Esempio n. 1
0
        internal static void Initialize()
        {
            NVG.InitOpenGL();
            Engine.NVGCtx = NVG.CreateGL3(NVG.NVG_DEBUG | NVG.NVG_ANTIALIAS);

            string[]      Fonts       = ContentManager.GetAllFonts();
            List <string> LoadedFonts = new List <string>();

            foreach (var Font in Fonts)
            {
                string FontName = Files.GetFileName(Font);
                NVG.CreateFont(Engine.NVGCtx, FontName, Font);
                LoadedFonts.Add(FontName);
            }

            // Every font is the fallback for every other font. TODO: Is this even a good idea?
            for (int i = 0; i < LoadedFonts.Count; i++)
            {
                for (int j = 0; j < LoadedFonts.Count; j++)
                {
                    if (i == j)
                    {
                        continue;
                    }

                    NVG.AddFallbackFont(Engine.NVGCtx, LoadedFonts[i], LoadedFonts[j]);
                }
            }

            NVG.ImagePattern(Engine.NVGCtx, 0, 0, 100, 100, 0, 0, 0);
        }
Esempio n. 2
0
        static unsafe void DrawThumbnails(NanoVGContext vg, float x, float y, float w, float h, int[] images, int nimages, float t)
        {
            float    cornerRadius = 3.0f;
            NVGPaint shadowPaint, imgPaint, fadePaint;
            float    ix, iy, iw, ih;
            float    thumb = 60.0f;
            float    arry = 30.5f;
            int      imgw, imgh;
            float    stackh = (nimages / 2) * (thumb + 10) + 10;
            int      i;
            float    u = (1 + (float)Math.Cos(t * 0.5f)) * 0.5f;
            float    u2 = (1 - (float)Math.Cos(t * 0.2f)) * 0.5f;
            float    scrollh, dv;

            NVG.Save(vg);
            //	nvgClearState(vg);

            // Drop shadow
            shadowPaint = NVG.BoxGradient(vg, x, y + 4, w, h, cornerRadius * 2, 20, NVG.RGBA(0, 0, 0, 128), NVG.RGBA(0, 0, 0, 0));
            NVG.BeginPath(vg);
            NVG.Rect(vg, x - 10, y - 10, w + 20, h + 30);
            NVG.RoundedRect(vg, x, y, w, h, cornerRadius);
            NVG.PathWinding(vg, NVGSolidity.NVG_HOLE);
            NVG.FillPaint(vg, shadowPaint);
            NVG.Fill(vg);

            // Window
            NVG.BeginPath(vg);
            NVG.RoundedRect(vg, x, y, w, h, cornerRadius);
            NVG.MoveTo(vg, x - 10, y + arry);
            NVG.LineTo(vg, x + 1, y + arry - 11);
            NVG.LineTo(vg, x + 1, y + arry + 11);
            NVG.FillColor(vg, NVG.RGBA(200, 200, 200, 255));
            NVG.Fill(vg);

            NVG.Save(vg);
            NVG.Scissor(vg, x, y, w, h);
            NVG.Translate(vg, 0, -(stackh - h) * u);

            dv = 1.0f / (float)(nimages - 1);

            for (i = 0; i < nimages; i++)
            {
                float tx, ty, v, a;
                tx  = x + 10;
                ty  = y + 10;
                tx += (i % 2) * (thumb + 10);
                ty += (i / 2) * (thumb + 10);
                NVG.ImageSize(vg, images[i], &imgw, &imgh);
                if (imgw < imgh)
                {
                    iw = thumb;
                    ih = iw * (float)imgh / (float)imgw;
                    ix = 0;
                    iy = -(ih - thumb) * 0.5f;
                }
                else
                {
                    ih = thumb;
                    iw = ih * (float)imgw / (float)imgh;
                    ix = -(iw - thumb) * 0.5f;
                    iy = 0;
                }

                v = i * dv;
                a = Math.Clamp((u2 - v) / dv, 0, 1);

                if (a < 1.0f)
                {
                    DrawSpinner(vg, tx + thumb / 2, ty + thumb / 2, thumb * 0.25f, t);
                }

                imgPaint = NVG.ImagePattern(vg, tx + ix, ty + iy, iw, ih, 0.0f / 180.0f * NVG_PI, images[i], a);
                NVG.BeginPath(vg);
                NVG.RoundedRect(vg, tx, ty, thumb, thumb, 5);
                NVG.FillPaint(vg, imgPaint);
                NVG.Fill(vg);

                shadowPaint = NVG.BoxGradient(vg, tx - 1, ty, thumb + 2, thumb + 2, 5, 3, NVG.RGBA(0, 0, 0, 128), NVG.RGBA(0, 0, 0, 0));
                NVG.BeginPath(vg);
                NVG.Rect(vg, tx - 5, ty - 5, thumb + 10, thumb + 10);
                NVG.RoundedRect(vg, tx, ty, thumb, thumb, 6);
                NVG.PathWinding(vg, NVGSolidity.NVG_HOLE);
                NVG.FillPaint(vg, shadowPaint);
                NVG.Fill(vg);

                NVG.BeginPath(vg);
                NVG.RoundedRect(vg, tx + 0.5f, ty + 0.5f, thumb - 1, thumb - 1, 4 - 0.5f);
                NVG.StrokeWidth(vg, 1.0f);
                NVG.StrokeColor(vg, NVG.RGBA(255, 255, 255, 192));
                NVG.Stroke(vg);
            }
            NVG.Restore(vg);

            // Hide fades
            fadePaint = NVG.LinearGradient(vg, x, y, x, y + 6, NVG.RGBA(200, 200, 200, 255), NVG.RGBA(200, 200, 200, 0));
            NVG.BeginPath(vg);
            NVG.Rect(vg, x + 4, y, w - 8, 6);
            NVG.FillPaint(vg, fadePaint);
            NVG.Fill(vg);

            fadePaint = NVG.LinearGradient(vg, x, y + h, x, y + h - 6, NVG.RGBA(200, 200, 200, 255), NVG.RGBA(200, 200, 200, 0));
            NVG.BeginPath(vg);
            NVG.Rect(vg, x + 4, y + h - 6, w - 8, 6);
            NVG.FillPaint(vg, fadePaint);
            NVG.Fill(vg);

            // Scroll bar
            shadowPaint = NVG.BoxGradient(vg, x + w - 12 + 1, y + 4 + 1, 8, h - 8, 3, 4, NVG.RGBA(0, 0, 0, 32), NVG.RGBA(0, 0, 0, 92));
            NVG.BeginPath(vg);
            NVG.RoundedRect(vg, x + w - 12, y + 4, 8, h - 8, 3);
            NVG.FillPaint(vg, shadowPaint);
            //	NVG.FillColor(vg, NVG.RGBA(255,0,0,128));
            NVG.Fill(vg);

            scrollh     = (h / stackh) * (h - 8);
            shadowPaint = NVG.BoxGradient(vg, x + w - 12 - 1, y + 4 + (h - 8 - scrollh) * u - 1, 8, scrollh, 3, 4, NVG.RGBA(220, 220, 220, 255), NVG.RGBA(128, 128, 128, 255));
            NVG.BeginPath(vg);
            NVG.RoundedRect(vg, x + w - 12 + 1, y + 4 + 1 + (h - 8 - scrollh) * u, 8 - 2, scrollh - 2, 2);
            NVG.FillPaint(vg, shadowPaint);
            //	NVG.FillColor(vg, NVG.RGBA(0,0,0,128));
            NVG.Fill(vg);

            NVG.Restore(vg);
        }
Esempio n. 3
0
 public static NVGpaint ImagePattern(int OriginX, int OriginY, int Width, int Height, float Angle, int Image, float Alpha = 1.0f)
 {
     return(NVG.ImagePattern(Engine.NVGCtx, OriginX, OriginY, Width, Height, Angle, Image, Alpha));
 }