linux-wallpaperengine/main.cpp
2022-04-04 21:04:26 +02:00

397 lines
12 KiB
C++

#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/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;
using namespace WallpaperEngine::Core::Types;
const char* default_paths[] = {
".steam/steam/steamapps/common/wallpaper_engine/assets",
".local/share/Steam/steamapps/common/wallpaper_engine/assets",
nullptr
};
void print_help (const char* route)
{
std::cout
<< "Usage:" << route << " [options] background_path" << std::endl
<< "options:" << std::endl
<< " --silent\t\tMutes all the sound the wallpaper might produce" << 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);
// ensure there's a slash at the end of the path
if (str [str.size() - 1] != '/')
str += '/';
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;
}
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'},
{"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;
}
}
if (path.empty () == true)
{
if (optind < argc && strlen (argv [optind]) > 0)
{
path = argv [optind];
}
else
{
print_help (argv [0]);
return 0;
}
}
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");
// ensure the path has a trailing slash
// 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);
// first of all, initialize the window
if (glfwInit () == GLFW_FALSE)
{
fprintf (stderr, "Failed to initialize GLFW\n");
return 1;
}
// 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);
auto containers = new WallpaperEngine::Assets::CCombinedContainer ();
// update the used path with the full one
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));
// check if scene.pkg exists and add it to the list
try
{
std::string scene_path = path + "scene.pkg";
// add the package to the list
containers->add (new WallpaperEngine::Assets::CPackage (scene_path));
std::cout << "Detected scene.pkg 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 scene.pkg 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());
return 4;
}
if (assetsDir == "")
{
char* home = getenv ("HOME");
if (home == nullptr)
throw std::runtime_error ("$HOME doesn't exist");
std::string homepath = "";
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");
for (const char** current = 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 == "")
{
int 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 binarie'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 == "")
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;
}
// 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);
// 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 (), containers, context)
);
if (shouldEnableAudio == true)
{
int mixer_flags = MIX_INIT_MP3 | MIX_INIT_FLAC | MIX_INIT_OGG;
if (SDL_Init (SDL_INIT_AUDIO) < 0 || mixer_flags != Mix_Init (mixer_flags))
{
// Mix_GetError is an alias for SDL_GetError, so calling it directly will yield the correct result
// it doesn't matter if SDL_Init or Mix_Init failed, both report the errors through the same functions
std::cerr << "Cannot initialize SDL audio system, SDL_GetError: " << SDL_GetError() << std::endl;
std::cerr << "Continuing without audio support" << std::endl;
shouldEnableAudio = false;
}
// initialize audio engine if it should be
if (shouldEnableAudio)
Mix_OpenAudio (22050, AUDIO_S16SYS, 2, 640);
}
// 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);
}
// free context
delete context;
// terminate gl
glfwTerminate ();
// terminate SDL
SDL_Quit ();
// terminate free image
FreeImage_DeInitialise ();
return 0;
}