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. 
