myplayer.cpp

来自「实现类似千千静听功能的播放器,采用MFC技术,在VC++6.0SP6中实现」· C++ 代码 · 共 152 行

CPP
152
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// MyPlayer.cpp : Defines the class behaviors for the application.
//

#include "stdafx.h"
#include "MyPlayer.h"
#include "MyPlayerDlg.h"

#ifdef _DEBUG
#define new DEBUG_NEW
#undef THIS_FILE
static char THIS_FILE[] = __FILE__;
#endif

/////////////////////////////////////////////////////////////////////////////
// CMyPlayerApp

BEGIN_MESSAGE_MAP(CMyPlayerApp, CWinApp)
	//{{AFX_MSG_MAP(CMyPlayerApp)
		// 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()

/////////////////////////////////////////////////////////////////////////////
// CMyPlayerApp construction

CMyPlayerApp::CMyPlayerApp()
{
	// TODO: add construction code here,
	// Place all significant initialization in InitInstance
}

/////////////////////////////////////////////////////////////////////////////
// The one and only CMyPlayerApp object
//创建全局变量
CMyPlayerApp theApp;
CStringArray m_strPlayListArray;
int m_nPlayOrder[2000];
int m_nNowPlaying;
UINT m_nPlayMode;
HWND hAudio;
FILELIST fileList[10];
int nCurrentList;
CString strCurrentDir;

/////////////////////////////////////////////////////////////////////////////
// CMyPlayerApp initialization
BOOL CMyPlayerApp::InitInstance()
{
	AfxEnableControlContainer(); 
	         //..Call this function in your application object's InitInstance 
	         //..function to enable support for containment of OLE controls.
	m_hMutex = CreateMutex(NULL, FALSE, "星空旋律"); 
	         //..The CreateMutex function creates or opens a named or unnamed mutex object.
	if (GetLastError() == ERROR_ALREADY_EXISTS )	
	{
		HWND hwnd=FindWindow(NULL,"星空旋律");
		
		if (hwnd!=NULL)
		{
			if (IsWindowVisible(hwnd))
				return FALSE;
		    SendMessage(hwnd, MYWM_NOTIFYICON, NULL, (LPARAM)WM_LBUTTONDOWN);
		}
       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
    hAudio = NULL;	
	TCHAR szCurDir[MAX_PATH];
	GetCurrentDirectory(MAX_PATH, szCurDir);
	strCurrentDir = szCurDir;
	m_nPlayMode = MODE_RAND;

	CMyPlayerDlg 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;
}

//处理随机播放的函数
void CMyPlayerApp::RandOrder(void)
{
	int nNum;
	BOOL fInsert;
	BOOL fFound;
	for (int i=0; i<m_strPlayListArray.GetSize(); i++)
	{
		fInsert = FALSE;
		while (!fInsert)
		{
			nNum = rand()%m_strPlayListArray.GetSize();
			fFound = FALSE;
			for (int j=0; j<i; j++)
			{
				if (m_nPlayOrder[j] == nNum)
				{
					fFound = TRUE;
					break;
				}
			}//end of for
			if (!fFound)
			{
				m_nPlayOrder[i] = nNum;
				fInsert = TRUE;
			}
		}//end of while
	}//end of for
	m_nPlayOrder[i] = 0;
}

//处理顺序播放的函数
void CMyPlayerApp::SequenceOrder()
{
	for (int i=0; i<m_strPlayListArray.GetSize(); i++)
	{
		m_nPlayOrder[i]=i;
	}
	m_nPlayOrder[i]=0;
}

int CMyPlayerApp::ExitInstance() 
{
	// TODO: Add your specialized code here and/or call the base class
	CloseHandle(m_hMutex);
	return CWinApp::ExitInstance();
}

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