// RealPlay.cpp : Defines the class behaviors for the application. // #include "stdafx.h" #include "RealPlay.h" #include "RealPlayDlg.h" #include "GeneralDef.h" #ifdef _DEBUG #define new DEBUG_NEW #undef THIS_FILE static char THIS_FILE[] = __FILE__; #endif //È«¾Ö±äÁ¿ CRealPlayDlg *g_pMainDlg = NULL; ///////////////////////////////////////////////////////////////////////////// // CRealPlayApp BEGIN_MESSAGE_MAP(CRealPlayApp, CWinApp) //{{AFX_MSG_MAP(CRealPlayApp) // 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() ///////////////////////////////////////////////////////////////////////////// // CRealPlayApp construction CRealPlayApp::CRealPlayApp() { // TODO: add construction code here, // Place all significant initialization in InitInstance } ///////////////////////////////////////////////////////////////////////////// // The one and only CRealPlayApp object CRealPlayApp theApp; ///////////////////////////////////////////////////////////////////////////// // CRealPlayApp initialization BOOL CRealPlayApp::InitInstance() { AfxEnableControlContainer(); // 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 NET_DVR_Init(); //Init SDK CRealPlayDlg dlg; m_pMainWnd = &dlg; g_pMainDlg = &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; } int CRealPlayApp::ExitInstance() { // TODO: Add your specialized code here and/or call the base class NET_DVR_Cleanup(); return CWinApp::ExitInstance(); }