iczelion tut26
Tutorial 26: Splash Screen
Now that we know how to use a bitmap, we can progress to a more creative use of it. Splash screen. Download the example.
Theory
A splash screen is a window that has no title bar, no system menu box, no border that displays a bitmap for a while and then disappears automatically. It's usually used during program startup, to display the program's logo or to distract the user's attention while the program does some lengthy initialization. We will implement a splash screen in this tutorial.The first step is to include the bitmap in the resource file. However, if you think of it, it's a waste of precious memory to load a bitmap that will be used only once and keep it in memory till the program is closed. A better solution is to create a *resource* DLL which contains the bitmap and has the sole purpose of displaying the splash screen. This way, you can load the DLL when you want to display the splash screen and unload it when it's not necessary anymore. So we will have two modules: the main program and the splash DLL. We will put the bitmap into the DLL's resource.
The general scheme is as follows:
- Put the bitmap into the DLL as a bitmap resource
- The main program calls LoadLibrary to load the dll into memory
- The DLL entrypoint function of the DLL is called. It will create a timer and set the length of time that the splash screen will be displayed. Next it will register and create a window without caption and border and display the bitmap in the client area.
- When the specified length of time elapsed, the splash screen is removed from the screen and the control is returned to the main program
- The main program calls FreeLibrary to unload the DLL from memory and then goes on with whatever task it is supposed to do.
Load/Unload DLL
You can dynamically load a DLL with LoadLibrary function which has the following syntax:LoadLibrary proto lpDLLName:DWORDIt takes only one parameter: the address of the name of the DLL you want to load into memory. If the call is successful, it returns the module handle of the DLL else it returns NULL.
To unload a DLL, call FreeLibrary:
FreeLibrary proto hLib:DWORDIt takes one parameter: the module handle of the DLL you want to unload. Normally, you got that handle from LoadLibrary
How to use a timer
First, you must create a timer first with SetTimer:SetTimer proto hWnd:DWORD, TimerID:DWORD, uElapse:DWORD, lpTimerFunc:DWORDYou can create a timer in two ways:hWnd is the handle of a window that will receive the timer notification message. This parameter can be NULL to specify that there is no window that's associated with the timer.
TimerID is a user-defined value that is used as the ID of the timer.
uElapse is the time-out value in milliseconds.
lpTimerFunc is the address of a function that will process the timer notification messages. If you pass NULL, the timer messages will be sent to the window specified by hWnd parameter.SetTimer returns the ID of the timer if successful. Otherwise it returns NULL. So it's best not to use the timer ID of 0.
- If you have a window and you want the timer notification messages to go to that window, you must pass all four parameters to SetTimer (the lpTimerFunc must be NULL)
- If you don't have a window or you don't want to process the timer messages in the window procedure, you must pass NULL to the function in place of a window handle. You must also specify the address of the timer function that will process the timer messages.
When the time-out period elapses, WM_TIMER message is sent to the window that is associated with the timer. For example, if you specify uElapse of 1000, your window will receive WM_TIMER every second.
When you don't need the timer anymore, destroy it with KillTimer:
KillTimer proto hWnd:DWORD, TimerID:DWORD
Example:
;-----------------------------------------------------------------------; The main program
;-----------------------------------------------------------------------
.386
.model flat,stdcall
option casemap:none
include masm32includewindows.inc
include masm32includeuser32.inc
include masm32includekernel32.inc
includelib masm32libuser32.lib
includelib masm32libkernel32.lib
WinMain proto :DWORD,:DWORD,:DWORD,:DWORD
.data
ClassName db "SplashDemoWinClass",0
AppName db "Splash Screen Example",0
Libname db "splash.dll",0
.data?
hInstance HINSTANCE ?
CommandLine LPSTR ?
.code
start:
invoke LoadLibrary,addr Libname
.if eax!=NULL
invoke FreeLibrary,eax
.endif
invoke GetModuleHandle, NULL
mov hInstance,eax
invoke GetCommandLine
mov CommandLine,eax
invoke WinMain, hInstance,NULL,CommandLine, SW_SHOWDEFAULT
invoke ExitProcess,eax
WinMain proc hInst:HINSTANCE,hPrevInst:HINSTANCE,CmdLine:LPSTR,CmdShow:DWORD
LOCAL wc:WNDCLASSEX
LOCAL msg:MSG
LOCAL hwnd:HWND
mov wc.cbSize,SIZEOF WNDCLASSEX
mov wc.style, CS_HREDRAW or CS_VREDRAW
mov wc.lpfnWndProc, OFFSET WndProc
mov wc.cbClsExtra,NULL
mov wc.cbWndExtra,NULL
push hInstance
pop wc.hInstance
mov wc.hbrBackground,COLOR_WINDOW+1
mov wc.lpszMenuName,NULL
mov wc.lpszClassName,OFFSET ClassName
invoke LoadIcon,NULL,IDI_APPLICATION
mov wc.hIcon,eax
mov wc.hIconSm,eax
invoke LoadCursor,NULL,IDC_ARROW
mov wc.hCursor,eax
invoke RegisterClassEx, addr wc
INVOKE CreateWindowEx,NULL,ADDR ClassName,ADDR AppName,
WS_OVERLAPPEDWINDOW,CW_USEDEFAULT,
CW_USEDEFAULT,CW_USEDEFAULT,CW_USEDEFAULT,NULL,NULL,
hInst,NULL
mov hwnd,eax
invoke ShowWindow, hwnd,SW_SHOWNORMAL
invoke UpdateWindow, hwnd
.while TRUE
invoke GetMessage, ADDR msg,NULL,0,0
.break .if (!eax)
invoke TranslateMessage, ADDR msg
invoke DispatchMessage, ADDR msg
.endw
mov eax,msg.wParam
ret
WinMain endp
WndProc proc hWnd:HWND, uMsg:UINT, wParam:WPARAM, lParam:LPARAM
.IF uMsg==WM_DESTROY
invoke PostQuitMessage,NULL
.ELSE
invoke DefWindowProc,hWnd,uMsg,wParam,lParam
ret
.ENDIF
xor eax,eax
ret
WndProc endp
end start
;--------------------------------------------------------------------
; The Bitmap DLL
;--------------------------------------------------------------------
.386
.model flat, stdcall
include masm32includewindows.inc
include masm32includeuser32.inc
include masm32includekernel32.inc
include masm32includegdi32.inc
includelib masm32libuser32.lib
includelib masm32libkernel32.lib
includelib masm32libgdi32.lib
.data
BitmapName db "MySplashBMP",0
ClassName db "SplashWndClass",0
hBitMap dd 0
TimerID dd 0
.data
hInstance dd ?
.code
DllEntry proc hInst:DWORD, reason:DWORD, reserved1:DWORD
.if reason==DLL_PROCESS_ATTACH ; When the dll is loaded
push hInst
pop hInstance
call ShowBitMap
.endif
mov eax,TRUE
ret
DllEntry Endp
ShowBitMap proc
LOCAL wc:WNDCLASSEX
LOCAL msg:MSG
LOCAL hwnd:HWND
mov wc.cbSize,SIZEOF WNDCLASSEX
mov wc.style, CS_HREDRAW or CS_VREDRAW
mov wc.lpfnWndProc, OFFSET WndProc
mov wc.cbClsExtra,NULL
mov wc.cbWndExtra,NULL
push hInstance
pop wc.hInstance
mov wc.hbrBackground,COLOR_WINDOW+1
mov wc.lpszMenuName,NULL
mov wc.lpszClassName,OFFSET ClassName
invoke LoadIcon,NULL,IDI_APPLICATION
mov wc.hIcon,eax
mov wc.hIconSm,0
invoke LoadCursor,NULL,IDC_ARROW
mov wc.hCursor,eax
invoke RegisterClassEx, addr wc
INVOKE CreateWindowEx,NULL,ADDR ClassName,NULL,
WS_POPUP,CW_USEDEFAULT,
CW_USEDEFAULT,250,250,NULL,NULL,
hInstance,NULL
mov hwnd,eax
INVOKE ShowWindow, hwnd,SW_SHOWNORMAL
.WHILE TRUE
INVOKE GetMessage, ADDR msg,NULL,0,0
.BREAK .IF (!eax)
INVOKE TranslateMessage, ADDR msg
INVOKE DispatchMessage, ADDR msg
.ENDW
mov eax,msg.wParam
ret
ShowBitMap endp
WndProc proc hWnd:DWORD,uMsg:DWORD,wParam:DWORD,lParam:DWORD
LOCAL ps:PAINTSTRUCT
LOCAL hdc:HDC
LOCAL hMemoryDC:HDC
LOCAL hOldBmp:DWORD
LOCAL bitmap:BITMAP
LOCAL DlgHeight:DWORD
LOCAL DlgWidth:DWORD
LOCAL DlgRect:RECT
LOCAL DesktopRect:RECT
.if uMsg==WM_DESTROY
.if hBitMap!=0
invoke DeleteObject,hBitMap
.endif
invoke PostQuitMessage,NULL
.elseif uMsg==WM_CREATE
invoke GetWindowRect,hWnd,addr DlgRect
invoke GetDesktopWindow
mov ecx,eax
invoke GetWindowRect,ecx,addr DesktopRect
push 0
mov eax,DlgRect.bottom
sub eax,DlgRect.top
mov DlgHeight,eax
push eax
mov eax,DlgRect.right
sub eax,DlgRect.left
mov DlgWidth,eax
push eax
mov eax,DesktopRect.bottom
sub eax,DlgHeight
shr eax,1
push eax
mov eax,DesktopRect.right
sub eax,DlgWidth
shr eax,1
push eax
push hWnd
call MoveWindow
invoke LoadBitmap,hInstance,addr BitmapName
mov hBitMap,eax
invoke SetTimer,hWnd,1,2000,NULL
mov TimerID,eax
.elseif uMsg==WM_TIMER
invoke SendMessage,hWnd,WM_LBUTTONDOWN,NULL,NULL
invoke KillTimer,hWnd,TimerID
.elseif uMsg==WM_PAINT
invoke BeginPaint,hWnd,addr ps
mov hdc,eax
invoke CreateCompatibleDC,hdc
mov hMemoryDC,eax
invoke SelectObject,eax,hBitMap
mov hOldBmp,eax
invoke GetObject,hBitMap,sizeof BITMAP,addr bitmap
invoke StretchBlt,hdc,0,0,250,250,
hMemoryDC,0,0,bitmap.bmWidth,bitmap.bmHeight,SRCCOPY
invoke SelectObject,hMemoryDC,hOldBmp
invoke DeleteDC,hMemoryDC
invoke EndPaint,hWnd,addr ps
.elseif uMsg==WM_LBUTTONDOWN
invoke DestroyWindow,hWnd
.else
invoke DefWindowProc,hWnd,uMsg,wParam,lParam
ret
.endif
xor eax,eax
ret
WndProc endp
End DllEntry
Analysis:
We will examine the code in the main program first.invoke LoadLibrary,addr LibnameWe call LoadLibrary to load the DLL named "splash.dll". And after that, unload it from memory with FreeLibrary. LoadLibrary will not return until the DLL is finished with its initialization.
.if eax!=NULL
invoke FreeLibrary,eax
.endif
That's all the main program does. The interesting part is in the DLL.
.if reason==DLL_PROCESS_ATTACH ; When the dll is loaded
push hInst
pop hInstance
call ShowBitMap
When the DLL is loaded, Windows calls its entrypoint function with DLL_PROCESS_ATTACH flag. We take this opportunity to display the splash screen. First we store the instance handle of the DLL for future use. Then call a function named ShowBitMap to do the real job. ShowBitMap registers a window class, creates a window and enters the message loop as usual. The interesting part is in the CreateWindowEx call:
INVOKE CreateWindowEx,NULL,ADDR ClassName,NULL,
WS_POPUP,CW_USEDEFAULT,
CW_USEDEFAULT,250,250,NULL,NULL,
hInstance,NULL
Note that the window style is only WS_POPUP which will make the window borderless and without caption. We also limit the width and height of the window to 250x250 pixels.
Now when the window is created, in WM_CREATE message handler we move the window to the center of the screen with the following code.
invoke GetWindowRect,hWnd,addr DlgRect
invoke GetDesktopWindow
mov ecx,eax
invoke GetWindowRect,ecx,addr DesktopRect
push 0
mov eax,DlgRect.bottom
sub eax,DlgRect.top
mov DlgHeight,eax
push eax
mov eax,DlgRect.right
sub eax,DlgRect.left
mov DlgWidth,eax
push eax
mov eax,DesktopRect.bottom
sub eax,DlgHeight
shr eax,1
push eax
mov eax,DesktopRect.right
sub eax,DlgWidth
shr eax,1
push eax
push hWnd
call MoveWindow
It retrieves the dimensions of the desktop and the window then calculates the appropriate coordinate of the left upper corner of the window to make it center.
invoke LoadBitmap,hInstance,addr BitmapName
mov hBitMap,eax
invoke SetTimer,hWnd,1,2000,NULL
mov TimerID,eax
Next it loads the bitmap from the resource with LoadBitmap and creates a timer with the timer ID of 1 and the time interval 2 seconds. The timer will send WM_TIMER messages to the window every 2 seconds.
.elseif uMsg==WM_PAINT
invoke BeginPaint,hWnd,addr ps
mov hdc,eax
invoke CreateCompatibleDC,hdc
mov hMemoryDC,eax
invoke SelectObject,eax,hBitMap
mov hOldBmp,eax
invoke GetObject,hBitMap,sizeof BITMAP,addr bitmap
invoke StretchBlt,hdc,0,0,250,250,
hMemoryDC,0,0,bitmap.bmWidth,bitmap.bmHeight,SRCCOPY
invoke SelectObject,hMemoryDC,hOldBmp
invoke DeleteDC,hMemoryDC
invoke EndPaint,hWnd,addr ps
When the window receives WM_PAINT message, it creates a memory DC, select the bitmap into the memory DC, obtain the size of the bitmap with GetObject and then put the bitmap on the window by calling StretchBlt which performs like BitBlt but it can stretch or compress the bitmap to the desired dimension. In this case, we want the bitmap to fit into the window so we use StretchBlt instead of BitBlt. We delete the memory DC after that.
.elseif uMsg==WM_LBUTTONDOWN
invoke DestroyWindow,hWnd
It would be frustrating to the user if he has to wait until the splash screen to disappear. We can provide the user with a choice. When he clicks on the splash screen, it will disappear. That's why we need to process WM_LBUTTONDOWN message in the DLL. Upon receiving this message, the window is destroyed by DestroyWindow call.
.elseif uMsg==WM_TIMER
invoke SendMessage,hWnd,WM_LBUTTONDOWN,NULL,NULL
invoke KillTimer,hWnd,TimerID
If the user chooses to wait, the splash screen will disappear when the specified time has elapsed (in our example, it's 2 seconds). We can do this by processing WM_TIMER message. Upon receiving this message, we closes the window by sending WM_LBUTTONDOWN message to the window. This is to avoid code duplication. We don't have further use for the timer so we destroy it with KillTimer.
When the window is closed, the DLL will return control to the main program.