#define _POSIX_C_SOURCE 199309L #define _XOPEN_SOURCE 500 #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include "shared.h" #include "cat.h" struct sample_state { struct wlr_renderer *renderer; struct wlr_surface *cat_texture; int cur_x, cur_y; float clear_color[4]; }; static void handle_output_frame(struct output_state *output, struct timespec *ts) { struct compositor_state *state = output->compositor; struct sample_state *sample = state->data; struct wlr_output *wlr_output = output->output; wlr_renderer_begin(sample->renderer, wlr_output); glClearColor(sample->clear_color[0], sample->clear_color[1], sample->clear_color[2], sample->clear_color[3]); glClear(GL_COLOR_BUFFER_BIT); float matrix[16]; wlr_surface_get_matrix(sample->cat_texture, &matrix, &wlr_output->transform_matrix, sample->cur_x, sample->cur_y); wlr_render_with_matrix(sample->renderer, sample->cat_texture, &matrix); wlr_renderer_end(sample->renderer); } static void handle_keyboard_key(struct keyboard_state *kbstate, xkb_keysym_t sym, enum wlr_key_state key_state) { if (sym == XKB_KEY_Escape) { kbstate->compositor->exit = true; } } static void handle_pointer_motion(struct pointer_state *pstate, double d_x, double d_y) { struct sample_state *state = pstate->compositor->data; state->cur_x += d_x; state->cur_y += d_y; } static void handle_pointer_button(struct pointer_state *pstate, uint32_t button, enum wlr_button_state state) { struct sample_state *sample = pstate->compositor->data; float (*color)[4]; if (state == WLR_BUTTON_RELEASED) { float _default[4] = { 0.25f, 0.25f, 0.25f, 1 }; color = &_default; } else { float red[4] = { 0.25f, 0.25f, 0.25f, 1 }; red[button % 3] = 1; color = &red; } memcpy(&sample->clear_color, color, sizeof(*color)); } int main(int argc, char *argv[]) { struct sample_state state = { .clear_color = { 0.25f, 0.25f, 0.25f, 1 } }; struct compositor_state compositor; compositor_init(&compositor); compositor.output_frame_cb = handle_output_frame; compositor.keyboard_key_cb = handle_keyboard_key; compositor.pointer_motion_cb = handle_pointer_motion; compositor.pointer_button_cb = handle_pointer_button; state.renderer = wlr_gles3_renderer_init(); state.cat_texture = wlr_render_surface_init(state.renderer); wlr_surface_attach_pixels(state.cat_texture, GL_RGB, cat_tex.width, cat_tex.height, cat_tex.pixel_data); compositor.data = &state; compositor_run(&compositor); wlr_surface_destroy(state.cat_texture); wlr_renderer_destroy(state.renderer); }