static void DrawSpinner(NanoVGContext vg, float cx, float cy, float r, float t) { float a0 = 0.0f + t * 6; float a1 = 3.14f + t * 6f; float r0 = r; float r1 = r * 0.75f; float ax, ay, bx, by; NVGPaint paint; NVG.Save(vg); NVG.BeginPath(vg); NVG.Arc(vg, cx, cy, r0, a0, a1, NVGWinding.NVG_CW); NVG.Arc(vg, cx, cy, r1, a1, a0, NVGWinding.NVG_CCW); NVG.ClosePath(vg); ax = cx + (float)Math.Cos(a0) * (r0 + r1) * 0.5f; ay = cy + (float)Math.Sin(a0) * (r0 + r1) * 0.5f; bx = cx + (float)Math.Cos(a1) * (r0 + r1) * 0.5f; by = cy + (float)Math.Sign(a1) * (r0 + r1) * 0.5f; paint = NVG.LinearGradient(vg, ax, ay, bx, by, NVG.RGBA(0, 0, 0, 0), NVG.RGBA(0, 0, 0, 128)); NVG.FillPaint(vg, paint); NVG.Fill(vg); NVG.Restore(vg); }
static void DrawColorWheel(NanoVGContext vg, float x, float y, float w, float h, float t) { int i; float r0, r1, ax, ay, bx, by, cx, cy, aeps, r; float hue = (float)Math.Sin(t * 0.12f); NVGPaint paint; NVG.Save(vg); cx = x + w * 0.5f; cy = y + h * 0.5f; r1 = (w < h ? w : h) * 0.5f - 5.0f; r0 = r1 - 20.0f; aeps = 0.5f / r1; // half a pixel arc length in radians (2pi cancels out). for (i = 0; i < 6; i++) { float a0 = (float)i / 6.0f * (float)Math.PI * 2.0f - aeps; float a1 = (float)(i + 1.0f) / 6.0f * (float)Math.PI * 2.0f + aeps; NVG.BeginPath(vg); NVG.Arc(vg, cx, cy, r0, a0, a1, NVGWinding.NVG_CW); NVG.Arc(vg, cx, cy, r1, a1, a0, NVGWinding.NVG_CCW); NVG.ClosePath(vg); ax = cx + (float)Math.Cos(a0) * (r0 + r1) * 0.5f; ay = cy + (float)Math.Sin(a0) * (r0 + r1) * 0.5f; bx = cx + (float)Math.Cos(a1) * (r0 + r1) * 0.5f; by = cy + (float)Math.Sin(a1) * (r0 + r1) * 0.5f; paint = NVG.LinearGradient(vg, ax, ay, bx, by, NVG.HSLA(a0 / ((float)Math.PI * 2), 1.0f, 0.55f, 255), NVG.HSLA(a1 / ((float)Math.PI * 2), 1.0f, 0.55f, 255)); NVG.FillPaint(vg, paint); NVG.Fill(vg); } NVG.BeginPath(vg); NVG.Circle(vg, cx, cy, r0 - 0.5f); NVG.Circle(vg, cx, cy, r1 + 0.5f); NVG.StrokeColor(vg, NVG.RGBA(0, 0, 0, 64)); NVG.StrokeWidth(vg, 1.0f); NVG.Stroke(vg); // Selector NVG.Save(vg); NVG.Translate(vg, cx, cy); NVG.Rotate(vg, hue * (float)Math.PI * 2); // Marker on NVG.StrokeWidth(vg, 2.0f); NVG.BeginPath(vg); NVG.Rect(vg, r0 - 1, -3, r1 - r0 + 2, 6); NVG.StrokeColor(vg, NVG.RGBA(255, 255, 255, 192)); NVG.Stroke(vg); paint = NVG.BoxGradient(vg, r0 - 3, -5, r1 - r0 + 6, 10, 2, 4, NVG.RGBA(0, 0, 0, 128), NVG.RGBA(0, 0, 0, 0)); NVG.BeginPath(vg); NVG.Rect(vg, r0 - 2 - 10, -4 - 10, r1 - r0 + 4 + 20, 8 + 20); NVG.Rect(vg, r0 - 2, -4, r1 - r0 + 4, 8); NVG.PathWinding(vg, NVGSolidity.NVG_HOLE); NVG.FillPaint(vg, paint); NVG.Fill(vg); // Center triangle r = r0 - 6; ax = (float)Math.Cos(120.0f / 180.0f * (float)Math.PI) * r; ay = (float)Math.Sin(120.0f / 180.0f * (float)Math.PI) * r; bx = (float)Math.Cos(-120.0f / 180.0f * (float)Math.PI) * r; by = (float)Math.Sin(-120.0f / 180.0f * (float)Math.PI) * r; NVG.BeginPath(vg); NVG.MoveTo(vg, r, 0); NVG.LineTo(vg, ax, ay); NVG.LineTo(vg, bx, by); NVG.ClosePath(vg); paint = NVG.LinearGradient(vg, r, 0, ax, ay, NVG.HSLA(hue, 1.0f, 0.5f, 255), NVG.RGBA(255, 255, 255, 255)); NVG.FillPaint(vg, paint); NVG.Fill(vg); paint = NVG.LinearGradient(vg, (r + ax) * 0.5f, (0 + ay) * 0.5f, bx, by, NVG.RGBA(0, 0, 0, 0), NVG.RGBA(0, 0, 0, 255)); NVG.FillPaint(vg, paint); NVG.Fill(vg); NVG.StrokeColor(vg, NVG.RGBA(0, 0, 0, 64)); NVG.Stroke(vg); // Select circle on triangle ax = (float)Math.Cos(120.0f / 180.0f * (float)Math.PI) * r * 0.3f; ay = (float)Math.Sin(120.0f / 180.0f * (float)Math.PI) * r * 0.4f; NVG.StrokeWidth(vg, 2.0f); NVG.BeginPath(vg); NVG.Circle(vg, ax, ay, 5); NVG.StrokeColor(vg, NVG.RGBA(255, 255, 255, 192)); NVG.Stroke(vg); paint = NVG.RadialGradient(vg, ax, ay, 7, 9, NVG.RGBA(0, 0, 0, 64), NVG.RGBA(0, 0, 0, 0)); NVG.BeginPath(vg); NVG.Rect(vg, ax - 20, ay - 20, 40, 40); NVG.Circle(vg, ax, ay, 7); NVG.PathWinding(vg, NVGSolidity.NVG_HOLE); NVG.FillPaint(vg, paint); NVG.Fill(vg); NVG.Restore(vg); NVG.Restore(vg); }