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mirror of synced 2024-11-15 19:43:23 +01:00
ImHex/main/gui/source/init/splash_window.cpp

494 lines
19 KiB
C++

#include "window.hpp"
#include "init/splash_window.hpp"
#include <hex/api/imhex_api.hpp>
#include <hex/api/task.hpp>
#include <hex/helpers/utils.hpp>
#include <hex/helpers/utils_macos.hpp>
#include <hex/helpers/fmt.hpp>
#include <hex/helpers/logger.hpp>
#include <romfs/romfs.hpp>
#include <imgui.h>
#include <imgui_internal.h>
#include <hex/ui/imgui_imhex_extensions.h>
#include <imgui_impl_glfw.h>
#include <imgui_impl_opengl3.h>
#include <fonts/fontawesome_font.h>
#include <GLFW/glfw3.h>
#include <wolv/utils/guards.hpp>
#include <unistd.h>
#include <chrono>
#include <future>
#include <numeric>
#include <random>
#if defined(OS_WEB)
#define GLFW_INCLUDE_ES3
#include <GLES3/gl3.h>
#include <emscripten/html5.h>
#else
#include <imgui_impl_opengl3_loader.h>
#endif
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->initMyself();
ImHexApi::System::impl::setGPUVendor(reinterpret_cast<const char *>(glGetString(GL_VENDOR)));
}
WindowSplash::~WindowSplash() {
this->exitImGui();
this->exitGLFW();
}
std::future<bool> WindowSplash::processTasksAsync() {
return std::async(std::launch::async, [this] {
bool status = true;
std::atomic<u32> tasksCompleted = 0;
// Loop over all registered init tasks
for (const auto &[name, task, async] : this->m_tasks) {
// Construct a new task callback
auto runTask = [&, task = task, name = name] {
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(name + "...");
taskNameIter = std::prev(this->m_currTaskNames.end());
}
// When the task finished, increment the progress bar
ON_SCOPE_EXIT {
tasksCompleted++;
this->m_progress = float(tasksCompleted) / this->m_tasks.size();
};
// 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();
auto endTime = std::chrono::high_resolution_clock::now();
log::info("Task '{}' finished {} in {} ms",
name,
taskStatus ? "successfully" : "unsuccessfully",
std::chrono::duration_cast<std::chrono::milliseconds>(endTime - startTime).count()
);
// Track the overall status of the tasks
status = status && 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: {}", name, e.what());
status = false;
} catch (...) {
log::error("Init task '{}' threw an unidentifiable exception", name);
status = false;
}
};
// 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 (async) {
std::thread([runTask]{ runTask(); }).detach();
} else {
runTask();
}
}
// Check every 100ms if all tasks have run
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;
});
}
FrameResult WindowSplash::fullFrame() {
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;
const 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}@{3}", ImHexApi::System::getImHexVersion(), ICON_FA_CODE_BRANCH, 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 with success !");
return FrameResult::success;
} else {
log::warn("All tasks finished, but some failed");
return FrameResult::failure;
}
}
return FrameResult::wait;
}
bool WindowSplash::loop() {
// Splash window rendering loop
while (true) {
auto res = this->fullFrame();
if (res == FrameResult::success) return true;
else if (res == FrameResult::failure) 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!");
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, 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));
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);
}
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");
#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);
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<ImTextureID>(tex));
}
// Don't save window settings for the splash screen
io.IniFilename = nullptr;
}
/**
* @brief Initialize resources for the splash window
*/
void WindowSplash::initMyself() {
// Load splash screen image from romfs
this->splashBackgroundTexture = ImGui::Texture(romfs::get("splash_background.png").span());
this->splashTextTexture = ImGui::Texture(romfs::get("splash_text.png").span());
// 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;
for (auto &highlight : this->highlights) {
auto newPos = lastPos + lastCount + (rng() % 40);
auto newCount = (rng() % 7) + 3;
highlight.start.x = newPos % 13;
highlight.start.y = newPos / 13;
highlight.count = newCount;
{
float r, g, b;
ImGui::ColorConvertHSVtoRGB(
(rng() % 360) / 100.0F,
(25 + rng() % 70) / 100.0F,
(85 + rng() % 10) / 100.0F,
r, g, b);
highlight.color = ImColor(r, g, b, 0x50 / 255.0F);
}
lastPos = newPos;
lastCount = newCount;
}
}
void WindowSplash::startStartupTasks() {
// Launch init tasks in the background
this->tasksSucceeded = processTasksAsync();
}
void WindowSplash::exitGLFW() {
glfwDestroyWindow(this->m_window);
glfwTerminate();
}
void WindowSplash::exitImGui() {
ImGui_ImplOpenGL3_Shutdown();
ImGui_ImplGlfw_Shutdown();
ImGui::DestroyContext();
}
}