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@ -7,11 +7,10 @@
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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 "mangoapp.h"
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#include <GL/glew.h>
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#include <GLFW/glfw3.h>
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@ -29,25 +28,18 @@ 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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struct mangoapp_ctrl_msg_v1 mangoapp_ctrl;
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int msgid;
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bool mangoapp_paused = false;
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std::mutex mangoapp_m;
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std::condition_variable mangoapp_cv;
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static uint8_t raw_msg[1024] = {0};
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void msg_read_thread(){
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mangoapp_ctrl.hdr.version = 1;
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mangoapp_ctrl.hdr.msg_type = 2;
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int key = ftok("mangoapp", 65);
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int msgid = msgget(key, 0666 | IPC_CREAT);
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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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@ -67,6 +59,35 @@ void msg_read_thread(){
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static const char *GamescopeOverlayProperty = "GAMESCOPE_EXTERNAL_OVERLAY";
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GLFWwindow* init(GLFWwindow* window, const char* glsl_version){
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window = glfwCreateWindow(1280, 720, "mangoapp overlay window", NULL, NULL);
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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, GamescopeOverlayProperty, 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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ImGui::CreateContext();
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ImGuiIO& io = ImGui::GetIO(); (void)io;
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ImGui::StyleColorsDark();
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ImGui_ImplGlfw_InitForOpenGL(window, true);
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ImGui_ImplOpenGL3_Init(glsl_version);
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return window;
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}
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void shutdown(GLFWwindow* window){
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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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}
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int main(int, char**)
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{
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// Setup window
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@ -82,23 +103,7 @@ int main(int, char**)
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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, "mangoapp overlay window", 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, GamescopeOverlayProperty, 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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GLFWwindow* window = init(window, glsl_version);;
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// Initialize OpenGL loader
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bool err = glewInit() != GLEW_OK;
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@ -109,15 +114,7 @@ int main(int, char**)
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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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@ -137,32 +134,44 @@ int main(int, char**)
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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) && !params.no_display)
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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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while (!glfwWindowShouldClose(window)){
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if (!params.no_display){
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if (mangoapp_paused){
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window = init(window, glsl_version);
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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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mangoapp_paused = false;
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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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} else if (!mangoapp_paused) {
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shutdown(window);
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mangoapp_paused = true;
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std::unique_lock<std::mutex> lk(mangoapp_m);
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mangoapp_cv.wait(lk, []{return !params.no_display;});
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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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