chore: improve formating
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@@ -7,21 +7,18 @@
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#include <sys/un.h>
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#include <unistd.h>
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#include <time.h>
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#include <errno.h>
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#include <string.h>
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#define WIDTH 1920
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#define WIDTH 1920
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#define HEIGHT 1080
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char *hyprland_socket_path;
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Vector2 hyprland_get_cursor_position()
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{
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Vector2 hyprland_get_cursor_position() {
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Vector2 pos = {0};
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int sock_fd = socket(AF_UNIX, SOCK_STREAM, 0);
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if (sock_fd == -1)
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{
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if (sock_fd == -1) {
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perror("socket");
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return pos;
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}
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@@ -30,8 +27,7 @@ Vector2 hyprland_get_cursor_position()
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addr.sun_family = AF_UNIX;
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strncpy(addr.sun_path, hyprland_socket_path, sizeof(addr.sun_path) - 1);
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if (connect(sock_fd, (struct sockaddr *)&addr, sizeof(addr)) == -1)
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{
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if (connect(sock_fd, (struct sockaddr *)&addr, sizeof(addr)) == -1) {
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printf("Using hyprland socket: %s\n", hyprland_socket_path);
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perror("connect");
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close(sock_fd);
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@@ -39,8 +35,7 @@ Vector2 hyprland_get_cursor_position()
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}
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const char *message = "/cursorpos";
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if (send(sock_fd, message, strlen(message), 0) == -1)
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{
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if (send(sock_fd, message, strlen(message), 0) == -1) {
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perror("send");
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close(sock_fd);
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return pos;
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@@ -48,8 +43,7 @@ Vector2 hyprland_get_cursor_position()
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char buffer[256] = {0};
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ssize_t bytes_received = recv(sock_fd, buffer, sizeof(buffer) - 1, 0);
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if (bytes_received == -1)
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{
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if (bytes_received == -1) {
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perror("recv");
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close(sock_fd);
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return pos;
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@@ -58,8 +52,7 @@ Vector2 hyprland_get_cursor_position()
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// format is x, y so parse here
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buffer[bytes_received] = '\0';
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if (sscanf(buffer, "%f, %f", &pos.x, &pos.y) != 2)
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{
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if (sscanf(buffer, "%f, %f", &pos.x, &pos.y) != 2) {
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fprintf(stderr, "Failed to parse cursor position\n");
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}
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@@ -67,58 +60,51 @@ Vector2 hyprland_get_cursor_position()
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return pos;
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}
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Texture2D load_texture_from_file(const char *file_path)
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{
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Texture2D load_texture_from_file(const char *file_path) {
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Texture2D texture = {0};
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if (FileExists(file_path))
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{
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if (FileExists(file_path)) {
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texture = LoadTexture(file_path);
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}
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else
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{
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else {
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const char *system_path = TextFormat("/usr/share/wallpaper/%s", file_path);
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if (FileExists(system_path))
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{
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if (FileExists(system_path)) {
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texture = LoadTexture(system_path);
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}
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}
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if (texture.id == 0)
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{
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if (texture.id == 0) {
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TraceLog(LOG_ERROR, "Failed to load texture from file: %s", file_path);
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}
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return texture;
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}
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Shader load_shader_from_file(const char *vs_path, const char *fs_path)
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{
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Shader load_shader_from_file(const char *vs_path, const char *fs_path) {
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Shader shader = {0};
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if (FileExists(vs_path) && FileExists(fs_path))
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{
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if (FileExists(vs_path) && FileExists(fs_path)) {
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shader = LoadShader(vs_path, fs_path);
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}
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else
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{
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else {
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const char *system_vs_path = TextFormat("/usr/share/wallpaper/%s", vs_path);
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const char *system_fs_path = TextFormat("/usr/share/wallpaper/%s", fs_path);
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if (FileExists(system_vs_path) && FileExists(system_fs_path))
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{
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if (FileExists(system_vs_path) && FileExists(system_fs_path)) {
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shader = LoadShader(system_vs_path, system_fs_path);
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}
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}
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if (shader.id == 0)
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{
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if (shader.id == 0) {
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TraceLog(LOG_ERROR, "Failed to load shader from files: %s, %s", vs_path, fs_path);
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}
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return shader;
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}
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int main(void)
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{
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InitWindow(WIDTH, HEIGHT, "pihkaal-wallpaper");
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const char* get_window_title() {
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return getenv("DEBUG") != NULL ? "pihkaal-wallpaper-debug" : "pihkaal-wallpaper";
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}
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int main(void) {
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InitWindow(WIDTH, HEIGHT, get_window_title());
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SetWindowState(FLAG_WINDOW_RESIZABLE);
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SetTargetFPS(60);
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@@ -133,10 +119,10 @@ int main(void)
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// initialize shader
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Shader shader = load_shader_from_file("resources/shaders/basic.vs", "resources/shaders/distance_field.fs");
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int resolutionLoc = GetShaderLocation(shader, "resolution");
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int mousePosLoc = GetShaderLocation(shader, "mousePos");
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int ballRadiusLoc = GetShaderLocation(shader, "ballRadius");
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int shapeInfluenceLoc = GetShaderLocation(shader, "shapeInfluence");
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int resolutionLoc = GetShaderLocation(shader, "resolution");
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int mousePosLoc = GetShaderLocation(shader, "mousePos");
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int ballRadiusLoc = GetShaderLocation(shader, "ballRadius");
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int shapeInfluenceLoc = GetShaderLocation(shader, "shapeInfluence");
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int distanceFieldTexLoc = GetShaderLocation(shader, "distanceFieldTex");
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Vector2 resolution = {WIDTH, HEIGHT};
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@@ -151,13 +137,11 @@ int main(void)
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int textureUnit = 1;
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SetShaderValue(shader, distanceFieldTexLoc, &textureUnit, SHADER_UNIFORM_INT);
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while (!WindowShouldClose())
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{
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while (!WindowShouldClose()) {
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int screenWidth = GetScreenWidth();
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int screenHeight = GetScreenHeight();
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if (IsWindowResized())
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{
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if (IsWindowResized()) {
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UnloadRenderTexture(target);
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target = LoadRenderTexture(screenWidth, screenHeight);
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