Game Engine Link Prob

This is a discussion on Game Engine Link Prob within the Game Programming forums, part of the General Programming Boards category; Hi I have just finished my game engine, and when I compile it, I get no errors but I get ...

  1. #1
    Its hard... But im here swgh's Avatar
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    Apr 2005
    Location
    England
    Posts
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    Game Engine Link Prob

    Hi I have just finished my game engine, and when I compile it,
    I get no errors but I get a linker error saying this:

    MSVC++Errror: GameEngine_p* undifined token in file GameEngine.h

    Here is the code: Any ideas?

    Code:
    ////////////////////////////////////////////////////////////////////////
    // Game Engine For the buliding of games
    // this is classed as a header file and can be used in game production
    // It is split into six areas, all seperateed with comments
    ///////////////////////////////////////////////////////////////////////
    
    ////////////////////////////////////////////////////////////////////////
    //					GAME ENGINE									      //		
    ////////////////////////////////////////////////////////////////////////
    
    #include <windows.h>	
    
    ////////////////////////////////////////////////////////////////////////
    //		PART ONE:: DECLARE THE MAIN FUNCTIONS OF THE GAME ENGINE
    //
    /////////////////////////////////////////////////////////////////////////
    
    BOOL	GameInitialize(HINSTANCE hInstance);
    void	GameStart(HWND hWindow);
    void	GameEnd();
    void	GameActivate(HWND hWindow);
    void    GameDeactivate(HWND hWindow);
    void	GamePaint(HDC hDC);
    void	GameCycle();
    
    //////////////////////////////////////////////////////////////////////////
    //		PART TWO:: CREATE THE GAME ENGINE CLASS
    //	
    //////////////////////////////////////////////////////////////////////////
    
    class GameEngine
    {
    protected:
    
    	// member varibles
    
    	static GameEngine*	m_pGameEngine;
    	HINSTANCE			m_hInstance;
    	HWND				m_hWindow;
    	TCHAR				m_szWindowClass[32];
    	TCHAR				m_szTitle[32];
    	WORD				m_wIcon, m_wSmallIcon;
    	int					m_iWidth, m_iHeight;
    	int					m_iFrameDelay;
    	BOOL				m_bSleep;
    
    public:
    
    	// constructor(s)/deconstructor
    
    	GameEngine(HINSTANCE hInstance, LPTSTR szWindowClass,
    		LPTSTR szTitle, WORD wIcon, WORD wSmallIcon, int iWidth = 640,
    		int iHeight = 480);
    	virtual ~GameEngine();
    
    	// general methods
    
    	static GameEngine*	GetEngine() { return m_pGameEngine; };
    	BOOL				Initialize(int iCmdShow);
    	LRESULT				HandleEvent(HWND hWindow, UINT msg, WPARAM wParam,
    							LPARAM lParam);
    
    	// accessor methods
    
    	HINSTANCE	GetInstance() { return m_hInstance; };
    	HWND		GetWindow() { return m_hWindow; };
    	void		SetWindow(HWND hWindow) { m_hWindow = hWindow; };
    	LPTSTR		GetTitle() { return m_szTitle; };
    	WORD		GetIcon() { return m_wIcon; };
    	WORD		GetSmallIcon() { return m_wSmallIcon; };
    	int			GetWidth() { return m_iWidth; };
    	int			GetHeight() { return m_iHeight; };
    	int			GetFrameDelay() { return m_iFrameDelay; };
    	void		SetFrameRate(int iFrameRate) { m_iFrameDelay = 1000 /
    					iFrameRate; };
    	BOOL		GetSleep() { return m_bSleep; };
    	void		SetSleep(BOOL bSleep) { m_bSleep = bSleep; };
    };
    
    /////////////////////////////////////////////////////////////////////////////////
    //	PART THREE:: WinMain() functon == Makes calls to game engine functions and
    //			     methods	
    /////////////////////////////////////////////////////////////////////////////////
    
    int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevinstance,
    	   PSTR szCmdLine, int iCmdShow)
    {
    	MSG				msg;
    	static int		iTickTrigger = 0;
    	int				iTickCount;
    
    	if (GameInitialize(hInstance))
    	{
    		// initialize the game engine
    
    		if (!GameEngine::GetEngine()->Initialize(iCmdShow))
    			return FALSE;
    
    		// enter the main message loop
    
    		while (TRUE)
    		{
    			if (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE))
    			{
    				// process the message
    
    				if (msg.message == WM_QUIT)
    					break;
    				TranslateMessage(&msg);
    				DispatchMessage(&msg);
    			}
    			else
    			{
    				// make sure game engine is not sleeping
    
    				if (!GameEngine::GetEngine()->GetSleep())
    				{
    					// check the tick count to see if a game cycle has elapsed
    
    					iTickCount = GetTickCount();
    					if (iTickCount > iTickTrigger)
    					{
    						iTickTrigger = iTickCount +
    							GameEngine::GetEngine()->GetFrameDelay();
    						GameCycle();
    					}
    				}
    			}
    		}
    		return (int)msg.wParam;
    	}
    
    	// End the game
    
    	GameEnd();
    
    	return TRUE;
    }
    
    LRESULT CALLBACK WndProc(HWND hWindow, UINT msg, WPARAM wParam, LPARAM lParam)
    {
    	// route all window messages to the game engine
    
    	return GameEngine::GetEngine()->HandleEvent(hWindow, msg, wParam, lParam);
    }
    
    //////////////////////////////////////////////////////////////////////////////////
    // PART FOUR:: Game Engine constructor takes care of initializing Game Engine
    //				Member variables, deconstructot is left empty for future usage
    //////////////////////////////////////////////////////////////////////////////////
    
    GameEngine::GameEngine(HINSTANCE hInstance, LPTSTR szWindowClass,
    	   LPTSTR szTitle, WORD wIcon, WORD wSmallIcon, int iWidth, int iHeight)
    {
    	// set the member variables for the game engine
    
    	m_pGameEngine = this;
    	m_hInstance = hInstance;
    	m_hWindow = NULL;
    	if (lstrlen(szWindowClass) > 0)
    		lstrcpy(m_szWindowClass, szWindowClass);
    	if (lstrlen(szTitle) > 0)
    		lstrcpy(m_szTitle, szTitle);
    	m_wIcon		= wIcon;
    	m_wSmallIcon = wSmallIcon;
    	m_iWidth = iWidth;
    	m_iHeight = iHeight;
    	m_iFrameDelay = 50;		// 20 FPS default
    	m_bSleep = TRUE;
    }
    
    GameEngine::~GameEngine()
    {
    }
    
    /////////////////////////////////////////////////////////////////////////////
    // PART FIVE:: Initialze method takes care of some of the work of
    //					WinMAIN()
    /////////////////////////////////////////////////////////////////////////////
    
    BOOL GameEngine::Initialize(int iCmdShow)
    {
    	WNDCLASSEX		wndclass;
    
    	// create the window class for the main window
    
    	wndclass.cbSize			= sizeof(wndclass);
    	wndclass.style			= CS_HREDRAW | CS_VREDRAW;
    	wndclass.lpfnWndProc	= WndProc;
    	wndclass.cbClsExtra		= 0;
    	wndclass.cbWndExtra		= 0;
    	wndclass.hInstance		= m_hInstance;
    	wndclass.hIcon			= LoadIcon(m_hInstance,
    		MAKEINTRESOURCE(GetIcon()));
    	wndclass.hIconSm		= LoadIcon(m_hInstance,
    		MAKEINTRESOURCE(GetSmallIcon()));
    	wndclass.hCursor		= LoadCursor(NULL, IDC_ARROW);
    	wndclass.hbrBackground	= (HBRUSH)(COLOR_WINDOW + 1);
    	wndclass.lpszMenuName	= NULL;
    	wndclass.lpszClassName	= m_szWindowClass;
    
    	// register the window class
    
    	if (!RegisterClassEx(&wndclass))
    		return FALSE;
    
    	// calculate window size and position based on game size
    
    	int iWindowWidth = m_iWidth + GetSystemMetrics(SM_CXFIXEDFRAME) * 2,
    		iWindowHeight = m_iHeight + GetSystemMetrics(SM_CYFIXEDFRAME) * 2 +
    		GetSystemMetrics(SM_CYCAPTION);
    	if (wndclass.lpszMenuName != NULL)
    		iWindowHeight += GetSystemMetrics(SM_CYMENU);
    	int iXWindowPos = (GetSystemMetrics(SM_CXSCREEN) - iWindowWidth) / 2,
    		iYWindowPos = (GetSystemMetrics(SM_CYSCREEN) - iWindowHeight) / 2;
    
    	// create the window
    
    	m_hWindow = CreateWindow(m_szWindowClass, m_szTitle, WS_POPUPWINDOW |
    		WS_CAPTION | WS_MINIMIZEBOX, iXWindowPos, iYWindowPos, iWindowWidth,
    		iWindowHeight, NULL, NULL, m_hInstance, NULL);
    	if (!m_hWindow)
    		return FALSE;
    
    	// show and update window
    
    	ShowWindow(m_hWindow, iCmdShow);
    	UpdateWindow(m_hWindow);
    
    	return TRUE;
    }
    
    /////////////////////////////////////////////////////////////////////////////
    // PART SIX:: HandleEvent() method handles and receives messages that
    //				are normally handled by WinProc()
    /////////////////////////////////////////////////////////////////////////////
    
    LRESULT GameEngine::HandleEvent(HWND hWindow, UINT msg, WPARAM wParam,
    	LPARAM lParam)
    {
    	// route window messages to game engine member functions
    
    	switch (msg)
    	{
    	case WM_CREATE:
    
    		// set the gamw window and start the game
    
    		SetWindow(hWindow);
    		GameStart(hWindow);
    		return 0;
    
    	case WM_ACTIVATE:
    
    		// activate deactivate the game and update the Sleep status
    
    		if (wParam != WA_INACTIVE)
    		{
    			GameActivate(hWindow);
    			SetSleep(FALSE);
    		}
    		else
    		{
    			GameDeactivate(hWindow);
    			SetSleep(TRUE);
    		}
    		return 0;
    
    	case WM_PAINT:
    		HDC			hDC;
    		PAINTSTRUCT ps;
    		hDC	= BeginPaint(hWindow, &ps);
    
    		// paint the game
    
    		GamePaint(hDC);
    
    		EndPaint(hWindow, &ps);
    		return 0;
    
    	case WM_DESTROY:
    
    		// end the game and exit the application
    
    		GameEnd();
    		PostQuitMessage(0);
    		return 0;
    	}
    	return DefWindowProc(hWindow, msg, wParam, lParam);
    }

  2. #2
    Call me AirBronto
    Join Date
    Sep 2004
    Location
    Indianapolis, Indiana
    Posts
    195
    It is not a very good idea to tie in windows specific stuff in a "Game Engine" class, make a seperate one just for windows so you can separate the nastyness that is windows API

  3. #3
    Super Moderator VirtualAce's Avatar
    Join Date
    Aug 2001
    Posts
    9,596
    I would stick the Windows API stuff into a GameApp class and the 3D stuff in a GameEngine class.

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