screen_window_t create_bar_window(const char *group, const char *id, int dims[2]) { screen_window_t screen_win; screen_create_window_type(&screen_win, screen_ctx, SCREEN_CHILD_WINDOW); screen_join_window_group(screen_win, group); screen_set_window_property_cv(screen_win, SCREEN_PROPERTY_ID_STRING, strlen(id), id); int vis = 1; screen_set_window_property_iv(screen_win, SCREEN_PROPERTY_VISIBLE, &vis); int zorder = 1; screen_set_window_property_iv(screen_win, SCREEN_PROPERTY_ZORDER, &zorder); int color = 0xff0000ff; screen_set_window_property_iv(screen_win, SCREEN_PROPERTY_COLOR, &color); int rect[4] = { 0, 0, 1, 1 }; screen_set_window_property_iv(screen_win, SCREEN_PROPERTY_BUFFER_SIZE, rect+2); int pos[2] = { -rect[2], -rect[3] }; screen_set_window_property_iv(screen_win, SCREEN_PROPERTY_SOURCE_POSITION, pos); pos[0] = pos[1] = 0; screen_set_window_property_iv(screen_win, SCREEN_PROPERTY_POSITION, pos); int size[2] = {barwidth,dims[1]}; screen_set_window_property_iv(screen_win, SCREEN_PROPERTY_SIZE, size); screen_buffer_t screen_buf; screen_create_window_buffers(screen_win, 1); screen_get_window_property_pv(screen_win, SCREEN_PROPERTY_RENDER_BUFFERS, (void **)&screen_buf); screen_post_window(screen_win, screen_buf, 1, rect, 0); return screen_win; }
static void bb10display_set_window_id_and_group(BB10Display *d) { if (!d->window_created) { ms_warning("[bb10_display] window wasn't created yet, skipping..."); return; } screen_set_window_property_cv(d->window, SCREEN_PROPERTY_ID_STRING, strlen(d->window_id), d->window_id); screen_join_window_group(d->window, d->window_group); }
int NativeWindow::setScreenWindowID(const QString id) { int returnCode = EXIT_SUCCESS; if (_screenWindow != NULL) { returnCode = screen_set_window_property_cv(_screenWindow, SCREEN_PROPERTY_ID_STRING, id.toAscii().length(), id.toAscii()); } return returnCode; }
screen_window_t create_hg_window(const char *group, const char *id, int dims[2]) { int i, j; screen_window_t screen_win; screen_create_window_type(&screen_win, screen_ctx, SCREEN_CHILD_WINDOW); screen_join_window_group(screen_win, group); screen_set_window_property_cv(screen_win, SCREEN_PROPERTY_ID_STRING, strlen(id), id); int flag = 1; screen_set_window_property_iv(screen_win, SCREEN_PROPERTY_STATIC, &flag); int vis = 1; screen_set_window_property_iv(screen_win, SCREEN_PROPERTY_VISIBLE, &vis); int zorder = 2; screen_set_window_property_iv(screen_win, SCREEN_PROPERTY_ZORDER, &zorder); int format = SCREEN_FORMAT_RGBA8888; screen_set_window_property_iv(screen_win, SCREEN_PROPERTY_FORMAT, &format); int usage = SCREEN_USAGE_WRITE; screen_set_window_property_iv(screen_win, SCREEN_PROPERTY_USAGE, &usage); int transparency = SCREEN_TRANSPARENCY_SOURCE_OVER; screen_set_window_property_iv(screen_win, SCREEN_PROPERTY_TRANSPARENCY, &transparency); int rect[4] = { 0, 0, 100, 100 }; screen_set_window_property_iv(screen_win, SCREEN_PROPERTY_BUFFER_SIZE, rect+2); screen_set_window_property_iv(screen_win, SCREEN_PROPERTY_SIZE, &rect[2]); screen_buffer_t screen_buf; screen_create_window_buffers(screen_win, 1); screen_get_window_property_pv(screen_win, SCREEN_PROPERTY_RENDER_BUFFERS, (void **)&screen_buf); char *ptr = NULL; screen_get_buffer_property_pv(screen_buf, SCREEN_PROPERTY_POINTER, (void **)&ptr); int stride = 0; screen_get_buffer_property_iv(screen_buf, SCREEN_PROPERTY_STRIDE, &stride); for (i = 0; i < rect[3]; i++, ptr += stride) { for (j = 0; j < rect[2]; j++) { ptr[j*4] = 0xa0; ptr[j*4+1] = 0xa0; ptr[j*4+2] = 0xa0; ptr[j*4+3] = ((j >= i && j <= rect[3]-i) || (j <= i && j >= rect[3]-i)) ? 0xff : 0; } } screen_post_window(screen_win, screen_buf, 1, rect, 0); return screen_win; }
int OpenGLView::setScreenWindowID(const QString id) { int returnCode = 0; if (m_screen_win != NULL) { returnCode = screen_set_window_property_cv(m_screen_win, SCREEN_PROPERTY_ID_STRING, id.toAscii().length(), id.toAscii()); } else { returnCode = EXIT_SUCCESS; } return returnCode; }
void MinutesPerGameRenderer::initialize() { m_startPos = 1; QByteArray groupArr = m_group.toAscii(); QByteArray idArr = m_id.toAscii(); // Initialize the BBS components. initGL(); // We want to handle openGL Events in the foreign window. So bring the // in front of the cascades window (z > 0). m_screen_win = bbutil_get_window(); int z = 1; screen_set_window_property_iv(m_screen_win, SCREEN_PROPERTY_ZORDER, &z); screen_join_window_group(m_screen_win, groupArr.constData()); screen_set_window_property_cv(m_screen_win, SCREEN_PROPERTY_ID_STRING, idArr.length(), idArr.constData()); int vis = 1; screen_set_window_property_iv(m_screen_win, SCREEN_PROPERTY_VISIBLE, &vis); int pos[2] = { 280, 0 }; screen_set_window_property_iv(getWindow(), SCREEN_PROPERTY_POSITION, pos); screen_flush_context(GLThread::instance()->getContext(), SCREEN_WAIT_IDLE); }
int create_gles_window(const char *group, const char *id, int dims[2]) { int i, j; screen_window_t screen_win; screen_create_window_type(&screen_win, screen_ctx, SCREEN_CHILD_WINDOW); screen_join_window_group(screen_win, group); screen_set_window_property_cv(screen_win, SCREEN_PROPERTY_ID_STRING, strlen(id), id); int flag = 1; screen_set_window_property_iv(screen_win, SCREEN_PROPERTY_STATIC, &flag); int vis = 1; screen_set_window_property_iv(screen_win, SCREEN_PROPERTY_VISIBLE, &vis); int zorder = 3; screen_set_window_property_iv(screen_win, SCREEN_PROPERTY_ZORDER, &zorder); int format = SCREEN_FORMAT_RGBA8888; screen_set_window_property_iv(screen_win, SCREEN_PROPERTY_FORMAT, &format); int usage = SCREEN_USAGE_OPENGL_ES2; screen_set_window_property_iv(screen_win, SCREEN_PROPERTY_USAGE, &usage); int transparency = SCREEN_TRANSPARENCY_SOURCE_OVER; screen_set_window_property_iv(screen_win, SCREEN_PROPERTY_TRANSPARENCY, &transparency); screen_set_window_property_iv(screen_win, SCREEN_PROPERTY_BUFFER_SIZE, dims); screen_set_window_property_iv(screen_win, SCREEN_PROPERTY_SIZE, dims); screen_buffer_t screen_buf; screen_create_window_buffers(screen_win, 1); screen_get_window_property_pv(screen_win, SCREEN_PROPERTY_RENDER_BUFFERS, (void **)&screen_buf); int rect[4] = { 0, 0, dims[0], dims[1] }; // OpenGL window covers all display screen_post_window(screen_win, screen_buf, 1, rect, 0); // EGL initialization stuff starts here EGLint surface_width, surface_height; GLuint rendering_program; EGLConfig egl_conf; EGLint interval = 1; int rc, num_configs; EGLint attrib_list[]= { EGL_RED_SIZE, 8, EGL_GREEN_SIZE, 8, EGL_BLUE_SIZE, 8, EGL_SURFACE_TYPE, EGL_WINDOW_BIT, EGL_RENDERABLE_TYPE, EGL_OPENGL_ES2_BIT, EGL_NONE}; EGLint attributes[] = { EGL_CONTEXT_CLIENT_VERSION, 2, EGL_NONE }; //EGL initialization egl_disp = eglGetDisplay(EGL_DEFAULT_DISPLAY); if (egl_disp == EGL_NO_DISPLAY) { egl_perror("bbutil_init_egl: eglGetDisplay"); gl_terminate(&screen_win); return EXIT_FAILURE; } rc = eglInitialize(egl_disp, NULL, NULL); if (rc != EGL_TRUE) { egl_perror("bbutil_init_egl: eglInitialize"); gl_terminate(&screen_win); return EXIT_FAILURE; } rc = eglBindAPI(EGL_OPENGL_ES_API); if (rc != EGL_TRUE) { egl_perror("bbutil_init_egl: eglBindApi"); gl_terminate(&screen_win); return EXIT_FAILURE; } if(!eglChooseConfig(egl_disp, attrib_list, &egl_conf, 1, &num_configs)) { gl_terminate(&screen_win); return EXIT_FAILURE; } egl_ctx = eglCreateContext(egl_disp, egl_conf, EGL_NO_CONTEXT, attributes); if (egl_ctx == EGL_NO_CONTEXT) { egl_perror("bbutil_init_egl: eglCreateContext"); gl_terminate(&screen_win); return EXIT_FAILURE; } // Bound EGL serface to our Native Window egl_surf = eglCreateWindowSurface(egl_disp, egl_conf, screen_win, NULL); if (egl_surf == EGL_NO_SURFACE) { egl_perror("eglCreateWindowSurface"); gl_terminate(&screen_win); return 1; } rc = eglMakeCurrent(egl_disp, egl_surf, egl_surf, egl_ctx); if (rc != EGL_TRUE) { egl_perror("eglMakeCurrent"); gl_terminate(&screen_win); return 1; } rc = eglSwapInterval(egl_disp, interval); if (rc != EGL_TRUE) { egl_perror("eglSwapInterval"); gl_terminate(&screen_win); return 1; } glClearColor(0.0f, 0.0f, 0.0f, 0.0f); // Last byte is 'transparency', it's important to have it 0.0f glEnable(GL_CULL_FACE); // Enable 2d 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; } glViewport(0, 0, surface_width, surface_height); // Create shaders const char *v_source = "attribute vec4 vPosition;\n" "void main()\n" "{\n" "gl_Position = vPosition;\n" "}"; const char *f_source = "precision mediump float; \n" "void main()\n" "{\n" "gl_FragColor = vec4(1.0, 0.0, 0.0, 0.7); \n" // 0.7 means we make it 'a bit' transparent "} \n"; // Compile the vertex shader GLint status; GLuint vs = glCreateShader(GL_VERTEX_SHADER); if (!vs) { fprintf(stderr, "Failed to create vertex shader: %d\n", glGetError()); return EXIT_FAILURE; } else { glShaderSource(vs, 1, &v_source, 0); glCompileShader(vs); glGetShaderiv(vs, GL_COMPILE_STATUS, &status); if (GL_FALSE == status) { GLchar log[256]; glGetShaderInfoLog(vs, 256, NULL, log); fprintf(stderr, "Failed to compile vertex shader: %s\n", log); glDeleteShader(vs); return EXIT_FAILURE; } } // Compile the fragment shader GLuint fs = glCreateShader(GL_FRAGMENT_SHADER); if (!fs) { fprintf(stderr, "Failed to create fragment shader: %d\n", glGetError()); return EXIT_FAILURE; } else { glShaderSource(fs, 1, &f_source, 0); glCompileShader(fs); glGetShaderiv(fs, GL_COMPILE_STATUS, &status); if (GL_FALSE == status) { GLchar log[256]; glGetShaderInfoLog(fs, 256, NULL, log); fprintf(stderr, "Failed to compile fragment shader: %s\n", log); glDeleteShader(vs); glDeleteShader(fs); return EXIT_FAILURE; } } // Create and link the program rendering_program = glCreateProgram(); if (rendering_program) { glAttachShader(rendering_program, vs); glAttachShader(rendering_program, fs); glLinkProgram(rendering_program); glGetProgramiv(rendering_program, GL_LINK_STATUS, &status); if (status == GL_FALSE){ GLchar log[256]; glGetProgramInfoLog(fs, 256, NULL, log); fprintf(stderr, "Failed to link text rendering shader program: %s\n", log); glDeleteProgram(rendering_program); rendering_program = 0; return EXIT_FAILURE; } } else { fprintf(stderr, "Failed to create a shader program\n"); glDeleteShader(vs); glDeleteShader(fs); return EXIT_FAILURE; } // We don't need the shaders anymore - the program is enough glDeleteShader(fs); glDeleteShader(vs); glUseProgram(rendering_program); // In this example we use only one rendering program, so we can call this function once screen_gles_win = screen_win; return EXIT_SUCCESS; }
int InitQNX(const char *Title,int Width,int Height) { /* Initialize variables */ AppTitle = Title; XSize = Width; YSize = Height; TimerON = 0; TimerReady = 0; JoyState = 0; LastKey = 0; KeyModes = 0; FrameCount = 0; FrameRate = 0; /* Get initial timestamp */ gettimeofday(&TimeStamp,0); screen_create_context(&ctxt, SCREEN_APPLICATION_CONTEXT); int dispCount; screen_get_context_property_iv(ctxt, SCREEN_PROPERTY_DISPLAY_COUNT, &dispCount); screen_display_t* displays = new screen_display_t[dispCount]; screen_get_context_property_pv(ctxt, SCREEN_PROPERTY_DISPLAYS, (void**)displays); int resolution[2] = { 0, 0 }; screen_get_display_property_iv(displays[0], SCREEN_PROPERTY_SIZE, resolution); delete[] displays; actualSize_x = resolution[0]; actualSize_y = resolution[1]; double scaleY; if (isPhysicalKeyboardDevice) scaleY = ((double)resolution[1]) / 600.0; else scaleY = ((double)resolution[1]) / 1024.0; double scaleX = ((double)resolution[0]) / 600.0; scaleTouchMap(scaleX, scaleY); if (BPS_SUCCESS != screen_request_events(ctxt)) { screen_destroy_context(ctxt); return 0; } #ifdef __BBTEN__ screen_create_window_type(&window, ctxt, SCREEN_CHILD_WINDOW); screen_join_window_group(window, windowGroup); screen_set_window_property_cv(window, SCREEN_PROPERTY_ID_STRING, windowIdLength, "AlmostTIAppID"); int vis = 1; screen_set_window_property_iv(window, SCREEN_PROPERTY_VISIBLE, &vis); int z = -5; screen_set_window_property_iv(window, SCREEN_PROPERTY_ZORDER, &z); if (isPhysicalKeyboardDevice) virtualkeyboard_request_events(0); #else screen_create_window(&window, ctxt); int usage = SCREEN_USAGE_WRITE | SCREEN_USAGE_NATIVE; screen_set_window_property_iv(window, SCREEN_PROPERTY_USAGE, &usage); #endif screen_create_window_buffers(window, 1); screen_get_window_property_iv(window, SCREEN_PROPERTY_BUFFER_SIZE, rect+2); /* Done */ return(1); }
QT_BEGIN_NAMESPACE /*! \class QQnxWindow \brief The QQnxWindow is the base class of the various classes used as instances of QPlatformWindow in the QNX QPA plugin. The standard properties and methods available in Qt are not a perfect match for the features provided by the QNX screen service. While for the majority of applications the default behavior suffices, some circumstances require greater control over the interaction with screen. \section1 Window Types The QNX QPA plugin can operate in two modes, with or without a root window. The selection of mode is made via the \e rootwindow and \e no-rootwindow options to the plugin. The default mode is rootwindow for BlackBerry builds and no-rootwindow for non-BlackBerry builds. Windows with parents are always created as child windows, the difference in the modes is in the treatment of parentless windows. In no-rootwindow mode, these windows are created as application windows while in rootwindow mode, the first window on a screen is created as an application window while subsequent windows are created as child windows. The only exception to this is any window of type Qt::Desktop or Qt::CoverWindow; these are created as application windows, but will never become the root window, even if they are the first window created. It is also possible to create a parentless child window. These may be useful to create windows that are parented by windows from other processes. To do this, you attach a dynamic property \e qnxInitialWindowGroup to the QWindow though this must be done prior to the platform window class (this class) being created which typically happens when the window is made visible. When the window is created in QML, it is acceptable to have the \e visible property hardcoded to true so long as the qnxInitialWindowGroup is also set. \section1 Joining Window Groups Window groups may be joined in a number of ways, some are automatic based on predefined rules though an application is also able to provide explicit control. A QWindow that has a parent will join its parent's window group. When rootwindow mode is in effect, all but the first parentless window on a screen will be child windows and join the window group of the first parentless window, the root window. If a QWindow has a valid dynamic property called \e qnxInitialWindowGroup at the time the QQnxWindow is created, the window will be created as a child window and, if the qnxInitialWindowGroup property is a non-empty string, an attempt will be made to join that window group. This has an effect only when the QQnxWindow is created, subsequent changes to this property are ignored. Setting the property to an empty string provides a means to create 'top level' child windows without automatically joining any group. Typically when this property is used \e qnxWindowId should be used as well so that the process that owns the window group being joined has some means to identify the window. At any point following the creation of the QQnxWindow object, an application can change the window group it has joined. This is done by using the \e setWindowProperty function of the native interface to set the \e qnxWindowGroup property to the desired value, for example: \code QQuickView *view = new QQuickView(parent); view->create(); QGuiApplication::platformNativeInterface()->setWindowProperty(view->handle(), "qnxWindowGroup", group); \endcode To leave the current window group, one passes a null value for the property value, for example: \code QQuickView *view = new QQuickView(parent); view->create(); QGuiApplication::platformNativeInterface()->setWindowProperty(view->handle(), "qnxWindowGroup", QVariant()); \endcode \section1 Window Id The screen window id string property can be set on a window by assigning the desired value to a dynamic property \e qnxWindowId on the QWindow prior to the QQnxWindow having been created. This is often wanted when one joins a window group belonging to a different process. */ QQnxWindow::QQnxWindow(QWindow *window, screen_context_t context, bool needRootWindow) : QPlatformWindow(window), m_screenContext(context), m_window(0), m_screen(0), m_parentWindow(0), m_visible(false), m_exposed(true), m_windowState(Qt::WindowNoState), m_mmRendererWindow(0) { qWindowDebug() << Q_FUNC_INFO << "window =" << window << ", size =" << window->size(); QQnxScreen *platformScreen = static_cast<QQnxScreen *>(window->screen()->handle()); // If a qnxInitialWindowGroup property is set on the window we'll take this as an // indication that we want to create a child window and join that window group. const QVariant windowGroup = window->property("qnxInitialWindowGroup"); if (window->type() == Qt::CoverWindow) { // Cover windows have to be top level to be accessible to window delegate (i.e. navigator) // Desktop windows also need to be toplevel because they are not // supposed to be part of the window hierarchy tree m_isTopLevel = true; } else if (parent() || windowGroup.isValid()) { // If we have a parent we are a child window. Sometimes we have to be a child even if we // don't have a parent e.g. our parent might be in a different process. m_isTopLevel = false; } else { // We're parentless. If we're not using a root window, we'll always be a top-level window // otherwise only the first window is. m_isTopLevel = !needRootWindow || !platformScreen->rootWindow(); } if (window->type() == Qt::Desktop) // A desktop widget does not need a libscreen window return; if (m_isTopLevel) { Q_SCREEN_CRITICALERROR(screen_create_window(&m_window, m_screenContext), "Could not create top level window"); // Creates an application window if (window->type() != Qt::CoverWindow) { if (needRootWindow) platformScreen->setRootWindow(this); } } else { Q_SCREEN_CHECKERROR( screen_create_window_type(&m_window, m_screenContext, SCREEN_CHILD_WINDOW), "Could not create child window"); } createWindowGroup(); // If the window has a qnxWindowId property, set this as the string id property. This generally // needs to be done prior to joining any group as it might be used by the owner of the // group to identify the window. const QVariant windowId = window->property("qnxWindowId"); if (windowId.isValid() && windowId.canConvert<QByteArray>()) { QByteArray id = windowId.toByteArray(); Q_SCREEN_CHECKERROR(screen_set_window_property_cv(m_window, SCREEN_PROPERTY_ID_STRING, id.size(), id), "Failed to set id"); } // If a window group has been provided join it now. If it's an empty string that's OK too, // it'll cause us not to join a group (the app will presumably join at some future time). if (windowGroup.isValid() && windowGroup.canConvert<QByteArray>()) joinWindowGroup(windowGroup.toByteArray()); }
ffdec_error ffdec_create_view(ffdec_context *ffd_context, QString group, QString id, screen_window_t *window) { ffdec_reserved *ffd_reserved = (ffdec_reserved*) ffd_context->reserved; if (!ffd_reserved) return FFDEC_NOT_INITIALIZED; if (ffd_reserved->view) { *window = ffd_reserved->view->screen_window; return FFDEC_OK; } AVCodecContext *codec_context = ffd_context->codec_context; if (!codec_context) return FFDEC_NO_CODEC_SPECIFIED; if (!avcodec_is_open(codec_context)) return FFDEC_CODEC_NOT_OPEN; ffdec_view *view = (ffdec_view*) malloc(sizeof(ffdec_view)); memset(view, 0, sizeof(ffdec_view)); QByteArray groupArr = group.toAscii(); QByteArray idArr = id.toAscii(); screen_context_t screen_context; screen_create_context(&screen_context, SCREEN_APPLICATION_CONTEXT); screen_window_t screen_window; screen_create_window_type(&screen_window, screen_context, SCREEN_CHILD_WINDOW); screen_join_window_group(screen_window, groupArr.constData()); screen_set_window_property_cv(screen_window, SCREEN_PROPERTY_ID_STRING, idArr.length(), idArr.constData()); int usage = SCREEN_USAGE_NATIVE; screen_set_window_property_iv(screen_window, SCREEN_PROPERTY_USAGE, &usage); int video_size[] = { codec_context->width, codec_context->height }; screen_set_window_property_iv(screen_window, SCREEN_PROPERTY_BUFFER_SIZE, video_size); screen_set_window_property_iv(screen_window, SCREEN_PROPERTY_SOURCE_SIZE, video_size); int z = -1; screen_set_window_property_iv(screen_window, SCREEN_PROPERTY_ZORDER, &z); int pos[] = { 0, 0 }; screen_set_window_property_iv(screen_window, SCREEN_PROPERTY_POSITION, pos); screen_create_window_buffers(screen_window, 1); screen_pixmap_t screen_pix; screen_create_pixmap(&screen_pix, screen_context); usage = SCREEN_USAGE_WRITE | SCREEN_USAGE_NATIVE; screen_set_pixmap_property_iv(screen_pix, SCREEN_PROPERTY_USAGE, &usage); int format = SCREEN_FORMAT_YUV420; screen_set_pixmap_property_iv(screen_pix, SCREEN_PROPERTY_FORMAT, &format); screen_set_pixmap_property_iv(screen_pix, SCREEN_PROPERTY_BUFFER_SIZE, video_size); screen_create_pixmap_buffer(screen_pix); screen_buffer_t screen_pixel_buffer; screen_get_pixmap_property_pv(screen_pix, SCREEN_PROPERTY_RENDER_BUFFERS, (void**) &screen_pixel_buffer); int stride; screen_get_buffer_property_iv(screen_pixel_buffer, SCREEN_PROPERTY_STRIDE, &stride); view->screen_context = screen_context; *window = view->screen_window = screen_window; view->screen_pixel_buffer = screen_pixel_buffer; view->stride = stride; ffd_reserved->view = view; return FFDEC_OK; }