基于对话框的工程实现。
1. 手动添加CSplashWnd类
SplashWnd.h
#ifndef _SPLASH_HEADER_
#define _SPLASH_HEADER_
#pragma once
//#include "afxwin.h"
// CSplashWnd
class CSplashWnd : public CWnd
{
//DECLARE_DYNAMIC(CSplashWnd)
public:
CSplashWnd();
virtual ~CSplashWnd();
virtual void PostNcDestroy();
public:
CBitmap m_bitmap;
protected:
static BOOL c_bShowSplashWnd;
static CSplashWnd* c_pSplashWnd;
public:
static void EnableSplashScreen(BOOL bEnable = TRUE);
static void ShowSplashScreen(CWnd* pParentWnd = NULL);
static BOOL PreTranslateAppMessage(MSG* pMsg);
protected:
BOOL Create(CWnd* pParentWnd = NULL);
void HideSplashScreen();
afx_msg int OnCreate(LPCREATESTRUCT lpCreateStruct);
afx_msg void OnPaint();
afx_msg void OnTimer(UINT nIDEvent);
protected:
DECLARE_MESSAGE_MAP()
};
#endif
SplashWnd.cpp
#include "stdafx.h"
#include "resource.h"
#include "SplashWnd.h"
// CSplashWnd
//IMPLEMENT_DYNAMIC(CSplashWnd, CWnd)
BOOL CSplashWnd::c_bShowSplashWnd = FALSE;
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)
ON_WM_CREATE()
ON_WM_PAINT()
ON_WM_TIMER()
END_MESSAGE_MAP()
void CSplashWnd::EnableSplashScreen(BOOL bEnable )
{
c_bShowSplashWnd = bEnable;
}
void CSplashWnd::ShowSplashScreen(CWnd* pParentWnd )
{
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 )
{
if (!m_bitmap.LoadBitmap(IDB_SPLASH)) //IDB_SPLASH 为要启动的画面
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, 1000, 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();
}
2. 为CSplashWnd类 的Oncreate 函数添加如下代码 //WM_CREATE
CenterWindow();
// Set a timer to destroy the splash screen.
SetTimer(1, 1000, NULL);//1000 表画面停止时间
3. 为CSplashWnd类 的OnTimer函数添加如下代码//WM_TIMER
HideSplashScreen();
4. 为CNetTesterDlg的 Oncreate函数添加如下代码//WM_CREATE
CenterWindow();
CSplashWnd::ShowSplashScreen(this);
if (CDialog::OnCreate(lpCreateStruct) == -1)
return -1;
// TODO: 在此添加您专用的创建代码
// this->MoveWindow(0,0,0,0);
// this->SetTimer(1,2000,NULL);//注意这个2000一点要等于步骤1中的2000
Sleep(1000);//使得 画面停止约 1s后 启动主画面,貌似可以用定时器,希望大虾指教。 1000 要与SetTimer中1000 同步,使画面链接流畅
return 0;
5. 完毕