#include "window.hpp" #include "init/splash_window.hpp" #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include 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(); ImHexApi::System::impl::setGPUVendor(reinterpret_cast(glGetString(GL_VENDOR))); } WindowSplash::~WindowSplash() { this->exitImGui(); this->exitGLFW(); } std::future WindowSplash::processTasksAsync() { return std::async(std::launch::async, [this] { bool status = true; std::atomic 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(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(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(); // 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); 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 } // 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(); 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 (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() { 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!"); 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 // 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) { 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)); 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) meanScale /= getBackingScaleFactor(); #endif ImHexApi::System::impl::setGlobalScale(meanScale); ImHexApi::System::impl::setNativeScale(meanScale); 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()); // 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(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(); } }