Yet another "help me with a singleton" thread

GW2

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Okay, so I'm trying to implement a singleton into my code for the use of the camera. I don't ever want more than one camera so it makes sense (also we get bonus marks for using a singleton camera, I'm a programming student by the way). I have been trying this for about 2 hours and I just cannot seem to get it to work. Here are the errors I am getting:

Error 1 error LNK2019: unresolved external symbol "public: static class Camera * __cdecl Camera::GetInstance(void)" (?GetInstance@Camera@@SAPAV1@XZ) referenced in function "void __cdecl ChangeSize(int,int)" (?ChangeSize@@YAXHH@Z) C:\Users\GW2\Desktop\Scotts Class Project\Scotts Class Project\Main.obj

Error 2 error LNK1120: 1 unresolved externals C:\Users\GW2\Desktop\Scotts Class Project\Debug\Scotts Class Project.exe 1

The code is below and any and all input is greatly appreciated.

Main.cpp
Code:
#include <glut.h>
#include <stdio.h>
#include "Particles.h"
#include "DotGrid.h"
#include "Particle.h"
#include "V_randomizer.h"
#include "Camera.h"
//#include "V_randomizer.h"
#define ARRAY_AMMOUNT 1000
/// Simple prototypes for the callbacks
void RenderScene(void);
void HandleTimer(int ID);
void FunctionKeys(int key, int x, int y);
void Keyboard(unsigned char key, int x, int y);
void ChangeSize(GLsizei w, GLsizei h);
//Particle* p;
Particles pp(ARRAY_AMMOUNT); 
DotGrid d(0.9,8);
V_Randomizer* random;
//V_Randomizer* rand;
double x,y,z,rotation;

void init(void) 
{
   GLfloat mat_specular[] = { 1.0, 1.0, 1.0, 1.0 };
   GLfloat mat_shininess[] = { 150.0 };
   GLfloat light_position[] = { 1.0, 200.0, 1.0, 10.0 };
   glClearColor (0.0, 0.0, 0.0, 0.0);
   glShadeModel (GL_SMOOTH);
   glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular);
   glMaterialfv(GL_FRONT, GL_SHININESS, mat_shininess);
   glLightfv(GL_LIGHT0, GL_POSITION, light_position);
   glEnable(GL_LIGHTING);
   glEnable(GL_LIGHT0);
   glEnable(GL_DEPTH_TEST);
}
void main(int argc, char **argv){
	//p = new Particle();
	random = new V_Randomizer();
	//p->vy = random->box_muller(0.0,2.0);
	rotation = 45.0;
	//create a pointer for the particle 
	glutInit(&argc, argv);
    glutInitDisplayMode(GLUT_SINGLE | GLUT_RGB | GLUT_DEPTH);
	glutInitWindowSize(500, 500);
	glutCreateWindow("This is the window title");
	init ();
	/// Java does the same sort of thing here, 
	/// simply pass the name of a function that should
	/// be called whenever an event occurs. 
	glutReshapeFunc(ChangeSize);
	glutDisplayFunc(RenderScene);
	glutKeyboardFunc(Keyboard);
	glutSpecialFunc(FunctionKeys);
	glutTimerFunc(1000,HandleTimer,1);/// See HandleTimer(...)
	//rand = new V_Randomizer();
	//pp = new Particles(ARRAY_AMMOUNT); //creates the particle array
	//for (int i = 0; i < ARRAY_AMMOUNT; i++)
	//{
	//	pp[i] = new Particle(rand->box_muller(-4,10) , rand->box_muller(-6,8) , rand->box_muller(-9,9)); //fills the array
	//}			

	glutMainLoop(); /// This starts the main loop which will 
					/// call the appropreate subroutine 
					/// given the event
	//delete pp; //gets the particle the heck out of dodge
}

/// If the window changes size this subroutine will be called 
/// note: This subroutine will be called upon the creation of the window since, logically,
/// the window has changed from nothing to something	

void ChangeSize(GLsizei w, GLsizei h){
	Camera::GetInstance();
}

/// Whenever the scene needs to be redrawn this function is called

void RenderScene(void){
	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);/// Clears the screen
	/// PLACE DRAWING CODE HERE
	glPushMatrix();
	glutSolidSphere (1.0, 20, 16);
	//p->render();
	glRotated(rotation, 1.0,0.0,0.0);
	d.createGrid();
	//for (int i = 0; i < ARRAY_AMMOUNT; i++){		
	//	pp.render();
	//}
	glPopMatrix();
	glFlush(); ///Shove everything through the "pipeline" 
}

void HandleTimer(int ID){
	pp.update(0.033);
	//p->update(0.033);
	/// This function send a message to the main loop that it's time to call
	/// the DisplayFunc which I called "RenderScene"
	glutPostRedisplay();
	/// The first value is the number of millseconds before the next event
	/// The second arg is a pointer to the callback function
	/// The third is the ID number of this timer 	
	glutTimerFunc(0.033,HandleTimer,1);
}

void FunctionKeys(int key, int x, int y){
	/// this function is called whenever a button off the standard keybord is pressed
	/// for example the function keys or the arrow keys - hint
	/// Look for the following
		if(key == GLUT_KEY_UP) 
		{
			printf("UP arrow\n");
			rotation+=1;
			printf("%lf", rotation);
		}
		if(key == GLUT_KEY_DOWN)
		{
			printf("DOWN arrow\n");
			rotation+=-1;
			printf("%lf", rotation);
		}		
		/// GLUT_KEY_DOWN
		/// GLUT_KEY_RIGHT
		/// GLUT_KEY_LEFT
}

void Keyboard(unsigned char key, int x, int y){
	printf("%c<%d> %d %d\n",key,key,x,y);
	if(key=='q' || key=='Q' || key == 27) exit(0);	
}

Camera.h
Code:
class Camera{
private:
	Camera();
	~Camera();
	Camera* Instance;
public:
	void Render(GLsizei w, GLsizei h);
	void Update(double _time);
	void Pan();
	static Camera* GetInstance();
};

Camera.cpp
Code:
#include "Camera.h"
#include <stdio.h>
#include <glut.h>
Camera* Camera::Instance = 0;
class Camera{
	//Camera* Camera::Instance = 0;

	Camera::Camera(){
	}

	Camera::~Camera(){
	}

	void Render(GLsizei w, GLsizei h)
	{
		//x = 0.0;
		//y = 3.0;
		//z = -10.0;
		glViewport(0,0,w,h);
		glMatrixMode(GL_PROJECTION);
		glLoadIdentity();
		GLfloat aspectRatio = (GLfloat)w /(GLfloat)h;
		/*if(w < h){
			glOrtho(-10.0,10.0,-10.0 / aspectRatio, 10.0 / aspectRatio,10.0,-10.0);
		}else{
			glOrtho(-10.0* aspectRatio,10.0 * aspectRatio,-10.0 , 10.0 ,10.0,-10.0);
		}*/
		gluPerspective(120.0,aspectRatio,1.0,500.0);
		::gluLookAt(x,y,z,0.0,0.0,0.0,0.0,1.0,0.0);
	}

	void Update(double _time)
	{
	}

	void Pan()
	{
	}

	Camera GetInstance()
	{
		if(Instance == 0)
		{
			Instance = new Camera();
		}
		return Instance;
	}
}
 

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