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- #include <iostream>
- #include <getopt.h>
- #include <stdlib.h>
- #include <unistd.h>
- #include <SDL_mixer.h>
- #include <SDL.h>
- #include <FreeImage.h>
- #include <sys/stat.h>
- #include <GL/glew.h>
- #include <csignal>
- #include <GLFW/glfw3.h>
- #include <libgen.h>
- #include "WallpaperEngine/Core/CProject.h"
- #include "WallpaperEngine/Render/CWallpaper.h"
- #include "WallpaperEngine/Render/CContext.h"
- #include "WallpaperEngine/Render/CVideo.h"
- #include "WallpaperEngine/Assets/CPackage.h"
- #include "WallpaperEngine/Assets/CDirectory.h"
- #include "WallpaperEngine/Assets/CCombinedContainer.h"
- #include "WallpaperEngine/Assets/CPackageLoadException.h"
- float g_Time;
- bool g_KeepRunning = true;
- int g_AudioVolume = 15;
- using namespace WallpaperEngine::Core::Types;
- const char* assets_default_paths [] = {
- ".steam/steam/steamapps/common/wallpaper_engine/assets",
- ".local/share/Steam/steamapps/common/wallpaper_engine/assets",
- nullptr
- };
- const char* backgrounds_default_paths [] = {
- ".local/share/Steam/steamapps/workshop/content/431960",
- nullptr
- };
- void print_help (const char* route)
- {
- std::cout
- << "Usage: " << route << " [options] background_path/background_id" << std::endl
- << std::endl
- << "where background_path/background_id can be:" << std::endl
- << "\tthe ID of the background (for autodetection on your steam installation)" << std::endl
- << "\ta full path to the background's folder" << std::endl
- << std::endl
- << "options:" << std::endl
- << " --silent\t\tMutes all the sound the wallpaper might produce" << std::endl
- << " --volume <amount>\tSets the volume for all the sounds in the background" << std::endl
- << " --screen-root <screen name>\tDisplay as screen's background" << std::endl
- << " --fps <maximum-fps>\tLimits the FPS to the given number, useful to keep battery consumption low" << std::endl
- << " --assets-dir <path>\tFolder where the assets are stored" << std::endl;
- }
- std::string stringPathFixes(const std::string& s)
- {
- if (s.empty () == true)
- return s;
- std::string str (s);
- // remove single-quotes from the arguments
- if (str [0] == '\'' && str [str.size() - 1] == '\'')
- str
- .erase (str.size() - 1, 1)
- .erase (0, 1);
- return std::move (str);
- }
- void signalhandler(int sig)
- {
- g_KeepRunning = false;
- }
- int validatePath(const char* path, std::string& final)
- {
- char finalPath [PATH_MAX];
- char* pointer = realpath (path, finalPath);
- if (finalPath == nullptr)
- return errno;
- // ensure the path points to a folder
- struct stat pathinfo;
- if (stat (finalPath, &pathinfo) != 0)
- return errno;
- if (!S_ISDIR (pathinfo.st_mode))
- return ENOTDIR;
- final = finalPath;
- return 0;
- }
- std::string getHomePath ()
- {
- char* home = getenv ("HOME");
- if (home == nullptr)
- throw std::runtime_error ("$HOME doesn't exist");
- std::string homepath;
- int error = validatePath (home, homepath);
- if (error == ENOTDIR)
- throw std::runtime_error ("Invalid user home path");
- else if (error == ENAMETOOLONG)
- throw std::runtime_error ("Cannot get user's home folder, path is too long");
- else if (error != 0)
- throw std::runtime_error ("Cannot find the home folder for the user");
- return homepath;
- }
- void initGLFW ()
- {
- // first of all, initialize the window
- if (glfwInit () == GLFW_FALSE)
- throw std::runtime_error ("Failed to initialize GLFW");
- // initialize freeimage
- FreeImage_Initialise (TRUE);
- // set some window hints (opengl version to be used)
- glfwWindowHint (GLFW_SAMPLES, 4);
- glfwWindowHint (GLFW_CONTEXT_VERSION_MAJOR, 2);
- glfwWindowHint (GLFW_CONTEXT_VERSION_MINOR, 1);
- if (DEBUG)
- glfwWindowHint (GLFW_OPENGL_DEBUG_CONTEXT, GL_TRUE);
- }
- void addPkg (CCombinedContainer* containers, const std::string& path, std::string pkgfile)
- {
- try
- {
- std::string scene_path = path + pkgfile;
- // add the package to the list
- containers->add (new WallpaperEngine::Assets::CPackage (scene_path));
- std::cout << "Detected " << pkgfile << " file at " << scene_path << ". Adding to list of searchable paths" << std::endl;
- }
- catch (CPackageLoadException& ex)
- {
- // ignore this error, the package file was not found
- std::cout << "No " << pkgfile << " file found at " << path << ". Defaulting to normal folder storage" << std::endl;
- }
- catch (std::runtime_error& ex)
- {
- // the package was found but there was an error loading it (wrong header or something)
- fprintf (stderr, "Failed to load scene.pkg file: %s\n", ex.what());
- throw std::runtime_error ("Cannot load package file");
- }
- }
- int main (int argc, char* argv[])
- {
- std::vector <std::string> screens;
- int maximumFPS = 30;
- bool shouldEnableAudio = true;
- std::string path;
- std::string assetsDir;
- static struct option long_options [] = {
- {"screen-root", required_argument, 0, 'r'},
- {"pkg", required_argument, 0, 'p'},
- {"dir", required_argument, 0, 'd'},
- {"silent", no_argument, 0, 's'},
- {"volume", required_argument, 0, 'v'},
- {"help", no_argument, 0, 'h'},
- {"fps", required_argument, 0, 'f'},
- {"assets-dir", required_argument, 0, 'a'},
- {nullptr, 0, 0, 0}
- };
- while (true)
- {
- int c = getopt_long (argc, argv, "r:p:d:shf:a:", long_options, nullptr);
- if (c == -1)
- break;
- switch (c)
- {
- case 'r':
- screens.emplace_back (optarg);
- break;
- case 'p':
- case 'd':
- std::cerr << "--dir/--pkg is deprecated and not used anymore" << std::endl;
- path = stringPathFixes (optarg);
- break;
- case 's':
- shouldEnableAudio = false;
- break;
- case 'h':
- print_help (argv [0]);
- break;
- case 'f':
- maximumFPS = atoi (optarg);
- break;
- case 'a':
- assetsDir = optarg;
- break;
- case 'v':
- g_AudioVolume = atoi (optarg);
- break;
- }
- }
- if (path.empty () == true)
- {
- if (optind < argc && strlen (argv [optind]) > 0)
- {
- path = argv [optind];
- }
- else
- {
- print_help (argv [0]);
- return 0;
- }
- }
- // attach signals so if a stop is requested the X11 resources are freed and the program shutsdown gracefully
- std::signal(SIGINT, signalhandler);
- std::signal(SIGTERM, signalhandler);
- // initialize glfw
- initGLFW ();
- std::string homepath = getHomePath ();
- auto containers = new WallpaperEngine::Assets::CCombinedContainer ();
- // check if the background might be an ID and try to find the right path in the steam installation folder
- if (path.find ('/') == std::string::npos)
- {
- for (const char** current = backgrounds_default_paths; *current != nullptr; current ++)
- {
- std::string tmppath = homepath + "/" + *current + "/" + path;
- int error = validatePath (tmppath.c_str (), tmppath);
- if (error != 0)
- continue;
- path = tmppath;
- }
- }
- int error = validatePath (path.c_str (), path);
- if (error == ENOTDIR)
- throw std::runtime_error ("The background path is not a folder");
- else if (error == ENAMETOOLONG)
- throw std::runtime_error ("Cannot get wallpaper's folder, path is too long");
- else if (error != 0)
- throw std::runtime_error ("Cannot find the specified folder");
- // add a trailing slash to the path so the right file can be found
- path += "/";
- // the background's path is required to load project.json regardless of the type of background we're using
- containers->add (new WallpaperEngine::Assets::CDirectory (path));
- // try to add the common packages
- addPkg (containers, path, "scene.pkg");
- addPkg (containers, path, "gifscene.pkg");
- if (assetsDir.empty () == true)
- {
- for (const char** current = assets_default_paths; *current != nullptr; current ++)
- {
- std::string tmppath = homepath + "/" + *current;
- error = validatePath (tmppath.c_str (), tmppath);
- if (error != 0)
- continue;
- assetsDir = tmppath;
- std::cout << "Found wallpaper engine's assets at " << assetsDir << std::endl;
- break;
- }
- if (assetsDir.empty () == true)
- {
- unsigned long len = strlen (argv [0]) + 1;
- char* copy = new char[len];
- strncpy (copy, argv [0], len);
- // path still not found, try one last thing on the current binary's folder
- std::string exepath = dirname (copy);
- exepath += "/assets";
- error = validatePath (exepath.c_str (), exepath);
- if (error == 0)
- {
- assetsDir = exepath;
- std::cout << "Found assets folder alongside the binary: " << assetsDir << std::endl;
- }
- delete[] copy;
- }
- }
- else
- {
- error = validatePath (assetsDir.c_str (), assetsDir);
- if (error == ENOTDIR)
- throw std::runtime_error ("Invalid assets folder");
- else if (error == ENAMETOOLONG)
- throw std::runtime_error ("Cannot get assets folder, path is too long");
- else if (error != 0)
- throw std::runtime_error ("Cannot find the specified assets folder");
- std::cout << "Found wallpaper engine's assets at " << assetsDir << " based on --assets-dir parameter" << std::endl;
- }
- if (assetsDir.empty () == true)
- throw std::runtime_error ("Cannot determine a valid path for the wallpaper engine assets");
- // add containers to the list
- containers->add (new WallpaperEngine::Assets::CDirectory (assetsDir + "/"));
- // auto projection = project->getWallpaper ()->as <WallpaperEngine::Core::CScene> ()->getOrthogonalProjection ();
- // create the window!
- // TODO: DO WE NEED TO PASS MONITOR HERE OR ANYTHING?
- // TODO: FIGURE OUT HOW TO PUT THIS WINDOW IN THE BACKGROUND
- GLFWwindow* window = glfwCreateWindow (1920, 1080, "WallpaperEngine", NULL, NULL);
- if (window == nullptr)
- {
- fprintf (stderr, "Failed to open a GLFW window");
- glfwTerminate ();
- return 2;
- }
- glfwMakeContextCurrent (window);
- // TODO: FIGURE THESE OUT BASED ON THE SCREEN
- int windowWidth = 1920;
- int windowHeight = 1080;
- // get the real framebuffer size
- glfwGetFramebufferSize (window, &windowWidth, &windowHeight);
- // initialize glew
- if (glewInit () != GLEW_OK)
- {
- fprintf (stderr, "Failed to initialize GLEW");
- glfwTerminate ();
- return 3;
- }
- if (shouldEnableAudio == true && SDL_Init (SDL_INIT_AUDIO) < 0)
- {
- std::cerr << "Cannot initialize SDL audio system, SDL_GetError: " << SDL_GetError() << std::endl;
- std::cerr << "Continuing without audio support" << std::endl;
- }
- // parse the project.json file
- auto project = WallpaperEngine::Core::CProject::fromFile ("project.json", containers);
- // go to the right folder so the videos will play
- if (project->getWallpaper ()->is <WallpaperEngine::Core::CVideo> () == true)
- chdir (path.c_str ());
- // initialize custom context class
- WallpaperEngine::Render::CContext* context = new WallpaperEngine::Render::CContext (screens, window, containers);
- // initialize mouse support
- context->setMouse (new CMouseInput (window));
- // set the default viewport
- context->setDefaultViewport ({0, 0, windowWidth, windowHeight});
- // ensure the context knows what wallpaper to render
- context->setWallpaper (
- WallpaperEngine::Render::CWallpaper::fromWallpaper (project->getWallpaper (), context)
- );
- // update maximum FPS if it's a video
- if (context->getWallpaper ()->is <WallpaperEngine::Render::CVideo> () == true)
- maximumFPS = context->getWallpaper ()->as <WallpaperEngine::Render::CVideo> ()->getFPS ();
- // TODO: FIGURE OUT THE REQUIRED INPUT MODE, AS SOME WALLPAPERS USE THINGS LIKE MOUSE POSITION
- // glfwSetInputMode (window, GLFW_STICKY_KEYS, GL_TRUE);
- double startTime, endTime, minimumTime = 1.0 / maximumFPS;
- while (glfwWindowShouldClose (window) == 0 && g_KeepRunning == true)
- {
- // get the real framebuffer size
- glfwGetFramebufferSize (window, &windowWidth, &windowHeight);
- // set the default viewport
- context->setDefaultViewport ({0, 0, windowWidth, windowHeight});
- // calculate the current time value
- g_Time = (float) glfwGetTime ();
- // get the start time of the frame
- startTime = glfwGetTime ();
- // render the scene
- context->render ();
- // do buffer swapping
- glfwSwapBuffers (window);
- // poll for events (like closing the window)
- glfwPollEvents ();
- // get the end time of the frame
- endTime = glfwGetTime ();
- // ensure the frame time is correct to not overrun FPS
- if ((endTime - startTime) < minimumTime)
- usleep ((minimumTime - (endTime - startTime)) * CLOCKS_PER_SEC);
- }
- // ensure this is updated as sometimes it might not come from a signal
- g_KeepRunning = false;
- std::cout << "Stop requested" << std::endl;
- // terminate gl
- glfwTerminate ();
- // terminate free image
- FreeImage_DeInitialise ();
- // terminate SDL
- SDL_QuitSubSystem(SDL_INIT_AUDIO);
- SDL_Quit ();
- // free context
- delete context;
- return 0;
- }
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