2010-04-06 6 views
11

Ich habe keine Ahnung, was das bedeutet. Aber hier ist der Code, der es supposely in geschiehtfataler Fehler C1014: zu viele Include-Dateien: Tiefe = 1024

//======================================================================================= 
// d3dApp.cpp by Frank Luna (C) 2008 All Rights Reserved. 
//======================================================================================= 

#include "d3dApp.h" 
#include <stream> 

LRESULT CALLBACK 
MainWndProc(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam) 
{ 
    static D3DApp* app = 0; 

    switch(msg) 
    { 
     case WM_CREATE: 
     { 
      // Get the 'this' pointer we passed to CreateWindow via the lpParam parameter. 
      CREATESTRUCT* cs = (CREATESTRUCT*)lParam; 
      app = (D3DApp*)cs->lpCreateParams; 
      return 0; 
     } 
    } 

    // Don't start processing messages until after WM_CREATE. 
    if(app) 
     return app->msgProc(msg, wParam, lParam); 
    else 
     return DefWindowProc(hwnd, msg, wParam, lParam); 
} 

D3DApp::D3DApp(HINSTANCE hInstance) 
{ 
    mhAppInst = hInstance; 
    mhMainWnd = 0; 
    mAppPaused = false; 
    mMinimized = false; 
    mMaximized = false; 
    mResizing = false; 

    mFrameStats = L""; 

    md3dDevice   = 0; 
    mSwapChain   = 0; 
    mDepthStencilBuffer = 0; 
    mRenderTargetView = 0; 
    mDepthStencilView = 0; 
    mFont    = 0; 

    mMainWndCaption = L"D3D10 Application"; 
    md3dDriverType = D3D10_DRIVER_TYPE_HARDWARE; 
    mClearColor  = D3DXCOLOR(0.0f, 0.0f, 1.0f, 1.0f); 
    mClientWidth = 800; 
    mClientHeight = 600; 
} 

D3DApp::~D3DApp() 
{ 
    ReleaseCOM(mRenderTargetView); 
    ReleaseCOM(mDepthStencilView); 
    ReleaseCOM(mSwapChain); 
    ReleaseCOM(mDepthStencilBuffer); 
    ReleaseCOM(md3dDevice); 
    ReleaseCOM(mFont); 
} 

HINSTANCE D3DApp::getAppInst() 
{ 
    return mhAppInst; 
} 

HWND D3DApp::getMainWnd() 
{ 
    return mhMainWnd; 
} 

int D3DApp::run() 
{ 
    MSG msg = {0}; 

    mTimer.reset(); 

    while(msg.message != WM_QUIT) 
    { 
     // If there are Window messages then process them. 
     if(PeekMessage(&msg, 0, 0, 0, PM_REMOVE)) 
     { 
      TranslateMessage(&msg); 
      DispatchMessage(&msg); 
     } 
     // Otherwise, do animation/game stuff. 
     else 
     { 
      mTimer.tick(); 

      if(!mAppPaused) 
       updateScene(mTimer.getDeltaTime()); 
      else 
       Sleep(50); 

      drawScene(); 
     } 
    } 
    return (int)msg.wParam; 
} 

void D3DApp::initApp() 
{ 
    initMainWindow(); 
    initDirect3D(); 

    D3DX10_FONT_DESC fontDesc; 
    fontDesc.Height   = 24; 
    fontDesc.Width   = 0; 
    fontDesc.Weight   = 0; 
    fontDesc.MipLevels  = 1; 
    fontDesc.Italic   = false; 
    fontDesc.CharSet   = DEFAULT_CHARSET; 
    fontDesc.OutputPrecision = OUT_DEFAULT_PRECIS; 
    fontDesc.Quality   = DEFAULT_QUALITY; 
    fontDesc.PitchAndFamily = DEFAULT_PITCH | FF_DONTCARE; 
    wcscpy(fontDesc.FaceName, L"Times New Roman"); 

    D3DX10CreateFontIndirect(md3dDevice, &fontDesc, &mFont); 
} 

void D3DApp::onResize() 
{ 
    // Release the old views, as they hold references to the buffers we 
    // will be destroying. Also release the old depth/stencil buffer. 

    ReleaseCOM(mRenderTargetView); 
    ReleaseCOM(mDepthStencilView); 
    ReleaseCOM(mDepthStencilBuffer); 


    // Resize the swap chain and recreate the render target view. 

    HR(mSwapChain->ResizeBuffers(1, mClientWidth, mClientHeight, DXGI_FORMAT_R8G8B8A8_UNORM, 0)); 
    ID3D10Texture2D* backBuffer; 
    HR(mSwapChain->GetBuffer(0, __uuidof(ID3D10Texture2D), reinterpret_cast<void**>(&backBuffer))); 
    HR(md3dDevice->CreateRenderTargetView(backBuffer, 0, &mRenderTargetView)); 
    ReleaseCOM(backBuffer); 


    // Create the depth/stencil buffer and view. 

    D3D10_TEXTURE2D_DESC depthStencilDesc; 

    depthStencilDesc.Width  = mClientWidth; 
    depthStencilDesc.Height = mClientHeight; 
    depthStencilDesc.MipLevels = 1; 
    depthStencilDesc.ArraySize = 1; 
    depthStencilDesc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT; 
    depthStencilDesc.SampleDesc.Count = 1; // multisampling must match 
    depthStencilDesc.SampleDesc.Quality = 0; // swap chain values. 
    depthStencilDesc.Usage   = D3D10_USAGE_DEFAULT; 
    depthStencilDesc.BindFlags  = D3D10_BIND_DEPTH_STENCIL; 
    depthStencilDesc.CPUAccessFlags = 0; 
    depthStencilDesc.MiscFlags  = 0; 

    HR(md3dDevice->CreateTexture2D(&depthStencilDesc, 0, &mDepthStencilBuffer)); 
    HR(md3dDevice->CreateDepthStencilView(mDepthStencilBuffer, 0, &mDepthStencilView)); 


    // Bind the render target view and depth/stencil view to the pipeline. 

    md3dDevice->OMSetRenderTargets(1, &mRenderTargetView, mDepthStencilView); 


    // Set the viewport transform. 

    D3D10_VIEWPORT vp; 
    vp.TopLeftX = 0; 
    vp.TopLeftY = 0; 
    vp.Width = mClientWidth; 
    vp.Height = mClientHeight; 
    vp.MinDepth = 0.0f; 
    vp.MaxDepth = 1.0f; 

    md3dDevice->RSSetViewports(1, &vp); 
} 

void D3DApp::updateScene(float dt) 
{ 
    // Code computes the average frames per second, and also the 
    // average time it takes to render one frame. 

    static int frameCnt = 0; 
    static float t_base = 0.0f; 

    frameCnt++; 

    // Compute averages over one second period. 
    if((mTimer.getGameTime() - t_base) >= 1.0f) 
    { 
     float fps = (float)frameCnt; // fps = frameCnt/1 
     float mspf = 1000.0f/fps; 

     std::wostringstream outs; 
     outs.precision(6); 
     outs << L"FPS: " << fps << L"\n" 
      << "Milliseconds: Per Frame: " << mspf; 
     mFrameStats = outs.str(); 

     // Reset for next average. 
     frameCnt = 0; 
     t_base += 1.0f; 
    } 
} 

void D3DApp::drawScene() 
{ 
    md3dDevice->ClearRenderTargetView(mRenderTargetView, mClearColor); 
    md3dDevice->ClearDepthStencilView(mDepthStencilView, D3D10_CLEAR_DEPTH|D3D10_CLEAR_STENCIL, 1.0f, 0); 
} 

LRESULT D3DApp::msgProc(UINT msg, WPARAM wParam, LPARAM lParam) 
{ 
    switch(msg) 
    { 
    // WM_ACTIVATE is sent when the window is activated or deactivated. 
    // We pause the game when the window is deactivated and unpause it 
    // when it becomes active. 
    case WM_ACTIVATE: 
     if(LOWORD(wParam) == WA_INACTIVE) 
     { 
      mAppPaused = true; 
      mTimer.stop(); 
     } 
     else 
     { 
      mAppPaused = false; 
      mTimer.start(); 
     } 
     return 0; 

    // WM_SIZE is sent when the user resizes the window. 
    case WM_SIZE: 
     // Save the new client area dimensions. 
     mClientWidth = LOWORD(lParam); 
     mClientHeight = HIWORD(lParam); 
     if(md3dDevice) 
     { 
      if(wParam == SIZE_MINIMIZED) 
      { 
       mAppPaused = true; 
       mMinimized = true; 
       mMaximized = false; 
      } 
      else if(wParam == SIZE_MAXIMIZED) 
      { 
       mAppPaused = false; 
       mMinimized = false; 
       mMaximized = true; 
       onResize(); 
      } 
      else if(wParam == SIZE_RESTORED) 
      { 

       // Restoring from minimized state? 
       if(mMinimized) 
       { 
        mAppPaused = false; 
        mMinimized = false; 
        onResize(); 
       } 

       // Restoring from maximized state? 
       else if(mMaximized) 
       { 
        mAppPaused = false; 
        mMaximized = false; 
        onResize(); 
       } 
       else if(mResizing) 
       { 
        // If user is dragging the resize bars, we do not resize 
        // the buffers here because as the user continuously 
        // drags the resize bars, a stream of WM_SIZE messages are 
        // sent to the window, and it would be pointless (and slow) 
        // to resize for each WM_SIZE message received from dragging 
        // the resize bars. So instead, we reset after the user is 
        // done resizing the window and releases the resize bars, which 
        // sends a WM_EXITSIZEMOVE message. 
       } 
       else // API call such as SetWindowPos or mSwapChain->SetFullscreenState. 
       { 
        onResize(); 
       } 
      } 
     } 
     return 0; 

    // WM_EXITSIZEMOVE is sent when the user grabs the resize bars. 
    case WM_ENTERSIZEMOVE: 
     mAppPaused = true; 
     mResizing = true; 
     mTimer.stop(); 
     return 0; 

    // WM_EXITSIZEMOVE is sent when the user releases the resize bars. 
    // Here we reset everything based on the new window dimensions. 
    case WM_EXITSIZEMOVE: 
     mAppPaused = false; 
     mResizing = false; 
     mTimer.start(); 
     onResize(); 
     return 0; 

    // WM_DESTROY is sent when the window is being destroyed. 
    case WM_DESTROY: 
     PostQuitMessage(0); 
     return 0; 

    // The WM_MENUCHAR message is sent when a menu is active and the user presses 
    // a key that does not correspond to any mnemonic or accelerator key. 
    case WM_MENUCHAR: 
     // Don't beep when we alt-enter. 
     return MAKELRESULT(0, MNC_CLOSE); 

    // Catch this message so to prevent the window from becoming too small. 
    case WM_GETMINMAXINFO: 
     ((MINMAXINFO*)lParam)->ptMinTrackSize.x = 200; 
     ((MINMAXINFO*)lParam)->ptMinTrackSize.y = 200; 
     return 0; 
    } 

    return DefWindowProc(mhMainWnd, msg, wParam, lParam); 
} 


void D3DApp::initMainWindow() 
{ 
    WNDCLASS wc; 
    wc.style   = CS_HREDRAW | CS_VREDRAW; 
    wc.lpfnWndProc = MainWndProc; 
    wc.cbClsExtra = 0; 
    wc.cbWndExtra = 0; 
    wc.hInstance  = mhAppInst; 
    wc.hIcon   = LoadIcon(0, IDI_APPLICATION); 
    wc.hCursor  = LoadCursor(0, IDC_ARROW); 
    wc.hbrBackground = (HBRUSH)GetStockObject(NULL_BRUSH); 
    wc.lpszMenuName = 0; 
    wc.lpszClassName = L"D3DWndClassName"; 

    if(!RegisterClass(&wc)) 
    { 
     MessageBox(0, L"RegisterClass FAILED", 0, 0); 
     PostQuitMessage(0); 
    } 

    // Compute window rectangle dimensions based on requested client area dimensions. 
    RECT R = { 0, 0, mClientWidth, mClientHeight }; 
    AdjustWindowRect(&R, WS_OVERLAPPEDWINDOW, false); 
    int width = R.right - R.left; 
    int height = R.bottom - R.top; 

    mhMainWnd = CreateWindow(L"D3DWndClassName", mMainWndCaption.c_str(), 
     WS_OVERLAPPEDWINDOW, CW_USEDEFAULT, CW_USEDEFAULT, width, height, 0, 0, mhAppInst, this); 
    if(!mhMainWnd) 
    { 
     MessageBox(0, L"CreateWindow FAILED", 0, 0); 
     PostQuitMessage(0); 
    } 

    ShowWindow(mhMainWnd, SW_SHOW); 
    UpdateWindow(mhMainWnd); 
} 

void D3DApp::initDirect3D() 
{ 
    // Fill out a DXGI_SWAP_CHAIN_DESC to describe our swap chain. 

    DXGI_SWAP_CHAIN_DESC sd; 
    sd.BufferDesc.Width = mClientWidth; 
    sd.BufferDesc.Height = mClientHeight; 
    sd.BufferDesc.RefreshRate.Numerator = 60; 
    sd.BufferDesc.RefreshRate.Denominator = 1; 
    sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; 
    sd.BufferDesc.ScanlineOrdering = DXGI_MODE_SCANLINE_ORDER_UNSPECIFIED; 
    sd.BufferDesc.Scaling = DXGI_MODE_SCALING_UNSPECIFIED; 

    // No multisampling. 
    sd.SampleDesc.Count = 1; 
    sd.SampleDesc.Quality = 0; 

    sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; 
    sd.BufferCount = 1; 
    sd.OutputWindow = mhMainWnd; 
    sd.Windowed  = true; 
    sd.SwapEffect = DXGI_SWAP_EFFECT_DISCARD; 
    sd.Flags  = 0; 


    // Create the device. 

    UINT createDeviceFlags = 0; 
#if defined(DEBUG) || defined(_DEBUG) 
    createDeviceFlags |= D3D10_CREATE_DEVICE_DEBUG; 
#endif 

    HR(D3D10CreateDeviceAndSwapChain(
      0,     //default adapter 
      md3dDriverType, 
      0,     // no software device 
      createDeviceFlags, 
      D3D10_SDK_VERSION, 
      &sd, 
      &mSwapChain, 
      &md3dDevice)); 


    // The remaining steps that need to be carried out for d3d creation 
    // also need to be executed every time the window is resized. So 
    // just call the onResize method here to avoid code duplication. 

    onResize(); 
} 
+1

Welche Dateien enthält d3dApp.h? Stellen Sie sicher, dass es sich nicht selbst enthält. – kibibu

+0

Ich denke, Visual Studio ist nicht gut genug, um ein bisschen "in file include from ..." zu drucken, um auf den Include-Pfad zu verweisen, der die Rekursion verursacht hat? Ich weiß, gcc will. – Cascabel

Antwort

19

Einige wo eine Datei enthalten, die keine hat umfassen Wache selbst einschließlich (direkt oder indirekt).

Verwenden Sie/showIncludes ("Konfigurationseigenschaften/C/C++/Erweitert/Anzeigen" in den IDE-Projektoptionen), um Hilfe zu erhalten.

0

std::stringstream im sstream Header ist, so:.

#include <sstream> 
11

Der einfachste Weg, um Ihr Problem zu beheben, ist an der Spitze aller Ihre Header Dateien hinzufügen:

#pragma once 

Tun Sie dies immer jedes Mal wenn Sie eine Header-Datei in C++ zu machen. Wenn Ihr Compiler das oben genannte nicht unterstützt (ich bezweifle ernsthaft, dass jemand einen Compiler verwendet, der es nicht unterstützt, Visual Studio, das Sie verwenden), dann können Sie include guards verwenden.

Die Richtlinie #pragma once stellt sicher, dass Ihre Includes nur einmal enthalten sind.

Sie erhalten die Fehlermeldung erhalten Sie bekam, wenn Sie die folgende Situation:

Datei: ah

#include "b.h" 

Datei: bh

#include "a.h" 

dann in der Haupt app Sie eine der 2 Header-Dateien enthalten.

Sie Ihre Situation, indem Sie folgende beheben können:

Datei: ah

#pragma once 
#include "b.h" 

Datei: bh

#pragma once 
#include "a.h" 
+6

Ich dachte immer '# pragma' Direktiven sind immer Implementierung definiert (außer wenn mit einem' STDC' Token initiiert). Wenn dies der Fall ist, ist es fast immer sicherer, Wächter zu verwenden, auch wenn sie mühsamer und hässlicher sind. – dreamlax

+0

@dreamlax: Alle gängigen Compiler implementieren '#pragma once'.Sie sind weniger fehleranfällig und weniger Code, so dass sie bevorzugt werden und sogar wissen, dass sie nicht Standard sind. –

+0

Gibt es einen Unterschied zwischen #pragma einmal und #ifndef/#define? – Jon

0

Ich denke, dass Ihre Lösung rekursive Aufnahme war wie Michael Burr sagte, aber für die Aufzeichnung kann es auch mit nur richtigem inclus geschehen Ionen, wenn die Hierarchie zu tief ist.

Zum Beispiel, wenn Sie 1024 Dateien haben, von denen jede nur die nächste enthält.

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