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5 Commits

Author SHA1 Message Date
c29a64be9e maybe finally static??? 2025-09-23 20:09:07 +02:00
a9d33b0c2a added appimage 2025-09-23 19:52:15 +02:00
0a5029db2c add static linking 2025-09-23 18:39:29 +02:00
997343e4ae finished neko 2025-09-22 20:30:32 +02:00
ad8999a35c added neko states, I will need to add animations 2025-09-22 15:22:00 +02:00
18 changed files with 229 additions and 75 deletions

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@@ -7,6 +7,7 @@
"array": "c",
"string": "c",
"string_view": "c",
"shape.h": "c"
"shape.h": "c",
"xfixes.h": "c"
}
}

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@@ -1,8 +0,0 @@
#!/bin/sh
echo Building with ...
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...
DISPLAY=:1 ./res/main

5
manager/build_manager.sh Normal file
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@@ -0,0 +1,5 @@
#!/bin/sh
echo Building manager with ...
echo gcc manager.c -o manager
gcc manager.c -o manager

5
manager/manager.c Normal file
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@@ -0,0 +1,5 @@
void main(void){
}

19
overlay/build.sh Executable file
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@@ -0,0 +1,19 @@
#!/bin/sh
echo Building with ...
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 --static --cflags --libs sdl3 x11 xfixes sdl3-image) -lm
echo Building static version
echo gcc src/main.c src/neko.c -I src/ -o res/main
echo $(pkg-config --cflags sdl3 x11 xfixes sdl3-image)
echo -Wl,-Bstatic -lSDL3 -lSDL3_image -Wl,-Bdynamic
echo -lX11 -lXfixes -lm
gcc src/main.c src/neko.c -I src/ -o res/main \
$(pkg-config --cflags sdl3 x11 xfixes sdl3-image) \
-Wl,-Bstatic -lSDL3 -lSDL3_image -Wl,-Bdynamic \
-lX11 -lXfixes -lm
echo Running...
#DISPLAY=:1 ./res/main
./res/main

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@@ -97,8 +97,9 @@ SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
make_window_clickthrough();
set_override_redirect();
SDL_SetDefaultTextureScaleMode(renderer, SDL_SCALEMODE_PIXELART);
neko_init(renderer);
neko_init(renderer, window);
/* Open the image file */
SDL_asprintf(&gif_path, "%ssample.gif", SDL_GetBasePath());

194
overlay/src/neko.c Normal file
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@@ -0,0 +1,194 @@
#include "neko.h"
#include "common.h"
#include <math.h>
static int texture_width = 0;
static int texture_height = 0;
static float catx = 200;
static float caty = 200;
static float speed = 5.0;
#define TIME_BEFORE_SPLEEP 3000
#define TIME_BEFORE_RUNNING 1000
#define TIME_ANIM_INTERVAL 300
enum CatState {
ST_SLEEPING,
ST_RUNNING,
ST_WAKING_UP,
ST_STAND_BY,
} cat_state = ST_RUNNING;
enum CatFrames {
STAND_BY=0,
WAKING_UP=1,
UP=2,
DOWN=4,
LEFT=6,
RIGHT=8,
UP_LEFT=10,
UP_RIGHT=12,
DOWN_RIGHT=14,
DOWN_LEFT=16,
SLEEPING=18,
};
static int state_timer;
static int anim_timer = 0;
static int current_frame = 0;
static float diffx, diffy;
static IMG_Animation *anim;
static SDL_Texture **anim_textures;
int neko_init(SDL_Renderer *renderer, SDL_Window *window){
char *neko_gif_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_gif_path, "%sreal_oneko.gif", SDL_GetBasePath());
anim = IMG_LoadAnimation(neko_gif_path);
if (!anim) {
SDL_Log("Couldn't load %s: %s\n", neko_gif_path, SDL_GetError());
return SDL_APP_FAILURE;
}
SDL_free(neko_gif_path); /* done with this, the file is loaded. */
texture_width = anim->w;
texture_height = anim->h;
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;
}
for (int i = 0; i < anim->count; ++i) {
anim_textures[i] = SDL_CreateTextureFromSurface(renderer, anim->frames[i]);
}
SDL_AddTimer(50, move_cat, window);
}
void neko_render(SDL_Renderer *renderer, SDL_Window *window){
SDL_FRect dst_rect;
dst_rect.x = catx;
dst_rect.y = caty;
dst_rect.h = WINDOW_HEIGHT/20;
dst_rect.w = WINDOW_HEIGHT/20;
int texture_index = 0;
switch (cat_state)
{
case ST_SLEEPING:
texture_index = SLEEPING+current_frame;
break;
case ST_WAKING_UP:
texture_index = WAKING_UP;
break;
case ST_STAND_BY:
texture_index = STAND_BY;
break;
case ST_RUNNING:
// We do this to know if our cat is moving in diagonals
double angle = fabs(atan((double) (diffy/diffx)));
if(angle<SDL_PI_D/3 && angle>SDL_PI_D/6){ // Diagonals
if(diffy<0){
if(diffx<0){
texture_index = DOWN_RIGHT+current_frame;
}else{
texture_index = DOWN_LEFT+current_frame;
}
}else{
if(diffx<0){
texture_index = UP_RIGHT+current_frame;
}else{
texture_index = UP_LEFT+current_frame;
}
}
}else{ // pas diagonals
if(fabs(diffy) > fabs(diffx)){
if(diffy<0){
texture_index = DOWN+current_frame;
}else{
texture_index = UP+current_frame;
}
}else{
if(diffx<0){
texture_index = RIGHT+current_frame;
}else{
texture_index = LEFT+current_frame;
}
}
}
break;
default:
break;
}
SDL_RenderTexture(renderer, anim_textures[texture_index], NULL, &dst_rect);
if(SDL_GetTicks()-anim_timer > TIME_ANIM_INTERVAL){
current_frame = (current_frame+1) % 2;
anim_timer=SDL_GetTicks();
}
}
void neko_quit(){
SDL_DestroyTexture(anim_textures[current_frame]);
}
Uint32 move_cat(void *window, SDL_TimerID timerID, Uint32 interval){
float mousex, mousey;
float hypo;
int windowx, windowy;
SDL_GetGlobalMouseState(&mousex, &mousey);
SDL_GetWindowPosition(window, &windowx, &windowy);
diffx = catx-(mousex-(float)windowx);
diffy = caty-(mousey-(float)windowy);
hypo = sqrt(diffx*diffx + diffy*diffy);
switch (cat_state)
{
case ST_RUNNING:
if (hypo>50){
catx -= (diffx*speed/hypo);
caty -= (diffy*speed/hypo);
}else{
cat_state = ST_STAND_BY;
state_timer = SDL_GetTicks();
}
break;
case ST_STAND_BY:
if (hypo>50){
cat_state = ST_RUNNING;
}else if (SDL_GetTicks()-TIME_BEFORE_SPLEEP > state_timer){
cat_state = ST_SLEEPING;
}
break;
case ST_SLEEPING:
if (hypo>50){
cat_state = ST_WAKING_UP;
state_timer = SDL_GetTicks();
}
break;
case ST_WAKING_UP:
if (SDL_GetTicks()-TIME_BEFORE_RUNNING > state_timer){
cat_state = ST_RUNNING;
}
break;
default:
break;
}
return(interval);
}

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@@ -7,8 +7,9 @@
#include <stdio.h>
int neko_init(SDL_Renderer *renderer);
int neko_init(SDL_Renderer *renderer, SDL_Window *window);
void neko_render(SDL_Renderer *renderer, SDL_Window *window);
void neko_quit();
Uint32 move_cat(void *window, SDL_TimerID timerID, Uint32 interval);
#endif

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@@ -1,64 +0,0 @@
#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);
}