Added neko stuff but broken as fuck

This commit is contained in:
2025-09-21 18:27:29 +02:00
parent 8d521fe2d6
commit 16acc7bc6f
10 changed files with 186 additions and 60 deletions

View File

@@ -12,20 +12,37 @@
#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);
@@ -40,11 +57,15 @@ void make_window_clickthrough() {
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");
@@ -67,7 +88,6 @@ SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
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)) {
@@ -76,32 +96,31 @@ SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
}
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(gif_path); /* done with this, the file is loaded. */
int aw = anim->w;
int ah = anim->h;
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());
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! */
}
@@ -121,37 +140,18 @@ SDL_AppResult SDL_AppIterate(void *appstate)
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. */
/* 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;
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);
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! */
@@ -161,6 +161,31 @@ SDL_AppResult SDL_AppIterate(void *appstate)
/* This function runs once at shutdown. */
void SDL_AppQuit(void *appstate, SDL_AppResult result)
{
SDL_DestroyTexture(texture);
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;
*/