refactor: separate loop and frame logic (#1300)
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4e7c3817ed
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@ -12,6 +12,14 @@ namespace hex::init {
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using TaskFunction = std::function<bool()>;
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enum FrameResult{ success, failure, wait };
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struct Highlight {
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ImVec2 start;
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size_t count;
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ImColor color;
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};
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class WindowSplash {
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public:
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WindowSplash();
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@ -19,6 +27,9 @@ namespace hex::init {
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bool loop();
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FrameResult fullFrame();
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void startStartupTasks();
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void addStartupTask(const std::string &taskName, const TaskFunction &task, bool async) {
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this->m_tasks.emplace_back(taskName, task, async);
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}
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@ -31,6 +42,7 @@ namespace hex::init {
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void initGLFW();
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void initImGui();
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void initMyself();
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void exitGLFW();
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void exitImGui();
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@ -40,6 +52,12 @@ namespace hex::init {
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std::vector<std::tuple<std::string, TaskFunction, bool>> m_tasks;
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std::string m_gpuVendor;
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ImGui::Texture splashBackgroundTexture;
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ImGui::Texture splashTextTexture;
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std::future<bool> tasksSucceeded;
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std::array<Highlight, 3> highlights;
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float progressLerp = 0.0F;
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};
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}
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@ -24,6 +24,7 @@ namespace hex {
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~Window();
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void loop();
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void fullFrame();
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static void initNative();
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@ -43,6 +43,7 @@ namespace hex::init {
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WindowSplash::WindowSplash() : m_window(nullptr) {
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this->initGLFW();
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this->initImGui();
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this->initMyself();
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ImHexApi::System::impl::setGPUVendor(reinterpret_cast<const char *>(glGetString(GL_VENDOR)));
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}
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@ -111,60 +112,7 @@ namespace hex::init {
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});
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}
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bool WindowSplash::loop() {
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// Load splash screen image from romfs
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ImGui::Texture splashBackgroundTexture = ImGui::Texture(romfs::get("splash_background.png").span());
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ImGui::Texture splashTextTexture = ImGui::Texture(romfs::get("splash_text.png").span());
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// If the image couldn't be loaded correctly, something went wrong during the build process
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// Close the application since this would lead to errors later on anyway.
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if (!splashBackgroundTexture.isValid() || !splashTextTexture.isValid()) {
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log::fatal("Could not load splash screen image!");
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std::exit(EXIT_FAILURE);
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}
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// Launch init tasks in background
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auto tasksSucceeded = processTasksAsync();
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auto scale = ImHexApi::System::getGlobalScale();
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struct Highlight {
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ImVec2 start;
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size_t count;
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ImColor color;
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};
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std::array<Highlight, 3> highlights;
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std::mt19937 rng(std::random_device{}());
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u32 lastPos = 0;
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u32 lastCount = 0;
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for (auto &highlight : highlights) {
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auto newPos = lastPos + lastCount + (rng() % 40);
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auto newCount = (rng() % 7) + 3;
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highlight.start.x = newPos % 13;
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highlight.start.y = newPos / 13;
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highlight.count = newCount;
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{
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float r, g, b;
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ImGui::ColorConvertHSVtoRGB(
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(rng() % 360) / 100.0F,
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(25 + rng() % 70) / 100.0F,
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(85 + rng() % 10) / 100.0F,
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r, g, b);
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highlight.color = ImColor(r, g, b, 0x50 / 255.0F);
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}
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lastPos = newPos;
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lastCount = newCount;
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}
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// Splash window rendering loop
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float progressLerp = 0.0F;
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while (!glfwWindowShouldClose(this->m_window)) {
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FrameResult WindowSplash::fullFrame() {
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glfwPollEvents();
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// Start a new ImGui frame
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@ -172,11 +120,13 @@ namespace hex::init {
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ImGui_ImplGlfw_NewFrame();
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ImGui::NewFrame();
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auto scale = ImHexApi::System::getGlobalScale();
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// Draw the splash screen background
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auto drawList = ImGui::GetBackgroundDrawList();
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{
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drawList->AddImage(splashBackgroundTexture, ImVec2(0, 0), splashBackgroundTexture.getSize() * scale);
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drawList->AddImage(this->splashBackgroundTexture, ImVec2(0, 0), this->splashBackgroundTexture.getSize() * scale);
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{
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const auto highlightBytes = [&](ImVec2 start, size_t count, ImColor color, float opacity) {
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@ -215,13 +165,13 @@ namespace hex::init {
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}
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};
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for (const auto &highlight : highlights)
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highlightBytes(highlight.start, highlight.count, highlight.color, progressLerp);
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for (const auto &highlight : this->highlights)
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highlightBytes(highlight.start, highlight.count, highlight.color, this->progressLerp);
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}
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progressLerp += (this->m_progress - progressLerp) * 0.1F;
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this->progressLerp += (this->m_progress - this->progressLerp) * 0.1F;
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drawList->AddImage(splashTextTexture, ImVec2(0, 0), splashTextTexture.getSize() * scale);
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drawList->AddImage(this->splashTextTexture, ImVec2(0, 0), this->splashTextTexture.getSize() * scale);
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drawList->AddText(ImVec2(35, 85) * scale, ImColor(0xFF, 0xFF, 0xFF, 0xFF), hex::format("WerWolv\n2020 - {0}", &__DATE__[7]).c_str());
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@ -231,7 +181,7 @@ namespace hex::init {
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const static auto VersionInfo = hex::format("{0}", ImHexApi::System::getImHexVersion());
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#endif
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drawList->AddText(ImVec2((splashBackgroundTexture.getSize().x * scale - ImGui::CalcTextSize(VersionInfo.c_str()).x) / 2, 105 * scale), ImColor(0xFF, 0xFF, 0xFF, 0xFF), VersionInfo.c_str());
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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());
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}
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// Draw the task progress bar
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@ -264,12 +214,20 @@ namespace hex::init {
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glfwSwapBuffers(this->m_window);
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// Check if all background tasks have finished so the splash screen can be closed
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if (tasksSucceeded.wait_for(0s) == std::future_status::ready) {
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return tasksSucceeded.get();
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}
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if (this->tasksSucceeded.wait_for(0s) == std::future_status::ready) {
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return this->tasksSucceeded.get() ? FrameResult::success : FrameResult::failure;
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}
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return false;
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return FrameResult::wait;
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}
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bool WindowSplash::loop() {
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// Splash window rendering loop
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while (true) {
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auto res = this->fullFrame();
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if (res == FrameResult::success) return true;
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else if (res == FrameResult::failure) return false;
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}
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}
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static void centerWindow(GLFWwindow *window) {
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@ -414,6 +372,55 @@ namespace hex::init {
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io.IniFilename = nullptr;
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}
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/**
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* @brief Initialize resources for the splash window
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*/
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void WindowSplash::initMyself() {
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// Load splash screen image from romfs
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this->splashBackgroundTexture = ImGui::Texture(romfs::get("splash_background.png").span());
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this->splashTextTexture = ImGui::Texture(romfs::get("splash_text.png").span());
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// If the image couldn't be loaded correctly, something went wrong during the build process
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// Close the application since this would lead to errors later on anyway.
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if (!this->splashBackgroundTexture.isValid() || !this->splashTextTexture.isValid()) {
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log::fatal("Could not load splash screen image!");
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std::exit(EXIT_FAILURE);
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}
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std::mt19937 rng(std::random_device{}());
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u32 lastPos = 0;
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u32 lastCount = 0;
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for (auto &highlight : this->highlights) {
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auto newPos = lastPos + lastCount + (rng() % 40);
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auto newCount = (rng() % 7) + 3;
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highlight.start.x = newPos % 13;
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highlight.start.y = newPos / 13;
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highlight.count = newCount;
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{
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float r, g, b;
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ImGui::ColorConvertHSVtoRGB(
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(rng() % 360) / 100.0F,
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(25 + rng() % 70) / 100.0F,
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(85 + rng() % 10) / 100.0F,
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r, g, b);
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highlight.color = ImColor(r, g, b, 0x50 / 255.0F);
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}
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lastPos = newPos;
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lastCount = newCount;
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}
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}
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void WindowSplash::startStartupTasks() {
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// Launch init tasks in background
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this->tasksSucceeded = processTasksAsync();
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}
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void WindowSplash::exitGLFW() {
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glfwDestroyWindow(this->m_window);
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glfwTerminate();
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@ -76,6 +76,8 @@ namespace {
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for (const auto &[name, task, async] : init::getInitTasks())
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splashWindow.addStartupTask(name, task, async);
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splashWindow.startStartupTasks();
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// Draw the splash window while tasks are running
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if (!splashWindow.loop())
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ImHexApi::System::getInitArguments().insert({ "tasks-failed", {} });
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@ -155,6 +155,15 @@ namespace hex {
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});
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}
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void Window::fullFrame() {
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glfwPollEvents();
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// Render frame
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this->frameBegin();
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this->frame();
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this->frameEnd();
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}
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void Window::loop() {
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while (!glfwWindowShouldClose(this->m_window)) {
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this->m_lastFrameTime = glfwGetTime();
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@ -163,8 +172,6 @@ namespace hex {
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// If the application is minimized or not visible, don't render anything
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glfwWaitEvents();
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} else {
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glfwPollEvents();
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// If no events have been received in a while, lower the frame rate
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{
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// If the mouse is down, the mouse is moving or a popup is open, we don't want to lower the frame rate
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@ -197,12 +204,7 @@ namespace hex {
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}
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}
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// Render frame
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this->frameBegin();
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this->frame();
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this->frameEnd();
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glfwSwapInterval(0);
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this->fullFrame();
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// Limit frame rate
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// If the target FPS are below 15, use the monitor refresh rate, if it's above 200, don't limit the frame rate
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