Why am I getting these errors??

This is a discussion on Why am I getting these errors?? within the Windows Programming forums, part of the Platform Specific Boards category; Trying to do a little DirectX stuff... I've installed the latest SDK (from Dec 05, no less). When I go ...

  1. #1
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    Join Date
    Dec 2001
    Posts
    46

    Why am I getting these errors??

    Trying to do a little DirectX stuff... I've installed the latest SDK (from Dec 05, no less). When I go to compile, I get these errors under VC6:

    C:\Program Files\Microsoft Visual Studio\MyProjects\trans_sprite\game.cpp(107) : error C2065: 'D3DXSPRITE_ALPHABLEND' : undeclared identifier
    C:\Program Files\Microsoft Visual Studio\MyProjects\trans_sprite\game.cpp(118) : error C2660: 'Draw' : function does not take 5 parameters

    There's several files here, so bear with me....

    dxgraphics.h
    Code:
    #ifndef _DXGRAPHICS_H
    #define _DXGRAPHICS_H
    
    //function prototypes
    int Init_Direct3D(HWND, int, int, int);
    LPDIRECT3DSURFACE9 LoadSurface(char *, D3DCOLOR);
    LPDIRECT3DTEXTURE9 LoadTexture(char *, D3DCOLOR);
    
    //variable declarations
    extern LPDIRECT3D9 d3d; 
    extern LPDIRECT3DDEVICE9 d3ddev; 
    extern LPDIRECT3DSURFACE9 backbuffer;
    
    #endif
    game.h
    Code:
    #ifndef _GAME_H
    #define _GAME_H
    
    #include <d3d9.h>
    #include <d3dx9.h>
    #include <d3dx9math.h>
    #include <time.h>
    #include <stdio.h>
    #include <stdlib.h>
    #include "dxgraphics.h"
    
    //application title
    #define APPTITLE "Trans_Sprite"
    
    //screen setup
    #define FULLSCREEN 0       //0 = windowed, 1 = fullscreen
    #define SCREEN_WIDTH 640
    #define SCREEN_HEIGHT 480
    
    //macros to read the keyboard asynchronously
    #define KEY_DOWN(vk_code) ((GetAsyncKeyState(vk_code) & 0x8000) ? 1 : 0)
    #define KEY_UP(vk_code)((GetAsyncKeyState(vk_code) & 0x8000) ? 1 : 0)
    
    //function prototypes
    int Game_Init(HWND);
    void Game_Run(HWND);
    void Game_End(HWND);
    
    //sprite structure
    typedef struct {
        int x,y;
        int width,height;
        int movex,movey;
        int curframe,lastframe;
        int animdelay,animcount;
        int scalex, scaley;
        int rotation, rotaterate;
    } SPRITE;
    
    
    #endif
    winmain.cpp
    Code:
    #include <d3d9.h>
    #include <d3dx9.h>
    #include <time.h>
    #include <stdio.h>
    #include "dxgraphics.h"
    #include "game.h"
    
    //window event callback function
    LRESULT WINAPI WinProc( HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam )
    {
        switch( msg )
        {
            case WM_DESTROY:
                //release the Direct3D device
                if (d3ddev != NULL) 
                    d3ddev->Release();
    
                //release the Direct3D object
                if (d3d != NULL)
                    d3d->Release();
    
                //call the "front-end" shutdown function
                Game_End(hWnd);
    
                //tell Windows to kill this program
                PostQuitMessage(0);
                return 0;
        }
    
        return DefWindowProc( hWnd, msg, wParam, lParam );
    }
    
    
    //helper function to set up the window properties
    ATOM MyRegisterClass(HINSTANCE hInstance)
    {
        //create the window class structure
        WNDCLASSEX wc;
        wc.cbSize = sizeof(WNDCLASSEX); 
    
        //fill the struct with info
        wc.style         = CS_HREDRAW | CS_VREDRAW;
        wc.lpfnWndProc   = (WNDPROC)WinProc;
        wc.cbClsExtra	 = 0;
        wc.cbWndExtra	 = 0;
        wc.hInstance     = hInstance;
        wc.hIcon         = NULL;
        wc.hCursor       = LoadCursor(NULL, IDC_ARROW);
        wc.hbrBackground = (HBRUSH)GetStockObject(BLACK_BRUSH);
        wc.lpszMenuName  = NULL;
        wc.lpszClassName = APPTITLE;
        wc.hIconSm       = NULL;
    
        //set up the window with the class info
        return RegisterClassEx(&wc);
    }
    
    
    //entry point for a Windows program
    int WINAPI WinMain(HINSTANCE hInstance,
                       HINSTANCE hPrevInstance,
                       LPSTR     lpCmdLine,
                       int       nCmdShow)
    {
    	MSG msg;
        HWND hWnd;
    
    	// register the class
    	MyRegisterClass(hInstance);
    
        //set up the screen in windowed or fullscreen mode?
        DWORD style;
        if (FULLSCREEN)
            style = WS_EX_TOPMOST | WS_VISIBLE | WS_POPUP;
        else
            style = WS_OVERLAPPED;
    
        //create a new window
        hWnd = CreateWindow(
           APPTITLE,              //window class
           APPTITLE,              //title bar
           style,                 //window style
           CW_USEDEFAULT,         //x position of window
           CW_USEDEFAULT,         //y position of window
           SCREEN_WIDTH,          //width of the window
           SCREEN_HEIGHT,         //height of the window
           NULL,                  //parent window
           NULL,                  //menu
           hInstance,             //application instance
           NULL);                 //window parameters
    
        //was there an error creating the window?
        if (!hWnd)
          return FALSE;
    
        //display the window
        ShowWindow(hWnd, nCmdShow);
        UpdateWindow(hWnd);
    	
        if (!Init_Direct3D(hWnd, SCREEN_WIDTH, SCREEN_HEIGHT, FULLSCREEN))
            return 0;
    
    	//initialize the game
        if (!Game_Init(hWnd))
        {
            MessageBox(hWnd, "Error initializing the game", "Error", MB_OK);
            return 0;
        }
    
        // main message loop
        int done = 0;
    	while (!done)
        {
            if (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE)) 
    	    {
                //look for quit message
                if (msg.message == WM_QUIT)
                    done = 1;
    
                //decode and pass messages on to WndProc
    		    TranslateMessage(&msg);
    		    DispatchMessage(&msg);
    	    }
            else
                //process game loop (else prevents running after window is closed)
                Game_Run(hWnd);
        }
    
    	return msg.wParam;
    }
    dxgraphics.cpp
    Code:
    #include <d3d9.h>
    #include <d3dx9.h>
    #include "dxgraphics.h"
    
    //variable declarations
    LPDIRECT3D9 d3d = NULL;
    LPDIRECT3DDEVICE9 d3ddev = NULL;
    LPDIRECT3DSURFACE9 backbuffer = NULL;
    
    int Init_Direct3D(HWND hwnd, int width, int height, int fullscreen)
    {
        //initialize Direct3D
        d3d = Direct3DCreate9(D3D_SDK_VERSION);
        if (d3d == NULL)
        {
            MessageBox(hwnd, "Error initializing Direct3D", "Error", MB_OK);
            return 0;
        }
    
        //set Direct3D presentation parameters
        D3DPRESENT_PARAMETERS d3dpp; 
        ZeroMemory(&d3dpp, sizeof(d3dpp));
    
        d3dpp.Windowed = (!fullscreen);
        d3dpp.SwapEffect = D3DSWAPEFFECT_COPY;
        d3dpp.BackBufferFormat = D3DFMT_X8R8G8B8;
        d3dpp.BackBufferCount = 1;
        d3dpp.BackBufferWidth = width;
        d3dpp.BackBufferHeight = height;
        d3dpp.hDeviceWindow = hwnd;
    
        //create Direct3D device
        d3d->CreateDevice(
            D3DADAPTER_DEFAULT, 
            D3DDEVTYPE_HAL, 
            hwnd,
            D3DCREATE_SOFTWARE_VERTEXPROCESSING,
            &d3dpp, 
            &d3ddev);
    
        if (d3ddev == NULL)
        {
            MessageBox(hwnd, "Error creating Direct3D device", "Error", MB_OK);
            return 0;
        }
    
        //clear the backbuffer to black
        d3ddev->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0,0,0), 1.0f, 0);
    
        //create pointer to the back buffer
        d3ddev->GetBackBuffer(0, 0, D3DBACKBUFFER_TYPE_MONO, &backbuffer);
    
    
        return 1;
    }
    
    LPDIRECT3DSURFACE9 LoadSurface(char *filename, D3DCOLOR transcolor)
    {
        LPDIRECT3DSURFACE9 image = NULL;
        D3DXIMAGE_INFO info;
        HRESULT result;
        
        //get width and height from bitmap file
        result = D3DXGetImageInfoFromFile(filename, &info);
        if (result != D3D_OK)
            return NULL;
    
        //create surface
        result = d3ddev->CreateOffscreenPlainSurface(
            info.Width,         //width of the surface
            info.Height,        //height of the surface
            D3DFMT_X8R8G8B8,    //surface format
            D3DPOOL_DEFAULT,    //memory pool to use
            &image,             //pointer to the surface
            NULL);              //reserved (always NULL)
    
        if (result != D3D_OK)
            return NULL;
    
        //load surface from file into newly created surface
        result = D3DXLoadSurfaceFromFile(
            image,              //destination surface
            NULL,               //destination palette
            NULL,               //destination rectangle
            filename,           //source filename
            NULL,               //source rectangle
            D3DX_DEFAULT,       //controls how image is filtered
            transcolor,         //for transparency (0 for none)
            NULL);              //source image info (usually NULL)
    
        //make sure file was loaded okay
        if (result != D3D_OK)
            return NULL;
    
        return image;
    }
    
    
    LPDIRECT3DTEXTURE9 LoadTexture(char *filename, D3DCOLOR transcolor)
    {
        //the texture pointer
        LPDIRECT3DTEXTURE9 texture = NULL;
    
        //the struct for reading bitmap file info
        D3DXIMAGE_INFO info;
    
        //standard Windows return value
        HRESULT result;
        
        //get width and height from bitmap file
        result = D3DXGetImageInfoFromFile(filename, &info);
        if (result != D3D_OK)
            return NULL;
    
        //create the new texture by loading a bitmap image file
    	D3DXCreateTextureFromFileEx( 
            d3ddev,              //Direct3D device object
            filename,            //bitmap filename
            info.Width,          //bitmap image width
            info.Height,         //bitmap image height
            1,                   //mip-map levels (1 for no chain)
            D3DPOOL_DEFAULT,     //the type of surface (standard)
            D3DFMT_UNKNOWN,      //surface format (default)
            D3DPOOL_DEFAULT,     //memory class for the texture
            D3DX_DEFAULT,        //image filter
            D3DX_DEFAULT,        //mip filter
            transcolor,          //color key for transparency
            &info,               //bitmap file info (from loaded file)
            NULL,                //color palette
            &texture );          //destination texture
    
        //make sure the bitmap textre was loaded correctly
        if (result != D3D_OK)
            return NULL;
    
        return texture;
    }
    game.cpp
    Code:
    #include "game.h"
    
    LPDIRECT3DTEXTURE9 kitty_image[7];
    SPRITE kitty;
    LPDIRECT3DSURFACE9 back;
    LPD3DXSPRITE sprite_handler;
    
    HRESULT result;
    
    //timing variable
    long start = GetTickCount();
    
    //initializes the game
    int Game_Init(HWND hwnd)
    {
        char s[20];
        int n;
    
    	//set random number seed
    	srand(time(NULL));
    
        //create sprite handler object
        result = D3DXCreateSprite(d3ddev, &sprite_handler);
        if (result != D3D_OK)
            return 0;
    
        //load the sprite animation
        for (n=0; n<6; n++)
        {
            //set up the filename
            sprintf(s,"cat%d.bmp",n+1);
    
            //load texture with "pink" as the transparent color
            kitty_image[n] = LoadTexture(s, D3DCOLOR_XRGB(255,0,255));
            if (kitty_image[n] == NULL)
                return 0;
        }
    
        //load the background image
        back = LoadSurface("background.bmp", NULL);
    
        //initialize the sprite's properties
        kitty.x = 100;
        kitty.y = 150;
        kitty.width = 96;
        kitty.height = 96;
        kitty.curframe = 0;
        kitty.lastframe = 5;
        kitty.animdelay = 2;
        kitty.animcount = 0;
        kitty.movex = 8;
        kitty.movey = 0;
    
        //return okay
        return 1;
    }
    
    //the main game loop
    void Game_Run(HWND hwnd)
    {
        //make sure the Direct3D device is valid
        if (d3ddev == NULL)
            return;
    
    
            //after short delay, ready for next frame?
            //this keeps the game running at a steady frame rate
            if (GetTickCount() - start >= 30)
            {
                //reset timing
                start = GetTickCount();
    
                //move the sprite
                kitty.x += kitty.movex;
                kitty.y += kitty.movey;
    
                //"warp" the sprite at screen edges
                if (kitty.x > SCREEN_WIDTH - kitty.width)
                    kitty.x = 0;
                if (kitty.x < 0)
                    kitty.x = SCREEN_WIDTH - kitty.width;
                
                //has animation delay reached threshold?
                if (++kitty.animcount > kitty.animdelay)
                {
                    //reset counter
                    kitty.animcount = 0;
    
                    //animate the sprite
                    if (++kitty.curframe > kitty.lastframe)
                        kitty.curframe = 0;
                }
           }
    
            //start rendering
            if (d3ddev->BeginScene())
            {
                //erase the entire background
                d3ddev->StretchRect(back, NULL, backbuffer, NULL, D3DTEXF_NONE);
    
                //start sprite handler
                sprite_handler->Begin(D3DXSPRITE_ALPHABLEND);
    
                //create vector to update sprite position
    	        D3DXVECTOR3 position((float)kitty.x, (float)kitty.y, 0);
    
                //draw the sprite
                sprite_handler->Draw(
                    kitty_image[kitty.curframe], 
                    NULL,
                    NULL,
                    &position,
                    D3DCOLOR_XRGB(255,255,255));
                
                //stop drawing
                sprite_handler->End();
    
           
            //stop rendering
            d3ddev->EndScene();
        }
    
        //display the back buffer on the screen
        d3ddev->Present(NULL, NULL, NULL, NULL);
    
        //check for escape key (to exit program)
        if (KEY_DOWN(VK_ESCAPE))
            PostMessage(hwnd, WM_DESTROY, 0, 0);
    
    }
    
    //frees memory and cleans up before the game ends
    void Game_End(HWND hwnd)
    {
        int n;
    
        for (n=0; n<6; n++)
            if (kitty_image[n] != NULL)
                kitty_image[n]->Release();
    
        if (back != NULL)
            back->Release();
    
        if (sprite_handler != NULL)
            sprite_handler->Release();
    }
    Any thoughts??? I looked at the Draw function in the MSDN library, and according to them it does take 5 parameters... :P

    Thanks!

    -Max

  2. #2
    Registered User
    Join Date
    Oct 2002
    Posts
    118
    You must have the same book as I do. I just bought it and am having the exact same problem. Anyone, please help. I am going crazy!!!

    Tommaso
    "The distinction between past, present and future is only an illussion, even if a stunning one."
    -Albert Einstein

  3. #3
    Registered User
    Join Date
    Sep 2004
    Location
    California
    Posts
    3,265

  4. #4
    Registered User
    Join Date
    Jan 2006
    Posts
    63
    Quote Originally Posted by Tommaso
    You must have the same book as I do. I just bought it and am having the exact same problem. Anyone, please help. I am going crazy!!!

    Tommaso
    Out of curiosity, which book?

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