在VC6.0中,可以通过添加Splash组件,然后在工程调用组件中提供的函数,就可以实现。但是在VS2008中却没有这样的组件(我自己找了好久,没找到,网上查阅也没有相关资料)。在查阅了相关资料后总结如下:
1.需要自己添加一个专门的类C SplashWnd。
代码如下:
/SplashWnd.h
#ifndef _SPLASH_HEADER_
#define _SPLASH_HEADER_
#ifndef _SPLASH_HEADER_
#define _SPLASH_HEADER_
#pragma once
//#include "afxwin.h"
//#include "afxwin.h"
// CSplashWnd
class CSplashWnd : public CWnd
{
//DECLARE_DYNAMIC(CSplashWnd)
{
//DECLARE_DYNAMIC(CSplashWnd)
public:
CSplashWnd();
virtual ~CSplashWnd();
virtual void PostNcDestroy();
CSplashWnd();
virtual ~CSplashWnd();
virtual void PostNcDestroy();
public:
CBitmap m_bitmap;
CBitmap m_bitmap;
protected:
static BOOL c_bShowSplashWnd;
static CSplashWnd* c_pSplashWnd;
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);
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();
BOOL Create(CWnd* pParentWnd = NULL);
void HideSplashScreen();
afx_msg int OnCreate(LPCREATESTRUCT lpCreateStruct);
afx_msg void OnPaint();
afx_msg void OnTimer(UINT nIDEvent);
afx_msg void OnPaint();
afx_msg void OnTimer(UINT nIDEvent);
protected:
DECLARE_MESSAGE_MAP()
};
DECLARE_MESSAGE_MAP()
};
#endif
/// SplashWnd.cpp
// SplashWnd.cpp : 实现文件
//
#include "stdafx.h"
#include "resource.h"
#include "SplashWnd.h"
#include "resource.h"
#include "SplashWnd.h"
// CSplashWnd
//IMPLEMENT_DYNAMIC(CSplashWnd, CWnd)
BOOL CSplashWnd::c_bShowSplashWnd = FALSE;
CSplashWnd* CSplashWnd::c_pSplashWnd;
CSplashWnd* CSplashWnd::c_pSplashWnd;
CSplashWnd::CSplashWnd()
{
{
}
CSplashWnd::~CSplashWnd()
{
// Clear the static window pointer.
ASSERT(c_pSplashWnd == this);
c_pSplashWnd = NULL;
}
{
// 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();
}
{
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 (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
}
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))
return FALSE;
{
if (!m_bitmap.LoadBitmap(IDB_SPLASH))
return FALSE;
BITMAP bm;
m_bitmap.GetBitmap(&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);
}
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;
}
{
// Free the C++ class.
delete this;
}
int CSplashWnd::OnCreate(LPCREATESTRUCT lpCreateStruct)
{
if (CWnd::OnCreate(lpCreateStruct) == -1)
return -1;
{
if (CWnd::OnCreate(lpCreateStruct) == -1)
return -1;
// Center the window.
CenterWindow();
CenterWindow();
// Set a timer to destroy the splash screen.
SetTimer(1, 1000, NULL);
SetTimer(1, 1000, NULL);
return 0;
}
}
void CSplashWnd::OnPaint()
{
CPaintDC dc(this);
{
CPaintDC dc(this);
CDC dcImage;
if (!dcImage.CreateCompatibleDC(&dc))
return;
if (!dcImage.CreateCompatibleDC(&dc))
return;
BITMAP bm;
m_bitmap.GetBitmap(&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);
}
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();
}
{
// Destroy the splash screen window.
HideSplashScreen();
}
2.在App主程序实现代码中把上面的头文件包含进去,并在InitInstance函数中添加下面一段代码
CCommandLineInfocmdInfo;
ParseCommandLine(cmdInfo);
CSplashWnd::EnableSplashScreen(cmdInfo.m_bShowSplash);
ParseCommandLine(cmdInfo);
CSplashWnd::EnableSplashScreen(cmdInfo.m_bShowSplash);
【注意】CCommandLineInfocmdInfo;ParseCommandLine(cmdInfo);这两句代码已经在InitInstance函数中存在。
3.最后,在主框架窗口实现代码中包含Splash头文件,在OnCreate函数return前调用CSplashWnd类的ShowSplashScreen函数即可。
//显示Splash窗口
CSplashWnd::ShowSplashScreen(this)
CSplashWnd::ShowSplashScreen(this)
4.这里面的图片是需要先将文件中的图片导入资源中,【提醒】只能导入BMP图像,如果不是,可以先用Photoshop处理下。【特别提醒】导入的BMP的大小要有限制,Photoshop里面也有调节图像大小功能,
一般像素宽度和高度大于700多(经验值,具体可以自己实验下),调用系统函数加载图像时,就会失败。
m_bitmap.LoadBitmap(IDB_SPLASH)