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// Dear ImGui: standalone example application for GLFW + OpenGL 3, using programmable pipeline
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// (GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan/Metal graphics context creation, etc.)
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// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
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// Read online: https://github.com/ocornut/imgui/tree/master/docs
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#include "imgui.h"
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#include "imgui_impl_glfw.h"
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#include "imgui_impl_opengl3.h"
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#include <stdio.h>
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#include <sys/ipc.h>
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#include <sys/msg.h>
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#include <thread>
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#include <unistd.h>
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#include "../overlay.h"
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#include <GL/glew.h>
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#include <GLFW/glfw3.h>
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#define GLFW_EXPOSE_NATIVE_X11
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#include <GLFW/glfw3native.h>
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#include <X11/Xatom.h>
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static void glfw_error_callback(int error, const char* description)
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{
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fprintf(stderr, "Glfw Error %d: %s\n", error, description);
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}
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swapchain_stats sw_stats {};
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overlay_params params {};
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static ImVec2 window_size;
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static uint32_t vendorID;
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static std::string deviceName;
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static notify_thread notifier;
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struct mangoapp_msg_header {
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long msg_type; // Message queue ID, never change
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uint32_t version; /* for major changes in the way things work */
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} __attribute__((packed));
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struct mangoapp_msg_v1 {
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struct mangoapp_msg_header hdr;
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uint32_t pid;
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uint64_t frametime_ns;
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// WARNING: Always ADD fields, never remove or repurpose fields
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} __attribute__((packed));
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static uint8_t raw_msg[1024] = {0};
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void msg_read_thread(){
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int key = ftok("mangoapp", 65);
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int msgid = msgget(key, 0666 | IPC_CREAT);
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const struct mangoapp_msg_header *hdr = (const struct mangoapp_msg_header*) raw_msg;
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const struct mangoapp_msg_v1 *mangoapp_v1 = (const struct mangoapp_msg_v1*) raw_msg;
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while (1){
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// make sure that the message recieved is compatible
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// and that we're not trying to use variables that don't exist (yet)
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size_t msg_size = msgrcv(msgid, (void *) raw_msg, sizeof(raw_msg), 1, 0);
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if (hdr->version == 1){
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if (msg_size > offsetof(struct mangoapp_msg_v1, frametime_ns)){
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update_hud_info_with_frametime(sw_stats, params, vendorID, mangoapp_v1->frametime_ns);
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}
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} else {
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printf("Unsupported mangoapp struct version: %i\n", hdr->version);
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exit(1);
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}
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}
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}
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static const char *SteamOverlayProperty = "STEAM_OVERLAY";
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int main(int, char**)
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{
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// Setup window
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glfwSetErrorCallback(glfw_error_callback);
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if (!glfwInit())
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return 1;
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const char* glsl_version = "#version 130";
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0);
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glfwWindowHint(GLFW_RESIZABLE, 1);
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glfwWindowHint(GLFW_TRANSPARENT_FRAMEBUFFER, 1);
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// Create window with graphics context
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GLFWwindow* window = glfwCreateWindow(1280, 720, "Dear ImGui GLFW+OpenGL3 example", NULL, NULL);
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if (window == NULL)
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return 1;
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Display *x11_display = glfwGetX11Display();
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Window x11_window = glfwGetX11Window(window);
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if (x11_window && x11_display)
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{
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// Set atom for gamescope to render as an overlay.
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Atom overlay_atom = XInternAtom (x11_display, SteamOverlayProperty, False);
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uint32_t value = 1;
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XChangeProperty(x11_display, x11_window, overlay_atom, XA_ATOM, 32, PropertyNewValue, (unsigned char *)&value, 1);
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}
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glfwMakeContextCurrent(window);
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glfwSwapInterval(1); // Enable vsync
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// Initialize OpenGL loader
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bool err = glewInit() != GLEW_OK;
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if (err)
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{
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fprintf(stderr, "Failed to initialize OpenGL loader!\n");
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return 1;
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}
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// Setup Dear ImGui context
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IMGUI_CHECKVERSION();
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ImGui::CreateContext();
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ImGuiIO& io = ImGui::GetIO(); (void)io;
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ImGui::StyleColorsDark();
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// Setup Platform/Renderer backends
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ImGui_ImplGlfw_InitForOpenGL(window, true);
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ImGui_ImplOpenGL3_Init(glsl_version);
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parse_overlay_config(¶ms, getenv("MANGOHUD_CONFIG"));
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create_fonts(params, sw_stats.font1, sw_stats.font_text);
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HUDElements.convert_colors(params);
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init_cpu_stats(params);
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notifier.params = ¶ms;
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start_notifier(notifier);
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deviceName = (char*)glGetString(GL_RENDERER);
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sw_stats.deviceName = deviceName;
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if (deviceName.find("Radeon") != std::string::npos
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|| deviceName.find("AMD") != std::string::npos){
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vendorID = 0x1002;
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} else {
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vendorID = 0x10de;
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}
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init_gpu_stats(vendorID, params);
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init_system_info();
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sw_stats.engine = EngineTypes::GAMESCOPE;
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std::thread(msg_read_thread).detach();
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// Main loop
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while (!glfwWindowShouldClose(window))
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{
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// Start the Dear ImGui frame
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ImGui_ImplOpenGL3_NewFrame();
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ImGui_ImplGlfw_NewFrame();
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window_size.x = window_size.x * 1.1;
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ImGui::NewFrame();
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{
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check_keybinds(sw_stats, params, vendorID);
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position_layer(sw_stats, params, window_size);
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render_imgui(sw_stats, params, window_size, true);
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}
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ImGui::PopStyleVar(3);
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// Rendering
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ImGui::Render();
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int display_w, display_h;
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glfwGetFramebufferSize(window, &display_w, &display_h);
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glEnable(GL_DEPTH_TEST);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glClearColor(0, 0, 0, 0);
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glClear(GL_COLOR_BUFFER_BIT);
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ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
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glfwSwapBuffers(window);
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}
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// Cleanup
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ImGui_ImplOpenGL3_Shutdown();
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ImGui_ImplGlfw_Shutdown();
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ImGui::DestroyContext();
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glfwDestroyWindow(window);
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glfwTerminate();
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return 0;
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}
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