#include <X11/Xlib.h>
#include <X11/extensions/shape.h>
#include <X11/extensions/Xfixes.h>
+#include <X11/Xutil.h>
#include <SDL3/SDL.h>
#include <SDL3/SDL_main.h>
+#include <SDL3_image/SDL_image.h>
+
#include <stdio.h>
+#include "neko.h"
+#include "common.h"
+
/* We will use this renderer to draw into this window every frame. */
static SDL_Window *window = NULL;
static SDL_Renderer *renderer = NULL;
-static SDL_Texture *texture = NULL;
-static int texture_width = 0;
-static int texture_height = 0;
+static IMG_Animation *anim;
+static SDL_Texture **anim_textures;
+static int current_frame = 1;
-static int WINDOW_WIDTH;
-static int WINDOW_HEIGHT;
+int WINDOW_WIDTH;
+int WINDOW_HEIGHT;
+
+void set_override_redirect() {
+ Display *dpy = (Display *)SDL_GetPointerProperty(SDL_GetWindowProperties(window), SDL_PROP_WINDOW_X11_DISPLAY_POINTER, NULL);
+ Window xwin = (Window)SDL_GetNumberProperty(SDL_GetWindowProperties(window), SDL_PROP_WINDOW_X11_WINDOW_NUMBER, 0);
+
+ XSetWindowAttributes attrs;
+ attrs.override_redirect = True;
+
+ XChangeWindowAttributes(dpy, xwin, CWOverrideRedirect, &attrs);
+ XFlush(dpy);
+}
void make_window_clickthrough() {
Display *dpy = (Display *)SDL_GetPointerProperty(SDL_GetWindowProperties(window), SDL_PROP_WINDOW_X11_DISPLAY_POINTER, NULL);
XFlush(dpy);
}
+Uint32 increment_frame(void *userdata, SDL_TimerID timerID, Uint32 interval){
+ current_frame = (current_frame+1) % anim->count;
+ return(interval);
+}
+
/* This function runs once at startup. */
SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
{
- SDL_Surface *surface = NULL;
- char *bmp_path = NULL;
+ char *gif_path = NULL;
SDL_SetAppMetadata("systemd", "1.0", "org.kernel.systemd");
WINDOW_WIDTH = DisplayMode->w;
WINDOW_HEIGHT = DisplayMode->h;
-
if (!SDL_CreateWindowAndRenderer("systemd", WINDOW_WIDTH, WINDOW_HEIGHT,
SDL_WINDOW_TRANSPARENT | SDL_WINDOW_ALWAYS_ON_TOP | SDL_WINDOW_BORDERLESS ,
&window, &renderer)) {
}
make_window_clickthrough();
+ set_override_redirect();
- /* Textures are pixel data that we upload to the video hardware for fast drawing. Lots of 2D
- engines refer to these as "sprites." We'll do a static texture (upload once, draw many
- times) with data from a bitmap file. */
+ neko_init(renderer);
- /* SDL_Surface is pixel data the CPU can access. SDL_Texture is pixel data the GPU can access.
- Load a .bmp into a surface, move it to a texture from there. */
- SDL_asprintf(&bmp_path, "%ssample.bmp", SDL_GetBasePath()); /* allocate a string of the full file path */
- surface = SDL_LoadBMP(bmp_path);
- if (!surface) {
- SDL_Log("Couldn't load bitmap: %s", SDL_GetError());
+ /* Open the image file */
+ SDL_asprintf(&gif_path, "%ssample.gif", SDL_GetBasePath());
+ anim = IMG_LoadAnimation(gif_path);
+ if (!anim) {
+ SDL_Log("Couldn't load %s: %s\n", gif_path, SDL_GetError());
return SDL_APP_FAILURE;
}
-
- SDL_free(bmp_path); /* done with this, the file is loaded. */
-
- texture_width = surface->w;
- texture_height = surface->h;
-
- texture = SDL_CreateTextureFromSurface(renderer, surface);
- if (!texture) {
- SDL_Log("Couldn't create static texture: %s", SDL_GetError());
+ SDL_free(gif_path); /* done with this, the file is loaded. */
+ int aw = anim->w;
+ int ah = anim->h;
+
+ anim_textures = (SDL_Texture **)SDL_calloc(anim->count, sizeof(*anim_textures));
+ if (!anim_textures) {
+ SDL_Log("Couldn't allocate textures\n");
+ IMG_FreeAnimation(anim);
return SDL_APP_FAILURE;
}
-
- SDL_DestroySurface(surface); /* done with this, the texture has a copy of the pixels now. */
+ for (int i = 0; i < anim->count; ++i) {
+ anim_textures[i] = SDL_CreateTextureFromSurface(renderer, anim->frames[i]);
+ }
+ SDL_AddTimer(anim->delays[0], increment_frame, NULL);
return SDL_APP_CONTINUE; /* carry on with the program! */
}
SDL_FRect dst_rect;
const Uint64 now = SDL_GetTicks();
- /* we'll have some textures move around over a few seconds. */
- const float direction = ((now % 2000) >= 1000) ? 1.0f : -1.0f;
- const float scale = ((float) (((int) (now % 1000)) - 500) / 500.0f) * direction;
-
/* as you can see from this, rendering draws over whatever was drawn before it. */
SDL_SetRenderDrawColor(renderer, 0, 0, 0, SDL_ALPHA_TRANSPARENT); /* black, full alpha */
SDL_RenderClear(renderer); /* start with a blank canvas. */
- /* Just draw the static texture a few times. You can think of it like a
- stamp, there isn't a limit to the number of times you can draw with it. */
+ neko_render(renderer, window);
+ /*
+ dst_rect.x = WINDOW_HEIGHT/2;
+ dst_rect.y = WINDOW_HEIGHT/2;
+ dst_rect.h = WINDOW_HEIGHT/10;
+ dst_rect.w = WINDOW_HEIGHT/10;
+ SDL_RenderTexture(renderer, anim_textures[current_frame], NULL, &dst_rect);
+ */
+
+ SDL_RenderPresent(renderer); /* put it all on the screen! */
+
+ return SDL_APP_CONTINUE; /* carry on with the program! */
+}
+
+/* This function runs once at shutdown. */
+void SDL_AppQuit(void *appstate, SDL_AppResult result)
+{
+ neko_quit();
+ /* SDL will clean up the window/renderer for us. */
+}
+
+/* BACKUP SDL_AppIterate
+
+ const float direction = ((now % 2000) >= 1000) ? 1.0f : -1.0f;
+ const float scale = ((float) (((int) (now % 1000)) - 500) / 500.0f) * direction;
- /* top left */
dst_rect.x = (100.0f * scale);
dst_rect.y = 0.0f;
dst_rect.w = (float) texture_width;
dst_rect.h = (float) texture_height;
SDL_RenderTexture(renderer, texture, NULL, &dst_rect);
- /* center this one. */
+
dst_rect.x = ((float) (WINDOW_WIDTH - texture_width)) / 2.0f;
dst_rect.y = ((float) (WINDOW_HEIGHT - texture_height)) / 2.0f;
- dst_rect.w = (float) texture_width;
- dst_rect.h = (float) texture_height;
+ dst_rect.w = (float) texture_width/2;
+ dst_rect.h = (float) texture_height/2;
SDL_RenderTexture(renderer, texture, NULL, &dst_rect);
- /* bottom right. */
+
dst_rect.x = ((float) (WINDOW_WIDTH - texture_width)) - (100.0f * scale);
dst_rect.y = (float) (WINDOW_HEIGHT - texture_height);
dst_rect.w = (float) texture_width;
dst_rect.h = (float) texture_height;
- SDL_RenderTexture(renderer, texture, NULL, &dst_rect);
-
- SDL_RenderPresent(renderer); /* put it all on the screen! */
-
- return SDL_APP_CONTINUE; /* carry on with the program! */
-}
-
-/* This function runs once at shutdown. */
-void SDL_AppQuit(void *appstate, SDL_AppResult result)
-{
- SDL_DestroyTexture(texture);
- /* SDL will clean up the window/renderer for us. */
-}
\ No newline at end of file
+*/
\ No newline at end of file
--- /dev/null
+#include "neko.h"
+#include "common.h"
+
+static SDL_Texture *texture = NULL;
+static int texture_width = 0;
+static int texture_height = 0;
+
+static float catx = 200;
+static float caty = 200;
+
+int neko_init(SDL_Renderer *renderer){
+ SDL_Surface *surface = NULL;
+ char *neko_bmp_path = NULL;
+
+ /* Textures are pixel data that we upload to the video hardware for fast drawing. Lots of 2D
+ engines refer to these as "sprites." We'll do a static texture (upload once, draw many
+ times) with data from a bitmap file. */
+
+ /* SDL_Surface is pixel data the CPU can access. SDL_Texture is pixel data the GPU can access.
+ Load a .bmp into a surface, move it to a texture from there. */
+ SDL_asprintf(&neko_bmp_path, "%ssample.bmp", SDL_GetBasePath()); /* allocate a string of the full file path */
+ surface = SDL_LoadBMP(neko_bmp_path);
+ if (!surface) {
+ SDL_Log("Couldn't load bitmap: %s", SDL_GetError());
+ return SDL_APP_FAILURE;
+ }
+
+ SDL_free(neko_bmp_path); /* done with this, the file is loaded. */
+
+ texture_width = surface->w;
+ texture_height = surface->h;
+
+ texture = SDL_CreateTextureFromSurface(renderer, surface);
+ if (!texture) {
+ SDL_Log("Couldn't create static texture: %s", SDL_GetError());
+ return SDL_APP_FAILURE;
+ }
+
+ SDL_DestroySurface(surface); /* done with this, the texture has a copy of the pixels now. */
+
+}
+
+void neko_render(SDL_Renderer *renderer, SDL_Window *window){
+ float mousex, mousey;
+ int windowx, windowy;
+ float diffx, diffy;
+ SDL_FRect dst_rect;
+
+ SDL_GetGlobalMouseState(&mousex, &mousey);
+ SDL_GetWindowPosition(window, &windowx, &windowy);
+ diffx = catx-(mousex-(float)windowx);
+ diffy = caty-(mousey-(float)windowy);
+ SDL_Log("(%f, %f)", diffx, diffy);
+
+ dst_rect.x = catx+(diffx/diffy);
+ dst_rect.y = caty+(diffy/diffx);
+ dst_rect.h = WINDOW_HEIGHT/10;
+ dst_rect.w = WINDOW_HEIGHT/10;
+ SDL_RenderTexture(renderer, texture, NULL, &dst_rect);
+}
+
+void neko_quit(){
+ SDL_DestroyTexture(texture);
+}
\ No newline at end of file