📄 zerchfa.cpp
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// Zerchfa.cpp : Defines the class behaviors for the application.
//
#include "stdafx.h"
#include "Zerchfa.h"
#include "ZerchfaDlg.h"
#include <initguid.h>
#include "Zerchfa_i.c"
#ifdef _DEBUG
#define new DEBUG_NEW
#undef THIS_FILE
static char THIS_FILE[] = __FILE__;
#endif
/////////////////////////////////////////////////////////////////////////////
// CZerchfaApp
BEGIN_MESSAGE_MAP(CZerchfaApp, CWinApp)
//{{AFX_MSG_MAP(CZerchfaApp)
// 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()
/////////////////////////////////////////////////////////////////////////////
// CZerchfaApp construction
CZerchfaApp::CZerchfaApp()
{
// TODO: add construction code here,
// Place all significant initialization in InitInstance
}
/////////////////////////////////////////////////////////////////////////////
// The one and only CZerchfaApp object
CZerchfaApp theApp;
/////////////////////////////////////////////////////////////////////////////
// CZerchfaApp initialization
BOOL CZerchfaApp::InitInstance()
{
if (!InitATL())
return FALSE;
AfxEnableControlContainer();
CCommandLineInfo cmdInfo;
ParseCommandLine(cmdInfo);
if (cmdInfo.m_bRunEmbedded || cmdInfo.m_bRunAutomated)
{
return TRUE;
}
// 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
CZerchfaDlg 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;
}
CZerchfaModule _Module;
BEGIN_OBJECT_MAP(ObjectMap)
END_OBJECT_MAP()
LONG CZerchfaModule::Unlock()
{
AfxOleUnlockApp();
return 0;
}
LONG CZerchfaModule::Lock()
{
AfxOleLockApp();
return 1;
}
LPCTSTR CZerchfaModule::FindOneOf(LPCTSTR p1, LPCTSTR p2)
{
while (*p1 != NULL)
{
LPCTSTR p = p2;
while (*p != NULL)
{
if (*p1 == *p)
return CharNext(p1);
p = CharNext(p);
}
p1++;
}
return NULL;
}
int CZerchfaApp::ExitInstance()
{
if (m_bATLInited)
{
_Module.RevokeClassObjects();
_Module.Term();
CoUninitialize();
}
return CWinApp::ExitInstance();
}
BOOL CZerchfaApp::InitATL()
{
m_bATLInited = TRUE;
#if _WIN32_WINNT >= 0x0400
HRESULT hRes = CoInitializeEx(NULL, COINIT_MULTITHREADED);
#else
HRESULT hRes = CoInitialize(NULL);
#endif
if (FAILED(hRes))
{
m_bATLInited = FALSE;
return FALSE;
}
_Module.Init(ObjectMap, AfxGetInstanceHandle());
_Module.dwThreadID = GetCurrentThreadId();
LPTSTR lpCmdLine = GetCommandLine(); //this line necessary for _ATL_MIN_CRT
TCHAR szTokens[] = _T("-/");
BOOL bRun = TRUE;
LPCTSTR lpszToken = _Module.FindOneOf(lpCmdLine, szTokens);
while (lpszToken != NULL)
{
if (lstrcmpi(lpszToken, _T("UnregServer"))==0)
{
_Module.UpdateRegistryFromResource(IDR_ZERCHFA, FALSE);
_Module.UnregisterServer(TRUE); //TRUE means typelib is unreg'd
bRun = FALSE;
break;
}
if (lstrcmpi(lpszToken, _T("RegServer"))==0)
{
_Module.UpdateRegistryFromResource(IDR_ZERCHFA, TRUE);
_Module.RegisterServer(TRUE);
bRun = FALSE;
break;
}
lpszToken = _Module.FindOneOf(lpszToken, szTokens);
}
if (!bRun)
{
m_bATLInited = FALSE;
_Module.Term();
CoUninitialize();
return FALSE;
}
hRes = _Module.RegisterClassObjects(CLSCTX_LOCAL_SERVER,
REGCLS_MULTIPLEUSE);
if (FAILED(hRes))
{
m_bATLInited = FALSE;
CoUninitialize();
return FALSE;
}
return TRUE;
}
BOOL CZerchfaApp::OnIdle(LONG lCount)
{
// CG: The following code inserted by 'Idle Time Processing' component. // Note: Do not perform lengthy tasks during OnIdle because your // application cannot process user input until OnIdle returns. // call the base class BOOL bBaseIdle = CWinApp::OnIdle(lCount); BOOL bMoreIdle = TRUE; if (lCount == 0) { // TODO: add code to perform important idle time processing } else if (lCount == 100) { // TODO: add code to perform less important tasks during idle } else if (lCount == 1000) { // TODO: add code to perform occasional tasks during idle bMoreIdle = bBaseIdle; } // return FALSE when there is no more idle processing to do return bMoreIdle;
}
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