Files
LookingGlass/client/src/overlay/splash.c
2025-03-05 15:16:31 +11:00

265 lines
6.1 KiB
C

/**
* Looking Glass
* Copyright © 2017-2025 The Looking Glass Authors
* https://looking-glass.io
*
* This program is free software; you can redistribute it and/or modify it
* under the terms of the GNU General Public License as published by the Free
* Software Foundation; either version 2 of the License, or (at your option)
* any later version.
*
* This program is distributed in the hope that it will be useful, but WITHOUT
* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
* FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
* more details.
*
* You should have received a copy of the GNU General Public License along
* with this program; if not, write to the Free Software Foundation, Inc., 59
* Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
#include "interface/overlay.h"
#include "cimgui.h"
#include "../overlays.h"
#include "../main.h"
#include "overlay_utils.h"
#include "common/array.h"
#include "version.h"
#include "common/appstrings.h"
#include "common/stringlist.h"
#include "common/stringutils.h"
#include "resources/lg-logo.svg.h"
#include <string.h>
#include <math.h>
#define SEGMENTS 12
static bool l_show;
static bool l_fadeDone;
static float l_alpha;
static OverlayImage l_logo;
static float l_vectors[SEGMENTS][2];
static StringList l_tagline;
static StringList l_footline;
static void calcRadialVectors(float vectors[][2], int segments)
{
for (unsigned int i = 0; i < segments; ++i)
{
float angle = (i / (float)(segments - 1)) * M_PI * 2.0f;
vectors[i][0] = cos(angle);
vectors[i][1] = sin(angle);
}
}
static void drawRadialGradient(ImDrawList * list, int x, int y, int w, int h,
ImU32 innerColor, ImU32 outerColor,
float vectors[][2], int segments)
{
const ImVec2 uv = list->_Data->TexUvWhitePixel;
ImDrawList_PrimReserve(list, (segments - 1) * 3, segments + 1);
for(int i = 0; i < segments - 1; ++i)
{
ImDrawList_PrimWriteIdx(list, list->_VtxCurrentIdx);
ImDrawList_PrimWriteIdx(list, list->_VtxCurrentIdx + i + 1);
ImDrawList_PrimWriteIdx(list, list->_VtxCurrentIdx + i + 2);
}
ImDrawList_PrimWriteVtx(list,
(ImVec2){x, y},
uv,
innerColor);
for (unsigned int i = 0; i < segments; ++i)
ImDrawList_PrimWriteVtx(list,
(ImVec2){
x + vectors[i][0] * w,
y + vectors[i][1] * h
},
uv,
outerColor);
}
static bool splash_init(void ** udata, const void * params)
{
l_show = true;
l_fadeDone = false;
l_alpha = 1.0f;
overlayLoadSVG(b_lg_logo_svg, b_lg_logo_svg_size, &l_logo, 200, 200);
calcRadialVectors(l_vectors, ARRAY_LENGTH(l_vectors));
l_tagline = stringlist_new(false);
l_footline = stringlist_new(false);
stringlist_push(l_tagline, "Looking Glass");
stringlist_push(l_tagline, (char *)LG_WEBSITE_URL);
stringlist_push(l_footline, (char *)LG_VERSION_STR);
stringlist_push(l_footline, (char *)LG_COPYRIGHT_STR);
return true;
}
static void splash_free(void * udata)
{
overlayFreeImage(&l_logo);
stringlist_free(&l_tagline );
stringlist_free(&l_footline);
}
static void renderText(ImDrawList * list, int x, int y, ImU32 color,
StringList lines, bool topAlign)
{
static float textHeight = 0.0f;
ImVec2 size;
if (textHeight == 0.0f)
{
const char * tmp = "W";
igCalcTextSize(&size, tmp, tmp + 1, false, 0.0f);
textHeight = size.y;
}
float fy = y;
const unsigned int count = stringlist_count(lines);
for(int i = 0; i < count; ++i)
{
const char * text = stringlist_at(lines, topAlign ? i : count - i - 1);
const int len = strlen(text);
igCalcTextSize(&size, text, text + len, false, 0.0f);
ImDrawList_AddText_Vec2(
list,
(ImVec2){
x - size.x / 2,
topAlign ? fy : fy - size.y
},
color,
text,
text + len
);
if (topAlign)
fy += textHeight;
else
fy -= textHeight;
}
}
static int splash_render(void * udata, bool interactive, struct Rect * windowRects,
int maxRects)
{
if (!l_show && l_fadeDone)
return 0;
const float alpha = l_fadeDone ? 1.0f : l_alpha;
ImVec2 * screen = overlayGetScreenSize();
ImDrawList * list = igGetBackgroundDrawList_Nil();
struct Rect rect = {
.x = 0,
.y = 0,
.w = screen->x,
.h = screen->y
};
struct Rect logoRect = {
.x = screen->x / 2 - l_logo.width / 2,
.y = screen->y / 2 - l_logo.height / 2,
.w = l_logo.width,
.h = l_logo.height
};
const ImU32 innerColor = igColorConvertFloat4ToU32((ImVec4){
0.234375f, 0.015625f, 0.425781f, alpha});
const ImU32 outerColor = igColorConvertFloat4ToU32((ImVec4){
0.0f, 0.0f, 0.0f, alpha});
const ImU32 imageColor = igColorConvertFloat4ToU32((ImVec4){
1.0f, 1.0f, 1.0f, alpha});
const ImU32 fontColor = igColorConvertFloat4ToU32((ImVec4){
0.8f, 0.8f, 0.8f, alpha});
drawRadialGradient(list,
screen->x / 2, screen->y / 2,
screen->x , screen->y ,
innerColor,
outerColor,
l_vectors,
ARRAY_LENGTH(l_vectors));
ImDrawList_AddImage(
list,
(ImTextureID)l_logo.tex,
(ImVec2){
logoRect.x,
logoRect.y
},
(ImVec2){
logoRect.x + logoRect.w,
logoRect.y + logoRect.h
},
(ImVec2){ 0, 0 },
(ImVec2){ 1, 1 },
imageColor);
renderText(list,
screen->x / 2,
logoRect.y + logoRect.h + 10,
fontColor,
l_tagline,
true);
renderText(list,
screen->x / 2,
screen->y - 10,
fontColor,
l_footline,
false);
*windowRects = rect;
return 1;
}
static bool splash_tick(void * udata, unsigned long long tickCount)
{
if (!l_show && !l_fadeDone)
{
if (g_params.quickSplash)
{
l_fadeDone = true;
return true;
}
l_alpha -= 1.0f / TICK_RATE;
if (l_alpha <= 0.0f)
l_fadeDone = true;
return true;
}
return false;
}
struct LG_OverlayOps LGOverlaySplash =
{
.name = "splash",
.init = splash_init,
.free = splash_free,
.render = splash_render,
.tick = splash_tick,
};
void overlaySplash_show(bool show)
{
if (l_show == show)
return;
l_show = show;
app_invalidateOverlay(true);
}