NULL;
winclass.lpszClassName        = WINDOW_CLASS_NAME;
winclass.hIconSm        = LoadIcon(NULL, IDI_APPLICATION);

// save hinstance in global
hinstance_app = hinstance;

// register the window class
if (!RegisterClassEx(&winclass))
        return(0);

// create the window
if (!(hwnd = CreateWindowEx(NULL,                  // extended style
                            WINDOW_CLASS_NAME,     // class
                                                    "DirectDraw Initialization Demo", // title
                                                    WS_OVERLAPPEDWINDOW | WS_VISIBLE,
                                                     0,0,          // initial x,y
                                                    400,300,  // initial width, height
                                                    NULL,          // handle to parent
                                                    NULL,          // handle to menu
                                                    hinstance,// instance of this application
                                                    NULL)))        // extra creation parms
return(0);

// save main window handle
main_window_handle = hwnd;

// initialize game here
Game_Init();

// enter main event loop
while(TRUE)
        {
    // test if there is a message in queue, if so get it
        if (PeekMessage(&msg,NULL,0,0,PM_REMOVE))
           {
           // test if this is a quit
       if (msg.message == WM_QUIT)
           break;
       
           // translate any accelerator keys
           TranslateMessage(&msg);

           // send the message to the window proc
           DispatchMessage(&msg);
           } // end if
   
       // main game processing goes here
       Game_Main();
      
        } // end while

// closedown game here
Game_Shutdown();

// return to Windows like this
return(msg.wParam);

} // end WinMain

///////////////////////////////////////////////////////////

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