#include "init/splash_window.hpp" #include #include #include #include #include #include #include #include #include #include #include #include #include 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 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; } try { status = task() && status; } catch (...) { status = false; } { 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)); #if defined(DEBUG) drawList->AddText(ImVec2(15, 120), ImColor(0xFF, 0xFF, 0xFF, 0xFF), hex::format("WerWolv 2020 - {0}", &__DATE__[7]).c_str()); drawList->AddText(ImVec2(15, 140), ImColor(0xFF, 0xFF, 0xFF, 0xFF), hex::format("{0} : {1} {2}@{3}", IMHEX_VERSION, ICON_FA_CODE_BRANCH, GIT_BRANCH, GIT_COMMIT_HASH).c_str()); #else drawList->AddText(ImVec2(15, 120), ImColor(0xFF, 0xFF, 0xFF, 0xFF), hex::format("WerWolv 2020 - {0}", &__DATE__[7]).c_str()); drawList->AddText(ImVec2(15, 140), ImColor(0xFF, 0xFF, 0xFF, 0xFF), hex::format("{0}", IMHEX_VERSION).c_str()); #endif drawList->AddRectFilled(ImVec2(0, splashHeight - 5), ImVec2(splashWidth * this->m_progress, splashHeight), 0xFFFFFFFF); drawList->AddText(ImVec2(15, splashHeight - 25), ImColor(0xFF, 0xFF, 0xFF, 0xFF), hex::format("[{}] {}", "|/-\\"[ImU32(ImGui::GetTime() * 15) % 4], this->m_currTaskName).c_str()); } 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, 2); glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); 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"); auto &io = ImGui::GetIO(); io.Fonts->Clear(); ImFontConfig cfg; cfg.OversampleH = cfg.OversampleV = 1, cfg.PixelSnapH = true; cfg.SizePixels = 13.0f; 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, 11.0f, &cfg, fontAwesomeRange); io.Fonts->GetTexDataAsRGBA32(&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_RGBA8, w, h, 0, GL_RGBA8, GL_UNSIGNED_INT, px); io.Fonts->SetTexID(reinterpret_cast(tex)); } void WindowSplash::deinitGLFW() { glfwDestroyWindow(this->m_window); glfwTerminate(); } void WindowSplash::deinitImGui() { ImGui_ImplOpenGL3_Shutdown(); ImGui_ImplGlfw_Shutdown(); ImGui::DestroyContext(); } }