Added neko stuff but broken as fuck
This commit is contained in:
12
.vscode/settings.json
vendored
Normal file
12
.vscode/settings.json
vendored
Normal file
@@ -0,0 +1,12 @@
|
||||
{
|
||||
"files.associations": {
|
||||
"stdio.h": "c",
|
||||
"sdl_main.h": "c",
|
||||
"neko.h": "c",
|
||||
"sdl_image.h": "c",
|
||||
"array": "c",
|
||||
"string": "c",
|
||||
"string_view": "c",
|
||||
"shape.h": "c"
|
||||
}
|
||||
}
|
@@ -1,6 +1,10 @@
|
||||
# Catz Attack
|
||||
|
||||
## Dependency
|
||||
- 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
|
||||
|
||||
## Todo list
|
||||
- [x] Create a X window transparent overlay
|
||||
- [ ] Afficher images
|
||||
- [x] Afficher images
|
||||
- [ ] Afficher vidéos
|
||||
- [ ] Jouer du son
|
||||
|
6
build.sh
6
build.sh
@@ -1,8 +1,8 @@
|
||||
#!/bin/sh
|
||||
|
||||
echo Building with ...
|
||||
echo gcc src/main.c -o res/main $(pkg-config --cflags --libs sdl3 x11 xfixes)
|
||||
gcc src/main.c -o res/main $(pkg-config --cflags --libs sdl3 x11 xfixes)
|
||||
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 --cflags --libs sdl3 x11 xfixes sdl3-image)
|
||||
|
||||
echo Running...
|
||||
./res/main
|
||||
DISPLAY=:1 ./res/main
|
||||
|
BIN
res/sample.gif
Normal file
BIN
res/sample.gif
Normal file
Binary file not shown.
After Width: | Height: | Size: 1.0 MiB |
BIN
res/sample.gif.BAK
Normal file
BIN
res/sample.gif.BAK
Normal file
Binary file not shown.
After Width: | Height: | Size: 838 KiB |
7
src/common.h
Normal file
7
src/common.h
Normal file
@@ -0,0 +1,7 @@
|
||||
#ifndef COMMON_H
|
||||
#define COMMON_H
|
||||
|
||||
extern int WINDOW_WIDTH;
|
||||
extern int WINDOW_HEIGHT;
|
||||
|
||||
#endif
|
135
src/main.c
135
src/main.c
@@ -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;
|
||||
*/
|
64
src/neko.c
Normal file
64
src/neko.c
Normal file
@@ -0,0 +1,64 @@
|
||||
#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);
|
||||
}
|
14
src/neko.h
Normal file
14
src/neko.h
Normal file
@@ -0,0 +1,14 @@
|
||||
#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);
|
||||
void neko_render(SDL_Renderer *renderer, SDL_Window *window);
|
||||
void neko_quit();
|
||||
|
||||
#endif
|
Reference in New Issue
Block a user