📄 dalltimedlg.cpp
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// dalltimeDlg.cpp : implementation file
//
#include "stdafx.h"
#include "System.h"
#include "dalltimeDlg.h"
#include "utime.h"
#ifdef _DEBUG
#define new DEBUG_NEW
#undef THIS_FILE
static char THIS_FILE[] = __FILE__;
#endif
/////////////////////////////////////////////////////////////////////////////
// dalltimeDlg dialog
dalltimeDlg::dalltimeDlg(CWnd* pParent /*=NULL*/)
: CDialog(dalltimeDlg::IDD, pParent)
{
//{{AFX_DATA_INIT(dalltimeDlg)
m_dalltime = 0;
m_dalltimesno = _T("");
//}}AFX_DATA_INIT
}
void dalltimeDlg::DoDataExchange(CDataExchange* pDX)
{
CDialog::DoDataExchange(pDX);
//{{AFX_DATA_MAP(dalltimeDlg)
DDX_Text(pDX, IDC_DALLTIME, m_dalltime);
DDX_Text(pDX, IDC_DALLTIMESNO, m_dalltimesno);
//}}AFX_DATA_MAP
}
BEGIN_MESSAGE_MAP(dalltimeDlg, CDialog)
//{{AFX_MSG_MAP(dalltimeDlg)
ON_BN_CLICKED(ID_CHAALLTIME, OnChaalltime)
ON_WM_PAINT()
//}}AFX_MSG_MAP
END_MESSAGE_MAP()
/////////////////////////////////////////////////////////////////////////////
// dalltimeDlg message handlers
void dalltimeDlg::OnChaalltime()
{
int temp;
temp=0;
utime utime;
UpdateData();
utime.Open();
utime.MoveFirst();
while(!utime.IsEOF())
{
if(m_dalltimesno==utime.m_usno)
temp+=utime.m_total;
utime.MoveNext();
}
utime.Close();
m_dalltime=temp;
UpdateData(false);
// TODO: Add your control notification handler code here
}
void dalltimeDlg::OnPaint()
{
CPaintDC dc(this); // device context for painting
CRect client_rect;
GetClientRect(client_rect);
// 取得文本
CString szText;
GetWindowText(szText);
// 取得字体,并选入设备文件
CFont *pFont, *pOldFont;
pFont = GetFont();
pOldFont = dc.SelectObject(pFont);
// 用透明背景填充设备文件
dc.SetBkMode(TRANSPARENT);
// 显示文字
dc.DrawText(szText, client_rect, 0);
// 清除字体
dc.SelectObject(pOldFont);
CBitmap bmp;
bmp.LoadBitmap(IDB_BITMAP2);// Get the size of the bitmap
BITMAP bmpInfo;
bmp.GetBitmap(&bmpInfo);
// Create an in-memory DC compatible with the
// display DC we're using to paint
CDC dcMemory;
dcMemory.CreateCompatibleDC(&dc);
// Select the bitmap into the in-memory DC
CBitmap *pOldBmp=dcMemory.SelectObject(&bmp);
// Copy the bits from the in-memory DC into the on- // screen DC to actually do the painting
dc.BitBlt(0, 0, bmpInfo.bmWidth, bmpInfo.bmHeight, &dcMemory, 0, 0, SRCCOPY);
// TODO: Add your message handler code here
}
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