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Splash.cpp
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// CG: This file was added by the Splash Screen component.
// Splash.cpp : implementation file
//
#include "stdafx.h" // e. g. stdafx.h
#include "resource.h" // e.g. resource.h
#include "Splash.h" // e.g. splash.h
#ifdef _DEBUG
#define new DEBUG_NEW
#undef THIS_FILE
static char BASED_CODE THIS_FILE[] = __FILE__;
#endif
/////////////////////////////////////////////////////////////////////////////
// Splash Screen class
BOOL CSplashWnd::c_bShowSplashWnd;
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)
//{{AFX_MSG_MAP(CSplashWnd)
ON_WM_CREATE()
ON_WM_PAINT()
ON_WM_TIMER()
//}}AFX_MSG_MAP
END_MESSAGE_MAP()
// the default string here was just centred by eye, if it gets changed it'll need adjusting to fit the box centre...
//
#define SPLASH_DEFAULT_TEXT " ( Wait... )"
bool gbSplashScreenRunning = false;
bool gbSplashNotNeededByApp = false;
bool gbSplashScreenNotNeededByTimer = false;
CString strSplashText = SPLASH_DEFAULT_TEXT;
void CSplashWnd::StatusMessage(LPCSTR psMessage) // can be NULL for "not bothered"
{
strSplashText = psMessage ? psMessage : SPLASH_DEFAULT_TEXT;
strSplashText.TrimRight(); // remove trailing CRs which show up as black marks
c_pSplashWnd->RedrawWindow();
}
void CSplashWnd::EnableSplashScreen(BOOL bEnable /*= TRUE*/)
{
c_bShowSplashWnd = bEnable;
}
void CSplashWnd::ShowSplashScreen(CWnd* pParentWnd /*= NULL*/)
{
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(false);
return TRUE; // message handled here
}
*/
return FALSE; // message not handled
}
BOOL CSplashWnd::Create(CWnd* pParentWnd /*= NULL*/)
{
if (!m_bitmap.LoadBitmap(IDB_SPLASH))
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(bool bCalledFromApp)
{
if (bCalledFromApp)
{
gbSplashNotNeededByApp = true;
return;
}
if (gbSplashNotNeededByApp && gbSplashScreenNotNeededByTimer)
{
// Destroy the window, and update the mainframe.
c_pSplashWnd->DestroyWindow();
AfxGetMainWnd()->UpdateWindow();
}
}
void CSplashWnd::PostNcDestroy()
{
// Free the C++ class.
delete this;
gbSplashScreenRunning = false;
}
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);
gbSplashScreenRunning = true;
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);
dc.TextOut(58/*bm.bmWidth/2*/,180/*bm.bmHeight/2*/, strSplashText);
}
void CSplashWnd::OnTimer(UINT nIDEvent)
{
gbSplashScreenNotNeededByTimer = true;
HideSplashScreen(false);
}