main.cpp 14 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/Render/CVideo.h"
  17. #include "WallpaperEngine/Assets/CPackage.h"
  18. #include "WallpaperEngine/Assets/CDirectory.h"
  19. #include "WallpaperEngine/Assets/CCombinedContainer.h"
  20. #include "WallpaperEngine/Assets/CPackageLoadException.h"
  21. float g_Time;
  22. bool g_KeepRunning = true;
  23. int g_AudioVolume = 15;
  24. using namespace WallpaperEngine::Core::Types;
  25. const char* assets_default_paths [] = {
  26. ".steam/steam/steamapps/common/wallpaper_engine/assets",
  27. ".local/share/Steam/steamapps/common/wallpaper_engine/assets",
  28. nullptr
  29. };
  30. const char* backgrounds_default_paths [] = {
  31. ".local/share/Steam/steamapps/workshop/content/431960",
  32. nullptr
  33. };
  34. void print_help (const char* route)
  35. {
  36. std::cout
  37. << "Usage: " << route << " [options] background_path/background_id" << std::endl
  38. << std::endl
  39. << "where background_path/background_id can be:" << std::endl
  40. << "\tthe ID of the background (for autodetection on your steam installation)" << std::endl
  41. << "\ta full path to the background's folder" << std::endl
  42. << std::endl
  43. << "options:" << std::endl
  44. << " --silent\t\tMutes all the sound the wallpaper might produce" << std::endl
  45. << " --volume <amount>\tSets the volume for all the sounds in the background" << std::endl
  46. << " --screen-root <screen name>\tDisplay as screen's background" << std::endl
  47. << " --fps <maximum-fps>\tLimits the FPS to the given number, useful to keep battery consumption low" << std::endl
  48. << " --assets-dir <path>\tFolder where the assets are stored" << std::endl;
  49. }
  50. std::string stringPathFixes(const std::string& s)
  51. {
  52. if (s.empty () == true)
  53. return s;
  54. std::string str (s);
  55. // remove single-quotes from the arguments
  56. if (str [0] == '\'' && str [str.size() - 1] == '\'')
  57. str
  58. .erase (str.size() - 1, 1)
  59. .erase (0, 1);
  60. return std::move (str);
  61. }
  62. void signalhandler(int sig)
  63. {
  64. g_KeepRunning = false;
  65. }
  66. int validatePath(const char* path, std::string& final)
  67. {
  68. char finalPath [PATH_MAX];
  69. char* pointer = realpath (path, finalPath);
  70. if (finalPath == nullptr)
  71. return errno;
  72. // ensure the path points to a folder
  73. struct stat pathinfo;
  74. if (stat (finalPath, &pathinfo) != 0)
  75. return errno;
  76. if (!S_ISDIR (pathinfo.st_mode))
  77. return ENOTDIR;
  78. final = finalPath;
  79. return 0;
  80. }
  81. std::string getHomePath ()
  82. {
  83. char* home = getenv ("HOME");
  84. if (home == nullptr)
  85. throw std::runtime_error ("$HOME doesn't exist");
  86. std::string homepath;
  87. int error = validatePath (home, homepath);
  88. if (error == ENOTDIR)
  89. throw std::runtime_error ("Invalid user home path");
  90. else if (error == ENAMETOOLONG)
  91. throw std::runtime_error ("Cannot get user's home folder, path is too long");
  92. else if (error != 0)
  93. throw std::runtime_error ("Cannot find the home folder for the user");
  94. return homepath;
  95. }
  96. void initGLFW ()
  97. {
  98. // first of all, initialize the window
  99. if (glfwInit () == GLFW_FALSE)
  100. throw std::runtime_error ("Failed to initialize GLFW");
  101. // initialize freeimage
  102. FreeImage_Initialise (TRUE);
  103. // set some window hints (opengl version to be used)
  104. glfwWindowHint (GLFW_SAMPLES, 4);
  105. glfwWindowHint (GLFW_CONTEXT_VERSION_MAJOR, 2);
  106. glfwWindowHint (GLFW_CONTEXT_VERSION_MINOR, 1);
  107. if (DEBUG)
  108. glfwWindowHint (GLFW_OPENGL_DEBUG_CONTEXT, GL_TRUE);
  109. }
  110. void addPkg (CCombinedContainer* containers, const std::string& path, std::string pkgfile)
  111. {
  112. try
  113. {
  114. std::string scene_path = path + pkgfile;
  115. // add the package to the list
  116. containers->add (new WallpaperEngine::Assets::CPackage (scene_path));
  117. std::cout << "Detected " << pkgfile << " file at " << scene_path << ". Adding to list of searchable paths" << std::endl;
  118. }
  119. catch (CPackageLoadException& ex)
  120. {
  121. // ignore this error, the package file was not found
  122. std::cout << "No " << pkgfile << " file found at " << path << ". Defaulting to normal folder storage" << std::endl;
  123. }
  124. catch (std::runtime_error& ex)
  125. {
  126. // the package was found but there was an error loading it (wrong header or something)
  127. fprintf (stderr, "Failed to load scene.pkg file: %s\n", ex.what());
  128. throw std::runtime_error ("Cannot load package file");
  129. }
  130. }
  131. int main (int argc, char* argv[])
  132. {
  133. std::vector <std::string> screens;
  134. int maximumFPS = 30;
  135. bool shouldEnableAudio = true;
  136. std::string path;
  137. std::string assetsDir;
  138. static struct option long_options [] = {
  139. {"screen-root", required_argument, 0, 'r'},
  140. {"pkg", required_argument, 0, 'p'},
  141. {"dir", required_argument, 0, 'd'},
  142. {"silent", no_argument, 0, 's'},
  143. {"volume", required_argument, 0, 'v'},
  144. {"help", no_argument, 0, 'h'},
  145. {"fps", required_argument, 0, 'f'},
  146. {"assets-dir", required_argument, 0, 'a'},
  147. {nullptr, 0, 0, 0}
  148. };
  149. while (true)
  150. {
  151. int c = getopt_long (argc, argv, "r:p:d:shf:a:", long_options, nullptr);
  152. if (c == -1)
  153. break;
  154. switch (c)
  155. {
  156. case 'r':
  157. screens.emplace_back (optarg);
  158. break;
  159. case 'p':
  160. case 'd':
  161. std::cerr << "--dir/--pkg is deprecated and not used anymore" << std::endl;
  162. path = stringPathFixes (optarg);
  163. break;
  164. case 's':
  165. shouldEnableAudio = false;
  166. break;
  167. case 'h':
  168. print_help (argv [0]);
  169. break;
  170. case 'f':
  171. maximumFPS = atoi (optarg);
  172. break;
  173. case 'a':
  174. assetsDir = optarg;
  175. break;
  176. case 'v':
  177. g_AudioVolume = atoi (optarg);
  178. break;
  179. }
  180. }
  181. if (path.empty () == true)
  182. {
  183. if (optind < argc && strlen (argv [optind]) > 0)
  184. {
  185. path = argv [optind];
  186. }
  187. else
  188. {
  189. print_help (argv [0]);
  190. return 0;
  191. }
  192. }
  193. // attach signals so if a stop is requested the X11 resources are freed and the program shutsdown gracefully
  194. std::signal(SIGINT, signalhandler);
  195. std::signal(SIGTERM, signalhandler);
  196. // initialize glfw
  197. initGLFW ();
  198. std::string homepath = getHomePath ();
  199. auto containers = new WallpaperEngine::Assets::CCombinedContainer ();
  200. // check if the background might be an ID and try to find the right path in the steam installation folder
  201. if (path.find ('/') == std::string::npos)
  202. {
  203. for (const char** current = backgrounds_default_paths; *current != nullptr; current ++)
  204. {
  205. std::string tmppath = homepath + "/" + *current + "/" + path;
  206. int error = validatePath (tmppath.c_str (), tmppath);
  207. if (error != 0)
  208. continue;
  209. path = tmppath;
  210. }
  211. }
  212. int error = validatePath (path.c_str (), path);
  213. if (error == ENOTDIR)
  214. throw std::runtime_error ("The background path is not a folder");
  215. else if (error == ENAMETOOLONG)
  216. throw std::runtime_error ("Cannot get wallpaper's folder, path is too long");
  217. else if (error != 0)
  218. throw std::runtime_error ("Cannot find the specified folder");
  219. // add a trailing slash to the path so the right file can be found
  220. path += "/";
  221. // the background's path is required to load project.json regardless of the type of background we're using
  222. containers->add (new WallpaperEngine::Assets::CDirectory (path));
  223. // try to add the common packages
  224. addPkg (containers, path, "scene.pkg");
  225. addPkg (containers, path, "gifscene.pkg");
  226. if (assetsDir.empty () == true)
  227. {
  228. for (const char** current = assets_default_paths; *current != nullptr; current ++)
  229. {
  230. std::string tmppath = homepath + "/" + *current;
  231. error = validatePath (tmppath.c_str (), tmppath);
  232. if (error != 0)
  233. continue;
  234. assetsDir = tmppath;
  235. std::cout << "Found wallpaper engine's assets at " << assetsDir << std::endl;
  236. break;
  237. }
  238. if (assetsDir.empty () == true)
  239. {
  240. unsigned long len = strlen (argv [0]) + 1;
  241. char* copy = new char[len];
  242. strncpy (copy, argv [0], len);
  243. // path still not found, try one last thing on the current binary's folder
  244. std::string exepath = dirname (copy);
  245. exepath += "/assets";
  246. error = validatePath (exepath.c_str (), exepath);
  247. if (error == 0)
  248. {
  249. assetsDir = exepath;
  250. std::cout << "Found assets folder alongside the binary: " << assetsDir << std::endl;
  251. }
  252. delete[] copy;
  253. }
  254. }
  255. else
  256. {
  257. error = validatePath (assetsDir.c_str (), assetsDir);
  258. if (error == ENOTDIR)
  259. throw std::runtime_error ("Invalid assets folder");
  260. else if (error == ENAMETOOLONG)
  261. throw std::runtime_error ("Cannot get assets folder, path is too long");
  262. else if (error != 0)
  263. throw std::runtime_error ("Cannot find the specified assets folder");
  264. std::cout << "Found wallpaper engine's assets at " << assetsDir << " based on --assets-dir parameter" << std::endl;
  265. }
  266. if (assetsDir.empty () == true)
  267. throw std::runtime_error ("Cannot determine a valid path for the wallpaper engine assets");
  268. // add containers to the list
  269. containers->add (new WallpaperEngine::Assets::CDirectory (assetsDir + "/"));
  270. // auto projection = project->getWallpaper ()->as <WallpaperEngine::Core::CScene> ()->getOrthogonalProjection ();
  271. // create the window!
  272. // TODO: DO WE NEED TO PASS MONITOR HERE OR ANYTHING?
  273. // TODO: FIGURE OUT HOW TO PUT THIS WINDOW IN THE BACKGROUND
  274. GLFWwindow* window = glfwCreateWindow (1920, 1080, "WallpaperEngine", NULL, NULL);
  275. if (window == nullptr)
  276. {
  277. fprintf (stderr, "Failed to open a GLFW window");
  278. glfwTerminate ();
  279. return 2;
  280. }
  281. glfwMakeContextCurrent (window);
  282. // TODO: FIGURE THESE OUT BASED ON THE SCREEN
  283. int windowWidth = 1920;
  284. int windowHeight = 1080;
  285. // get the real framebuffer size
  286. glfwGetFramebufferSize (window, &windowWidth, &windowHeight);
  287. // initialize glew
  288. if (glewInit () != GLEW_OK)
  289. {
  290. fprintf (stderr, "Failed to initialize GLEW");
  291. glfwTerminate ();
  292. return 3;
  293. }
  294. if (shouldEnableAudio == true && SDL_Init (SDL_INIT_AUDIO) < 0)
  295. {
  296. std::cerr << "Cannot initialize SDL audio system, SDL_GetError: " << SDL_GetError() << std::endl;
  297. std::cerr << "Continuing without audio support" << std::endl;
  298. }
  299. // parse the project.json file
  300. auto project = WallpaperEngine::Core::CProject::fromFile ("project.json", containers);
  301. // go to the right folder so the videos will play
  302. if (project->getWallpaper ()->is <WallpaperEngine::Core::CVideo> () == true)
  303. chdir (path.c_str ());
  304. // initialize custom context class
  305. WallpaperEngine::Render::CContext* context = new WallpaperEngine::Render::CContext (screens, window, containers);
  306. // initialize mouse support
  307. context->setMouse (new CMouseInput (window));
  308. // set the default viewport
  309. context->setDefaultViewport ({0, 0, windowWidth, windowHeight});
  310. // ensure the context knows what wallpaper to render
  311. context->setWallpaper (
  312. WallpaperEngine::Render::CWallpaper::fromWallpaper (project->getWallpaper (), context)
  313. );
  314. // update maximum FPS if it's a video
  315. if (context->getWallpaper ()->is <WallpaperEngine::Render::CVideo> () == true)
  316. maximumFPS = context->getWallpaper ()->as <WallpaperEngine::Render::CVideo> ()->getFPS ();
  317. // TODO: FIGURE OUT THE REQUIRED INPUT MODE, AS SOME WALLPAPERS USE THINGS LIKE MOUSE POSITION
  318. // glfwSetInputMode (window, GLFW_STICKY_KEYS, GL_TRUE);
  319. double startTime, endTime, minimumTime = 1.0 / maximumFPS;
  320. while (glfwWindowShouldClose (window) == 0 && g_KeepRunning == true)
  321. {
  322. // get the real framebuffer size
  323. glfwGetFramebufferSize (window, &windowWidth, &windowHeight);
  324. // set the default viewport
  325. context->setDefaultViewport ({0, 0, windowWidth, windowHeight});
  326. // calculate the current time value
  327. g_Time = (float) glfwGetTime ();
  328. // get the start time of the frame
  329. startTime = glfwGetTime ();
  330. // render the scene
  331. context->render ();
  332. // do buffer swapping
  333. glfwSwapBuffers (window);
  334. // poll for events (like closing the window)
  335. glfwPollEvents ();
  336. // get the end time of the frame
  337. endTime = glfwGetTime ();
  338. // ensure the frame time is correct to not overrun FPS
  339. if ((endTime - startTime) < minimumTime)
  340. usleep ((minimumTime - (endTime - startTime)) * CLOCKS_PER_SEC);
  341. }
  342. // ensure this is updated as sometimes it might not come from a signal
  343. g_KeepRunning = false;
  344. std::cout << "Stop requested" << std::endl;
  345. // terminate gl
  346. glfwTerminate ();
  347. // terminate free image
  348. FreeImage_DeInitialise ();
  349. // terminate SDL
  350. SDL_QuitSubSystem(SDL_INIT_AUDIO);
  351. SDL_Quit ();
  352. // free context
  353. delete context;
  354. return 0;
  355. }