Original Post
I''m getting the followign link error when trying to compile my classes into a dll
inking... DxWindow.obj : error LNK2001: unresolved external symbol "public: void __thiscall DxWindow::MsgPump(void)" (?MsgPump@DxWindow@@QAEXXZ) Debug/DirectXObjects.dll : fatal error LNK1120: 1 unresolved externals Error executing link.exe.Here are the source files Dx3dDevic.h
#ifndef DX3DDEVICE_H
#define DX3DDEVICE_H
#include <d3d9.h>
#include <windows.h>
#if _MSC_VER > 1000
#pragma once
#endif // _MSC_VER > 1000
class Dx3dDevice
{
public:
Dx3dDevice();
virtual ~Dx3dDevice();
HRESULT InitD3D( HWND hWnd );
VOID CleanUp();
LPDIRECT3DDEVICE9 Get3dDevice();
VOID Render();
private:
LPDIRECT3D9 m_pD3D; // Used to create the D3DDevice
LPDIRECT3DDEVICE9 m_pd3dDevice; // Our rendering device
};
#endif
Dx3dDevice.cpp
// DxDevice.cpp: implementation of the DxDevice class.
//
//////////////////////////////////////////////////////////////////////
#include "Dx3dDevice.h"
//////////////////////////////////////////////////////////////////////
// Construction/Destruction
//////////////////////////////////////////////////////////////////////
Dx3dDevice::Dx3dDevice()
{
m_pD3D = NULL;
m_pd3dDevice = NULL;
}
Dx3dDevice::~Dx3dDevice()
{
}
HRESULT Dx3dDevice::InitD3D(HWND hWnd)
{
// Create the D3D object, which is needed to create the D3DDevice.
if( NULL == ( m_pD3D = Direct3DCreate9( D3D_SDK_VERSION ) ) )
return E_FAIL;
// Set up the structure used to create the D3DDevice. Most parameters are
// zeroed out. We set Windowed to TRUE, since we want to do D3D in a
// window, and then set the SwapEffect to "discard", which is the most
// efficient method of presenting the back buffer to the display. And
// we request a back buffer format that matches the current desktop display
// format.
D3DPRESENT_PARAMETERS d3dpp;
ZeroMemory( &d3dpp, sizeof(d3dpp) );
d3dpp.Windowed = TRUE;
d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
d3dpp.BackBufferFormat = D3DFMT_UNKNOWN;
// Create the Direct3D device. Here we are using the default adapter (most
// systems only have one, unless they have multiple graphics hardware cards
// installed) and requesting the HAL (which is saying we want the hardware
// device rather than a software one). Software vertex processing is
// specified since we know it will work on all cards. On cards that support
// hardware vertex processing, though, we would see a big performance gain
// by specifying hardware vertex processing.
if( FAILED( m_pD3D->CreateDevice( D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd,
D3DCREATE_SOFTWARE_VERTEXPROCESSING,
&d3dpp, &m_pd3dDevice ) ) )
{
return E_FAIL;
}
// Device state would normally be set here
return S_OK;
}
VOID Dx3dDevice::CleanUp()
{
if( m_pd3dDevice != NULL)
m_pd3dDevice->Release();
if( m_pD3D != NULL)
m_pD3D->Release();
}
LPDIRECT3DDEVICE9 Dx3dDevice::Get3dDevice()
{
return m_pd3dDevice;
}
VOID Dx3dDevice::Render()
{
if( NULL == m_pd3dDevice )
return;
// Clear the backbuffer to a blue color
m_pd3dDevice->Clear( 0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0,0,255), 1.0f, 0 );
// Begin the scene
if( SUCCEEDED( m_pd3dDevice->BeginScene() ) )
{
// Rendering of scene objects can happen here
// End the scene
m_pd3dDevice->EndScene();
}
// Present the backbuffer contents to the display
m_pd3dDevice->Present( NULL, NULL, NULL, NULL );
}
DxWindow.h
// DxWindow.h: interface for the DxWindow class.
//
//////////////////////////////////////////////////////////////////////
#ifndef DXWINDOW_H
#define DXWINDOW_H
#include "Dx3dDevice.h"
#if _MSC_VER > 1000
#pragma once
#endif // _MSC_VER > 1000
class DxWindow
{
public:
DxWindow();
virtual ~DxWindow();
LRESULT WINAPI MsgProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
void MsgPump();
int WINAPI Create(HINSTANCE hInst, HINSTANCE, LPSTR, INT);
private:
Dx3dDevice* m_D3D;
};
#endif
DxWindow.cpp
// DxWindow.cpp: implementation of the DxWindow class.
//
//////////////////////////////////////////////////////////////////////
#include "DxWindow.h"
//////////////////////////////////////////////////////////////////////
// Construction/Destruction
//////////////////////////////////////////////////////////////////////
static DxWindow *dxwin = NULL;
LRESULT WINAPI WndProc( HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam )
{
return dxwin->MsgProc( hWnd, msg, wParam, lParam );
}
int WINAPI DxWindow::Create(HINSTANCE hInst, HINSTANCE, LPSTR, INT)
{
// Register the window class
WNDCLASSEX wc = {
sizeof(WNDCLASSEX),
CS_CLASSDC,
WndProc,
0L,
0L,
GetModuleHandle(NULL),
NULL, NULL, NULL, NULL,
"D3D Tutorial", NULL
};
RegisterClassEx( &wc );
// Create the application''s window
HWND hWnd = CreateWindow( "D3D Tutorial", "D3D Tutorial 01: CreateDevice",
WS_OVERLAPPEDWINDOW, 100, 100, 300, 300,
GetDesktopWindow(), NULL, wc.hInstance, NULL );
// Initialize Direct3D
if( SUCCEEDED( m_D3D->InitD3D( hWnd ) ) )
{
// Show the window
ShowWindow( hWnd, SW_SHOWDEFAULT );
UpdateWindow( hWnd );
// Enter Message loop
MsgPump();
}
UnregisterClass( "D3D Tutorial", wc.hInstance );
return 0;
}
LRESULT WINAPI DxWindow::MsgProc(HWND hWnd,UINT msg,WPARAM wParam,LPARAM lParam)
{
switch( msg )
{
case WM_DESTROY:
m_D3D->CleanUp();
PostQuitMessage( 0 );
return 0;
case WM_PAINT:
m_D3D->Render();
ValidateRect( hWnd, NULL );
return 0;
}
return DefWindowProc( hWnd, msg, wParam, lParam );
}
DxWindow::DxWindow()
{
dxwin = NULL;
}
DxWindow::~DxWindow()
{
}
Has anyone got any ideas???