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ImHex/main/source/init/splash_window.cpp

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#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>
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#define IMGUI_DEFINE_MATH_OPERATORS
#include <imgui_internal.h>
#include <hex/ui/imgui_imhex_extensions.h>
#include <imgui_impl_glfw.h>
#include <imgui_impl_opengl3.h>
#include <imgui_impl_opengl3_loader.h>
#include <fonts/fontawesome_font.h>
#include <GLFW/glfw3.h>
#include <wolv/utils/guards.hpp>
#include <unistd.h>
#include <chrono>
#include <future>
#include <numeric>
using namespace std::literals::chrono_literals;
namespace hex::init {
WindowSplash::WindowSplash() : m_window(nullptr) {
this->initGLFW();
this->initImGui();
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;
for (const auto &[name, task, async] : this->m_tasks) {
auto runTask = [&, task = task, name = name] {
{
std::lock_guard guard(this->m_progressMutex);
this->m_currTaskName = name;
}
ON_SCOPE_EXIT {
tasksCompleted++;
this->m_progress = float(tasksCompleted) / this->m_tasks.size();
};
auto startTime = std::chrono::high_resolution_clock::now();
if (!task())
status = false;
auto endTime = std::chrono::high_resolution_clock::now();
log::info("Task '{}' finished in {} ms", name, std::chrono::duration_cast<std::chrono::milliseconds>(endTime-startTime).count());
};
try {
if (async) {
TaskManager::createBackgroundTask(name, [runTask](auto&){ runTask(); });
} else {
runTask();
}
} catch (std::exception &e) {
log::error("Init task '{}' threw an exception: {}", name, e.what());
status = false;
}
}
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;
});
}
bool WindowSplash::loop() {
// Load splash screen image from romfs
auto splash = romfs::get("splash.png");
ImGui::Texture splashTexture = ImGui::Texture(reinterpret_cast<const ImU8 *>(splash.data()), splash.size());
// 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 (!splashTexture.isValid()) {
log::fatal("Could not load splash screen image!");
exit(EXIT_FAILURE);
}
// Launch init tasks in background
auto tasksSucceeded = processTasksAsync();
auto scale = ImHexApi::System::getGlobalScale();
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// Splash window rendering loop
while (!glfwWindowShouldClose(this->m_window)) {
glfwPollEvents();
// Start a new ImGui frame
ImGui_ImplOpenGL3_NewFrame();
ImGui_ImplGlfw_NewFrame();
ImGui::NewFrame();
// Draw the splash screen background
auto drawList = ImGui::GetForegroundDrawList();
{
drawList->AddImage(splashTexture, ImVec2(0, 0), splashTexture.getSize() * scale);
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drawList->AddText(ImVec2(15, 120) * scale, ImColor(0xFF, 0xFF, 0xFF, 0xFF), hex::format("WerWolv 2020 - {0}", &__DATE__[7]).c_str());
#if defined(DEBUG) && defined(GIT_BRANCH) && defined(GIT_COMMIT_HASH_SHORT)
drawList->AddText(ImVec2(15, 140) * scale, ImColor(0xFF, 0xFF, 0xFF, 0xFF), hex::format("{0} : {1} {2}@{3}", IMHEX_VERSION, ICON_FA_CODE_BRANCH, GIT_BRANCH, GIT_COMMIT_HASH_SHORT).c_str());
#else
drawList->AddText(ImVec2(15, 140) * scale, ImColor(0xFF, 0xFF, 0xFF, 0xFF), hex::format("{0}", IMHEX_VERSION).c_str());
#endif
}
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// Draw the task progress bar
{
std::lock_guard guard(this->m_progressMutex);
drawList->AddRectFilled(ImVec2(0, splashTexture.getSize().y - 5) * scale, ImVec2(splashTexture.getSize().x * this->m_progress, splashTexture.getSize().y) * scale, 0xFFFFFFFF);
drawList->AddText(ImVec2(15, splashTexture.getSize().y - 25) * scale, ImColor(0xFF, 0xFF, 0xFF, 0xFF), hex::format("[{}] {}...", "|/-\\"[ImU32(ImGui::GetTime() * 15) % 4], this->m_currTaskName).c_str());
}
// Render the frame
ImGui::Render();
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int displayWidth, displayHeight;
glfwGetFramebufferSize(this->m_window, &displayWidth, &displayHeight);
glViewport(0, 0, displayWidth, displayHeight);
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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 (tasksSucceeded.wait_for(0s) == std::future_status::ready) {
return tasksSucceeded.get();
}
}
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() {
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glfwSetErrorCallback([](int error, const char *desc) {
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log::error("GLFW Error [{}] : {}", error, desc);
});
if (!glfwInit()) {
log::fatal("Failed to initialize GLFW!");
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);
#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);
// Create the splash screen window
this->m_window = glfwCreateWindow(1, 400, "Starting ImHex...", nullptr, nullptr);
if (this->m_window == nullptr) {
log::fatal("Failed to create GLFW window!");
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();
#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");
#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;
}
void WindowSplash::exitGLFW() {
glfwDestroyWindow(this->m_window);
glfwTerminate();
}
void WindowSplash::exitImGui() {
ImGui_ImplOpenGL3_Shutdown();
ImGui_ImplGlfw_Shutdown();
ImGui::DestroyContext();
}
}