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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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| 
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| #ifndef NANOVG_H
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| #define NANOVG_H
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| 
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| #ifdef __cplusplus
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| extern "C" {
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| #endif
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| 
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| #define NVG_PI 3.14159265358979323846264338327f
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| 
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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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| 
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| typedef struct NVGcontext NVGcontext;
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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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| // Cancels drawing the current frame.
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| void nvgCancelFrame(NVGcontext* ctx);
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| 
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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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| //
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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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| 
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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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| 
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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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| 
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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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| //
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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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| 
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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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| 
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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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| 
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| 
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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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| 
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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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| 
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| 
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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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| 
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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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| 
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| // Sets transparency of a color value.
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| NVGcolor nvgTransRGBAf(NVGcolor c0, float a);
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| 
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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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| 
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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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| //
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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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| 
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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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| 
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| // Pops and restores current render state.
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| void nvgRestore(NVGcontext* ctx);
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| 
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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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| //
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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| // Sets the transparency applied to all rendered shapes.
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| // Already transparent paths will get proportionally more transparent as well.
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| void nvgGlobalAlpha(NVGcontext* ctx, float alpha);
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| 
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| //
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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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| 
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| // Resets current transform to a identity matrix.
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| void nvgResetTransform(NVGcontext* ctx);
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| 
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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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| 
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| // Translates current coordinate system.
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| void nvgTranslate(NVGcontext* ctx, float x, float y);
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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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| 
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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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| 
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| // Sets the transform to identity matrix.
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| void nvgTransformIdentity(float* dst);
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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| //
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| //
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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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| 
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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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| 
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| // Creates and returns a box gradient. Box gradient is a feathered rounded rectangle, it is useful for rendering
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| // drop shadows or highlights for boxes. Parameters (x,y) define the top-left corner of the rectangle,
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| // (w,h) define the size of the rectangle, r defines the corner radius, and f feather. Feather defines how blurry
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| // the border of the rectangle is. Parameter icol specifies the inner color and ocol the outer color of the gradient.
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| // The gradient is transformed by the current transform when it is passed to nvgFillPaint() or nvgStrokePaint().
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| NVGpaint nvgBoxGradient(NVGcontext* ctx, float x, float y, float w, float h,
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| 						float r, float f, NVGcolor icol, NVGcolor ocol);
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| 
 | |
| // Creates and returns a radial gradient. Parameters (cx,cy) specify the center, inr and outr specify
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| // the inner and outer radius of the gradient, icol specifies the start color and ocol the end color.
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| // The gradient is transformed by the current transform when it is passed to nvgFillPaint() or nvgStrokePaint().
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| NVGpaint nvgRadialGradient(NVGcontext* ctx, float cx, float cy, float inr, float outr,
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| 						   NVGcolor icol, NVGcolor ocol);
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| 
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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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| //
 | |
| // Scissoring allows you to clip the rendering into a rectangle. This is useful for various
 | |
| // user interface cases like rendering a text edit or a timeline.
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| 
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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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| 
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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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| 
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| // Reset and disables scissoring.
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| void nvgResetScissor(NVGcontext* ctx);
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| 
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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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| //
 | |
| // The curve segments and sub-paths are transformed by the current transform.
 | |
| 
 | |
| // Clears the current path and sub-paths.
 | |
| void nvgBeginPath(NVGcontext* ctx);
 | |
| 
 | |
| // Starts new sub-path with specified point as first point.
 | |
| void nvgMoveTo(NVGcontext* ctx, float x, float y);
 | |
| 
 | |
| // Adds line segment from the last point in the path to the specified point.
 | |
| void nvgLineTo(NVGcontext* ctx, float x, float y);
 | |
| 
 | |
| // Adds cubic bezier segment from last point in the path via two control points to the specified point.
 | |
| void nvgBezierTo(NVGcontext* ctx, float c1x, float c1y, float c2x, float c2y, float x, float y);
 | |
| 
 | |
| // Adds quadratic bezier segment from last point in the path via a control point to the specified point.
 | |
| void nvgQuadTo(NVGcontext* ctx, float cx, float cy, float x, float y);
 | |
| 
 | |
| // Adds an arc segment at the corner defined by the last path point, and two specified points.
 | |
| void nvgArcTo(NVGcontext* ctx, float x1, float y1, float x2, float y2, float radius);
 | |
| 
 | |
| // Closes current sub-path with a line segment.
 | |
| void nvgClosePath(NVGcontext* ctx);
 | |
| 
 | |
| // Sets the current sub-path winding, see NVGwinding and NVGsolidity.
 | |
| void nvgPathWinding(NVGcontext* ctx, int dir);
 | |
| 
 | |
| // Creates new circle arc shaped sub-path. The arc center is at cx,cy, the arc radius is r,
 | |
| // and the arc is drawn from angle a0 to a1, and swept in direction dir (NVG_CCW, or NVG_CW).
 | |
| // Angles are specified in radians.
 | |
| void nvgArc(NVGcontext* ctx, float cx, float cy, float r, float a0, float a1, int dir);
 | |
| 
 | |
| // Creates new rectangle shaped sub-path.
 | |
| void nvgRect(NVGcontext* ctx, float x, float y, float w, float h);
 | |
| 
 | |
| // Creates new rounded rectangle shaped sub-path.
 | |
| void nvgRoundedRect(NVGcontext* ctx, float x, float y, float w, float h, float r);
 | |
| 
 | |
| // Creates new rounded rectangle shaped sub-path with varying radii for each corner.
 | |
| void nvgRoundedRectVarying(NVGcontext* ctx, float x, float y, float w, float h, float radTopLeft, float radTopRight, float radBottomRight, float radBottomLeft);
 | |
| 
 | |
| // Creates new ellipse shaped sub-path.
 | |
| void nvgEllipse(NVGcontext* ctx, float cx, float cy, float rx, float ry);
 | |
| 
 | |
| // Creates new circle shaped sub-path.
 | |
| void nvgCircle(NVGcontext* ctx, float cx, float cy, float r);
 | |
| 
 | |
| // Fills the current path with current fill style.
 | |
| void nvgFill(NVGcontext* ctx);
 | |
| 
 | |
| // Fills the current path with current stroke style.
 | |
| void nvgStroke(NVGcontext* ctx);
 | |
| 
 | |
| 
 | |
| //
 | |
| // 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
 | |
| 
 |