#include #include "splash.hpp" #include "loader/component_loader.hpp" #include "resource.hpp" #include #include namespace splash { namespace { HWND window{}; utilities::image::object image{}; std::thread window_thread{}; utilities::image::object load_splash_image() { //const auto self = utilities::nt::library::get_by_address(load_splash_image); //return LoadImageA(self, MAKEINTRESOURCE(IMAGE_SPLASH), IMAGE_BITMAP, 0, 0, LR_DEFAULTCOLOR); const auto res = utilities::nt::load_resource(IMAGE_SPLASH); const auto img = utilities::image::load_image(res); return utilities::image::create_bitmap(img); } void enable_dpi_awareness() { const utilities::nt::library user32{ "user32.dll" }; const auto set_dpi = user32 ? user32.get_proc( "SetProcessDpiAwarenessContext") : nullptr; if (set_dpi) { set_dpi(DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE_V2); } } void destroy_window() { if (window && IsWindow(window)) { ShowWindow(window, SW_HIDE); DestroyWindow(window); window = nullptr; if (window_thread.joinable()) { window_thread.join(); } window = nullptr; } else if (window_thread.joinable()) { window_thread.detach(); } } void show() { WNDCLASSA wnd_class; const auto self = utilities::nt::library::get_by_address(load_splash_image); wnd_class.style = CS_DROPSHADOW; wnd_class.cbClsExtra = 0; wnd_class.cbWndExtra = 0; wnd_class.lpszMenuName = nullptr; wnd_class.lpfnWndProc = DefWindowProcA; wnd_class.hInstance = self; wnd_class.hIcon = LoadIconA(self, MAKEINTRESOURCEA(ID_ICON)); wnd_class.hCursor = LoadCursorA(nullptr, IDC_APPSTARTING); wnd_class.hbrBackground = reinterpret_cast(6); wnd_class.lpszClassName = "Black Ops 4 Splash Screen"; if (RegisterClassA(&wnd_class)) { const auto x_pixels = GetSystemMetrics(SM_CXFULLSCREEN); const auto y_pixels = GetSystemMetrics(SM_CYFULLSCREEN); if (image) { window = CreateWindowExA(WS_EX_APPWINDOW, "Black Ops 4 Splash Screen", "Project-Bo4", WS_POPUP | WS_SYSMENU, (x_pixels - 320) / 2, (y_pixels - 100) / 2, 320, 100, nullptr, nullptr, self, nullptr); if (window) { auto* const image_window = CreateWindowExA(0, "Static", nullptr, WS_CHILD | WS_VISIBLE | 0xEu, 0, 0, 320, 100, window, nullptr, self, nullptr); if (image_window) { RECT rect; SendMessageA(image_window, STM_SETIMAGE, IMAGE_BITMAP, image); GetWindowRect(image_window, &rect); const int width = rect.right - rect.left; rect.left = (x_pixels - width) / 2; const int height = rect.bottom - rect.top; rect.top = (y_pixels - height) / 2; rect.right = rect.left + width; rect.bottom = rect.top + height; AdjustWindowRect(&rect, WS_CHILD | WS_VISIBLE | 0xEu, 0); SetWindowPos(window, nullptr, rect.left, rect.top, rect.right - rect.left, rect.bottom - rect.top, SWP_NOZORDER); /* SetWindowRgn(window, CreateRoundRectRgn(0, 0, rect.right - rect.left, rect.bottom - rect.top, 15, 15), TRUE);*/ ShowWindow(window, SW_SHOW); UpdateWindow(window); } } } } } bool draw_frame() { if (!window) { return false; } MSG msg{}; bool success = true; while (PeekMessageW(&msg, nullptr, NULL, NULL, PM_REMOVE)) { TranslateMessage(&msg); DispatchMessageW(&msg); if (msg.message == WM_DESTROY && msg.hwnd == window) { PostQuitMessage(0); } if (msg.message == WM_QUIT) { success = false; } } return success; } void draw() { show(); while (draw_frame()) { std::this_thread::sleep_for(1ms); } window = nullptr; UnregisterClassA("Black Ops 4 Splash Screen", utilities::nt::library{}); } } class component final : public component_interface { public: component() { enable_dpi_awareness(); image = load_splash_image(); window_thread = std::thread([this] { draw(); }); /************************************************************************************************************* ** TODO : Again like many other components, splash needs complete revamp... ** ** *[X] Its crashing within unpack sequence because of unauthorized thread or window handle? ** ** *[ ] There is significant interval between post_unpack and game window registeration. should replace ** dispose callback with something better like interception of CreateWindow to decide time to destroy window ** ** *[X] enabling dpi_awareness interfering with protection system for some odd reason? *************************************************************************************************************/ } void pre_destroy() override { destroy_window(); if (window_thread.joinable()) { window_thread.detach(); } } void post_unpack() override { destroy_window(); } }; void hide() { if (window && IsWindow(window)) { ShowWindow(window, SW_HIDE); UpdateWindow(window); } destroy_window(); } HWND get_window() { return window; } } REGISTER_COMPONENT(splash::component)