681 lines
27 KiB
C
681 lines
27 KiB
C
//
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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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#include "nanovg_bgfx.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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enum NVGblendFactor {
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NVG_ZERO = 1<<0,
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NVG_ONE = 1<<1,
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NVG_SRC_COLOR = 1<<2,
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NVG_ONE_MINUS_SRC_COLOR = 1<<3,
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NVG_DST_COLOR = 1<<4,
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NVG_ONE_MINUS_DST_COLOR = 1<<5,
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NVG_SRC_ALPHA = 1<<6,
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NVG_ONE_MINUS_SRC_ALPHA = 1<<7,
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NVG_DST_ALPHA = 1<<8,
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NVG_ONE_MINUS_DST_ALPHA = 1<<9,
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NVG_SRC_ALPHA_SATURATE = 1<<10,
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};
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enum NVGcompositeOperation {
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NVG_SOURCE_OVER,
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NVG_SOURCE_IN,
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NVG_SOURCE_OUT,
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NVG_ATOP,
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NVG_DESTINATION_OVER,
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NVG_DESTINATION_IN,
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NVG_DESTINATION_OUT,
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NVG_DESTINATION_ATOP,
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NVG_LIGHTER,
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NVG_COPY,
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NVG_XOR,
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};
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struct NVGcompositeOperationState {
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int srcRGB;
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int dstRGB;
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int srcAlpha;
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int dstAlpha;
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};
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typedef struct NVGcompositeOperationState NVGcompositeOperationState;
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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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// Composite operation
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//
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// The composite operations in NanoVG are modeled after HTML Canvas API, and
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// the blend func is based on OpenGL (see corresponding manuals for more info).
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// The colors in the blending state have premultiplied alpha.
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// Sets the composite operation. The op parameter should be one of NVGcompositeOperation.
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void nvgGlobalCompositeOperation(NVGcontext* ctx, int op);
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// Sets the composite operation with custom pixel arithmetic. The parameters should be one of NVGblendFactor.
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void nvgGlobalCompositeBlendFunc(NVGcontext* ctx, int sfactor, int dfactor);
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// Sets the composite operation with custom pixel arithmetic for RGB and alpha components separately. The parameters should be one of NVGblendFactor.
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void nvgGlobalCompositeBlendFuncSeparate(NVGcontext* ctx, int srcRGB, int dstRGB, int srcAlpha, int dstAlpha);
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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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// Alreade 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 hilights 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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//
|
|
// Text
|
|
//
|
|
// NanoVG allows you to load .ttf files and use the font to render text.
|
|
//
|
|
// The appearance of the text can be defined by setting the current text style
|
|
// and by specifying the fill color. Common text and font settings such as
|
|
// font size, letter spacing and text align are supported. Font blur allows you
|
|
// to create simple text effects such as drop shadows.
|
|
//
|
|
// At render time the font face can be set based on the font handles or name.
|
|
//
|
|
// Font measure functions return values in local space, the calculations are
|
|
// carried in the same resolution as the final rendering. This is done because
|
|
// the text glyph positions are snapped to the nearest pixels sharp rendering.
|
|
//
|
|
// The local space means that values are not rotated or scale as per the current
|
|
// transformation. For example if you set font size to 12, which would mean that
|
|
// line height is 16, then regardless of the current scaling and rotation, the
|
|
// returned line height is always 16. Some measures may vary because of the scaling
|
|
// since aforementioned pixel snapping.
|
|
//
|
|
// While this may sound a little odd, the setup allows you to always render the
|
|
// same way regardless of scaling. I.e. following works regardless of scaling:
|
|
//
|
|
// const char* txt = "Text me up.";
|
|
// nvgTextBounds(vg, x,y, txt, NULL, bounds);
|
|
// nvgBeginPath(vg);
|
|
// nvgRoundedRect(vg, bounds[0],bounds[1], bounds[2]-bounds[0], bounds[3]-bounds[1]);
|
|
// nvgFill(vg);
|
|
//
|
|
// Note: currently only solid color fill is supported for text.
|
|
|
|
// Creates font by loading it from the disk from specified file name.
|
|
// Returns handle to the font.
|
|
int nvgCreateFont(NVGcontext* ctx, const char* name, const char* filename);
|
|
|
|
// Creates font by loading it from the specified memory chunk.
|
|
// Returns handle to the font.
|
|
int nvgCreateFontMem(NVGcontext* ctx, const char* name, unsigned char* data, int ndata, int freeData);
|
|
|
|
// Finds a loaded font of specified name, and returns handle to it, or -1 if the font is not found.
|
|
int nvgFindFont(NVGcontext* ctx, const char* name);
|
|
|
|
// Adds a fallback font by handle.
|
|
int nvgAddFallbackFontId(NVGcontext* ctx, int baseFont, int fallbackFont);
|
|
|
|
// Adds a fallback font by name.
|
|
int nvgAddFallbackFont(NVGcontext* ctx, const char* baseFont, const char* fallbackFont);
|
|
|
|
// Sets the font size of current text style.
|
|
void nvgFontSize(NVGcontext* ctx, float size);
|
|
|
|
// Sets the blur of current text style.
|
|
void nvgFontBlur(NVGcontext* ctx, float blur);
|
|
|
|
// Sets the letter spacing of current text style.
|
|
void nvgTextLetterSpacing(NVGcontext* ctx, float spacing);
|
|
|
|
// Sets the proportional line height of current text style. The line height is specified as multiple of font size.
|
|
void nvgTextLineHeight(NVGcontext* ctx, float lineHeight);
|
|
|
|
// Sets the text align of current text style, see NVGalign for options.
|
|
void nvgTextAlign(NVGcontext* ctx, int align);
|
|
|
|
// Sets the font face based on specified id of current text style.
|
|
void nvgFontFaceId(NVGcontext* ctx, int font);
|
|
|
|
// Sets the font face based on specified name of current text style.
|
|
void nvgFontFace(NVGcontext* ctx, const char* font);
|
|
|
|
// Draws text string at specified location. If end is specified only the sub-string up to the end is drawn.
|
|
float nvgText(NVGcontext* ctx, float x, float y, const char* string, const char* end);
|
|
|
|
// 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.
|
|
// White space is stripped at the beginning of the rows, the text is split at word boundaries or when new-line characters are encountered.
|
|
// Words longer than the max width are slit at nearest character (i.e. no hyphenation).
|
|
void nvgTextBox(NVGcontext* ctx, float x, float y, float breakRowWidth, const char* string, const char* end);
|
|
|
|
// Measures the specified text string. Parameter bounds should be a pointer to float[4],
|
|
// if the bounding box of the text should be returned. The bounds value are [xmin,ymin, xmax,ymax]
|
|
// Returns the horizontal advance of the measured text (i.e. where the next character should drawn).
|
|
// Measured values are returned in local coordinate space.
|
|
float nvgTextBounds(NVGcontext* ctx, float x, float y, const char* string, const char* end, float* bounds);
|
|
|
|
// Measures the specified multi-text string. Parameter bounds should be a pointer to float[4],
|
|
// if the bounding box of the text should be returned. The bounds value are [xmin,ymin, xmax,ymax]
|
|
// Measured values are returned in local coordinate space.
|
|
void nvgTextBoxBounds(NVGcontext* ctx, float x, float y, float breakRowWidth, const char* string, const char* end, float* bounds);
|
|
|
|
// Calculates the glyph x positions of the specified text. If end is specified only the sub-string will be used.
|
|
// Measured values are returned in local coordinate space.
|
|
int nvgTextGlyphPositions(NVGcontext* ctx, float x, float y, const char* string, const char* end, NVGglyphPosition* positions, int maxPositions);
|
|
|
|
// Returns the vertical metrics based on the current text style.
|
|
// Measured values are returned in local coordinate space.
|
|
void nvgTextMetrics(NVGcontext* ctx, float* ascender, float* descender, float* lineh);
|
|
|
|
// Breaks the specified text into lines. If end is specified only the sub-string will be used.
|
|
// White space is stripped at the beginning of the rows, the text is split at word boundaries or when new-line characters are encountered.
|
|
// Words longer than the max width are slit at nearest character (i.e. no hyphenation).
|
|
int nvgTextBreakLines(NVGcontext* ctx, const char* string, const char* end, float breakRowWidth, NVGtextRow* rows, int maxRows);
|
|
|
|
//
|
|
// Internal Render API
|
|
//
|
|
enum NVGtexture {
|
|
NVG_TEXTURE_ALPHA = 0x01,
|
|
NVG_TEXTURE_RGBA = 0x02,
|
|
};
|
|
|
|
struct NVGscissor {
|
|
float xform[6];
|
|
float extent[2];
|
|
};
|
|
typedef struct NVGscissor NVGscissor;
|
|
|
|
struct NVGvertex {
|
|
float x,y,u,v;
|
|
};
|
|
typedef struct NVGvertex NVGvertex;
|
|
|
|
struct NVGpath {
|
|
int first;
|
|
int count;
|
|
unsigned char closed;
|
|
int nbevel;
|
|
NVGvertex* fill;
|
|
int nfill;
|
|
NVGvertex* stroke;
|
|
int nstroke;
|
|
int winding;
|
|
int convex;
|
|
};
|
|
typedef struct NVGpath NVGpath;
|
|
|
|
struct NVGparams {
|
|
void* userPtr;
|
|
int edgeAntiAlias;
|
|
int (*renderCreate)(void* uptr);
|
|
int (*renderCreateTexture)(void* uptr, int type, int w, int h, int imageFlags, const unsigned char* data);
|
|
int (*renderDeleteTexture)(void* uptr, int image);
|
|
int (*renderUpdateTexture)(void* uptr, int image, int x, int y, int w, int h, const unsigned char* data);
|
|
int (*renderGetTextureSize)(void* uptr, int image, int* w, int* h);
|
|
void (*renderViewport)(void* uptr, int width, int height, float devicePixelRatio);
|
|
void (*renderCancel)(void* uptr);
|
|
void (*renderFlush)(void* uptr, NVGcompositeOperationState compositeOperation);
|
|
void (*renderFill)(void* uptr, NVGpaint* paint, NVGscissor* scissor, float fringe, const float* bounds, const NVGpath* paths, int npaths);
|
|
void (*renderStroke)(void* uptr, NVGpaint* paint, NVGscissor* scissor, float fringe, float strokeWidth, const NVGpath* paths, int npaths);
|
|
void (*renderTriangles)(void* uptr, NVGpaint* paint, NVGscissor* scissor, const NVGvertex* verts, int nverts);
|
|
void (*renderDelete)(void* uptr);
|
|
};
|
|
typedef struct NVGparams NVGparams;
|
|
|
|
// Constructor and destructor, called by the render back-end.
|
|
NVGcontext* nvgCreateInternal(NVGparams* params);
|
|
void nvgDeleteInternal(NVGcontext* ctx);
|
|
|
|
NVGparams* nvgInternalParams(NVGcontext* ctx);
|
|
|
|
// Debug function to dump cached path data.
|
|
void nvgDebugDumpPathCache(NVGcontext* ctx);
|
|
|
|
#ifdef _MSC_VER
|
|
#pragma warning(pop)
|
|
#endif
|
|
|
|
#define NVG_NOTUSED(v) for (;;) { (void)(1 ? (void)0 : ( (void)(v) ) ); break; }
|
|
|
|
#ifdef __cplusplus
|
|
}
|
|
#endif
|
|
|
|
#endif // NANOVG_H
|