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  • 【转】vs2010中添加splashScreen

    作者信息:罗树鹏  http://www.cnblogs.com/luoshupeng

    由于笔者在实践过程中走了一些弯路,所以把这些情况记录下来,希望为后来者提供一些经验。

    在VC6.0时代,可以通过组件为工程加入SplashScreen,具体方法是通过IDE中的菜单Project->Add to Project->Componentsand Controls,就可以从Visual C++ Components中选择Splash Screen这个组件插入工程。

    但进入到VC. NET时代,这种方法就不行了,需要程序作者自己加入SplashScreen类,自己处理一些系统消息。下面笔者就把实践过程记录下来,并指出需要注意的地方。

    一、            新建一个SplashScreen类,并声明成员和方法

    新建基类为CWnd的CSplashWnd类(当然类名可以自由书写),并声明如下成员:

    CBitmap m_bitmap;                                              //加载SplashScreen图片用

    static CSplashWnd*c_pSplashWnd;        //CSplashWnd类的句柄,可以用来判定CSplashWnd是否已经创建或消毁

    static BOOLc_bShowSplashWnd;             //标识是否显示显示用来,静态成员需要在类外进行初始化

    类成员一般声明为保护类型(protected)。接下来声明几个静态方法来处理这些成员:

    static BOOLc_bShowSplashWnd;             //标识是否显示显示用来,静态成员需要在类外进行初始化

    static void ShowSplashScreen(CWnd* pParentWnd = NULL); //用来显示SplashScreen窗口

     static BOOLPreTranslateAppMessage(MSG* pMsg);                       //用来处理一些消息  注意这里不是继承于CWnd类的PreTranslateMessage方法

    这些方法一定要声明成公开类型的(public),因为要在外部调用这些方法。接下来再声明两个自定义方法:

    BOOL Create(CWnd*pParentWnd = NULL);           //创建窗口

    void HideSplashScreen(void);                              //隐藏窗口

    我把这些方法声明为保护类型(protected)。接下来再声明一些处理系统消息的函数:

    virtual void PostNcDestroy();

    afx_msg int OnCreate(LPCREATESTRUCT lpCreateStruct);

    afx_msg void OnTimer(UINT_PTR nIDEvent);

    afx_msg void OnPaint();

    至此,类已经设计完毕。完整的头文件如下:

    #pragma once

    #include "afxwin.h"

    //CSplashWnd

    class CSplashWnd : public CWnd

    {

             DECLARE_DYNAMIC(CSplashWnd)

    protected:

             CSplashWnd();

    public:

             virtual~CSplashWnd();

    protected:

             CBitmap m_bitmap;                                              //加载SplashScreen图片用

             staticCSplashWnd* c_pSplashWnd;        //CSplashWnd类的句柄,可以用来判定CSplashWnd是否已经创建或消毁

             staticBOOL c_bShowSplashWnd;             //标识是否显示显示用来,静态成员需要在类外进行初始化

    public:

             static void EnableSplashScreen(BOOL bEnable = TRUE);        //用来设定c_bShowSplashWnd

             static void ShowSplashScreen(CWnd* pParentWnd = NULL); //用来显示SplashScreen窗口

             staticBOOL PreTranslateAppMessage(MSG* pMsg);                         //用来处理一些消息  注意这里不是继承于CWnd类的PreTranslateMessage方法

    protected:

             virtualvoid PostNcDestroy();

             afx_msg intOnCreate(LPCREATESTRUCT lpCreateStruct);

             afx_msg voidOnTimer(UINT_PTR nIDEvent);

             afx_msg voidOnPaint();

             BOOL Create(CWnd* pParentWnd = NULL);           //创建窗口

             voidHideSplashScreen(void);                              //隐藏窗口

             DECLARE_MESSAGE_MAP()

    };

    二、            CSplashWnd类方法的实现

    这里需要注意的事项是在析构函数中一定要把c_pSplashWnd成员置为NULL类型,否则程序收到消息后会出现异常。其它没有什么了,直接看代码吧。

    //Splash.cpp : implementation file

    //

    #include "stdafx.h"

    #include "Splash.h"

    CSplashWnd*CSplashWnd::c_pSplashWnd;

    BOOLCSplashWnd::c_bShowSplashWnd;

    //CSplashWnd

    IMPLEMENT_DYNAMIC(CSplashWnd,CWnd)

    CSplashWnd::CSplashWnd()

    {

    }

    CSplashWnd::~CSplashWnd()

    {

             ASSERT(c_pSplashWnd == this);

             c_pSplashWnd = NULL;

    }

    BEGIN_MESSAGE_MAP(CSplashWnd,CWnd)

             ON_WM_CREATE()

             ON_WM_TIMER()

             ON_WM_PAINT()

    END_MESSAGE_MAP()

    //CSplashWnd message handlers

    voidCSplashWnd::EnableSplashScreen(BOOL bEnable/* =TRUE*/)

    {

             c_bShowSplashWnd = bEnable;

    }

    voidCSplashWnd::ShowSplashScreen(CWnd* pParentWnd/* =NULL*/)

    {

             //如果不要显示SplashScreen或SplashWnd对象已经被创建则返回

             if (!c_bShowSplashWnd || c_pSplashWnd!=NULL)

             {

                       return;

             }

             c_pSplashWnd = newCSplashWnd;

             if ( !c_pSplashWnd->Create(pParentWnd))

             {

                       deletec_pSplashWnd;

             }

             else

             {

                       c_pSplashWnd->UpdateWindow();

             }

    }

    BOOLCSplashWnd::PreTranslateAppMessage(MSG* pMsg)

    {

             if(c_pSplashWnd == NULL)

                       returnFALSE;

             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();

                       returnTRUE;

             }

             returnFALSE;

    }

    void CSplashWnd::PostNcDestroy()

    {

             delete this;

    }

    intCSplashWnd::OnCreate(LPCREATESTRUCT lpCreateStruct)

    {

             if(CWnd::OnCreate(lpCreateStruct) == -1)

                       return-1;

             // TODO:  Add your specialized creation code here

             CenterWindow();

             SetTimer(1,3000,NULL);

             return0;

    }

    voidCSplashWnd::OnTimer(UINT_PTR nIDEvent)

    {

             // TODO: Addyour message handler code here and/or call default

             if(nIDEvent == 1)

             {

                       HideSplashScreen();

             }

             /*CWnd::OnTimer(nIDEvent);*/

    }

    voidCSplashWnd::OnPaint()

    {

             CPaintDC dc(this);// device context for painting

             // TODO: Addyour message handler code here

             // Do notcall CWnd::OnPaint() for painting messages

             CDC dcImg;

             if ( !dcImg.CreateCompatibleDC(&dc))

             {

                       return;

             }

             BITMAP bm;

             m_bitmap.GetBitmap(&bm);

             // paint theimage

             CBitmap* pOldBit =dcImg.SelectObject(&m_bitmap);

             dc.BitBlt(0,0,bm.bmWidth,bm.bmHeight,&dcImg,0,0,SRCCOPY);

             dcImg.SelectObject(pOldBit);

    }

    BOOLCSplashWnd::Create(CWnd* pParentWnd)

    {

             if ( !m_bitmap.LoadBitmap(IDB_SPLASH))

             {

                       returnFALSE;

             }

             BITMAP bm;

             m_bitmap.GetBitmap(&bm);

             returnCreateEx(0,

                       AfxRegisterWndClass(0,AfxGetApp()->LoadStandardCursor(IDC_ARROW)),

                       NULL,

                       WS_POPUP|WS_VISIBLE,

                       0,

                       0,

                       bm.bmWidth,

                       bm.bmHeight,

                       pParentWnd->GetSafeHwnd(),

                       NULL);

    }

    void CSplashWnd::HideSplashScreen(void)

    {

             DestroyWindow();

             AfxGetMainWnd()->UpdateWindow();

    }

    三、            在SDI或者MDI中使用CSplashWnd类

    (1)  在CWinApp::InitInstance()中调用CSplashWnd::EnableSplashScreen()设置c_bShowSplashWnd;
    在PreTranslateMessage()中调用CSplashWnd::PreTranslateAppMessage(),将键盘和鼠标消息传递给CSplashWnd对象

    (2)  (2)在CMainFrame对象的OnCreate()中调用CSplashWnd::ShowSplashScreen()创建一个静态的SplashScreen窗口对象c_pSplashWnd,并设置其父窗口为CMainFrame.

    代码如下:

    BOOLCDrawApp::InitInstance()

    {

             //用来处理是否显示SplashScreen

             {

                       CCommandLineInfo cmdinfo;

                       ProcessShellCommand(cmdinfo);

                       CSplashWnd::EnableSplashScreen(cmdinfo.m_bShowSplash);

             }

    ………..

    }

    BOOLCDrawApp::PreTranslateMessage(MSG* pMsg)

    {

             if(CSplashWnd::PreTranslateAppMessage(pMsg))

                       returnTRUE;

             returnCWinAppEx::PreTranslateMessage(pMsg);

    }

    intCMainFrame::OnCreate(LPCREATESTRUCT lpCreateStruct)

    {

             if(CMDIFrameWndEx::OnCreate(lpCreateStruct) == -1)

                       return-1;

             ………..

             CSplashWnd::ShowSplashScreen(this);

             return0;

    }

    在此过程中不会出现什么错误,但编译时会提示:IDB_SPLASH没有定义。这需要在资源中加入个位图资源,并将”resource.h” 头文件包含到CSlashWnd.cpp文件中。

    四、            在对话框中使用CSplashWnd类

    在对话框中使用和在SDI或MDI中使用基本相似,首先在CWinApp的继承类中处理InitInstance()和PreTranslateMessage(MSG* pMsg)两个消息函数,然后在对话框类的WM_CREATE响应函数中显示SplashScreen。

    BOOLCDLGApp::InitInstance()

    {

             //用来处理是否显示SplashScreen

             {

                       CCommandLineInfo cmdinfo;

                       ProcessShellCommand(cmdinfo);

                       CSplashWnd::EnableSplashScreen(cmdinfo.m_bShowSplash);

             }

    ……….

    }

    BOOLCDLGApp::PreTranslateMessage(MSG* pMsg)

    {

             if (CSplashWnd::PreTranslateAppMessage(pMsg) )

             {

                       returnTRUE;

             }

             returnCWinApp::PreTranslateMessage(pMsg);

    }

    intCDLGDlg::OnCreate(LPCREATESTRUCT lpCreateStruct)

    {

             if(CDialogEx::OnCreate(lpCreateStruct) == -1)

                       return-1;

             // TODO:  Add your specialized creation code here

             CSplashWnd::ShowSplashScreen(this);

             return0;

    }

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  • 原文地址:https://www.cnblogs.com/Lthis/p/4461776.html
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