这玩意弄的我想哭了,各位帮帮忙

RabbitLBJ 2009-07-16 02:38:35
就这个D3D9的初始化程序,我自己模仿WINDOWS游戏编程大师技巧里的DDRAW的初始化写的,但为什么编译的时候总是提示
E:\work space\d3din\fasdf.cpp(49) : error C2440: 'initializing' : cannot convert from 'const int' to 'struct _D3DCAPS9'
No constructor could take the source type, or constructor overload resolution was ambiguous
E:\work space\d3din\fasdf.cpp(50) : error C2440: 'initializing' : cannot convert from 'const int' to 'struct _D3DPRESENT_PARAMETERS_'
No constructor could take the source type, or constructor overload resolution was ambiguous
我也添加了d3d9x.lib这个库文件啊,另外我还把dxd9这个文件也包含进去了,应该不是却文件吧,各位帮帮我,真的莫法了,谢谢!!!

#define WIN32_LEAN_AND_MEAN  // just say no to MFC
#define STRICT
#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 <d3dx9.h> // include direct3d
#include <d3d9.h>

// 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 16 // bits per pixel



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


// GLOBALS ////////////////////////////////////////////////
HWND hwnd_app = NULL;
HINSTANCE hinstance_app = NULL;
HRESULT hr = 0;
// direct3d stuff
IDirect3DDevice9* Device = 0;
D3DCAPS9 caps = NULL;
D3DPRESENT_PARAMETERS d3dpp = NULL;
IDirect3D9* d3d9 = NULL;
int vp;


// 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


// 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)
{

if (KEYDOWN(VK_ESCAPE))
SendMessage(hwnd_app,WM_CLOSE,0,0);


return(1);

} // end Game_Main

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

int Game_Init(void *parms = NULL, int num_parms = 0)
{


d3d9=Direct3DCreate9(D3D_SDK_VERSION);


d3d9->GetDeviceCaps(D3DADAPTER_DEFAULT,D3DDEVTYPE_HAL,&caps);


if(caps.DevCaps & D3DDEVCAPS_HWTRANSFORMANDLIGHT)
vp=D3DCREATE_HARDWARE_VERTEXPROCESSING;
else
vp=D3DCREATE_SOFTWARE_VERTEXPROCESSING;


d3dpp.BackBufferWidth=SCREEN_WIDTH;
d3dpp.BackBufferHeight=SCREEN_HEIGHT;
d3dpp.BackBufferFormat=D3DFMT_R5G6B5;
d3dpp.BackBufferCount=1;
d3dpp.MultiSampleType=D3DMULTISAMPLE_NONE;
d3dpp.MultiSampleQuality=0;
d3dpp.SwapEffect=D3DSWAPEFFECT_DISCARD;
d3dpp.hDeviceWindow=hwnd_app;
d3dpp.Windowed=true;
d3dpp.EnableAutoDepthStencil=true;
d3dpp.AutoDepthStencilFormat=D3DFMT_D24S8;
d3dpp.Flags=0;
d3dpp.FullScreen_RefreshRateInHz=D3DPRESENT_RATE_DEFAULT;
d3dpp.PresentationInterval=D3DPRESENT_INTERVAL_IMMEDIATE;

hr=d3d9->CreateDevice(D3DADAPTER_DEFAULT,D3DDEVTYPE_HAL,hwnd_app,vp,&d3dpp,&Device);
if(FAILED(hr))
{
d3dpp.AutoDepthStencilFormat=D3DFMT_D16;

hr=d3d9->CreateDevice(D3DADAPTER_DEFAULT,D3DDEVTYPE_HAL,hwnd_app,vp,&d3dpp,&Device);
}


return(1);

} // end Game_Init

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

int Game_Shutdown(void *parms = NULL, int num_parms = 0)
{

if (d3d9)
{
d3d9->Release();
d3d9 = NULL;
}

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
hwnd_app = 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
...全文
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RabbitLBJ 2009-07-16
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哦,懂了懂了,只要把DXD9添加进去就行了,谢谢各位,尤其是二楼的朋友!!
RabbitLBJ 2009-07-16
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2楼的朋友说的是对的,谢谢了,我改了之后刚刚那里不提示错误了
但却出了个新的问题

fsaet.obj : error LNK2001: unresolved external symbol _Direct3DCreate9@4

这是什么意思,请教,谢谢!!
到底要添加哪些库啊,我只添加了D3DX9,不够吗??
cyldf 2009-07-16
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E:\work space\d3din\fasdf.cpp(49) : error C2440: 'initializing' : cannot convert from 'const int' to 'struct _D3DCAPS9'
用const int初始化结构体
No constructor could take the source type, or constructor overload resolution was ambiguous
构造函数不满足条件

楼主能否定位这几个错误在哪?把那几行代码贴出来
amossavez 2009-07-16
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是语法错误的话还好办,给你错误提示了,试试找找错误改!要是功能性的错误的话,不好弄了
Nio96 2009-07-16
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是啊。NULL相当于是一个int型的数。。。

你怎么能用一个数来初始化一个结构体呢?
donglq 2009-07-16
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看错误信息差不多是路径问题,找不到对应的数据类型;
PS:不好意思 偶是路过
bigriverhorse 2009-07-16
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D3DCAPS9              caps         = NULL;   
D3DPRESENT_PARAMETERS d3dpp = NULL;


上面这两行是定义两个结构体,不是指针,不能简单使用NULL进行初始化。
如果仅仅是要编译通过,下面这样写就可以了(无初始化)。

D3DCAPS9              caps;   
D3DPRESENT_PARAMETERS d3dpp;

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