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CatzAttack/src/main.c

191 lines
6.1 KiB
C

/* textures.c ... */
/*
* This example creates an SDL window and renderer, and then draws some
* textures to it every frame.
*
* This code is public domain. Feel free to use it for any purpose!
*/
#define SDL_MAIN_USE_CALLBACKS 1 /* use the callbacks instead of main() */
#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 IMG_Animation *anim;
static SDL_Texture **anim_textures;
static int current_frame = 1;
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);
Window xwin = (Window)SDL_GetNumberProperty(SDL_GetWindowProperties(window), SDL_PROP_WINDOW_X11_WINDOW_NUMBER, 0);
// Make input shape empty → ignores mouse events
XRectangle rect;
XserverRegion region = XFixesCreateRegion(dpy, &rect, 0);
XFixesSetWindowShapeRegion(dpy, xwin, ShapeInput, 0, 0, region);
XFixesDestroyRegion(dpy, region);
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[])
{
char *gif_path = NULL;
SDL_SetAppMetadata("systemd", "1.0", "org.kernel.systemd");
if (!SDL_Init(SDL_INIT_VIDEO)) {
SDL_Log("Couldn't initialize SDL: %s", SDL_GetError());
return SDL_APP_FAILURE;
}
// Init window size to fullscreen
int num_displays;
SDL_DisplayID *displays = SDL_GetDisplays(&num_displays);
SDL_Log("Found %d display(s)", num_displays);
const SDL_DisplayMode* DisplayMode = SDL_GetCurrentDisplayMode(displays[0]);
SDL_free(displays);
if(DisplayMode==NULL){
printf("Error could not get display mode");
return 1;
}
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)) {
SDL_Log("Couldn't create window/renderer: %s", SDL_GetError());
return SDL_APP_FAILURE;
}
make_window_clickthrough();
set_override_redirect();
neko_init(renderer, window);
/* 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;
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(anim->delays[0], increment_frame, NULL);
return SDL_APP_CONTINUE; /* carry on with the program! */
}
/* This function runs when a new event (mouse input, keypresses, etc) occurs. */
SDL_AppResult SDL_AppEvent(void *appstate, SDL_Event *event)
{
if (event->type == SDL_EVENT_QUIT) {
return SDL_APP_SUCCESS; /* end the program, reporting success to the OS. */
}
return SDL_APP_CONTINUE; /* carry on with the program! */
}
/* This function runs once per frame, and is the heart of the program. */
SDL_AppResult SDL_AppIterate(void *appstate)
{
SDL_FRect dst_rect;
const Uint64 now = SDL_GetTicks();
/* 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. */
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! */
return SDL_APP_CONTINUE; /* carry on with the program! */
}
/* This function runs once at shutdown. */
void SDL_AppQuit(void *appstate, SDL_AppResult result)
{
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;
*/