//启动函数
BOOL CGameServerApp::InitInstance()
{
	__super::InitInstance();

	//设置组件
	AfxInitRichEdit2();
	InitCommonControls();
	AfxEnableControlContainer();

	//设置注册表
	SetRegistryKey(szProduct);

	//显示窗口
	CGameServerDlg GameServerDlg;
	m_pMainWnd=&GameServerDlg;
	GameServerDlg.DoModal();

	return FALSE;
}
Esempio n. 2
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BOOL CGameServerApp::InitInstance()
{

	INITCOMMONCONTROLSEX InitCtrls;
	InitCtrls.dwSize = sizeof(InitCtrls);
	InitCtrls.dwICC = ICC_WIN95_CLASSES;
	InitCommonControlsEx(&InitCtrls);
	CWinApp::InitInstance();
	AfxEnableControlContainer();

	SetRegistryKey(_T("应用程序向导生成的本地应用程序"));

    m_hMutex = ::CreateMutex(NULL, FALSE, _T(GIS_MSG));
    if(ERROR_ALREADY_EXISTS == GetLastError())	
    {	
        DWORD dwRecipients = BSM_APPLICATIONS; 
        ::BroadcastSystemMessage(BSF_NOHANG, &dwRecipients, ID_GIS_INSTANCE, 0, 0);
        return FALSE;	
    }

    m_pADOOperation = new CADOOperation();

	CGameServerDlg dlg;
	m_pMainWnd = &dlg;
	INT_PTR nResponse = dlg.DoModal();
	if (nResponse == IDOK)
	{
		// TODO: 在此放置处理何时用
		//  “确定”来关闭对话框的代码
	}
	else if (nResponse == IDCANCEL)
	{
		// TODO: 在此放置处理何时用
		//  “取消”来关闭对话框的代码
	}

	// 由于对话框已关闭,所以将返回 FALSE 以便退出应用程序,
	//  而不是启动应用程序的消息泵。
	return FALSE;
}