// CG: This file was added by the Splash Screen component.
#ifndef _SPLASH_SCRN_
#define _SPLASH_SCRN_
// Splash.h : header file
//
/
// Splash Screen class
class CSplashWnd : public CWnd
{
// Construction
protected:
CSplashWnd();
// Attributes:
public:
CBitmap m_bitmap;
// Operations
public:
static void EnableSplashScreen(BOOL bEnable = TRUE);
static void ShowSplashScreen(CWnd* pParentWnd = NULL);
static BOOL PreTranslateAppMessage(MSG* pMsg);
// Overrides
// ClassWizard generated virtual function overrides
//{{AFX_VIRTUAL(CSplashWnd)
//}}AFX_VIRTUAL
// Implementation
public:
~CSplashWnd();
virtual void PostNcDestroy();
protected:
BOOL Create(CWnd* pParentWnd = NULL);
void HideSplashScreen();
static BOOL c_bShowSplashWnd;
static CSplashWnd* c_pSplashWnd;
// Generated message map functions
protected:
//{{AFX_MSG(CSplashWnd)
afx_msg int OnCreate(LPCREATESTRUCT lpCreateStruct);
afx_msg void OnPaint();
afx_msg void OnTimer(UINT nIDEvent);
//}}AFX_MSG
DECLARE_MESSAGE_MAP()
};
#endif
// CG: This file was added by the Splash Screen component.
// Splash.cpp : implementation file
//
#include "stdafx.h" // e. g. stdafx.h
#include "resource.h" // e.g. resource.h
#include "Splash.h" // e.g. splash.h
#ifdef _DEBUG
#define new DEBUG_NEW
#undef THIS_FILE
static char BASED_CODE THIS_FILE[] = __FILE__;
#endif
/
// Splash Screen class
BOOL CSplashWnd::c_bShowSplashWnd;
CSplashWnd* CSplashWnd::c_pSplashWnd;
CSplashWnd::CSplashWnd()
{
}
CSplashWnd::~CSplashWnd()
{
// Clear the static window pointer.
ASSERT(c_pSplashWnd == this);
c_pSplashWnd = NULL;
}
BEGIN_MESSAGE_MAP(CSplashWnd, CWnd)
//{{AFX_MSG_MAP(CSplashWnd)
ON_WM_CREATE()
ON_WM_PAINT()
ON_WM_TIMER()
//}}AFX_MSG_MAP
END_MESSAGE_MAP()
void CSplashWnd::EnableSplashScreen(BOOL bEnable /*= TRUE*/)
{
c_bShowSplashWnd = bEnable;
}
void CSplashWnd::ShowSplashScreen(CWnd* pParentWnd /*= NULL*/)
{
if (!c_bShowSplashWnd || c_pSplashWnd != NULL)
return;
// Allocate a new splash screen, and create the window.
c_pSplashWnd = new CSplashWnd;
if (!c_pSplashWnd->Create(pParentWnd))
delete c_pSplashWnd;
else
c_pSplashWnd->UpdateWindow();
}
BOOL CSplashWnd::PreTranslateAppMessage(MSG* pMsg)
{
if (c_pSplashWnd == NULL)
return FALSE;
// If we get a keyboard or mouse message, hide the splash screen.
if (pMsg->message == WM_KEYDOWN ||
pMsg->message == WM_SYSKEYDOWN ||
pMsg->message == WM_LBUTTONDOWN ||
pMsg->message == WM_RBUTTONDOWN ||
pMsg->message == WM_MBUTTONDOWN ||
pMsg->message == WM_NCLBUTTONDOWN ||
pMsg->message == WM_NCRBUTTONDOWN ||
pMsg->message == WM_NCMBUTTONDOWN)
{
c_pSplashWnd->HideSplashScreen();
return TRUE; // message handled here
}
return FALSE; // message not handled
}
BOOL CSplashWnd::Create(CWnd* pParentWnd /*= NULL*/)
{
if (!m_bitmap.LoadBitmap(IDB_BITMAP1))
return FALSE;
BITMAP bm;
m_bitmap.GetBitmap(&bm);
return CreateEx(0,
AfxRegisterWndClass(0, AfxGetApp()->LoadStandardCursor(IDC_ARROW)),
NULL, WS_POPUP | WS_VISIBLE, 0, 0, bm.bmWidth, bm.bmHeight, pParentWnd->GetSafeHwnd(), NULL);
}
void CSplashWnd::HideSplashScreen()
{
// Destroy the window, and update the mainframe.
DestroyWindow();
AfxGetMainWnd()->UpdateWindow();
}
void CSplashWnd::PostNcDestroy()
{
// Free the C++ class.
delete this;
}
int CSplashWnd::OnCreate(LPCREATESTRUCT lpCreateStruct)
{
if (CWnd::OnCreate(lpCreateStruct) == -1)
return -1;
// Center the window.
CenterWindow();
// Set a timer to destroy the splash screen.
SetTimer(1, 750, NULL);
return 0;
}
void CSplashWnd::OnPaint()
{
CPaintDC dc(this);
CDC dcImage;
if (!dcImage.CreateCompatibleDC(&dc))
return;
BITMAP bm;
m_bitmap.GetBitmap(&bm);
// Paint the image.
CBitmap* pOldBitmap = dcImage.SelectObject(&m_bitmap);
dc.BitBlt(0, 0, bm.bmWidth, bm.bmHeight, &dcImage, 0, 0, SRCCOPY);
dcImage.SelectObject(pOldBitmap);
}
void CSplashWnd::OnTimer(UINT nIDEvent)
{
// Destroy the splash screen window.
HideSplashScreen();
}
导入之后
在InitInstance之中添加
\
{
\
CCommandLineInfo cmdInfo;
\
ParseCommandLine(cmdInfo);
\
\
CSplashWnd::EnableSplashScreen(cmdInfo.m_bShowSplash);
\
}
在OnCreate(LPCREATESTRUCT lpCreateStruct)中
CSplashWnd::ShowSplashScreen(this);
另一种方法(另开线程)
#ifndef _SPLASH_H_
#define _SPLASH_H_
/************************************************************************
类名:CSplashThread
功能:显示启动画面
************************************************************************/
#include"SplashDlg.h" //根据实际情况改变该路径
class CSplashThread : public CWinThread
{
DECLARE_DYNCREATE(CSplashThread) //动态创建
public:
void HideSplash();
public:
//{{AFXVIRTUAL(CSplashThread)
public:
virtual BOOL InitInstance();
virtual int ExitInstance();
//}}AFX_VIRTUAL
protected:
CSplashDlg* m_pSplashDlg; //声明一个对话框指针
//{{AFX_MSG(CSplashThread)
//}}AFX_MSG
DECLARE_MESSAGE_MAP()
};
/
#endif
#include "stdafx.h"
#include "resource.h"
#include "Splash.h"
#ifdef _DEBUG
#define new DEBUG_NEW
#undef THIS_FILE
static char BASED_CODE THIS_FILE[] = __FILE__;
#endif
IMPLEMENT_DYNCREATE(CSplashThread, CWinThread) //动态创建
BOOL CSplashThread::InitInstance()
{
// 说明:通常,系统内的每个线程都有自己的输入队列。本函数(既“连接线程输入函数”)允许线程和进程共享输入队列。连接了线程后,输入焦点、窗口激活、鼠标捕获、键盘状态以及输入队列状态都会进入共享状态
::AttachThreadInput(m_nThreadID, //欲连接线程的标识符(ID)
AfxGetApp()->m_nThreadID, //与idAttach线程连接的另一个线程的标识符
TRUE //TRUE(非零)连接,FALSE撤消连接
); //这个函数可以不用!!
m_pSplashDlg=new CSplashDlg;
m_pSplashDlg->Create(IDD_DIALOG_SPLASH);
m_pSplashDlg->ShowWindow(SW_SHOW); //在这个用户界面线程中创建对话框
return true;
}
void CSplashThread::HideSplash()
{
m_pSplashDlg->SendMessage(WM_CLOSE);
}
int CSplashThread::ExitInstance()
{
m_pSplashDlg->DestroyWindow();
delete m_pSplashDlg;
return CWinThread::ExitInstance();
}
BEGIN_MESSAGE_MAP(CSplashThread, CWinThread)
//{{AFX_MSG_MAP(CSplashThread)
//}}AFX_MSG_MAP
END_MESSAGE_MAP()
启动的就是IDD_DIALOG_SPLASH 具体操作在对话框中添加
CSplashThread* pSplashThread;
在InitInstance() 中
/**********************************启动画面*****************************************************/
pSplashThread = (CSplashThread*)AfxBeginThread(RUNTIME_CLASS(CSplashThread), THREAD_PRIORITY_NORMAL, 0, 0);
/**********************************启动画面*****************************************************/