t8-mod/source/proxy-dll/component/splash.cpp
project-bo4 2358dcf30b developer console
+ added in-game developer console
+ added dvar definitions and helping class
+ list of known game dvars can be found inside variables.cpp
+ adjusted logger component
+ re-enabled com_frame hook
+ some minor code formatting
2023-09-06 05:08:38 -07:00

225 lines
5.2 KiB
C++

#include <std_include.hpp>
#include "splash.hpp"
#include "loader/component_loader.hpp"
#include "resource.hpp"
#include <utils/nt.hpp>
#include <utils/image.hpp>
namespace splash
{
namespace
{
HWND window{};
utils::image::object image{};
std::thread window_thread{};
utils::image::object load_splash_image()
{
//const auto self = utils::nt::library::get_by_address(load_splash_image);
//return LoadImageA(self, MAKEINTRESOURCE(IMAGE_SPLASH), IMAGE_BITMAP, 0, 0, LR_DEFAULTCOLOR);
const auto res = utils::nt::load_resource(IMAGE_SPLASH);
const auto img = utils::image::load_image(res);
return utils::image::create_bitmap(img);
}
void enable_dpi_awareness()
{
const utils::nt::library user32{ "user32.dll" };
const auto set_dpi = user32
? user32.get_proc<BOOL(WINAPI*)(DPI_AWARENESS_CONTEXT)>(
"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 = utils::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<HBRUSH>(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", utils::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)