2016-03-06 94 views
1

我试图在我的Windows 10 64位机器上编译我的SDL项目。不幸的是,在编译时使用mingw32-make。我的编译在链接抛出旧的“未定义的引用到SDL_main”之前就失败了。我确定我使用了mingw开发库“i686-w64-mingw32”。 (我也切换到“x86_64-w64-mingw32”,但结果相同。)和#undef main包含SDL后。Mingw32中对'SDL_main'的未定义引用

这里是运行的mingw32-化妆后的控制台输出...

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 

的Makefile

#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 

的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; 
} 

顶EngineCore.hpp

#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 //.... 

回答

1

啊需要更改线路3可生成文件:

OBJS = $(wildcard ./neo/engine/*.cpp) $(wildcard ./neo/engine/**/*.cpp) 

我会假设/**/*.cpp将有固定的...

+0

我喜欢花费1-2个小时的时间来烦恼拍摄一个简单的问题,这个问题在我的Makefile中很糟糕。 – ajm113

2

由于从documentation

确保您声明的main()为:

#include "SDL.h" 

int main(int argc, char *argv[]) 

main.cpp文件看起来不正确的确实。
有关更多详细信息,请参阅上述链接。

+0

是的,试过了。即使我没有在我的主要SDL电话。 – ajm113

+0

甚至在int main之前尝试过#undef main只是为了确定。 – ajm113

+0

这个答案解决了它,尽管我没有真正看到我的应用程序中需要任何参数,谢谢。 +1 –