25476d4e1e
This PR updates imgui and its dependencies from the last time, ~1 year ago (deabacbd50
) Commits will be refactored before merging Things you might ask : - why did you remove `ImGui_ImplGlfw_SetBorderlessWindowMode()` ? -> Where is it used ? The only usage of it I see is commented (cb9a3b1f55/lib/external/imgui/source/imgui_impl_glfw.cpp (L757)
) - why did you remove the implot anti aliasing flag ? -> They.. seem to have removed it altogether ? https://github.com/epezent/implot/issues/479
326 lines
11 KiB
C++
326 lines
11 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.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 <imgui_impl_opengl3_loader.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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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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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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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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for (const auto &[name, task, async] : this->m_tasks) {
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auto runTask = [&, task = task, name = name] {
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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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ON_SCOPE_EXIT {
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tasksCompleted++;
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this->m_progress = float(tasksCompleted) / this->m_tasks.size();
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};
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auto startTime = std::chrono::high_resolution_clock::now();
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if (!task())
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status = false;
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auto endTime = std::chrono::high_resolution_clock::now();
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log::info("Task '{}' finished in {} ms", name, std::chrono::duration_cast<std::chrono::milliseconds>(endTime-startTime).count());
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};
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try {
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if (async) {
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TaskManager::createBackgroundTask(name, [runTask](auto&){ runTask(); });
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} else {
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runTask();
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}
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} catch (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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}
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}
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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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bool WindowSplash::loop() {
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// Load splash screen image from romfs
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auto splash = romfs::get("splash.png");
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ImGui::Texture splashTexture = ImGui::Texture(reinterpret_cast<const ImU8 *>(splash.data()), splash.size());
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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 (!splashTexture.isValid()) {
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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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// Launch init tasks in background
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auto tasksSucceeded = processTasksAsync();
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auto scale = ImHexApi::System::getGlobalScale();
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// Splash window rendering loop
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while (!glfwWindowShouldClose(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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// Draw the splash screen background
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auto drawList = ImGui::GetForegroundDrawList();
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{
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drawList->AddImage(splashTexture, ImVec2(0, 0), splashTexture.getSize() * scale);
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drawList->AddText(ImVec2(15, 120) * scale, ImColor(0xFF, 0xFF, 0xFF, 0xFF), hex::format("WerWolv 2020 - {0}", &__DATE__[7]).c_str());
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#if defined(DEBUG) && defined(GIT_BRANCH) && defined(GIT_COMMIT_HASH_SHORT)
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drawList->AddText(ImVec2(15, 140) * scale, ImColor(0xFF, 0xFF, 0xFF, 0xFF), hex::format("{0} : {1} {2}@{3}", IMHEX_VERSION, ICON_FA_CODE_BRANCH, GIT_BRANCH, GIT_COMMIT_HASH_SHORT).c_str());
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#else
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drawList->AddText(ImVec2(15, 140) * scale, ImColor(0xFF, 0xFF, 0xFF, 0xFF), hex::format("{0}", IMHEX_VERSION).c_str());
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#endif
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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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drawList->AddRectFilled(ImVec2(0, splashTexture.getSize().y - 5) * scale, ImVec2(splashTexture.getSize().x * this->m_progress, splashTexture.getSize().y) * scale, 0xFFFFFFFF);
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drawList->AddText(ImVec2(15, splashTexture.getSize().y - 25) * scale, ImColor(0xFF, 0xFF, 0xFF, 0xFF), hex::format("[{}] {}...", "|/-\\"[ImU32(ImGui::GetTime() * 15) % 4], this->m_currTaskName).c_str());
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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 (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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// 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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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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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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#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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// Create the splash screen window
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this->m_window = glfwCreateWindow(1, 400, "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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exit(EXIT_FAILURE);
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}
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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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#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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glfwSetWindowSize(this->m_window, 640_scaled, 400_scaled);
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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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// 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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#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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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();
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ImGui::DestroyContext();
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}
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}
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