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								#include <stdio.h>
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								#include <stdint.h>
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								#include <stdlib.h>
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								#include <assert.h>
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								#include <string.h>
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								#include "ui.hpp"
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								#ifndef __APPLE__
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								#define GLFW_INCLUDE_ES2
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								#else
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								#define GLFW_INCLUDE_GLCOREARB
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								#endif
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								#define GLFW_INCLUDE_GLEXT
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								#include <GLFW/glfw3.h>
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								typedef struct FramebufferState FramebufferState;
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								typedef struct TouchState TouchState;
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								extern "C" {
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								FramebufferState* framebuffer_init(
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								    const char* name, int32_t layer, int alpha,
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								    int *out_w, int *out_h) {
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								  glfwInit();
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								#ifndef __APPLE__
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								  glfwWindowHint(GLFW_CLIENT_API, GLFW_OPENGL_ES_API);
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								  glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
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								  glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0);
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								#else
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								  glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
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								  glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
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								  glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
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								  glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 2);
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								#endif
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								  glfwWindowHint(GLFW_RESIZABLE, 0);
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								  GLFWwindow* window;
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								  window = glfwCreateWindow(1920, 1080, "ui", NULL, NULL);
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								  if (!window) {
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								    printf("glfwCreateWindow failed\n");
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								  }
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								  glfwMakeContextCurrent(window);
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								  glfwSwapInterval(1);
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								  // clear screen
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								  glClearColor(0.2f, 0.2f, 0.2f, 1.0f);
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								  glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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								  framebuffer_swap((FramebufferState*)window);
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								  if (out_w) *out_w = 1920;
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								  if (out_h) *out_h = 1080;
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								  return (FramebufferState*)window;
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								}
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								void framebuffer_set_power(FramebufferState *s, int mode) {
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								}
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								void framebuffer_swap(FramebufferState *s) {
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								  glfwSwapBuffers((GLFWwindow*)s);
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								  glfwPollEvents();
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								}
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								bool set_brightness(int brightness) { return true; }
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								void touch_init(TouchState *s) {
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								  printf("touch_init\n");
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								}
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								int touch_poll(TouchState *s, int* out_x, int* out_y, int timeout) {
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								  return -1;
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								}
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								int touch_read(TouchState *s, int* out_x, int* out_y) {
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								  return -1;
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								}
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								}
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								#include "sound.hpp"
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								bool Sound::init(int volume) { return true; }
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								bool Sound::play(AudibleAlert alert) { return true; }
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								void Sound::stop() {}
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								void Sound::setVolume(int volume) {}
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								Sound::~Sound() {}
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								#include "common/visionimg.h"
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								#include <sys/mman.h>
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								GLuint visionimg_to_gl(const VisionImg *img, EGLImageKHR *pkhr, void **pph) {
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								  unsigned int texture;
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								  glGenTextures(1, &texture);
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								  glBindTexture(GL_TEXTURE_2D, texture);
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								  glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, img->width, img->height, 0, GL_RGB, GL_UNSIGNED_BYTE, *pph);
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								  glGenerateMipmap(GL_TEXTURE_2D);
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								  *pkhr = (EGLImageKHR)1; // not NULL
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								  return texture;
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								}
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								void visionimg_destroy_gl(EGLImageKHR khr, void *ph) {
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								  // empty
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								}
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