📄 myplayer.cpp
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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
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();
m_hMutex=CreateMutex(NULL,FALSE,"星空旋律");
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;
}
void CMyPlayerApp::RandOrder()
{
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;
}
}
if(!fFound){
m_nPlayOrder[i]=nNum;
fInsert=TRUE;
}
}
}
m_nPlayOrder[i]=0;
}
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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