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ImHex/main/gui/source/init/splash_window.cpp

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#include "window.hpp"
#include "init/splash_window.hpp"
#include <hex/api/imhex_api.hpp>
impr: Refactor and restructure Event Manager (#2082) ### Problem description This PR addresses issue #2013 that described a cluttered Event Manager. This is a DX issue and should not impact the users whatsoever. ### Implementation description The changes revolve around three main points: 1. the Event Manager (`event_manager.hpp`) was split into four categories: GUI, Interaction, Lifecycle, and Provider, and two types: Events, and Requests. This results in the following files: - `events_gui.hpp` - `events_interaction.hpp` - `events_lifecycle.hpp` - `events_provider.hpp` - `requests_gui.hpp` - `requests_interaction.hpp` - `requests_lifecycle.hpp` - `requests_provider.hpp` 2. Every event and request now has its own piece of documentation, with a `@brief`, accompanied by a longer comment if needed, and gets its `@param`s described. 3. The old `event_manager.hpp` import was removed and replaced by the correct imports wherever needed, as to reduce spread of those files only to where they are truly useful. ### Additional things The commits have been split into (chrono-)logical steps: - `feat`: split the Event Manager, and replace the imports - `refactor`, `chore`: make various small changes to match the required structure - `docs`: add documentation for events and requests Hopefully, this will help to review the PR. *Note: Beware of very long rebuild times in between the commits, use them sparingly! The Actions will ensure this PR builds anyways* Closes #2013 --------- Signed-off-by: BioTheWolff <47079795+BioTheWolff@users.noreply.github.com> Co-authored-by: Nik <werwolv98@gmail.com>
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#include <hex/api/events/requests_lifecycle.hpp>
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#include <hex/helpers/utils.hpp>
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#include <hex/helpers/fmt.hpp>
#include <hex/helpers/logger.hpp>
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#include <fmt/chrono.h>
#include <romfs/romfs.hpp>
#include <imgui.h>
#include <imgui_internal.h>
#include <hex/ui/imgui_imhex_extensions.h>
#include <imgui_impl_glfw.h>
#include <imgui_impl_opengl3.h>
#include <GLFW/glfw3.h>
#include <opengl_support.h>
#include <wolv/utils/guards.hpp>
#include <future>
#include <numeric>
#include <random>
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#include <hex/api/task_manager.hpp>
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#include <nlohmann/json.hpp>
using namespace std::literals::chrono_literals;
namespace hex::init {
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constexpr static auto WindowSize = ImVec2(640, 400);
struct GlfwError {
int errorCode = 0;
std::string desc;
};
GlfwError lastGlfwError;
WindowSplash::WindowSplash() : m_window(nullptr) {
this->initGLFW();
this->initImGui();
this->loadAssets();
{
auto glVendor = reinterpret_cast<const char *>(glGetString(GL_VENDOR));
auto glRenderer = reinterpret_cast<const char *>(glGetString(GL_RENDERER));
auto glVersion = reinterpret_cast<const char *>(glGetString(GL_VERSION));
auto glShadingLanguageVersion = reinterpret_cast<const char *>(glGetString(GL_SHADING_LANGUAGE_VERSION));
log::debug("OpenGL Vendor: '{}'", glVendor);
log::debug("OpenGL Renderer: '{}'", glRenderer);
log::debug("OpenGL Version: '{}'", glVersion);
log::debug("OpenGL Shading Language Version: '{}'", glShadingLanguageVersion);
ImHexApi::System::impl::setGPUVendor(glVendor);
ImHexApi::System::impl::setGLRenderer(glRenderer);
}
RequestAddInitTask::subscribe([this](const std::string& name, bool async, const TaskFunction &function){
m_tasks.push_back(Task{ name, function, async, false });
});
}
WindowSplash::~WindowSplash() {
// Clear textures before deinitializing glfw
m_splashBackgroundTexture.reset();
m_splashTextTexture.reset();
this->exitImGui();
this->exitGLFW();
}
static void centerWindow(GLFWwindow *window) {
// Get the primary monitor
GLFWmonitor *monitor = glfwGetPrimaryMonitor();
if (!monitor)
return;
// Get information about the monitor
const GLFWvidmode *mode = glfwGetVideoMode(monitor);
if (!mode)
return;
// Get the position of the monitor's viewport on the virtual screen
int monitorX, monitorY;
glfwGetMonitorPos(monitor, &monitorX, &monitorY);
// Get the window size
int windowWidth, windowHeight;
glfwGetWindowSize(window, &windowWidth, &windowHeight);
// Center the splash screen on the monitor
glfwSetWindowPos(window, monitorX + (mode->width - windowWidth) / 2, monitorY + (mode->height - windowHeight) / 2);
}
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static ImColor getHighlightColor(u32 index) {
static auto highlightConfig = nlohmann::json::parse(romfs::get("splash_colors.json").string());
static std::list<nlohmann::json> selectedConfigs;
static nlohmann::json selectedConfig;
static std::mt19937 random(std::random_device{}());
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if (selectedConfigs.empty()) {
const auto now = []{
const auto now = std::chrono::system_clock::now();
const auto time = std::chrono::system_clock::to_time_t(now);
return fmt::localtime(time);
}();
for (const auto &colorConfig : highlightConfig) {
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if (!colorConfig.contains("time")) {
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selectedConfigs.push_back(colorConfig);
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} else {
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const auto &time = colorConfig["time"];
const auto &start = time["start"];
const auto &end = time["end"];
if ((now.tm_mon + 1) >= start[0] && (now.tm_mon + 1) <= end[0]) {
if (now.tm_mday >= start[1] && now.tm_mday <= end[1]) {
selectedConfigs.push_back(colorConfig);
}
}
}
}
// Remove the default color theme if there's another one available
if (selectedConfigs.size() != 1)
selectedConfigs.erase(selectedConfigs.begin());
selectedConfig = *std::next(selectedConfigs.begin(), random() % selectedConfigs.size());
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log::debug("Using '{}' highlight color theme", selectedConfig["name"].get<std::string>());
}
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const auto colorString = selectedConfig["colors"][index % selectedConfig["colors"].size()].get<std::string>();
if (colorString == "random") {
float r, g, b;
ImGui::ColorConvertHSVtoRGB(
float(random() % 360) / 100.0F,
float(25 + random() % 70) / 100.0F,
float(85 + random() % 10) / 100.0F,
r, g, b);
return { r, g, b, 0x50 / 255.0F };
} else if (colorString.starts_with("#")) {
u32 color = std::strtoul(colorString.substr(1).c_str(), nullptr, 16);
return IM_COL32((color >> 16) & 0xFF, (color >> 8) & 0xFF, color & 0xFF, 0x50);
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} else {
log::error("Invalid color string '{}'", colorString);
return IM_COL32(0xFF, 0x00, 0xFF, 0xFF);
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}
}
void WindowSplash::createTask(const Task& task) {
auto runTask = [&, task] {
try {
// Save an iterator to the current task name
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decltype(m_currTaskNames)::iterator taskNameIter;
{
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std::lock_guard guard(m_progressMutex);
m_currTaskNames.push_back(task.name + "...");
taskNameIter = std::prev(m_currTaskNames.end());
}
// When the task finished, increment the progress bar
ON_SCOPE_EXIT {
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m_completedTaskCount += 1;
m_progress = float(m_completedTaskCount) / float(m_totalTaskCount);
};
// Execute the actual task and track the amount of time it took to run
auto startTime = std::chrono::high_resolution_clock::now();
bool taskStatus = task.callback();
auto endTime = std::chrono::high_resolution_clock::now();
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auto milliseconds = std::chrono::duration_cast<std::chrono::milliseconds>(endTime - startTime).count();
if (taskStatus)
log::info("Task '{}' finished successfully in {} ms", task.name, milliseconds);
else
log::warn("Task '{}' finished unsuccessfully in {} ms", task.name, milliseconds);
// Track the overall status of the tasks
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m_taskStatus = m_taskStatus && taskStatus;
// Erase the task name from the list of running tasks
{
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std::lock_guard guard(m_progressMutex);
m_currTaskNames.erase(taskNameIter);
}
} catch (const std::exception &e) {
log::error("Init task '{}' threw an exception: {}", task.name, e.what());
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m_taskStatus = false;
} catch (...) {
log::error("Init task '{}' threw an unidentifiable exception", task.name);
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m_taskStatus = false;
}
};
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m_totalTaskCount += 1;
// If the task can be run asynchronously, run it in a separate thread
// otherwise run it in this thread and wait for it to finish
if (task.async) {
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std::thread([name = task.name, runTask = std::move(runTask)] {
TaskManager::setCurrentThreadName(name);
runTask();
}).detach();
} else {
runTask();
}
}
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std::future<bool> WindowSplash::processTasksAsync() {
return std::async(std::launch::async, [this] {
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TaskManager::setCurrentThreadName("Init Tasks");
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auto startTime = std::chrono::high_resolution_clock::now();
// Check every 100ms if all tasks have run
while (true) {
// Loop over all registered init tasks
for (auto it = m_tasks.begin(); it != m_tasks.end(); ++it) {
// Construct a new task callback
if (!it->running) {
this->createTask(*it);
it->running = true;
}
}
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{
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std::scoped_lock lock(m_tasksMutex);
if (m_completedTaskCount >= m_totalTaskCount)
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break;
}
std::this_thread::sleep_for(100ms);
}
auto endTime = std::chrono::high_resolution_clock::now();
auto milliseconds = std::chrono::duration_cast<std::chrono::milliseconds>(endTime - startTime).count();
log::info("ImHex fully started in {}ms", milliseconds);
// Small extra delay so the last progress step is visible
std::this_thread::sleep_for(100ms);
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return m_taskStatus.load();
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});
}
FrameResult WindowSplash::fullFrame() {
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glfwSetWindowSize(m_window, WindowSize.x, WindowSize.y);
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centerWindow(m_window);
glfwPollEvents();
// Start a new ImGui frame
ImGui_ImplOpenGL3_NewFrame();
ImGui_ImplGlfw_NewFrame();
ImGui::NewFrame();
// Draw the splash screen background
auto drawList = ImGui::GetBackgroundDrawList();
{
// Draw the splash screen background
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drawList->AddImage(this->m_splashBackgroundTexture, ImVec2(0, 0), WindowSize);
{
// Function to highlight a given number of bytes at a position in the splash screen
const auto highlightBytes = [&](ImVec2 start, size_t count, ImColor color, float opacity) {
// Dimensions and number of bytes that are drawn. Taken from the splash screen image
const auto hexSize = ImVec2(29, 18);
const auto hexSpacing = ImVec2(17.4, 15);
const auto hexStart = ImVec2(27, 127);
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constexpr auto HexCount = ImVec2(13, 7);
bool isStart = true;
color.Value.w *= opacity;
// Loop over all the bytes on the splash screen
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for (u32 y = u32(start.y); y < u32(HexCount.y); y += 1) {
for (u32 x = u32(start.x); x < u32(HexCount.x); x += 1) {
if (count-- == 0)
return;
// Find the start position of the byte to draw
auto pos = hexStart + ImVec2(float(x), float(y)) * (hexSize + hexSpacing);
// Fill the rectangle in the byte with the given color
drawList->AddRectFilled(pos + ImVec2(0, -hexSpacing.y / 2), pos + hexSize + ImVec2(0, hexSpacing.y / 2), color);
// Add some extra color on the right if the current byte isn't the last byte, and we didn't reach the right side of the image
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if (count > 0 && x != u32(HexCount.x) - 1)
drawList->AddRectFilled(pos + ImVec2(hexSize.x, -hexSpacing.y / 2), pos + hexSize + ImVec2(hexSpacing.x, hexSpacing.y / 2), color);
// Add some extra color on the left if this is the first byte we're highlighting
if (isStart) {
isStart = false;
drawList->AddRectFilled(pos - hexSpacing / 2, pos + ImVec2(0, hexSize.y + hexSpacing.y / 2), color);
}
// Add some extra color on the right if this is the last byte
if (count == 0) {
drawList->AddRectFilled(pos + ImVec2(hexSize.x, -hexSpacing.y / 2), pos + hexSize + hexSpacing / 2, color);
}
}
start.x = 0;
}
};
// Draw all highlights, slowly fading them in as the init tasks progress
for (const auto &highlight : this->m_highlights)
highlightBytes(highlight.start, highlight.count, highlight.color, this->m_progressLerp);
}
this->m_progressLerp += (m_progress - this->m_progressLerp) * 0.1F;
// Draw the splash screen foreground
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drawList->AddImage(this->m_splashTextTexture, ImVec2(0, 0), WindowSize);
// Draw the "copyright" notice
drawList->AddText(ImVec2(35, 85), ImColor(0xFF, 0xFF, 0xFF, 0xFF), hex::format("WerWolv\n2020 - {0}", &__DATE__[7]).c_str());
// Draw version information
// In debug builds, also display the current commit hash and branch
#if defined(DEBUG)
const static auto VersionInfo = hex::format("{0} : {1}@{2}", ImHexApi::System::getImHexVersion().get(), ImHexApi::System::getCommitBranch(), ImHexApi::System::getCommitHash());
#else
const static auto VersionInfo = hex::format("{0}", ImHexApi::System::getImHexVersion().get());
#endif
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drawList->AddText(ImVec2((WindowSize.x - ImGui::CalcTextSize(VersionInfo.c_str()).x) / 2, 105), ImColor(0xFF, 0xFF, 0xFF, 0xFF), VersionInfo.c_str());
}
// Draw the task progress bar
{
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std::lock_guard guard(m_progressMutex);
const auto progressBackgroundStart = ImVec2(99, 357);
const auto progressBackgroundSize = ImVec2(442, 30);
const auto progressStart = progressBackgroundStart + ImVec2(0, 20);
const auto progressSize = ImVec2(progressBackgroundSize.x * m_progress, 10);
// Draw progress bar
drawList->AddRectFilled(progressStart, progressStart + progressSize, 0xD0FFFFFF);
// Draw task names separated by | characters
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if (!m_currTaskNames.empty()) {
drawList->PushClipRect(progressBackgroundStart, progressBackgroundStart + progressBackgroundSize, true);
drawList->AddText(progressStart + ImVec2(5, -20), ImColor(0xFF, 0xFF, 0xFF, 0xFF), hex::format("{}", fmt::join(m_currTaskNames, " | ")).c_str());
drawList->PopClipRect();
}
}
// Render the frame
ImGui::Render();
int displayWidth, displayHeight;
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glfwGetFramebufferSize(m_window, &displayWidth, &displayHeight);
glViewport(0, 0, displayWidth, displayHeight);
glClearColor(0.00F, 0.00F, 0.00F, 0.00F);
glClear(GL_COLOR_BUFFER_BIT);
ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
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glfwSwapBuffers(m_window);
// Check if all background tasks have finished so the splash screen can be closed
if (this->m_tasksSucceeded.wait_for(0s) == std::future_status::ready) {
if (this->m_tasksSucceeded.get()) {
log::debug("All tasks finished successfully!");
return FrameResult::Success;
} else {
log::warn("All tasks finished, but some failed");
return FrameResult::Failure;
}
}
return FrameResult::Running;
}
bool WindowSplash::loop() {
// Splash window rendering loop
while (true) {
auto frameResult = this->fullFrame();
if (frameResult == FrameResult::Success)
return true;
else if (frameResult == FrameResult::Failure)
return false;
}
}
void WindowSplash::initGLFW() {
glfwSetErrorCallback([](int errorCode, const char *desc) {
bool isWaylandError = errorCode == GLFW_PLATFORM_ERROR;
#if defined(GLFW_FEATURE_UNAVAILABLE)
isWaylandError = isWaylandError || (errorCode == GLFW_FEATURE_UNAVAILABLE);
#endif
isWaylandError = isWaylandError && std::string_view(desc).contains("Wayland");
if (isWaylandError) {
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// Ignore error spam caused by Wayland not supporting moving or resizing
// windows or querying their position and size.
return;
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}
lastGlfwError.errorCode = errorCode;
lastGlfwError.desc = std::string(desc);
log::error("GLFW Error [{}] : {}", errorCode, desc);
});
if (!glfwInit()) {
log::fatal("Failed to initialize GLFW!");
std::exit(EXIT_FAILURE);
}
// Configure used OpenGL version
#if defined(OS_MACOS)
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 2);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
glfwWindowHint(GLFW_COCOA_RETINA_FRAMEBUFFER, GLFW_FALSE);
impr: Don't force using discrete graphics card on macOS (#1341) <!-- Please provide as much information as possible about what your PR aims to do. PRs with no description will most likely be closed until more information is provided. If you're planing on changing fundamental behaviour or add big new features, please open a GitHub Issue first before starting to work on it. If it's not something big and you still want to contact us about it, feel free to do so ! --> ### Problem description <!-- Describe the bug that you fixed/feature request that you implemented, or link to an existing issue describing it --> When starting ImHex on a MacBook model with both integrated and discrete graphics, it will force the computer to use the discrete graphics card. This causes increased power usage, meaning the fans will spin up, the battery will drain faster, etc. This program is not very graphics intensive, so using the discrete graphics card shouldn't be needed. ### Implementation description <!-- Explain what you did to correct the problem --> I changed the [`GLFW_COCOA_GRAPHICS_SWITCHING`](https://www.glfw.org/docs/latest/window_guide.html#window_hints_osx) setting in GLFW to not enforce using the discrete graphics. ### Screenshots <!-- If your change is visual, take a screenshot showing it. Ideally, make before/after sceenshots --> ### Additional things <!-- Anything else you would like to say --> My editor is configured to automatically remove trailing whitespace, so I hope that those whitespace changes are ok
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glfwWindowHint(GLFW_COCOA_GRAPHICS_SWITCHING, GLFW_TRUE);
#else
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0);
#endif
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#if defined(OS_LINUX)
#if defined(GLFW_WAYLAND_APP_ID)
glfwWindowHintString(GLFW_WAYLAND_APP_ID, "imhex");
#endif
#if defined(GLFW_SCALE_FRAMEBUFFER)
glfwWindowHint(GLFW_SCALE_FRAMEBUFFER, GLFW_TRUE);
#endif
glfwWindowHint(GLFW_SCALE_TO_MONITOR, GLFW_TRUE);
#endif
// Make splash screen non-resizable, undecorated and transparent
glfwWindowHint(GLFW_RESIZABLE, GLFW_FALSE);
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GLFW_TRUE);
glfwWindowHint(GLFW_TRANSPARENT_FRAMEBUFFER, GLFW_TRUE);
glfwWindowHint(GLFW_DECORATED, GLFW_FALSE);
glfwWindowHint(GLFW_FLOATING, GLFW_FALSE);
glfwWindowHint(GLFW_CLIENT_API, GLFW_OPENGL_API);
// Create the splash screen window
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m_window = glfwCreateWindow(1, 1, "Starting ImHex...", nullptr, nullptr);
if (m_window == nullptr) {
hex::nativeErrorMessage(hex::format(
"Failed to create GLFW window: [{}] {}.\n"
"You may not have a renderer available.\n"
"The most common cause of this is using a virtual machine\n"
"You may want to try a release artifact ending with 'NoGPU'"
, lastGlfwError.errorCode, lastGlfwError.desc));
std::exit(EXIT_FAILURE);
}
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ImHexApi::System::impl::setMainWindowHandle(m_window);
// Force window to be fully opaque by default
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glfwSetWindowOpacity(m_window, 1.0F);
// Calculate native scale factor for hidpi displays
{
float xScale = 0, yScale = 0;
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glfwGetWindowContentScale(m_window, &xScale, &yScale);
auto meanScale = std::midpoint(xScale, yScale);
if (meanScale <= 0.0F)
meanScale = 1.0F;
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meanScale /= hex::ImHexApi::System::getBackingScaleFactor();
ImHexApi::System::impl::setGlobalScale(meanScale);
ImHexApi::System::impl::setNativeScale(meanScale);
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log::info("Native scaling set to: {:.1f}", meanScale);
}
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glfwMakeContextCurrent(m_window);
glfwSwapInterval(1);
}
void WindowSplash::initImGui() {
// Initialize ImGui
IMGUI_CHECKVERSION();
GImGui = ImGui::CreateContext();
ImGui::StyleColorsDark();
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ImGui_ImplGlfw_InitForOpenGL(m_window, true);
#if defined(OS_MACOS)
ImGui_ImplOpenGL3_Init("#version 150");
#elif defined(OS_WEB)
ImGui_ImplOpenGL3_Init();
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ImGui_ImplGlfw_InstallEmscriptenCallbacks(m_window, "#canvas");
#else
ImGui_ImplOpenGL3_Init("#version 130");
#endif
auto &io = ImGui::GetIO();
ImGui::GetStyle().ScaleAllSizes(ImHexApi::System::getGlobalScale());
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// Load fonts necessary for the splash screen
{
io.Fonts->Clear();
ImFontConfig cfg;
cfg.OversampleH = cfg.OversampleV = 1, cfg.PixelSnapH = true;
cfg.SizePixels = ImHexApi::Fonts::DefaultFontSize;
io.Fonts->AddFontDefault(&cfg);
std::uint8_t *px;
int w, h;
io.Fonts->GetTexDataAsAlpha8(&px, &w, &h);
// Create new font atlas
GLuint tex;
glGenTextures(1, &tex);
glBindTexture(GL_TEXTURE_2D, tex);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, GL_R8, w, h, 0, GL_ALPHA, GL_UNSIGNED_BYTE, px);
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io.Fonts->SetTexID(tex);
}
// Don't save window settings for the splash screen
io.IniFilename = nullptr;
}
/**
* @brief Initialize resources for the splash window
*/
void WindowSplash::loadAssets() {
// Load splash screen image from romfs
const auto backingScale = ImHexApi::System::getNativeScale() * ImHexApi::System::getBackingScaleFactor();
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this->m_splashBackgroundTexture = ImGuiExt::Texture::fromSVG(romfs::get("splash_background.svg").span(), WindowSize.x * backingScale, WindowSize.y * backingScale, ImGuiExt::Texture::Filter::Linear);
this->m_splashTextTexture = ImGuiExt::Texture::fromSVG(romfs::get("splash_text.svg").span(), WindowSize.x * backingScale, WindowSize.y * backingScale, ImGuiExt::Texture::Filter::Linear);
// If the image couldn't be loaded correctly, something went wrong during the build process
// Close the application since this would lead to errors later on anyway.
if (!this->m_splashBackgroundTexture.isValid() || !this->m_splashTextTexture.isValid()) {
log::error("Could not load splash screen image!");
}
std::mt19937 rng(std::random_device{}());
u32 lastPos = 0;
u32 lastCount = 0;
u32 index = 0;
for (auto &highlight : this->m_highlights) {
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u32 newPos = lastPos + lastCount + (rng() % 35);
u32 newCount = (rng() % 7) + 3;
highlight.start.x = float(newPos % 13);
highlight.start.y = float(newPos / 13);
highlight.count = newCount;
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highlight.color = getHighlightColor(index);
lastPos = newPos;
lastCount = newCount;
index += 1;
}
}
void WindowSplash::startStartupTasks() {
// Launch init tasks in the background
this->m_tasksSucceeded = processTasksAsync();
}
void WindowSplash::exitGLFW() const {
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glfwDestroyWindow(m_window);
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glfwTerminate();
}
void WindowSplash::exitImGui() const {
ImGui_ImplOpenGL3_Shutdown();
ImGui_ImplGlfw_Shutdown();
ImGui::DestroyContext();
}
}