Spliting project apart

Hi,

so when i am trying to split my project into separate files, to make it easier to use, i get an error, what i don't recieve when it's in one simple file.

This is the error: Microsoft DirectX SDK (August 2009)\Include\d3d9types.h Line 51 multiple definition of `dxClass::dxClass()'

Here are the files:

winmain.h
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#ifndef winmain_h
#define winmain_h
#include <windows.h>
#include <windowsx.h>
#define SCREEN_WIDTH 800
#define SCREEN_HEIGHT 600
LRESULT CALLBACK WindowProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam);
#endif 


winmain.cpp
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#include "winmain.h"
#include "dxcpp.cpp"
int WINAPI WinMain(HINSTANCE hInstance,
                                   HINSTANCE hPrevInstance,
                                   LPSTR lpCmdLine,
                                   int nCmdShow)
{
        HWND hWnd;
        WNDCLASSEX wc;
        dxClass dxc;
        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.lpszClassName = "WindowClass";
        RegisterClassEx(&wc);
        hWnd = CreateWindowEx(NULL, "WindowClass", "DX9 interface",
                                                  WS_OVERLAPPEDWINDOW, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT,
                                                  NULL, NULL, hInstance, NULL);
        ShowWindow(hWnd, nCmdShow);
        dxc.initD3D(hWnd);
        MSG msg;
        while(TRUE)
        {
                while(PeekMessage(&msg, NULL, 0, 0, PM_REMOVE))
                {
                        TranslateMessage(&msg);
                        DispatchMessage(&msg);
                }
                if(msg.message == WM_QUIT)
                        break;
                dxc.render_frame();
        }
        dxc.cleanD3D();
        return msg.wParam;
}
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);
}


dxheader.h

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#ifndef dxheader_h
#define dxheader_h
#include <d3d9.h>
#include <d3dx9.h>
#include "winmain.h"
#define CUSTOMFVF (D3DFVF_XYZ | D3DFVF_NORMAL)
class dxClass
{
        public:
        dxClass(void); // cs mutatóba, semmit nem csinál
        ~dxClass(void);//hát ez se csinál semmit, de ki tudja mit hoz a jövő
        void initD3D(HWND hWnd);
        void render_frame(void);
        void cleanD3D(void);
        void init_graphics(void);
        void init_light(void);
        void nullVBuffer(void);
        void nullIBuffer(void);
        private:
        LPDIRECT3D9 d3d;
        LPDIRECT3DDEVICE9 d3ddev;
        LPDIRECT3DVERTEXBUFFER9 v_buffer;
        LPDIRECT3DINDEXBUFFER9 i_buffer;
        struct CUSTOMVERTEX {FLOAT X, Y, Z; D3DVECTOR NORMAL;};
        protected:
};
#endif 


Continnuing in the next post.
dxcpp.cpp

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#include "dxheader.h"
dxClass::dxClass(void)
{
}
dxClass::~dxClass(void)
{
}
void dxClass::initD3D(HWND hWnd)
{
        d3d = Direct3DCreate9(D3D_SDK_VERSION);
        D3DPRESENT_PARAMETERS d3dpp;
        ZeroMemory(&d3dpp, sizeof(d3dpp));
        d3dpp.Windowed = TRUE;
        d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
        d3dpp.hDeviceWindow = hWnd;
        d3dpp.BackBufferFormat = D3DFMT_X8R8G8B8;
        d3dpp.BackBufferWidth = SCREEN_WIDTH;
        d3dpp.BackBufferHeight = SCREEN_HEIGHT;
        d3dpp.EnableAutoDepthStencil = TRUE;
        d3dpp.AutoDepthStencilFormat = D3DFMT_D16;
        d3d->CreateDevice(D3DADAPTER_DEFAULT,
                                          D3DDEVTYPE_HAL,
                                          hWnd,
                                          D3DCREATE_SOFTWARE_VERTEXPROCESSING,
                                          &d3dpp,
                                          &d3ddev);
        init_graphics();
        init_light();
        d3ddev->SetRenderState(D3DRS_LIGHTING, TRUE);
        d3ddev->SetRenderState(D3DRS_ZENABLE, TRUE);
        d3ddev->SetRenderState(D3DRS_AMBIENT, D3DCOLOR_XRGB(50, 50, 50));
        //d3ddev->SetRenderState(D3DRS_FILLMODE, D3DFILL_WIREFRAME);
}
void dxClass::cleanD3D(void)
{
        v_buffer->Release();
        i_buffer->Release();
        d3ddev->Release();
        d3d->Release();
}
void dxClass::render_frame(void)
{
        d3ddev->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0, 0, 0), 1.0f, 0);
        d3ddev->Clear(0, NULL, D3DCLEAR_ZBUFFER, D3DCOLOR_XRGB(0, 0, 0), 1.0f, 0);
        d3ddev->BeginScene();
        d3ddev->SetFVF(CUSTOMFVF);
        D3DXMATRIX matView;
        D3DXMatrixLookAtLH(&matView,
        &D3DXVECTOR3 (0.0f, 8.0f, 25.0f),
        &D3DXVECTOR3 (0.0f, 0.0f, 0.0f),
        &D3DXVECTOR3 (0.0f, 1.0f, 0.0f));
        d3ddev->SetTransform(D3DTS_VIEW, &matView);

        D3DXMATRIX matProjection;
        D3DXMatrixPerspectiveFovLH(&matProjection,
                                                           D3DXToRadian(45),
                                                           (FLOAT)SCREEN_WIDTH / (FLOAT)SCREEN_HEIGHT,
                                                           1.0f,
                                                           100.0f);
        d3ddev->SetTransform(D3DTS_PROJECTION, &matProjection);
        static float index = 0.0f; index+=0.03f;
        D3DXMATRIX matRotateY;
        D3DXMatrixRotationY(&matRotateY, index);
        d3ddev->SetTransform(D3DTS_WORLD, &(matRotateY));
        d3ddev->SetStreamSource(0, v_buffer, 0, sizeof(CUSTOMVERTEX));
        d3ddev->SetIndices(i_buffer);
        d3ddev->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, 0, 0, 24, 0, 12);
        d3ddev->EndScene();
        d3ddev->Present(NULL, NULL, NULL, NULL);
}
void dxClass::init_graphics(void)
{
        CUSTOMVERTEX vertices[] =
        {
                { -3.0f, -3.0f, 3.0f, 0.0f, 0.0f, 1.0f, },
                { 3.0f, -3.0f, 3.0f, 0.0f, 0.0f, 1.0f, },
                { -3.0f, 3.0f, 3.0f, 0.0f, 0.0f, 1.0f, },
                { 3.0f, 3.0f, 3.0f, 0.0f, 0.0f, 1.0f, },
                { -3.0f, -3.0f, -3.0f, 0.0f, 0.0f, -1.0f, },
                { -3.0f, 3.0f, -3.0f, 0.0f, 0.0f, -1.0f, },
                { 3.0f, -3.0f, -3.0f, 0.0f, 0.0f, -1.0f, },
                { 3.0f, 3.0f, -3.0f, 0.0f, 0.0f, -1.0f, },
                { -3.0f, 3.0f, -3.0f, 0.0f, 1.0f, 0.0f, },
                { -3.0f, 3.0f, 3.0f, 0.0f, 1.0f, 0.0f, },
                { 3.0f, 3.0f, -3.0f, 0.0f, 1.0f, 0.0f, },
                { 3.0f, 3.0f, 3.0f, 0.0f, 1.0f, 0.0f, },
                { -3.0f, -3.0f, -3.0f, 0.0f, -1.0f, 0.0f, },
                { 3.0f, -3.0f, -3.0f, 0.0f, -1.0f, 0.0f, },
                { -3.0f, -3.0f, 3.0f, 0.0f, -1.0f, 0.0f, },
                { 3.0f, -3.0f, 3.0f, 0.0f, -1.0f, 0.0f, },
                { 3.0f, -3.0f, -3.0f, 1.0f, 0.0f, 0.0f, },
                { 3.0f, 3.0f, -3.0f, 1.0f, 0.0f, 0.0f, },
                { 3.0f, -3.0f, 3.0f, 1.0f, 0.0f, 0.0f, },
                { 3.0f, 3.0f, 3.0f, 1.0f, 0.0f, 0.0f, },
                { -3.0f, -3.0f, -3.0f, -1.0f, 0.0f, 0.0f, },
                { -3.0f, -3.0f, 3.0f, -1.0f, 0.0f, 0.0f, },
                { -3.0f, 3.0f, -3.0f, -1.0f, 0.0f, 0.0f, },
                { -3.0f, 3.0f, 3.0f, -1.0f, 0.0f, 0.0f, },
        };
        d3ddev->CreateVertexBuffer(24*sizeof(CUSTOMVERTEX),
                                                           0,
                                                           CUSTOMFVF,
                                                           D3DPOOL_MANAGED,
                                                           &v_buffer,
                                                           NULL);
        VOID* pVoid;
        v_buffer->Lock(0, 0, (void**)&pVoid, 0);
        memcpy(pVoid, vertices, sizeof(vertices));
        v_buffer->Unlock();

        short indices[] =
        {
                0, 1, 2,
                2, 1, 3,
                4, 5, 6,
                6, 5, 7,
                8, 9, 10,
                10, 9, 11,
                12, 13, 14,
                14, 13, 15,
                16, 17, 18,
                18, 17, 19,
                20, 21, 22,
                22, 21, 23,
        };

        d3ddev->CreateIndexBuffer(36*sizeof(short),
                                                          0,
                                                          D3DFMT_INDEX16,
                                                          D3DPOOL_MANAGED,
                                                          &i_buffer,
                                                          NULL);
        i_buffer->Lock(0, 0, (void**)&pVoid, 0);
        memcpy(pVoid, indices, sizeof(indices));
        i_buffer->Unlock();
}
void dxClass::init_light(void)
{
        D3DLIGHT9 light1;
        D3DMATERIAL9 material;
        ZeroMemory(&light1, sizeof(light1));
        light1.Type = D3DLIGHT_DIRECTIONAL;
        light1.Direction = D3DXVECTOR3(-1.0f, -0.3f, -1.0f);
        d3ddev->SetLight(0, &light1);
        d3ddev->LightEnable(0, TRUE);
        D3DLIGHT9 light2;
        ZeroMemory(&light2, sizeof(light2));
        light2.Type = D3DLIGHT_DIRECTIONAL;
        light2.Diffuse = D3DXCOLOR(0.8f, 0.8f, 0.8f, 1.0f);
        light2.Direction = D3DXVECTOR3(1.0f, -0.3f, -1.0f);
        d3ddev->SetLight(1, &light2);
        d3ddev->LightEnable(0,TRUE);
        ZeroMemory(&material, sizeof(D3DMATERIAL9));
        material.Diffuse = D3DXCOLOR(1.0f, 1.0f, 1.0f, 1.0f);
        material.Ambient = D3DXCOLOR(1.0f, 1.0f, 1.0f, 1.0f);
        d3ddev->SetMaterial(&material);
}


Now i don't think anyone will read that, just tell me if you know what the problem might be.
Due to the lack of file/include guard you have multiple definitions:

http://en.wikipedia.org/wiki/Include_guard

You can also use #pragma once

http://en.wikipedia.org/wiki/Pragma_once
But as you can see i used in both of the header files #ifndef #define #endif. I can't see what am i doing wrong. If i put and include guard in dxcpp.cpp, i get an error that dxClass wasn't even defined...
No, sorry didn't see that.

How do you manage your project (i.e. do use an ide)? Normally you must not include an implementation/cpp file. Like you do on line 2 in winmain.cpp
I use CodeBlocks v10.05. Oh, i included the header instead of the .cpp file and it works now.
Thanks!
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