openpilot/selfdrive/ui/android/text/text.cc

134 lines
3.1 KiB
C++

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