commit 4209589fbd04ec9c6a5505c2cf0752129cc4d9ab
Author: Luke Willis <lukejw@monastech.xyz>
Date: Mon, 9 Mar 2026 16:27:36 -0400
Initial commit (move to gitolite)
Diffstat:
| A | .gitignore | | | 2 | ++ |
| A | LICENSE.md | | | 675 | +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ |
| A | README.md | | | 29 | +++++++++++++++++++++++++++++ |
| A | guix.scm | | | 24 | ++++++++++++++++++++++++ |
| A | manifest.scm | | | 7 | +++++++ |
| A | meson.build | | | 36 | ++++++++++++++++++++++++++++++++++++ |
| A | shaders/frag.glsl | | | 11 | +++++++++++ |
| A | shaders/vert.glsl | | | 20 | ++++++++++++++++++++ |
| A | src/config.c | | | 156 | +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ |
| A | src/config.h | | | 60 | ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ |
| A | src/main.c | | | 473 | +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ |
| A | src/util.c | | | 83 | +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ |
| A | src/util.h | | | 36 | ++++++++++++++++++++++++++++++++++++ |
13 files changed, 1612 insertions(+), 0 deletions(-)
diff --git a/.gitignore b/.gitignore
@@ -0,0 +1,2 @@
+*~
+build
diff --git a/LICENSE.md b/LICENSE.md
@@ -0,0 +1,675 @@
+# GNU GENERAL PUBLIC LICENSE
+
+Version 3, 29 June 2007
+
+Copyright (C) 2007 Free Software Foundation, Inc.
+<https://fsf.org/>
+
+Everyone is permitted to copy and distribute verbatim copies of this
+license document, but changing it is not allowed.
+
+## Preamble
+
+The GNU General Public License is a free, copyleft license for
+software and other kinds of works.
+
+The licenses for most software and other practical works are designed
+to take away your freedom to share and change the works. By contrast,
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+free software for all its users. We, the Free Software Foundation, use
+the GNU General Public License for most of our software; it applies
+also to any other work released this way by its authors. You can apply
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+
+When we speak of free software, we are referring to freedom, not
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+A patent license is "discriminatory" if it does not include within the
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+are a party to an arrangement with a third party that is in the
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+license was granted, prior to 28 March 2007.
+
+Nothing in this License shall be construed as excluding or limiting
+any implied license or other defenses to infringement that may
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+
+### 12. No Surrender of Others' Freedom.
+
+If conditions are imposed on you (whether by court order, agreement or
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+excuse you from the conditions of this License. If you cannot convey a
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+from those to whom you convey the Program, the only way you could
+satisfy both those terms and this License would be to refrain entirely
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+
+### 13. Use with the GNU Affero General Public License.
+
+Notwithstanding any other provision of this License, you have
+permission to link or combine any covered work with a work licensed
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+but the special requirements of the GNU Affero General Public License,
+section 13, concerning interaction through a network will apply to the
+combination as such.
+
+### 14. Revised Versions of this License.
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+The Free Software Foundation may publish revised and/or new versions
+of the GNU General Public License from time to time. Such new versions
+will be similar in spirit to the present version, but may differ in
+detail to address new problems or concerns.
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+Each version is given a distinguishing version number. If the Program
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+Software Foundation.
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+If the Program specifies that a proxy can decide which future versions
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+
+Later license versions may give you additional or different
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+
+### 15. Disclaimer of Warranty.
+
+THERE IS NO WARRANTY FOR THE PROGRAM, TO THE EXTENT PERMITTED BY
+APPLICABLE LAW. EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT
+HOLDERS AND/OR OTHER PARTIES PROVIDE THE PROGRAM "AS IS" WITHOUT
+WARRANTY OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT
+LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
+A PARTICULAR PURPOSE. THE ENTIRE RISK AS TO THE QUALITY AND
+PERFORMANCE OF THE PROGRAM IS WITH YOU. SHOULD THE PROGRAM PROVE
+DEFECTIVE, YOU ASSUME THE COST OF ALL NECESSARY SERVICING, REPAIR OR
+CORRECTION.
+
+### 16. Limitation of Liability.
+
+IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING
+WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MODIFIES AND/OR
+CONVEYS THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES,
+INCLUDING ANY GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES
+ARISING OUT OF THE USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT
+NOT LIMITED TO LOSS OF DATA OR DATA BEING RENDERED INACCURATE OR
+LOSSES SUSTAINED BY YOU OR THIRD PARTIES OR A FAILURE OF THE PROGRAM
+TO OPERATE WITH ANY OTHER PROGRAMS), EVEN IF SUCH HOLDER OR OTHER
+PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES.
+
+### 17. Interpretation of Sections 15 and 16.
+
+If the disclaimer of warranty and limitation of liability provided
+above cannot be given local legal effect according to their terms,
+reviewing courts shall apply local law that most closely approximates
+an absolute waiver of all civil liability in connection with the
+Program, unless a warranty or assumption of liability accompanies a
+copy of the Program in return for a fee.
+
+END OF TERMS AND CONDITIONS
+
+## How to Apply These Terms to Your New Programs
+
+If you develop a new program, and you want it to be of the greatest
+possible use to the public, the best way to achieve this is to make it
+free software which everyone can redistribute and change under these
+terms.
+
+To do so, attach the following notices to the program. It is safest to
+attach them to the start of each source file to most effectively state
+the exclusion of warranty; and each file should have at least the
+"copyright" line and a pointer to where the full notice is found.
+
+ <one line to give the program's name and a brief idea of what it does.>
+ Copyright (C) <year> <name of author>
+
+ 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 3 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, see <https://www.gnu.org/licenses/>.
+
+Also add information on how to contact you by electronic and paper
+mail.
+
+If the program does terminal interaction, make it output a short
+notice like this when it starts in an interactive mode:
+
+ <program> Copyright (C) <year> <name of author>
+ This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'.
+ This is free software, and you are welcome to redistribute it
+ under certain conditions; type `show c' for details.
+
+The hypothetical commands \`show w' and \`show c' should show the
+appropriate parts of the General Public License. Of course, your
+program's commands might be different; for a GUI interface, you would
+use an "about box".
+
+You should also get your employer (if you work as a programmer) or
+school, if any, to sign a "copyright disclaimer" for the program, if
+necessary. For more information on this, and how to apply and follow
+the GNU GPL, see <https://www.gnu.org/licenses/>.
+
+The GNU General Public License does not permit incorporating your
+program into proprietary programs. If your program is a subroutine
+library, you may consider it more useful to permit linking proprietary
+applications with the library. If this is what you want to do, use the
+GNU Lesser General Public License instead of this License. But first,
+please read <https://www.gnu.org/licenses/why-not-lgpl.html>.
diff --git a/README.md b/README.md
@@ -0,0 +1,29 @@
+# SCOUT
+A game launcher.
+
+## Configuration
+SCOUT looks for configuration in `$XDG_CONFIG_HOME/scout`.
+
+- scout.ini
+- cards/*.ini
+
+### Cards
+Below is an example card file, `mygame.ini`.
+```
+[card]
+title=My Game
+description=Super cool, action-packed!
+command=mygame
+image=mygame.png
+```
+The chosen image must be in [farbeld](https://tools.suckless.org/farbfeld/)
+format. Why? Because it's easier to work with.
+
+## TODO
+- Support game covers
+- Clean up controller support
+
+## Planned
+- Automatically setup controls for supported games
+- SwayWM Integration
+ - Splitscreen support
diff --git a/guix.scm b/guix.scm
@@ -0,0 +1,24 @@
+(use-modules (guix packages)
+ (guix licenses)
+ (guix git)
+ (guix build-system meson)
+ (guix gexp)
+ (gnu packages)
+ (gnu packages gl)
+ (gnu packages linux)
+ (gnu packages pkg-config)
+ (mt packages games))
+
+(define scout
+ (package
+ (name "scout")
+ (version "0.1.0")
+ (source (git-checkout (url (dirname (current-filename)))))
+ (build-system meson-build-system)
+ (inputs (list pkg-config glfw-mc mesa libepoxy libinih))
+ (synopsis #f)
+ (description #f)
+ (home-page #f)
+ (license gpl3+)))
+
+scout
diff --git a/manifest.scm b/manifest.scm
@@ -0,0 +1,7 @@
+(use-modules (gnu packages code))
+
+(include "guix.scm")
+
+(concatenate-manifests
+ (list (package->development-manifest scout)
+ (packages->manifest (list indent))))
diff --git a/meson.build b/meson.build
@@ -0,0 +1,36 @@
+project('scout', 'c')
+
+# Fix math.h errors with glibc
+cc = meson.get_compiler('c')
+m_dep = cc.find_library('m', required : false)
+
+deps = [
+ dependency('glfw3'),
+ dependency('gl'),
+ dependency('epoxy'),
+ dependency('inih'),
+ m_dep
+]
+
+common_sources = files(
+ 'src/util.c',
+ 'src/config.c'
+)
+
+scout_dir = join_paths(get_option('datadir'), 'scout')
+install_subdir('shaders', install_dir : scout_dir)
+
+absolute_shader_dir = join_paths(get_option('prefix'), scout_dir, 'shaders')
+
+# Make shaders available to devenv
+devenv = environment()
+devenv.set('SCOUT_SHADER_PATH', join_paths(meson.current_source_dir(), 'shaders'))
+meson.add_devenv(devenv)
+
+executable(
+ 'scout',
+ common_sources + ['src/main.c'],
+ install : true,
+ dependencies : deps,
+ c_args : ['-DSHADER_PATH="@0@"'.format(absolute_shader_dir)]
+)
diff --git a/shaders/frag.glsl b/shaders/frag.glsl
@@ -0,0 +1,11 @@
+#version 330 core
+out vec4 FragColor;
+
+in vec2 TexCoords;
+
+uniform sampler2D texture1;
+
+void main()
+{
+ FragColor = texture(texture1, TexCoords);
+}
diff --git a/shaders/vert.glsl b/shaders/vert.glsl
@@ -0,0 +1,20 @@
+#version 330 core
+
+layout (location = 0) in vec2 aPos;
+layout (location = 1) in vec2 aTex;
+
+out vec2 TexCoords;
+
+uniform vec2 scale;
+// xoffset, yoffset, heightscale, totalscale
+uniform vec4 trans;
+uniform vec2 camera;
+
+void main()
+{
+ gl_Position = vec4((aPos.x * trans.w + trans.x - camera.x) / scale.x,
+ (aPos.y * trans.z * trans.w + trans.y - camera.y) / scale.y,
+ 0.0,
+ 1.0);
+ TexCoords = aTex;
+}
diff --git a/src/config.c b/src/config.c
@@ -0,0 +1,156 @@
+#include <stdlib.h>
+#include <stdio.h>
+#include <unistd.h>
+#include <fcntl.h>
+#include <dirent.h>
+#include <string.h>
+#include <ini.h>
+
+#include "util.h"
+#include "config.h"
+
+#define MATCH(s, n) strcmp(section, s) == 0 && strcmp(name, n) == 0
+
+int cfg_handler(void *user, const char *section,
+ const char *name, const char *value)
+{
+ scout_cfg_t *pcfg = (scout_cfg_t *) user;
+
+ if (MATCH("menu", "name")) {
+ pcfg->name = strdup(value);
+ } else if (MATCH("theme", "bg")) {
+ int32_t color = parse_hex_color(value);
+ if (color >= 0)
+ pcfg->bg = convert_hex_color(color);
+ } else {
+ return 0;
+ }
+
+ return 1;
+}
+
+int card_handler(void *user, const char *section,
+ const char *name, const char *value)
+{
+ scout_card_t *pcard = (scout_card_t *) user;
+
+ if (strcmp(section, "card") == 0) {
+ if (strcmp(name, "title") == 0)
+ pcard->title = strdup(value);
+ else if (strcmp(name, "description") == 0)
+ pcard->description = strdup(value);
+ else if (strcmp(name, "command") == 0)
+ pcard->command = strdup(value);
+ else if (strcmp(name, "image") == 0)
+ pcard->image_path = strdup(value);
+ else
+ return 0;
+ } else {
+ return 0;
+ }
+
+ return 1;
+}
+
+int is_ini(struct dirent *entry)
+{
+ if (entry->d_type == DT_REG) {
+ size_t len_name = strlen(entry->d_name);
+
+ if (len_name < 5) {
+ return 0;
+ }
+
+ if (strcmp(entry->d_name + (len_name - 4), ".ini") == 0) {
+ return 1;
+ }
+ }
+
+ return 0;
+}
+
+/*
+ * Load and parse configuration from the configuration file. Values found in the
+ * config file will override the existing values in the passed configuration.
+ * > $XDG_CONFIG_HOME/scout/scout.ini
+ *
+ * Also load and parse card files in the configuration directory.
+ * > $XDG_CONFIG_HOME/scout/cards/card.ini
+ */
+void load_config(scout_cfg_t *pcfg, unsigned int *num_cards,
+ scout_card_t **pcards)
+{
+ const char *path = getenv("XDG_CONFIG_HOME");
+ if (!path) {
+ fprintf(stderr, "XDG_CONFIG_HOME not set\n");
+ return;
+ }
+
+ int xdg_dir_fd = open(path, O_RDONLY | O_DIRECTORY);
+ if (xdg_dir_fd < 0) {
+ fprintf(stderr, "Unable to open XDG_CONFIG_HOME\n");
+ return;
+ }
+
+ int dir_fd = openat(xdg_dir_fd, "scout", O_RDONLY | O_DIRECTORY);
+ if (dir_fd < 0) {
+ fprintf(stderr, "Unable to open scout config directory\n");
+ return;
+ }
+
+ close(xdg_dir_fd);
+
+ /* Load and parse config file */
+ int config_fd = openat(dir_fd, "scout.ini", O_RDONLY);
+ if (config_fd < 0) {
+ fprintf(stderr, "Unable to open scout.ini\n");
+ close(dir_fd);
+ return;
+ }
+
+ char *buf = fdreadfile(config_fd);
+ ini_parse_string(buf, cfg_handler, pcfg);
+ free(buf);
+
+ close(config_fd);
+
+ /* Load and parse card files */
+ int subdir_fd = openat(dir_fd, "cards", O_RDONLY | O_DIRECTORY);
+ if (subdir_fd < 0) {
+ fprintf(stderr, "Unable to open scout/cards\n");
+ close(dir_fd);
+ return;
+ }
+ DIR *cards_dir = fdopendir(subdir_fd);
+
+ struct dirent *entry;
+
+ /* Count card entries */
+ size_t count = 0;
+ while ((entry = readdir(cards_dir)) != NULL)
+ if (is_ini(entry))
+ count++;
+
+ /* Allocate space for each card */
+ *num_cards = (unsigned int) count;
+ *pcards = malloc(count * sizeof(scout_card_t));
+
+ /* Rewind and parse card entries */
+ rewinddir(cards_dir);
+
+ count = 0;
+ while ((entry = readdir(cards_dir)) != NULL)
+ if (is_ini(entry)) {
+ int fd = openat(subdir_fd, entry->d_name, O_RDONLY);
+ char *buf = fdreadfile(fd);
+ scout_card_t card = DEFAULT_CARD;
+ ini_parse_string(buf, card_handler, &card);
+ free(buf);
+
+ (*pcards)[count++] = card;
+ }
+
+ closedir(cards_dir);
+
+ close(dir_fd);
+}
diff --git a/src/config.h b/src/config.h
@@ -0,0 +1,60 @@
+#ifndef CONFIG_H
+#define CONFIG_H
+
+#include "util.h"
+
+/* TODO: Automate config definitions with macros */
+typedef struct
+{
+ /* Main */
+ const char *name;
+
+ /* Theme */
+ scout_color_t bg;
+ scout_color_t bg2;
+ scout_color_t ui;
+ scout_color_t ui2;
+ scout_color_t ui3;
+ scout_color_t tx3;
+ scout_color_t tx2;
+ scout_color_t tx;
+ scout_color_t acc;
+ scout_color_t acc2;
+
+} scout_cfg_t;
+
+static const scout_cfg_t DEFAULT_CFG = {
+ /* Main */
+ .name = "SCOUT Launcher",
+
+ /* Theme */
+ .bg = HEX(0x100F0F),
+ .bg2 = HEX(0x1C1B1A),
+ .ui = HEX(0x282726),
+ .ui2 = HEX(0x343331),
+ .ui3 = HEX(0x403E3C),
+ .tx3 = HEX(0x575653),
+ .tx2 = HEX(0x878580),
+ .tx = HEX(0x878580),
+ .acc = HEX(0xDA702C),
+ .acc2 = HEX(0xBC5215)
+};
+
+typedef struct
+{
+ char *title;
+ char *description;
+ char *command;
+ char *image_path;
+} scout_card_t;
+
+static const scout_card_t DEFAULT_CARD = {
+ .title = "No Title",
+ .description = "No description...",
+ .command = "notify-send \"No command set\"",
+ .image_path = ""
+};
+
+void load_config(scout_cfg_t *pcfg, uint32_t *num_cards, scout_card_t **pcards);
+
+#endif
diff --git a/src/main.c b/src/main.c
@@ -0,0 +1,473 @@
+#include <epoxy/gl.h>
+#include <GLES3/gl3.h>
+#include <GLFW/glfw3.h>
+
+#include <stdio.h>
+#include <stdlib.h>
+#include <string.h>
+#include <math.h>
+#include <fcntl.h>
+#include <unistd.h>
+#include <sys/wait.h>
+
+#include <arpa/inet.h>
+
+#include "util.h"
+#include "config.h"
+
+/* Private definitions */
+typedef struct {
+ float x;
+ float y;
+ float scale;
+} scout_instance_card_t;
+
+typedef struct {
+ float x;
+ float y;
+} scout_camera_t;
+
+/* Misc. globals */
+const char *title = "SCOUT";
+scout_cfg_t cfg = DEFAULT_CFG;
+
+scout_camera_t camera = {
+ .x = 0.0f,
+ .y = 0.0f
+};
+
+/* Card data */
+unsigned int num_cards = 0;
+unsigned int max_cards = 0;
+unsigned int current_card = 0;
+scout_card_t *cards;
+unsigned int *card_textures;
+float *card_ratios;
+float *card_offsets;
+
+/* Actions */
+int change_card = 0;
+int launch_card = 0;
+
+/* OpenGL variables */
+unsigned int vertex_shader;
+unsigned int fragment_shader;
+int scale_uniform;
+int trans_uniform;
+int camera_uniform;
+int texture_uniform;
+
+/* Load all shaders from file */
+void load_shaders()
+{
+ const char *path;
+ if (!(path = getenv("SCOUT_SHADER_PATH")))
+ path = SHADER_PATH;
+
+ int dir_fd = open(path, O_RDONLY | O_DIRECTORY);
+ if (dir_fd < 0) {
+ fprintf(stderr, "Unable to open shader path \"%s\"\n", path);
+ return;
+ }
+
+ int vert_fd = openat(dir_fd, "vert.glsl", O_RDONLY);
+ if (vert_fd < 0) {
+ fprintf(stderr, "Unable to open vertex shader\n");
+ return;
+ }
+
+ int frag_fd = openat(dir_fd, "frag.glsl", O_RDONLY);
+ if (frag_fd < 0) {
+ fprintf(stderr, "Unable to open fragment shader\n");
+ return;
+ }
+
+ int success;
+
+ const char *vert_source = fdreadfile(vert_fd);
+
+ vertex_shader = glCreateShader(GL_VERTEX_SHADER);
+ glShaderSource(vertex_shader, 1, &vert_source, NULL);
+ glCompileShader(vertex_shader);
+
+ glGetShaderiv(vertex_shader, GL_COMPILE_STATUS, &success);
+ if (!success) {
+ fprintf(stderr, "Failed to compile vertex shader!\n");
+ return;
+ }
+
+ const char *frag_source = fdreadfile(frag_fd);
+
+ fragment_shader = glCreateShader(GL_FRAGMENT_SHADER);
+ glShaderSource(fragment_shader, 1, &frag_source, NULL);
+ glCompileShader(fragment_shader);
+
+ glGetShaderiv(fragment_shader, GL_COMPILE_STATUS, &success);
+ if (!success) {
+ fprintf(stderr, "Failed to compile fragment shader!\n");
+ return;
+ }
+
+ fprintf(stderr, "Compiled shaders\n");
+}
+
+/* GLFW Callbacks */
+void error_callback(int error, const char *description)
+{
+ fprintf(stderr, "GLFW Error: %s\n", description);
+}
+
+void framebuffer_size_callback(GLFWwindow *window, int width, int height)
+{
+ glViewport(0, 0, width, height);
+ /* Apply aspect ratio */
+ float ratio = (float) width / (float) height;
+ fprintf(stderr, "Resized: %i x %i, max %f\n", width, height, ratio);
+ glUniform2f(scale_uniform, ratio, 1.0f);
+}
+
+/* TODO: Proper input management */
+void key_callback(GLFWwindow *window, int key, int scancode, int action,
+ int mods)
+{
+ if (key == GLFW_KEY_RIGHT && action == GLFW_PRESS) {
+ change_card = 1;
+ return;
+ }
+ if (key == GLFW_KEY_LEFT && action == GLFW_PRESS) {
+ change_card = -1;
+ return;
+ }
+ if (key == GLFW_KEY_ENTER && action == GLFW_PRESS) {
+ launch_card = 1;
+ return;
+ }
+}
+
+void joystick_callback(int jid, int event)
+{
+ if (!glfwJoystickIsGamepad(jid))
+ return;
+
+ if (event == GLFW_CONNECTED) {
+ fprintf(stderr, "Connected %d\n", jid);
+ } else if (event == GLFW_DISCONNECTED) {
+ fprintf(stderr, "Disconnected %d\n", jid);
+ }
+}
+
+int main()
+{
+ /* Initialize GLFW */
+ glfwSetErrorCallback(error_callback);
+
+ if (!glfwInit()) {
+ printf("Failed to initialize GLFW!\n");
+ return -1;
+ }
+
+ glfwSetJoystickCallback(joystick_callback);
+
+ /* Load configuration */
+ load_config(&cfg, &num_cards, &cards);
+ fprintf(stderr, "Loaded %d cards\n", num_cards);
+
+
+ /* Window creation */
+ GLFWwindow *window = glfwCreateWindow(640, 480, title, NULL, NULL);
+ if (!window) {
+ printf("Failed to create GLFW window!\n");
+ glfwTerminate();
+ return -1;
+ }
+ glfwMakeContextCurrent(window);
+
+ glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
+ glfwSetKeyCallback(window, key_callback);
+
+ /* Controller setup */
+ for (int i = 0; i < GLFW_JOYSTICK_LAST; i++) {
+ if (glfwJoystickPresent(i) && glfwJoystickIsGamepad(i)) {
+ fprintf(stderr, "Controller %d available\n", i);
+ }
+ }
+
+ /* Set up shaders */
+ load_shaders();
+
+ unsigned int shader_program = glCreateProgram();
+
+ glAttachShader(shader_program, vertex_shader);
+ glAttachShader(shader_program, fragment_shader);
+ glLinkProgram(shader_program);
+
+ glDeleteShader(vertex_shader);
+ glDeleteShader(fragment_shader);
+
+ /* Uniforms */
+ scale_uniform = glGetUniformLocation(shader_program, "scale");
+ trans_uniform = glGetUniformLocation(shader_program, "trans");
+ camera_uniform = glGetUniformLocation(shader_program, "camera");
+
+ texture_uniform = glGetUniformLocation(shader_program, "texture1");
+
+ /* Set up vertex data and configure vertex attributes */
+ float vertices[] = {
+ 0.5f, 0.5f, 1.0f, 0.0f,
+ 0.5f, -0.5f, 1.0f, 1.0f,
+ -0.5f, -0.5f, 0.0f, 1.0f,
+ -0.5f, 0.5f, 0.0f, 0.0f
+ };
+ unsigned int indices[] = {
+ 0, 1, 2,
+ 2, 3, 0
+ };
+
+ /* Create vertex arrays, buffers, etc. */
+ unsigned int VBO, EBO, VAO;
+ glGenVertexArrays(1, &VAO);
+ glGenBuffers(1, &VBO);
+ glGenBuffers(1, &EBO);
+
+ glBindVertexArray(VAO);
+
+ glBindBuffer(GL_ARRAY_BUFFER, VBO);
+ glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices,
+ GL_STATIC_DRAW);
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
+ glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices,
+ GL_STATIC_DRAW);
+
+ /* Vertex coordinates */
+ glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float),
+ (void *) 0);
+ glEnableVertexAttribArray(0);
+ /* Texture coordinates */
+ glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float),
+ (void *) (2 * sizeof(float)));
+ glEnableVertexAttribArray(1);
+
+ /* Create cards */
+ card_ratios = malloc(num_cards * sizeof(float));
+ card_offsets = malloc(num_cards * sizeof(float));
+ card_textures = malloc(num_cards * sizeof(unsigned int));
+ glGenTextures(num_cards, card_textures);
+
+ for (unsigned int i = 0; i < num_cards; i++) {
+ printf(" %s\n", cards[i].title);
+
+ if (*cards[i].image_path != 0) {
+ /* Decode image */
+ int img_fd = open(cards[i].image_path, O_RDONLY);
+ if (img_fd < 0) {
+ continue;
+ }
+
+ unsigned int hdr[4];
+ read(img_fd, hdr, 16);
+
+ if (memcmp("farbfeld", hdr, sizeof("farbfeld") - 1) != 0)
+ continue;
+
+ unsigned int width = ntohl(hdr[2]);
+ unsigned int height = ntohl(hdr[3]);
+ size_t size = width * height * 8;
+ unsigned char *data = malloc(size);
+ read(img_fd, data, size);
+
+ close(img_fd);
+
+ /* Create OpenGL texture */
+ glBindTexture(GL_TEXTURE_2D, card_textures[i]);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_SHORT, data);
+
+ /* The texture is on GPU so we can release the decoded data. */
+ free(data);
+
+ /* Calculate the vertical scale of the image */
+ card_ratios[i] = (float) height / (float) width;
+ } else {
+ /* This is really ugly but that's also kinda the point... */
+ const unsigned char blah[16] = { 0xff, 0x00, 0xff, 0xff, 0x00, 0x00, 0x00, 0xff, 0x00, 0x00, 0x00, 0xff, 0xff, 0x00, 0xff, 0xff };
+
+ /* Create OpenGL texture */
+ glBindTexture(GL_TEXTURE_2D, card_textures[i]);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, blah);
+
+ /* TODO: Use default image */
+ card_ratios[i] = 1.0f;
+ }
+ }
+
+ /* Main loop */
+ float counter = 0.0f;
+ float time = 0.0f;
+ float lastCheck = 0.0f;
+ float fps = 0.0f;
+
+ float dt = 0.0f;
+
+ GLFWgamepadstate state;
+ float move_cooldown_left = 0.0f;
+ float move_cooldown_right = 0.0f;
+ int down = 0;
+
+ /* Set background color */
+ glClearColor(cfg.bg.r, cfg.bg.g, cfg.bg.b, 1.0f);
+
+ while (!glfwWindowShouldClose(window)) {
+ /* Game Logic */
+ lastCheck = time;
+ time = glfwGetTime();
+ dt = time - lastCheck;
+
+ /* Controller setup */
+ for (int i = 0; i < GLFW_JOYSTICK_LAST; i++) {
+ if (!glfwJoystickIsGamepad(i))
+ continue;
+
+ glfwGetGamepadState(i, &state);
+
+ /* Avoid repeating inputs */
+ if (state.buttons[GLFW_GAMEPAD_BUTTON_A]) {
+ if (down != 1) {
+ launch_card = 1;
+ down = 1;
+ }
+ } else {
+ down = 0;
+ }
+
+ if (state.buttons[GLFW_GAMEPAD_BUTTON_DPAD_RIGHT]
+ || state.axes[GLFW_GAMEPAD_AXIS_LEFT_X] > 0.01f) {
+ if (move_cooldown_left <= 0.0f) {
+ change_card = 1;
+ move_cooldown_left = 0.2f;
+ }
+ } else {
+ move_cooldown_left = 0.0f;
+ }
+
+ if (state.buttons[GLFW_GAMEPAD_BUTTON_DPAD_LEFT]
+ || state.axes[GLFW_GAMEPAD_AXIS_LEFT_X] < -0.01f) {
+ if (move_cooldown_right <= 0.0f) {
+ change_card = -1;
+ move_cooldown_right = 0.2f;
+ }
+ } else {
+ move_cooldown_right = 0.0f;
+ }
+ }
+
+ move_cooldown_left -= dt;
+ move_cooldown_right -= dt;
+
+ /* Handle card change */
+ if (change_card != 0) {
+ if (change_card < 0 && current_card > 0) {
+ current_card--;
+ } else if (change_card > 0 && current_card < num_cards - 1) {
+ current_card++;
+ }
+
+ change_card = 0;
+ }
+
+ /* Animate cards */
+ for (int i = 0; i < num_cards; i++) {
+ if (i == current_card)
+ card_offsets[i] = exp_decay(card_offsets[i], 1.0f, 16.0f, dt);
+ else
+ card_offsets[i] = exp_decay(card_offsets[i], 0.0f, 16.0f, dt);
+ }
+
+ /* Smooth camera */
+ camera.x = exp_decay(camera.x, (float) current_card, 8.0f, dt);
+
+ /* Handle launching card */
+ if (launch_card) {
+ pid_t pid = fork();
+
+ if (pid == 0) {
+ char *const argv[] = {
+ "sh",
+ "-c",
+ cards[current_card].command,
+ NULL
+ };
+
+ execv("/bin/sh", argv);
+
+ printf("Error...");
+ _exit(127);
+ } else if (pid > 0) {
+ printf("Launched %s\n", cards[current_card].title);
+ } else {
+ printf("Error launching\n");
+ }
+
+ launch_card = 0;
+
+ /* TODO: Monitor child process */
+ }
+
+ /* Calculate FPS */
+ counter += 1.0f;
+
+ if (time - lastCheck >= 1.0f) {
+ fps = counter / (time - lastCheck);
+ //fprintf(stderr, "%.2f FPS\n", fps);
+ counter = 0.0f;
+ lastCheck = time;
+ }
+
+ /* Clear screen */
+ glClear(GL_COLOR_BUFFER_BIT);
+
+
+ /* Render */
+ glUseProgram(shader_program);
+
+ /* Update camera */
+ glUniform2f(camera_uniform, camera.x, camera.y);
+
+ /* Bind mesh */
+ glBindVertexArray(VAO);
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
+
+ for (int i = (current_card <= 2 ? 0 : current_card - 2); i < MIN(current_card + 3, num_cards); i++) {
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture(GL_TEXTURE_2D, card_textures[i]);
+
+ glUniform4f(trans_uniform, (float) i * 1.0f, card_ratios[i] * -0.5f * (1.0f - card_offsets[i]), card_ratios[i], 0.8f + card_offsets[i] * 0.2f);
+
+ glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
+ }
+
+ glfwSwapBuffers(window);
+ glfwPollEvents();
+ }
+
+ fprintf(stderr, "Closing\n");
+
+ /* De-allocate GL resources when no longer needed */
+ glDeleteVertexArrays(1, &VAO);
+ glDeleteBuffers(1, &VBO);
+ glDeleteBuffers(1, &EBO);
+ glDeleteProgram(shader_program);
+
+ /* TODO: Dealloc configuration */
+ free(card_ratios);
+ free(card_offsets);
+ free(card_textures);
+
+ glfwTerminate();
+}
diff --git a/src/util.c b/src/util.c
@@ -0,0 +1,83 @@
+#include <stdlib.h>
+#include <stdio.h>
+#include <stdint.h>
+#include <unistd.h>
+#include <fcntl.h>
+#include <math.h>
+
+#include "util.h"
+
+/* This is a super-fast hex character value lookup table. */
+static const int8_t hextable[] = {
+ [0 ... 255] = -1,
+ ['0'] = 0, 1, 2, 3, 4, 5, 6, 7, 8, 9,
+ ['A'] = 10, 11, 12, 13, 14, 15,
+ ['a'] = 10, 11, 12, 13, 14, 15
+};
+
+/*
+ * Parse an ASCII hex representation of a color into an int32_t. A negative
+ * value indicates that an error occured while parsing.
+ *
+ * If you need an OpenGL-compatible color, see convert_hex_color.
+ */
+int32_t parse_hex_color(const char *hex)
+{
+ int32_t raw = 0;
+ while (*hex && raw >= 0) {
+ raw = (raw << 4) | hextable[(uint8_t) * hex++];
+ }
+
+ return raw;
+}
+
+/*
+ * Extract red, green and blue values from an int32_t and convert then to OpenGL
+ * compatible float colors. Alpha is ignored since the signed bit is generally
+ * used to indicate errors.
+ */
+scout_color_t convert_hex_color(int32_t color)
+{
+ scout_color_t c;
+
+ c.r = (float) ((color >> 16) & 0xFF) / 255.0f;
+ c.g = (float) ((color >> 8) & 0xFF) / 255.0f;
+ c.b = (float) (color & 0xFF) / 255.0f;
+
+ return c;
+}
+
+/*
+ * Read from the given path into a newly allocated buffer.
+ * TODO: Handle errors
+ */
+char *readfile(char *path)
+{
+ FILE *fp = fopen(path, "r");
+ fseek(fp, 0, SEEK_END);
+ long length = ftell(fp);
+ fseek(fp, 0, SEEK_SET);
+ char *buffer = (char *) malloc(length);
+ fread(buffer, length, 1, fp);
+ fclose(fp);
+ return buffer;
+}
+
+/*
+ * Read from the given file descriptor into a newly allocated buffer.
+ */
+char *fdreadfile(int fd)
+{
+ off_t size = lseek(fd, 0, SEEK_END);
+ lseek(fd, 0, SEEK_SET);
+ char *buf = malloc(size + 1);
+ read(fd, buf, size);
+ buf[size] = '\0';
+
+ return buf;
+}
+
+/* Decay is approx 1...25, slow...fast */
+float exp_decay(float a, float b, float decay, float dt) {
+ return b + (a - b) * exp(-decay*dt);
+}
diff --git a/src/util.h b/src/util.h
@@ -0,0 +1,36 @@
+#ifndef UTIL_H
+#define UTIL_H
+
+#include <stdint.h>
+#include <stdio.h>
+
+#define MAX(x, y) (((x) > (y)) ? (x) : (y))
+#define MIN(x, y) (((x) < (y)) ? (x) : (y))
+
+typedef struct {
+ unsigned int width;
+ unsigned int height;
+ unsigned short *data;
+} scout_image_t;
+
+typedef struct {
+ float r;
+ float g;
+ float b;
+} scout_color_t;
+
+#define HEX(hex) ( (scout_color_t){ \
+ .r = ((float)(((hex) >> 16) & 0xFF)) / 255.0f, \
+ .g = ((float)(((hex) >> 8) & 0xFF)) / 255.0f, \
+ .b = ((float)( (hex) & 0xFF)) / 255.0f \
+})
+
+int32_t parse_hex_color(const char *buf);
+scout_color_t convert_hex_color(int32_t color);
+
+char *readfile(char *path);
+char *fdreadfile(int fd);
+
+float exp_decay(float a, float b, float decay, float dt);
+
+#endif