add static linking
This commit is contained in:
7
overlay/src/common.h
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7
overlay/src/common.h
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#ifndef COMMON_H
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#define COMMON_H
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extern int WINDOW_WIDTH;
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extern int WINDOW_HEIGHT;
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#endif
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192
overlay/src/main.c
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192
overlay/src/main.c
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/* textures.c ... */
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/*
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* This example creates an SDL window and renderer, and then draws some
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* textures to it every frame.
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*
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* This code is public domain. Feel free to use it for any purpose!
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*/
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#define SDL_MAIN_USE_CALLBACKS 1 /* use the callbacks instead of main() */
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#include <X11/Xlib.h>
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#include <X11/extensions/shape.h>
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#include <X11/extensions/Xfixes.h>
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#include <X11/Xutil.h>
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#include <SDL3/SDL.h>
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#include <SDL3/SDL_main.h>
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#include <SDL3_image/SDL_image.h>
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#include <stdio.h>
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#include "neko.h"
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#include "common.h"
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/* We will use this renderer to draw into this window every frame. */
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static SDL_Window *window = NULL;
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static SDL_Renderer *renderer = NULL;
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static IMG_Animation *anim;
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static SDL_Texture **anim_textures;
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static int current_frame = 1;
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int WINDOW_WIDTH;
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int WINDOW_HEIGHT;
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void set_override_redirect() {
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Display *dpy = (Display *)SDL_GetPointerProperty(SDL_GetWindowProperties(window), SDL_PROP_WINDOW_X11_DISPLAY_POINTER, NULL);
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Window xwin = (Window)SDL_GetNumberProperty(SDL_GetWindowProperties(window), SDL_PROP_WINDOW_X11_WINDOW_NUMBER, 0);
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XSetWindowAttributes attrs;
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attrs.override_redirect = True;
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XChangeWindowAttributes(dpy, xwin, CWOverrideRedirect, &attrs);
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XFlush(dpy);
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}
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void make_window_clickthrough() {
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Display *dpy = (Display *)SDL_GetPointerProperty(SDL_GetWindowProperties(window), SDL_PROP_WINDOW_X11_DISPLAY_POINTER, NULL);
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Window xwin = (Window)SDL_GetNumberProperty(SDL_GetWindowProperties(window), SDL_PROP_WINDOW_X11_WINDOW_NUMBER, 0);
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// Make input shape empty → ignores mouse events
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XRectangle rect;
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XserverRegion region = XFixesCreateRegion(dpy, &rect, 0);
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XFixesSetWindowShapeRegion(dpy, xwin, ShapeInput, 0, 0, region);
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XFixesDestroyRegion(dpy, region);
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XFlush(dpy);
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}
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Uint32 increment_frame(void *userdata, SDL_TimerID timerID, Uint32 interval){
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current_frame = (current_frame+1) % anim->count;
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return(interval);
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}
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/* This function runs once at startup. */
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SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
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{
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char *gif_path = NULL;
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SDL_SetAppMetadata("systemd", "1.0", "org.kernel.systemd");
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if (!SDL_Init(SDL_INIT_VIDEO)) {
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SDL_Log("Couldn't initialize SDL: %s", SDL_GetError());
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return SDL_APP_FAILURE;
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}
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// Init window size to fullscreen
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int num_displays;
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SDL_DisplayID *displays = SDL_GetDisplays(&num_displays);
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SDL_Log("Found %d display(s)", num_displays);
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const SDL_DisplayMode* DisplayMode = SDL_GetCurrentDisplayMode(displays[0]);
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SDL_free(displays);
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if(DisplayMode==NULL){
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printf("Error could not get display mode");
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return 1;
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}
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WINDOW_WIDTH = DisplayMode->w;
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WINDOW_HEIGHT = DisplayMode->h;
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if (!SDL_CreateWindowAndRenderer("systemd", WINDOW_WIDTH, WINDOW_HEIGHT,
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SDL_WINDOW_TRANSPARENT | SDL_WINDOW_ALWAYS_ON_TOP | SDL_WINDOW_BORDERLESS ,
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&window, &renderer)) {
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SDL_Log("Couldn't create window/renderer: %s", SDL_GetError());
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return SDL_APP_FAILURE;
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}
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make_window_clickthrough();
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set_override_redirect();
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SDL_SetDefaultTextureScaleMode(renderer, SDL_SCALEMODE_PIXELART);
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neko_init(renderer, window);
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/* Open the image file */
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SDL_asprintf(&gif_path, "%ssample.gif", SDL_GetBasePath());
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anim = IMG_LoadAnimation(gif_path);
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if (!anim) {
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SDL_Log("Couldn't load %s: %s\n", gif_path, SDL_GetError());
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return SDL_APP_FAILURE;
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}
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SDL_free(gif_path); /* done with this, the file is loaded. */
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int aw = anim->w;
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int ah = anim->h;
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anim_textures = (SDL_Texture **)SDL_calloc(anim->count, sizeof(*anim_textures));
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if (!anim_textures) {
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SDL_Log("Couldn't allocate textures\n");
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IMG_FreeAnimation(anim);
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return SDL_APP_FAILURE;
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}
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for (int i = 0; i < anim->count; ++i) {
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anim_textures[i] = SDL_CreateTextureFromSurface(renderer, anim->frames[i]);
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}
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SDL_AddTimer(anim->delays[0], increment_frame, NULL);
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return SDL_APP_CONTINUE; /* carry on with the program! */
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}
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/* This function runs when a new event (mouse input, keypresses, etc) occurs. */
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SDL_AppResult SDL_AppEvent(void *appstate, SDL_Event *event)
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{
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if (event->type == SDL_EVENT_QUIT) {
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return SDL_APP_SUCCESS; /* end the program, reporting success to the OS. */
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}
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return SDL_APP_CONTINUE; /* carry on with the program! */
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}
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/* This function runs once per frame, and is the heart of the program. */
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SDL_AppResult SDL_AppIterate(void *appstate)
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{
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SDL_FRect dst_rect;
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const Uint64 now = SDL_GetTicks();
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/* as you can see from this, rendering draws over whatever was drawn before it. */
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SDL_SetRenderDrawColor(renderer, 0, 0, 0, SDL_ALPHA_TRANSPARENT); /* black, full alpha */
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SDL_RenderClear(renderer); /* start with a blank canvas. */
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neko_render(renderer, window);
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/*
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dst_rect.x = WINDOW_HEIGHT/2;
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dst_rect.y = WINDOW_HEIGHT/2;
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dst_rect.h = WINDOW_HEIGHT/10;
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dst_rect.w = WINDOW_HEIGHT/10;
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SDL_RenderTexture(renderer, anim_textures[current_frame], NULL, &dst_rect);
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*/
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SDL_RenderPresent(renderer); /* put it all on the screen! */
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return SDL_APP_CONTINUE; /* carry on with the program! */
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}
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/* This function runs once at shutdown. */
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void SDL_AppQuit(void *appstate, SDL_AppResult result)
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{
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neko_quit();
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/* SDL will clean up the window/renderer for us. */
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}
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/* BACKUP SDL_AppIterate
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const float direction = ((now % 2000) >= 1000) ? 1.0f : -1.0f;
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const float scale = ((float) (((int) (now % 1000)) - 500) / 500.0f) * direction;
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dst_rect.x = (100.0f * scale);
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dst_rect.y = 0.0f;
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dst_rect.w = (float) texture_width;
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dst_rect.h = (float) texture_height;
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SDL_RenderTexture(renderer, texture, NULL, &dst_rect);
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dst_rect.x = ((float) (WINDOW_WIDTH - texture_width)) / 2.0f;
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dst_rect.y = ((float) (WINDOW_HEIGHT - texture_height)) / 2.0f;
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dst_rect.w = (float) texture_width/2;
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dst_rect.h = (float) texture_height/2;
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SDL_RenderTexture(renderer, texture, NULL, &dst_rect);
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dst_rect.x = ((float) (WINDOW_WIDTH - texture_width)) - (100.0f * scale);
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dst_rect.y = (float) (WINDOW_HEIGHT - texture_height);
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dst_rect.w = (float) texture_width;
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dst_rect.h = (float) texture_height;
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*/
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194
overlay/src/neko.c
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194
overlay/src/neko.c
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#include "neko.h"
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#include "common.h"
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#include <math.h>
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static int texture_width = 0;
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static int texture_height = 0;
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static float catx = 200;
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static float caty = 200;
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static float speed = 5.0;
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#define TIME_BEFORE_SPLEEP 3000
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#define TIME_BEFORE_RUNNING 1000
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#define TIME_ANIM_INTERVAL 300
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enum CatState {
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ST_SLEEPING,
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ST_RUNNING,
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ST_WAKING_UP,
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ST_STAND_BY,
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} cat_state = ST_RUNNING;
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enum CatFrames {
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STAND_BY=0,
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WAKING_UP=1,
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UP=2,
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DOWN=4,
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LEFT=6,
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RIGHT=8,
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UP_LEFT=10,
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UP_RIGHT=12,
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DOWN_RIGHT=14,
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DOWN_LEFT=16,
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SLEEPING=18,
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};
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static int state_timer;
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static int anim_timer = 0;
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static int current_frame = 0;
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static float diffx, diffy;
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static IMG_Animation *anim;
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static SDL_Texture **anim_textures;
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int neko_init(SDL_Renderer *renderer, SDL_Window *window){
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char *neko_gif_path = NULL;
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/* Textures are pixel data that we upload to the video hardware for fast drawing. Lots of 2D
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engines refer to these as "sprites." We'll do a static texture (upload once, draw many
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times) with data from a bitmap file. */
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/* SDL_Surface is pixel data the CPU can access. SDL_Texture is pixel data the GPU can access.
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Load a .bmp into a surface, move it to a texture from there. */
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SDL_asprintf(&neko_gif_path, "%sreal_oneko.gif", SDL_GetBasePath());
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anim = IMG_LoadAnimation(neko_gif_path);
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if (!anim) {
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SDL_Log("Couldn't load %s: %s\n", neko_gif_path, SDL_GetError());
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return SDL_APP_FAILURE;
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}
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SDL_free(neko_gif_path); /* done with this, the file is loaded. */
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texture_width = anim->w;
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texture_height = anim->h;
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anim_textures = (SDL_Texture **)SDL_calloc(anim->count, sizeof(*anim_textures));
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if (!anim_textures) {
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SDL_Log("Couldn't allocate textures\n");
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IMG_FreeAnimation(anim);
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return SDL_APP_FAILURE;
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}
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for (int i = 0; i < anim->count; ++i) {
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anim_textures[i] = SDL_CreateTextureFromSurface(renderer, anim->frames[i]);
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}
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SDL_AddTimer(50, move_cat, window);
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}
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void neko_render(SDL_Renderer *renderer, SDL_Window *window){
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SDL_FRect dst_rect;
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dst_rect.x = catx;
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dst_rect.y = caty;
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dst_rect.h = WINDOW_HEIGHT/20;
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dst_rect.w = WINDOW_HEIGHT/20;
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int texture_index = 0;
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switch (cat_state)
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{
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case ST_SLEEPING:
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texture_index = SLEEPING+current_frame;
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break;
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case ST_WAKING_UP:
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texture_index = WAKING_UP;
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break;
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case ST_STAND_BY:
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texture_index = STAND_BY;
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break;
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case ST_RUNNING:
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// We do this to know if our cat is moving in diagonals
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double angle = fabs(atan((double) (diffy/diffx)));
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if(angle<SDL_PI_D/3 && angle>SDL_PI_D/6){ // Diagonals
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if(diffy<0){
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if(diffx<0){
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texture_index = DOWN_RIGHT+current_frame;
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}else{
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texture_index = DOWN_LEFT+current_frame;
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}
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}else{
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if(diffx<0){
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texture_index = UP_RIGHT+current_frame;
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}else{
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texture_index = UP_LEFT+current_frame;
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}
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}
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}else{ // pas diagonals
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if(fabs(diffy) > fabs(diffx)){
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if(diffy<0){
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texture_index = DOWN+current_frame;
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}else{
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texture_index = UP+current_frame;
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}
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}else{
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if(diffx<0){
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texture_index = RIGHT+current_frame;
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}else{
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texture_index = LEFT+current_frame;
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}
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}
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}
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break;
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default:
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break;
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}
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SDL_RenderTexture(renderer, anim_textures[texture_index], NULL, &dst_rect);
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if(SDL_GetTicks()-anim_timer > TIME_ANIM_INTERVAL){
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current_frame = (current_frame+1) % 2;
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anim_timer=SDL_GetTicks();
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}
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}
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void neko_quit(){
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SDL_DestroyTexture(anim_textures[current_frame]);
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}
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Uint32 move_cat(void *window, SDL_TimerID timerID, Uint32 interval){
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float mousex, mousey;
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float hypo;
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int windowx, windowy;
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SDL_GetGlobalMouseState(&mousex, &mousey);
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SDL_GetWindowPosition(window, &windowx, &windowy);
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diffx = catx-(mousex-(float)windowx);
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diffy = caty-(mousey-(float)windowy);
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hypo = sqrt(diffx*diffx + diffy*diffy);
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switch (cat_state)
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{
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case ST_RUNNING:
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if (hypo>50){
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catx -= (diffx*speed/hypo);
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caty -= (diffy*speed/hypo);
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}else{
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cat_state = ST_STAND_BY;
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state_timer = SDL_GetTicks();
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}
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break;
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case ST_STAND_BY:
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if (hypo>50){
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cat_state = ST_RUNNING;
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}else if (SDL_GetTicks()-TIME_BEFORE_SPLEEP > state_timer){
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cat_state = ST_SLEEPING;
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}
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break;
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case ST_SLEEPING:
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if (hypo>50){
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cat_state = ST_WAKING_UP;
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state_timer = SDL_GetTicks();
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}
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break;
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case ST_WAKING_UP:
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if (SDL_GetTicks()-TIME_BEFORE_RUNNING > state_timer){
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cat_state = ST_RUNNING;
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}
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break;
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default:
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break;
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}
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return(interval);
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}
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15
overlay/src/neko.h
Normal file
15
overlay/src/neko.h
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@@ -0,0 +1,15 @@
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#ifndef NEKO_H
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#define NEKO_H
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#include <SDL3/SDL.h>
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#include <SDL3/SDL_main.h>
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#include <SDL3_image/SDL_image.h>
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#include <stdio.h>
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int neko_init(SDL_Renderer *renderer, SDL_Window *window);
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void neko_render(SDL_Renderer *renderer, SDL_Window *window);
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void neko_quit();
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Uint32 move_cat(void *window, SDL_TimerID timerID, Uint32 interval);
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#endif
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Block a user