// autoconfig.cpp : Defines the class behaviors for the application. // #include "stdafx.h" #include "autoconfig.h" #include "autoconfigDlg.h" #if !defined(STUFF_STUFF_HPP) #include "Stuff\Stuff.hpp" #endif #include #include #ifdef _DEBUG #define new DEBUG_NEW #undef THIS_FILE static char THIS_FILE[] = __FILE__; #endif ///////////////////////////////////////////////////////////////////////////// // CAutoconfigApp BEGIN_MESSAGE_MAP(CAutoconfigApp, CWinApp) //{{AFX_MSG_MAP(CAutoconfigApp) // 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() ///////////////////////////////////////////////////////////////////////////// // CAutoconfigApp construction CAutoconfigApp::CAutoconfigApp() { // TODO: add construction code here, // Place all significant initialization in InitInstance } ///////////////////////////////////////////////////////////////////////////// // The one and only CAutoconfigApp object CAutoconfigApp theApp; ///////////////////////////////////////////////////////////////////////////// // CAutoconfigApp initialization BOOL CAutoconfigApp::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 CString mutexstr; mutexstr.LoadString(AFX_IDS_APP_TITLE); HANDLE rst=CreateMutex(NULL,TRUE,mutexstr); if(ERROR_ALREADY_EXISTS==GetLastError()) { CString errmsg,title; errmsg.LoadString(IDS_APPRUNNING); title.LoadString(IDS_ERROR); if (MessageBox(NULL,errmsg,title,MB_ICONQUESTION | MB_YESNO) == IDNO) { exit(1); } ReleaseMutex(rst); CreateMutex(NULL,TRUE,mutexstr); } CAutoconfigDlg 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 _stdcall InitializeGameEngine() { Stuff::InitializeClasses(); } //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // void _stdcall TerminateGameEngine() { Stuff::TerminateClasses(); } //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // void __stdcall GetGameOSEnvironment(char* CommandLine) { // //---------------------------------------------------------- // This is where to set GOS environment settings. //---------------------------------------------------------- // Environment.applicationName = "AutoConfig"; Environment.directoryPath = "\\Tools\\AutoConfig"; Environment.screenWidth = 640; Environment.screenHeight = 480; Environment.bitDepth = 16; Environment.InitializeGameEngine = InitializeGameEngine; Environment.TerminateGameEngine = TerminateGameEngine; Environment.Renderer = 3; // use blade to avoid Voodoo problems }