I have the following three headers:
IBaseStates.h
class IBaseStates
{
public:
enum STATE;
virtual void Update( STATE state ) = 0;
};
PlayerStates.h
#pragma once
#include "IBaseStates.h"
#include "Player.h"
class PlayerStates : public IBaseStates, public Player
{
public:
enum STATE {
FLYING,
FALLING
};
int textureAmount;
PlayerStates();
~PlayerStates( );
void Update( STATE state );
};
Player.h
#pragma once
#include "StructVertex.h"
#include "SquareVertices.h"
#include "WICTextureLoader.h"
using namespace Microsoft::WRL;
using namespace DirectX;
//using namespace DirectX;
class Player : public SquareVertices
{
public:
Player( ComPtr<ID3D11Device1> d3dDevice );
~Player();
void Initialize();
void Update();
float x;
float y;
float z;
float rotation;
float velocity;
ComPtr<ID3D11Buffer> vertexbuffer;
ComPtr<ID3D11Buffer> indexbuffer;
ComPtr<ID3D11ShaderResourceView> texture[3];
protected:
const ComPtr<ID3D11Device1> d3dDevice;
};
Why when I define a constructor for my PlayerStates class in my PlayerStates.cpp file do I get
no default constructor exists for class Player
PlayerStates.cpp
#include "pch.h"
#include "PlayerStates.h"
PlayerStates::PlayerStates()
:
textureAmount( 3 )
{
}
When you declare a non-default constructor for a class, the compiler does not generate a default one anymore. So you have to provide your own.
PlayerStates
needs to call a default constructor of its base class Player
in its own default constructor. So you either need to provide Player
with a default constructor, or call it's non-default constructor from PlayerStates
' default constructor initialization list.
This implicitly calls Player::Player()
.
PlayerStates::PlayerStates() : textureAmount( 3 ) {}
This calls the single argument constructor:
PlayerStates::PlayerStates() : Player(someComPtr), textureAmount( 3 ) {}
Player
can't be created with out a ComPtr<ID3D11Device1> d3dDevice
, so you're PlayerStates
constructor is going to have to find one and pass it to Player
.
PlayerStates::PlayerStates()
:
Player( globalD3DDevice ),
textureAmount( 3 )
{
}
Or, if that's not what you intended, turn the inheritance around like you mentioned in the comments.
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