494 lines
19 KiB
C++
494 lines
19 KiB
C++
#include "window.hpp"
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#include "init/splash_window.hpp"
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#include <hex/api/imhex_api.hpp>
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#include <hex/api/task_manager.hpp>
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#include <hex/helpers/utils.hpp>
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#include <hex/helpers/utils_macos.hpp>
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#include <hex/helpers/fmt.hpp>
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#include <hex/helpers/logger.hpp>
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#include <romfs/romfs.hpp>
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#include <imgui.h>
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#include <imgui_internal.h>
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#include <hex/ui/imgui_imhex_extensions.h>
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#include <imgui_impl_glfw.h>
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#include <imgui_impl_opengl3.h>
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#include <fonts/fontawesome_font.h>
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#include <GLFW/glfw3.h>
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#include <wolv/utils/guards.hpp>
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#include <unistd.h>
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#include <chrono>
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#include <future>
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#include <numeric>
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#include <random>
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#if defined(OS_WEB)
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#define GLFW_INCLUDE_ES3
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#include <GLES3/gl3.h>
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#include <emscripten/html5.h>
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#else
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#include <imgui_impl_opengl3_loader.h>
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#endif
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using namespace std::literals::chrono_literals;
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namespace hex::init {
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struct GlfwError {
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int errorCode = 0;
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std::string desc;
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};
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GlfwError lastGlfwError;
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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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WindowSplash::~WindowSplash() {
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this->exitImGui();
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this->exitGLFW();
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}
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static void centerWindow(GLFWwindow *window) {
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// Get the primary monitor
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GLFWmonitor *monitor = glfwGetPrimaryMonitor();
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if (!monitor)
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return;
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// Get information about the monitor
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const GLFWvidmode *mode = glfwGetVideoMode(monitor);
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if (!mode)
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return;
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// Get the position of the monitor's viewport on the virtual screen
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int monitorX, monitorY;
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glfwGetMonitorPos(monitor, &monitorX, &monitorY);
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// Get the window size
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int windowWidth, windowHeight;
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glfwGetWindowSize(window, &windowWidth, &windowHeight);
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// Center the splash screen on the monitor
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glfwSetWindowPos(window, monitorX + (mode->width - windowWidth) / 2, monitorY + (mode->height - windowHeight) / 2);
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}
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std::future<bool> WindowSplash::processTasksAsync() {
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return std::async(std::launch::async, [this] {
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bool status = true;
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std::atomic<u32> tasksCompleted = 0;
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// Loop over all registered init tasks
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for (const auto &[name, task, async] : this->m_tasks) {
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// Construct a new task callback
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auto runTask = [&, task, name] {
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try {
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// Save an iterator to the current task name
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decltype(this->m_currTaskNames)::iterator taskNameIter;
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{
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std::lock_guard guard(this->m_progressMutex);
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this->m_currTaskNames.push_back(name + "...");
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taskNameIter = std::prev(this->m_currTaskNames.end());
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}
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// When the task finished, increment the progress bar
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ON_SCOPE_EXIT {
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tasksCompleted += 1;
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this->m_progress = float(tasksCompleted) / this->m_tasks.size();
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};
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// Execute the actual task and track the amount of time it took to run
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auto startTime = std::chrono::high_resolution_clock::now();
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bool taskStatus = task();
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auto endTime = std::chrono::high_resolution_clock::now();
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log::info("Task '{}' finished {} in {} ms",
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name,
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taskStatus ? "successfully" : "unsuccessfully",
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std::chrono::duration_cast<std::chrono::milliseconds>(endTime - startTime).count()
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);
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// Track the overall status of the tasks
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status = status && taskStatus;
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// Erase the task name from the list of running tasks
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{
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std::lock_guard guard(this->m_progressMutex);
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this->m_currTaskNames.erase(taskNameIter);
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}
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} catch (const std::exception &e) {
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log::error("Init task '{}' threw an exception: {}", name, e.what());
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status = false;
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} catch (...) {
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log::error("Init task '{}' threw an unidentifiable exception", name);
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status = false;
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}
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};
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// If the task can be run asynchronously, run it in a separate thread
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// otherwise run it in this thread and wait for it to finish
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if (async) {
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std::thread([runTask = std::move(runTask)]{ runTask(); }).detach();
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} else {
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runTask();
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}
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}
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// Check every 100ms if all tasks have run
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while (tasksCompleted < this->m_tasks.size()) {
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std::this_thread::sleep_for(100ms);
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}
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// Small extra delay so the last progress step is visible
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std::this_thread::sleep_for(100ms);
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return status;
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});
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}
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FrameResult WindowSplash::fullFrame() {
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glfwSetWindowSize(this->m_window, 640_scaled, 400_scaled);
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centerWindow(this->m_window);
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glfwPollEvents();
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// Start a new ImGui frame
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ImGui_ImplOpenGL3_NewFrame();
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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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// Draw the splash screen background
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drawList->AddImage(this->splashBackgroundTexture, ImVec2(0, 0), this->splashBackgroundTexture.getSize() * scale);
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{
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// Function to highlight a given number of bytes at a position in the splash screen
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const auto highlightBytes = [&](ImVec2 start, size_t count, ImColor color, float opacity) {
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// Dimensions and number of bytes that are drawn. Taken from the splash screen image
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const auto hexSize = ImVec2(29, 18) * scale;
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const auto hexSpacing = ImVec2(17.4, 15) * scale;
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const auto hexStart = ImVec2(27, 127) * scale;
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constexpr auto HexCount = ImVec2(13, 7);
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bool isStart = true;
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color.Value.w *= opacity;
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// Loop over all the bytes on the splash screen
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for (u32 y = u32(start.y); y < u32(HexCount.y); y += 1) {
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for (u32 x = u32(start.x); x < u32(HexCount.x); x += 1) {
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if (count-- == 0)
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return;
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// Find the start position of the byte to draw
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auto pos = hexStart + ImVec2(float(x), float(y)) * (hexSize + hexSpacing);
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// Fill the rectangle in the byte with the given color
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drawList->AddRectFilled(pos + ImVec2(0, -hexSpacing.y / 2), pos + hexSize + ImVec2(0, hexSpacing.y / 2), color);
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// 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
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if (count > 0 && x != u32(HexCount.x) - 1)
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drawList->AddRectFilled(pos + ImVec2(hexSize.x, -hexSpacing.y / 2), pos + hexSize + ImVec2(hexSpacing.x, hexSpacing.y / 2), color);
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// Add some extra color on the left if this is the first byte we're highlighting
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if (isStart) {
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isStart = false;
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drawList->AddRectFilled(pos - hexSpacing / 2, pos + ImVec2(0, hexSize.y + hexSpacing.y / 2), color);
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}
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// Add some extra color on the right if this is the last byte
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if (count == 0) {
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drawList->AddRectFilled(pos + ImVec2(hexSize.x, -hexSpacing.y / 2), pos + hexSize + hexSpacing / 2, color);
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}
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}
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start.x = 0;
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}
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};
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// Draw all highlights, slowly fading them in as the init tasks progress
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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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this->progressLerp += (this->m_progress - this->progressLerp) * 0.1F;
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// Draw the splash screen foreground
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drawList->AddImage(this->splashTextTexture, ImVec2(0, 0), this->splashTextTexture.getSize() * scale);
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// Draw the "copyright" notice
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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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// Draw version information
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// In debug builds, also display the current commit hash and branch
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#if defined(DEBUG)
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const static auto VersionInfo = hex::format("{0} : {1} {2}@{3}", ImHexApi::System::getImHexVersion(), ICON_FA_CODE_BRANCH, ImHexApi::System::getCommitBranch(), ImHexApi::System::getCommitHash());
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#else
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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((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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{
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std::lock_guard guard(this->m_progressMutex);
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const auto progressBackgroundStart = ImVec2(99, 357) * scale;
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const auto progressBackgroundSize = ImVec2(442, 30) * scale;
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const auto progressStart = progressBackgroundStart + ImVec2(0, 20) * scale;
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const auto progressSize = ImVec2(progressBackgroundSize.x * this->m_progress, 10 * scale);
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// Draw progress bar
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drawList->AddRectFilled(progressStart, progressStart + progressSize, 0xD0FFFFFF);
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// Draw task names separated by | characters
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if (!this->m_currTaskNames.empty()) {
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drawList->PushClipRect(progressBackgroundStart, progressBackgroundStart + progressBackgroundSize, true);
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drawList->AddText(progressStart + ImVec2(5, -20) * scale, ImColor(0xFF, 0xFF, 0xFF, 0xFF), hex::format("{}", fmt::join(this->m_currTaskNames, " | ")).c_str());
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drawList->PopClipRect();
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}
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}
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// Render the frame
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ImGui::Render();
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int displayWidth, displayHeight;
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glfwGetFramebufferSize(this->m_window, &displayWidth, &displayHeight);
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glViewport(0, 0, displayWidth, displayHeight);
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glClearColor(0.00F, 0.00F, 0.00F, 0.00F);
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glClear(GL_COLOR_BUFFER_BIT);
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ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
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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 (this->tasksSucceeded.wait_for(0s) == std::future_status::ready) {
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if (this->tasksSucceeded.get()) {
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log::debug("All tasks finished with success !");
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return FrameResult::success;
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} else {
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log::warn("All tasks finished, but some failed");
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return FrameResult::failure;
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}
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}
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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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void WindowSplash::initGLFW() {
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glfwSetErrorCallback([](int errorCode, const char *desc) {
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lastGlfwError.errorCode = errorCode;
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lastGlfwError.desc = std::string(desc);
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log::error("GLFW Error [{}] : {}", errorCode, desc);
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});
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if (!glfwInit()) {
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log::fatal("Failed to initialize GLFW!");
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std::exit(EXIT_FAILURE);
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}
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// Configure used OpenGL version
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#if defined(OS_MACOS)
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 2);
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glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
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glfwWindowHint(GLFW_COCOA_RETINA_FRAMEBUFFER, GLFW_FALSE);
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glfwWindowHint(GLFW_COCOA_GRAPHICS_SWITCHING, GLFW_TRUE);
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#else
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0);
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#endif
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// Make splash screen non-resizable, undecorated and transparent
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glfwWindowHint(GLFW_RESIZABLE, GLFW_FALSE);
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glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GLFW_TRUE);
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glfwWindowHint(GLFW_TRANSPARENT_FRAMEBUFFER, GLFW_TRUE);
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glfwWindowHint(GLFW_DECORATED, GLFW_FALSE);
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glfwWindowHint(GLFW_FLOATING, GLFW_FALSE);
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glfwWindowHint(GLFW_CLIENT_API, GLFW_OPENGL_API);
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// Create the splash screen window
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this->m_window = glfwCreateWindow(1, 1, "Starting ImHex...", nullptr, nullptr);
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if (this->m_window == nullptr) {
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hex::nativeErrorMessage(hex::format(
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"Failed to create GLFW window: [{}] {}.\n"
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"You may not have a renderer available.\n"
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"The most common cause of this is using a virtual machine\n"
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"You may want to try a release artifact ending with 'NoGPU'"
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, lastGlfwError.errorCode, lastGlfwError.desc));
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std::exit(EXIT_FAILURE);
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}
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// Force window to be fully opaque by default
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glfwSetWindowOpacity(this->m_window, 1.0F);
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// Calculate native scale factor for hidpi displays
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{
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float xScale = 0, yScale = 0;
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glfwGetWindowContentScale(this->m_window, &xScale, &yScale);
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auto meanScale = std::midpoint(xScale, yScale);
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if (meanScale <= 0.0F)
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meanScale = 1.0F;
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#if defined(OS_MACOS)
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meanScale /= getBackingScaleFactor();
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#elif defined(OS_WEB)
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meanScale = 1.0F;
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#endif
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ImHexApi::System::impl::setGlobalScale(meanScale);
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ImHexApi::System::impl::setNativeScale(meanScale);
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log::info("Native scaling set to: {:.1f}", meanScale);
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}
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glfwMakeContextCurrent(this->m_window);
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glfwSwapInterval(1);
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}
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void WindowSplash::initImGui() {
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// Initialize ImGui
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IMGUI_CHECKVERSION();
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GImGui = ImGui::CreateContext();
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ImGui::StyleColorsDark();
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ImGui_ImplGlfw_InitForOpenGL(this->m_window, true);
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#if defined(OS_MACOS)
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ImGui_ImplOpenGL3_Init("#version 150");
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#elif defined(OS_WEB)
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ImGui_ImplOpenGL3_Init();
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#else
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ImGui_ImplOpenGL3_Init("#version 130");
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#endif
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auto &io = ImGui::GetIO();
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ImGui::GetStyle().ScaleAllSizes(ImHexApi::System::getGlobalScale());
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// Load fonts necessary for the splash screen
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{
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io.Fonts->Clear();
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ImFontConfig cfg;
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cfg.OversampleH = cfg.OversampleV = 1, cfg.PixelSnapH = true;
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cfg.SizePixels = 13.0_scaled;
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io.Fonts->AddFontDefault(&cfg);
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cfg.MergeMode = true;
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ImWchar fontAwesomeRange[] = {
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ICON_MIN_FA, ICON_MAX_FA, 0
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};
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std::uint8_t *px;
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int w, h;
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io.Fonts->AddFontFromMemoryCompressedTTF(font_awesome_compressed_data, font_awesome_compressed_size, 11.0_scaled, &cfg, fontAwesomeRange);
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io.Fonts->GetTexDataAsAlpha8(&px, &w, &h);
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// Create new font atlas
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GLuint tex;
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glGenTextures(1, &tex);
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glBindTexture(GL_TEXTURE_2D, tex);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_R8, w, h, 0, GL_ALPHA, GL_UNSIGNED_BYTE, px);
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io.Fonts->SetTexID(reinterpret_cast<ImTextureID>(tex));
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}
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// Don't save window settings for the splash screen
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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 = ImGuiExt::Texture(romfs::get("splash_background.png").span());
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this->splashTextTexture = ImGuiExt::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 the 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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}
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void WindowSplash::exitImGui() {
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ImGui_ImplOpenGL3_Shutdown();
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ImGui_ImplGlfw_Shutdown();
|
|
ImGui::DestroyContext();
|
|
}
|
|
|
|
}
|