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166
src/main.c
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166
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 <SDL3/SDL.h>
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#include <SDL3/SDL_main.h>
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#include <stdio.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 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 int WINDOW_WIDTH;
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static int WINDOW_HEIGHT;
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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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/* 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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SDL_Surface *surface = 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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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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/* 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(&bmp_path, "%ssample.bmp", SDL_GetBasePath()); /* allocate a string of the full file path */
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surface = SDL_LoadBMP(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(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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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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/* 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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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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/* Just draw the static texture a few times. You can think of it like a
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stamp, there isn't a limit to the number of times you can draw with it. */
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/* top left */
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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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/* 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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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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SDL_DestroyTexture(texture);
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/* SDL will clean up the window/renderer for us. */
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}
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