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main.c
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main.c
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/*
* Copyright (c) 2011-2012 Research In Motion Limited.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#include <ctype.h>
#include <unistd.h>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <sys/keycodes.h>
#include <screen/screen.h>
#include <bps/navigator.h>
#include <bps/screen.h>
#include <bps/bps.h>
#include <bps/event.h>
#include <bps/orientation.h>
#include <math.h>
#include <time.h>
#include <screen/screen.h>
#include <EGL/egl.h>
#include <GLES/gl.h>
#include "png.h"
#include "bbutil.h"
static float width, height;
static GLuint background;
static GLfloat vertices[8];
static GLfloat tex_coord[8];
static screen_context_t screen_cxt;
static float pos_x, pos_y;
static font_t* font;
int init() {
EGLint surface_width, surface_height;
//Load background texture
float tex_x, tex_y;
int size_x, size_y;
if (EXIT_SUCCESS
!= bbutil_load_texture("app/native/HelloWorld_smaller_bubble.png",
&size_x, &size_y, &tex_x, &tex_y, &background)) {
fprintf(stderr, "Unable to load background texture\n");
return EXIT_FAILURE;
}
//Query width and height of the window surface created by utility code
eglQuerySurface(egl_disp, egl_surf, EGL_WIDTH, &surface_width);
eglQuerySurface(egl_disp, egl_surf, EGL_HEIGHT, &surface_height);
EGLint err = eglGetError();
if (err != 0x3000) {
fprintf(stderr, "Unable to query EGL surface dimensions\n");
return EXIT_FAILURE;
}
width = (float) surface_width;
height = (float) surface_height;
int dpi = bbutil_calculate_dpi(screen_cxt);
//As bbutil renders text using device-specifc dpi, we need to compute a point size
//for the font, so that the text string fits into the bubble. Note that Playbook is used
//as a reference point in this equation as we know that at dpi of 170, font with point size of
//15 fits into the bubble texture.
float stretch_factor = (float)surface_width / (float)size_x;
int point_size = (int)(15.0f * stretch_factor / ((float)dpi / 170.0f ));
font = bbutil_load_font("/usr/fonts/font_repository/monotype/arial.ttf", point_size, dpi);
if (!font) {
return EXIT_FAILURE;
}
//Initialize GL for 2D rendering
glViewport(0, 0, (int) width, (int) height);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrthof(0.0f, width / height, 0.0f, 1.0f, -1.0f, 1.0f);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
//Set world coordinates to coincide with screen pixels
glScalef(1.0f / height, 1.0f / height, 1.0f);
float text_width, text_height;
bbutil_measure_text(font, "Hello world", &text_width, &text_height);
pos_x = (width - text_width) / 2;
pos_y = height / 2;
//Setup background polygon
vertices[0] = 0.0f;
vertices[1] = 0.0f;
vertices[2] = width;
vertices[3] = 0.0f;
vertices[4] = 0.0f;
vertices[5] = height;
vertices[6] = width;
vertices[7] = height;
tex_coord[0] = 0.0f;
tex_coord[1] = 0.0f;
tex_coord[2] = tex_x;
tex_coord[3] = 0.0f;
tex_coord[4] = 0.0f;
tex_coord[5] = tex_y;
tex_coord[6] = tex_x;
tex_coord[7] = tex_y;
return EXIT_SUCCESS;
}
void render() {
//Typical rendering pass
glClear(GL_COLOR_BUFFER_BIT);
//Render background quad first
glEnable(GL_TEXTURE_2D);
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glVertexPointer(2, GL_FLOAT, 0, vertices);
glTexCoordPointer(2, GL_FLOAT, 0, tex_coord);
glBindTexture(GL_TEXTURE_2D, background);
glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDisableClientState(GL_VERTEX_ARRAY);
glDisable(GL_TEXTURE_2D);
//Use utility code to render welcome text onto the screen
bbutil_render_text(font, "Hello world", pos_x, pos_y, 0.35f, 0.35f, 0.35f, 1.0f);
//Use utility code to update the screen
bbutil_swap();
}
int main(int argc, char **argv) {
//Create a screen context that will be used to create an EGL surface to to receive libscreen events
screen_create_context(&screen_cxt, 0);
//Initialize BPS library
bps_initialize();
//Use utility code to initialize EGL for rendering with GL ES 1.1
if (EXIT_SUCCESS != bbutil_init_egl(screen_cxt)) {
fprintf(stderr, "Unable to initialize EGL\n");
screen_destroy_context(screen_cxt);
return 0;
}
//Initialize app data
if (EXIT_SUCCESS != init()) {
fprintf(stderr, "Unable to initialize app logic\n");
bbutil_terminate();
screen_destroy_context(screen_cxt);
return 0;
}
//Signal BPS library that navigator orientation is to be locked
if (BPS_SUCCESS != navigator_rotation_lock(true)) {
fprintf(stderr, "navigator_rotation_lock failed\n");
bbutil_terminate();
screen_destroy_context(screen_cxt);
return 0;
}
//Signal BPS library that navigator and screen events will be requested
if (BPS_SUCCESS != screen_request_events(screen_cxt)) {
fprintf(stderr, "screen_request_events failed\n");
bbutil_terminate();
screen_destroy_context(screen_cxt);
return 0;
}
if (BPS_SUCCESS != navigator_request_events(0)) {
fprintf(stderr, "navigator_request_events failed\n");
bbutil_terminate();
screen_destroy_context(screen_cxt);
return 0;
}
for (;;) {
//Request and process BPS next available event
bps_event_t *event = NULL;
if (BPS_SUCCESS != bps_get_event(&event, 0)) {
fprintf(stderr, "bps_get_event failed\n");
break;
}
if ((event) && (bps_event_get_domain(event) == navigator_get_domain())
&& (NAVIGATOR_EXIT == bps_event_get_code(event))) {
break;
}
render();
}
//Stop requesting events from libscreen
screen_stop_events(screen_cxt);
//Shut down BPS library for this process
bps_shutdown();
//Destroy the font
bbutil_destroy_font(font);
//Use utility code to terminate EGL setup
bbutil_terminate();
//Destroy libscreen context
screen_destroy_context(screen_cxt);
return 0;
}