Hello, I'm using Visual Studio 2010. When I debug the following code, in my Watch window, when execution starts inside of WinMain(), Visual Studio isn't showing me the values of the members in the struct SpriteStruct. I've attached a screenshot to illustrate what I'm talking about. Does anyone know why this is? Thanks.
#include <windows.h> #include <d3d9.h> #include <d3dx9.h> #include <string> #include <vector> #include <time.h> using namespace std; struct SpriteStruct { RECT srcRect; int posX; int posY; int moveX; int moveY; int numFrames; int curFrame; }; //globals HINSTANCE hInst; HWND wndHandle; LPDIRECT3D9 pD3D; LPDIRECT3DDEVICE9 pd3dDevice; IDirect3DSurface9 *spriteSurface = NULL; IDirect3DSurface9 *backBuffer = NULL; SpriteStruct spriteStruct[10]; //prototypes bool initWindow(HINSTANCE hInstance); LRESULT CALLBACK WndProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam); bool initDirect3D(); bool InitSprites(); void render(); void cleanUp(); IDirect3DSurface9* GetSurfaceFromBitmap(LPCWSTR fileName); #define SPRITE_WIDTH 64 #define SPRITE_HEIGHT 23 #define SCRN_WIDTH 640 #define SCRN_HEIGHT 480 int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int CmdShow) { if (!initWindow(hInstance)) return false; if (!initDirect3D()) return false; MSG msg; ZeroMemory(&msg, sizeof(msg)); //breakpoint here //more code follows