problems with constructor

Hello, me again :D.

Here are my errors:
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1
1>  main.cpp
1>MSVCRTD.lib(cinitexe.obj) : warning LNK4098: defaultlib 'msvcrt.lib' conflicts with use of other libs; use /NODEFAULTLIB:library
1>main.obj : error LNK2019: unresolved external symbol "public: __thiscall Board::Board(void)" (??0Board@@QAE@XZ) referenced in function _SDL_main
1>C:\Users\david\Documents\Visual Studio 2010\Projects\SDL Projects\Debug\SDL Projects.exe : fatal error LNK1120: 1 unresolved externals
========== Build: 0 succeeded, 1 failed, 0 up-to-date, 0 skipped ==========


here is my code
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/*Tic tac toe
*************
Summer 2011


/************************************************************************
********************************Headers**********************************
************************************************************************/
#include "SDL.h"
#include "SDL_image.h"
#include "Board.h"

#include <string>

//prototypes
void ApplySurface(int x, int y, SDL_Surface *source, SDL_Surface *destination );
/************************************************************************
********************************Globals**********************************
************************************************************************/
// Screen attributes
const int SCREEN_WIDTH	= 640;
const int SCREEN_HEIGHT	= 480;
const int SCREEN_BPP	= 32;

// Surfaces that will be used
SDL_Surface *screen			= NULL;
SDL_Surface *background		= NULL;
SDL_Surface	*X				= NULL;

//The event structure that will be used
SDL_Event	event;


/************************************************************************
********************************Classes**********************************
************************************************************************/
class Board
{
public:
	SDL_Rect box[ 3 ][ 3 ];
	Board();
	void	HandleEvents();
private:

	//bool	IsFree(SDL_Rect);
	void	SetClips();
};

void Board::SetClips()
{
	//Clip the board into 9 squares
	box[ 0 ][ 0 ].x	= 0;
	box[ 0 ][ 0 ].y	= 0;
	box[ 0 ][ 0 ].w	= 213;
	box[ 0 ][ 0 ].h	= 160;

	box[ 0 ][ 1 ].x = 213;
	box[ 0 ][ 1 ].y = 0;
	box[ 0 ][ 1 ].w = 213;
	box[ 0 ][ 1 ].h = 160;

	box[ 0 ][ 2 ].x = 426;
	box[ 0 ][ 2 ].y = 0;
	box[ 0 ][ 2 ].w = 213;
	box[ 0 ][ 2 ].h = 160;

	box[ 1 ][ 0 ].x = 0;
	box[ 1 ][ 0 ].y = 160;
	box[ 1 ][ 0 ].w = 213;
	box[ 1 ][ 0 ].h = 160;

	box[ 1 ][ 1 ].x = 213;
	box[ 1 ][ 1 ].y = 160;
	box[ 1 ][ 1 ].w = 213;
	box[ 1 ][ 1 ].h = 160;

	box[ 1 ][ 2 ].x = 426;
	box[ 1 ][ 2 ].y = 160;
	box[ 1 ][ 2 ].w = 213;
	box[ 1 ][ 2 ].h = 160;

	box[ 2 ][ 0 ].x = 0;
	box[ 2 ][ 0 ].y = 320;
	box[ 2 ][ 0 ].w = 213;
	box[ 2 ][ 0 ].h = 160;

	box[ 2 ][ 1 ].x = 213;
	box[ 2 ][ 1 ].y = 320;
	box[ 2 ][ 1 ].w = 213;
	box[ 2 ][ 1 ].h = 160;

	box[ 2 ][ 2 ].x = 426;
	box[ 2 ][ 2 ].y = 320;
	box[ 2 ][ 2 ].w = 213;
	box[ 2 ][ 2 ].h = 160;
}

void Board::HandleEvents()
{
	//The mouse coords
	int x = 0;
	int y = 0;

	//If the user clicks a place on the board
	if( event.type == SDL_MOUSEBUTTONDOWN )
	{
		if( event.button.button == SDL_BUTTON_LEFT )
		{
			//Get the mouse coords
			x = event.button.x;
			y = event.button.y;

			//find the box the mouse was clicked in

			// mouse was clicked in right column
			if(  x > 426 )
			{
				// Mouse was click in top right
				if( y > 0 && y < 160)
				{
					ApplySurface(box[ 0 ][ 0 ].x, box[ 0 ][ 0 ].y, X, screen );
				}
				// Mouse was click in center right 
				else if( y > 160 && y < 320)
				{
					
				}
				// Mouse was click in bottom right
				else if( y > 320)
				{
					
				}
			}
			// Mouse click in center column
			else if( x > 213 && x < 426 )
			{
				// Mouse was click in top center 
				if( y > 0 && y < 160)
				{
					
				}
				// Mouse was click in center center
				else if( y > 160 && y < 320)
				{
					
				}
				// Mouse was click in center bottom
				else if( y > 320)
				{
					
				}
			}
			// Mouse clicked in left column
			else if( x > 0 && x < 213 )
			{
				// Mouse was click in top left
				if( y > 0 && y < 160)
				{
					
				}
				// Mouse was click in center left
				else if( y > 160 && y < 320)
				{
					
				}
				// Mouse was click in center left
				else if( y > 320)
				{
					
				}
			}
		}
	}
}




/************************************************************************
********************************Functions********************************
************************************************************************/
//Switch the format of the image to the same format as the screen
SDL_Surface *LoadImage( std::string filename )
{
	SDL_Surface* loadedImage = NULL;	// Temporary storage for the image that's loaded
	SDL_Surface* optimizedImage = NULL;

	loadedImage	= SDL_LoadBMP( filename.c_str() ); // Load the image in

	//If nothing went wrong in loading the image
	if( loadedImage != NULL )
	{
		//Create an optimized image
		optimizedImage	= SDL_DisplayFormat( loadedImage );

		SDL_FreeSurface( loadedImage );
	}

	return optimizedImage;
}

//Applys the surface to the screen
void ApplySurface( int x, int y, SDL_Surface* source, SDL_Surface* destination )
{
	//Make a temporary rectangle to hold the coordinates
	SDL_Rect coord;

	//Give the coordinates to the rectangle
	coord.x = x;
	coord.y	= y;

	//Draw the image
	SDL_BlitSurface( source, NULL, destination, &coord );
}


bool Init()
{
	if( SDL_Init( SDL_INIT_VIDEO ) == -1 )
		return 1;

	//Set up the screen
	screen = SDL_SetVideoMode( SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_BPP, SDL_SWSURFACE );
	SDL_WM_SetCaption( "Tic-Tac-Toe", NULL );

	//If everything initialized fine
	return 0;
}


void CleanUp()
{
	//Free the surfaces
	SDL_FreeSurface( background );
	SDL_FreeSurface( X );
	SDL_Quit();
}

/************************************************************************
********************************Main************************************
************************************************************************/
int main( int argc, char* args[] )
{
	//quit flag
	bool gameDone = false;

	if( Init() == 1 )
		return 1;

	//Load the images
	background	= LoadImage( "background.bmp" );
	X			= LoadImage( "x.bmp" );
	// Draw the board
	ApplySurface( 0, 0, background, screen );
	//Update the screen
	if( SDL_Flip( screen ) == -1 )
		return 1;

	Board gameBoard;

	while( !gameDone )
	{
		while ( SDL_PollEvent( &event ) )
		{
			if( event.type == SDL_MOUSEBUTTONDOWN )
			{
				//Handle user events
				gameBoard.HandleEvents();

				//Handle the comps evets
				
			}
			if( event.type == SDL_QUIT)
			{
				gameDone = true;
			}
		}
	}
	
	//Update the screen
	if( SDL_Flip( screen ) == -1 )
		return 1;

	CleanUp();
    return 0;
}
Where have you defined the function Board::Board() ?
Thanks that did it
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