2358dcf30b
+ 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
225 lines
5.2 KiB
C++
225 lines
5.2 KiB
C++
#include <std_include.hpp>
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#include "splash.hpp"
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#include "loader/component_loader.hpp"
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#include "resource.hpp"
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#include <utils/nt.hpp>
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#include <utils/image.hpp>
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namespace splash
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{
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namespace
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{
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HWND window{};
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utils::image::object image{};
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std::thread window_thread{};
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utils::image::object load_splash_image()
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{
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//const auto self = utils::nt::library::get_by_address(load_splash_image);
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//return LoadImageA(self, MAKEINTRESOURCE(IMAGE_SPLASH), IMAGE_BITMAP, 0, 0, LR_DEFAULTCOLOR);
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const auto res = utils::nt::load_resource(IMAGE_SPLASH);
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const auto img = utils::image::load_image(res);
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return utils::image::create_bitmap(img);
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}
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void enable_dpi_awareness()
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{
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const utils::nt::library user32{ "user32.dll" };
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const auto set_dpi = user32
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? user32.get_proc<BOOL(WINAPI*)(DPI_AWARENESS_CONTEXT)>(
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"SetProcessDpiAwarenessContext")
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: nullptr;
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if (set_dpi)
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{
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set_dpi(DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE_V2);
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}
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}
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void destroy_window()
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{
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if (window && IsWindow(window))
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{
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ShowWindow(window, SW_HIDE);
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DestroyWindow(window);
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window = nullptr;
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if (window_thread.joinable())
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{
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window_thread.join();
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}
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window = nullptr;
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}
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else if (window_thread.joinable())
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{
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window_thread.detach();
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}
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}
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void show()
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{
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WNDCLASSA wnd_class;
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const auto self = utils::nt::library::get_by_address(load_splash_image);
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wnd_class.style = CS_DROPSHADOW;
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wnd_class.cbClsExtra = 0;
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wnd_class.cbWndExtra = 0;
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wnd_class.lpszMenuName = nullptr;
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wnd_class.lpfnWndProc = DefWindowProcA;
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wnd_class.hInstance = self;
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wnd_class.hIcon = LoadIconA(self, MAKEINTRESOURCEA(ID_ICON));
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wnd_class.hCursor = LoadCursorA(nullptr, IDC_APPSTARTING);
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wnd_class.hbrBackground = reinterpret_cast<HBRUSH>(6);
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wnd_class.lpszClassName = "Black Ops 4 Splash Screen";
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if (RegisterClassA(&wnd_class))
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{
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const auto x_pixels = GetSystemMetrics(SM_CXFULLSCREEN);
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const auto y_pixels = GetSystemMetrics(SM_CYFULLSCREEN);
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if (image)
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{
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window = CreateWindowExA(WS_EX_APPWINDOW, "Black Ops 4 Splash Screen", "Project-Bo4",
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WS_POPUP | WS_SYSMENU,
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(x_pixels - 320) / 2, (y_pixels - 100) / 2, 320, 100, nullptr,
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nullptr,
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self, nullptr);
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if (window)
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{
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auto* const image_window = CreateWindowExA(0, "Static", nullptr, WS_CHILD | WS_VISIBLE | 0xEu,
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0, 0,
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320, 100, window, nullptr, self, nullptr);
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if (image_window)
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{
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RECT rect;
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SendMessageA(image_window, STM_SETIMAGE, IMAGE_BITMAP, image);
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GetWindowRect(image_window, &rect);
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const int width = rect.right - rect.left;
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rect.left = (x_pixels - width) / 2;
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const int height = rect.bottom - rect.top;
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rect.top = (y_pixels - height) / 2;
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rect.right = rect.left + width;
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rect.bottom = rect.top + height;
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AdjustWindowRect(&rect, WS_CHILD | WS_VISIBLE | 0xEu, 0);
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SetWindowPos(window, nullptr, rect.left, rect.top, rect.right - rect.left,
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rect.bottom - rect.top, SWP_NOZORDER);
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/* SetWindowRgn(window,
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CreateRoundRectRgn(0, 0, rect.right - rect.left, rect.bottom - rect.top, 15,
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15), TRUE);*/
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ShowWindow(window, SW_SHOW);
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UpdateWindow(window);
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}
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}
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}
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}
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}
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bool draw_frame()
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{
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if (!window)
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{
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return false;
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}
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MSG msg{};
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bool success = true;
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while (PeekMessageW(&msg, nullptr, NULL, NULL, PM_REMOVE))
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{
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TranslateMessage(&msg);
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DispatchMessageW(&msg);
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if (msg.message == WM_DESTROY && msg.hwnd == window)
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{
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PostQuitMessage(0);
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}
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if (msg.message == WM_QUIT)
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{
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success = false;
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}
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}
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return success;
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}
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void draw()
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{
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show();
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while (draw_frame())
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{
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std::this_thread::sleep_for(1ms);
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}
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window = nullptr;
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UnregisterClassA("Black Ops 4 Splash Screen", utils::nt::library{});
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}
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}
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class component final : public component_interface
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{
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public:
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component()
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{
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enable_dpi_awareness();
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image = load_splash_image();
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window_thread = std::thread([this]
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{
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draw();
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});
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/*************************************************************************************************************
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** TODO : Again like many other components, splash needs complete revamp...
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**
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** *[X] Its crashing within unpack sequence because of unauthorized thread or window handle?
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**
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** *[ ] There is significant interval between post_unpack and game window registeration. should replace
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** dispose callback with something better like interception of CreateWindow to decide time to destroy window
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**
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** *[X] enabling dpi_awareness interfering with protection system for some odd reason?
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*************************************************************************************************************/
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}
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void pre_destroy() override
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{
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destroy_window();
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if (window_thread.joinable())
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{
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window_thread.detach();
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}
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}
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void post_unpack() override
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{
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destroy_window();
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}
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};
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void hide()
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{
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if (window && IsWindow(window))
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{
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ShowWindow(window, SW_HIDE);
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UpdateWindow(window);
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}
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destroy_window();
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}
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HWND get_window()
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{
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return window;
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}
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}
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REGISTER_COMPONENT(splash::component) |