add static linking

This commit is contained in:
2025-09-23 18:39:29 +02:00
parent 997343e4ae
commit 0a5029db2c
15 changed files with 31 additions and 11 deletions

19
overlay/build.sh Executable file
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#!/bin/sh
echo Building with ...
echo gcc src/main.c -o res/main $(pkg-config --cflags --libs sdl3 x11 xfixes sdl3-image)
gcc src/main.c src/neko.c -I src/ -o res/main $(pkg-config --static --cflags --libs sdl3 x11 xfixes sdl3-image) -lm
echo Building static version
echo gcc src/main.c src/neko.c -I src/ -o res/main
echo $(pkg-config --cflags sdl3 x11 xfixes sdl3-image)
echo -Wl,-Bstatic -lSDL3 -lSDL3_image -Wl,-Bdynamic
echo -lX11 -lXfixes -lm
gcc src/main.c src/neko.c -I src/ -o res/main \
$(pkg-config --cflags sdl3 x11 xfixes sdl3-image) \
-Wl,-Bstatic -lSDL3 -lSDL3_image -Wl,-Bdynamic \
-lX11 -lXfixes -lm
echo Running...
#DISPLAY=:1 ./res/main
./res/main

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overlay/src/common.h Normal file
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#ifndef COMMON_H
#define COMMON_H
extern int WINDOW_WIDTH;
extern int WINDOW_HEIGHT;
#endif

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/* textures.c ... */
/*
* This example creates an SDL window and renderer, and then draws some
* textures to it every frame.
*
* This code is public domain. Feel free to use it for any purpose!
*/
#define SDL_MAIN_USE_CALLBACKS 1 /* use the callbacks instead of main() */
#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 IMG_Animation *anim;
static SDL_Texture **anim_textures;
static int current_frame = 1;
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);
Window xwin = (Window)SDL_GetNumberProperty(SDL_GetWindowProperties(window), SDL_PROP_WINDOW_X11_WINDOW_NUMBER, 0);
// Make input shape empty → ignores mouse events
XRectangle rect;
XserverRegion region = XFixesCreateRegion(dpy, &rect, 0);
XFixesSetWindowShapeRegion(dpy, xwin, ShapeInput, 0, 0, region);
XFixesDestroyRegion(dpy, region);
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[])
{
char *gif_path = NULL;
SDL_SetAppMetadata("systemd", "1.0", "org.kernel.systemd");
if (!SDL_Init(SDL_INIT_VIDEO)) {
SDL_Log("Couldn't initialize SDL: %s", SDL_GetError());
return SDL_APP_FAILURE;
}
// Init window size to fullscreen
int num_displays;
SDL_DisplayID *displays = SDL_GetDisplays(&num_displays);
SDL_Log("Found %d display(s)", num_displays);
const SDL_DisplayMode* DisplayMode = SDL_GetCurrentDisplayMode(displays[0]);
SDL_free(displays);
if(DisplayMode==NULL){
printf("Error could not get display mode");
return 1;
}
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)) {
SDL_Log("Couldn't create window/renderer: %s", SDL_GetError());
return SDL_APP_FAILURE;
}
make_window_clickthrough();
set_override_redirect();
SDL_SetDefaultTextureScaleMode(renderer, SDL_SCALEMODE_PIXELART);
neko_init(renderer, window);
/* 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(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;
}
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! */
}
/* This function runs when a new event (mouse input, keypresses, etc) occurs. */
SDL_AppResult SDL_AppEvent(void *appstate, SDL_Event *event)
{
if (event->type == SDL_EVENT_QUIT) {
return SDL_APP_SUCCESS; /* end the program, reporting success to the OS. */
}
return SDL_APP_CONTINUE; /* carry on with the program! */
}
/* This function runs once per frame, and is the heart of the program. */
SDL_AppResult SDL_AppIterate(void *appstate)
{
SDL_FRect dst_rect;
const Uint64 now = SDL_GetTicks();
/* 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. */
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;
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);
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/2;
dst_rect.h = (float) texture_height/2;
SDL_RenderTexture(renderer, texture, NULL, &dst_rect);
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;
*/

194
overlay/src/neko.c Normal file
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#include "neko.h"
#include "common.h"
#include <math.h>
static int texture_width = 0;
static int texture_height = 0;
static float catx = 200;
static float caty = 200;
static float speed = 5.0;
#define TIME_BEFORE_SPLEEP 3000
#define TIME_BEFORE_RUNNING 1000
#define TIME_ANIM_INTERVAL 300
enum CatState {
ST_SLEEPING,
ST_RUNNING,
ST_WAKING_UP,
ST_STAND_BY,
} cat_state = ST_RUNNING;
enum CatFrames {
STAND_BY=0,
WAKING_UP=1,
UP=2,
DOWN=4,
LEFT=6,
RIGHT=8,
UP_LEFT=10,
UP_RIGHT=12,
DOWN_RIGHT=14,
DOWN_LEFT=16,
SLEEPING=18,
};
static int state_timer;
static int anim_timer = 0;
static int current_frame = 0;
static float diffx, diffy;
static IMG_Animation *anim;
static SDL_Texture **anim_textures;
int neko_init(SDL_Renderer *renderer, SDL_Window *window){
char *neko_gif_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_gif_path, "%sreal_oneko.gif", SDL_GetBasePath());
anim = IMG_LoadAnimation(neko_gif_path);
if (!anim) {
SDL_Log("Couldn't load %s: %s\n", neko_gif_path, SDL_GetError());
return SDL_APP_FAILURE;
}
SDL_free(neko_gif_path); /* done with this, the file is loaded. */
texture_width = anim->w;
texture_height = 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;
}
for (int i = 0; i < anim->count; ++i) {
anim_textures[i] = SDL_CreateTextureFromSurface(renderer, anim->frames[i]);
}
SDL_AddTimer(50, move_cat, window);
}
void neko_render(SDL_Renderer *renderer, SDL_Window *window){
SDL_FRect dst_rect;
dst_rect.x = catx;
dst_rect.y = caty;
dst_rect.h = WINDOW_HEIGHT/20;
dst_rect.w = WINDOW_HEIGHT/20;
int texture_index = 0;
switch (cat_state)
{
case ST_SLEEPING:
texture_index = SLEEPING+current_frame;
break;
case ST_WAKING_UP:
texture_index = WAKING_UP;
break;
case ST_STAND_BY:
texture_index = STAND_BY;
break;
case ST_RUNNING:
// We do this to know if our cat is moving in diagonals
double angle = fabs(atan((double) (diffy/diffx)));
if(angle<SDL_PI_D/3 && angle>SDL_PI_D/6){ // Diagonals
if(diffy<0){
if(diffx<0){
texture_index = DOWN_RIGHT+current_frame;
}else{
texture_index = DOWN_LEFT+current_frame;
}
}else{
if(diffx<0){
texture_index = UP_RIGHT+current_frame;
}else{
texture_index = UP_LEFT+current_frame;
}
}
}else{ // pas diagonals
if(fabs(diffy) > fabs(diffx)){
if(diffy<0){
texture_index = DOWN+current_frame;
}else{
texture_index = UP+current_frame;
}
}else{
if(diffx<0){
texture_index = RIGHT+current_frame;
}else{
texture_index = LEFT+current_frame;
}
}
}
break;
default:
break;
}
SDL_RenderTexture(renderer, anim_textures[texture_index], NULL, &dst_rect);
if(SDL_GetTicks()-anim_timer > TIME_ANIM_INTERVAL){
current_frame = (current_frame+1) % 2;
anim_timer=SDL_GetTicks();
}
}
void neko_quit(){
SDL_DestroyTexture(anim_textures[current_frame]);
}
Uint32 move_cat(void *window, SDL_TimerID timerID, Uint32 interval){
float mousex, mousey;
float hypo;
int windowx, windowy;
SDL_GetGlobalMouseState(&mousex, &mousey);
SDL_GetWindowPosition(window, &windowx, &windowy);
diffx = catx-(mousex-(float)windowx);
diffy = caty-(mousey-(float)windowy);
hypo = sqrt(diffx*diffx + diffy*diffy);
switch (cat_state)
{
case ST_RUNNING:
if (hypo>50){
catx -= (diffx*speed/hypo);
caty -= (diffy*speed/hypo);
}else{
cat_state = ST_STAND_BY;
state_timer = SDL_GetTicks();
}
break;
case ST_STAND_BY:
if (hypo>50){
cat_state = ST_RUNNING;
}else if (SDL_GetTicks()-TIME_BEFORE_SPLEEP > state_timer){
cat_state = ST_SLEEPING;
}
break;
case ST_SLEEPING:
if (hypo>50){
cat_state = ST_WAKING_UP;
state_timer = SDL_GetTicks();
}
break;
case ST_WAKING_UP:
if (SDL_GetTicks()-TIME_BEFORE_RUNNING > state_timer){
cat_state = ST_RUNNING;
}
break;
default:
break;
}
return(interval);
}

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overlay/src/neko.h Normal file
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#ifndef NEKO_H
#define NEKO_H
#include <SDL3/SDL.h>
#include <SDL3/SDL_main.h>
#include <SDL3_image/SDL_image.h>
#include <stdio.h>
int neko_init(SDL_Renderer *renderer, SDL_Window *window);
void neko_render(SDL_Renderer *renderer, SDL_Window *window);
void neko_quit();
Uint32 move_cat(void *window, SDL_TimerID timerID, Uint32 interval);
#endif