📄 astimelite.cpp
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// asTimeLite.cpp : Defines the class behaviors for the application.
//
#include "stdafx.h"
#include "asTimeLite.h"
#include "asTimeLiteDlg.h"
#ifdef _DEBUG
#define new DEBUG_NEW
#undef THIS_FILE
static char THIS_FILE[] = __FILE__;
#endif
/////////////////////////////////////////////////////////////////////////////
// CAsTimeLiteApp
char glo_szAppDirectory[MAX_PATH]="";
char glo_szAppIniFile[MAX_PATH]="";
void MakeDirectory(void)
{
memset(glo_szAppDirectory,0,sizeof(glo_szAppDirectory));
CString szD=__argv[0];
int iFind=szD.ReverseFind('\\');
if(iFind ==-1)
{
strcpy(glo_szAppDirectory,".\\");
}
else
{
strncpy(glo_szAppDirectory,szD,iFind+1);
}
strcpy(glo_szAppIniFile,glo_szAppDirectory);
strcat(glo_szAppIniFile,"asTimeLite.ini");
}
BEGIN_MESSAGE_MAP(CAsTimeLiteApp, CWinApp)
//{{AFX_MSG_MAP(CAsTimeLiteApp)
// 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()
/////////////////////////////////////////////////////////////////////////////
// CAsTimeLiteApp construction
CAsTimeLiteApp::CAsTimeLiteApp()
{
// TODO: add construction code here,
// Place all significant initialization in InitInstance
}
/////////////////////////////////////////////////////////////////////////////
// The one and only CAsTimeLiteApp object
CAsTimeLiteApp theApp;
/////////////////////////////////////////////////////////////////////////////
// CAsTimeLiteApp initialization
BOOL CAsTimeLiteApp::InitInstance()
{
MakeDirectory();
if (!AfxSocketInit())
{
AfxMessageBox(IDP_SOCKETS_INIT_FAILED);
return FALSE;
}
// 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
CAsTimeLiteDlg 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;
}
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