?? splash.h
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/*
Module : SPLASHER.H
Purpose: A splash screen component for MFC 4.x which uses a DIB bitmap
instead of a resource. Palette management code is also included
so that the bitmap will display using its own optimized palette
Created: PJN / 15-11-1996
Copyright (c) 1996 - 2000 by PJ Naughter.
All rights reserved.
Modified by: jingzhou xu
*/
#ifndef __SPLASHER_H__
#define __SPLASHER_H__
///////////////// Classes //////////////////////////
class CSplashWnd : public CWnd
{
public:
CSplashWnd();
~CSplashWnd();
// Operations
void SetBitmapToUse(const CString& sFilename);
void SetBitmapToUse(UINT nResourceID);
void SetBitmapToUse(LPCTSTR pszResourceName);
BOOL Create();
void SetOKToClose() { m_bOKToClose = TRUE; };
void SetShowMode(int nShowMode) // 設置菲屏顯示效果(-1--隨機效果顯示,0--水平交錯效果,1--水平百葉窗效果,2--垂直百葉窗效果,3--隨機積木效果,其它--正常顯示), jingzhou xu
{
m_nShowMode = nShowMode;
};
protected:
//{{AFX_VIRTUAL(CSplashWnd)
public:
virtual BOOL PreTranslateMessage(MSG* pMsg);
//}}AFX_VIRTUAL
//{{AFX_MSG(CSplashWnd)
afx_msg int OnCreate(LPCREATESTRUCT lpCreateStruct);
afx_msg void OnPaint();
afx_msg void OnLButtonDown(UINT nFlags, CPoint point);
afx_msg void OnPaletteChanged(CWnd* pFocusWnd);
afx_msg BOOL OnQueryNewPalette();
afx_msg void OnClose();
//}}AFX_MSG
DECLARE_MESSAGE_MAP()
BOOL SelRelPal(BOOL bForceBkgnd);
BOOL LoadBitmap();
void CreatePaletteFromBitmap();
int m_nShowMode; // 各種菲屏顯示效果(-1--隨機效果顯示,0--水平交錯效果,1--水平百葉窗效果,2--垂直百葉窗效果,3--隨機積木效果,其它--正常顯示), jingzhou xu
BOOL m_bOKToClose;
CBitmap m_Bitmap;
CPalette m_Palette;
int m_nHeight;
int m_nWidth;
CWnd m_wndOwner;
BOOL m_bUseFile;
LPCTSTR m_pszResourceName;
CString m_sFilename;
};
class CSplashThread : public CWinThread
{
public:
void HideSplash();
void SetBitmapToUse(const CString& sFilename);
void SetBitmapToUse(UINT nResourceID);
void SetBitmapToUse(LPCTSTR pszResourceName);
void SetShowMode(int nShowMode); // 設置菲屏顯示效果(-1--隨機效果顯示,0--水平交錯效果,1--水平百葉窗效果,2--垂直百葉窗效果,3--隨機積木效果,其它--正常顯示), jingzhou xu
protected:
CSplashThread();
virtual ~CSplashThread();
DECLARE_DYNCREATE(CSplashThread)
//{{AFX_VIRTUAL(CSplashThread)
virtual BOOL InitInstance();
//}}AFX_VIRTUAL
//{{AFX_MSG(CSplashThread)
//}}AFX_MSG
DECLARE_MESSAGE_MAP()
CSplashWnd m_SplashScreen;
};
#endif //__SPLASHER_H__
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