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// Copyright (c) 2013 Mikko Mononen memon@inside.org |
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// |
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// This software is provided 'as-is', without any express or implied |
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// warranty. In no event will the authors be held liable for any damages |
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// arising from the use of this software. |
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// Permission is granted to anyone to use this software for any purpose, |
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// including commercial applications, and to alter it and redistribute it |
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// freely, subject to the following restrictions: |
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// 1. The origin of this software must not be misrepresented; you must not |
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// claim that you wrote the original software. If you use this software |
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// in a product, an acknowledgment in the product documentation would be |
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// appreciated but is not required. |
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// 2. Altered source versions must be plainly marked as such, and must not be |
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// misrepresented as being the original software. |
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// 3. This notice may not be removed or altered from any source distribution. |
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// |
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#ifndef NANOVG_H |
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#define NANOVG_H |
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#ifdef __cplusplus |
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extern "C" { |
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#endif |
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#define NVG_PI 3.14159265358979323846264338327f |
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#ifdef _MSC_VER |
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#pragma warning(push) |
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#pragma warning(disable: 4201) // nonstandard extension used : nameless struct/union |
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#endif |
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typedef struct NVGcontext NVGcontext; |
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struct NVGcolor { |
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union { |
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float rgba[4]; |
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struct { |
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float r,g,b,a; |
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}; |
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}; |
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}; |
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typedef struct NVGcolor NVGcolor; |
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struct NVGpaint { |
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float xform[6]; |
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float extent[2]; |
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float radius; |
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float feather; |
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NVGcolor innerColor; |
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NVGcolor outerColor; |
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int image; |
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}; |
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typedef struct NVGpaint NVGpaint; |
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enum NVGwinding { |
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NVG_CCW = 1, // Winding for solid shapes |
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NVG_CW = 2, // Winding for holes |
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}; |
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enum NVGsolidity { |
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NVG_SOLID = 1, // CCW |
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NVG_HOLE = 2, // CW |
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}; |
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enum NVGlineCap { |
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NVG_BUTT, |
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NVG_ROUND, |
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NVG_SQUARE, |
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NVG_BEVEL, |
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NVG_MITER, |
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}; |
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enum NVGalign { |
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// Horizontal align |
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NVG_ALIGN_LEFT = 1<<0, // Default, align text horizontally to left. |
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NVG_ALIGN_CENTER = 1<<1, // Align text horizontally to center. |
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NVG_ALIGN_RIGHT = 1<<2, // Align text horizontally to right. |
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// Vertical align |
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NVG_ALIGN_TOP = 1<<3, // Align text vertically to top. |
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NVG_ALIGN_MIDDLE = 1<<4, // Align text vertically to middle. |
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NVG_ALIGN_BOTTOM = 1<<5, // Align text vertically to bottom. |
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NVG_ALIGN_BASELINE = 1<<6, // Default, align text vertically to baseline. |
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}; |
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struct NVGglyphPosition { |
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const char* str; // Position of the glyph in the input string. |
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float x; // The x-coordinate of the logical glyph position. |
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float minx, maxx; // The bounds of the glyph shape. |
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}; |
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typedef struct NVGglyphPosition NVGglyphPosition; |
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struct NVGtextRow { |
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const char* start; // Pointer to the input text where the row starts. |
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const char* end; // Pointer to the input text where the row ends (one past the last character). |
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const char* next; // Pointer to the beginning of the next row. |
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float width; // Logical width of the row. |
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float minx, maxx; // Actual bounds of the row. Logical with and bounds can differ because of kerning and some parts over extending. |
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}; |
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typedef struct NVGtextRow NVGtextRow; |
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enum NVGimageFlags { |
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NVG_IMAGE_GENERATE_MIPMAPS = 1<<0, // Generate mipmaps during creation of the image. |
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NVG_IMAGE_REPEATX = 1<<1, // Repeat image in X direction. |
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NVG_IMAGE_REPEATY = 1<<2, // Repeat image in Y direction. |
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NVG_IMAGE_FLIPY = 1<<3, // Flips (inverses) image in Y direction when rendered. |
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NVG_IMAGE_PREMULTIPLIED = 1<<4, // Image data has premultiplied alpha. |
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}; |
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// Begin drawing a new frame |
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// Calls to nanovg drawing API should be wrapped in nvgBeginFrame() & nvgEndFrame() |
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// nvgBeginFrame() defines the size of the window to render to in relation currently |
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// set viewport (i.e. glViewport on GL backends). Device pixel ration allows to |
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// control the rendering on Hi-DPI devices. |
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// For example, GLFW returns two dimension for an opened window: window size and |
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// frame buffer size. In that case you would set windowWidth/Height to the window size |
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// devicePixelRatio to: frameBufferWidth / windowWidth. |
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void nvgBeginFrame(NVGcontext* ctx, int windowWidth, int windowHeight, float devicePixelRatio); |
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// Cancels drawing the current frame. |
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void nvgCancelFrame(NVGcontext* ctx); |
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// Ends drawing flushing remaining render state. |
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void nvgEndFrame(NVGcontext* ctx); |
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// |
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// Color utils |
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// |
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// Colors in NanoVG are stored as unsigned ints in ABGR format. |
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// Returns a color value from red, green, blue values. Alpha will be set to 255 (1.0f). |
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NVGcolor nvgRGB(unsigned char r, unsigned char g, unsigned char b); |
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// Returns a color value from red, green, blue values. Alpha will be set to 1.0f. |
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NVGcolor nvgRGBf(float r, float g, float b); |
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// Returns a color value from red, green, blue and alpha values. |
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NVGcolor nvgRGBA(unsigned char r, unsigned char g, unsigned char b, unsigned char a); |
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// Returns a color value from red, green, blue and alpha values. |
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NVGcolor nvgRGBAf(float r, float g, float b, float a); |
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// Linearly interpolates from color c0 to c1, and returns resulting color value. |
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NVGcolor nvgLerpRGBA(NVGcolor c0, NVGcolor c1, float u); |
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// Sets transparency of a color value. |
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NVGcolor nvgTransRGBA(NVGcolor c0, unsigned char a); |
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// Sets transparency of a color value. |
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NVGcolor nvgTransRGBAf(NVGcolor c0, float a); |
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// Returns color value specified by hue, saturation and lightness. |
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// HSL values are all in range [0..1], alpha will be set to 255. |
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NVGcolor nvgHSL(float h, float s, float l); |
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// Returns color value specified by hue, saturation and lightness and alpha. |
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// HSL values are all in range [0..1], alpha in range [0..255] |
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NVGcolor nvgHSLA(float h, float s, float l, unsigned char a); |
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// |
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// State Handling |
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// |
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// NanoVG contains state which represents how paths will be rendered. |
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// The state contains transform, fill and stroke styles, text and font styles, |
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// and scissor clipping. |
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// Pushes and saves the current render state into a state stack. |
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// A matching nvgRestore() must be used to restore the state. |
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void nvgSave(NVGcontext* ctx); |
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// Pops and restores current render state. |
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void nvgRestore(NVGcontext* ctx); |
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// Resets current render state to default values. Does not affect the render state stack. |
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void nvgReset(NVGcontext* ctx); |
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// |
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// Render styles |
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// |
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// Fill and stroke render style can be either a solid color or a paint which is a gradient or a pattern. |
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// Solid color is simply defined as a color value, different kinds of paints can be created |
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// using nvgLinearGradient(), nvgBoxGradient(), nvgRadialGradient() and nvgImagePattern(). |
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// |
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// Current render style can be saved and restored using nvgSave() and nvgRestore(). |
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// Sets current stroke style to a solid color. |
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void nvgStrokeColor(NVGcontext* ctx, NVGcolor color); |
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// Sets current stroke style to a paint, which can be a one of the gradients or a pattern. |
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void nvgStrokePaint(NVGcontext* ctx, NVGpaint paint); |
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// Sets current fill style to a solid color. |
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void nvgFillColor(NVGcontext* ctx, NVGcolor color); |
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// Sets current fill style to a paint, which can be a one of the gradients or a pattern. |
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void nvgFillPaint(NVGcontext* ctx, NVGpaint paint); |
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// Sets the miter limit of the stroke style. |
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// Miter limit controls when a sharp corner is beveled. |
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void nvgMiterLimit(NVGcontext* ctx, float limit); |
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// Sets the stroke width of the stroke style. |
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void nvgStrokeWidth(NVGcontext* ctx, float size); |
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// Sets how the end of the line (cap) is drawn, |
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// Can be one of: NVG_BUTT (default), NVG_ROUND, NVG_SQUARE. |
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void nvgLineCap(NVGcontext* ctx, int cap); |
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// Sets how sharp path corners are drawn. |
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// Can be one of NVG_MITER (default), NVG_ROUND, NVG_BEVEL. |
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void nvgLineJoin(NVGcontext* ctx, int join); |
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// Sets the transparency applied to all rendered shapes. |
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// Already transparent paths will get proportionally more transparent as well. |
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void nvgGlobalAlpha(NVGcontext* ctx, float alpha); |
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// |
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// Transforms |
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// |
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// The paths, gradients, patterns and scissor region are transformed by an transformation |
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// matrix at the time when they are passed to the API. |
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// The current transformation matrix is a affine matrix: |
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// [sx kx tx] |
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// [ky sy ty] |
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// [ 0 0 1] |
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// Where: sx,sy define scaling, kx,ky skewing, and tx,ty translation. |
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// The last row is assumed to be 0,0,1 and is not stored. |
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// |
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// Apart from nvgResetTransform(), each transformation function first creates |
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// specific transformation matrix and pre-multiplies the current transformation by it. |
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// |
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// Current coordinate system (transformation) can be saved and restored using nvgSave() and nvgRestore(). |
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// Resets current transform to a identity matrix. |
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void nvgResetTransform(NVGcontext* ctx); |
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// Premultiplies current coordinate system by specified matrix. |
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// The parameters are interpreted as matrix as follows: |
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// [a c e] |
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// [b d f] |
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// [0 0 1] |
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void nvgTransform(NVGcontext* ctx, float a, float b, float c, float d, float e, float f); |
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// Translates current coordinate system. |
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void nvgTranslate(NVGcontext* ctx, float x, float y); |
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// Rotates current coordinate system. Angle is specified in radians. |
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void nvgRotate(NVGcontext* ctx, float angle); |
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// Skews the current coordinate system along X axis. Angle is specified in radians. |
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void nvgSkewX(NVGcontext* ctx, float angle); |
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// Skews the current coordinate system along Y axis. Angle is specified in radians. |
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void nvgSkewY(NVGcontext* ctx, float angle); |
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// Scales the current coordinate system. |
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void nvgScale(NVGcontext* ctx, float x, float y); |
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// Stores the top part (a-f) of the current transformation matrix in to the specified buffer. |
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// [a c e] |
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// [b d f] |
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// [0 0 1] |
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// There should be space for 6 floats in the return buffer for the values a-f. |
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void nvgCurrentTransform(NVGcontext* ctx, float* xform); |
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// The following functions can be used to make calculations on 2x3 transformation matrices. |
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// A 2x3 matrix is represented as float[6]. |
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// Sets the transform to identity matrix. |
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void nvgTransformIdentity(float* dst); |
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// Sets the transform to translation matrix matrix. |
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void nvgTransformTranslate(float* dst, float tx, float ty); |
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// Sets the transform to scale matrix. |
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void nvgTransformScale(float* dst, float sx, float sy); |
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// Sets the transform to rotate matrix. Angle is specified in radians. |
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void nvgTransformRotate(float* dst, float a); |
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// Sets the transform to skew-x matrix. Angle is specified in radians. |
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void nvgTransformSkewX(float* dst, float a); |
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// Sets the transform to skew-y matrix. Angle is specified in radians. |
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void nvgTransformSkewY(float* dst, float a); |
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// Sets the transform to the result of multiplication of two transforms, of A = A*B. |
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void nvgTransformMultiply(float* dst, const float* src); |
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// Sets the transform to the result of multiplication of two transforms, of A = B*A. |
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void nvgTransformPremultiply(float* dst, const float* src); |
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// Sets the destination to inverse of specified transform. |
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// Returns 1 if the inverse could be calculated, else 0. |
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int nvgTransformInverse(float* dst, const float* src); |
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// Transform a point by given transform. |
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void nvgTransformPoint(float* dstx, float* dsty, const float* xform, float srcx, float srcy); |
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// Converts degrees to radians and vice versa. |
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float nvgDegToRad(float deg); |
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float nvgRadToDeg(float rad); |
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// |
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// Images |
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// |
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// NanoVG allows you to load jpg, png, psd, tga, pic and gif files to be used for rendering. |
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// In addition you can upload your own image. The image loading is provided by stb_image. |
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// The parameter imageFlags is combination of flags defined in NVGimageFlags. |
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// Creates image by loading it from the disk from specified file name. |
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// Returns handle to the image. |
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int nvgCreateImage(NVGcontext* ctx, const char* filename, int imageFlags); |
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// Creates image by loading it from the specified chunk of memory. |
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// Returns handle to the image. |
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int nvgCreateImageMem(NVGcontext* ctx, int imageFlags, unsigned char* data, int ndata); |
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// Creates image from specified image data. |
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// Returns handle to the image. |
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int nvgCreateImageRGBA(NVGcontext* ctx, int w, int h, int imageFlags, const unsigned char* data); |
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// Updates image data specified by image handle. |
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void nvgUpdateImage(NVGcontext* ctx, int image, const unsigned char* data); |
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// Returns the dimensions of a created image. |
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void nvgImageSize(NVGcontext* ctx, int image, int* w, int* h); |
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// Deletes created image. |
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void nvgDeleteImage(NVGcontext* ctx, int image); |
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// |
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// Paints |
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// |
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// NanoVG supports four types of paints: linear gradient, box gradient, radial gradient and image pattern. |
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// These can be used as paints for strokes and fills. |
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// Creates and returns a linear gradient. Parameters (sx,sy)-(ex,ey) specify the start and end coordinates |
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// of the linear gradient, icol specifies the start color and ocol the end color. |
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// The gradient is transformed by the current transform when it is passed to nvgFillPaint() or nvgStrokePaint(). |
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NVGpaint nvgLinearGradient(NVGcontext* ctx, float sx, float sy, float ex, float ey, |
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NVGcolor icol, NVGcolor ocol); |
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// Creates and returns a box gradient. Box gradient is a feathered rounded rectangle, it is useful for rendering |
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// drop shadows or highlights for boxes. Parameters (x,y) define the top-left corner of the rectangle, |
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// (w,h) define the size of the rectangle, r defines the corner radius, and f feather. Feather defines how blurry |
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// the border of the rectangle is. Parameter icol specifies the inner color and ocol the outer color of the gradient. |
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// The gradient is transformed by the current transform when it is passed to nvgFillPaint() or nvgStrokePaint(). |
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NVGpaint nvgBoxGradient(NVGcontext* ctx, float x, float y, float w, float h, |
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float r, float f, NVGcolor icol, NVGcolor ocol); |
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// Creates and returns a radial gradient. Parameters (cx,cy) specify the center, inr and outr specify |
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// the inner and outer radius of the gradient, icol specifies the start color and ocol the end color. |
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// The gradient is transformed by the current transform when it is passed to nvgFillPaint() or nvgStrokePaint(). |
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NVGpaint nvgRadialGradient(NVGcontext* ctx, float cx, float cy, float inr, float outr, |
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NVGcolor icol, NVGcolor ocol); |
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// Creates and returns an image patter. Parameters (ox,oy) specify the left-top location of the image pattern, |
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// (ex,ey) the size of one image, angle rotation around the top-left corner, image is handle to the image to render. |
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// The gradient is transformed by the current transform when it is passed to nvgFillPaint() or nvgStrokePaint(). |
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NVGpaint nvgImagePattern(NVGcontext* ctx, float ox, float oy, float ex, float ey, |
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float angle, int image, float alpha); |
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// |
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// Scissoring |
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// |
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// Scissoring allows you to clip the rendering into a rectangle. This is useful for various |
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// user interface cases like rendering a text edit or a timeline. |
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// Sets the current scissor rectangle. |
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// The scissor rectangle is transformed by the current transform. |
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void nvgScissor(NVGcontext* ctx, float x, float y, float w, float h); |
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// Intersects current scissor rectangle with the specified rectangle. |
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// The scissor rectangle is transformed by the current transform. |
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// Note: in case the rotation of previous scissor rect differs from |
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// the current one, the intersection will be done between the specified |
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// rectangle and the previous scissor rectangle transformed in the current |
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// transform space. The resulting shape is always rectangle. |
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void nvgIntersectScissor(NVGcontext* ctx, float x, float y, float w, float h); |
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// Reset and disables scissoring. |
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void nvgResetScissor(NVGcontext* ctx); |
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// |
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// Paths |
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// |
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// Drawing a new shape starts with nvgBeginPath(), it clears all the currently defined paths. |
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// Then you define one or more paths and sub-paths which describe the shape. The are functions |
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// to draw common shapes like rectangles and circles, and lower level step-by-step functions, |
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// which allow to define a path curve by curve. |
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// |
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// NanoVG uses even-odd fill rule to draw the shapes. Solid shapes should have counter clockwise |
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// winding and holes should have counter clockwise order. To specify winding of a path you can |
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// call nvgPathWinding(). This is useful especially for the common shapes, which are drawn CCW. |
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// |
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// Finally you can fill the path using current fill style by calling nvgFill(), and stroke it |
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// with current stroke style by calling nvgStroke(). |
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// |
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// The curve segments and sub-paths are transformed by the current transform. |
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// Clears the current path and sub-paths. |
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void nvgBeginPath(NVGcontext* ctx); |
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// Starts new sub-path with specified point as first point. |
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void nvgMoveTo(NVGcontext* ctx, float x, float y); |
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// Adds line segment from the last point in the path to the specified point. |
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void nvgLineTo(NVGcontext* ctx, float x, float y); |
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// Adds cubic bezier segment from last point in the path via two control points to the specified point. |
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void nvgBezierTo(NVGcontext* ctx, float c1x, float c1y, float c2x, float c2y, float x, float y); |
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// Adds quadratic bezier segment from last point in the path via a control point to the specified point. |
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void nvgQuadTo(NVGcontext* ctx, float cx, float cy, float x, float y); |
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// Adds an arc segment at the corner defined by the last path point, and two specified points. |
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void nvgArcTo(NVGcontext* ctx, float x1, float y1, float x2, float y2, float radius); |
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// Closes current sub-path with a line segment. |
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void nvgClosePath(NVGcontext* ctx); |
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// Sets the current sub-path winding, see NVGwinding and NVGsolidity. |
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void nvgPathWinding(NVGcontext* ctx, int dir); |
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// Creates new circle arc shaped sub-path. The arc center is at cx,cy, the arc radius is r, |
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// and the arc is drawn from angle a0 to a1, and swept in direction dir (NVG_CCW, or NVG_CW). |
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// Angles are specified in radians. |
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void nvgArc(NVGcontext* ctx, float cx, float cy, float r, float a0, float a1, int dir); |
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// Creates new rectangle shaped sub-path. |
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void nvgRect(NVGcontext* ctx, float x, float y, float w, float h); |
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// Creates new rounded rectangle shaped sub-path. |
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void nvgRoundedRect(NVGcontext* ctx, float x, float y, float w, float h, float r); |
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// Creates new ellipse shaped sub-path. |
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void nvgEllipse(NVGcontext* ctx, float cx, float cy, float rx, float ry); |
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// Creates new circle shaped sub-path. |
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void nvgCircle(NVGcontext* ctx, float cx, float cy, float r); |
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// Fills the current path with current fill style. |
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void nvgFill(NVGcontext* ctx); |
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// Fills the current path with current stroke style. |
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void nvgStroke(NVGcontext* ctx); |
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// |
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// Text |
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// |
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// NanoVG allows you to load .ttf files and use the font to render text. |
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// |
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// The appearance of the text can be defined by setting the current text style |
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// and by specifying the fill color. Common text and font settings such as |
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// font size, letter spacing and text align are supported. Font blur allows you |
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// to create simple text effects such as drop shadows. |
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// |
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// At render time the font face can be set based on the font handles or name. |
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// |
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// Font measure functions return values in local space, the calculations are |
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// carried in the same resolution as the final rendering. This is done because |
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// the text glyph positions are snapped to the nearest pixels sharp rendering. |
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// |
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// The local space means that values are not rotated or scale as per the current |
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// transformation. For example if you set font size to 12, which would mean that |
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// line height is 16, then regardless of the current scaling and rotation, the |
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// returned line height is always 16. Some measures may vary because of the scaling |
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// since aforementioned pixel snapping. |
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// |
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// While this may sound a little odd, the setup allows you to always render the |
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// same way regardless of scaling. I.e. following works regardless of scaling: |
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// |
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// const char* txt = "Text me up."; |
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// nvgTextBounds(vg, x,y, txt, NULL, bounds); |
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// nvgBeginPath(vg); |
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// nvgRoundedRect(vg, bounds[0],bounds[1], bounds[2]-bounds[0], bounds[3]-bounds[1]); |
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// nvgFill(vg); |
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// |
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// Note: currently only solid color fill is supported for text. |
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// Creates font by loading it from the disk from specified file name. |
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// Returns handle to the font. |
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int nvgCreateFont(NVGcontext* ctx, const char* name, const char* filename); |
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// Creates image by loading it from the specified memory chunk. |
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// Returns handle to the font. |
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int nvgCreateFontMem(NVGcontext* ctx, const char* name, unsigned char* data, int ndata, int freeData); |
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// Finds a loaded font of specified name, and returns handle to it, or -1 if the font is not found. |
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int nvgFindFont(NVGcontext* ctx, const char* name); |
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// Sets the font size of current text style. |
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void nvgFontSize(NVGcontext* ctx, float size); |
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// Sets the blur of current text style. |
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void nvgFontBlur(NVGcontext* ctx, float blur); |
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// Sets the letter spacing of current text style. |
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void nvgTextLetterSpacing(NVGcontext* ctx, float spacing); |
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// Sets the proportional line height of current text style. The line height is specified as multiple of font size. |
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void nvgTextLineHeight(NVGcontext* ctx, float lineHeight); |
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// Sets the text align of current text style, see NVGalign for options. |
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void nvgTextAlign(NVGcontext* ctx, int align); |
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// Sets the font face based on specified id of current text style. |
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void nvgFontFaceId(NVGcontext* ctx, int font); |
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// Sets the font face based on specified name of current text style. |
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void nvgFontFace(NVGcontext* ctx, const char* font); |
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// Draws text string at specified location. If end is specified only the sub-string up to the end is drawn. |
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float nvgText(NVGcontext* ctx, float x, float y, const char* string, const char* end); |
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// Draws multi-line text string at specified location wrapped at the specified width. If end is specified only the sub-string up to the end is drawn. |
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// White space is stripped at the beginning of the rows, the text is split at word boundaries or when new-line characters are encountered. |
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// Words longer than the max width are slit at nearest character (i.e. no hyphenation). |
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void nvgTextBox(NVGcontext* ctx, float x, float y, float breakRowWidth, const char* string, const char* end); |
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// Measures the specified text string. Parameter bounds should be a pointer to float[4], |
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// if the bounding box of the text should be returned. The bounds value are [xmin,ymin, xmax,ymax] |
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// Returns the horizontal advance of the measured text (i.e. where the next character should drawn). |
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// Measured values are returned in local coordinate space. |
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float nvgTextBounds(NVGcontext* ctx, float x, float y, const char* string, const char* end, float* bounds); |
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// Measures the specified multi-text string. Parameter bounds should be a pointer to float[4], |
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// if the bounding box of the text should be returned. The bounds value are [xmin,ymin, xmax,ymax] |
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// Measured values are returned in local coordinate space. |
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void nvgTextBoxBounds(NVGcontext* ctx, float x, float y, float breakRowWidth, const char* string, const char* end, float* bounds); |
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// Calculates the glyph x positions of the specified text. If end is specified only the sub-string will be used. |
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// Measured values are returned in local coordinate space. |
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int nvgTextGlyphPositions(NVGcontext* ctx, float x, float y, const char* string, const char* end, NVGglyphPosition* positions, int maxPositions); |
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// Returns the vertical metrics based on the current text style. |
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// Measured values are returned in local coordinate space. |
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void nvgTextMetrics(NVGcontext* ctx, float* ascender, float* descender, float* lineh); |
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// Breaks the specified text into lines. If end is specified only the sub-string will be used. |
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// White space is stripped at the beginning of the rows, the text is split at word boundaries or when new-line characters are encountered. |
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// Words longer than the max width are slit at nearest character (i.e. no hyphenation). |
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int nvgTextBreakLines(NVGcontext* ctx, const char* string, const char* end, float breakRowWidth, NVGtextRow* rows, int maxRows); |
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// |
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// Internal Render API |
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// |
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enum NVGtexture { |
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NVG_TEXTURE_ALPHA = 0x01, |
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NVG_TEXTURE_RGBA = 0x02, |
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}; |
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struct NVGscissor { |
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float xform[6]; |
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float extent[2]; |
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}; |
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typedef struct NVGscissor NVGscissor; |
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struct NVGvertex { |
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float x,y,u,v; |
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}; |
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typedef struct NVGvertex NVGvertex; |
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struct NVGpath { |
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int first; |
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int count; |
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unsigned char closed; |
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int nbevel; |
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NVGvertex* fill; |
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int nfill; |
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NVGvertex* stroke; |
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int nstroke; |
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int winding; |
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int convex; |
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}; |
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typedef struct NVGpath NVGpath; |
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struct NVGparams { |
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void* userPtr; |
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int edgeAntiAlias; |
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int (*renderCreate)(void* uptr); |
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int (*renderCreateTexture)(void* uptr, int type, int w, int h, int imageFlags, const unsigned char* data); |
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int (*renderDeleteTexture)(void* uptr, int image); |
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int (*renderUpdateTexture)(void* uptr, int image, int x, int y, int w, int h, const unsigned char* data); |
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int (*renderGetTextureSize)(void* uptr, int image, int* w, int* h); |
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void (*renderViewport)(void* uptr, int width, int height); |
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void (*renderCancel)(void* uptr); |
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void (*renderFlush)(void* uptr); |
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void (*renderFill)(void* uptr, NVGpaint* paint, NVGscissor* scissor, float fringe, const float* bounds, const NVGpath* paths, int npaths); |
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void (*renderStroke)(void* uptr, NVGpaint* paint, NVGscissor* scissor, float fringe, float strokeWidth, const NVGpath* paths, int npaths); |
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void (*renderTriangles)(void* uptr, NVGpaint* paint, NVGscissor* scissor, const NVGvertex* verts, int nverts); |
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void (*renderDelete)(void* uptr); |
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}; |
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typedef struct NVGparams NVGparams; |
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// Constructor and destructor, called by the render back-end. |
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NVGcontext* nvgCreateInternal(NVGparams* params); |
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void nvgDeleteInternal(NVGcontext* ctx); |
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NVGparams* nvgInternalParams(NVGcontext* ctx); |
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// Debug function to dump cached path data. |
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void nvgDebugDumpPathCache(NVGcontext* ctx); |
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#ifdef _MSC_VER |
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#pragma warning(pop) |
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#endif |
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#define NVG_NOTUSED(v) for (;;) { (void)(1 ? (void)0 : ( (void)(v) ) ); break; } |
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#ifdef __cplusplus |
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} |
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#endif |
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#endif // NANOVG_H |