To enable multi-touch on a tethered device, allow a callback to be registered with the OpenGL renderer. On every frame, the framebuffer is read into system memory and provided to the callback, so it can be mirrored to the device. This change is co-dependent on Idae3b026d52ed8dd666cbcdc3f3af80175c90ad3 in external/qemu. Change-Id: I03c49bc55ed9e66ffb59462333181f77e7e46035
175 lines
5.1 KiB
C++
175 lines
5.1 KiB
C++
/*
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* Copyright (C) 2011 The Android Open Source Project
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#include "RenderServer.h"
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#include <stdio.h>
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#include <string.h>
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#include <stdlib.h>
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#include "FrameBuffer.h"
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#include <sys/types.h>
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#include <unistd.h>
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#include <codec_defs.h>
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#ifdef _WIN32
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#include <winsock2.h>
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#endif
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#ifdef __linux__
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#include <X11/Xlib.h>
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#endif
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static void printUsage(const char *progName)
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{
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fprintf(stderr, "Usage: %s -windowid <windowid> [options]\n", progName);
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fprintf(stderr, " -windowid <windowid> - window id to render into\n");
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fprintf(stderr, " -port <portNum> - listening TCP port number\n");
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fprintf(stderr, " -x <num> - render subwindow x position\n");
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fprintf(stderr, " -y <num> - render subwindow y position\n");
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fprintf(stderr, " -width <num> - render subwindow width\n");
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fprintf(stderr, " -height <num> - render subwindow height\n");
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exit(-1);
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}
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int main(int argc, char *argv[])
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{
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int portNum = CODEC_SERVER_PORT;
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int winX = 0;
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int winY = 0;
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int winWidth = 320;
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int winHeight = 480;
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FBNativeWindowType windowId = NULL;
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int iWindowId = 0;
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//
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// Parse command line arguments
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//
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for (int i=1; i<argc; i++) {
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if (!strcmp(argv[i], "-windowid")) {
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if (++i >= argc || sscanf(argv[i],"%d", &iWindowId) != 1) {
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printUsage(argv[0]);
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}
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}
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else if (!strncmp(argv[i], "-port", 5)) {
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if (++i >= argc || sscanf(argv[i],"%d", &portNum) != 1) {
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printUsage(argv[0]);
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}
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}
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else if (!strncmp(argv[i], "-x", 2)) {
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if (++i >= argc || sscanf(argv[i],"%d", &winX) != 1) {
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printUsage(argv[0]);
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}
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}
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else if (!strncmp(argv[i], "-y", 2)) {
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if (++i >= argc || sscanf(argv[i],"%d", &winY) != 1) {
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printUsage(argv[0]);
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}
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}
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else if (!strncmp(argv[i], "-width", 6)) {
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if (++i >= argc || sscanf(argv[i],"%d", &winWidth) != 1) {
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printUsage(argv[0]);
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}
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}
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else if (!strncmp(argv[i], "-height", 7)) {
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if (++i >= argc || sscanf(argv[i],"%d", &winHeight) != 1) {
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printUsage(argv[0]);
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}
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}
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}
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windowId = (FBNativeWindowType)iWindowId;
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if (!windowId) {
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// window id must be provided
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printUsage(argv[0]);
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}
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#if 0 //Enable to attach gdb to renderer on startup
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fprintf(stderr, "renderer pid %d , press any key to continue...\n", getpid());
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getchar();
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#else
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fprintf(stderr, "renderer pid %d \n", getpid());
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#endif
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#ifdef _WIN32
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WSADATA wsaData;
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int rc = WSAStartup( MAKEWORD(2,2), &wsaData);
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if (rc != 0) {
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printf( "could not initialize Winsock\n" );
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}
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#endif
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#ifdef __linux__
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// some OpenGL implementations may call X functions
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// it is safer to synchronize all X calls made by all the
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// rendering threads. (although the calls we do are locked
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// in the FrameBuffer singleton object).
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XInitThreads();
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#endif
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//
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// initialize Framebuffer
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//
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bool inited = FrameBuffer::initialize(winWidth, winHeight, NULL, NULL);
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if (!inited) {
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fprintf(stderr,"Failed to initialize Framebuffer\n");
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return -1;
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}
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inited = FrameBuffer::setupSubWindow(windowId,
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winX, winY, winWidth, winHeight, 0.0);
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if (!inited) {
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fprintf(stderr,"Failed to create subwindow Framebuffer\n");
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return -1;
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}
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//
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// Create and run a render server listening to the given port number
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//
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RenderServer *server = RenderServer::create(portNum);
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if (!server) {
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fprintf(stderr,"Cannot initialize render server\n");
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return -1;
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}
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#ifndef _WIN32
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//
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// run the server listener loop
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//
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server->Main();
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#else
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//
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// on windows we need to handle messages for the
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// created subwindow. So we run the server on a seperate
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// thread and running the windows message pump loop
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// in this main thread.
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//
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server->start();
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//
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// Dispatch events for the subwindow
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// During termination of the render server, the FrameBuffer
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// will be finalized, the Framebuffer subwindow will
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// get destroyed and the following loop will exit.
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//
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MSG msg;
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HWND hWnd = FrameBuffer::getFB()->getSubWindow();
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while( GetMessage(&msg, hWnd, 0, 0) > 0 ) {
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TranslateMessage(&msg);
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DispatchMessage(&msg);
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}
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#endif
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return 0;
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}
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