2.新建或導入一個ID號爲IDB_SPLASH的位圖。
protected:
CBitmap m_bitmap;//初始畫面位圖
static CSplashWnd* m_pSplashWnd;//指向初始畫面的指針
m_pSplashWnd爲靜態成員變量,應在類的實現文件(.cpp)開頭說明(即在構造函數的上方):
CSplashWnd* CSplashWnd::m_pSplashWnd;
4.向CSplashWnd類中加入一個靜態公有成員函數ShowSplashScreen,此函數將被主框架窗口調用:void CSplashWnd::ShowSplashScreen(CWnd* pParentWnd)
{
if(m_pSplashWnd!=NULL) return;
m_pSplashWnd=new CSplashWnd;
if(!m_pSplashWnd->Create(pParentWnd))
//創建初始畫面窗口
delete m_pSplashWnd;
else
m_pSplashWnd->UpdateWindow();
//顯示初始畫面窗口
}
bool CSplashWnd::Create(CWnd* pParentWnd)
{
if(!m_bitmap.LoadBitmap(IDB_SPLASH))
//載入位圖
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);//創建主框架窗口的子窗口
}
6. CreateEx將調用OnCreate函數進行窗口的初始化,重載此函數(添加WM_CREAT的消息處理函數):
int CSplashWnd::OnCreate(LPCREATESTRUCT lpCreateStruct)
{
if (CWnd::OnCreate(lpCreateStruct) == -1)
return -1;
CenterWindow();
SetTimer(1,1000,NULL); //時間控制
return 0;
}
void CSplashWnd::OnPaint()
{
CPaintDC dc(this);
CDC dcImage;
if(!dcImage.CreateCompatibleDC(&dc)) return;
BITMAP bm;
m_bitmap.GetBitmap(&bm);
CBitmap* pOldBitmap=dcImage.SelectObject(&m_bitmap);
dc.BitBlt(0,0,bm.bmWidth,bm.bmHeight,&dcImage,0,0,SRCCOPY);
dcImage.SelectObject(pOldBitmap);
}
8. 映射WM_TIMER消息,從而在一定時間後銷燬窗口
void CSplashWnd::OnTimer(UINT_PTR nIDEvent)
{
// TODO: Add your message handler code here and/or call default
DestroyWindow(); //銷燬初始畫面窗口
AfxGetMainWnd()->UpdateWindow();
CWnd::OnTimer(nIDEvent);
}
9. 爲防止內存溢出,窗口銷燬後要釋放CSplashWnd對象,爲此,我們重載虛擬函數
void CSplashWnd::PostNcDestroy(void)
{
DestroyWindow();
CWnd::PostNcDestroy();
}
10. 最後,爲了顯示初始畫面,我們在主框架窗口的OnCreate函數最後調用ShowSplashScreen函數,當然別忘了將CSplashWnd的頭文件包含進去,如果是多視窗工程,要在CChildFrame的OnCreate函數中調用ShowSplashScreen函數:
CSplashWnd* ptr=new CSplashWnd;
ptr->ShowSplashScreen(this);