Mingw32 中对“SDL_main”的未定义引用
Undefined reference to `SDL_main' in Mingw32
我正在尝试在我的 Windows 10 64 位机器上编译我的 SDL 项目。不幸的是,在使用 mingw32-make 进行编译时。我的编译就在它完成链接之前失败了,抛出好旧 "undefined reference to `SDL_main'"。我已经确定我使用了 mingw 开发库 "i686-w64-mingw32"。 (我也切换到 "x86_64-w64-mingw32",但结果相同。)和包含 SDL 后的#undef main。
这是 运行 mingw32-make...
后的控制台输出
g++ ./neo/engine/gamesys/EngineCore.cpp ./neo/engine/gamesys/Logger.cpp ./neo/engine/gamesys/EventDispatcher.cpp ./neo/engine/renderer/Renderer.cpp ./neo/engine/renderer/RendererSetup.cpp -IC:\mingw_dev_lib\SDL2-2.0.4i686\include -LC:\mingw_dev_lib\SDL2-2.0.4i686\lib -w -Wl,-subsystem,windows -lmingw32 -lSDL2main -lSDL2 -lopengl32 -lglu32 -o pixelHell
C:\mingw_dev_lib\SDL2-2.0.4i686\lib/libSDL2main.a(SDL_windows_main.o): In function `main_utf8':
/Users/slouken/release/SDL/SDL2-2.0.4-source/foo-x86/../src/main/windows/SDL_windows_main.c:126: undefined reference to `SDL_main'
/Users/slouken/release/SDL/SDL2-2.0.4-source/foo-x86/../src/main/windows/SDL_windows_main.c:126: undefined reference to `SDL_main'
/Users/slouken/release/SDL/SDL2-2.0.4-source/foo-x86/../src/main/windows/SDL_windows_main.c:126: undefined reference to `SDL_main'
collect2.exe: error: ld returned 1 exit status
Makefile:29: recipe for target 'all' failed
mingw32-make: *** [all] Error 1
生成文件
#OBJS specifies which files to compile as part of the project
OBJS = $(wildcard ./neo/engine/**/*.cpp)
#CC specifies which compiler we're using
CC = g++
#INCLUDE_PATHS specifies the additional include paths we'll need
INCLUDE_PATHS = -IC:\mingw_dev_lib\SDL2-2.0.4i686\include
#LIBRARY_PATHS specifies the additional library paths we'll need
LIBRARY_PATHS = -LC:\mingw_dev_lib\SDL2-2.0.4i686\lib
#COMPILER_FLAGS specifies the additional compilation options we're using
# -w suppresses all warnings
# -Wl,-subsystem,windows gets rid of the console window
COMPILER_FLAGS = -w -Wl,-subsystem,windows
SDL_LIBS = sdl-config --libs
#LINKER_FLAGS specifies the libraries we're linking against
LINKER_FLAGS = -lmingw32 -lSDL2main -lSDL2 -lopengl32 -lglu32
#OBJ_NAME specifies the name of our exectuable
OBJ_NAME = pixelHell
#This is the target that compiles our executable
all : $(OBJS)
$(CC) $(OBJS) $(INCLUDE_PATHS) $(LIBRARY_PATHS) $(COMPILER_FLAGS) $(LINKER_FLAGS) -o $(OBJ_NAME)
clean:
rm -f $(OBJ_NAME).exe
main.cpp
#include "gamesys/EngineCore.hpp"
extern "C" //<---- Thought that would help...
int main(int argc, char *argv[])
{
phEngineCore* engine = new phEngineCore();
engine->setWindowTitle("Pixel Hell Engine 0.0.1");
/* Initalize the game engine. */
if(!engine->initalize())
return 1;
/* Run framework. */
engine->run();
/* Clean up memory when finished! */
engine->clearAll();
delete engine;
return 0;
}
EngineCore.hpp
的顶部
#ifndef ENGINE_CORE_HPP
#define ENGINE_CORE_HPP
#include <SDL2/SDL.h>
#include <SDL2/SDL_opengl.h>
#include <stdio.h>
#include <string>
#include <vector>
#undef main //....
从 documentation 开始:
Make sure that you are declaring main() as:
#include "SDL.h"
int main(int argc, char *argv[])
您的 main.cpp
文件看起来确实不正确。
有关详细信息,请参见上面提到的 link。
啊,需要将 May Makefile 的第 3 行更改为:
OBJS = $(wildcard ./neo/engine/*.cpp) $(wildcard ./neo/engine/**/*.cpp)
我假设 /**/*.cpp 会修复...
我正在尝试在我的 Windows 10 64 位机器上编译我的 SDL 项目。不幸的是,在使用 mingw32-make 进行编译时。我的编译就在它完成链接之前失败了,抛出好旧 "undefined reference to `SDL_main'"。我已经确定我使用了 mingw 开发库 "i686-w64-mingw32"。 (我也切换到 "x86_64-w64-mingw32",但结果相同。)和包含 SDL 后的#undef main。
这是 运行 mingw32-make...
后的控制台输出g++ ./neo/engine/gamesys/EngineCore.cpp ./neo/engine/gamesys/Logger.cpp ./neo/engine/gamesys/EventDispatcher.cpp ./neo/engine/renderer/Renderer.cpp ./neo/engine/renderer/RendererSetup.cpp -IC:\mingw_dev_lib\SDL2-2.0.4i686\include -LC:\mingw_dev_lib\SDL2-2.0.4i686\lib -w -Wl,-subsystem,windows -lmingw32 -lSDL2main -lSDL2 -lopengl32 -lglu32 -o pixelHell
C:\mingw_dev_lib\SDL2-2.0.4i686\lib/libSDL2main.a(SDL_windows_main.o): In function `main_utf8':
/Users/slouken/release/SDL/SDL2-2.0.4-source/foo-x86/../src/main/windows/SDL_windows_main.c:126: undefined reference to `SDL_main'
/Users/slouken/release/SDL/SDL2-2.0.4-source/foo-x86/../src/main/windows/SDL_windows_main.c:126: undefined reference to `SDL_main'
/Users/slouken/release/SDL/SDL2-2.0.4-source/foo-x86/../src/main/windows/SDL_windows_main.c:126: undefined reference to `SDL_main'
collect2.exe: error: ld returned 1 exit status
Makefile:29: recipe for target 'all' failed
mingw32-make: *** [all] Error 1
生成文件
#OBJS specifies which files to compile as part of the project
OBJS = $(wildcard ./neo/engine/**/*.cpp)
#CC specifies which compiler we're using
CC = g++
#INCLUDE_PATHS specifies the additional include paths we'll need
INCLUDE_PATHS = -IC:\mingw_dev_lib\SDL2-2.0.4i686\include
#LIBRARY_PATHS specifies the additional library paths we'll need
LIBRARY_PATHS = -LC:\mingw_dev_lib\SDL2-2.0.4i686\lib
#COMPILER_FLAGS specifies the additional compilation options we're using
# -w suppresses all warnings
# -Wl,-subsystem,windows gets rid of the console window
COMPILER_FLAGS = -w -Wl,-subsystem,windows
SDL_LIBS = sdl-config --libs
#LINKER_FLAGS specifies the libraries we're linking against
LINKER_FLAGS = -lmingw32 -lSDL2main -lSDL2 -lopengl32 -lglu32
#OBJ_NAME specifies the name of our exectuable
OBJ_NAME = pixelHell
#This is the target that compiles our executable
all : $(OBJS)
$(CC) $(OBJS) $(INCLUDE_PATHS) $(LIBRARY_PATHS) $(COMPILER_FLAGS) $(LINKER_FLAGS) -o $(OBJ_NAME)
clean:
rm -f $(OBJ_NAME).exe
main.cpp
#include "gamesys/EngineCore.hpp"
extern "C" //<---- Thought that would help...
int main(int argc, char *argv[])
{
phEngineCore* engine = new phEngineCore();
engine->setWindowTitle("Pixel Hell Engine 0.0.1");
/* Initalize the game engine. */
if(!engine->initalize())
return 1;
/* Run framework. */
engine->run();
/* Clean up memory when finished! */
engine->clearAll();
delete engine;
return 0;
}
EngineCore.hpp
的顶部#ifndef ENGINE_CORE_HPP
#define ENGINE_CORE_HPP
#include <SDL2/SDL.h>
#include <SDL2/SDL_opengl.h>
#include <stdio.h>
#include <string>
#include <vector>
#undef main //....
从 documentation 开始:
Make sure that you are declaring main() as:
#include "SDL.h" int main(int argc, char *argv[])
您的 main.cpp
文件看起来确实不正确。
有关详细信息,请参见上面提到的 link。
啊,需要将 May Makefile 的第 3 行更改为:
OBJS = $(wildcard ./neo/engine/*.cpp) $(wildcard ./neo/engine/**/*.cpp)
我假设 /**/*.cpp 会修复...