📄 mfcplayer.cpp
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// MfcPlayer.cpp : Defines the class behaviors for the application.
//
#include "stdafx.h"
#include "MfcPlayer.h"
#include "MfcPlayerDlg.h"
#ifdef _DEBUG
#define new DEBUG_NEW
#undef THIS_FILE
static char THIS_FILE[] = __FILE__;
#endif
/////////////////////////////////////////////////////////////////////////////
// Globals
CMfcPlayerDlg *PlayerDialog = NULL;
/////////////////////////////////////////////////////////////////////////////
// CMfcPlayerApp
BEGIN_MESSAGE_MAP(CMfcPlayerApp, CWinApp)
//{{AFX_MSG_MAP(CMfcPlayerApp)
// 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()
/////////////////////////////////////////////////////////////////////////////
// CMfcPlayerApp construction
CMfcPlayerApp::CMfcPlayerApp()
{
// TODO: add construction code here,
// Place all significant initialization in InitInstance
}
/////////////////////////////////////////////////////////////////////////////
// The one and only CMfcPlayerApp object
CMfcPlayerApp theApp;
/////////////////////////////////////////////////////////////////////////////
// CMfcPlayerApp initialization
BOOL CMfcPlayerApp::InitInstance()
{
// 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
PlayerDialog = new CMfcPlayerDlg;
m_pMainWnd = PlayerDialog;
PlayerDialog->DoModal();
delete PlayerDialog;
// Since the dialog has been closed, return FALSE so that we exit the
// application, rather than start the application's message pump.
return FALSE;
}
/////////////////////////////////////////////////////////////////////////////
// SamplePlayer constructor
SamplePlayer::SamplePlayer(HINSTANCE instance): XaudioPlayer(instance)
{
}
/////////////////////////////////////////////////////////////////////////////
// SamplePlayer::OnNotifyReady
void
SamplePlayer::OnNotifyReady()
{
// register the directsound module
OutputModuleRegister("xa_dsound_output.dll");
// set the directound modules' environemnt variable for the window
SetPlayerEnvironmentInteger("OUTPUT.DIRECTSOUND.WINDOW",
(unsigned long)PlayerDialog->m_hWnd);
// Set the priority to normal, so that one thread does not block to
// other for too much time
SetPriority(XA_CONTROL_PRIORITY_NORMAL);
}
/////////////////////////////////////////////////////////////////////////////
// SamplePlayer::OnNotifyNack
void
SamplePlayer::OnNotifyNack(XA_NackInfo *info)
{
char message[256];
sprintf(message,"Command %d failed\n[%s]",
info->command,
xaudio_error_string(info->code));
MessageBox(NULL, message, "Xaudio Command Failed", MB_OK | MB_ICONSTOP);
}
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