Well then, you want to learn about these functions here. you can google them and if you don't understand them, re-post what you don't understand and I can hlep clarify them.
LoadBitmap - Loads a bitmap from a resource or DLL
BitBlt - Transfering bitmap and images bit by bit
HBITMAP - this is a class
Bitmap - This is a class
HDC - handle to device Content, you must use these to print to the screen, printer, or any other device.
BeginPaint / EndPaint - Not as vital as the others but important to understand if you are putting this code in WM_PAINT
See, you were too generic about where bitmaps were being read from, resource, file, etc... so I can only image.
The first step is getting the bitmap into the HBITMAP class. Once you do, you can use GetObject to put the HBITMAP into the Bitmap class where it will give you all the information you need on it like size, color, etc... Once you have the HBITMAP set up, it takes only 2 lines of code actually and once of them is the declaration of Bitmap, the other is GetObject where you pass HBITMAP and &Bitmap.
Since you only have 4 weeks, here is a copy of code I used in one of my programs
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HDC hDCBitmap = CreateCompatibleDC(hDC);
HBITMAP hbmCard = CreateCompatibleBitmap(hDCBitmap, width, height);
HANDLE hOld = SelectObject(hDCBitmap, hbmCard);
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the code won't hepl you to better understand this stuff, but it gives you what you need for now. Just so you know, CreateCompatibleBitmap creates an empty bitmap which was what I needed here because I was next going to use StretchBlt to copy and image to the bitmap. StretchBlt is like BitBlt except that it resizes a bitmap for you based on the numbers you give it.