Added neko stuff but broken as fuck
This commit is contained in:
12
.vscode/settings.json
vendored
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12
.vscode/settings.json
vendored
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{
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"files.associations": {
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"stdio.h": "c",
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"sdl_main.h": "c",
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"neko.h": "c",
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"sdl_image.h": "c",
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"array": "c",
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"string": "c",
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"string_view": "c",
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"shape.h": "c"
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}
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}
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@@ -1,6 +1,10 @@
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# Catz Attack
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# Catz Attack
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## Dependency
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- A compositor, it can be installed using `nix-shell -p xcompmgr`. But it might be better to embedd it directly because nix is slow as fuck
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## Todo list
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## Todo list
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- [x] Create a X window transparent overlay
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- [x] Create a X window transparent overlay
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- [ ] Afficher images
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- [x] Afficher images
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- [ ] Afficher vidéos
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- [ ] Afficher vidéos
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- [ ] Jouer du son
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- [ ] Jouer du son
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6
build.sh
6
build.sh
@@ -1,8 +1,8 @@
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#!/bin/sh
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#!/bin/sh
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echo Building with ...
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echo Building with ...
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echo gcc src/main.c -o res/main $(pkg-config --cflags --libs sdl3 x11 xfixes)
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echo gcc src/main.c -o res/main $(pkg-config --cflags --libs sdl3 x11 xfixes sdl3-image)
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gcc src/main.c -o res/main $(pkg-config --cflags --libs sdl3 x11 xfixes)
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gcc src/main.c src/neko.c -I src/ -o res/main $(pkg-config --cflags --libs sdl3 x11 xfixes sdl3-image)
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echo Running...
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echo Running...
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./res/main
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DISPLAY=:1 ./res/main
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BIN
res/sample.gif
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BIN
res/sample.gif
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Binary file not shown.
After Width: | Height: | Size: 1.0 MiB |
BIN
res/sample.gif.BAK
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BIN
res/sample.gif.BAK
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Binary file not shown.
After Width: | Height: | Size: 838 KiB |
7
src/common.h
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7
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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135
src/main.c
135
src/main.c
@@ -12,20 +12,37 @@
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#include <X11/Xlib.h>
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#include <X11/Xlib.h>
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#include <X11/extensions/shape.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/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.h>
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#include <SDL3/SDL_main.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 <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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/* 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_Window *window = NULL;
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static SDL_Renderer *renderer = NULL;
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static SDL_Renderer *renderer = NULL;
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static SDL_Texture *texture = NULL;
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static IMG_Animation *anim;
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static int texture_width = 0;
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static SDL_Texture **anim_textures;
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static int texture_height = 0;
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static int current_frame = 1;
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static int WINDOW_WIDTH;
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int WINDOW_WIDTH;
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static int WINDOW_HEIGHT;
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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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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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Display *dpy = (Display *)SDL_GetPointerProperty(SDL_GetWindowProperties(window), SDL_PROP_WINDOW_X11_DISPLAY_POINTER, NULL);
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@@ -40,11 +57,15 @@ void make_window_clickthrough() {
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XFlush(dpy);
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XFlush(dpy);
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}
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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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/* This function runs once at startup. */
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SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
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SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
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{
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{
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SDL_Surface *surface = NULL;
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char *gif_path = NULL;
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char *bmp_path = NULL;
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SDL_SetAppMetadata("systemd", "1.0", "org.kernel.systemd");
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SDL_SetAppMetadata("systemd", "1.0", "org.kernel.systemd");
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@@ -67,7 +88,6 @@ SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
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WINDOW_WIDTH = DisplayMode->w;
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WINDOW_WIDTH = DisplayMode->w;
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WINDOW_HEIGHT = DisplayMode->h;
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WINDOW_HEIGHT = DisplayMode->h;
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if (!SDL_CreateWindowAndRenderer("systemd", WINDOW_WIDTH, WINDOW_HEIGHT,
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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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SDL_WINDOW_TRANSPARENT | SDL_WINDOW_ALWAYS_ON_TOP | SDL_WINDOW_BORDERLESS ,
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&window, &renderer)) {
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&window, &renderer)) {
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@@ -76,32 +96,31 @@ SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
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}
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}
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make_window_clickthrough();
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make_window_clickthrough();
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set_override_redirect();
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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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neko_init(renderer);
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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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/* Open the image file */
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Load a .bmp into a surface, move it to a texture from there. */
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SDL_asprintf(&gif_path, "%ssample.gif", SDL_GetBasePath());
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SDL_asprintf(&bmp_path, "%ssample.bmp", SDL_GetBasePath()); /* allocate a string of the full file path */
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anim = IMG_LoadAnimation(gif_path);
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surface = SDL_LoadBMP(bmp_path);
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if (!anim) {
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if (!surface) {
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SDL_Log("Couldn't load %s: %s\n", gif_path, SDL_GetError());
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SDL_Log("Couldn't load bitmap: %s", SDL_GetError());
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return SDL_APP_FAILURE;
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return SDL_APP_FAILURE;
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}
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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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SDL_free(bmp_path); /* done with this, the file is loaded. */
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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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texture_width = surface->w;
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SDL_Log("Couldn't allocate textures\n");
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texture_height = surface->h;
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IMG_FreeAnimation(anim);
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texture = SDL_CreateTextureFromSurface(renderer, surface);
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if (!texture) {
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SDL_Log("Couldn't create static texture: %s", SDL_GetError());
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return SDL_APP_FAILURE;
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return SDL_APP_FAILURE;
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}
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}
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for (int i = 0; i < anim->count; ++i) {
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SDL_DestroySurface(surface); /* done with this, the texture has a copy of the pixels now. */
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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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return SDL_APP_CONTINUE; /* carry on with the program! */
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}
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}
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@@ -121,37 +140,18 @@ SDL_AppResult SDL_AppIterate(void *appstate)
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SDL_FRect dst_rect;
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SDL_FRect dst_rect;
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const Uint64 now = SDL_GetTicks();
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const Uint64 now = SDL_GetTicks();
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/* we'll have some textures move around over a few seconds. */
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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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/* as you can see from this, rendering draws over whatever was drawn before it. */
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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_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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SDL_RenderClear(renderer); /* start with a blank canvas. */
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/* Just draw the static texture a few times. You can think of it like a
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neko_render(renderer, window);
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stamp, there isn't a limit to the number of times you can draw with it. */
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/*
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dst_rect.x = WINDOW_HEIGHT/2;
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/* top left */
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dst_rect.y = WINDOW_HEIGHT/2;
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dst_rect.x = (100.0f * scale);
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dst_rect.h = WINDOW_HEIGHT/10;
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dst_rect.y = 0.0f;
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dst_rect.w = WINDOW_HEIGHT/10;
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dst_rect.w = (float) texture_width;
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SDL_RenderTexture(renderer, anim_textures[current_frame], NULL, &dst_rect);
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dst_rect.h = (float) texture_height;
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*/
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SDL_RenderTexture(renderer, texture, NULL, &dst_rect);
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/* center this one. */
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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;
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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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/* bottom right. */
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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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SDL_RenderTexture(renderer, texture, NULL, &dst_rect);
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SDL_RenderPresent(renderer); /* put it all on the screen! */
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SDL_RenderPresent(renderer); /* put it all on the screen! */
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@@ -161,6 +161,31 @@ SDL_AppResult SDL_AppIterate(void *appstate)
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/* This function runs once at shutdown. */
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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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void SDL_AppQuit(void *appstate, SDL_AppResult result)
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{
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{
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SDL_DestroyTexture(texture);
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neko_quit();
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/* SDL will clean up the window/renderer for us. */
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/* SDL will clean up the window/renderer for us. */
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}
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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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64
src/neko.c
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64
src/neko.c
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@@ -0,0 +1,64 @@
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#include "neko.h"
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#include "common.h"
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static SDL_Texture *texture = NULL;
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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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int neko_init(SDL_Renderer *renderer){
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SDL_Surface *surface = NULL;
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char *neko_bmp_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_bmp_path, "%ssample.bmp", SDL_GetBasePath()); /* allocate a string of the full file path */
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surface = SDL_LoadBMP(neko_bmp_path);
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if (!surface) {
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SDL_Log("Couldn't load bitmap: %s", SDL_GetError());
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return SDL_APP_FAILURE;
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}
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SDL_free(neko_bmp_path); /* done with this, the file is loaded. */
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texture_width = surface->w;
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texture_height = surface->h;
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texture = SDL_CreateTextureFromSurface(renderer, surface);
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if (!texture) {
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SDL_Log("Couldn't create static texture: %s", SDL_GetError());
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return SDL_APP_FAILURE;
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}
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SDL_DestroySurface(surface); /* done with this, the texture has a copy of the pixels now. */
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}
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void neko_render(SDL_Renderer *renderer, SDL_Window *window){
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float mousex, mousey;
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int windowx, windowy;
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float diffx, diffy;
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SDL_FRect dst_rect;
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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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SDL_Log("(%f, %f)", diffx, diffy);
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dst_rect.x = catx+(diffx/diffy);
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dst_rect.y = caty+(diffy/diffx);
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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, texture, NULL, &dst_rect);
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}
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void neko_quit(){
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SDL_DestroyTexture(texture);
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}
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14
src/neko.h
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14
src/neko.h
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@@ -0,0 +1,14 @@
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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);
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void neko_render(SDL_Renderer *renderer, SDL_Window *window);
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void neko_quit();
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#endif
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Reference in New Issue
Block a user