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mirror of synced 2024-11-27 09:00:52 +01:00
ImHex/source/init/splash_window.cpp
2021-08-21 15:03:44 +02:00

237 lines
7.7 KiB
C++

#include "init/splash_window.hpp"
#include <hex/helpers/utils.hpp>
#include <hex/helpers/shared_data.hpp>
#include <hex/resources.hpp>
#include <imgui.h>
#define IMGUI_DEFINE_MATH_OPERATORS
#include <imgui_internal.h>
#include <imgui_imhex_extensions.h>
#include <imgui_impl_glfw.h>
#include <imgui_impl_opengl3.h>
#include <fontawesome_font.h>
#include <GLFW/glfw3.h>
#include <unistd.h>
#include <future>
#include <chrono>
using namespace std::literals::chrono_literals;
namespace hex::init {
WindowSplash::WindowSplash(int &argc, char **&argv) {
SharedData::mainArgc = argc;
SharedData::mainArgv = argv;
this->initGLFW();
this->initImGui();
}
WindowSplash::~WindowSplash() {
this->deinitImGui();
this->deinitGLFW();
}
std::future<bool> WindowSplash::processTasksAsync() {
return std::async(std::launch::async, [this] {
bool status = true;
for (const auto &[name, task] : this->m_tasks) {
{
std::lock_guard guard(this->m_progressMutex);
this->m_currTaskName = name;
}
try {
status = task() && status;
} catch (...) {
status = false;
}
{
std::lock_guard guard(this->m_progressMutex);
this->m_progress += 1.0F / m_tasks.size();
}
}
// Small extra delay so the last progress step is visible
std::this_thread::sleep_for(200ms);
return status;
});
}
bool WindowSplash::loop() {
ImGui::Texture splashTexture;
splashTexture = ImGui::LoadImageFromMemory(splash, splash_size);
if (splashTexture == nullptr) {
log::fatal("Could not load splash screen image!");
exit(EXIT_FAILURE);
}
ON_SCOPE_EXIT { ImGui::UnloadImage(splashTexture); };
auto tasksSucceeded = processTasksAsync();
while (!glfwWindowShouldClose(this->m_window)) {
glfwPollEvents();
ImGui_ImplOpenGL3_NewFrame();
ImGui_ImplGlfw_NewFrame();
ImGui::NewFrame();
{
std::lock_guard guard(this->m_progressMutex);
auto drawList = ImGui::GetForegroundDrawList();
drawList->AddImage(splashTexture, ImVec2(0, 0), splashTexture.size() * this->m_globalScale);
drawList->AddText(ImVec2(15, 120) * this->m_globalScale, ImColor(0xFF, 0xFF, 0xFF, 0xFF), hex::format("WerWolv 2020 - {0}", &__DATE__[7]).c_str());
#if defined(DEBUG)
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());
#else
drawList->AddText(ImVec2(15, 140) * this->m_globalScale, ImColor(0xFF, 0xFF, 0xFF, 0xFF), hex::format("{0}", IMHEX_VERSION).c_str());
#endif
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);
drawList->AddText(ImVec2(15, splashTexture.size().y - 25) * this->m_globalScale, ImColor(0xFF, 0xFF, 0xFF, 0xFF),
hex::format("[{}] {}", "|/-\\"[ImU32(ImGui::GetTime() * 15) % 4], this->m_currTaskName).c_str());
}
ImGui::Render();
int display_w, display_h;
glfwGetFramebufferSize(this->m_window, &display_w, &display_h);
glViewport(0, 0, display_w, display_h);
glClearColor(0, 0, 0, 0);
glClear(GL_COLOR_BUFFER_BIT);
ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
glfwSwapBuffers(this->m_window);
if (tasksSucceeded.wait_for(0s) == std::future_status::ready) {
return tasksSucceeded.get();
}
}
return false;
}
static void centerWindow(GLFWwindow *window) {
GLFWmonitor *monitor = glfwGetPrimaryMonitor();
if (!monitor)
return;
const GLFWvidmode *mode = glfwGetVideoMode(monitor);
if (!mode)
return;
int monitorX, monitorY;
glfwGetMonitorPos(monitor, &monitorX, &monitorY);
int windowWidth, windowHeight;
glfwGetWindowSize(window, &windowWidth, &windowHeight);
glfwSetWindowPos(window, monitorX + (mode->width - windowWidth) / 2, monitorY + (mode->height - windowHeight) / 2);
}
void WindowSplash::initGLFW() {
glfwSetErrorCallback([](int error, const char *description) {
log::fatal("GLFW Error: {0} - {0}", error, description);
exit(EXIT_FAILURE);
});
if (!glfwInit()) {
log::fatal("Failed to initialize GLFW!");
exit(EXIT_FAILURE);
}
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 2);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
glfwWindowHint(GLFW_RESIZABLE, GLFW_FALSE);
glfwWindowHint(GLFW_TRANSPARENT_FRAMEBUFFER, GLFW_TRUE);
glfwWindowHint(GLFW_DECORATED, GLFW_FALSE);
glfwWindowHint(GLFW_FLOATING, GLFW_TRUE);
if (GLFWmonitor *monitor = glfwGetPrimaryMonitor(); monitor != nullptr) {
float xscale, yscale;
glfwGetMonitorContentScale(monitor, &xscale, &yscale);
this->m_globalScale = std::midpoint(xscale, yscale);
}
this->m_window = glfwCreateWindow(640 * this->m_globalScale, 400 * this->m_globalScale, "ImHex", nullptr, nullptr);
if (this->m_window == nullptr) {
log::fatal("Failed to create GLFW window!");
exit(EXIT_FAILURE);
}
centerWindow(this->m_window);
glfwMakeContextCurrent(this->m_window);
glfwSwapInterval(1);
}
void WindowSplash::initImGui() {
IMGUI_CHECKVERSION();
GImGui = ImGui::CreateContext();
ImGui::StyleColorsDark();
ImGui_ImplGlfw_InitForOpenGL(this->m_window, true);
ImGui_ImplOpenGL3_Init("#version 130");
auto &io = ImGui::GetIO();
ImGui::GetStyle().ScaleAllSizes(this->m_globalScale);
io.Fonts->Clear();
ImFontConfig cfg;
cfg.OversampleH = cfg.OversampleV = 1, cfg.PixelSnapH = true;
cfg.SizePixels = 13.0f * this->m_globalScale;
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, 11.0f * this->m_globalScale, &cfg, fontAwesomeRange);
io.Fonts->GetTexDataAsRGBA32(&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_RGBA8, w, h, 0, GL_RGBA8, GL_UNSIGNED_INT, px);
io.Fonts->SetTexID(reinterpret_cast<ImTextureID>(tex));
}
void WindowSplash::deinitGLFW() {
glfwDestroyWindow(this->m_window);
glfwTerminate();
}
void WindowSplash::deinitImGui() {
ImGui_ImplOpenGL3_Shutdown();
ImGui_ImplGlfw_Shutdown();
ImGui::DestroyContext();
}
}