www.pudn.com > SimplePlayer.rar > SimplePlayer.cpp


// SimplePlayer.cpp : Defines the class behaviors for the application. 
// 
 
#include "stdafx.h" 
#include "SimplePlayer.h" 
#include "SimplePlayerDlg.h" 
 
#ifdef _DEBUG 
#define new DEBUG_NEW 
#undef THIS_FILE 
static char THIS_FILE[] = __FILE__; 
#endif 
 
///////////////////////////////////////////////////////////////////////////// 
// CSimplePlayerApp 
 
BEGIN_MESSAGE_MAP(CSimplePlayerApp, CWinApp) 
	//{{AFX_MSG_MAP(CSimplePlayerApp) 
		// 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() 
 
///////////////////////////////////////////////////////////////////////////// 
// CSimplePlayerApp construction 
 
CSimplePlayerApp::CSimplePlayerApp() 
{ 
	// TODO: add construction code here, 
	// Place all significant initialization in InitInstance 
} 
 
///////////////////////////////////////////////////////////////////////////// 
// The one and only CSimplePlayerApp object 
 
CSimplePlayerApp theApp; 
 
///////////////////////////////////////////////////////////////////////////// 
// CSimplePlayerApp initialization 
 
BOOL CSimplePlayerApp::InitInstance() 
{ 
	// 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. 
 
	CoInitialize(NULL); 
 
	CSimplePlayerDlg dlg; 
	m_pMainWnd = &dlg; 
	int nResponse = dlg.DoModal(); 
	if (nResponse == IDOK) 
	{ 
		// TODO: Place code here to handle when the dialog is 
		//  dismissed with OK 
	} 
	else if (nResponse == IDCANCEL) 
	{ 
		// TODO: Place code here to handle when the dialog is 
		//  dismissed with Cancel 
	} 
 
	// Since the dialog has been closed, return FALSE so that we exit the 
	//  application, rather than start the application's message pump. 
	return FALSE; 
} 
 
int CSimplePlayerApp::ExitInstance()  
{ 
	// TODO: Add your specialized code here and/or call the base class 
	CoUninitialize(); 
 
	return CWinApp::ExitInstance(); 
}