unresolved windows externals

11,524

You are missing user32.lib

try add this code after #includes

#pragma comment(lib,"user32.lib") 
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LunchMarble
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LunchMarble

Updated on July 03, 2022

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  • LunchMarble
    LunchMarble almost 2 years

    I am using Visual Studio x64 Win64 Command Prompt(2010) to compile my code. I am getting some errors, that I would normally know how to fix in Visual Studio, but not with just a command line.

    Output:

    Microsoft (R) C/C++ Optimizing Compiler Version 16.00.40219.01 for x64
    Copyright (C) Microsoft Corporation.  All rights reserved.
    
    main.cpp
    Microsoft (R) Incremental Linker Version 10.00.40219.01
    Copyright (C) Microsoft Corporation.  All rights reserved.
    
    /out:main.exe
    main.obj
    main.obj : error LNK2019: unresolved external symbol __imp_DispatchMessageA referenced in function WinMain
    main.obj : error LNK2019: unresolved external symbol __imp_TranslateMessage referenced in function WinMain
    main.obj : error LNK2019: unresolved external symbol __imp_PeekMessageA referenced in function WinMain
    main.obj : error LNK2019: unresolved external symbol __imp_ShowWindow referenced in function WinMain
    main.obj : error LNK2019: unresolved external symbol __imp_CreateWindowExA referenced in function WinMain
    main.obj : error LNK2019: unresolved external symbol __imp_RegisterClassExA referenced in function WinMain
    main.obj : error LNK2019: unresolved external symbol __imp_LoadCursorA referenced in function WinMain
    main.obj : error LNK2019: unresolved external symbol __imp_DefWindowProcA referenced in function "__int64 __cdecl WindowProc(struct HWND__ *,unsigned int,unsigned __int64,__int64)" (?WindowProc@@YA_JPEAUHWND__@@I_K_J@Z)
    main.obj : error LNK2019: unresolved external symbol __imp_PostQuitMessage referenced in function "__int64 __cdecl WindowProc(struct HWND__ *,unsigned int,unsigned __int64,__int64)" (?WindowProc@@YA_JPEAUHWND__@@I_K_J@Z)
    main.exe : fatal error LNK1120: 9 unresolved externals
    

    My code:

    // include the basic windows header files and the Direct3D header file
    #include <windows.h>
    #include <windowsx.h>
    #include <d3d9.h>
    
    // include the Direct3D Library file
    #pragma comment (lib, "d3d9.lib")
    
    // global declarations
    LPDIRECT3D9 d3d;    // the pointer to our Direct3D interface
    LPDIRECT3DDEVICE9 d3ddev;    // the pointer to the device class
    
    // function prototypes
    void initD3D(HWND hWnd);    // sets up and initializes Direct3D
    void render_frame(void);    // renders a single frame
    void cleanD3D(void);    // closes Direct3D and releases memory
    
    // the WindowProc function prototype
    LRESULT CALLBACK WindowProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam);
    
    
    // the entry point for any Windows program
    int WINAPI WinMain(HINSTANCE hInstance,
                       HINSTANCE hPrevInstance,
                       LPSTR lpCmdLine,
                       int nCmdShow)
    {
        HWND hWnd;
        WNDCLASSEX wc;
    
        ZeroMemory(&wc, sizeof(WNDCLASSEX));
    
        wc.cbSize = sizeof(WNDCLASSEX);
        wc.style = CS_HREDRAW | CS_VREDRAW;
        wc.lpfnWndProc = WindowProc;
        wc.hInstance = hInstance;
        wc.hCursor = LoadCursor(NULL, IDC_ARROW);
        wc.hbrBackground = (HBRUSH)COLOR_WINDOW;
        wc.lpszClassName = "WindowClass";
    
        RegisterClassEx(&wc);
    
        hWnd = CreateWindowEx(NULL,
                              "WindowClass",
                              "Our First Direct3D Program",
                              WS_OVERLAPPEDWINDOW,
                              300, 300,
                              800, 600,
                              NULL,
                              NULL,
                              hInstance,
                              NULL);
    
        ShowWindow(hWnd, nCmdShow);
    
        // set up and initialize Direct3D
        initD3D(hWnd);
    
        // enter the main loop:
    
        MSG msg;
    
        while(TRUE)
        {
            while(PeekMessage(&msg, NULL, 0, 0, PM_REMOVE))
            {
                TranslateMessage(&msg);
                DispatchMessage(&msg);
            }
    
            if(msg.message == WM_QUIT)
                break;
    
            render_frame();
        }
    
        // clean up DirectX and COM
        cleanD3D();
    
        return msg.wParam;
    }
    
    
    // this is the main message handler for the program
    LRESULT CALLBACK WindowProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam)
    {
        switch(message)
        {
            case WM_DESTROY:
                {
                    PostQuitMessage(0);
                    return 0;
                } break;
        }
    
        return DefWindowProc (hWnd, message, wParam, lParam);
    }
    
    
    // this function initializes and prepares Direct3D for use
    void initD3D(HWND hWnd)
    {
        d3d = Direct3DCreate9(D3D_SDK_VERSION);    // create the Direct3D interface
    
        D3DPRESENT_PARAMETERS d3dpp;    // create a struct to hold various device information
    
        ZeroMemory(&d3dpp, sizeof(d3dpp));    // clear out the struct for use
        d3dpp.Windowed = TRUE;    // program windowed, not fullscreen
        d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;    // discard old frames
        d3dpp.hDeviceWindow = hWnd;    // set the window to be used by Direct3D
    
    
        // create a device class using this information and the info from the d3dpp stuct
        d3d->CreateDevice(D3DADAPTER_DEFAULT,
                          D3DDEVTYPE_HAL,
                          hWnd,
                          D3DCREATE_SOFTWARE_VERTEXPROCESSING,
                          &d3dpp,
                          &d3ddev);
    }
    
    
    // this is the function used to render a single frame
    void render_frame(void)
    {
        // clear the window to a deep blue
        d3ddev->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0, 40, 100), 1.0f, 0);
    
        d3ddev->BeginScene();    // begins the 3D scene
    
        // do 3D rendering on the back buffer here
    
        d3ddev->EndScene();    // ends the 3D scene
    
        d3ddev->Present(NULL, NULL, NULL, NULL);   // displays the created frame on the screen
    }
    
    
    // this is the function that cleans up Direct3D and COM
    void cleanD3D(void)
    {
        d3ddev->Release();    // close and release the 3D device
        d3d->Release();    // close and release Direct3D
    }
    

    I think I have a fairly good idea why this is happening, but I am not sure how to fix it.