Wyświetlanie GIF zamiast BMP

0

Witam. Poniższy kod wyświetla zdjęcie na ekranie. Chciałbym przerobić to tak, aby wyświetlał mi plik GIF na ekranie (animację) jak mogę to przerobić ?

#include <windows.h>
#include <tchar.h>
 
HBITMAP hBitmap;
HDC localDC;
HBITMAP hOld;
BITMAP qB;
HDC hDC;                                             // Handle (virtual memory pointer) to drawing characteristics
 
LRESULT CALLBACK fnWndProc(HWND hwnd, unsigned int msg, WPARAM wParam, LPARAM lParam) {
	switch (msg) {
	case WM_CREATE: {
		//MessageBox(hwnd,_T("Window Procedure Received WM_CREATE Message!"),_T("Message Report!"),MB_OK);
		return 0;
	}
	case WM_LBUTTONDOWN: {
		//MessageBox(hwnd,_T("Window Procedure Received WM_LBUTTONDOWN Message!"),_T("Message Report!"),MB_OK);
		return 0;
	}
 
	case WM_PAINT: {                  //At program start up the whole window is invalid so must be drawn.
		//TCHAR tmpText[]=_T("TempText");
		PAINTSTRUCT ps;
		hDC = BeginPaint(hwnd, &ps);
		BOOL qRetBlit = ::BitBlt(hDC, 0, 0, qB.bmWidth, qB.bmHeight, localDC, 0, 0, SRCCOPY);
		// Draw text on top of the image
		//int iBkMode=SetBkMode(hDC,TRANSPARENT);                   // Save Background Mode characteristic of drawing context
		//TextOut(hDC,40,20,tmpText,(int)_tcslen(tmpText));     // Draw Text
		//SetBkMode(hDC,iBkMode);                                       // Return Drawing Context To Original State
		EndPaint(hwnd, &ps);
		return 0;
	}
	case WM_DESTROY: {
		::SelectObject(localDC, hOld);
		::DeleteDC(localDC);
		::DeleteObject(hBitmap);
		PostQuitMessage(0);
		return 0;
	}
	}
	return (DefWindowProc(hwnd, msg, wParam, lParam));
}
 
 
int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpszArgument, int iShow) {
	TCHAR szClassName[] = _T("Name");
	WNDCLASSEX wc;
	MSG messages;
	HWND hWnd;
 
	wc.lpszClassName = szClassName;                     //Important Field!  Character string identifying window class
	wc.lpfnWndProc = fnWndProc;                       //Important Field!  Function Pointer.  Address of Window Procedure
	wc.cbSize = sizeof(WNDCLASSEX);             //Those top two fields I just listed are very important.  The
	wc.style = 0;                               //others are of course necessary too, but fully understanding all
	wc.hIcon = LoadIcon(NULL, IDI_APPLICATION);  //the implications of the .szClassName and .lpfnWndProc fields will
	wc.hInstance = hInstance;                       //go a long way to helping you understand Win32 coding. The
	wc.hIconSm = 0;                               //.hBrushBackground field will be the color of the Window's
	wc.hCursor = LoadCursor(NULL, IDC_ARROW);      //background.  The .cbWndExtra field is very useful as it allows
	wc.hbrBackground = (HBRUSH)COLOR_BTNSHADOW;         //you to associate object (Window) data to the instantiated Window's
	wc.cbWndExtra = 0;                               //internal structure, i.e., accomodate member data.
	wc.cbClsExtra = 0;
	wc.lpszMenuName = NULL;
	RegisterClassEx(&wc);
	hBitmap = (HBITMAP)::LoadImage(NULL, TEXT("c1.bmp"), IMAGE_BITMAP, 0, 0, LR_LOADFROMFILE | LR_CREATEDIBSECTION);
	GetObject(reinterpret_cast<HGDIOBJ>(hBitmap), sizeof(BITMAP), reinterpret_cast<LPVOID>(&qB));
	localDC = ::CreateCompatibleDC(hDC);
	hOld = (HBITMAP)::SelectObject(localDC, hBitmap);
 
	hWnd = CreateWindowEx(0, szClassName, szClassName, WS_OVERLAPPEDWINDOW, 0, 0, qB.bmWidth, qB.bmHeight, HWND_DESKTOP, 0, hInstance, 0);
 
	LONG lStyle = GetWindowLong(hWnd, GWL_STYLE);
 
	lStyle &= ~(WS_CAPTION | WS_THICKFRAME | WS_MINIMIZEBOX | WS_MAXIMIZEBOX | WS_SYSMENU);
 
	SetWindowLong(hWnd, GWL_STYLE, lStyle);
	ShowScrollBar(hWnd, SB_VERT, FALSE);
	ShowWindow(hWnd, iShow);
 
	while (GetMessage(&messages, NULL, 0, 0)) {
		TranslateMessage(&messages);
		DispatchMessage(&messages);
	}
	return (int)messages.wParam;
}

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