fix: PKGBUILD and makefile and rename binary
This commit is contained in:
2
.gitignore
vendored
2
.gitignore
vendored
@@ -51,5 +51,7 @@ Module.symvers
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Mkfile.old
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dkms.conf
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pkg/
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# debug information files
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*.dwo
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69
Makefile
69
Makefile
@@ -4,29 +4,74 @@ CFLAGS = -O2 -Wall -Wextra $(shell pkg-config --cflags sdl2 SDL2_image)
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LIBS = $(shell pkg-config --libs sdl2 SDL2_image)
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# Project Structure
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TARGET = game-splash
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SRC = src/gsplash.c
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# Package output path (default to pkg layout used in repository)
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PKG_DIR ?= pkg/gsplash-git/usr
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BIN_DIR := $(PKG_DIR)/bin
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# Compiler settings
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CC = gcc
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CFLAGS = -O2 -Wall -Wextra $(shell pkg-config --cflags sdl2 SDL2_image)
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LIBS = $(shell pkg-config --libs sdl2 SDL2_image)
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SRC = src/gsplash.c
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# Build output (temporary) and package layout
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BUILD_DIR := build
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BUILD_TARGET := $(BUILD_DIR)/gsplash
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PKG_TOP ?= pkg/gsplash-git
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PKG_DIR := $(PKG_TOP)/usr
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BIN_DIR := $(PKG_DIR)/bin
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PKG_TARGET := $(BIN_DIR)/game-splash
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# Installation Paths (Defaults to user local bin)
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PREFIX ?= /usr/local
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# Default target run when typing just 'make'
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all: $(TARGET)
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# Default target: build the temporary artifact
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all: $(BUILD_TARGET)
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# Compilation rule
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$(TARGET): $(SRC)
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$(CC) $(CFLAGS) $(SRC) -o $(TARGET) $(LIBS)
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$(BUILD_DIR):
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mkdir -p $(BUILD_DIR)
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# Install binary system-wide
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install: $(TARGET)
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install -Dm755 $(TARGET) $(DESTDIR)$(PREFIX)/bin/$(TARGET)
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$(BIN_DIR):
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mkdir -p $(BIN_DIR)
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# Build rule: produce a temporary build artifact in build/
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$(BUILD_TARGET): $(BUILD_DIR) $(SRC)
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$(CC) $(CFLAGS) $(SRC) -o $(BUILD_TARGET) $(LIBS)
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chmod 0755 $(BUILD_TARGET)
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# Package: copy build artifact into pkg layout and create a tarball
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.PHONY: package dist
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package: $(BUILD_TARGET) $(BIN_DIR)
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cp -a $(BUILD_TARGET) $(PKG_TARGET)
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chmod 0755 $(PKG_TARGET)
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mkdir -p dist
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# Create a tarball of the package top-level directory
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tar -C pkg -czf dist/$(notdir $(PKG_TOP)).tar.gz $(notdir $(PKG_TOP))
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dist: package
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# Lightweight smoke test (headless via SDL_VIDEODRIVER=dummy)
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.PHONY: check
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check: $(BUILD_TARGET)
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@echo "Running smoke test (headless)..."
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# Run with a non-existent image and a noop target (/bin/true) - exits quickly
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SDL_VIDEODRIVER=dummy $(BUILD_TARGET) nonexistent.png /bin/true || true
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@echo "Smoke test finished"
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# Install binary system-wide (installs as game-splash)
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install: $(BUILD_TARGET)
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install -Dm755 $(BUILD_TARGET) $(DESTDIR)$(PREFIX)/bin/$(notdir $(PKG_TARGET))
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# Remove binary from system
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uninstall:
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rm -f $(DESTDIR)$(PREFIX)/bin/$(TARGET)
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rm -f $(DESTDIR)$(PREFIX)/bin/$(notdir $(PKG_TARGET))
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# Clean build artifacts
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# Clean build artifacts and package output
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clean:
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rm -f $(TARGET)
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rm -f $(BUILD_TARGET) $(PKG_TARGET) dist/$(notdir $(PKG_TOP)).tar.gz
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.PHONY: all install uninstall clean
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uninstall:
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18
PKGBUILD
18
PKGBUILD
@@ -1,24 +1,22 @@
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pkgname=gsplash-git
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pkgver=0.1.0
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pkgrel=1
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pkgdesc="A lightweight SDL2 splash screen wrapper for game launchers."
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pkgdesc="A lightweight native SDL2 splash screen wrapper for game launchers."
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arch=('x86_64')
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depends=('sdl2' 'sdl2_image')
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makedepends=('make' 'gcc' 'pkgconf')
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source=('src/splash.c' 'Makefile')
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sha256sums=('SKIP' 'SKIP')
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prepare() {
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mkdir -p "$srcdir/src"
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cp "$srcdir/splash.c" "$srcdir/src/"
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}
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# Leave this empty so makepkg doesn't look for external downloads or local copies
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source=()
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sha256sums=()
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build() {
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cd "$srcdir"
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# Point directly to your active project folder where the Makefile lives
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cd "$startdir"
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make
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}
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package() {
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cd "$srcdir"
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cd "$startdir"
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make DESTDIR="$pkgdir" PREFIX="/usr" install
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}
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}
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@@ -37,9 +37,9 @@ sudo make install
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Build output installs to `/usr/local/bin` by default. Override with `PREFIX`.
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```bash
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game-splash <image_path> <game_executable> [game_arguments...]
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gsplash <image_path> <game_executable> [game_arguments...]
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```
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```bash
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game-splash assets/splash.jpg /path/to/game --fullscreen --profile=default
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gsplash assets/splash.jpg /path/to/game --fullscreen --profile=default
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```
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@@ -8,7 +8,8 @@
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#include <errno.h>
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#include <string.h>
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static void log_info(const char* fmt, ...) {
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static void log_info(const char *fmt, ...)
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{
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va_list args;
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fprintf(stderr, "[splash] ");
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va_start(args, fmt);
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@@ -18,7 +19,8 @@ static void log_info(const char* fmt, ...) {
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fflush(stderr);
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}
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static void log_error(const char* fmt, ...) {
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static void log_error(const char *fmt, ...)
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{
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va_list args;
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fprintf(stderr, "[splash][error] ");
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va_start(args, fmt);
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@@ -28,8 +30,10 @@ static void log_error(const char* fmt, ...) {
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fflush(stderr);
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}
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int main(int argc, char* argv[]) {
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if (argc < 3) {
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int main(int argc, char *argv[])
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{
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if (argc < 3)
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{
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log_error("Usage: %s <image_path> <game_executable> [args...]", argv[0]);
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return 1;
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}
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@@ -37,14 +41,16 @@ int main(int argc, char* argv[]) {
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log_info("Starting splash: image='%s', game='%s'", argv[1], argv[2]);
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// Initialize SDL2 Video subsystems
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if (SDL_Init(SDL_INIT_VIDEO) < 0) {
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if (SDL_Init(SDL_INIT_VIDEO) < 0)
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{
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log_error("SDL Init Failed: %s", SDL_GetError());
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return 1;
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}
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log_info("SDL initialized");
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// Initialize JPEG and PNG decoders
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if (!(IMG_Init(IMG_INIT_JPG | IMG_INIT_PNG) & (IMG_INIT_JPG | IMG_INIT_PNG))) {
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if (!(IMG_Init(IMG_INIT_JPG | IMG_INIT_PNG) & (IMG_INIT_JPG | IMG_INIT_PNG)))
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{
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log_error("SDL_image Init Failed: %s", IMG_GetError());
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SDL_Quit();
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return 1;
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@@ -52,14 +58,14 @@ int main(int argc, char* argv[]) {
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log_info("SDL_image initialized (JPG/PNG)");
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// Create a native borderless fullscreen window
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SDL_Window* window = SDL_CreateWindow(
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SDL_Window *window = SDL_CreateWindow(
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"Game Splash Screen",
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SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED,
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0, 0,
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SDL_WINDOW_FULLSCREEN_DESKTOP | SDL_WINDOW_BORDERLESS
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);
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SDL_WINDOW_FULLSCREEN_DESKTOP | SDL_WINDOW_BORDERLESS);
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if (!window) {
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if (!window)
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{
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log_error("Window Creation Failed: %s", SDL_GetError());
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IMG_Quit();
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SDL_Quit();
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@@ -70,19 +76,23 @@ int main(int argc, char* argv[]) {
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SDL_ShowCursor(SDL_DISABLE); // Hide the mouse pointer
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// Create a hardware-accelerated renderer
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SDL_Renderer* renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED);
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if (renderer) {
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SDL_Renderer *renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED);
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if (renderer)
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{
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log_info("Renderer created (accelerated)");
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}
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SDL_Texture* texture = IMG_LoadTexture(renderer, argv[1]);
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SDL_Texture *texture = IMG_LoadTexture(renderer, argv[1]);
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if (!texture) {
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if (!texture)
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{
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log_error("Failed to load splash image '%s': %s; showing black screen", argv[1], IMG_GetError());
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// Fallback: Clear to solid black if image file is broken
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SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255);
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SDL_RenderClear(renderer);
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SDL_RenderPresent(renderer);
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} else {
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}
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else
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{
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log_info("Splash image loaded");
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SDL_RenderClear(renderer);
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// Automatically scales your image to perfectly match the monitor aspect ratio
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@@ -93,53 +103,73 @@ int main(int argc, char* argv[]) {
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// Fork the process to run the game
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log_info("Launching game executable");
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pid_t pid = fork();
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if (pid == 0) {
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if (pid == 0)
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{
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// Inside Child Process: Hand over execution directly to the game binary
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log_info("Execing game: %s", argv[2]);
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execvp(argv[2], &argv[2]);
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log_error("Failed to launch target game executable '%s': %s", argv[2], strerror(errno));
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_exit(1);
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} else if (pid < 0) {
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}
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else if (pid < 0)
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{
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log_error("Failed to fork process: %s", strerror(errno));
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} else {
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}
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else
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{
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log_info("Game process started (pid=%d)", pid);
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// Inside Parent Process: Manage splash screen lifecycle
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int running = 1;
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SDL_Event event;
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while (running) {
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while (running)
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{
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// Non-blocking check: Has the game quit?
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int status;
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pid_t result = waitpid(pid, &status, WNOHANG);
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if (result > 0) {
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if (WIFEXITED(status)) {
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if (result > 0)
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{
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if (WIFEXITED(status))
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{
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log_info("Game exited (code=%d)", WEXITSTATUS(status));
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} else if (WIFSIGNALED(status)) {
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}
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else if (WIFSIGNALED(status))
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{
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log_info("Game terminated by signal %d", WTERMSIG(status));
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} else {
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}
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else
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{
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log_info("Game exited");
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}
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break; // Game closed, break the loop and close the script
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} else if (result < 0) {
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}
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else if (result < 0)
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{
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log_error("waitpid failed: %s", strerror(errno));
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break; // Process error safetynet
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}
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// Check desktop server window events
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while (SDL_PollEvent(&event)) {
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if (event.type == SDL_QUIT) {
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while (SDL_PollEvent(&event))
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{
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if (event.type == SDL_QUIT)
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{
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log_info("Splash dismissed via window close");
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running = 0;
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}
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if (event.type == SDL_WINDOWEVENT) {
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if (event.type == SDL_WINDOWEVENT)
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{
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// THE MOMENT THE GAME WINDOW STEALS FOCUS:
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if (event.window.event == SDL_WINDOWEVENT_FOCUS_LOST) {
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if (event.window.event == SDL_WINDOWEVENT_FOCUS_LOST)
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{
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log_info("Splash window hidden (focus lost)");
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SDL_HideWindow(window); // Instantly make splash transparent/invisible
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}
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}
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if (event.type == SDL_KEYDOWN) {
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if (event.key.keysym.sym == SDLK_ESCAPE) {
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if (event.type == SDL_KEYDOWN)
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{
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if (event.key.keysym.sym == SDLK_ESCAPE)
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{
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log_info("Splash dismissed via escape key");
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running = 0; // Emergency escape key loop override
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}
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@@ -150,7 +180,8 @@ int main(int argc, char* argv[]) {
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}
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// Clean up memory space
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if (texture) SDL_DestroyTexture(texture);
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if (texture)
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SDL_DestroyTexture(texture);
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SDL_DestroyRenderer(renderer);
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SDL_DestroyWindow(window);
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IMG_Quit();
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