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107 lines
2.4 KiB
107 lines
2.4 KiB
#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(0);
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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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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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void ui_sound_init() {}
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void ui_sound_destroy() {}
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void set_volume(int volume) {}
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void play_alert_sound(AudibleAlert alert) {}
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void stop_alert_sound(AudibleAlert alert) {}
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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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