#include #include #include #include #include #include #include #include #include #include #include "window.hpp" #include "settings.hpp" #include "paint.hpp" #include "common/util.h" volatile sig_atomic_t do_exit = 0; MainWindow::MainWindow(QWidget *parent) : QWidget(parent) { main_layout = new QStackedLayout; #ifdef QCOM2 set_core_affinity(7); #endif GLWindow * glWindow = new GLWindow(this); main_layout->addWidget(glWindow); SettingsWindow * settingsWindow = new SettingsWindow(this); main_layout->addWidget(settingsWindow); main_layout->setMargin(0); setLayout(main_layout); QObject::connect(glWindow, SIGNAL(openSettings()), this, SLOT(openSettings())); QObject::connect(settingsWindow, SIGNAL(closeSettings()), this, SLOT(closeSettings())); setStyleSheet(R"( * { color: white; background-color: #072339; } )"); } void MainWindow::openSettings() { main_layout->setCurrentIndex(1); } void MainWindow::closeSettings() { main_layout->setCurrentIndex(0); } GLWindow::GLWindow(QWidget *parent) : QOpenGLWidget(parent) { timer = new QTimer(this); QObject::connect(timer, SIGNAL(timeout()), this, SLOT(timerUpdate())); int result = read_param(&brightness_b, "BRIGHTNESS_B", true); result += read_param(&brightness_m, "BRIGHTNESS_M", true); if(result != 0) { brightness_b = 0.0; brightness_m = 5.0; } smooth_brightness = 512; } GLWindow::~GLWindow() { makeCurrent(); doneCurrent(); } void GLWindow::initializeGL() { initializeOpenGLFunctions(); std::cout << "OpenGL version: " << glGetString(GL_VERSION) << std::endl; std::cout << "OpenGL vendor: " << glGetString(GL_VENDOR) << std::endl; std::cout << "OpenGL renderer: " << glGetString(GL_RENDERER) << std::endl; std::cout << "OpenGL language version: " << glGetString(GL_SHADING_LANGUAGE_VERSION) << std::endl; ui_state = new UIState(); ui_state->sound = &sound; ui_state->fb_w = vwp_w; ui_state->fb_h = vwp_h; ui_init(ui_state); timer->start(50); } void GLWindow::timerUpdate(){ // Update brightness float clipped_brightness = std::min(1023.0f, (ui_state->light_sensor*brightness_m) + brightness_b); smooth_brightness = clipped_brightness * 0.01f + smooth_brightness * 0.99f; std::ofstream brightness_control("/sys/class/backlight/panel0-backlight/brightness"); if (brightness_control.is_open()){ brightness_control << int(smooth_brightness) << "\n"; brightness_control.close(); } ui_update(ui_state); #ifdef QCOM2 if (ui_state->started != onroad){ onroad = ui_state->started; timer->setInterval(onroad ? 50 : 1000); int brightness = onroad ? 1023 : 0; std::ofstream brightness_control("/sys/class/backlight/panel0-backlight/brightness"); if (brightness_control.is_open()){ brightness_control << int(brightness) << "\n"; brightness_control.close(); } } #endif update(); } void GLWindow::resizeGL(int w, int h) { std::cout << "resize " << w << "x" << h << std::endl; } void GLWindow::paintGL() { ui_draw(ui_state); } void GLWindow::mousePressEvent(QMouseEvent *e) { // Settings button click if (!ui_state->scene.uilayout_sidebarcollapsed && settings_btn.ptInRect(e->x(), e->y())) { emit openSettings(); } // Vision click if (ui_state->started && (e->x() >= ui_state->scene.viz_rect.x - bdr_s)){ ui_state->scene.uilayout_sidebarcollapsed = !ui_state->scene.uilayout_sidebarcollapsed; } } GLuint visionimg_to_gl(const VisionImg *img, EGLImageKHR *pkhr, void **pph) { unsigned int texture; glGenTextures(1, &texture); glBindTexture(GL_TEXTURE_2D, texture); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, img->width, img->height, 0, GL_RGB, GL_UNSIGNED_BYTE, *pph); glGenerateMipmap(GL_TEXTURE_2D); *pkhr = (EGLImageKHR)1; // not NULL return texture; } void visionimg_destroy_gl(EGLImageKHR khr, void *ph) { // empty } FramebufferState* framebuffer_init(const char* name, int32_t layer, int alpha, int *out_w, int *out_h) { return (FramebufferState*)1; // not null }