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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>
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#include <hex/api/task.hpp>
#include <hex/helpers/utils.hpp>
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#include <hex/helpers/utils_macos.hpp>
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#include <hex/helpers/fmt.hpp>
#include <hex/helpers/logger.hpp>
#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 <fonts/fontawesome_font.h>
#include <GLFW/glfw3.h>
#include <wolv/utils/guards.hpp>
#include <unistd.h>
#include <chrono>
#include <future>
#include <numeric>
#include <random>
#if defined(OS_WEB)
#define GLFW_INCLUDE_ES3
#include <GLES3/gl3.h>
#include <emscripten/html5.h>
#else
#include <imgui_impl_opengl3_loader.h>
#endif
using namespace std::literals::chrono_literals;
namespace hex::init {
struct GlfwError {
int errorCode = 0;
std::string desc;
};
GlfwError lastGlfwError;
WindowSplash::WindowSplash() : m_window(nullptr) {
this->initGLFW();
this->initImGui();
this->initMyself();
ImHexApi::System::impl::setGPUVendor(reinterpret_cast<const char *>(glGetString(GL_VENDOR)));
}
WindowSplash::~WindowSplash() {
this->exitImGui();
this->exitGLFW();
}
std::future<bool> WindowSplash::processTasksAsync() {
return std::async(std::launch::async, [this] {
bool status = true;
std::atomic<u32> tasksCompleted = 0;
// Loop over all registered init tasks
for (const auto &[name, task, async] : this->m_tasks) {
// Construct a new task callback
auto runTask = [&, task = task, name = name] {
try {
// Save an iterator to the current task name
decltype(this->m_currTaskNames)::iterator taskNameIter;
{
std::lock_guard guard(this->m_progressMutex);
this->m_currTaskNames.push_back(name + "...");
taskNameIter = std::prev(this->m_currTaskNames.end());
}
// When the task finished, increment the progress bar
ON_SCOPE_EXIT {
tasksCompleted++;
this->m_progress = float(tasksCompleted) / this->m_tasks.size();
};
// 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();
auto endTime = std::chrono::high_resolution_clock::now();
log::info("Task '{}' finished {} in {} ms",
name,
taskStatus ? "successfully" : "unsuccessfully",
std::chrono::duration_cast<std::chrono::milliseconds>(endTime - startTime).count()
);
// Track the overall status of the tasks
status = status && taskStatus;
// Erase the task name from the list of running tasks
{
std::lock_guard guard(this->m_progressMutex);
this->m_currTaskNames.erase(taskNameIter);
}
} catch (const std::exception &e) {
log::error("Init task '{}' threw an exception: {}", name, e.what());
status = false;
} catch (...) {
log::error("Init task '{}' threw an unidentifiable exception", name);
status = false;
}
};
// 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 (async) {
std::thread([runTask]{ runTask(); }).detach();
} else {
runTask();
}
}
// Check every 100ms if all tasks have run
while (tasksCompleted < this->m_tasks.size()) {
std::this_thread::sleep_for(100ms);
}
// Small extra delay so the last progress step is visible
std::this_thread::sleep_for(100ms);
return status;
});
}
FrameResult WindowSplash::fullFrame() {
glfwPollEvents();
// Start a new ImGui frame
ImGui_ImplOpenGL3_NewFrame();
ImGui_ImplGlfw_NewFrame();
ImGui::NewFrame();
auto scale = ImHexApi::System::getGlobalScale();
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// Draw the splash screen background
auto drawList = ImGui::GetBackgroundDrawList();
{
// Draw the splash screen background
drawList->AddImage(this->splashBackgroundTexture, ImVec2(0, 0), this->splashBackgroundTexture.getSize() * scale);
{
// 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) * scale;
const auto hexSpacing = ImVec2(17.4, 15) * scale;
const auto hexStart = ImVec2(27, 127) * scale;
const auto hexCount = ImVec2(13, 7);
bool isStart = true;
color.Value.w *= opacity;
// Loop over all the bytes on the splash screen
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
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->highlights)
highlightBytes(highlight.start, highlight.count, highlight.color, this->progressLerp);
}
this->progressLerp += (this->m_progress - this->progressLerp) * 0.1F;
// Draw the splash screen foreground
drawList->AddImage(this->splashTextTexture, ImVec2(0, 0), this->splashTextTexture.getSize() * scale);
// Draw the "copyright" notice
drawList->AddText(ImVec2(35, 85) * scale, 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}@{3}", ImHexApi::System::getImHexVersion(), ICON_FA_CODE_BRANCH, ImHexApi::System::getCommitBranch(), ImHexApi::System::getCommitHash());
#else
const static auto VersionInfo = hex::format("{0}", ImHexApi::System::getImHexVersion());
#endif
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drawList->AddText(ImVec2((this->splashBackgroundTexture.getSize().x * scale - ImGui::CalcTextSize(VersionInfo.c_str()).x) / 2, 105 * scale), ImColor(0xFF, 0xFF, 0xFF, 0xFF), VersionInfo.c_str());
}
// Draw the task progress bar
{
std::lock_guard guard(this->m_progressMutex);
const auto progressBackgroundStart = ImVec2(99, 357) * scale;
const auto progressBackgroundSize = ImVec2(442, 30) * scale;
const auto progressStart = progressBackgroundStart + ImVec2(0, 20) * scale;
const auto progressSize = ImVec2(progressBackgroundSize.x * this->m_progress, 10 * scale);
// Draw progress bar
drawList->AddRectFilled(progressStart, progressStart + progressSize, 0xD0FFFFFF);
// Draw task names separated by | characters
if (!this->m_currTaskNames.empty()) {
drawList->PushClipRect(progressBackgroundStart, progressBackgroundStart + progressBackgroundSize, true);
drawList->AddText(progressStart + ImVec2(5, -20) * scale, ImColor(0xFF, 0xFF, 0xFF, 0xFF), hex::format("{}", fmt::join(this->m_currTaskNames, " | ")).c_str());
drawList->PopClipRect();
}
}
// Render the frame
ImGui::Render();
int displayWidth, displayHeight;
glfwGetFramebufferSize(this->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());
glfwSwapBuffers(this->m_window);
// Check if all background tasks have finished so the splash screen can be closed
if (this->tasksSucceeded.wait_for(0s) == std::future_status::ready) {
if (this->tasksSucceeded.get()) {
log::debug("All tasks finished with success !");
return FrameResult::success;
} else {
log::warn("All tasks finished, but some failed");
return FrameResult::failure;
}
}
return FrameResult::wait;
}
bool WindowSplash::loop() {
// Splash window rendering loop
while (true) {
auto res = this->fullFrame();
if (res == FrameResult::success) return true;
else if (res == FrameResult::failure) return false;
}
}
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);
}
void WindowSplash::initGLFW() {
glfwSetErrorCallback([](int errorCode, const char *desc) {
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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// 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
this->m_window = glfwCreateWindow(1, 400, "Starting ImHex...", nullptr, nullptr);
if (this->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);
}
// Calculate native scale factor for hidpi displays
{
float xScale = 0, yScale = 0;
glfwGetWindowContentScale(this->m_window, &xScale, &yScale);
auto meanScale = std::midpoint(xScale, yScale);
if (meanScale <= 0.0F)
meanScale = 1.0F;
#if defined(OS_MACOS)
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meanScale /= getBackingScaleFactor();
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#elif defined(OS_WEB)
meanScale = 1.0F;
#endif
ImHexApi::System::impl::setGlobalScale(meanScale);
ImHexApi::System::impl::setNativeScale(meanScale);
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log::info("Native scaling set to: {:.1f}", meanScale);
}
glfwSetWindowSize(this->m_window, 640_scaled, 400_scaled);
centerWindow(this->m_window);
glfwMakeContextCurrent(this->m_window);
glfwSwapInterval(1);
}
void WindowSplash::initImGui() {
// Initialize ImGui
IMGUI_CHECKVERSION();
GImGui = ImGui::CreateContext();
ImGui::StyleColorsDark();
ImGui_ImplGlfw_InitForOpenGL(this->m_window, true);
#if defined(OS_MACOS)
ImGui_ImplOpenGL3_Init("#version 150");
#elif defined(OS_WEB)
ImGui_ImplOpenGL3_Init();
#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 = 13.0_scaled;
io.Fonts->AddFontDefault(&cfg);
cfg.MergeMode = true;
ImWchar fontAwesomeRange[] = {
ICON_MIN_FA, ICON_MAX_FA, 0
};
std::uint8_t *px;
int w, h;
io.Fonts->AddFontFromMemoryCompressedTTF(font_awesome_compressed_data, font_awesome_compressed_size, 11.0_scaled, &cfg, fontAwesomeRange);
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);
io.Fonts->SetTexID(reinterpret_cast<ImTextureID>(tex));
}
// Don't save window settings for the splash screen
io.IniFilename = nullptr;
}
/**
* @brief Initialize resources for the splash window
*/
void WindowSplash::initMyself() {
// Load splash screen image from romfs
this->splashBackgroundTexture = ImGui::Texture(romfs::get("splash_background.png").span());
this->splashTextTexture = ImGui::Texture(romfs::get("splash_text.png").span());
// 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->splashBackgroundTexture.isValid() || !this->splashTextTexture.isValid()) {
log::fatal("Could not load splash screen image!");
std::exit(EXIT_FAILURE);
}
std::mt19937 rng(std::random_device{}());
u32 lastPos = 0;
u32 lastCount = 0;
for (auto &highlight : this->highlights) {
auto newPos = lastPos + lastCount + (rng() % 40);
auto newCount = (rng() % 7) + 3;
highlight.start.x = newPos % 13;
highlight.start.y = newPos / 13;
highlight.count = newCount;
{
float r, g, b;
ImGui::ColorConvertHSVtoRGB(
(rng() % 360) / 100.0F,
(25 + rng() % 70) / 100.0F,
(85 + rng() % 10) / 100.0F,
r, g, b);
highlight.color = ImColor(r, g, b, 0x50 / 255.0F);
}
lastPos = newPos;
lastCount = newCount;
}
}
void WindowSplash::startStartupTasks() {
// Launch init tasks in the background
this->tasksSucceeded = processTasksAsync();
}
void WindowSplash::exitGLFW() {
glfwDestroyWindow(this->m_window);
glfwTerminate();
}
void WindowSplash::exitImGui() {
ImGui_ImplOpenGL3_Shutdown();
ImGui_ImplGlfw_Shutdown();
ImGui::DestroyContext();
}
}