本文整理汇总了C++中InitApp函数的典型用法代码示例。如果您正苦于以下问题:C++ InitApp函数的具体用法?C++ InitApp怎么用?C++ InitApp使用的例子?那么恭喜您, 这里精选的函数代码示例或许可以为您提供帮助。
在下文中一共展示了InitApp函数的20个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于我们的系统推荐出更棒的C++代码示例。
示例1: wWinMain
//--------------------------------------------------------------------------------------
// Entry point to the program. Initializes everything and goes into a message processing
// loop. Idle time is used to render the scene.
//--------------------------------------------------------------------------------------
int WINAPI wWinMain(HINSTANCE /*hInstance*/, HINSTANCE /*hPrevInstance*/, LPWSTR /*lpCmdLine*/, int /*nCmdShow*/)
{
// Enable run-time memory check for debug builds.
#if defined(DEBUG) | defined(_DEBUG)
_CrtSetDbgFlag(_CRTDBG_ALLOC_MEM_DF | _CRTDBG_LEAK_CHECK_DF);
#endif
// Disable gamma correction on this sample
DXUTSetIsInGammaCorrectMode(false);
DXUTSetCallbackDeviceChanging(ModifyDeviceSettings);
DXUTSetCallbackMsgProc(MsgProc);
DXUTSetCallbackFrameMove(OnFrameMove);
DXUTSetCallbackD3D11DeviceAcceptable(IsD3D11DeviceAcceptable);
DXUTSetCallbackD3D11DeviceCreated(OnD3D11CreateDevice);
DXUTSetCallbackD3D11SwapChainResized(OnD3D11ResizedSwapChain);
DXUTSetCallbackD3D11FrameRender(OnD3D11FrameRender);
DXUTSetCallbackD3D11SwapChainReleasing(OnD3D11ReleasingSwapChain);
DXUTSetCallbackD3D11DeviceDestroyed(OnD3D11DestroyDevice);
InitApp();
// Force create a ref device so that feature level D3D_FEATURE_LEVEL_11_0 is guaranteed
DXUTInit(true, true, NULL); // Parse the command line, show msgboxes on error
DXUTSetCursorSettings(true, true); // Show the cursor and clip it when in full screen
DXUTCreateWindow(L"OIT11");
DXUTCreateDevice(D3D_FEATURE_LEVEL_11_0, true, g_nFrameWidth, g_nFrameHeight);
DXUTMainLoop(); // Enter into the DXUT render loop
return DXUTGetExitCode();
}
开发者ID:marselas,项目名称:Zombie-Direct3D-Samples,代码行数:36,代码来源:main.cpp
示例2: WinMain
int WINAPI WinMain(HINSTANCE hCurInst, HINSTANCE hPrevInst,
LPSTR lpsCmdLine, int nCmdShow)
{
MSG msg;
BOOL bRet;
HACCEL hAccel; // アクセラレータハンドル
if (!InitApp(hCurInst))
return FALSE;
if (!InitInstance(hCurInst, nCmdShow))
return FALSE;
// アクセラレータテーブルを読み込む
hAccel = LoadAccelerators(hCurInst, TEXT("MYACCEL"));
while ((bRet = GetMessage(&msg, NULL, 0, 0)) != 0) {
if (bRet == -1) {
break;
} else {
if (!TranslateAccelerator(hParent, hAccel, &msg)) {
TranslateMessage(&msg);
DispatchMessage(&msg);
}
}
}
return (int)msg.wParam;
}
开发者ID:tomorrow56,项目名称:VS2010,代码行数:27,代码来源:menu02.cpp
示例3: main
int16_t main(void)
{
// Initialize IO ports and peripherals.
ConfigureOscillator();
InitApp();
InitAdc();
AtpInit();
odo_init(); // TODO
motion_init(SendDone);
SendBoardId();
__delay_ms(3000);
SendBoardId();
while(1) {
//SendBoardId();
if (odoBroadcast) {
OnGetPos();
}
__delay_ms(odoDelay);
}
}
开发者ID:7Robot,项目名称:ATP,代码行数:26,代码来源:main.c
示例4: main
void main(void)
{
/* Configure the oscillator for the device */
ConfigureOscillator();
/* Initialize I/O and Peripherals for application */
InitApp();
/* everything is an output */
TRISIO = 0;
/* turn off all pins */
GPIO = 0x00000000;
while(1)
{
__delay_ms(100);
/* turn on GPIO pin 2 */
GPIO = 0b00000100;
__delay_ms(100);
/* turn off GPIO pin 2 */
GPIO = 0b00000000;
}
}
开发者ID:camswords,项目名称:pic-blink-led,代码行数:28,代码来源:main.c
示例5: main
void main(void)
{
/* Configure the oscillator for the device */
ConfigureOscillator();
/* Initialize I/O and Peripherals for application */
InitApp();
InitSPI();
InitInterrupts();
LCD_Init();
RF_ConfigReceiver();
LCD_WriteFirstLine("NRF Initialized");
// LCD_Write();
while(1)
{
if(RF_ReceiveFlag == 1){
RF_ResetReceiver();
if(RF_ReceiveBuffer[0] == 0x01){
ToggleLED_B7();
LCD_WriteFirstLine("Receive Action:");
LCD_WriteSecondLine("L-Button Pressed");
}
else if(RF_ReceiveBuffer[0] == 0x02){
ToggleLED_B7();
LCD_WriteFirstLine("Receive Action:");
LCD_WriteSecondLine("R-Button Pressed");
}
}
}
}
开发者ID:RonMar89,项目名称:pic18_LF25K50_LCD.X,代码行数:35,代码来源:main.c
示例6: WinMain
//--------------------------------------------------------------------------------------
// Entry point to the program. Initializes everything and goes into a message processing
// loop. Idle time is used to render the scene.
//--------------------------------------------------------------------------------------
INT WINAPI WinMain( HINSTANCE, HINSTANCE, LPSTR, int )
{
// Enable run-time memory check for debug builds.
#if defined(DEBUG) | defined(_DEBUG)
_CrtSetDbgFlag( _CRTDBG_ALLOC_MEM_DF | _CRTDBG_LEAK_CHECK_DF );
#endif
// DXUT will create and use the best device (either D3D9 or D3D10)
// that is available on the system depending on which D3D callbacks are set below
// Set DXUT callbacks
DXUTSetCallbackDeviceChanging( ModifyDeviceSettings );
DXUTSetCallbackMsgProc( MsgProc );
DXUTSetCallbackKeyboard( KeyboardProc );
DXUTSetCallbackFrameMove( OnFrameMove );
DXUTSetCallbackD3D10DeviceAcceptable( IsD3D10DeviceAcceptable );
DXUTSetCallbackD3D10DeviceCreated( OnD3D10CreateDevice );
DXUTSetCallbackD3D10SwapChainResized( OnD3D10SwapChainResized );
DXUTSetCallbackD3D10SwapChainReleasing( OnD3D10ReleasingSwapChain );
DXUTSetCallbackD3D10DeviceDestroyed( OnD3D10DestroyDevice );
DXUTSetCallbackD3D10FrameRender( OnD3D10FrameRender );
InitApp();
DXUTInit( true, true, NULL ); // Parse the command line, show msgboxes on error, no extra command line params
DXUTSetCursorSettings( true, true ); // Show the cursor and clip it when in full screen
DXUTCreateWindow( L"D3D10 Shader Model 4.0 Workshop: Exercise03" );
DXUTCreateDevice( true, 800, 600 );
DXUTMainLoop(); // Enter into the DXUT render loop
return DXUTGetExitCode();
}
开发者ID:KNeal,项目名称:Oculus,代码行数:35,代码来源:Exercise03.cpp
示例7: wWinMain
//--------------------------------------------------------------------------------------
// Entry point to the program. Initializes everything and goes into a message processing
// loop. Idle time is used to render the scene.
//--------------------------------------------------------------------------------------
int WINAPI wWinMain( HINSTANCE hInstance, HINSTANCE hPrevInstance, LPWSTR lpCmdLine, int nCmdShow )
{
// Enable run-time memory check for debug builds.
#if defined(DEBUG) | defined(_DEBUG)
_CrtSetDbgFlag( _CRTDBG_ALLOC_MEM_DF | _CRTDBG_LEAK_CHECK_DF );
#endif
// DXUT will create and use the best device (either D3D9 or D3D11)
// that is available on the system depending on which D3D callbacks are set below
// Set DXUT callbacks
DXUTSetCallbackDeviceChanging( ModifyDeviceSettings );
DXUTSetCallbackMsgProc( MsgProc );
DXUTSetCallbackKeyboard( OnKeyboard );
DXUTSetCallbackFrameMove( OnFrameMove );
DXUTSetCallbackD3D11DeviceAcceptable( IsD3D11DeviceAcceptable );
DXUTSetCallbackD3D11DeviceCreated( OnD3D11CreateDevice );
DXUTSetCallbackD3D11SwapChainResized( OnD3D11ResizedSwapChain );
DXUTSetCallbackD3D11FrameRender( OnD3D11FrameRender );
DXUTSetCallbackD3D11SwapChainReleasing( OnD3D11ReleasingSwapChain );
DXUTSetCallbackD3D11DeviceDestroyed( OnD3D11DestroyDevice );
InitApp();
DXUTInit( true, true, NULL ); // Parse the command line, show msgboxes on error, no extra command line params
DXUTSetCursorSettings( true, true ); // Show the cursor and clip it when in full screen
DXUTCreateWindow( L"BasicHLSL11" );
DXUTCreateDevice (D3D_FEATURE_LEVEL_11_0, true, 800, 600 );
//DXUTCreateDevice(true, 640, 480);
DXUTMainLoop(); // Enter into the DXUT render loop
return DXUTGetExitCode();
}
开发者ID:AlexKLM,项目名称:DX11-Shader-Language-Coursework,代码行数:37,代码来源:BasicHLSL11.cpp
示例8: main
int16_t main(void)
{
/* Configure the oscillator for the device */
ConfigureOscillator();
/* Initialize IO ports and peripherals */
InitApp();
TRISBbits.TRISB1 = 0;
TRISBbits.TRISB2 = 0;
TRISAbits.TRISA2 = 0;
LATBbits.LATB1=0;
LATBbits.LATB2=0;
LATAbits.LATA2=0;
IPC0bits.T1IP = 5; //set interrupt priority
PR1 = 32767;
T1CONbits.TON = 1;
T1CONbits.TCS = 1;
T1CONbits.TCKPS = 0;
IFS0bits.T1IF = 0; //reset interrupt flag
IEC0bits.T1IE = 1; //turn on the timer1 interrupt
while(1);
}
开发者ID:andyHa,项目名称:electronics,代码行数:28,代码来源:main.c
示例9: main
void main(void)
{
/* Configure the oscillator for the device */
ConfigureOscillator();
/* Initialize I/O and Peripherals for application */
InitApp();
TRISA = 0x00; // If you use RA2 as an input without first setting it as an output, some charge lingers and the input reads high even if the pin is tied to ground. I have a theory as to why this happens but all I really know for sure is that setting it as output first seems to prevent the weird thing from happening.
for (int x = 0; x < 5; x++) senderAddress [x] = 0x02;
for (int x = 0; x < 5; x++) receiverAddress [x] = 0x01;
uint8_t receivedMessage [9];
//runTests();
//loopReceivingTestMessage();
loopSendingTestMessage();
nerf_init (&TRISA, &LATA, &PORTA, &TRISB, &LATB, &PORTB, receiverAddress);
while (true){
nerf_receiveAndRespondToCommand();
}
}
开发者ID:easlern,项目名称:nerf,代码行数:28,代码来源:main.c
示例10: main
void main(void) {
int count;
unsigned int adcValue = 0;
unsigned int adcValueOld = 0;
char buffer[16];
ConfigureOscillator();
InitApp();
lcd_init();
lcd_enable();
lcd_cursor_off();
lcd_test();
lcd_pos(2, 1);
while (1) {
ConvertADC();
while (BusyADC());
adcValue = ReadADC();
if (adcValue != adcValueOld) {
lcd_clear();
lcd_pos(1, 1);
memset(&buffer[0], 0, sizeof(buffer));
sprintf(&buffer[0], "Valor: %.4u %.3u%%", adcValue, (int)(((float)adcValue / 1024) * 100));
lcd_write_buffer(buffer, strlen(buffer));
adcValueOld = adcValue;
}
__delay_ms(20);
}
}
开发者ID:alexandrebl,项目名称:MicrochipPIC,代码行数:29,代码来源:main.c
示例11: acrxEntryPoint
AcRx::AppRetCode
acrxEntryPoint(AcRx::AppMsgCode msg, void* pkt)
{
switch(msg)
{
case AcRx::kInitAppMsg:
acrxUnlockApplication(pkt);
acrxRegisterAppMDIAware(pkt);
InitApp();
break;
case AcRx::kUnloadAppMsg:
acedRegCmds->removeGroup(_T("DYNBLKAPP"));
if (pPts)
{
ACRX_PROTOCOL_REACTOR_LIST_AT(AcDbBlockTableRecord::desc(),
AsdkInsertionPoints::desc())->removeReactor(pPts);
delete pPts;
pPts = NULL;
}
break;
default:
break;
}
return AcRx::kRetOK;
}
开发者ID:FengLuanShuangWu,项目名称:AutoCADPlugin-HeatSource,代码行数:25,代码来源:ProtocolReactors.cpp
示例12: wWinMain
//--------------------------------------------------------------------------------------
// Entry point to the program. Initializes everything and goes into a message processing
// loop. Idle time is used to render the scene.
//--------------------------------------------------------------------------------------
int WINAPI wWinMain( HINSTANCE hInstance, HINSTANCE hPrevInstance,
LPWSTR lpCmdLine, int nCmdShow )
{
// Enable run-time memory check for debug builds.
#if defined(DEBUG) | defined(_DEBUG)
_CrtSetDbgFlag( _CRTDBG_ALLOC_MEM_DF | _CRTDBG_LEAK_CHECK_DF );
#endif
// Disable gamma correction on this sample
DXUTSetIsInGammaCorrectMode( false );
DXUTSetCallbackDeviceChanging( ModifyDeviceSettings );
DXUTSetCallbackMsgProc( MsgProc );
DXUTSetCallbackFrameMove( OnFrameMove );
DXUTSetCallbackMouse( MouseProc );
DXUTSetCallbackKeyboard( OnKeyboard );
DXUTSetCallbackD3D11DeviceAcceptable( IsD3D11DeviceAcceptable );
DXUTSetCallbackD3D11DeviceCreated( OnD3D11CreateDevice );
DXUTSetCallbackD3D11SwapChainResized( OnD3D11ResizedSwapChain );
DXUTSetCallbackD3D11FrameRender( OnD3D11FrameRender );
DXUTSetCallbackD3D11SwapChainReleasing( OnD3D11ReleasingSwapChain );
DXUTSetCallbackD3D11DeviceDestroyed( OnD3D11DestroyDevice );
InitApp();
DXUTInit( true, true );
DXUTSetCursorSettings( true, true );// Show the cursor and clip when in full screen
DXUTCreateWindow( L"Contact Hardening Shadows - Direct3D 11" );
DXUTCreateDevice( D3D_FEATURE_LEVEL_11_0, true, 800, 600 );
DXUTMainLoop(); // Enter into the DXUT render loop
return DXUTGetExitCode();
}
开发者ID:KNeal,项目名称:Oculus,代码行数:39,代码来源:ContactHardeningShadows11.cpp
示例13: wWinMain
// main 함수 임
INT WINAPI wWinMain( HINSTANCE, HINSTANCE, LPWSTR, int )
{
// Enable run-time memory check for debug builds.
#if defined(DEBUG) | defined(_DEBUG)
_CrtSetDbgFlag( _CRTDBG_ALLOC_MEM_DF | _CRTDBG_LEAK_CHECK_DF );
#endif
DXUTSetCallbackD3D9DeviceCreated( OnCreateDevice );
DXUTSetCallbackD3D9DeviceReset( OnResetDevice );
DXUTSetCallbackD3D9FrameRender( OnFrameRender );
//focus를 상실했을 때. 즉 창모드/전체화면 모드 변경시 처리 과정
DXUTSetCallbackD3D9DeviceLost( OnLostDevice );
DXUTSetCallbackD3D9DeviceDestroyed( OnDestroyDevice );
DXUTSetCallbackMsgProc( MsgProc );
//update 역할, 렌더 직전에 변경사항 적용하는 부분
DXUTSetCallbackFrameMove( OnFrameMove );
//조명 초기화
InitApp();
//키보드 단축키를 받아 처리하도록 하는 플래그 설정 함수
DXUTSetHotkeyHandling( true, true, true );
DXUTCreateWindow( L"BasicHLSL" );
DXUTCreateDevice( true, 640, 480 );
// main 무한 루프
// 무한 루프 중 세팅되는 값들을 적용해 화면에 표시함
DXUTMainLoop();
return DXUTGetExitCode();
}
开发者ID:trizdreaming,项目名称:windowsGameProg_DirectXTutorial,代码行数:36,代码来源:BasicHLSL.cpp
示例14: WinMain
// ------------------------------------------------------------------------------------------
// WinMain
// ------------------------------------------------------------------------------------------
int PASCAL WinMain(HINSTANCE hInst, HINSTANCE hPrevInst, LPSTR lpCmdLine, int nCmdShow)
{
MSG msg;
if(!InitApp(hInst, nCmdShow))
CDXError( NULL , "could not initialize CDX application" );
while(1)
{
if(PeekMessage(&msg, NULL, 0, 0, PM_NOREMOVE))
{
if(!GetMessage(&msg, NULL, 0, 0 )) return msg.wParam;
TranslateMessage(&msg);
DispatchMessage(&msg);
}
else if(bActive)
{
// clear screen
Screen->GetBack()->Fill(0);
// draw menu
CurrentMenu->Draw(300, 150);
// display back buffer
Screen->Flip();
}
else WaitMessage();
}
}
开发者ID:hyuntaeng,项目名称:CDX,代码行数:32,代码来源:ex12.cpp
示例15: wWinMain
//--------------------------------------------------------------------------------------
// Entry point to the program. Initializes everything and goes into a message processing
// loop. Idle time is used to render the scene.
//--------------------------------------------------------------------------------------
INT WINAPI wWinMain( HINSTANCE, HINSTANCE, LPWSTR, int )
{
// Enable run-time memory check for debug builds.
#if defined(DEBUG) | defined(_DEBUG)
_CrtSetDbgFlag( _CRTDBG_ALLOC_MEM_DF | _CRTDBG_LEAK_CHECK_DF );
#endif
// DXUT will create and use the best device (either D3D9 or D3D10)
// that is available on the system depending on which D3D callbacks are set below
// Set DXUT callbacks
DXUTSetCallbackD3D9DeviceAcceptable( IsDeviceAcceptable );
DXUTSetCallbackD3D9DeviceCreated( OnCreateDevice );
DXUTSetCallbackD3D9DeviceReset( OnResetDevice );
DXUTSetCallbackD3D9FrameRender( OnFrameRender );
DXUTSetCallbackD3D9DeviceLost( OnLostDevice );
DXUTSetCallbackD3D9DeviceDestroyed( OnDestroyDevice );
DXUTSetCallbackMsgProc( MsgProc );
DXUTSetCallbackKeyboard( KeyboardProc );
DXUTSetCallbackFrameMove( OnFrameMove );
DXUTSetCallbackDeviceChanging( ModifyDeviceSettings );
DXUTSetCursorSettings( true, true );
InitApp();
DXUTInit( true, true ); // Parse the command line and show msgboxes
DXUTSetHotkeyHandling( true, true, true );
DXUTCreateWindow( L"CompiledEffect" );
DXUTCreateDevice( true, 640, 480 );
DXUTMainLoop();
return DXUTGetExitCode();
}
开发者ID:KNeal,项目名称:Oculus,代码行数:36,代码来源:CompiledEffect.cpp
示例16: wWinMain
INT WINAPI wWinMain(HINSTANCE, HINSTANCE, LPWSTR, int)
{
DXUTSetCallbackD3D9DeviceAcceptable(IsDeviceAcceptable);
DXUTSetCallbackD3D9DeviceCreated(OnCreateDevice);
DXUTSetCallbackD3D9FrameRender(OnFrameRender);
DXUTSetCallbackD3D9DeviceReset(OnResetDevice);
DXUTSetCallbackD3D9DeviceLost(OnLostDevice);
DXUTSetCallbackD3D9DeviceDestroyed(OnDestroyDevice);
DXUTSetCallbackMsgProc(MsgProc);
DXUTSetCallbackKeyboard(KeyboardProc);
DXUTSetCallbackMouse(MouseProc, true);
DXUTSetCallbackFrameMove(OnFrameMove);
DXUTSetCallbackDeviceChanging(ModifyDeviceSettings);
DXUTSetCursorSettings(true, true);
InitApp();
DXUTInit();
DXUTSetHotkeyHandling();
DXUTCreateWindow(L"NsRenju by Ivan Goremykin");
DXUTCreateDevice(true, 1024, 768);
DXUTMainLoop();
return DXUTGetExitCode();
}
开发者ID:Bastila,项目名称:c-plus-plus-examples,代码行数:27,代码来源:NsRenju.cpp
示例17: main
int main( int argc, char *argv[] )
{
int tmpcount;
g_argc = argc;
g_argv = argv;
g_argc = 5;
g_argv[0] = 0;
g_argv[1] = "121.199.44.76";
g_argv[2] = "22221";
//g_argv[1] = "127.0.0.1";
//g_argv[2] = "11521";
g_argv[3] = "200";
g_argv[4] = "1000";
CheckSystemPath();
InitApp();
fps_count = 0;
while(1)
{
// if( fps_count < 10 )
// Sleep(1000);
WaitForSingleObject( g_timer_event, INFINITE );
ResetEvent( g_timer_event);
System_Logic();
fps_count++;
clrscr();
printf("read list:%d write_list:%d -- %d \r",max_read_list_count, max_write_list_count, g_enter_num );
tmpcount = 0;
for( int tmpi = 0; tmpi < g_nClientNum; tmpi++ )
{
if( tmpi % 25 == 0 )
printf( "\n" );
if( g_Player[tmpi].stat < 0 )
printf( "#%d", g_Player[tmpi].wait_stat );
else
printf( "%2d", g_Player[tmpi].stat );
if( g_Player[tmpi].isconnected )
tmpcount++;
}
printf( "\nConnected:%d\tSendcount:%d(%d)", tmpcount,g_send_count,g_send_num );
printf( "\n\n" );
printf( " # 等待某状态\t" );
printf( " 0 无状态\t" );
printf( " 1 战斗等待中\n" );
printf( " 2 开始(未登录)\t" );
printf( " 3 已经登录\t" );
printf( " 4 已经列角色\n" );
printf( " 5 游戏普通状态\t" );
printf( " 6 游戏进入战斗\t" );
printf( " 7 等待战斗指令\n" );
printf( " 8 已进入游戏\t" );
printf( " 9 创建角色\n" );
printf( " 10 登出\n" );
}
return 0;
}
开发者ID:Gamesjiazhi,项目名称:rwproject,代码行数:60,代码来源:Main.cpp
示例18: _tWinMain
int APIENTRY _tWinMain(HINSTANCE hCurInst,
HINSTANCE hPrevInstance,
LPTSTR lpCmdLine,
int nCmdShow)
{
// TODO: ここにコードを挿入してください。
MSG msg;
BOOL bRet;
hInst = hCurInst; //インスタンスハンドルをグローバル変数にコピー
// アプリケーションの初期化を実行します:
if (!InitApp (hCurInst))
{
return FALSE;
}
if (!InitInstance (hCurInst, nCmdShow))
{
return FALSE;
}
// メイン メッセージ ループ:
while ((bRet = GetMessage(&msg, NULL, 0, 0)) != 0)
{
if (bRet == -1) {
break;
} else {
TranslateMessage(&msg);
DispatchMessage(&msg);
}
}
return (int) msg.wParam;
}
开发者ID:tomorrow56,项目名称:VS2010,代码行数:34,代码来源:html02.cpp
示例19: WinMain
/*****************************************************************************
*
* WinMain
*
* Called by C startup code.
*
* HANDLE hInst - Instance handle of this instance
* HANDLE hPrevInst - Instance handle of previous instance or
* NULL if we are the first instance
* LPSTR lpstrCmdLine - Any command line arguments
* int nCmdShow - Code for ShowWindow which tells us what state
* to initially show the main application window.
*
* Initialize application if first instance.
* Initialize instance.
* Stay in main message processing loop until exit.
*
*****************************************************************************/
int PASCAL WinMain(
HINSTANCE hInst,
HINSTANCE hPrevInst,
LPSTR lpstrCmdLine,
int nCmdShow)
{
MSG msg;
if (hPrevInst == NULL)
if (!InitApp(hInst))
return 0;
if (!InitInstance(hInst, nCmdShow))
{
TerminateInstance();
return 0;
}
while (GetMessage(&msg, NULL, 0, 0))
{
TranslateMessage(&msg);
DispatchMessage(&msg);
}
TerminateInstance();
return (int) msg.wParam;
}
开发者ID:Essjay1,项目名称:Windows-classic-samples,代码行数:46,代码来源:MidiPlyr.c
示例20: WinMain
int WinMain(HINSTANCE hInstance,
HINSTANCE hPrevInstance,
LPWSTR lpCmdLine,
int nCmdShow)
{
MSG msg;
HWND hwndMain=0;
int rc;
rc = InitApp(hInstance);
if (rc) return rc;
hwndMain=InitInstance(hInstance,lpCmdLine, nCmdShow);
if (hwndMain == 0) return 0x10;
flowm_init(); /* Initialize the TTS system */
while (GetMessage(&msg,NULL,0,0))
{
TranslateMessage(&msg);
DispatchMessage(&msg);
}
flowm_terminate(); /* Close the TTS systems */
return msg.wParam;
}
开发者ID:006,项目名称:ios_lab,代码行数:27,代码来源:flowm_main.c
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