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133 lines
3.1 KiB
133 lines
3.1 KiB
#include <stdio.h>
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#include <stdlib.h>
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#include <stdbool.h>
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#include <math.h>
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#include <unistd.h>
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#include <assert.h>
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#include <memory>
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#include <GLES3/gl3.h>
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#include <EGL/egl.h>
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#include <EGL/eglext.h>
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#include "nanovg.h"
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#define NANOVG_GLES3_IMPLEMENTATION
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#include "nanovg_gl.h"
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#include "nanovg_gl_utils.h"
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#include "common/framebuffer.h"
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#include "common/touch.h"
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#define COLOR_WHITE nvgRGBA(255, 255, 255, 255)
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#define MAX_TEXT_SIZE 2048
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extern const uint8_t bin_opensans_regular[] asm("_binary_opensans_regular_ttf_start");
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extern const uint8_t *bin_opensans_regular_end asm("_binary_opensans_regular_ttf_end");
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int main(int argc, char** argv) {
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int err;
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// spinner
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int fb_w, fb_h;
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std::unique_ptr<FrameBuffer> fb = std::make_unique<FrameBuffer>("text", 0x00001000, false,
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&fb_w, &fb_h);
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assert(fb);
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NVGcontext *vg = nvgCreateGLES3(NVG_ANTIALIAS | NVG_STENCIL_STROKES);
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assert(vg);
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int font = nvgCreateFontMem(vg, "regular", (unsigned char*)bin_opensans_regular, (bin_opensans_regular_end - bin_opensans_regular), 0);
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assert(font >= 0);
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// Awake
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fb->set_power(HWC_POWER_MODE_NORMAL);
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set_brightness(255);
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glClearColor(0.1, 0.1, 0.1, 1.0);
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glClear(GL_STENCIL_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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nvgBeginFrame(vg, fb_w, fb_h, 1.0f);
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// background
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nvgBeginPath(vg);
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NVGpaint bg = nvgLinearGradient(vg, fb_w, 0, fb_w, fb_h,
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nvgRGBA(0, 0, 0, 175), nvgRGBA(0, 0, 0, 255));
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nvgFillPaint(vg, bg);
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nvgRect(vg, 0, 0, fb_w, fb_h);
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nvgFill(vg);
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// Text
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nvgFillColor(vg, COLOR_WHITE);
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nvgFontSize(vg, 75.0f);
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if (argc >= 2) {
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float x = 150;
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float y = 150;
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// Copy text
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char * text = (char *)malloc(MAX_TEXT_SIZE);
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strncpy(text, argv[1], MAX_TEXT_SIZE);
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float lineh;
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nvgTextMetrics(vg, NULL, NULL, &lineh);
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// nvgTextBox strips leading whitespace. We have to reimplement
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char * next = strtok(text, "\n");
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while (next != NULL){
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nvgText(vg, x, y, next, NULL);
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y += lineh;
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next = strtok(NULL, "\n");
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}
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}
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// Button
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int b_x = 1500;
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int b_y = 800;
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int b_w = 300;
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int b_h = 150;
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nvgBeginPath(vg);
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nvgFillColor(vg, nvgRGBA(8, 8, 8, 255));
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nvgRoundedRect(vg, b_x, b_y, b_w, b_h, 20);
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nvgFill(vg);
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nvgFillColor(vg, nvgRGBA(255, 255, 255, 255));
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nvgTextAlign(vg, NVG_ALIGN_CENTER | NVG_ALIGN_MIDDLE);
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nvgText(vg, b_x+b_w/2, b_y+b_h/2, "Exit", NULL);
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nvgBeginPath(vg);
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nvgStrokeColor(vg, nvgRGBA(255, 255, 255, 50));
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nvgStrokeWidth(vg, 5);
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nvgRoundedRect(vg, b_x, b_y, b_w, b_h, 20);
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nvgStroke(vg);
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// Draw to screen
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nvgEndFrame(vg);
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fb->swap();
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assert(glGetError() == GL_NO_ERROR);
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// Wait for button
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TouchState touch;
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touch_init(&touch);
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while (true){
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int touch_x = -1, touch_y = -1;
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int res = touch_poll(&touch, &touch_x, &touch_y, 0);
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if (res){
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if (touch_x > b_x && touch_x < b_x + b_w){
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if (touch_y > b_y && touch_y < b_y + b_h){
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return 1;
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}
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}
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}
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usleep(1000000 / 60);
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}
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return 0;
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}
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