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  1. #include <chrono>
  2. #include <thread>
  3. #include <stdlib.h>
  4. #include "slopstates.hpp"
  5. #include "mouse.hpp"
  6. #include "resource.hpp"
  7. #include "keyboard.hpp"
  8. #include "window.hpp"
  9. #include "shader.hpp"
  10. #include "framebuffer.hpp"
  11. #include "glrectangle.hpp"
  12. #include "xshaperectangle.hpp"
  13. #include "slop.hpp"
  14. namespace slop {
  15. X11* x11;
  16. Mouse* mouse;
  17. Keyboard* keyboard;
  18. Resource* resource;
  19. SlopSelection GLSlopSelect( slop::SlopOptions* options, bool* cancelled, slop::SlopWindow* window );
  20. SlopSelection XShapeSlopSelect( slop::SlopOptions* options, bool* cancelled);
  21. static int TmpXError(Display * d, XErrorEvent * ev) {
  22. return 0;
  23. }
  24. }
  25. using namespace slop;
  26. // Defaults!
  27. slop::SlopOptions::SlopOptions() {
  28. borderSize = 1;
  29. nokeyboard = false;
  30. noopengl = false;
  31. nodecorations = false;
  32. tolerance = 2;
  33. padding = 0;
  34. shader = "textured";
  35. highlight = false;
  36. r = 0.5;
  37. g = 0.5;
  38. b = 0.5;
  39. a = 1;
  40. char * envdisplay = getenv("DISPLAY");
  41. if (envdisplay == NULL)
  42. xdisplay = ":0";
  43. else
  44. xdisplay = envdisplay;
  45. }
  46. slop::SlopSelection::SlopSelection( float x, float y, float w, float h, int id ) {
  47. this->x = x;
  48. this->y = y;
  49. this->w = w;
  50. this->h = h;
  51. this->id = id;
  52. }
  53. slop::SlopSelection slop::SlopSelect( slop::SlopOptions* options, bool* cancelled, bool quiet) {
  54. slop::SlopSelection returnval(0,0,0,0,0);
  55. bool deleteOptions = false;
  56. if ( !options ) {
  57. deleteOptions = true;
  58. options = new slop::SlopOptions();
  59. }
  60. resource = new Resource();
  61. // Set up x11 temporarily
  62. x11 = new X11(options->xdisplay);
  63. XErrorHandler ph = XSetErrorHandler(slop::TmpXError);
  64. keyboard = new Keyboard( x11 );
  65. XSetErrorHandler(ph);
  66. bool success = false;
  67. std::string errorstring = "";
  68. SlopWindow* window;
  69. // First we check if we have a compositor available
  70. if ( x11->hasCompositor() && !options->noopengl ) {
  71. // If we have a compositor, we try using OpenGL
  72. try {
  73. window = new SlopWindow();
  74. success = true;
  75. } catch( std::exception* e ) {
  76. errorstring += std::string(e->what()) + "\n";
  77. success = false;
  78. } catch (...) {
  79. success = false;
  80. }
  81. } else {
  82. errorstring += "Failed to detect a compositor, OpenGL hardware-accelleration disabled...\n";
  83. }
  84. if ( !success ) {
  85. // If we fail, we launch the XShape version of slop.
  86. if ( !quiet && !options->noopengl ) {
  87. if ( errorstring.length() <= 0 ) {
  88. errorstring += "Failed to launch OpenGL context, --shader parameter will be ignored.\n";
  89. std::cerr << errorstring;
  90. } else {
  91. std::cerr << errorstring;
  92. }
  93. }
  94. returnval = slop::XShapeSlopSelect( options, cancelled );
  95. } else {
  96. returnval = slop::GLSlopSelect( options, cancelled, window );
  97. }
  98. delete x11;
  99. delete slop::resource;
  100. if ( deleteOptions ) {
  101. delete options;
  102. }
  103. return returnval;
  104. }
  105. slop::SlopSelection slop::XShapeSlopSelect( slop::SlopOptions* options, bool* cancelled ) {
  106. // Init our little state machine, memory is a tad of a misnomer
  107. slop::SlopMemory memory( options, new XShapeRectangle(glm::vec2(0,0), glm::vec2(0,0), options->borderSize, options->padding, glm::vec4( options->r, options->g, options->b, options->a ), options->highlight) );
  108. slop::mouse = new slop::Mouse( x11, options->nodecorations, ((XShapeRectangle*)memory.rectangle)->window );
  109. // We have no GL context, so the matrix is useless...
  110. glm::mat4 fake;
  111. // This is where we'll run through all of our stuffs
  112. while( memory.running ) {
  113. slop::mouse->update();
  114. slop::keyboard->update();
  115. // We move our statemachine forward.
  116. memory.update( 1 );
  117. // We don't actually draw anything, but the state machine uses
  118. // this to know when to spawn the window.
  119. memory.draw( fake );
  120. // X11 explodes if we update as fast as possible, here's a tiny sleep.
  121. XFlush(x11->display);
  122. std::this_thread::sleep_for(std::chrono::milliseconds(10));
  123. // Then we draw the framebuffer to the screen
  124. if ( (slop::keyboard->anyKeyDown() && !options->nokeyboard) || slop::mouse->getButton( 3 ) ) {
  125. memory.running = false;
  126. if ( cancelled ) {
  127. *cancelled = true;
  128. }
  129. } else {
  130. *cancelled = false;
  131. }
  132. }
  133. // Now we should have a selection! We parse everything we know about it here.
  134. glm::vec4 output = memory.rectangle->getRect();
  135. // Lets now clear both front and back buffers before closing.
  136. // hopefully it'll be completely transparent while closing!
  137. // Then we clean up.
  138. delete slop::mouse;
  139. // Finally return the data.
  140. return slop::SlopSelection( output.x, output.y, output.z, output.w, memory.selectedWindow );
  141. }
  142. slop::SlopSelection slop::GLSlopSelect( slop::SlopOptions* options, bool* cancelled, SlopWindow* window ) {
  143. slop::mouse = new slop::Mouse( x11, options->nodecorations, window->window );
  144. if ( options->shader != "textured" ) {
  145. window->framebuffer->setShader( options->shader );
  146. }
  147. // Init our little state machine, memory is a tad of a misnomer
  148. slop::SlopMemory memory( options, new GLRectangle(glm::vec2(0,0), glm::vec2(0,0), options->borderSize, options->padding, glm::vec4( options->r, options->g, options->b, options->a ), options->highlight) );
  149. // This is where we'll run through all of our stuffs
  150. while( memory.running ) {
  151. slop::mouse->update();
  152. slop::keyboard->update();
  153. // We move our statemachine forward.
  154. memory.update( 1 );
  155. // Then we draw our junk to a framebuffer.
  156. window->framebuffer->bind();
  157. glClearColor (0.0, 0.0, 0.0, 0.0);
  158. glClear (GL_COLOR_BUFFER_BIT);
  159. memory.draw( window->camera );
  160. window->framebuffer->unbind();
  161. // Then we draw the framebuffer to the screen
  162. window->framebuffer->draw();
  163. window->display();
  164. GLenum err = glGetError();
  165. if ( err != GL_NO_ERROR ) {
  166. throw err;
  167. }
  168. if ( (slop::keyboard->anyKeyDown() && !options->nokeyboard) || slop::mouse->getButton( 3 ) ) {
  169. memory.running = false;
  170. if ( cancelled ) {
  171. *cancelled = true;
  172. }
  173. } else {
  174. *cancelled = false;
  175. }
  176. }
  177. // Now we should have a selection! We parse everything we know about it here.
  178. glm::vec4 output = memory.rectangle->getRect();
  179. // Lets now clear both front and back buffers before closing.
  180. // hopefully it'll be completely transparent while closing!
  181. glClearColor (0.0, 0.0, 0.0, 0.0);
  182. glClear (GL_COLOR_BUFFER_BIT);
  183. window->display();
  184. glClear (GL_COLOR_BUFFER_BIT);
  185. window->display();
  186. // Then we clean up.
  187. delete window;
  188. delete slop::mouse;
  189. // Finally return the data.
  190. return slop::SlopSelection( output.x, output.y, output.z, output.w, memory.selectedWindow );
  191. }