#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 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->loadAssets(); ImHexApi::System::impl::setGPUVendor(reinterpret_cast(glGetString(GL_VENDOR))); RequestAddInitTask::subscribe([this](const std::string& name, bool async, const TaskFunction &function){ this->m_tasks.push_back(Task{ name, function, async }); }); } WindowSplash::~WindowSplash() { this->exitImGui(); this->exitGLFW(); } 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); } static ImColor getHighlightColor(u32 index) { static auto highlightConfig = nlohmann::json::parse(romfs::get("splash_colors.json").string()); static std::list selectedConfigs; if (selectedConfigs.empty()) { const auto now = []{ const auto now = std::chrono::system_clock::now(); const auto time = std::chrono::system_clock::to_time_t(now); return fmt::localtime(time); }(); for (const auto &colorConfig : highlightConfig) { if (!colorConfig.contains("time")) selectedConfigs.push_back(colorConfig); else { const auto &time = colorConfig["time"]; const auto &start = time["start"]; const auto &end = time["end"]; if ((now.tm_mon + 1) >= start[0] && (now.tm_mon + 1) <= end[0]) { if (now.tm_mday >= start[1] && now.tm_mday <= end[1]) { selectedConfigs.push_back(colorConfig); } } } } // Remove the default color theme if there's another one available if (selectedConfigs.size() != 1) selectedConfigs.erase(selectedConfigs.begin()); } std::mt19937 random(std::random_device{}()); static const auto &selectedConfig = *std::next(selectedConfigs.begin(), random() % selectedConfigs.size()); const auto colorString = selectedConfig["colors"][index % selectedConfig["colors"].size()].get(); log::debug("Using '{}' highlight color theme", selectedConfig["name"].get()); if (colorString == "random") { float r, g, b; ImGui::ColorConvertHSVtoRGB( float(random() % 360) / 100.0F, float(25 + random() % 70) / 100.0F, float(85 + random() % 10) / 100.0F, r, g, b); return { r, g, b, 0x50 / 255.0F }; } else if (colorString.starts_with("#")) { u32 color = std::strtoul(colorString.substr(1).c_str(), nullptr, 16); return IM_COL32((color >> 16) & 0xFF, (color >> 8) & 0xFF, color & 0xFF, 0x50); } else { log::error("Invalid color string '{}'", colorString); return IM_COL32(0xFF, 0x00, 0xFF, 0xFF); } } void WindowSplash::createTask(const Task& task) { auto runTask = [&, task] { 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(task.name + "..."); taskNameIter = std::prev(this->m_currTaskNames.end()); } // When the task finished, increment the progress bar ON_SCOPE_EXIT { this->m_completedTaskCount += 1; this->m_progress = float(this->m_completedTaskCount) / float(this->m_totalTaskCount); }; // 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.callback(); auto endTime = std::chrono::high_resolution_clock::now(); auto milliseconds = std::chrono::duration_cast(endTime - startTime).count(); if (taskStatus) log::info("Task '{}' finished successfully in {} ms", task.name, milliseconds); else log::warn("Task '{}' finished unsuccessfully in {} ms", task.name, milliseconds); // Track the overall status of the tasks this->m_taskStatus = this->m_taskStatus && 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: {}", task.name, e.what()); this->m_taskStatus = false; } catch (...) { log::error("Init task '{}' threw an unidentifiable exception", task.name); this->m_taskStatus = false; } }; this->m_totalTaskCount += 1; // 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 (task.async) { std::thread([runTask = std::move(runTask)]{ runTask(); }).detach(); } else { runTask(); } } std::future WindowSplash::processTasksAsync() { return std::async(std::launch::async, [this] { auto startTime = std::chrono::high_resolution_clock::now(); // Loop over all registered init tasks for (auto it = this->m_tasks.begin(); it != this->m_tasks.end(); ++it) { // Construct a new task callback this->createTask(*it); } // Check every 100ms if all tasks have run while (true) { { std::scoped_lock lock(this->m_tasksMutex); if (this->m_completedTaskCount >= this->m_totalTaskCount) break; } std::this_thread::sleep_for(100ms); } auto endTime = std::chrono::high_resolution_clock::now(); auto milliseconds = std::chrono::duration_cast(endTime - startTime).count(); log::info("ImHex fully started in {}ms", milliseconds); // Small extra delay so the last progress step is visible std::this_thread::sleep_for(100ms); return this->m_taskStatus.load(); }); } FrameResult WindowSplash::fullFrame() { glfwSetWindowSize(this->m_window, 640_scaled, 400_scaled); centerWindow(this->m_window); glfwPollEvents(); // Start a new ImGui frame ImGui_ImplOpenGL3_NewFrame(); ImGui_ImplGlfw_NewFrame(); ImGui::NewFrame(); auto scale = ImHexApi::System::getGlobalScale(); // 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; constexpr 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}", ImHexApi::System::getImHexVersion(), ImHexApi::System::getCommitBranch(), ImHexApi::System::getCommitHash()); #else const static auto VersionInfo = hex::format("{0}", ImHexApi::System::getImHexVersion()); #endif 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 successfully!"); return FrameResult::Success; } else { log::warn("All tasks finished, but some failed"); return FrameResult::Failure; } } return FrameResult::Running; } bool WindowSplash::loop() { // Splash window rendering loop while (true) { auto frameResult = this->fullFrame(); if (frameResult == FrameResult::Success) return true; else if (frameResult == FrameResult::Failure) return false; } } 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); glfwWindowHint(GLFW_COCOA_GRAPHICS_SWITCHING, GLFW_TRUE); #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); glfwWindowHint(GLFW_CLIENT_API, GLFW_OPENGL_API); // Create the splash screen window this->m_window = glfwCreateWindow(1, 1, "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); } // Force window to be fully opaque by default glfwSetWindowOpacity(this->m_window, 1.0F); // 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(); #elif defined(OS_WEB) meanScale = 1.0F; #endif ImHexApi::System::impl::setGlobalScale(meanScale); ImHexApi::System::impl::setNativeScale(meanScale); log::info("Native scaling set to: {:.1f}", meanScale); } 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()); // 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); std::uint8_t *px; int w, h; 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; } /** * @brief Initialize resources for the splash window */ void WindowSplash::loadAssets() { // Load splash screen image from romfs this->splashBackgroundTexture = ImGuiExt::Texture(romfs::get("splash_background.png").span(), ImGuiExt::Texture::Filter::Linear); this->splashTextTexture = ImGuiExt::Texture(romfs::get("splash_text.png").span(), ImGuiExt::Texture::Filter::Linear); // 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; u32 index = 0; for (auto &highlight : this->highlights) { u32 newPos = lastPos + lastCount + (rng() % 35); u32 newCount = (rng() % 7) + 3; highlight.start.x = float(newPos % 13); highlight.start.y = float(newPos / 13); highlight.count = newCount; highlight.color = getHighlightColor(index); lastPos = newPos; lastCount = newCount; index += 1; } } void WindowSplash::startStartupTasks() { // Launch init tasks in the background this->tasksSucceeded = processTasksAsync(); } void WindowSplash::exitGLFW() const { glfwDestroyWindow(this->m_window); glfwTerminate(); } void WindowSplash::exitImGui() const { ImGui_ImplOpenGL3_Shutdown(); ImGui_ImplGlfw_Shutdown(); ImGui::DestroyContext(); } }