494 lines
15 KiB
C
494 lines
15 KiB
C
#define _GNU_SOURCE
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#include <time.h>
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#include <unistd.h>
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#include <FreeImage.h>
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#define GLFW_EXPOSE_NATIVE_X11
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#define GLFW_INCLUDE_ES1
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#include <GLFW/glfw3.h>
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#include <GLFW/glfw3native.h>
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#include <X11/extensions/Xfixes.h>
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#include <SDL/SDL.h>
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#include <SDL/SDL_syswm.h>
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#include <GLES/gl.h>
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#include <X11/Xlib.h>
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#include <libcore/libcore.h>
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#include "extra.h"
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static GLFWwindow *glfw_window;
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static Display *x11_display;
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static Window x11_window;
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static Window x11_root_window;
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static int window_loaded = 0;
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static int is_server = 0;
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// Get Reference To X Window
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static void store_x11_window() {
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x11_display = glfwGetX11Display();
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x11_window = glfwGetX11Window(glfw_window);
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x11_root_window = RootWindow(x11_display, DefaultScreen(x11_display));
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window_loaded = 1;
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}
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// Handle GLFW Error
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static void glfw_error(__attribute__((unused)) int error, const char *description) {
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ERR("GLFW Error: %s", description);
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}
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// Convert GLFW Key To SDL Key
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static SDLKey glfw_key_to_sdl_key(int key) {
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switch (key) {
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// Movement
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case GLFW_KEY_W:
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return SDLK_w;
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case GLFW_KEY_A:
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return SDLK_a;
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case GLFW_KEY_S:
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return SDLK_s;
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case GLFW_KEY_D:
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return SDLK_d;
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case GLFW_KEY_SPACE:
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return SDLK_SPACE;
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case GLFW_KEY_LEFT_SHIFT:
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return SDLK_LSHIFT;
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case GLFW_KEY_RIGHT_SHIFT:
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return SDLK_RSHIFT;
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// Inventory
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case GLFW_KEY_E:
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return SDLK_e;
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// Hotbar
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case GLFW_KEY_1:
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return SDLK_1;
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case GLFW_KEY_2:
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return SDLK_2;
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case GLFW_KEY_3:
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return SDLK_3;
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case GLFW_KEY_4:
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return SDLK_4;
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case GLFW_KEY_5:
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return SDLK_5;
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case GLFW_KEY_6:
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return SDLK_6;
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case GLFW_KEY_7:
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return SDLK_7;
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case GLFW_KEY_8:
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return SDLK_8;
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// UI Control
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case GLFW_KEY_ESCAPE:
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return SDLK_ESCAPE;
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case GLFW_KEY_UP:
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return SDLK_UP;
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case GLFW_KEY_DOWN:
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return SDLK_DOWN;
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case GLFW_KEY_LEFT:
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return SDLK_LEFT;
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case GLFW_KEY_RIGHT:
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return SDLK_RIGHT;
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case GLFW_KEY_TAB:
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return SDLK_TAB;
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case GLFW_KEY_ENTER:
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return SDLK_RETURN;
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case GLFW_KEY_BACKSPACE:
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return SDLK_BACKSPACE;
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// Fullscreen
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case GLFW_KEY_F11:
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return SDLK_F11;
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// Screenshot
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case GLFW_KEY_F2:
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return SDLK_F2;
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// Hide GUI
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case GLFW_KEY_F1:
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return SDLK_F1;
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// Third Person
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case GLFW_KEY_F5:
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return SDLK_F5;
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// Unknown
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default:
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return SDLK_UNKNOWN;
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}
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}
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// Pass Key Presses To SDL
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static void glfw_key(__attribute__((unused)) GLFWwindow *window, int key, int scancode, int action, __attribute__((unused)) int mods) {
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SDL_Event event;
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int up = action == GLFW_RELEASE;
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event.type = up ? SDL_KEYUP : SDL_KEYDOWN;
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event.key.state = up ? SDL_RELEASED : SDL_PRESSED;
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event.key.keysym.scancode = scancode;
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event.key.keysym.mod = KMOD_NONE;
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event.key.keysym.sym = glfw_key_to_sdl_key(key);
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SDL_PushEvent(&event);
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if (key == GLFW_KEY_BACKSPACE && !up) {
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extra_key_press((char) '\b');
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}
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}
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// Pass Text To Minecraft
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static void glfw_char(__attribute__((unused)) GLFWwindow *window, unsigned int codepoint) {
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extra_key_press((char) codepoint);
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}
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static double last_mouse_x = 0;
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static double last_mouse_y = 0;
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// Pass Mouse Movement To SDL
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static void glfw_motion(__attribute__((unused)) GLFWwindow *window, double xpos, double ypos) {
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SDL_Event event;
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event.type = SDL_MOUSEMOTION;
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event.motion.x = xpos;
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event.motion.y = ypos;
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event.motion.xrel = (xpos - last_mouse_x);
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event.motion.yrel = (ypos - last_mouse_y);
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last_mouse_x = xpos;
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last_mouse_y = ypos;
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SDL_PushEvent(&event);
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}
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// Create And Push SDL Mouse Click Event
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static void click(int button, int up) {
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SDL_Event event;
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event.type = up ? SDL_MOUSEBUTTONUP : SDL_MOUSEBUTTONDOWN;
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event.button.x = last_mouse_x;
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event.button.y = last_mouse_y;
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event.button.state = up ? SDL_RELEASED : SDL_PRESSED;
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event.button.button = button;
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SDL_PushEvent(&event);
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}
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// Pass Mouse Click To SDL
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static void glfw_click(__attribute__((unused)) GLFWwindow *window, int button, int action, __attribute__((unused)) int mods) {
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int up = action == GLFW_RELEASE;
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int sdl_button = button == GLFW_MOUSE_BUTTON_RIGHT ? SDL_BUTTON_RIGHT : (button == GLFW_MOUSE_BUTTON_LEFT ? SDL_BUTTON_LEFT : SDL_BUTTON_MIDDLE);
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click(sdl_button, up);
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}
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// Pass Mouse Scroll To SDL
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static void glfw_scroll(__attribute__((unused)) GLFWwindow *window, __attribute__((unused)) double xoffset, double yoffset) {
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if (yoffset != 0) {
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int sdl_button = yoffset > 0 ? SDL_BUTTON_WHEELUP : SDL_BUTTON_WHEELDOWN;
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click(sdl_button, 0);
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click(sdl_button, 1);
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}
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}
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// Default Window Size
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#define DEFAULT_WIDTH 840
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#define DEFAULT_HEIGHT 480
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// Init GLFW
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HOOK(SDL_WM_SetCaption, void, (const char *title, __attribute__((unused)) const char *icon)) {
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FreeImage_Initialise(0);
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// Don't Enable GLFW In Server Mode
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if (!is_server) {
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glfwSetErrorCallback(glfw_error);
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if (!glfwInit()) {
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ERR("%s", "Unable To Initialize GLFW");
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}
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// Create OpenGL ES 1.1 Context
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glfwWindowHint(GLFW_CLIENT_API, GLFW_OPENGL_ES_API);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 1);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 1);
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glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
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glfw_window = glfwCreateWindow(DEFAULT_WIDTH, DEFAULT_HEIGHT, title, NULL, NULL);
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if (!glfw_window) {
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ERR("%s", "Unable To Create GLFW Window");
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}
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// Don't Process Events In Server Mode
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glfwSetKeyCallback(glfw_window, glfw_key);
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glfwSetCharCallback(glfw_window, glfw_char);
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glfwSetCursorPosCallback(glfw_window, glfw_motion);
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glfwSetMouseButtonCallback(glfw_window, glfw_click);
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glfwSetScrollCallback(glfw_window, glfw_scroll);
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store_x11_window();
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glfwMakeContextCurrent(glfw_window);
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}
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}
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#include <EGL/egl.h>
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HOOK(eglSwapBuffers, EGLBoolean, (__attribute__((unused)) EGLDisplay display, __attribute__((unused)) EGLSurface surface)) {
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if (!is_server) {
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// Don't Swap Buffers In A Context-Less Window
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glfwSwapBuffers(glfw_window);
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}
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return EGL_TRUE;
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}
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static int is_fullscreen = 0;
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// Old Size And Position To Use When Exiting Fullscreen
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static int old_width = -1;
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static int old_height = -1;
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static int old_x = -1;
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static int old_y = -1;
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// Toggle Fullscreen
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static void toggle_fullscreen() {
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if (is_fullscreen) {
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glfwSetWindowMonitor(glfw_window, NULL, old_x, old_y, old_width, old_height, GLFW_DONT_CARE);
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old_width = -1;
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old_height = -1;
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old_x = -1;
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old_y = -1;
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} else {
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glfwGetWindowSize(glfw_window, &old_width, &old_height);
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glfwGetWindowPos(glfw_window, &old_x, &old_y);
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Screen *screen = DefaultScreenOfDisplay(x11_display);
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glfwSetWindowMonitor(glfw_window, glfwGetPrimaryMonitor(), 0, 0, WidthOfScreen(screen), HeightOfScreen(screen), GLFW_DONT_CARE);
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}
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is_fullscreen = !is_fullscreen;
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}
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// 4 (Year + 1 (Hyphen) + 2 (Month) + 1 (Hyphen) + 2 (Day) + 1 (Underscore) + 2 (Hour) + 1 (Period) + 2 (Minute) + 1 (Period) + 2 (Second) + 1 (Terminator)
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#define TIME_SIZE 20
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// Take Screenshot
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static void screenshot() {
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time_t rawtime;
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struct tm *timeinfo;
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time(&rawtime);
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timeinfo = localtime(&rawtime);
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char time[TIME_SIZE];
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strftime(time, TIME_SIZE, "%Y-%m-%d_%H.%M.%S", timeinfo);
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char *screenshots = NULL;
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asprintf(&screenshots, "%s/.minecraft/screenshots", getenv("HOME"));
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int num = 1;
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char *file = NULL;
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asprintf(&file, "%s/%s.png", screenshots, time);
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while (access(file, F_OK) != -1) {
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asprintf(&file, "%s/%s-%i.png", screenshots, time, num);
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num++;
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}
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int width;
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int height;
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glfwGetWindowSize(glfw_window, &width, &height);
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int line_size = width * 3;
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int size = height * line_size;
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unsigned char pixels[size];
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glReadPixels(0, 0, width, height, GL_RGB, GL_UNSIGNED_BYTE, pixels);
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#if SDL_BYTEORDER == SDL_LIL_ENDIAN
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// Swap Red And Blue
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for (int i = 0; i < (size / 3); i++) {
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int pixel = i * 3;
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int red = pixels[pixel];
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int blue = pixels[pixel + 2];
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pixels[pixel] = blue;
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pixels[pixel + 2] = red;
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}
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#endif
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FIBITMAP *image = FreeImage_ConvertFromRawBits(pixels, width, height, line_size, 24, FI_RGBA_RED_MASK, FI_RGBA_GREEN_MASK, FI_RGBA_BLUE_MASK, 0);
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if (!FreeImage_Save(FIF_PNG, image, file, 0)) {
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INFO("Screenshot Failed: %s", file);
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} else {
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INFO("Screenshot Saved: %s", file);
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}
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FreeImage_Unload(image);
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free(file);
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free(screenshots);
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}
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// Intercept SDL Events
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HOOK(SDL_PollEvent, int, (SDL_Event *event)) {
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// Process GLFW Events
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glfwPollEvents();
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// Close Window (Ignore In Server Mode)
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if (!is_server && glfwWindowShouldClose(glfw_window)) {
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SDL_Event event;
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event.type = SDL_QUIT;
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SDL_PushEvent(&event);
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glfwSetWindowShouldClose(glfw_window, GLFW_FALSE);
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}
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// Poll Events
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ensure_SDL_PollEvent();
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int ret = (*real_SDL_PollEvent)(event);
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// Handle Events
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if (ret == 1 && event != NULL) {
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int handled = 0;
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if (event->type == SDL_KEYDOWN) {
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if (event->key.keysym.sym == SDLK_F11) {
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toggle_fullscreen();
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handled = 1;
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} else if (event->key.keysym.sym == SDLK_F2) {
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screenshot();
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handled = 1;
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} else if (event->key.keysym.sym == SDLK_F1) {
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extra_hide_gui();
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handled = 1;
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} else if (event->key.keysym.sym == SDLK_F5) {
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extra_third_person();
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handled = 1;
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}
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} else if (event->type == SDL_MOUSEBUTTONDOWN || event->type == SDL_MOUSEBUTTONUP) {
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if (event->button.button == SDL_BUTTON_RIGHT) {
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extra_set_is_right_click(event->button.state != SDL_RELEASED);
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} else if (event->button.button == SDL_BUTTON_LEFT) {
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extra_set_is_left_click(event->button.state != SDL_RELEASED);
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}
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}
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if (handled) {
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// Event Was Handled
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return SDL_PollEvent(event);
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}
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}
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return ret;
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}
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// Terminate GLFW
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HOOK(SDL_Quit, void, ()) {
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ensure_SDL_Quit();
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(*real_SDL_Quit)();
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// GLFW Is Disabled In Server Mode
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if (!is_server) {
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glfwDestroyWindow(glfw_window);
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glfwTerminate();
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}
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}
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static SDL_GrabMode fake_grab_mode = SDL_GRAB_OFF;
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// Fix SDL Cursor Visibility/Grabbing
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HOOK(SDL_WM_GrabInput, SDL_GrabMode, (SDL_GrabMode mode)) {
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if (is_server) {
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// Don't Grab Input In Server Mode
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if (mode != SDL_GRAB_QUERY) {
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fake_grab_mode = mode;
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}
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return fake_grab_mode;
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} else {
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if (mode != SDL_GRAB_QUERY && mode != SDL_WM_GrabInput(SDL_GRAB_QUERY)) {
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glfwSetInputMode(glfw_window, GLFW_CURSOR, mode == SDL_GRAB_OFF ? GLFW_CURSOR_NORMAL : GLFW_CURSOR_DISABLED);
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glfwSetInputMode(glfw_window, GLFW_RAW_MOUSE_MOTION, mode == SDL_GRAB_OFF ? GLFW_FALSE : GLFW_TRUE);
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// GLFW Cursor Hiding is Broken
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if (window_loaded) {
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if (mode == SDL_GRAB_OFF) {
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XFixesShowCursor(x11_display, x11_window);
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} else {
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XFixesHideCursor(x11_display, x11_window);
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}
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XFlush(x11_display);
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}
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}
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return mode == SDL_GRAB_QUERY ? (glfwGetInputMode(glfw_window, GLFW_CURSOR) == GLFW_CURSOR_NORMAL ? SDL_GRAB_OFF : SDL_GRAB_ON) : mode;
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}
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}
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// Stub SDL Cursor Visibility
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HOOK(SDL_ShowCursor, int, (int toggle)) {
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if (is_server) {
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return toggle == SDL_QUERY ? (fake_grab_mode == SDL_GRAB_OFF ? SDL_ENABLE : SDL_DISABLE) : toggle;
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} else {
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return toggle == SDL_QUERY ? (glfwGetInputMode(glfw_window, GLFW_CURSOR) == GLFW_CURSOR_NORMAL ? SDL_ENABLE : SDL_DISABLE) : toggle;
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}
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}
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// SDL Stub
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HOOK(SDL_SetVideoMode, SDL_Surface *, (__attribute__((unused)) int width, __attribute__((unused)) int height, __attribute__((unused)) int bpp, __attribute__((unused)) uint32_t flags)) {
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// Return Value Is Only Used For A NULL-Check
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return (SDL_Surface *) 1;
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}
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HOOK(XTranslateCoordinates, int, (Display *display, Window src_w, Window dest_w, int src_x, int src_y, int *dest_x_return, int *dest_y_return, Window *child_return)) {
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if (!is_server) {
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ensure_XTranslateCoordinates();
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if (window_loaded) {
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return (*real_XTranslateCoordinates)(x11_display, x11_window, x11_root_window, src_x, src_y, dest_x_return, dest_y_return, child_return);
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} else {
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return (*real_XTranslateCoordinates)(display, src_w, dest_w, src_x, src_y, dest_x_return, dest_y_return, child_return);
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}
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} else {
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// No X11
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*dest_x_return = src_x;
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*dest_y_return = src_y;
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return 1;
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}
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}
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HOOK(XGetWindowAttributes, int, (Display *display, Window w, XWindowAttributes *window_attributes_return)) {
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if (!is_server) {
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ensure_XGetWindowAttributes();
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if (window_loaded) {
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return (*real_XGetWindowAttributes)(x11_display, x11_window, window_attributes_return);
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} else {
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return (*real_XGetWindowAttributes)(display, w, window_attributes_return);
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}
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} else {
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// No X11
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XWindowAttributes attributes;
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attributes.x = 0;
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attributes.y = 0;
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attributes.width = DEFAULT_WIDTH;
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attributes.height = DEFAULT_HEIGHT;
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*window_attributes_return = attributes;
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return 1;
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}
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}
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static void x11_nop() {
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// NOP
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}
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HOOK(SDL_GetWMInfo, int, (SDL_SysWMinfo *info)) {
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// Return Fake Lock Functions In Server Mode Since SDL X11 Is Disabled
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SDL_SysWMinfo ret;
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ret.info.x11.lock_func = x11_nop;
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ret.info.x11.unlock_func = x11_nop;
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*info = ret;
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return 1;
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}
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// Force Smooth Shading In Smooth Lighting Mode
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HOOK(glShadeModel, void, (GLenum mode)) {
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ensure_glShadeModel();
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(*real_glShadeModel)(extra_get_smooth_lighting() ? GL_SMOOTH : mode);
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}
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#include <stdlib.h>
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// Use VirGL
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__attribute__((constructor)) static void init() {
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int mode = extra_get_mode();
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if (mode != 1) {
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// Force Software Rendering When Not In Native Mode
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setenv("LIBGL_ALWAYS_SOFTWARE", "1", 1);
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}
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if (mode == 0) {
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// Use VirGL When In VirGL Mode
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setenv("GALLIUM_DRIVER", "virpipe", 1);
|
|
}
|
|
is_server = mode == 2;
|
|
// Video is Handled By GLFW Not SDL
|
|
setenv("SDL_VIDEODRIVER", "dummy", 1);
|
|
} |