我一直在尝试让Glew和opengl 3.2在Win32上下文中使用代码块(minGW)。我找到了一个不错的小教程here

由于我一直在尝试确定是否可以在代码块中编译错误,因此我想在进行本教程之前尝试一下源代码,以查看它是否可以正常工作。

稍微调整代码后,我尝试进行编译,并遇到了一些以前从未见过的错误。他们如下

|In function 'bool createWindow(LPCWSTR, int, int)':|
|73|error: cannot convert 'LPCWSTR {aka const wchar_t*}' to 'LPCSTR {aka const char*}' in assignment|
|80|error: cannot convert 'LPCWSTR {aka const wchar_t*}' to 'LPCSTR {aka const char*}' for argument '2' to 'HWND__* CreateWindowExA(DWORD, LPCSTR, LPCSTR, DWORD, int, int, int, int, HWND, HMENU, HINSTANCE, LPVOID)'|
|In function 'int WinMain(HINSTANCE, HINSTANCE, LPSTR, int)':|
|105|warning: deprecated conversion from string constant to 'char*' [-Wwrite-strings]|
|110|error: '_TRUNCATE' was not declared in this scope|
|110|error: 'mbstowcs_s' was not declared in this scope|

我的代码是
include <iostream>
#include <Windows.h>

#ifndef GLEW_STATIC
#define GLEW_STATIC
#endif //GLEW_STATIC



#include <GL/glew.h>
#include <GL/wglew.h>

//using namespace std;
//
//int main()
//{
//    cout << "Hello world!" << endl;
//    return 0;
//}


#include "opengl_3.h"

OpenGLContext openglContext; // Our OpenGL Context class

bool running = true; // Whether or not the application is currently running

HINSTANCE hInstance; // The HINSTANCE of this application
LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM); // Standard window callback

/**
    WndProc is a standard method used in Win32 programming for handling Window messages. Here we
    handle our window resizing and tell our OpenGLContext the new window size.
*/
LRESULT CALLBACK WndProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam) {
    switch (message) {
        case WM_SIZE: // If our window is resizing
        {
            openglContext.reshapeWindow(LOWORD(lParam), HIWORD(lParam)); // Send the new window size to our OpenGLContext
            break;
        }

        case WM_DESTROY:
        {
            PostQuitMessage(0);
            break;
        }
    }

    return DefWindowProc(hWnd, message, wParam, lParam);
}

/**
    createWindow is going to create our window using Windows API calls. It is then going to
    create our OpenGL context on the window and then show our window, making it visible.
*/
bool createWindow(LPCWSTR title, int width, int height) {
    WNDCLASS windowClass;
    HWND hWnd;
    DWORD dwExStyle = WS_EX_APPWINDOW | WS_EX_WINDOWEDGE;

    hInstance = GetModuleHandle(NULL);

    windowClass.style = CS_HREDRAW | CS_VREDRAW | CS_OWNDC;
    windowClass.lpfnWndProc = (WNDPROC) WndProc;
    windowClass.cbClsExtra = 0;
    windowClass.cbWndExtra = 0;
    windowClass.hInstance = hInstance;
    windowClass.hIcon = LoadIcon(NULL, IDI_WINLOGO);
    windowClass.hCursor = LoadCursor(NULL, IDC_ARROW);
    windowClass.hbrBackground = NULL;
    windowClass.lpszMenuName = NULL;
    windowClass.lpszClassName = title;

    if (!RegisterClass(&windowClass)) {
        return false;
    }

    hWnd = CreateWindowEx(dwExStyle, title, title, WS_OVERLAPPEDWINDOW,
      CW_USEDEFAULT, 0, width, height, NULL, NULL, hInstance, NULL);

    openglContext.create30Context(hWnd); // Create our OpenGL context on the given window we just created

    ShowWindow(hWnd, SW_SHOW);
    UpdateWindow(hWnd);

    return true;
}

/**
    WinMain is the main entry point for Windows based applications as opposed to 'main' for console
    applications. Here we will make the calls to create our window, setup our scene and then
    perform our 'infinite' loop which processes messages and renders.
*/
int WINAPI WinMain(HINSTANCE hInstance,
                     HINSTANCE hPrevInstance,
                     LPSTR    lpCmdLine,
                     int       nCmdShow) {
    MSG msg;

    /**
        The following 6 lines of code do conversion between char arrays and LPCWSTR variables
        which are used in the Windows API.
    */
    char *orig = "OpenGL 3 Project"; // Our windows title
    size_t origsize = strlen(orig) + 1;
    const size_t newsize = 100;
    size_t convertedChars = 0;
    wchar_t wcstring[newsize];
    mbstowcs_s(&convertedChars, wcstring, origsize, orig, _TRUNCATE);

    createWindow(wcstring, 500, 500); // Create our OpenGL window

    openglContext.setupScene(); // Setup our OpenGL scene

    /**
        This is our main loop, it continues for as long as running is true
    */
    while (running)
    {
        if (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE)) { // If we have a message to process, process it
            if (msg.message == WM_QUIT) {
                running = false; // Set running to false if we have a message to quit
            }
            else {
                TranslateMessage(&msg);
                DispatchMessage(&msg);
            }
        }
        else { // If we don't have a message to process
            openglContext.renderScene(); // Render our scene (which also handles swapping of buffers)
        }
    }

    return (int) msg.wParam;
}

(对不起,墙上的文字)
也有其他文件,但所有错误似乎都从这里开始。
如果需要,请把剩下的请寄给我。

我还没有真正看到与此类似的错误,所以我进行了一次谷歌搜索,发现该错误是由未将编译器设置为多字节(VS2010中的设置)引起的。我做了一些环顾四周,并在代码块中找不到任何这样的设置。该代码仅在VS中可用,还是我错过了什么?我担心这可能与我的链接有关,因为过去我对此有很多问题。任何帮助,将不胜感激。

最佳答案

在包含任何 header 之前,将CreateWindowEx更改为CreateWindowExW或定义宏UNICODE

关于c++ - 无法将 'LPCWSTR {aka const wchar_t*}'转换为'LPCSTR {aka const char *},我们在Stack Overflow上找到一个类似的问题:https://stackoverflow.com/questions/11813767/

10-11 22:45