2014-04-27 10:50:11 +04:00
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//
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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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struct 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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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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struct NVGcolor innerColor;
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struct NVGcolor outerColor;
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int image;
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int repeat;
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};
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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 NVGpatternRepeat {
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NVG_REPEATX = 0x01, // Repeat image pattern in X direction
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NVG_REPEATY = 0x02, // Repeat image pattern in Y direction
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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 NVGalpha {
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NVG_STRAIGHT_ALPHA,
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NVG_PREMULTIPLIED_ALPHA,
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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 position of the glyph .
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};
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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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// 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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// AlphaBlend controls if drawing the shapes to the render target should be done using straight or
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// premultiplied alpha. If rendering directly to framebuffer you probably want to use NVG_STRAIGHT_ALPHA,
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// if rendering to texture which should contain transparent regions NVG_PREMULTIPLIED_ALPHA is the
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// right choice.
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void nvgBeginFrame(struct NVGcontext* ctx, int windowWidth, int windowHeight, float devicePixelRatio, int alphaBlend);
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// Ends drawing flushing remaining render state.
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void nvgEndFrame(struct 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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struct 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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struct 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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struct NVGcolor nvgRGBA(unsigned char r, unsigned char g, unsigned char b, unsigned char a);
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2014-06-30 08:53:23 +04:00
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//
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struct NVGcolor nvgRGBAu(unsigned int abgr);
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2014-04-27 10:50:11 +04:00
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// Returns a color value from red, green, blue and alpha values.
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struct NVGcolor nvgRGBAf(float r, float g, float b, float a);
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// Linearly interpoaltes from color c0 to c1, and returns resulting color value.
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struct NVGcolor nvgLerpRGBA(struct NVGcolor c0, struct NVGcolor c1, float u);
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// Sets transparency of a color value.
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struct NVGcolor nvgTransRGBA(struct NVGcolor c0, unsigned char a);
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// Sets transparency of a color value.
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struct NVGcolor nvgTransRGBAf(struct 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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struct 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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struct 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(struct NVGcontext* ctx);
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// Pops and restores current render state.
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void nvgRestore(struct 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(struct 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(struct NVGcontext* ctx, struct 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(struct NVGcontext* ctx, struct NVGpaint paint);
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// Sets current fill cstyle to a solid color.
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void nvgFillColor(struct NVGcontext* ctx, struct 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(struct NVGcontext* ctx, struct 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(struct NVGcontext* ctx, float limit);
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// Sets the stroke witdth of the stroke style.
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void nvgStrokeWidth(struct 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(struct 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(struct NVGcontext* ctx, int join);
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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(struct 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(struct 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(struct NVGcontext* ctx, float x, float y);
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// Rotates current coordinate system.
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void nvgRotate(struct NVGcontext* ctx, float angle);
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// Scales the current coordinat system.
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void nvgScale(struct NVGcontext* ctx, float x, float y);
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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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// 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(struct NVGcontext* ctx, const char* filename);
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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(struct NVGcontext* ctx, 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(struct NVGcontext* ctx, int w, int h, const unsigned char* data);
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// Updates image data specified by image handle.
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void nvgUpdateImage(struct NVGcontext* ctx, int image, const unsigned char* data);
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// Returns the domensions of a created image.
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void nvgImageSize(struct NVGcontext* ctx, int image, int* w, int* h);
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// Deletes created image.
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void nvgDeleteImage(struct 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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struct NVGpaint nvgLinearGradient(struct NVGcontext* ctx, float sx, float sy, float ex, float ey,
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struct NVGcolor icol, struct 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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struct NVGpaint nvgBoxGradient(struct NVGcontext* ctx, float x, float y, float w, float h,
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float r, float f, struct NVGcolor icol, struct 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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struct NVGpaint nvgRadialGradient(struct NVGcontext* ctx, float cx, float cy, float inr, float outr,
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struct NVGcolor icol, struct 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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// and repeat is combination of NVG_REPEATX and NVG_REPEATY which tells if the image should be repeated across x or y.
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// The gradient is transformed by the current transform when it is passed to nvgFillPaint() or nvgStrokePaint().
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struct NVGpaint nvgImagePattern(struct NVGcontext* ctx, float ox, float oy, float ex, float ey,
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float angle, int image, int repeat);
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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 varius
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// user interface cases like rendering a text edit or a timeline.
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// Sets the current
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// The scissor rectangle is transformed by the current transform.
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void nvgScissor(struct NVGcontext* ctx, float x, float y, float w, float h);
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// Reset and disables scissoring.
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void nvgResetScissor(struct 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(struct NVGcontext* ctx);
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// Starts new sub-path with specified point as first point.
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void nvgMoveTo(struct 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(struct NVGcontext* ctx, float x, float y);
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// Adds bezier segment from last point in the path via two control points to the specified point.
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void nvgBezierTo(struct NVGcontext* ctx, float c1x, float c1y, float c2x, float c2y, 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(struct 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(struct NVGcontext* ctx);
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// Sets the current sub-path winding, see NVGwinding and NVGsolidity.
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void nvgPathWinding(struct NVGcontext* ctx, int dir);
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// Creates new arc shaped sub-path.
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void nvgArc(struct 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(struct 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(struct 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(struct 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(struct 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(struct NVGcontext* ctx);
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// Fills the current path with current stroke style.
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void nvgStroke(struct 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(struct 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(struct 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(struct NVGcontext* ctx, const char* name);
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// Sets the font size of current text style.
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void nvgFontSize(struct NVGcontext* ctx, float size);
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// Sets the blur of current text style.
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void nvgFontBlur(struct NVGcontext* ctx, float blur);
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// Sets the letter spacing of current text style.
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void nvgTextLetterSpacing(struct 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(struct NVGcontext* ctx, float lineHeight);
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// Sets the text align of current text style, see NVGaling for options.
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void nvgTextAlign(struct 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(struct 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(struct 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(struct 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(struct 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(struct 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(struct 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(struct NVGcontext* ctx, float x, float y, const char* string, const char* end, struct 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(struct 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(struct NVGcontext* ctx, const char* string, const char* end, float breakRowWidth, struct 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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{
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float xform[6];
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float extent[2];
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};
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struct NVGvertex {
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float x,y,u,v;
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};
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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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struct NVGvertex* fill;
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int nfill;
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struct 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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struct NVGparams {
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void* userPtr;
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int atlasWidth, atlasHeight;
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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, 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, int alphaBlend);
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void (*renderFlush)(void* uptr, int alphaBlend);
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void (*renderFill)(void* uptr, struct NVGpaint* paint, struct NVGscissor* scissor, float fringe, const float* bounds, const struct NVGpath* paths, int npaths);
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void (*renderStroke)(void* uptr, struct NVGpaint* paint, struct NVGscissor* scissor, float fringe, float strokeWidth, const struct NVGpath* paths, int npaths);
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void (*renderTriangles)(void* uptr, struct NVGpaint* paint, struct NVGscissor* scissor, const struct NVGvertex* verts, int nverts);
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void (*renderDelete)(void* uptr);
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};
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// Contructor and destructor, called by the render back-end.
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struct NVGcontext* nvgCreateInternal(struct NVGparams* params);
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void nvgDeleteInternal(struct NVGcontext* ctx);
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// Debug function to dump cached path data.
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void nvgDebugDumpPathCache(struct NVGcontext* ctx);
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//
|
2014-06-23 09:29:29 +04:00
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struct NVGcontext* nvgCreate(int atlasw, int atlash, int edgeaa, unsigned char viewid);
|
2014-04-27 10:50:11 +04:00
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//
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void nvgDelete(struct NVGcontext* ctx);
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|
2014-06-09 07:57:39 +04:00
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#define NVG_NOTUSED(v) for (;;) { (void)(true ? (void)0 : ( (void)(v) ) ); break; }
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2014-04-27 10:50:11 +04:00
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#ifdef __cplusplus
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}
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#endif
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#endif // NANOVG_H
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