Files
imhex/main/gui/source/init/splash_window.cpp
paxcut 5c4cf7379f feat: Added Subpixel Font rendering (#2092)
Proof of concept for implementing subpixel processing in ImGui. This is
work in progress, and it is bound to have problems.

What it does:
1) Uses freetype own subpixel processing implementation to build a
32-bit color atlas for the default font only (no icons, no unifont) . 2)
Avoids pixel perfect font conversion when possible. 3) Self contained,
no ImGui source code changes.
4) Results in much improved legibility of fonts rendered on low dpi LCD
screens that use horizontal RGB pixel layouts (no BRG or OLED or CRT if
they even exist anymore)

What it doesn't:
1) Fancy class based interface. The code is barely the minimum needed to
show it can work. 2) Dual source color blending. That needs to be
implemented in shader code, so it needs to change ImGui source code
although minimally. This will result in some characters appearing dimmer
than others. Easily fixed with small fragment and vertex shaders. 3)
subpixel positioning. If characters are very thin they will look
colored, or they can be moved to improve legibility. 4) deal with
detection of fringe cases including rare pixel layouts, non LCD screens,
Mac-OS not handling subpixel rendering and any other deviation from the
standard LCD. 5) tries to be efficient in speed or memory use. Font
Atlases will be 4 times the size they were before, but there are no
noticeable delays in font loading in the examples I have tried.

Any comments and code improvements are welcome.

---------

Co-authored-by: Nik <werwolv98@gmail.com>
2025-05-11 15:36:32 +02:00

598 lines
23 KiB
C++

#include "window.hpp"
#include "init/splash_window.hpp"
#include <hex/api/imhex_api.hpp>
#include <hex/api/events/requests_lifecycle.hpp>
#include <hex/helpers/utils.hpp>
#include <hex/helpers/fmt.hpp>
#include <hex/helpers/logger.hpp>
#include <fmt/chrono.h>
#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 <GLFW/glfw3.h>
#include <opengl_support.h>
#include <wolv/utils/guards.hpp>
#include <future>
#include <numeric>
#include <random>
#include <hex/api/task_manager.hpp>
#include <nlohmann/json.hpp>
using namespace std::literals::chrono_literals;
namespace hex::init {
constexpr static auto WindowSize = ImVec2(640, 400);
struct GlfwError {
int errorCode = 0;
std::string desc;
};
GlfwError lastGlfwError;
WindowSplash::WindowSplash() : m_window(nullptr) {
this->initGLFW();
this->initImGui();
this->loadAssets();
{
auto glVendor = reinterpret_cast<const char *>(glGetString(GL_VENDOR));
auto glRenderer = reinterpret_cast<const char *>(glGetString(GL_RENDERER));
auto glVersion = reinterpret_cast<const char *>(glGetString(GL_VERSION));
auto glShadingLanguageVersion = reinterpret_cast<const char *>(glGetString(GL_SHADING_LANGUAGE_VERSION));
log::debug("OpenGL Vendor: '{}'", glVendor);
log::debug("OpenGL Renderer: '{}'", glRenderer);
log::debug("OpenGL Version: '{}'", glVersion);
log::debug("OpenGL Shading Language Version: '{}'", glShadingLanguageVersion);
ImHexApi::System::impl::setGPUVendor(glVendor);
ImHexApi::System::impl::setGLRenderer(glRenderer);
}
RequestAddInitTask::subscribe([this](const std::string& name, bool async, const TaskFunction &function){
m_tasks.push_back(Task{ name, function, async, false });
});
}
WindowSplash::~WindowSplash() {
// Clear textures before deinitializing glfw
m_splashBackgroundTexture.reset();
m_splashTextTexture.reset();
this->exitImGui();
this->exitGLFW();
}
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);
}
static ImColor getHighlightColor(u32 index) {
static auto highlightConfig = nlohmann::json::parse(romfs::get("splash_colors.json").string());
static std::list<nlohmann::json> selectedConfigs;
static nlohmann::json selectedConfig;
static std::mt19937 random(std::random_device{}());
if (selectedConfigs.empty()) {
const auto now = []{
const auto now = std::chrono::system_clock::now();
const auto time = std::chrono::system_clock::to_time_t(now);
return *std::localtime(&time);
}();
for (const auto &colorConfig : highlightConfig) {
if (!colorConfig.contains("time")) {
selectedConfigs.push_back(colorConfig);
} else {
const auto &time = colorConfig["time"];
const auto &start = time["start"];
const auto &end = time["end"];
if ((now.tm_mon + 1) >= start[0] && (now.tm_mon + 1) <= end[0]) {
if (now.tm_mday >= start[1] && now.tm_mday <= end[1]) {
selectedConfigs.push_back(colorConfig);
}
}
}
}
// Remove the default color theme if there's another one available
if (selectedConfigs.size() != 1)
selectedConfigs.erase(selectedConfigs.begin());
selectedConfig = *std::next(selectedConfigs.begin(), random() % selectedConfigs.size());
log::debug("Using '{}' highlight color theme", selectedConfig["name"].get<std::string>());
}
const auto colorString = selectedConfig["colors"][index % selectedConfig["colors"].size()].get<std::string>();
if (colorString == "random") {
float r, g, b;
ImGui::ColorConvertHSVtoRGB(
float(random() % 360) / 100.0F,
float(25 + random() % 70) / 100.0F,
float(85 + random() % 10) / 100.0F,
r, g, b);
return { r, g, b, 0x50 / 255.0F };
} else if (colorString.starts_with("#")) {
u32 color = std::strtoul(colorString.substr(1).c_str(), nullptr, 16);
return IM_COL32((color >> 16) & 0xFF, (color >> 8) & 0xFF, color & 0xFF, 0x50);
} else {
log::error("Invalid color string '{}'", colorString);
return IM_COL32(0xFF, 0x00, 0xFF, 0xFF);
}
}
void WindowSplash::createTask(const Task& task) {
auto runTask = [&, task] {
try {
// Save an iterator to the current task name
decltype(m_currTaskNames)::iterator taskNameIter;
{
std::lock_guard guard(m_progressMutex);
m_currTaskNames.push_back(task.name + "...");
taskNameIter = std::prev(m_currTaskNames.end());
}
// When the task finished, increment the progress bar
ON_SCOPE_EXIT {
m_completedTaskCount += 1;
m_progress = float(m_completedTaskCount) / float(m_totalTaskCount);
};
// 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.callback();
auto endTime = std::chrono::high_resolution_clock::now();
auto milliseconds = std::chrono::duration_cast<std::chrono::milliseconds>(endTime - startTime).count();
if (taskStatus)
log::info("Task '{}' finished successfully in {} ms", task.name, milliseconds);
else
log::warn("Task '{}' finished unsuccessfully in {} ms", task.name, milliseconds);
// Track the overall status of the tasks
m_taskStatus = m_taskStatus && taskStatus;
// Erase the task name from the list of running tasks
{
std::lock_guard guard(m_progressMutex);
m_currTaskNames.erase(taskNameIter);
}
} catch (const std::exception &e) {
log::error("Init task '{}' threw an exception: {}", task.name, e.what());
m_taskStatus = false;
} catch (...) {
log::error("Init task '{}' threw an unidentifiable exception", task.name);
m_taskStatus = false;
}
};
m_totalTaskCount += 1;
// 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 (task.async) {
std::thread([name = task.name, runTask = std::move(runTask)] {
TaskManager::setCurrentThreadName(name);
runTask();
}).detach();
} else {
runTask();
}
}
std::future<bool> WindowSplash::processTasksAsync() {
return std::async(std::launch::async, [this] {
TaskManager::setCurrentThreadName("Init Tasks");
auto startTime = std::chrono::high_resolution_clock::now();
// Check every 100ms if all tasks have run
while (true) {
// Loop over all registered init tasks
for (auto it = m_tasks.begin(); it != m_tasks.end(); ++it) {
// Construct a new task callback
if (!it->running) {
this->createTask(*it);
it->running = true;
}
}
{
std::scoped_lock lock(m_tasksMutex);
if (m_completedTaskCount >= m_totalTaskCount)
break;
}
std::this_thread::sleep_for(100ms);
}
auto endTime = std::chrono::high_resolution_clock::now();
auto milliseconds = std::chrono::duration_cast<std::chrono::milliseconds>(endTime - startTime).count();
log::info("ImHex fully started in {}ms", milliseconds);
// Small extra delay so the last progress step is visible
std::this_thread::sleep_for(100ms);
return m_taskStatus.load();
});
}
FrameResult WindowSplash::fullFrame() {
glfwSetWindowSize(m_window, WindowSize.x, WindowSize.y);
centerWindow(m_window);
glfwPollEvents();
// Start a new ImGui frame
ImGui_ImplOpenGL3_NewFrame();
ImGui_ImplGlfw_NewFrame();
ImGui::NewFrame();
// Draw the splash screen background
auto drawList = ImGui::GetBackgroundDrawList();
{
// Draw the splash screen background
drawList->AddImage(this->m_splashBackgroundTexture, ImVec2(0, 0), WindowSize);
{
// 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);
const auto hexSpacing = ImVec2(17.4F, 15);
const auto hexStart = ImVec2(27, 127);
constexpr 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->m_highlights)
highlightBytes(highlight.start, highlight.count, highlight.color, this->m_progressLerp);
}
this->m_progressLerp += (m_progress - this->m_progressLerp) * 0.1F;
// Draw the splash screen foreground
drawList->AddImage(this->m_splashTextTexture, ImVec2(0, 0), WindowSize);
// Draw the "copyright" notice
drawList->AddText(ImVec2(35, 85), 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}", ImHexApi::System::getImHexVersion().get(), ImHexApi::System::getCommitBranch(), ImHexApi::System::getCommitHash());
#else
const static auto VersionInfo = hex::format("{0}", ImHexApi::System::getImHexVersion().get());
#endif
drawList->AddText(ImVec2((WindowSize.x - ImGui::CalcTextSize(VersionInfo.c_str()).x) / 2, 105), ImColor(0xFF, 0xFF, 0xFF, 0xFF), VersionInfo.c_str());
}
// Draw the task progress bar
{
std::lock_guard guard(m_progressMutex);
const auto progressBackgroundStart = ImVec2(99, 357);
const auto progressBackgroundSize = ImVec2(442, 30);
const auto progressStart = progressBackgroundStart + ImVec2(0, 20);
const auto progressSize = ImVec2(progressBackgroundSize.x * m_progress, 10);
// Draw progress bar
drawList->AddRectFilled(progressStart, progressStart + progressSize, 0xD0FFFFFF);
// Draw task names separated by | characters
if (!m_currTaskNames.empty()) {
drawList->PushClipRect(progressBackgroundStart, progressBackgroundStart + progressBackgroundSize, true);
drawList->AddText(progressStart + ImVec2(5, -20), ImColor(0xFF, 0xFF, 0xFF, 0xFF), hex::format("{}", fmt::join(m_currTaskNames, " | ")).c_str());
drawList->PopClipRect();
}
}
// Render the frame
ImGui::Render();
int displayWidth, displayHeight;
glfwGetFramebufferSize(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(m_window);
// Check if all background tasks have finished so the splash screen can be closed
if (this->m_tasksSucceeded.wait_for(0s) == std::future_status::ready) {
if (this->m_tasksSucceeded.get()) {
log::debug("All tasks finished successfully!");
return FrameResult::Success;
} else {
log::warn("All tasks finished, but some failed");
return FrameResult::Failure;
}
}
return FrameResult::Running;
}
bool WindowSplash::loop() {
// Splash window rendering loop
while (true) {
auto frameResult = this->fullFrame();
if (frameResult == FrameResult::Success)
return true;
else if (frameResult == FrameResult::Failure)
return false;
}
}
void WindowSplash::initGLFW() {
glfwSetErrorCallback([](int errorCode, const char *desc) {
bool isWaylandError = errorCode == GLFW_PLATFORM_ERROR;
#if defined(GLFW_FEATURE_UNAVAILABLE)
isWaylandError = isWaylandError || (errorCode == GLFW_FEATURE_UNAVAILABLE);
#endif
isWaylandError = isWaylandError && std::string_view(desc).contains("Wayland");
if (isWaylandError) {
// Ignore error spam caused by Wayland not supporting moving or resizing
// windows or querying their position and size.
return;
}
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, 4);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 1);
#endif
#if defined(OS_LINUX)
#if defined(GLFW_WAYLAND_APP_ID)
glfwWindowHintString(GLFW_WAYLAND_APP_ID, "imhex");
#endif
#if defined(GLFW_SCALE_FRAMEBUFFER)
glfwWindowHint(GLFW_SCALE_FRAMEBUFFER, GLFW_TRUE);
#endif
glfwWindowHint(GLFW_SCALE_TO_MONITOR, GLFW_TRUE);
#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
m_window = glfwCreateWindow(1, 1, "Starting ImHex...", nullptr, nullptr);
if (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);
}
ImHexApi::System::impl::setMainWindowHandle(m_window);
// Force window to be fully opaque by default
glfwSetWindowOpacity(m_window, 1.0F);
// Calculate native scale factor for hidpi displays
{
float xScale = 0, yScale = 0;
glfwGetWindowContentScale(m_window, &xScale, &yScale);
auto meanScale = std::midpoint(xScale, yScale);
if (meanScale <= 0.0F)
meanScale = 1.0F;
#if defined(OS_WEB)
meanScale = 1.0F;
#endif
#if !defined(OS_LINUX)
meanScale /= hex::ImHexApi::System::getBackingScaleFactor();
#endif
ImHexApi::System::impl::setGlobalScale(meanScale);
ImHexApi::System::impl::setNativeScale(meanScale);
log::info("Native scaling set to: {:.1f}", meanScale);
}
glfwMakeContextCurrent(m_window);
glfwSwapInterval(1);
}
void WindowSplash::initImGui() {
// Initialize ImGui
IMGUI_CHECKVERSION();
GImGui = ImGui::CreateContext();
ImGui::StyleColorsDark();
ImGui_ImplGlfw_InitForOpenGL(m_window, true);
#if defined(OS_MACOS)
ImGui_ImplOpenGL3_Init("#version 150");
#elif defined(OS_WEB)
ImGui_ImplOpenGL3_Init();
ImGui_ImplGlfw_InstallEmscriptenCallbacks(m_window, "#canvas");
#else
ImGui_ImplOpenGL3_Init("#version 410");
#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 = ImHexApi::Fonts::DefaultFontSize;
io.Fonts->AddFontDefault(&cfg);
ImGui_ImplOpenGL3_CreateFontsTexture();
}
// Don't save window settings for the splash screen
io.IniFilename = nullptr;
}
/**
* @brief Initialize resources for the splash window
*/
void WindowSplash::loadAssets() {
// Load splash screen image from romfs
const auto backingScale = ImHexApi::System::getNativeScale();
this->m_splashBackgroundTexture = ImGuiExt::Texture::fromSVG(romfs::get("splash_background.svg").span(), WindowSize.x * backingScale, WindowSize.y * backingScale, ImGuiExt::Texture::Filter::Linear);
this->m_splashTextTexture = ImGuiExt::Texture::fromSVG(romfs::get("splash_text.svg").span(), WindowSize.x * backingScale, WindowSize.y * backingScale, ImGuiExt::Texture::Filter::Linear);
// 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->m_splashBackgroundTexture.isValid() || !this->m_splashTextTexture.isValid()) {
log::error("Could not load splash screen image!");
}
std::mt19937 rng(std::random_device{}());
u32 lastPos = 0;
u32 lastCount = 0;
u32 index = 0;
for (auto &highlight : this->m_highlights) {
u32 newPos = lastPos + lastCount + (rng() % 35);
u32 newCount = (rng() % 7) + 3;
highlight.start.x = float(newPos % 13);
highlight.start.y = float(newPos / 13);
highlight.count = newCount;
highlight.color = getHighlightColor(index);
lastPos = newPos;
lastCount = newCount;
index += 1;
}
}
void WindowSplash::startStartupTasks() {
// Launch init tasks in the background
this->m_tasksSucceeded = processTasksAsync();
}
void WindowSplash::exitGLFW() const {
glfwDestroyWindow(m_window);
glfwTerminate();
}
void WindowSplash::exitImGui() const {
ImGui_ImplOpenGL3_Shutdown();
ImGui_ImplGlfw_Shutdown();
ImGui::DestroyContext();
}
}