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@ -23,6 +23,7 @@ struct sample_state {
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struct wlr_renderer *renderer;
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struct wlr_renderer *renderer;
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struct wlr_surface *cat_texture;
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struct wlr_surface *cat_texture;
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int cur_x, cur_y;
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int cur_x, cur_y;
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float clear_color[4];
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};
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};
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static void handle_output_frame(struct output_state *output, struct timespec *ts) {
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static void handle_output_frame(struct output_state *output, struct timespec *ts) {
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@ -31,6 +32,9 @@ static void handle_output_frame(struct output_state *output, struct timespec *ts
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struct wlr_output *wlr_output = output->output;
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struct wlr_output *wlr_output = output->output;
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wlr_renderer_begin(sample->renderer, wlr_output);
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wlr_renderer_begin(sample->renderer, wlr_output);
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glClearColor(sample->clear_color[0], sample->clear_color[1],
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sample->clear_color[2], sample->clear_color[3]);
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glClear(GL_COLOR_BUFFER_BIT);
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float matrix[16];
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float matrix[16];
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wlr_surface_get_matrix(sample->cat_texture, &matrix,
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wlr_surface_get_matrix(sample->cat_texture, &matrix,
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@ -55,14 +59,32 @@ static void handle_pointer_motion(struct pointer_state *pstate,
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state->cur_y += d_y;
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state->cur_y += d_y;
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}
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}
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static void handle_pointer_button(struct pointer_state *pstate,
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uint32_t button, enum wlr_button_state state) {
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struct sample_state *sample = pstate->compositor->data;
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float (*color)[4];
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if (state == WLR_BUTTON_RELEASED) {
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float _default[4] = { 0.25f, 0.25f, 0.25f, 1 };
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color = &_default;
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} else {
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float red[4] = { 0.25f, 0.25f, 0.25f, 1 };
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red[button % 3] = 1;
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color = &red;
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}
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memcpy(&sample->clear_color, color, sizeof(*color));
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}
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int main(int argc, char *argv[]) {
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int main(int argc, char *argv[]) {
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struct sample_state state = { 0 };
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struct sample_state state = {
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.clear_color = { 0.25f, 0.25f, 0.25f, 1 }
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};
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struct compositor_state compositor;
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struct compositor_state compositor;
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compositor_init(&compositor);
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compositor_init(&compositor);
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compositor.output_frame_cb = handle_output_frame;
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compositor.output_frame_cb = handle_output_frame;
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compositor.pointer_motion_cb = handle_pointer_motion;
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compositor.keyboard_key_cb = handle_keyboard_key;
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compositor.keyboard_key_cb = handle_keyboard_key;
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compositor.pointer_motion_cb = handle_pointer_motion;
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compositor.pointer_button_cb = handle_pointer_button;
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state.renderer = wlr_gles3_renderer_init();
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state.renderer = wlr_gles3_renderer_init();
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state.cat_texture = wlr_render_surface_init(state.renderer);
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state.cat_texture = wlr_render_surface_init(state.renderer);
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