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mirror of synced 2024-11-27 17:10:51 +01:00
ImHex/main/source/init/splash_window.cpp
WerWolv b751f98e91
ui/ux: Rewrite of the entire hex editor view to make it more flexible (#512)
* ui/ux: Initial recreation of the hex editor view

* ui/ux: Added back support for editing cells

* ux: Make scrolling and selecting bytes feel nice again

* ui/ux: Improved byte selecting, added footer

* sys: Make math evaluator more generic to support integer only calculations

* patterns: Moved value formatting into pattern language

* ui/ux: Added Goto and Search popups, improved selection

* ui: Added better tooltips for bookmarks and patterns

* sys: Use worse hex search algorithm on macOS

Sadly it still doesn't support `std::boyer_moore_horsepool_searcher`

* ui: Added back missing events, menu items and shortcuts

* fix: Bookmark highlighting being rendered off by one

* fix: Various macOS build errors

* fix: size_t is not u64 on macos

* fix: std::fmod and std::pow not working with integer types on macos

* fix: Missing semicolons

* sys: Added proper integer pow function

* ui: Added back support for custom encodings

* fix: Editor not jumping to selection when selection gets changed

* ui: Turn Hexii setting into a data visualizer

* sys: Added back remaining shortcuts

* sys: Remove old hex editor files

* sys: Moved more legacy things away from the hex editor view, updated localization

* fix: Hex editor scrolling behaving weirdly and inconsistently

* sys: Cleaned up Hex editor code

* sys: Added selection color setting, localized all new settings

* fix: Search feature not working correctly

* ui: Replace custom ImGui::Disabled function with native ImGui ones

* ui: Fix bookmark tooltip rendering issues

* fix: Another size_t not being 64 bit issue on MacOS
2022-05-27 20:42:07 +02:00

254 lines
8.3 KiB
C++

#include "init/splash_window.hpp"
#include <hex/api/imhex_api.hpp>
#include <hex/helpers/utils.hpp>
#include <hex/helpers/fmt.hpp>
#include <hex/helpers/logger.hpp>
#include <romfs/romfs.hpp>
#include <imgui.h>
#define IMGUI_DEFINE_MATH_OPERATORS
#include <imgui_internal.h>
#include <hex/ui/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 <chrono>
#include <future>
#include <numeric>
using namespace std::literals::chrono_literals;
namespace hex::init {
WindowSplash::WindowSplash() : m_window(nullptr) {
this->initGLFW();
this->initImGui();
this->m_gpuVendor = 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;
for (const auto &[name, task] : this->m_tasks) {
{
std::lock_guard guard(this->m_progressMutex);
this->m_currTaskName = name;
}
try {
if (!task())
status = false;
} catch (std::exception &e) {
log::error("Init task '{}' threw an exception: {}", name, e.what());
status = false;
}
{
std::lock_guard guard(this->m_progressMutex);
this->m_progress += 1.0F / this->m_tasks.size();
}
}
// Small extra delay so the last progress step is visible
std::this_thread::sleep_for(200ms);
return status;
});
}
bool WindowSplash::loop() {
auto splash = romfs::get("splash.png");
ImGui::Texture splashTexture = ImGui::LoadImageFromMemory(reinterpret_cast<const ImU8 *>(splash.data()), 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();
auto scale = ImHexApi::System::getGlobalScale();
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() * scale);
drawList->AddText(ImVec2(15, 120) * scale, ImColor(0xFF, 0xFF, 0xFF, 0xFF), hex::format("WerWolv 2020 - {0}", &__DATE__[7]).c_str());
#if defined(DEBUG) && defined(GIT_BRANCH) && defined(GIT_COMMIT_HASH)
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).c_str());
#else
drawList->AddText(ImVec2(15, 140) * scale, ImColor(0xFF, 0xFF, 0xFF, 0xFF), hex::format("{0}", IMHEX_VERSION).c_str());
#endif
drawList->AddRectFilled(ImVec2(0, splashTexture.size().y - 5) * scale, ImVec2(splashTexture.size().x * this->m_progress, splashTexture.size().y) * scale, 0xFFFFFFFF);
drawList->AddText(ImVec2(15, splashTexture.size().y - 25) * scale, 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 *desc) {
log::error("GLFW Error [{}] : {}", error, desc);
});
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_FALSE);
if (GLFWmonitor *monitor = glfwGetPrimaryMonitor(); monitor != nullptr) {
float xScale = 0, yScale = 0;
glfwGetMonitorContentScale(monitor, &xScale, &yScale);
auto meanScale = std::midpoint(xScale, yScale);
// On Macs with a retina display (basically all modern ones we care about), the OS reports twice
// the actual monitor scale for some obscure reason. Get rid of this here so ImHex doesn't look
// extremely huge with native scaling on macOS.
#if defined(OS_MACOS)
meanScale /= 2;
#endif
if (meanScale <= 0.0) {
meanScale = 1.0;
}
ImHexApi::System::impl::setGlobalScale(meanScale);
}
this->m_window = glfwCreateWindow(640_scaled, 400_scaled, "Starting 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 150");
auto &io = ImGui::GetIO();
ImGui::GetStyle().ScaleAllSizes(ImHexApi::System::getGlobalScale());
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->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));
io.IniFilename = nullptr;
}
void WindowSplash::exitGLFW() {
glfwDestroyWindow(this->m_window);
glfwTerminate();
}
void WindowSplash::exitImGui() {
ImGui_ImplOpenGL3_Shutdown();
ImGui_ImplGlfw_Shutdown();
ImGui::DestroyContext();
}
}