//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; }
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; }