www.pudn.com > RealPlayer.rar > RealPlayer.cpp


// RealPlayer.cpp : Defines the class behaviors for the application. 
// 
 
#include "stdafx.h" 
#include "RealPlayer.h" 
#include "RealPlayerDlg.h" 
 
#ifdef _DEBUG 
#define new DEBUG_NEW 
#undef THIS_FILE 
static char THIS_FILE[] = __FILE__; 
#endif 
 
///////////////////////////////////////////////////////////////////////////// 
// CRealPlayerApp 
 
BEGIN_MESSAGE_MAP(CRealPlayerApp, CWinApp) 
	//{{AFX_MSG_MAP(CRealPlayerApp) 
		// NOTE - the ClassWizard will add and remove mapping macros here. 
		//    DO NOT EDIT what you see in these blocks of generated code! 
	//}}AFX_MSG 
	ON_COMMAND(ID_HELP, CWinApp::OnHelp) 
END_MESSAGE_MAP() 
 
///////////////////////////////////////////////////////////////////////////// 
// CRealPlayerApp construction 
 
CRealPlayerApp::CRealPlayerApp() 
{ 
	// TODO: add construction code here, 
	// Place all significant initialization in InitInstance 
} 
 
///////////////////////////////////////////////////////////////////////////// 
// The one and only CRealPlayerApp object 
 
CRealPlayerApp theApp; 
 
///////////////////////////////////////////////////////////////////////////// 
// CRealPlayerApp initialization 
 
BOOL CRealPlayerApp::InitInstance() 
{ 
	AfxEnableControlContainer(); 
 
	// Standard initialization 
	// If you are not using these features and wish to reduce the size 
	//  of your final executable, you should remove from the following 
	//  the specific initialization routines you do not need. 
 
#ifdef _AFXDLL 
	Enable3dControls();			// Call this when using MFC in a shared DLL 
#else 
	Enable3dControlsStatic();	// Call this when linking to MFC statically 
#endif 
 
	CRealPlayerDlg dlg; 
	m_pMainWnd = &dlg; 
	int nResponse = dlg.DoModal(); 
	if (nResponse == IDOK) 
	{ 
		// TODO: Place code here to handle when the dialog is 
		//  dismissed with OK 
//		dlg.OnCancel(); 
//		dlg.EndDialog(nResponse); 
	} 
	else if (nResponse == IDCANCEL) 
	{ 
		// TODO: Place code here to handle when the dialog is 
		//  dismissed with Cancel 
//		dlg.EndDialog(nResponse); 
	} 
 
	// Since the dialog has been closed, return FALSE so that we exit the 
	//  application, rather than start the application's message pump. 
	return FALSE; 
}