Shutdown mangoapp rendering when no_display

mangoapp_nodisplay
FlightlessMango 2 years ago
parent 15fc641fc3
commit b1a28d463c

@ -1,44 +1,13 @@
// Dear ImGui: standalone example application for GLFW + OpenGL 3, using programmable pipeline
// (GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan/Metal graphics context creation, etc.)
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
// Read online: https://github.com/ocornut/imgui/tree/master/docs
#include "imgui.h"
#include "imgui_impl_glfw.h"
#include "imgui_impl_opengl3.h"
#include <stdio.h>
#include <sys/ipc.h>
#include <sys/msg.h>
#include <thread>
#include <unistd.h>
#include "../overlay.h"
#include "mangoapp.h"
// About Desktop OpenGL function loaders:
// Modern desktop OpenGL doesn't have a standard portable header file to load OpenGL function pointers.
// Helper libraries are often used for this purpose! Here we are supporting a few common ones (gl3w, glew, glad).
// You may use another loader/header of your choice (glext, glLoadGen, etc.), or chose to manually implement your own.
#if defined(IMGUI_IMPL_OPENGL_LOADER_GL3W)
#include "GL/gl3w.h" // Initialize with gl3wInit()
#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLEW)
#include <GL/glew.h> // Initialize with glewInit()
#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD)
#include <glad/glad.h> // Initialize with gladLoadGL()
#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD2)
#include <glad/gl.h> // Initialize with gladLoadGL(...) or gladLoaderLoadGL()
#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING2)
#define GLFW_INCLUDE_NONE // GLFW including OpenGL headers causes ambiguity or multiple definition errors.
#include <glbinding/Binding.h> // Initialize with glbinding::Binding::initialize()
#include <glbinding/gl/gl.h>
using namespace gl;
#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING3)
#define GLFW_INCLUDE_NONE // GLFW including OpenGL headers causes ambiguity or multiple definition errors.
#include <glbinding/glbinding.h>// Initialize with glbinding::initialize()
#include <glbinding/gl/gl.h>
using namespace gl;
#else
#include IMGUI_IMPL_OPENGL_LOADER_CUSTOM
#endif
// Include glfw3.h after our OpenGL definitions
#include <GLFW/glfw3.h>
@ -46,13 +15,6 @@ using namespace gl;
#include <GLFW/glfw3native.h>
#include <X11/Xatom.h>
// [Win32] Our example includes a copy of glfw3.lib pre-compiled with VS2010 to maximize ease of testing and compatibility with old VS compilers.
// To link with VS2010-era libraries, VS2015+ requires linking with legacy_stdio_definitions.lib, which we do using this pragma.
// Your own project should not be affected, as you are likely to link with a newer binary of GLFW that is adequate for your version of Visual Studio.
#if defined(_MSC_VER) && (_MSC_VER >= 1900) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS)
#pragma comment(lib, "legacy_stdio_definitions")
#endif
static void glfw_error_callback(int error, const char* description)
{
fprintf(stderr, "Glfw Error %d: %s\n", error, description);
@ -62,29 +24,25 @@ overlay_params params {};
static ImVec2 window_size;
static uint32_t vendorID;
static std::string deviceName;
struct mangoapp_msg_header {
long msg_type; // Message queue ID, never change
uint32_t version; /* for major changes in the way things work */
} __attribute__((packed));
struct mangoapp_msg_v1 {
struct mangoapp_msg_header hdr;
uint32_t pid;
uint64_t frametime_ns;
// WARNING: Always ADD fields, never remove or repurpose fields
} __attribute__((packed));
static notify_thread notifier;
static uint8_t raw_msg[1024] = {0};
struct mangoapp_ctrl_msg_v1 mangoapp_ctrl;
int msgid;
bool mangoapp_paused = false;
void init_ctrl_msg(){
mangoapp_ctrl.hdr.version = 1;
mangoapp_ctrl.hdr.msg_type = 2;
}
void msg_read_thread(){
int key = ftok("mangoapp", 65);
int msgid = msgget(key, 0666 | IPC_CREAT);
init_ctrl_msg();
static int key = ftok("mangoapp", 65);
msgid = msgget(key, 0666 | IPC_CREAT);
const struct mangoapp_msg_header *hdr = (const struct mangoapp_msg_header*) raw_msg;
const struct mangoapp_msg_v1 *mangoapp_v1 = (const struct mangoapp_msg_v1*) raw_msg;
while (1){
// make sure that the message recieved is compatible
// make sure that the message received is compatible
// and that we're not trying to use variables that don't exist (yet)
size_t msg_size = msgrcv(msgid, (void *) raw_msg, sizeof(raw_msg), 1, 0);
if (hdr->version == 1){
@ -98,7 +56,7 @@ void msg_read_thread(){
}
}
static const char *SteamOverlayProperty = "STEAM_OVERLAY";
static const char *GamescopeOverlayProperty = "GAMESCOPE_EXTERNAL_OVERLAY";
int main(int, char**)
{
@ -115,7 +73,8 @@ int main(int, char**)
glfwWindowHint(GLFW_TRANSPARENT_FRAMEBUFFER, 1);
// Create window with graphics context
GLFWwindow* window = glfwCreateWindow(1280, 720, "Dear ImGui GLFW+OpenGL3 example", NULL, NULL);
GLFWwindow* window = glfwCreateWindow(300, 395, "Mangoapp", NULL, NULL);
if (window == NULL)
return 1;
@ -124,7 +83,7 @@ int main(int, char**)
if (x11_window && x11_display)
{
// Set atom for gamescope to render as an overlay.
Atom overlay_atom = XInternAtom (x11_display, SteamOverlayProperty, False);
Atom overlay_atom = XInternAtom (x11_display, GamescopeOverlayProperty, False);
uint32_t value = 1;
XChangeProperty(x11_display, x11_window, overlay_atom, XA_ATOM, 32, PropertyNewValue, (unsigned char *)&value, 1);
}
@ -133,23 +92,7 @@ int main(int, char**)
glfwSwapInterval(1); // Enable vsync
// Initialize OpenGL loader
#if defined(IMGUI_IMPL_OPENGL_LOADER_GL3W)
bool err = gl3wInit() != 0;
#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLEW)
bool err = glewInit() != GLEW_OK;
#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD)
bool err = gladLoadGL() == 0;
#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD2)
bool err = gladLoadGL(glfwGetProcAddress) == 0; // glad2 recommend using the windowing library loader instead of the (optionally) bundled one.
#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING2)
bool err = false;
glbinding::Binding::initialize();
#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING3)
bool err = false;
glbinding::initialize([](const char* name) { return (glbinding::ProcAddress)glfwGetProcAddress(name); });
#else
bool err = false; // If you use IMGUI_IMPL_OPENGL_LOADER_CUSTOM, your loader is likely to requires some form of initialization.
#endif
if (err)
{
fprintf(stderr, "Failed to initialize OpenGL loader!\n");
@ -160,12 +103,7 @@ int main(int, char**)
IMGUI_CHECKVERSION();
ImGui::CreateContext();
ImGuiIO& io = ImGui::GetIO(); (void)io;
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
// Setup Dear ImGui style
ImGui::StyleColorsDark();
//ImGui::StyleColorsClassic();
// Setup Platform/Renderer backends
ImGui_ImplGlfw_InitForOpenGL(window, true);
@ -174,7 +112,7 @@ int main(int, char**)
create_fonts(params, sw_stats.font1, sw_stats.font_text);
HUDElements.convert_colors(params);
init_cpu_stats(params);
deviceName = (char*)glGetString(GL_RENDERER);
deviceName = (char*)glGetString(GL_RENDERER);
sw_stats.deviceName = deviceName;
if (deviceName.find("Radeon") != std::string::npos
|| deviceName.find("AMD") != std::string::npos){
@ -182,44 +120,68 @@ int main(int, char**)
} else {
vendorID = 0x10de;
}
init_gpu_stats(vendorID, params);
init_gpu_stats(vendorID, 0, params);
init_system_info();
sw_stats.engine = EngineTypes::GAMESCOPE;
notifier.params = &params;
start_notifier(notifier);
std::thread(msg_read_thread).detach();
// Main loop
while (!glfwWindowShouldClose(window))
{
// Poll and handle events (inputs, window resize, etc.)
// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
glfwPollEvents();
// Start the Dear ImGui frame
ImGui_ImplOpenGL3_NewFrame();
ImGui_ImplGlfw_NewFrame();
window_size.x = window_size.x * 1.1;
ImGui::NewFrame();
{
check_keybinds(sw_stats, params, vendorID);
position_layer(sw_stats, params, window_size);
render_imgui(sw_stats, params, window_size, true);
if (!params.no_display){
if (mangoapp_paused){
ImGui::CreateContext();
ImGuiIO& io = ImGui::GetIO(); (void)io;
ImGui::StyleColorsDark();
ImGui_ImplGlfw_InitForOpenGL(window, true);
ImGui_ImplOpenGL3_Init(glsl_version);
create_fonts(params, sw_stats.font1, sw_stats.font_text);
HUDElements.convert_colors(params);
printf("reinit\n");
mangoapp_paused = false;
}
// Start the Dear ImGui frame
ImGui_ImplOpenGL3_NewFrame();
ImGui_ImplGlfw_NewFrame();
window_size.x = window_size.x * 1.1;
ImGui::NewFrame();
{
check_keybinds(sw_stats, params, vendorID);
position_layer(sw_stats, params, window_size);
glfwSetWindowSize(window, window_size.x + 15.f, window_size.y + 10.f);
render_imgui(sw_stats, params, window_size, true);
}
ImGui::PopStyleVar(3);
// Rendering
ImGui::Render();
int display_w, display_h;
glfwGetFramebufferSize(window, &display_w, &display_h);
glEnable(GL_DEPTH_TEST);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glClearColor(0, 0, 0, 0);
glClear(GL_COLOR_BUFFER_BIT);
ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
glfwSwapBuffers(window);
} else {
if (!mangoapp_paused){
// render just a transparent background before pause
glEnable(GL_DEPTH_TEST);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glClearColor(0, 0, 0, 0);
glClear(GL_COLOR_BUFFER_BIT);
glfwSwapBuffers(window);
ImGui_ImplOpenGL3_Shutdown();
ImGui_ImplGlfw_Shutdown();
ImGui::DestroyContext();
mangoapp_paused = true;
printf("paused\n");
}
sleep(1);
}
ImGui::PopStyleVar(3);
// Rendering
ImGui::Render();
int display_w, display_h;
glfwGetFramebufferSize(window, &display_w, &display_h);
glEnable(GL_DEPTH_TEST);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glClearColor(0, 0, 0, 0);
glClear(GL_COLOR_BUFFER_BIT);
ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
glfwSwapBuffers(window);
}
// Cleanup

@ -0,0 +1,28 @@
#include <stdint.h>
#include <sys/ipc.h>
#include <sys/msg.h>
extern struct mangoapp_ctrl_msg_v1 mangoapp_ctrl;
extern int ctrl_msgid;
extern int msgid;
extern bool mangoapp_paused;
struct mangoapp_msg_header {
long msg_type; // Message queue ID, never change
uint32_t version; /* for major changes in the way things work */
} __attribute__((packed));
struct mangoapp_msg_v1 {
struct mangoapp_msg_header hdr;
uint32_t pid;
uint64_t frametime_ns;
// WARNING: Always ADD fields, never remove or repurpose fields
} __attribute__((packed));
struct mangoapp_ctrl_msg_v1 {
struct mangoapp_msg_header hdr;
uint8_t ready_for_updates;
// WARNING: Always ADD fields, never remove or re-purpose fields
} __attribute__((packed));

@ -227,6 +227,7 @@ endif
if get_option('mangoapp') and sizeof_ptr == 8
pre_args += '-DIMGUI_IMPL_OPENGL_LOADER_GLEW'
pre_args += '-DMANGOAPP'
mangoapp = executable(
'mangoapp',
mangohud_version,

@ -38,6 +38,10 @@
#include "dbus_info.h"
#endif
#ifdef MANGOAPP
#include "app/mangoapp.h"
#endif
#if __cplusplus >= 201703L
template<typename... Ts>
@ -801,4 +805,8 @@ parse_overlay_config(struct overlay_params *params,
if(!logger) logger = std::make_unique<Logger>(params);
if(params->autostart_log && !logger->is_active())
std::thread(autostart_log, params->autostart_log).detach();
#ifdef MANGOAPP
mangoapp_ctrl.ready_for_updates = int(!params->no_display);
msgsnd(msgid, &mangoapp_ctrl, sizeof(mangoapp_ctrl), IPC_NOWAIT);
#endif
}

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