commit before trying to merge windows
continuous-integration/drone/push Build encountered an error Details

opengl
yorick 3 years ago
parent cb09957a24
commit 0d872581a1

@ -0,0 +1,6 @@
#!/bin/bash
clear;
rm ./callgrind.out.*;
cmake --build . -j5;
valgrind --tool=callgrind ./prog;
kcachegrind callgrind.out.*

File diff suppressed because it is too large Load Diff

@ -19,6 +19,7 @@ int main(int argc, char* argv[])
ui::UiManager::init();
std::future<int> fobj = std::async (cameraManager::init); //asynchronous camera manager start
ui::UiController::init();
ui::UiController::runIntro = true;
std::future<void> menudraw = std::async (ui::UiDrawer::drawMenu);
ui::UiDrawer::drawStartupSequence(); //show startup sequence while camera manager is starting
menudraw.get();
@ -26,7 +27,7 @@ fobj.get();
cameraManager::runCapture();
SerialPortManager::init();
ui::UiController::exitCalled = false;
ui::UiController::runIntro = false;
int i = 0,count = 1;
_Float64 avgr=0,avgl=0;

Binary file not shown.

@ -61,6 +61,7 @@ namespace ui {
static vector<std::string> menuItemNames;
static bool showMenu;
static bool exitCalled;
static bool runIntro;
static string menuTitle;
static cv::Size2i menuSize;
static cv::Point2i menuPos;

@ -2,6 +2,7 @@
bool ui::UiController::showMenu;
bool ui::UiController::exitCalled;
bool ui::UiController::runIntro;
cv::Size2i ui::UiController::menuSize;
cv::Point2i ui::UiController::menuPos;
unsigned int ui::UiController::selectedIndex;

@ -60,9 +60,8 @@ namespace ui{
//return;
}
Mat frame;
for(;;)
while(cap.read(frame))
{
if(!cap.read(frame)) break;
frame = OverlayBlackMask(frame, overlay);
imshow(ui::UiManager::managedUIs.at(0)->myWindow, frame);
imshow(ui::UiManager::managedUIs.at(1)->myWindow, frame);
@ -97,10 +96,9 @@ namespace ui{
Mat UiDrawer::resizeIn(Mat input){
Mat output;
resize(input, output, Size(960, 1080), InterpolationFlags::INTER_LINEAR);
resize(input, output, Size(960, 1080), InterpolationFlags::INTER_NEAREST);
return output;
}
///if a non transparent picture is supplied (3 channels), it will be made transparent by using black as a mask
Mat UiDrawer::OverlayBlackMask(Mat input, Mat toOverlay, int x, int y){
//return input;

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