C ++错误C2511:' Sprite'

时间:2015-07-15 07:54:42

标签: c++ inheritance overloading

我有一个名为Renderable2D的基类:

class Renderer;

class Renderable2D
{
protected:
    vec3f m_Position;
    vec2f m_Size;
    unsigned int m_Color;

protected:
    Renderable2D() { }

    Renderable2D(vec3f position, vec2f size)
        : m_Position(position), m_Size(size), m_Color(0xffffffff)
    {
    }

public:
    virtual ~Renderable2D()
    { }

    virtual void Submit(Renderer * renderer) const;

    inline const vec3f& GetPosition() const { return m_Position; }
    inline const vec2f& GetSize() const { return m_Size; }
    inline unsigned int GetColor() const { return m_Color; }
};

我在cpp文件中唯一要定义的是Submit方法,以避免循环包含:

#include "Renderable2D.h"
#include "../renderers/Renderer2D.h"
inline void Renderable2D::Submit(Renderer * renderer) const
{
    renderer->Submit(*this);
}

然后我从名为Renderable2D的{​​{1}}派生了一个类:

Sprite

在cpp文件中我只定义了构造函数和重写的#include "Renderable2D.h" class Sprite : public Renderable2D { protected: GLuint m_TextureID; public: Sprite(const vec2f& position, const vec2f& size, const Texture2D * texture); void Submit(Renderer * renderer) const override; inline const GLuint GetTextureID() const { return m_TextureID; } }; 方法:

Submit

当我尝试编译时,我收到错误C2511,在&Spag'中找不到重载的成员函数。我不明白为什么。签名错了吗?

编辑:这里是渲染器类,它只是所有渲染器的基类

#include "Sprite.h"
#include "../renderers/Renderer2D.h"

Sprite::Sprite(const vec2f& position, const vec2f& size, const Texture2D * texture)
    : Renderable2D(vec3f(position.x, position.y, 0), size)
{
    m_TextureID = texture->GetTextureID();
}

inline void Sprite::Submit(Renderer * renderer) const
{  // ERROR HERE
    renderer->Submit(*this);
}

这里是唯一一个扩展此类的渲染器的标题:

class Renderable2D;
class Rectangle2D;
class Label;
class Sprite;

class Renderer2D
{
protected:
    std::vector<Maths::mat4f> m_TransformationStack;
    const Maths::mat4f * m_TransformationBack;

protected:
    Renderer2D()
    {
        m_TransformationStack.push_back(Maths::mat4f::identity());
        m_TransformationBack = &m_TransformationStack.back();
    }

public:
    inline void Push(const Maths::mat4f& matrix)
    {
        m_TransformationStack.push_back(matrix * m_TransformationStack.back());
        m_TransformationBack = &matrix;
    }

    inline void PushOverride(const Maths::mat4f& matrix)
    {
        m_TransformationStack.push_back(matrix);
        m_TransformationBack = &matrix;
    }

    void Pop()
    {
        if (m_TransformationStack.size() > 1)
            m_TransformationStack.pop_back();
        else
            Logging::Logger::Log(Logging::LogERROR, "Can't pop the first entry of the transformation stack!");

        m_TransformationBack = &m_TransformationStack.back();
    }

    virtual void Begin() {}
    virtual void End() {}

    virtual void Submit(const Renderable2D& renderable) = 0;
    virtual void Submit(const Label& label) = 0;
    virtual void Submit(const Rectangle2D& rect) = 0;
    virtual void Submit(const Sprite& spr) = 0;

    virtual void Flush() = 0;
};

实现文件非常大,但如果需要,我也可以提供。我猜这个错误是非常误导的,因为我猜这里有别的东西。

1 个答案:

答案 0 :(得分:0)

使用内联函数可能会导致此问题。阅读此inline virtual functions它可以帮助您。

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