📄 splashwindow.cpp
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// SplashWindow.cpp : implementation file
//
#include "stdafx.h"
#include "Huffman.h"
#include "SplashWindow.h"
#ifdef _DEBUG
#define new DEBUG_NEW
#undef THIS_FILE
static char THIS_FILE[] = __FILE__;
#endif
/////////////////////////////////////////////////////////////////////////////
// CSplashWindow
CSplashWindow::CSplashWindow()
{
m_bBitmap.LoadBitmap(IDB_QIDONG);
}
CSplashWindow::~CSplashWindow()
{
}
BEGIN_MESSAGE_MAP(CSplashWindow, CWnd)
//{{AFX_MSG_MAP(CSplashWindow)
ON_WM_PAINT()
//}}AFX_MSG_MAP
END_MESSAGE_MAP()
/////////////////////////////////////////////////////////////////////////////
// CSplashWindow message handlers
void CSplashWindow::CreateSplash()
{
CreateEx(0,
AfxRegisterWndClass(
0,
AfxGetApp()->LoadStandardCursor(IDC_UPARROW)),
"SplashWindow Sample",
WS_POPUP,
0,
0,
398,
198,
NULL,
NULL,
NULL);
}
void CSplashWindow::OnPaint()
{
CPaintDC dc(this); // device context for painting
// TODO: Add your message handler code here
MemDC.CreateCompatibleDC(NULL);
MemDC.SelectObject(&m_bBitmap);
dc.StretchBlt(0,
0,
398,
198,
&MemDC,
0,
0,
398,
198,
SRCCOPY);
dc.Draw3dRect(0,0,398,198,RGB(0,0,0),RGB(0,0,0));
// Do not call CWnd::OnPaint() for painting messages
}
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