edited ogl ui logic
continuous-integration/drone/push Build encountered an error Details

opengl
Yorick GEOFFRE 3 years ago
parent 6c6749bdcd
commit c19d84523f

@ -21,7 +21,7 @@ std::future<int> fobj = std::async (cameraManager::init); //asynchronous camer
ui::UiController::init();
ui::UiController::runIntro = true;
std::future<void> menudraw = std::async (ui::UiDrawer::drawMenu);
sleep(3);
sleep(5);
menudraw.get();
fobj.get();

Binary file not shown.

@ -33,7 +33,6 @@ namespace ui {
UMat drawSurface; //Current frame
cv::ogl::Texture2D drawTexture = Texture2D();
int id;
bool inited = false;
std::string myWindow;
void draw();
};

@ -1,15 +1,6 @@
#include "_ui.hpp"
void ui::Ui::draw(){
if(!inited){
namedWindow(myWindow,WINDOW_OPENGL);
setWindowProperty(myWindow, cv::WND_PROP_FULLSCREEN, cv::WINDOW_FULLSCREEN);
cv::setOpenGlContext(myWindow);
moveWindow(myWindow,DEFAULT_UI_OFFSET_X+960,DEFAULT_UI_OFFSET_Y);
resizeWindow(myWindow,DEFAULT_UI_SIZE_X,DEFAULT_UI_SIZE_Y);
inited = true;
ui::UiDrawer::drawStartupSequence();
}
try{
DEBUG_LOG("\nBegin drawing--------------")
fcheckManager::fcShow.tickBegin();
@ -20,7 +11,7 @@ void ui::Ui::draw(){
}
#ifdef OGLWIN
DEBUG_LOG("Assigning opengl buffer")
UMat drawBuffer = drawSurface;
UMat drawBuffer = drawSurface; //required copy?
DEBUG_LOG("Done assigning opengl buffer")
#else
UMat drawBuffer = drawSurface;
@ -28,7 +19,7 @@ void ui::Ui::draw(){
UiManager::accessLocks.at(this->id)->unlock();
DEBUG_LOG("Buffer retreived")
#ifdef OGLWIN
drawTexture.copyFrom(drawBuffer);
drawTexture.copyFrom(drawBuffer);
imshow(this->myWindow, this->drawTexture);
#else
imshow(this->myWindow, drawBuffer);

@ -6,6 +6,14 @@ namespace ui{
bool UiManager::uiShouldRun;
void UiManager::beginDrawRoutineForUi(Ui* u){
#ifdef OGLWIN
namedWindow(u->myWindow,WINDOW_OPENGL);
setWindowProperty(u->myWindow, cv::WND_PROP_FULLSCREEN, cv::WINDOW_FULLSCREEN);
cv::setOpenGlContext(u->myWindow);
moveWindow(u->myWindow,DEFAULT_UI_OFFSET_X+960,DEFAULT_UI_OFFSET_Y);
resizeWindow(u->myWindow,DEFAULT_UI_SIZE_X,DEFAULT_UI_SIZE_Y);
ui::UiDrawer::drawStartupSequence();
#endif
while(!ui::UiManager::uiShouldRun){}
while(ui::UiManager::uiShouldRun){
u->draw();

Loading…
Cancel
Save