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