main.cpp 13 KB

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  1. #include <iostream>
  2. #include <getopt.h>
  3. #include <stdlib.h>
  4. #include <unistd.h>
  5. #include <SDL_mixer.h>
  6. #include <SDL.h>
  7. #include <FreeImage.h>
  8. #include <sys/stat.h>
  9. #include <GL/glew.h>
  10. #include <csignal>
  11. #include <GLFW/glfw3.h>
  12. #include <libgen.h>
  13. #include "WallpaperEngine/Core/CProject.h"
  14. #include "WallpaperEngine/Render/CWallpaper.h"
  15. #include "WallpaperEngine/Render/CContext.h"
  16. #include "WallpaperEngine/Assets/CPackage.h"
  17. #include "WallpaperEngine/Assets/CDirectory.h"
  18. #include "WallpaperEngine/Assets/CCombinedContainer.h"
  19. #include "WallpaperEngine/Assets/CPackageLoadException.h"
  20. float g_Time;
  21. bool g_KeepRunning = true;
  22. int g_AudioVolume = 15;
  23. using namespace WallpaperEngine::Core::Types;
  24. const char* assets_default_paths [] = {
  25. ".steam/steam/steamapps/common/wallpaper_engine/assets",
  26. ".local/share/Steam/steamapps/common/wallpaper_engine/assets",
  27. nullptr
  28. };
  29. const char* backgrounds_default_paths [] = {
  30. ".local/share/Steam/steamapps/workshop/content/431960",
  31. nullptr
  32. };
  33. void print_help (const char* route)
  34. {
  35. std::cout
  36. << "Usage: " << route << " [options] background_path/background_id" << std::endl
  37. << std::endl
  38. << "where background_path/background_id can be:" << std::endl
  39. << "\tthe ID of the background (for autodetection on your steam installation)" << std::endl
  40. << "\ta full path to the background's folder" << std::endl
  41. << std::endl
  42. << "options:" << std::endl
  43. << " --silent\t\tMutes all the sound the wallpaper might produce" << std::endl
  44. << " --volume <amount>\tSets the volume for all the sounds in the background" << std::endl
  45. << " --screen-root <screen name>\tDisplay as screen's background" << std::endl
  46. << " --fps <maximum-fps>\tLimits the FPS to the given number, useful to keep battery consumption low" << std::endl
  47. << " --assets-dir <path>\tFolder where the assets are stored" << std::endl;
  48. }
  49. std::string stringPathFixes(const std::string& s)
  50. {
  51. if (s.empty () == true)
  52. return s;
  53. std::string str (s);
  54. // remove single-quotes from the arguments
  55. if (str [0] == '\'' && str [str.size() - 1] == '\'')
  56. str
  57. .erase (str.size() - 1, 1)
  58. .erase (0, 1);
  59. return std::move (str);
  60. }
  61. void signalhandler(int sig)
  62. {
  63. g_KeepRunning = false;
  64. }
  65. int validatePath(const char* path, std::string& final)
  66. {
  67. char finalPath [PATH_MAX];
  68. char* pointer = realpath (path, finalPath);
  69. if (finalPath == nullptr)
  70. return errno;
  71. // ensure the path points to a folder
  72. struct stat pathinfo;
  73. if (stat (finalPath, &pathinfo) != 0)
  74. return errno;
  75. if (!S_ISDIR (pathinfo.st_mode))
  76. return ENOTDIR;
  77. final = finalPath;
  78. return 0;
  79. }
  80. std::string getHomePath ()
  81. {
  82. char* home = getenv ("HOME");
  83. if (home == nullptr)
  84. throw std::runtime_error ("$HOME doesn't exist");
  85. std::string homepath;
  86. int error = validatePath (home, homepath);
  87. if (error == ENOTDIR)
  88. throw std::runtime_error ("Invalid user home path");
  89. else if (error == ENAMETOOLONG)
  90. throw std::runtime_error ("Cannot get user's home folder, path is too long");
  91. else if (error != 0)
  92. throw std::runtime_error ("Cannot find the home folder for the user");
  93. return homepath;
  94. }
  95. void initGLFW ()
  96. {
  97. // first of all, initialize the window
  98. if (glfwInit () == GLFW_FALSE)
  99. throw std::runtime_error ("Failed to initialize GLFW");
  100. // initialize freeimage
  101. FreeImage_Initialise (TRUE);
  102. // set some window hints (opengl version to be used)
  103. glfwWindowHint (GLFW_SAMPLES, 4);
  104. glfwWindowHint (GLFW_CONTEXT_VERSION_MAJOR, 2);
  105. glfwWindowHint (GLFW_CONTEXT_VERSION_MINOR, 1);
  106. }
  107. int main (int argc, char* argv[])
  108. {
  109. std::vector <std::string> screens;
  110. int maximumFPS = 30;
  111. bool shouldEnableAudio = true;
  112. std::string path;
  113. std::string assetsDir;
  114. static struct option long_options [] = {
  115. {"screen-root", required_argument, 0, 'r'},
  116. {"pkg", required_argument, 0, 'p'},
  117. {"dir", required_argument, 0, 'd'},
  118. {"silent", no_argument, 0, 's'},
  119. {"volume", required_argument, 0, 'v'},
  120. {"help", no_argument, 0, 'h'},
  121. {"fps", required_argument, 0, 'f'},
  122. {"assets-dir", required_argument, 0, 'a'},
  123. {nullptr, 0, 0, 0}
  124. };
  125. while (true)
  126. {
  127. int c = getopt_long (argc, argv, "r:p:d:shf:a:", long_options, nullptr);
  128. if (c == -1)
  129. break;
  130. switch (c)
  131. {
  132. case 'r':
  133. screens.emplace_back (optarg);
  134. break;
  135. case 'p':
  136. case 'd':
  137. std::cerr << "--dir/--pkg is deprecated and not used anymore" << std::endl;
  138. path = stringPathFixes (optarg);
  139. break;
  140. case 's':
  141. shouldEnableAudio = false;
  142. break;
  143. case 'h':
  144. print_help (argv [0]);
  145. break;
  146. case 'f':
  147. maximumFPS = atoi (optarg);
  148. break;
  149. case 'a':
  150. assetsDir = optarg;
  151. break;
  152. case 'v':
  153. g_AudioVolume = atoi (optarg);
  154. break;
  155. }
  156. }
  157. if (path.empty () == true)
  158. {
  159. if (optind < argc && strlen (argv [optind]) > 0)
  160. {
  161. path = argv [optind];
  162. }
  163. else
  164. {
  165. print_help (argv [0]);
  166. return 0;
  167. }
  168. }
  169. // attach signals so if a stop is requested the X11 resources are freed and the program shutsdown gracefully
  170. std::signal(SIGINT, signalhandler);
  171. std::signal(SIGTERM, signalhandler);
  172. // initialize glfw
  173. initGLFW ();
  174. std::string homepath = getHomePath ();
  175. auto containers = new WallpaperEngine::Assets::CCombinedContainer ();
  176. // check if the background might be an ID and try to find the right path in the steam installation folder
  177. if (path.find ('/') == std::string::npos)
  178. {
  179. for (const char** current = backgrounds_default_paths; *current != nullptr; current ++)
  180. {
  181. std::string tmppath = homepath + "/" + *current + "/" + path;
  182. int error = validatePath (tmppath.c_str (), tmppath);
  183. if (error != 0)
  184. continue;
  185. path = tmppath;
  186. }
  187. }
  188. int error = validatePath (path.c_str (), path);
  189. if (error == ENOTDIR)
  190. throw std::runtime_error ("The background path is not a folder");
  191. else if (error == ENAMETOOLONG)
  192. throw std::runtime_error ("Cannot get wallpaper's folder, path is too long");
  193. else if (error != 0)
  194. throw std::runtime_error ("Cannot find the specified folder");
  195. // add a trailing slash to the path so the right file can be found
  196. path += "/";
  197. // the background's path is required to load project.json regardless of the type of background we're using
  198. containers->add (new WallpaperEngine::Assets::CDirectory (path));
  199. // check if scene.pkg exists and add it to the list
  200. try
  201. {
  202. std::string scene_path = path + "scene.pkg";
  203. // add the package to the list
  204. containers->add (new WallpaperEngine::Assets::CPackage (scene_path));
  205. std::cout << "Detected scene.pkg file at " << scene_path << ". Adding to list of searchable paths" << std::endl;
  206. }
  207. catch (CPackageLoadException& ex)
  208. {
  209. // ignore this error, the package file was not found
  210. std::cout << "No scene.pkg file found at " << path << ". Defaulting to normal folder storage" << std::endl;
  211. }
  212. catch (std::runtime_error& ex)
  213. {
  214. // the package was found but there was an error loading it (wrong header or something)
  215. fprintf (stderr, "Failed to load scene.pkg file: %s\n", ex.what());
  216. return 4;
  217. }
  218. if (assetsDir.empty () == true)
  219. {
  220. for (const char** current = assets_default_paths; *current != nullptr; current ++)
  221. {
  222. std::string tmppath = homepath + "/" + *current;
  223. error = validatePath (tmppath.c_str (), tmppath);
  224. if (error != 0)
  225. continue;
  226. assetsDir = tmppath;
  227. std::cout << "Found wallpaper engine's assets at " << assetsDir << std::endl;
  228. break;
  229. }
  230. if (assetsDir.empty () == true)
  231. {
  232. unsigned long len = strlen (argv [0]) + 1;
  233. char* copy = new char[len];
  234. strncpy (copy, argv [0], len);
  235. // path still not found, try one last thing on the current binary's folder
  236. std::string exepath = dirname (copy);
  237. exepath += "/assets";
  238. error = validatePath (exepath.c_str (), exepath);
  239. if (error == 0)
  240. {
  241. assetsDir = exepath;
  242. std::cout << "Found assets folder alongside the binary: " << assetsDir << std::endl;
  243. }
  244. delete[] copy;
  245. }
  246. }
  247. else
  248. {
  249. error = validatePath (assetsDir.c_str (), assetsDir);
  250. if (error == ENOTDIR)
  251. throw std::runtime_error ("Invalid assets folder");
  252. else if (error == ENAMETOOLONG)
  253. throw std::runtime_error ("Cannot get assets folder, path is too long");
  254. else if (error != 0)
  255. throw std::runtime_error ("Cannot find the specified assets folder");
  256. std::cout << "Found wallpaper engine's assets at " << assetsDir << " based on --assets-dir parameter" << std::endl;
  257. }
  258. if (assetsDir.empty () == true)
  259. throw std::runtime_error ("Cannot determine a valid path for the wallpaper engine assets");
  260. // add containers to the list
  261. containers->add (new WallpaperEngine::Assets::CDirectory (assetsDir + "/"));
  262. // auto projection = project->getWallpaper ()->as <WallpaperEngine::Core::CScene> ()->getOrthogonalProjection ();
  263. // create the window!
  264. // TODO: DO WE NEED TO PASS MONITOR HERE OR ANYTHING?
  265. // TODO: FIGURE OUT HOW TO PUT THIS WINDOW IN THE BACKGROUND
  266. GLFWwindow* window = glfwCreateWindow (1920, 1080, "WallpaperEngine", NULL, NULL);
  267. if (window == nullptr)
  268. {
  269. fprintf (stderr, "Failed to open a GLFW window");
  270. glfwTerminate ();
  271. return 2;
  272. }
  273. glfwMakeContextCurrent (window);
  274. // TODO: FIGURE THESE OUT BASED ON THE SCREEN
  275. int windowWidth = 1920;
  276. int windowHeight = 1080;
  277. // get the real framebuffer size
  278. glfwGetFramebufferSize (window, &windowWidth, &windowHeight);
  279. // initialize glew
  280. if (glewInit () != GLEW_OK)
  281. {
  282. fprintf (stderr, "Failed to initialize GLEW");
  283. glfwTerminate ();
  284. return 3;
  285. }
  286. if (shouldEnableAudio == true && SDL_Init (SDL_INIT_AUDIO) < 0)
  287. {
  288. std::cerr << "Cannot initialize SDL audio system, SDL_GetError: " << SDL_GetError() << std::endl;
  289. std::cerr << "Continuing without audio support" << std::endl;
  290. }
  291. // parse the project.json file
  292. auto project = WallpaperEngine::Core::CProject::fromFile ("project.json", containers);
  293. // go to the right folder so the videos will play
  294. if (project->getWallpaper ()->is <WallpaperEngine::Core::CVideo> () == true)
  295. chdir (path.c_str ());
  296. // initialize custom context class
  297. WallpaperEngine::Render::CContext* context = new WallpaperEngine::Render::CContext (screens, window);
  298. // initialize mouse support
  299. context->setMouse (new CMouseInput (window));
  300. // set the default viewport
  301. context->setDefaultViewport ({0, 0, windowWidth, windowHeight});
  302. // ensure the context knows what wallpaper to render
  303. context->setWallpaper (
  304. WallpaperEngine::Render::CWallpaper::fromWallpaper (project->getWallpaper (), containers, context)
  305. );
  306. // TODO: FIGURE OUT THE REQUIRED INPUT MODE, AS SOME WALLPAPERS USE THINGS LIKE MOUSE POSITION
  307. // glfwSetInputMode (window, GLFW_STICKY_KEYS, GL_TRUE);
  308. double startTime, endTime, minimumTime = 1.0 / maximumFPS;
  309. while (glfwWindowShouldClose (window) == 0 && g_KeepRunning == true)
  310. {
  311. // get the real framebuffer size
  312. glfwGetFramebufferSize (window, &windowWidth, &windowHeight);
  313. // set the default viewport
  314. context->setDefaultViewport ({0, 0, windowWidth, windowHeight});
  315. // calculate the current time value
  316. g_Time = (float) glfwGetTime ();
  317. // get the start time of the frame
  318. startTime = glfwGetTime ();
  319. // render the scene
  320. context->render ();
  321. // do buffer swapping
  322. glfwSwapBuffers (window);
  323. // poll for events (like closing the window)
  324. glfwPollEvents ();
  325. // get the end time of the frame
  326. endTime = glfwGetTime ();
  327. // ensure the frame time is correct to not overrun FPS
  328. if ((endTime - startTime) < minimumTime)
  329. usleep ((minimumTime - (endTime - startTime)) * CLOCKS_PER_SEC);
  330. }
  331. // ensure this is updated as sometimes it might not come from a signal
  332. g_KeepRunning = false;
  333. std::cout << "Stop requested" << std::endl;
  334. // terminate gl
  335. glfwTerminate ();
  336. // terminate free image
  337. FreeImage_DeInitialise ();
  338. // terminate SDL
  339. SDL_QuitSubSystem(SDL_INIT_AUDIO);
  340. SDL_Quit ();
  341. // free context
  342. delete context;
  343. return 0;
  344. }