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- #ifdef SLOP_OPENGL
- #include <GL/glew.h>
- #include <GL/gl.h>
- #endif
-
- #include <chrono>
- #include <thread>
- #include <string>
- #include <vector>
-
- #include <stdlib.h>
-
- #include "slopstates.hpp"
- #include "mouse.hpp"
- #include "resource.hpp"
- #include "keyboard.hpp"
-
- #ifdef SLOP_OPENGL
- #include "window.hpp"
- #include "shader.hpp"
- #include "framebuffer.hpp"
- #include "glrectangle.hpp"
- #endif
-
- #include "xshaperectangle.hpp"
- #include "slop.hpp"
-
- namespace slop {
-
- X11* x11;
- Mouse* mouse;
- Keyboard* keyboard;
- Resource* resource;
-
- #ifdef SLOP_OPENGL
- SlopSelection GLSlopSelect( slop::SlopOptions* options, slop::SlopWindow* window );
- #endif
- SlopSelection XShapeSlopSelect( slop::SlopOptions* options );
-
- static int TmpXError(Display * d, XErrorEvent * ev) {
- return 0;
- }
-
- }
-
- template<typename Out>
- static void split(const std::string &s, char delim, Out result) {
- std::stringstream ss;
- ss.str(s);
- std::string item;
- while (std::getline(ss, item, delim)) {
- *(result++) = item;
- }
- }
-
- static std::vector<std::string> split(const std::string &s, char delim) {
- std::vector<std::string> elems;
- split(s, delim, std::back_inserter(elems));
- return elems;
- }
-
-
- using namespace slop;
-
- char slop_default_xdisplay[] = ":0";
- char slop_default_shaders[] = "textured";
-
- // Defaults!
- slop::SlopOptions::SlopOptions() {
- border = 1;
- nokeyboard = false;
- noopengl = false;
- nodecorations = false;
- tolerance = 2;
- padding = 0;
- shaders = slop_default_shaders;
- highlight = false;
- r = 0.5;
- g = 0.5;
- b = 0.5;
- a = 1;
- quiet = false;
-
- char* envdisplay = getenv("DISPLAY");
- if (envdisplay == NULL) {
- xdisplay = slop_default_xdisplay;
- } else {
- xdisplay = envdisplay;
- }
- }
-
- slop::SlopSelection::SlopSelection( float x, float y, float w, float h, int id, bool cancelled ) {
- this->x = x;
- this->y = y;
- this->w = w;
- this->h = h;
- this->id = id;
- this->cancelled = cancelled;
- }
-
- slop::SlopSelection slop::SlopSelect( slop::SlopOptions* options ) {
- slop::SlopSelection returnval(0,0,0,0,0,true);
- bool deleteOptions = false;
- if ( !options ) {
- deleteOptions = true;
- options = new slop::SlopOptions();
- }
- resource = new Resource();
- // Set up x11 temporarily
- x11 = new X11(options->xdisplay);
- if ( !options->nokeyboard ) {
- XErrorHandler ph = XSetErrorHandler(slop::TmpXError);
- keyboard = new Keyboard( x11 );
- XSetErrorHandler(ph);
- }
- #ifdef SLOP_OPENGL
- bool success = false;
- std::string errorstring = "";
- SlopWindow* window;
- // First we check if we have a compositor available
- if ( x11->hasCompositor() && !options->noopengl ) {
- // If we have a compositor, we try using OpenGL
- try {
- window = new SlopWindow();
- if (!GLEW_VERSION_3_0) {
- delete window;
- throw std::runtime_error( "OpenGL version is not high enough, slop requires OpenGL 3.0!\nOpenGL accelleration is disabled. Use -o or -q to suppress this message." );
- }
- success = true;
- } catch( std::exception& e ) {
- errorstring += std::string(e.what()) + "\n";
- success = false;
- } catch (...) {
- success = false;
- }
- } else {
- errorstring += "Failed to detect a compositor, OpenGL hardware-accelleration disabled...\n";
- }
- if ( !success ) {
- // If we fail, we launch the XShape version of slop.
- if ( !options->quiet && !options->noopengl ) {
- if ( errorstring.length() <= 0 ) {
- errorstring += "Failed to launch OpenGL context, --shader parameter will be ignored.\n";
- std::cerr << errorstring;
- } else {
- std::cerr << errorstring;
- }
- }
- #endif // SLOP_OPENGL
- returnval = slop::XShapeSlopSelect( options );
- #ifdef SLOP_OPENGL
- } else {
- returnval = slop::GLSlopSelect( options, window );
- }
- #endif
- delete x11;
- delete slop::resource;
- if ( deleteOptions ) {
- delete options;
- }
- return returnval;
- }
-
- slop::SlopSelection slop::XShapeSlopSelect( slop::SlopOptions* options ) {
- // Init our little state machine, memory is a tad of a misnomer
- bool cancelled = false;
- slop::SlopMemory* memory = new slop::SlopMemory( options, new XShapeRectangle(glm::vec2(0,0), glm::vec2(0,0), options->border, options->padding, glm::vec4( options->r, options->g, options->b, options->a ), options->highlight) );
- slop::mouse = new slop::Mouse( x11, options->nodecorations, ((XShapeRectangle*)memory->rectangle)->window );
-
- // We have no GL context, so the matrix is useless...
- glm::mat4 fake;
- // This is where we'll run through all of our stuffs
- auto last = std::chrono::high_resolution_clock::now();
- while( memory->running ) {
- slop::mouse->update();
- if ( !options->nokeyboard ) {
- slop::keyboard->update();
- }
- // We move our statemachine forward.
- auto current = std::chrono::high_resolution_clock::now();
- std::chrono::duration<double, std::milli> frametime = current-last;
- last = current;
- memory->update( frametime.count()/1000.f );
-
- // We don't actually draw anything, but the state machine uses
- // this to know when to spawn the window.
- memory->draw( fake );
-
- // X11 explodes if we update as fast as possible, here's a tiny sleep.
- XFlush(x11->display);
- std::this_thread::sleep_for(std::chrono::milliseconds(10));
-
- // Then we draw the framebuffer to the screen
- if ( (!options->nokeyboard && slop::keyboard->anyKeyDown()) || slop::mouse->getButton( 3 ) ) {
- memory->running = false;
- cancelled = true;
- }
- }
-
- // Now we should have a selection! We parse everything we know about it here.
- glm::vec4 output = memory->rectangle->getRect();
-
- // Lets now clear both front and back buffers before closing.
- // hopefully it'll be completely transparent while closing!
- // Then we clean up.
- delete slop::mouse;
- Window selectedWindow = memory->selectedWindow;
- delete memory;
-
- // Try to detect the window dying.
- int tries = 0;
- while( tries < 50 ) {
- XEvent event;
- if ( XCheckTypedEvent( x11->display, UnmapNotify, &event ) ) { break; }
- if ( XCheckTypedEvent( x11->display, DestroyNotify, &event ) ) { break; }
- std::this_thread::sleep_for(std::chrono::milliseconds(10));
- tries++;
- }
- // Finally return the data.
- return slop::SlopSelection( output.x, output.y, output.z, output.w, selectedWindow, cancelled );
- }
-
- #ifdef SLOP_OPENGL
- slop::SlopSelection slop::GLSlopSelect( slop::SlopOptions* options, SlopWindow* window ) {
- bool cancelled = false;
- slop::mouse = new slop::Mouse( x11, options->nodecorations, window->window );
-
- std::string vert = "#version 120\nattribute vec2 position;\nattribute vec2 uv;\nvarying vec2 uvCoord;\nvoid main()\n{\nuvCoord = uv;\ngl_Position = vec4(position,0,1);\n}\n";
- std::string frag = "#version 120\nuniform sampler2D texture;\nvarying vec2 uvCoord;\nvoid main()\n {\ngl_FragColor = texture2D( texture, uvCoord );\n}\n";
- slop::Shader* textured = new slop::Shader( vert, frag, false );
- std::vector<slop::Shader*> shaders;
- std::vector<std::string> stringShaders = split( options->shaders, ',' );
- for( int i=0;i<stringShaders.size();i++ ) {
- std::string sn = stringShaders[i];
- if ( sn != "textured" ) {
- shaders.push_back( new slop::Shader( sn + ".vert", sn + ".frag" ) );
- } else {
- shaders.push_back( textured );
- }
- }
- // Init our little state machine, memory is a tad of a misnomer
- slop::SlopMemory* memory = new slop::SlopMemory( options, new GLRectangle(glm::vec2(0,0), glm::vec2(0,0), options->border, options->padding, glm::vec4( options->r, options->g, options->b, options->a ), options->highlight) );
-
- slop::Framebuffer* pingpong = new slop::Framebuffer(WidthOfScreen(x11->screen), HeightOfScreen(x11->screen));
-
- // This is where we'll run through all of our stuffs
- auto start = std::chrono::high_resolution_clock::now();
- auto last = start;
- while( memory->running ) {
- slop::mouse->update();
- if ( !options->nokeyboard ) {
- slop::keyboard->update();
- }
- // We move our statemachine forward.
- auto current = std::chrono::high_resolution_clock::now();
- std::chrono::duration<double, std::milli> frametime = current-last;
- last = current;
- memory->update( frametime.count()/1000.f );
-
- // Then we draw our junk to a framebuffer.
- window->framebuffer->setShader( textured );
- window->framebuffer->bind();
- glClearColor (0.0, 0.0, 0.0, 0.0);
- glClear (GL_COLOR_BUFFER_BIT);
- memory->draw( window->camera );
- window->framebuffer->unbind();
-
- std::chrono::duration<double, std::milli> elapsed = current-start;
-
- int i;
- // We have our clean buffer, now to slather it with some juicy shader chains.
- glEnable( GL_BLEND );
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- for (i=0;i<=(int)shaders.size()-2;i+=2) {
- pingpong->bind();
- glClearColor (0.0, 0.0, 0.0, 0.0);
- glClear (GL_COLOR_BUFFER_BIT);
- window->framebuffer->setShader( shaders[i] );
- window->framebuffer->draw(slop::mouse->getMousePos(), elapsed.count()/1000.f, glm::vec4( options->r, options->g, options->b, options->a ) );
- pingpong->unbind();
-
- window->framebuffer->bind();
- glClearColor (0.0, 0.0, 0.0, 0.0);
- glClear (GL_COLOR_BUFFER_BIT);
- pingpong->setShader( shaders[i+1] );
- pingpong->draw(slop::mouse->getMousePos(), elapsed.count()/1000.f, glm::vec4( options->r, options->g, options->b, options->a ) );
- window->framebuffer->unbind();
- }
- for (;i<shaders.size();i++) {
- pingpong->bind();
- glClearColor (0.0, 0.0, 0.0, 0.0);
- glClear (GL_COLOR_BUFFER_BIT);
- window->framebuffer->setShader( shaders[i] );
- window->framebuffer->draw(slop::mouse->getMousePos(), elapsed.count()/1000.f, glm::vec4( options->r, options->g, options->b, options->a ) );
- pingpong->unbind();
- }
- glDisable( GL_BLEND );
- if ( i%2 != 0 ) {
- window->framebuffer->draw(slop::mouse->getMousePos(), elapsed.count()/1000.f, glm::vec4( options->r, options->g, options->b, options->a ) );
- } else {
- pingpong->draw(slop::mouse->getMousePos(), elapsed.count()/1000.f, glm::vec4( options->r, options->g, options->b, options->a ) );
- }
-
- window->display();
- // Here we sleep just to prevent our CPU usage from going to 100%.
- std::this_thread::sleep_for(std::chrono::milliseconds(10));
- GLenum err = glGetError();
- if ( err != GL_NO_ERROR ) {
- std::string error;
- switch(err) {
- case GL_INVALID_OPERATION: error="INVALID_OPERATION"; break;
- case GL_INVALID_ENUM: error="INVALID_ENUM"; break;
- case GL_INVALID_VALUE: error="INVALID_VALUE"; break;
- case GL_OUT_OF_MEMORY: error="OUT_OF_MEMORY"; break;
- case GL_INVALID_FRAMEBUFFER_OPERATION: error="INVALID_FRAMEBUFFER_OPERATION"; break;
- }
- throw std::runtime_error( "OpenGL threw an error: " + error );
- }
- if ( (!options->nokeyboard && slop::keyboard->anyKeyDown()) || slop::mouse->getButton( 3 ) ) {
- memory->running = false;
- cancelled = true;
- }
- }
-
- // Now we should have a selection! We parse everything we know about it here.
- glm::vec4 output = memory->rectangle->getRect();
-
- // Lets now clear both front and back buffers before closing.
- // hopefully it'll be completely transparent while closing!
- glClearColor (0.0, 0.0, 0.0, 0.0);
- glClear (GL_COLOR_BUFFER_BIT);
- window->display();
- glClear (GL_COLOR_BUFFER_BIT);
- window->display();
- // Then we clean up.
- for( int i=0;i<shaders.size();i++ ) {
- delete shaders[i];
- }
- delete pingpong;
- delete window;
- delete slop::mouse;
- Window selectedWindow = memory->selectedWindow;
- delete memory;
-
- // Try to detect the window dying.
- int tries = 0;
- while( tries < 50 ) {
- XEvent event;
- if ( XCheckTypedEvent( x11->display, UnmapNotify, &event ) ) { break; }
- if ( XCheckTypedEvent( x11->display, DestroyNotify, &event ) ) { break; }
- std::this_thread::sleep_for(std::chrono::milliseconds(10));
- tries++;
- }
- // Finally return the data.
- return slop::SlopSelection( output.x, output.y, output.z, output.w, selectedWindow, cancelled );
- }
- #endif
-
- extern "C" struct slop_options slop_options_default() {
- struct slop_options options;
- options.border = 1;
- options.nokeyboard = false;
- options.noopengl = false;
- options.nodecorations = false;
- options.tolerance = 2;
- options.padding = 0;
- options.shaders = slop_default_shaders;
- options.highlight = false;
- options.r = 0.5;
- options.g = 0.5;
- options.b = 0.5;
- options.a = 1;
- options.quiet = false;
-
- char* envdisplay = getenv("DISPLAY");
- if (envdisplay == NULL) {
- options.xdisplay = slop_default_xdisplay;
- } else {
- options.xdisplay = envdisplay;
- }
- return options;
- }
-
- extern "C" struct slop_selection slop_select( struct slop_options* options ) {
- slop::SlopOptions realOptions = slop::SlopOptions();
- if ( options != NULL ) {
- realOptions.border = options->border;
- realOptions.nokeyboard = options->nokeyboard;
- realOptions.noopengl = options->noopengl;
- realOptions.nodecorations = options->nodecorations;
- realOptions.tolerance = options->tolerance;
- realOptions.padding = options->padding;
- realOptions.shaders = options->shaders;
- realOptions.highlight = options->highlight;
- realOptions.r = options->r;
- realOptions.g = options->g;
- realOptions.b = options->b;
- realOptions.a = options->a;
- realOptions.quiet = options->quiet;
- realOptions.xdisplay = options->xdisplay;
- }
- slop::SlopSelection select = SlopSelect( &realOptions );
- slop_selection realSelect;
- realSelect.x = select.x;
- realSelect.y = select.y;
- realSelect.w = select.w;
- realSelect.h = select.h;
- realSelect.id = select.id;
- realSelect.cancelled = select.cancelled;
- return realSelect;
- }
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