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ImHex/source/init/splash_window.cpp

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#include "init/splash_window.hpp"
#include <hex/helpers/utils.hpp>
#include <hex/helpers/shared_data.hpp>
#include <imgui.h>
#include <imgui_internal.h>
#include <imgui_imhex_extensions.h>
#include <imgui_impl_glfw.h>
#include <imgui_impl_opengl3.h>
#include <glad/glad.h>
#include <GLFW/glfw3.h>
#include <unistd.h>
#include <future>
#include <chrono>
using namespace std::literals::chrono_literals;
namespace hex::init {
WindowSplash::WindowSplash(int &argc, char **&argv) {
SharedData::mainArgc = argc;
SharedData::mainArgv = argv;
this->initGLFW();
this->initImGui();
}
WindowSplash::~WindowSplash() {
this->deinitImGui();
this->deinitGLFW();
}
std::future<bool> WindowSplash::processTasksAsync() {
return std::async(std::launch::async, [this] {
bool status = true;
for (const auto &[name, task] : this->m_tasks) {
{
std::lock_guard guard(this->m_progressMutex);
this->m_currTaskName = name;
}
status = status && task();
{
std::lock_guard guard(this->m_progressMutex);
this->m_progress += 1.0F / m_tasks.size();
}
}
// Small extra delay so the last progress step is visible
std::this_thread::sleep_for(200ms);
return status;
});
}
bool WindowSplash::loop() {
ImTextureID splashTexture;
u32 splashWidth, splashHeight;
for (const auto &path : hex::getPath(hex::ImHexPath::Resources)) {
std::tie(splashTexture, splashWidth, splashHeight) = ImGui::LoadImageFromPath((path + "/splash.png").c_str());
if (splashTexture != nullptr)
break;
}
if (splashTexture == nullptr) {
log::fatal("Could not load splash screen image!");
exit(EXIT_FAILURE);
}
ON_SCOPE_EXIT { ImGui::UnloadImage(splashTexture); };
auto tasksSucceeded = processTasksAsync();
while (!glfwWindowShouldClose(this->m_window)) {
glfwPollEvents();
ImGui_ImplOpenGL3_NewFrame();
ImGui_ImplGlfw_NewFrame();
ImGui::NewFrame();
{
std::lock_guard guard(this->m_progressMutex);
auto drawList = ImGui::GetOverlayDrawList();
drawList->AddImage(splashTexture, ImVec2(0, 0), ImVec2(splashWidth, splashHeight));
drawList->AddText(ImVec2(15, 120), ImColor(0xFF, 0xFF, 0xFF, 0xFF), hex::format("WerWolv 2020 - {0}\n{1} : {2}@{3}", &__DATE__[7], IMHEX_VERSION, GIT_BRANCH, GIT_COMMIT_HASH).c_str());
drawList->AddRectFilled(ImVec2(0, splashHeight - 5), ImVec2(splashWidth * this->m_progress, splashHeight), 0xFFFFFFFF);
drawList->AddText(ImVec2(15, splashHeight - 22), ImColor(0xFF, 0xFF, 0xFF, 0xFF), this->m_currTaskName.data());
}
ImGui::Render();
int display_w, display_h;
glfwGetFramebufferSize(this->m_window, &display_w, &display_h);
glViewport(0, 0, display_w, display_h);
glClearColor(0, 0, 0, 0);
glClear(GL_COLOR_BUFFER_BIT);
ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
glfwSwapBuffers(this->m_window);
if (tasksSucceeded.wait_for(0s) == std::future_status::ready) {
return tasksSucceeded.get();
}
}
return false;
}
static void centerWindow(GLFWwindow *window) {
GLFWmonitor *monitor = glfwGetPrimaryMonitor();
if (!monitor)
return;
const GLFWvidmode *mode = glfwGetVideoMode(monitor);
if (!mode)
return;
int monitorX, monitorY;
glfwGetMonitorPos(monitor, &monitorX, &monitorY);
int windowWidth, windowHeight;
glfwGetWindowSize(window, &windowWidth, &windowHeight);
glfwSetWindowPos(window, monitorX + (mode->width - windowWidth) / 2, monitorY + (mode->height - windowHeight) / 2);
}
void WindowSplash::initGLFW() {
glfwSetErrorCallback([](int error, const char *description) {
log::fatal("GLFW Error: {0} - {0}", error, description);
exit(EXIT_FAILURE);
});
if (!glfwInit()) {
log::fatal("Failed to initialize GLFW!");
exit(EXIT_FAILURE);
}
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0);
glfwWindowHint(GLFW_RESIZABLE, GLFW_FALSE);
glfwWindowHint(GLFW_TRANSPARENT_FRAMEBUFFER, GLFW_TRUE);
glfwWindowHint(GLFW_DECORATED, GLFW_FALSE);
glfwWindowHint(GLFW_FLOATING, GLFW_TRUE);
this->m_window = glfwCreateWindow(640, 400, "ImHex", nullptr, nullptr);
if (this->m_window == nullptr) {
log::fatal("Failed to create GLFW window!");
exit(EXIT_FAILURE);
}
centerWindow(this->m_window);
glfwMakeContextCurrent(this->m_window);
glfwSwapInterval(1);
if (gladLoadGL() == 0) {
log::fatal("Failed to load OpenGL Context!");
exit(EXIT_FAILURE);
}
}
void WindowSplash::initImGui() {
IMGUI_CHECKVERSION();
GImGui = ImGui::CreateContext();
ImGui::StyleColorsDark();
ImGui_ImplGlfw_InitForOpenGL(this->m_window, true);
ImGui_ImplOpenGL3_Init("#version 130");
}
void WindowSplash::deinitGLFW() {
glfwDestroyWindow(this->m_window);
glfwTerminate();
}
void WindowSplash::deinitImGui() {
ImGui_ImplOpenGL3_Shutdown();
ImGui_ImplGlfw_Shutdown();
ImGui::DestroyContext();
}
}