开始等待画面

 
// 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*****************************************************/


 

 

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