satdump/android/loading_screen.cpp

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#include "common/image/image.h"
#include "imgui/imgui.h"
#include "imgui_impl_android.h"
#include "imgui_impl_opengl3.h"
#include "loading_screen.h"
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#include "loader/loader.h"
#include "resources.h"
namespace satdump
{
LoadingScreenSink::LoadingScreenSink(EGLDisplay *g_EglDisplay, EGLSurface *g_EglSurface, float scale) : g_EglDisplay{g_EglDisplay},
g_EglSurface{g_EglSurface},
scale{scale}
{
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image::Image<uint8_t> image;
image.load_png(resources::getResourcePath("icon.png"));
uint8_t *px = new uint8_t[image.width() * image.height() * 4];
memset(px, 255, image.width() * image.height() * 4);
if (image.channels() == 4)
{
for (int y = 0; y < (int)image.height(); y++)
for (int x = 0; x < (int)image.width(); x++)
for (int c = 0; c < 4; c++)
px[image.width() * 4 * y + x * 4 + c] = image.channel(c)[image.width() * y + x];
}
else if (image.channels() == 3)
{
for (int y = 0; y < (int)image.height(); y++)
for (int x = 0; x < (int)image.width(); x++)
for (int c = 0; c < 3; c++)
px[image.width() * 4 * y + x * 4 + c] = image.channel(c)[image.width() * y + x];
}
glGenTextures(1, &image_texture);
glBindTexture(GL_TEXTURE_2D, image_texture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, image.width(), image.height(), 0, GL_RGBA, GL_UNSIGNED_BYTE, px);
image.clear();
push_frame("Initializing");
}
LoadingScreenSink::~LoadingScreenSink()
{
}
void LoadingScreenSink::receive(slog::LogMsg log)
{
if (log.lvl == slog::LOG_INFO)
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push_frame(log.str);
}
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void LoadingScreenSink::push_frame(std::string str)
{
EGLint width, height;
eglQuerySurface(*g_EglDisplay, *g_EglSurface, EGL_WIDTH, &width);
eglQuerySurface(*g_EglDisplay, *g_EglSurface, EGL_HEIGHT, &height);
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ImGui_ImplOpenGL3_NewFrame();
ImGui_ImplAndroid_NewFrame();
draw_loader(width, height, scale, &image_texture, str);
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glViewport(0, 0, (int)width, (int)height);
glClearColor(0.0666f, 0.0666f, 0.0666f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
eglSwapBuffers(*g_EglDisplay, *g_EglSurface);
}
}