📄 powerstatectrl.cpp
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// PowerStateCtrl.cpp : implementation file
//
#include "stdafx.h"
#include "test.h"
#include "PowerStateCtrl.h"
#ifdef _DEBUG
#define new DEBUG_NEW
#undef THIS_FILE
static char THIS_FILE[] = __FILE__;
#endif
/////////////////////////////////////////////////////////////////////////////
// CPowerStateCtrl
CPowerStateCtrl::CPowerStateCtrl()
{
m_hPowerDC1 = NULL;
m_hPowerDC2 = NULL;
m_hPowerDC3 = NULL;
m_hPowerDC4 = NULL;
m_hMemDC = NULL;
m_bIsPowering = TRUE;
m_nControl = 0;
m_cxAngle = 0;
m_cyAngle = 0;
}
CPowerStateCtrl::~CPowerStateCtrl()
{
if (m_hPowerDC1 != NULL)
DeleteDC(m_hPowerDC1);
if (m_hPowerDC2 != NULL)
DeleteDC(m_hPowerDC2);
if (m_hPowerDC3 != NULL)
DeleteDC(m_hPowerDC3);
if (m_hPowerDC4 != NULL)
DeleteDC(m_hPowerDC4);
if (m_hMemDC != NULL)
DeleteDC(m_hMemDC);
}
BEGIN_MESSAGE_MAP(CPowerStateCtrl, CStatic)
//{{AFX_MSG_MAP(CPowerStateCtrl)
ON_WM_CREATE()
ON_WM_ERASEBKGND()
ON_WM_PAINT()
ON_WM_TIMER()
//}}AFX_MSG_MAP
END_MESSAGE_MAP()
/////////////////////////////////////////////////////////////////////////////
// CPowerStateCtrl message handlers
int CPowerStateCtrl::OnCreate(LPCREATESTRUCT lpCreateStruct)
{
if (CStatic::OnCreate(lpCreateStruct) == -1)
return -1;
// TODO: Add your specialized creation code here
Initialize();
return 0;
}
void CPowerStateCtrl::Initialize()
{
CDC *pDC = GetDC();
// Load powerstate picture1 and creates background DC
LoadPicture(IDB_STATE01, m_hPowerDC1, m_cxAngle, m_cyAngle, pDC->m_hDC);
// Load powerstate picture2 and creates background DC
LoadPicture(IDB_STATE02, m_hPowerDC2, m_cxAngle, m_cyAngle, pDC->m_hDC);
// Load powerstate picture3 and creates background DC
LoadPicture(IDB_STATE03, m_hPowerDC3, m_cxAngle, m_cyAngle, pDC->m_hDC);
// Load powerstate picture4 and creates background DC
LoadPicture(IDB_STATE04, m_hPowerDC4, m_cxAngle, m_cyAngle, pDC->m_hDC);
// create work area
LoadPicture(0, m_hMemDC, m_cxAngle, m_cyAngle, pDC->m_hDC);
ReleaseDC(pDC);
SetTimer(1,40,NULL);
}
void CPowerStateCtrl::LoadPicture(int nResourceID, HDC &hDestinationDC, int &nWidth, int &nHeight, HDC hDC)
{
HDC hMemDC;
HDC hdcCompatible;
HBITMAP hbmScreen;
if (nResourceID != 0)
{
// if resourceid is given, load bitmap
HBITMAP hPicture = LoadBitmap(AfxGetInstanceHandle(), MAKEINTRESOURCE(nResourceID));
BITMAP bm;
GetObject(hPicture, sizeof (BITMAP), (LPSTR)&bm);
hMemDC = CreateCompatibleDC(hDC);
HBITMAP hOldBMP = (HBITMAP)SelectObject(hMemDC, hPicture);
nWidth = bm.bmWidth;
nHeight = bm.bmHeight;
// Create the DC
hdcCompatible = CreateCompatibleDC(hDC);
// Temporary memory bitmap
hbmScreen = CreateCompatibleBitmap(hDC, nWidth, nHeight);
// select bitmap into dc
if (SelectObject(hdcCompatible, hbmScreen) == NULL)
{
// return null
hDestinationDC = NULL;
}
else
{
// return the DC
hDestinationDC = hdcCompatible;
}
if (hDestinationDC)
BitBlt(hDestinationDC, 0, 0, nWidth, nHeight, hMemDC, 0, 0, SRCCOPY);
SelectObject(hMemDC, hOldBMP);
// Release temporary stuff
DeleteDC(hMemDC);
DeleteObject(hbmScreen);
DeleteObject(hPicture);
}
else // if no resourceid is given, create empty DC with specified width and height
{
// create the DC
hdcCompatible = CreateCompatibleDC(hDC);
// temporary memory bitmap
hbmScreen = CreateCompatibleBitmap(hDC, nWidth, nHeight);
// if the function fails
if (SelectObject(hdcCompatible, hbmScreen) == NULL)
{
// return null
hDestinationDC = NULL;
}
else
{
// if it succeeds, return the DC
hDestinationDC = hdcCompatible;
}
DeleteObject(hbmScreen);
}
}
BOOL CPowerStateCtrl::OnEraseBkgnd(CDC* pDC)
{
// TODO: Add your message handler code here and/or call default
return CStatic::OnEraseBkgnd(pDC);
}
void CPowerStateCtrl::OnPaint()
{
CPaintDC dc(this); // device context for painting
// TODO: Add your message handler code here
// TODO: Add your message handler code here
if(m_bIsPowering)
{
if(m_nControl == 0)
BitBlt(m_hMemDC, 0, 0, m_cxAngle, m_cyAngle, m_hPowerDC1, 0, 0, SRCCOPY);
if(m_nControl == 1)
BitBlt(m_hMemDC, 0, 0, m_cxAngle, m_cyAngle, m_hPowerDC2, 0, 0, SRCCOPY);
if(m_nControl == 2)
BitBlt(m_hMemDC, 0, 0, m_cxAngle, m_cyAngle, m_hPowerDC3, 0, 0, SRCCOPY);
if(m_nControl == 3)
BitBlt(m_hMemDC, 0, 0, m_cxAngle, m_cyAngle, m_hPowerDC4, 0, 0, SRCCOPY);
}
else
BitBlt(m_hMemDC, 0, 0, m_cxAngle, m_cyAngle, m_hPowerDC3, 0, 0, SRCCOPY);
// and finally, copy memory bitmap to screen
BitBlt(dc.m_hDC, 0, 0, m_cxAngle, m_cyAngle, m_hMemDC, 0, 0, SRCCOPY);
// Do not call CStatic::OnPaint() for painting messages
}
void CPowerStateCtrl::SetPowerCtrlState(BOOL bState)
{
m_bIsPowering = bState;
Invalidate();
}
BOOL CPowerStateCtrl::GetPowerCtrlState()
{
return m_bIsPowering;
}
void CPowerStateCtrl::OnTimer(UINT nIDEvent)
{
// TODO: Add your message handler code here and/or call default
m_nControl ++;
if(m_nControl > 3)
m_nControl = 0;
Invalidate();
CStatic::OnTimer(nIDEvent);
}
void CPowerStateCtrl::SetCtrlTimer(int nTime)
{
KillTimer(1);
SetTimer(1,nTime,NULL);
}
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