nopenpilot/selfdrive/ui/linux.cc

110 lines
2.5 KiB
C++

#include <stdio.h>
#include <stdint.h>
#include <stdlib.h>
#include <assert.h>
#include <string.h>
#include "ui.hpp"
#ifndef __APPLE__
#define GLFW_INCLUDE_ES2
#else
#define GLFW_INCLUDE_GLCOREARB
#endif
#define GLFW_INCLUDE_GLEXT
#include <GLFW/glfw3.h>
typedef struct FramebufferState FramebufferState;
typedef struct TouchState TouchState;
extern "C" {
FramebufferState* framebuffer_init(
const char* name, int32_t layer, int alpha,
int *out_w, int *out_h) {
glfwInit();
#ifndef __APPLE__
glfwWindowHint(GLFW_CLIENT_API, GLFW_OPENGL_ES_API);
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0);
#else
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 2);
#endif
glfwWindowHint(GLFW_RESIZABLE, 0);
GLFWwindow* window;
window = glfwCreateWindow(1920, 1080, "ui", NULL, NULL);
if (!window) {
printf("glfwCreateWindow failed\n");
}
glfwMakeContextCurrent(window);
glfwSwapInterval(1);
// clear screen
glClearColor(0.2f, 0.2f, 0.2f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
framebuffer_swap((FramebufferState*)window);
if (out_w) *out_w = 1920;
if (out_h) *out_h = 1080;
return (FramebufferState*)window;
}
void framebuffer_set_power(FramebufferState *s, int mode) {
}
void framebuffer_swap(FramebufferState *s) {
glfwSwapBuffers((GLFWwindow*)s);
glfwPollEvents();
}
bool set_brightness(int brightness) { return true; }
void touch_init(TouchState *s) {
printf("touch_init\n");
}
int touch_poll(TouchState *s, int* out_x, int* out_y, int timeout) {
return -1;
}
int touch_read(TouchState *s, int* out_x, int* out_y) {
return -1;
}
}
#include "sound.hpp"
void ui_sound_init() {}
void ui_sound_destroy() {}
void set_volume(int volume) {}
void play_alert_sound(AudibleAlert alert) {}
void stop_alert_sound(AudibleAlert alert) {}
#include "common/visionimg.h"
#include <sys/mman.h>
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
}