239 lines
7.8 KiB
C++
239 lines
7.8 KiB
C++
#include "init/splash_window.hpp"
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#include <hex/helpers/utils.hpp>
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#include <hex/helpers/fmt.hpp>
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#include <hex/helpers/logger.hpp>
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#include <hex/helpers/shared_data.hpp>
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#include <hex/resources.hpp>
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#include <imgui.h>
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#define IMGUI_DEFINE_MATH_OPERATORS
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#include <imgui_internal.h>
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#include <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 <fontawesome_font.h>
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#include <GLFW/glfw3.h>
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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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using namespace std::literals::chrono_literals;
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namespace hex::init {
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WindowSplash::WindowSplash(int &argc, char **&argv) {
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SharedData::mainArgc = argc;
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SharedData::mainArgv = argv;
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this->initGLFW();
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this->initImGui();
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}
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WindowSplash::~WindowSplash() {
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this->deinitImGui();
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this->deinitGLFW();
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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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for (const auto &[name, task] : this->m_tasks) {
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{
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std::lock_guard guard(this->m_progressMutex);
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this->m_currTaskName = name;
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}
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try {
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status = task() && status;
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} catch (...) {
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status = false;
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}
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{
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std::lock_guard guard(this->m_progressMutex);
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this->m_progress += 1.0F / m_tasks.size();
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}
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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(200ms);
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return status;
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});
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}
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bool WindowSplash::loop() {
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ImGui::Texture splashTexture;
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splashTexture = ImGui::LoadImageFromMemory(splash, splash_size);
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if (splashTexture == nullptr) {
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log::fatal("Could not load splash screen image!");
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exit(EXIT_FAILURE);
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}
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ON_SCOPE_EXIT { ImGui::UnloadImage(splashTexture); };
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auto tasksSucceeded = processTasksAsync();
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while (!glfwWindowShouldClose(this->m_window)) {
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glfwPollEvents();
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ImGui_ImplOpenGL3_NewFrame();
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ImGui_ImplGlfw_NewFrame();
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ImGui::NewFrame();
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{
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std::lock_guard guard(this->m_progressMutex);
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auto drawList = ImGui::GetForegroundDrawList();
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drawList->AddImage(splashTexture, ImVec2(0, 0), splashTexture.size() * this->m_globalScale);
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drawList->AddText(ImVec2(15, 120) * this->m_globalScale, ImColor(0xFF, 0xFF, 0xFF, 0xFF), hex::format("WerWolv 2020 - {0}", &__DATE__[7]).c_str());
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#if defined(DEBUG)
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drawList->AddText(ImVec2(15, 140) * this->m_globalScale, ImColor(0xFF, 0xFF, 0xFF, 0xFF), hex::format("{0} : {1} {2}@{3}", IMHEX_VERSION, ICON_FA_CODE_BRANCH, GIT_BRANCH, GIT_COMMIT_HASH).c_str());
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#else
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drawList->AddText(ImVec2(15, 140) * this->m_globalScale, ImColor(0xFF, 0xFF, 0xFF, 0xFF), hex::format("{0}", IMHEX_VERSION).c_str());
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#endif
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drawList->AddRectFilled(ImVec2(0, splashTexture.size().y - 5) * this->m_globalScale, ImVec2(splashTexture.size().x * this->m_progress, splashTexture.size().y) * this->m_globalScale, 0xFFFFFFFF);
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drawList->AddText(ImVec2(15, splashTexture.size().y - 25) * this->m_globalScale, ImColor(0xFF, 0xFF, 0xFF, 0xFF),
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hex::format("[{}] {}", "|/-\\"[ImU32(ImGui::GetTime() * 15) % 4], this->m_currTaskName).c_str());
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}
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ImGui::Render();
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int display_w, display_h;
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glfwGetFramebufferSize(this->m_window, &display_w, &display_h);
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glViewport(0, 0, display_w, display_h);
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glClearColor(0, 0, 0, 0);
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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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if (tasksSucceeded.wait_for(0s) == std::future_status::ready) {
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return tasksSucceeded.get();
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}
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}
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return false;
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}
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static void centerWindow(GLFWwindow *window) {
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GLFWmonitor *monitor = glfwGetPrimaryMonitor();
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if (!monitor)
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return;
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const GLFWvidmode *mode = glfwGetVideoMode(monitor);
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if (!mode)
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return;
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int monitorX, monitorY;
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glfwGetMonitorPos(monitor, &monitorX, &monitorY);
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int windowWidth, windowHeight;
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glfwGetWindowSize(window, &windowWidth, &windowHeight);
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glfwSetWindowPos(window, monitorX + (mode->width - windowWidth) / 2, monitorY + (mode->height - windowHeight) / 2);
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}
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void WindowSplash::initGLFW() {
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glfwSetErrorCallback([](int error, const char *description) {
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log::error("GLFW Error [{}] : {}", error, 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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exit(EXIT_FAILURE);
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}
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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_OPENGL_FORWARD_COMPAT, GL_TRUE);
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glfwWindowHint(GLFW_RESIZABLE, GLFW_FALSE);
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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_TRUE);
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if (GLFWmonitor *monitor = glfwGetPrimaryMonitor(); monitor != nullptr) {
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float xscale, yscale;
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glfwGetMonitorContentScale(monitor, &xscale, &yscale);
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this->m_globalScale = std::midpoint(xscale, yscale);
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}
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this->m_window = glfwCreateWindow(640 * this->m_globalScale, 400 * this->m_globalScale, "ImHex", nullptr, nullptr);
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if (this->m_window == nullptr) {
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log::fatal("Failed to create GLFW window!");
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exit(EXIT_FAILURE);
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}
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centerWindow(this->m_window);
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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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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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ImGui_ImplOpenGL3_Init("#version 130");
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auto &io = ImGui::GetIO();
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ImGui::GetStyle().ScaleAllSizes(this->m_globalScale);
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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 = 13.0f * this->m_globalScale;
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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,
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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, 11.0f * this->m_globalScale, &cfg, fontAwesomeRange);
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io.Fonts->GetTexDataAsRGBA32(&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_RGBA8, w, h, 0, GL_RGBA8, GL_UNSIGNED_INT, px);
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io.Fonts->SetTexID(reinterpret_cast<ImTextureID>(tex));
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}
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void WindowSplash::deinitGLFW() {
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glfwDestroyWindow(this->m_window);
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glfwTerminate();
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}
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void WindowSplash::deinitImGui() {
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ImGui_ImplOpenGL3_Shutdown();
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ImGui_ImplGlfw_Shutdown();
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ImGui::DestroyContext();
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}
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} |