コード例 #1
0
ファイル: Demo.cs プロジェクト: rds1983/NvgSharp
        public static void drawScissor(NvgContext vg, float x, float y, float t)
        {
            vg.Save();

            // Draw first rect and set scissor to it's area.
            vg.Translate(x, y);
            vg.Rotate(NvgUtility.DegToRad(5));
            vg.BeginPath();
            vg.Rect(-20, -20, 60, 40);
            vg.FillColor(new Color(255, 0, 0, 255));
            vg.Fill();
            vg.Scissor(-20, -20, 60, 40);

            // Draw second rectangle with offset and rotation.
            vg.Translate(40, 0);
            vg.Rotate(t);

            // Draw the intended second rectangle without any scissoring.
            vg.Save();
            vg.ResetScissor();
            vg.BeginPath();
            vg.Rect(-20, -10, 60, 30);
            vg.FillColor(new Color(255, 128, 0, 64));
            vg.Fill();
            vg.Restore();

            // Draw second rectangle with combined scissoring.
            vg.IntersectScissor(-20, -10, 60, 30);
            vg.BeginPath();
            vg.Rect(-20, -10, 60, 30);
            vg.FillColor(new Color(255, 128, 0, 255));
            vg.Fill();

            vg.Restore();
        }
コード例 #2
0
ファイル: Demo.cs プロジェクト: rds1983/NvgSharp
        public static void drawSpinner(NvgContext vg, float cx, float cy, float r, float t)
        {
            float a0 = 0.0f + t * 6;
            float a1 = (float)Math.PI + t * 6;
            float r0 = r;
            float r1 = r * 0.75f;
            float ax, ay, bx, by;
            Paint paint;

            vg.Save();

            vg.BeginPath();
            vg.Arc(cx, cy, r0, a0, a1, Winding.ClockWise);
            vg.Arc(cx, cy, r1, a1, a0, Winding.CounterClockWise);
            vg.ClosePath();
            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 = vg.LinearGradient(ax, ay, bx, by, new Color(0, 0, 0, 0), new Color(0, 0, 0, 128));
            vg.FillPaint(paint);
            vg.Fill();

            vg.Restore();
        }
コード例 #3
0
ファイル: Demo.cs プロジェクト: rds1983/NvgSharp
        public static void drawCaps(NvgContext vg, float x, float y, float width)
        {
            int i;

            LineCap[] caps      = new[] { LineCap.Butt, LineCap.Round, LineCap.Square };
            float     lineWidth = 8.0f;

            vg.Save();

            vg.BeginPath();
            vg.Rect(x - lineWidth / 2, y, width + lineWidth, 40);
            vg.FillColor(new Color(255, 255, 255, 32));
            vg.Fill();

            vg.BeginPath();
            vg.Rect(x, y, width, 40);
            vg.FillColor(new Color(255, 255, 255, 32));
            vg.Fill();

            vg.StrokeWidth(lineWidth);
            for (i = 0; i < 3; i++)
            {
                vg.LineCap(caps[i]);
                vg.StrokeColor(new Color(0, 0, 0, 255));
                vg.BeginPath();
                vg.MoveTo(x, y + i * 10 + 5);
                vg.LineTo(x + width, y + i * 10 + 5);
                vg.Stroke();
            }

            vg.Restore();
        }
コード例 #4
0
        public virtual void Render(FrameEventArgs frameEventArgs)
        {
            FramebufferScene.Use();
            GL.PushMatrix();

            GL.ClearColor(Color.Black);
            GL.Clear(ClearBufferMask.ColorBufferBit |
                     ClearBufferMask.DepthBufferBit |
                     ClearBufferMask.StencilBufferBit);

            //            RenderOriginAxes();

            // Set up uniforms
            ShaderDefault.Uniforms.SetValue("lightPos", LightPosition);
            ShaderDefault.Uniforms.SetValue("cameraPos", Camera.Position);
            ShaderDefault.Uniforms.SetValue("v", Camera.GetTransformation());
            ShaderDefault.Uniforms.SetValue("p", ProjectionMatrix);

            GL.ActiveTexture(TextureUnit.Texture1);
            GL.BindTexture(TextureTarget.Texture2D, TextureRandom.Id);

            foreach (var actor in Scene.Actors)
            {
                if (!actor.RenderOutsideFrustum && !Camera.FrustumContains(actor.BoundingBox))
                {
                    continue;
                }

                var e = new ActorEventArgs(actor);
                ActorPreRender?.Invoke(this, e);
                actor.Render(this, Camera);
                ActorPostRender?.Invoke(this, e);
            }

            GL.PopMatrix();
            FramebufferScene.Release();

            FramebufferInterface.Use();
            GL.ClearColor(0, 0, 0, 0);
            GL.Clear(ClearBufferMask.ColorBufferBit |
                     ClearBufferMask.DepthBufferBit |
                     ClearBufferMask.StencilBufferBit);

            Nvg.BeginFrame(Window.Width, Window.Height, 1);
            Nvg.Save();

            UserInterface.Render(this, Nvg, frameEventArgs);

            Nvg.Restore();
            Nvg.EndFrame();

            FramebufferInterface.Release();

            ShaderScreen.Use();
            DrawFullscreenQuad(FramebufferScene.Texture, FramebufferInterface.Texture);
            ShaderScreen.Release();
        }
コード例 #5
0
ファイル: Demo.cs プロジェクト: rds1983/NvgSharp
        public static void drawLines(NvgContext vg, float x, float y, float w, float h, float t)
        {
            int   i, j;
            float pad = 5.0f, s = w / 9.0f - pad * 2;

            float[] pts = new float[4 * 2];
            float   fx, fy;

            LineCap[] joins = new LineCap[] { LineCap.Miter, LineCap.Round, LineCap.Bevel };
            LineCap[] caps  = new LineCap[] { LineCap.Butt, LineCap.Round, LineCap.Square };

            vg.Save();
            pts[0] = -s * 0.25f + (float)Math.Cos(t * 0.3f) * s * 0.5f;
            pts[1] = (float)Math.Sin(t * 0.3f) * s * 0.5f;
            pts[2] = -s * 0.25f;
            pts[3] = 0;
            pts[4] = s * 0.25f;
            pts[5] = 0;
            pts[6] = s * 0.25f + (float)Math.Cos(-t * 0.3f) * s * 0.5f;
            pts[7] = (float)Math.Sin(-t * 0.3f) * s * 0.5f;

            for (i = 0; i < 3; i++)
            {
                for (j = 0; j < 3; j++)
                {
                    fx = x + s * 0.5f + (i * 3 + j) / 9.0f * w + pad;
                    fy = y - s * 0.5f + pad;

                    vg.LineCap(caps[i]);
                    vg.LineJoin(joins[j]);

                    vg.StrokeWidth(s * 0.3f);
                    vg.StrokeColor(new Color(0, 0, 0, 160));
                    vg.BeginPath();
                    vg.MoveTo(fx + pts[0], fy + pts[1]);
                    vg.LineTo(fx + pts[2], fy + pts[3]);
                    vg.LineTo(fx + pts[4], fy + pts[5]);
                    vg.LineTo(fx + pts[6], fy + pts[7]);
                    vg.Stroke();

                    vg.LineCap(LineCap.Butt);
                    vg.LineJoin(LineCap.Bevel);

                    vg.StrokeWidth(1.0f);
                    vg.StrokeColor(new Color(0, 192, 255, 255));
                    vg.BeginPath();
                    vg.MoveTo(fx + pts[0], fy + pts[1]);
                    vg.LineTo(fx + pts[2], fy + pts[3]);
                    vg.LineTo(fx + pts[4], fy + pts[5]);
                    vg.LineTo(fx + pts[6], fy + pts[7]);
                    vg.Stroke();
                }
            }

            vg.Restore();
        }
コード例 #6
0
ファイル: Demo.cs プロジェクト: rds1983/NvgSharp
        public static void drawWindow(NvgContext vg, string title, float x, float y, float w, float h)
        {
            float cornerRadius = 3.0f;
            Paint shadowPaint;
            Paint headerPaint;

            vg.Save();
            //	ClearState(vg);

            // Window
            vg.BeginPath();
            vg.RoundedRect(x, y, w, h, cornerRadius);
            vg.FillColor(new Color(28, 30, 34, 192));
            //	vg.FillColor(new Color(0,0,0,128));
            vg.Fill();

            // Drop shadow
            shadowPaint = vg.BoxGradient(x, y + 2, w, h, cornerRadius * 2, 10, new Color(0, 0, 0, 128), new Color(0, 0, 0, 0));
            vg.BeginPath();
            vg.Rect(x - 10, y - 10, w + 20, h + 30);
            vg.RoundedRect(x, y, w, h, cornerRadius);
            vg.PathWinding(Solidity.Hole);
            vg.FillPaint(shadowPaint);
            vg.Fill();

            // Header
            headerPaint = vg.LinearGradient(x, y, x, y + 15, new Color(255, 255, 255, 8), new Color(0, 0, 0, 16));
            vg.BeginPath();
            vg.RoundedRect(x + 1, y + 1, w - 2, 30, cornerRadius - 1);
            vg.FillPaint(headerPaint);
            vg.Fill();
            vg.BeginPath();
            vg.MoveTo(x + 0.5f, y + 0.5f + 30);
            vg.LineTo(x + 0.5f + w - 1, y + 0.5f + 30);
            vg.StrokeColor(new Color(0, 0, 0, 32));
            vg.Stroke();

            vg.FontSize(18.0f);
            vg.FontFace("sans-bold");
            vg.TextAlign(Alignment.Center | Alignment.Middle);

            vg.FontBlur(2);
            vg.FillColor(new Color(0, 0, 0, 128));
            vg.Text(x + w / 2, y + 16 + 1, title);

            vg.FontBlur(0);
            vg.FillColor(new Color(220, 220, 220, 160));
            vg.Text(x + w / 2, y + 16, title);

            vg.Restore();
        }
コード例 #7
0
ファイル: Demo.cs プロジェクト: rds1983/NvgSharp
        public static void drawSlider(NvgContext vg, float pos, float x, float y, float w, float h)
        {
            Paint bg, knob;
            float cy = y + (int)(h * 0.5f);
            float kr = (int)(h * 0.25f);

            vg.Save();
            //	ClearState(vg);

            // Slot
            bg = vg.BoxGradient(x, cy - 2 + 1, w, 4, 2, 2, new Color(0, 0, 0, 32), new Color(0, 0, 0, 128));
            vg.BeginPath();
            vg.RoundedRect(x, cy - 2, w, 4, 2);
            vg.FillPaint(bg);
            vg.Fill();

            // Knob Shadow
            bg = vg.RadialGradient(x + (int)(pos * w), cy + 1, kr - 3, kr + 3, new Color(0, 0, 0, 64), new Color(0, 0, 0, 0));
            vg.BeginPath();
            vg.Rect(x + (int)(pos * w) - kr - 5, cy - kr - 5, kr * 2 + 5 + 5, kr * 2 + 5 + 5 + 3);
            vg.Circle(x + (int)(pos * w), cy, kr);
            vg.PathWinding(Solidity.Hole);
            vg.FillPaint(bg);
            vg.Fill();

            // Knob
            knob = vg.LinearGradient(x, cy - kr, x, cy + kr, new Color(255, 255, 255, 16), new Color(0, 0, 0, 16));
            vg.BeginPath();
            vg.Circle(x + (int)(pos * w), cy, kr - 1);
            vg.FillColor(new Color(40, 43, 48, 255));
            vg.Fill();
            vg.FillPaint(knob);
            vg.Fill();

            vg.BeginPath();
            vg.Circle(x + (int)(pos * w), cy, kr - 0.5f);
            vg.StrokeColor(new Color(0, 0, 0, 92));
            vg.Stroke();

            vg.Restore();
        }
コード例 #8
0
ファイル: Demo.cs プロジェクト: rds1983/NvgSharp
        public static void drawWidths(NvgContext vg, float x, float y, float width)
        {
            int i;

            vg.Save();

            vg.StrokeColor(new Color(0, 0, 0, 255));

            for (i = 0; i < 20; i++)
            {
                float w = (i + 0.5f) * 0.1f;
                vg.StrokeWidth(w);
                vg.BeginPath();
                vg.MoveTo(x, y);
                vg.LineTo(x + width, y + width * 0.3f);
                vg.Stroke();
                y += 10;
            }

            vg.Restore();
        }
コード例 #9
0
        public void Render(Matrix4 model, Matrix4 view, Matrix4 projection)
        {
            _framebuffer.Use();
            GL.PushMatrix();

            GL.Clear(ClearBufferMask.ColorBufferBit |
                     ClearBufferMask.DepthBufferBit |
                     ClearBufferMask.StencilBufferBit);

            GL.Color3(Color.White);

            // Set up uniforms
            _uTint.Value          = TintColor;
            _uLightPos.Value      = LightPosition;
            _uMatModel.Value      = model;
            _uMatView.Value       = view;
            _uMatProjection.Value = projection;
            _uSamples.Value       = _framebuffer.Samples;
            _uTexRandom.Value     = 1;

            GL.ActiveTexture(TextureUnit.Texture1);
            GL.BindTexture(TextureTarget.Texture2D, _texRandom);

            // Engage shader, render, disengage
            _shaderModel.Use(_uTint, _uLightPos, _uMatModel, _uMatView, _uMatProjection, _uSamples, _uTexRandom);

            foreach (var chunk in Chunks)
            {
                chunk?.Draw();
            }

            _shaderScreen.Release();

            // Render the ocean
            GL.Color3(Color.MediumBlue);

            var waterLevel = _generator.GetWaterLevel();

            GL.MatrixMode(MatrixMode.Projection);
            GL.LoadMatrix(ref projection);
            GL.MatrixMode(MatrixMode.Modelview);
            var mat = view * model;

            GL.LoadMatrix(ref mat);

            GL.Begin(PrimitiveType.Quads);
            GL.Normal3(Vector3.UnitY);
            GL.Vertex3(-1, waterLevel - 0.4, -1);
            GL.Vertex3(SideLength * 16 - 1, waterLevel - 0.4, -1);
            GL.Vertex3(SideLength * 16 - 1, waterLevel - 0.4, SideLength * 16 - 1);
            GL.Vertex3(-1, waterLevel - 0.4, SideLength * 16 - 1);
            GL.End();

            GL.PopMatrix();
            _framebuffer.Release();

            _framebufferUi.Use();
            GL.ClearColor(0, 0, 0, 0);
            GL.Clear(ClearBufferMask.ColorBufferBit |
                     ClearBufferMask.DepthBufferBit |
                     ClearBufferMask.StencilBufferBit);

            _nvg.BeginFrame(_window.Width, _window.Height, 1);
            _nvg.Save();

            _nvg.FillColor(NanoVg.Rgba(255, 255, 255, 255));
            _nvg.FontFace("sans");
            _nvg.FontSize(18);
            _nvg.TextAlign(NvgAlign.Top | NvgAlign.Left);

            _perfGraphFps.RenderGraph(_nvg, 4, 4);

            _nvg.Restore();

            _ui.Render(this, _nvg);

            _nvg.EndFrame();
            _framebufferUi.Release();

            _uWidth.Value     = _window.Width;
            _uHeight.Value    = _window.Height;
            _uTexColor.Value  = 0;
            _uTexUi.Value     = 1;
            _uSamples.Value   = _framebuffer.Samples;
            _uSamplesUi.Value = _framebufferUi.Samples;

            _shaderScreen.Use(_uWidth, _uHeight, _uTexColor, _uTexUi, _uSamples, _uSamplesUi);
            DrawFullscreenQuad(_framebuffer.TextureId, _framebufferUi.TextureId);
            _shaderScreen.Release();
        }
コード例 #10
0
ファイル: Demo.cs プロジェクト: rds1983/NvgSharp
        public static void drawParagraph(NvgContext vg, float x, float y, float width, float height, float mx, float my)
        {
            TextRow[]       rows   = new TextRow[3];
            GlyphPosition[] glyphs = new GlyphPosition[100];
            string          text   = "This is longer chunk of text.\n  \n  Would have used lorem ipsum but she    was busy jumping over the lazy dog with the fox and all the men who came to the aid of the party.";
            StringSegment   start;
            int             nrows, i, nglyphs, j, lnum = 0;
            float           lineh;
            float           caretx, px;
            Bounds          bounds = new Bounds();
            float           a;
            float           gx = 0, gy = 0;
            int             gutter = 0;

            for (i = 0; i < rows.Length; ++i)
            {
                rows[i] = new TextRow();
            }

            vg.Save();

            vg.FontSize(18.0f);
            vg.FontFace("sans");
            vg.TextAlign(Alignment.Left | Alignment.Top);

            float ascender, descender;

            vg.TextMetrics(out ascender, out descender, out lineh);

            // The text break API can be used to fill a large buffer of rows,
            // or to iterate over the text just few lines (or just one) at a time.
            // The "next" variable of the last returned item tells where to continue.
            start = text;
            while (true)
            {
                nrows = vg.TextBreakLines(start, width, rows, out start);

                if (nrows <= 0)
                {
                    break;
                }
                for (i = 0; i < nrows; i++)
                {
                    TextRow row = rows[i];
                    var     hit = mx > x && mx < (x + width) && my >= y && my < (y + lineh);

                    vg.BeginPath();
                    vg.FillColor(new Color(255, 255, 255, hit ? 64 : 16));
                    vg.Rect(x, y, row.Width, lineh);
                    vg.Fill();

                    vg.FillColor(new Color(255, 255, 255, 255));
                    vg.Text(x, y, row.Str);

                    if (hit)
                    {
                        caretx  = (mx < x + row.Width / 2) ? x : x + row.Width;
                        px      = x;
                        nglyphs = vg.TextGlyphPositions(x, y, row.Str, glyphs);
                        for (j = 0; j < nglyphs; j++)
                        {
                            float x0  = glyphs[j].X;
                            float x1  = (j + 1 < nglyphs) ? glyphs[j + 1].X : x + row.Width;
                            float gx2 = x0 * 0.3f + x1 * 0.7f;
                            if (mx >= px && mx < gx2)
                            {
                                caretx = glyphs[j].X;
                            }
                            px = gx2;
                        }
                        vg.BeginPath();
                        vg.FillColor(new Color(255, 192, 0, 255));
                        vg.Rect(caretx, y, 1, lineh);
                        vg.Fill();

                        gutter = lnum + 1;
                        gx     = x - 10;
                        gy     = y + lineh / 2;
                    }
                    lnum++;
                    y += lineh;
                }
            }

            if (gutter > 0)
            {
                string txt = gutter.ToString();
                vg.FontSize(13.0f);
                vg.TextAlign(Alignment.Right | Alignment.Middle);

                vg.TextBounds(gx, gy, txt, ref bounds);

                vg.BeginPath();
                vg.FillColor(new Color(255, 192, 0, 255));
                vg.RoundedRect((int)bounds.b1 - 4, (int)bounds.b2 - 2,
                               (int)(bounds.b3 - bounds.b1) + 8,
                               (int)(bounds.b4 - bounds.b2) + 4,
                               ((int)(bounds.b4 - bounds.b2) + 4) / 2 - 1);
                vg.Fill();

                vg.FillColor(new Color(32, 32, 32, 255));
                vg.Text(gx, gy, txt);
            }

            y += 20.0f;

            vg.FontSize(13.0f);
            vg.TextAlign(Alignment.Left | Alignment.Top);
            vg.TextLineHeight(1.2f);

            vg.TextBoxBounds(x, y, 150, "Hover your mouse over the text to see calculated caret position.", ref bounds);

            // Fade the tooltip out when close to it.
            gx = (float)Math.Abs((mx - (bounds.b1 + bounds.b3) * 0.5f) / (bounds.b1 - bounds.b3));
            gy = (float)Math.Abs((my - (bounds.b2 + bounds.b4) * 0.5f) / (bounds.b2 - bounds.b4));
            a  = maxf(gx, gy) - 0.5f;
            a  = clampf(a, 0, 1);
            vg.GlobalAlpha(a);

            vg.BeginPath();
            vg.FillColor(new Color(220, 220, 220, 255));
            vg.RoundedRect(bounds.b1 - 2, bounds.b2 - 2, (int)(bounds.b3 - bounds.b1) + 4, (int)(bounds.b4 - bounds.b2) + 4, 3);
            px = (int)((bounds.b3 + bounds.b1) / 2);
            vg.MoveTo(px, bounds.b2 - 10);
            vg.LineTo(px + 7, bounds.b2 + 1);
            vg.LineTo(px - 7, bounds.b2 + 1);
            vg.Fill();

            vg.FillColor(new Color(0, 0, 0, 220));
            vg.TextBox(x, y, 150, "Hover your mouse over the text to see calculated caret position.");

            vg.Restore();
        }
コード例 #11
0
ファイル: Demo.cs プロジェクト: rds1983/NvgSharp
        public static void drawColorwheel(NvgContext 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);
            Paint paint;

            vg.Save();

            /*	vg.BeginPath();
             *      vg.Rect(x,y,w,h);
             *      vg.FillColor(new Color(255,0,0,128));
             *      vg.Fill();*/

            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;
                vg.BeginPath();
                vg.Arc(cx, cy, r0, a0, a1, Winding.ClockWise);
                vg.Arc(cx, cy, r1, a1, a0, Winding.CounterClockWise);
                vg.ClosePath();
                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 = vg.LinearGradient(ax, ay, bx, by, NvgUtility.HSLA(a0 / ((float)Math.PI * 2), 1.0f, 0.55f, 255), NvgUtility.HSLA(a1 / ((float)Math.PI * 2), 1.0f, 0.55f, 255));
                vg.FillPaint(paint);
                vg.Fill();
            }

            vg.BeginPath();
            vg.Circle(cx, cy, r0 - 0.5f);
            vg.Circle(cx, cy, r1 + 0.5f);
            vg.StrokeColor(new Color(0, 0, 0, 64));
            vg.StrokeWidth(1.0f);
            vg.Stroke();

            // Selector
            vg.Save();
            vg.Translate(cx, cy);
            vg.Rotate(hue * (float)Math.PI * 2);

            // Marker on
            vg.StrokeWidth(2.0f);
            vg.BeginPath();
            vg.Rect(r0 - 1, -3, r1 - r0 + 2, 6);
            vg.StrokeColor(new Color(255, 255, 255, 192));
            vg.Stroke();

            paint = vg.BoxGradient(r0 - 3, -5, r1 - r0 + 6, 10, 2, 4, new Color(0, 0, 0, 128), new Color(0, 0, 0, 0));
            vg.BeginPath();
            vg.Rect(r0 - 2 - 10, -4 - 10, r1 - r0 + 4 + 20, 8 + 20);
            vg.Rect(r0 - 2, -4, r1 - r0 + 4, 8);
            vg.PathWinding(Solidity.Hole);
            vg.FillPaint(paint);
            vg.Fill();

            // 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;
            vg.BeginPath();
            vg.MoveTo(r, 0);
            vg.LineTo(ax, ay);
            vg.LineTo(bx, by);
            vg.ClosePath();
            paint = vg.LinearGradient(r, 0, ax, ay, NvgUtility.HSLA(hue, 1.0f, 0.5f, 255), new Color(255, 255, 255, 255));
            vg.FillPaint(paint);
            vg.Fill();
            paint = vg.LinearGradient((r + ax) * 0.5f, (0 + ay) * 0.5f, bx, by, new Color(0, 0, 0, 0), new Color(0, 0, 0, 255));
            vg.FillPaint(paint);
            vg.Fill();
            vg.StrokeColor(new Color(0, 0, 0, 64));
            vg.Stroke();

            // 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;
            vg.StrokeWidth(2.0f);
            vg.BeginPath();
            vg.Circle(ax, ay, 5);
            vg.StrokeColor(new Color(255, 255, 255, 192));
            vg.Stroke();

            paint = vg.RadialGradient(ax, ay, 7, 9, new Color(0, 0, 0, 64), new Color(0, 0, 0, 0));
            vg.BeginPath();
            vg.Rect(ax - 20, ay - 20, 40, 40);
            vg.Circle(ax, ay, 7);
            vg.PathWinding(Solidity.Hole);
            vg.FillPaint(paint);
            vg.Fill();

            vg.Restore();

            vg.Restore();
        }
コード例 #12
0
ファイル: Demo.cs プロジェクト: rds1983/NvgSharp
        public static void drawThumbnails(NvgContext vg, float x, float y, float w, float h, int[] images, float t)
        {
            float cornerRadius = 3.0f;
            Paint shadowPaint, imgPaint, fadePaint;
            float ix, iy, iw, ih;
            float thumb = 60.0f;
            float arry = 30.5f;
            int   imgw, imgh;
            float stackh = (images.Length / 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;

            vg.Save();
            //	ClearState(vg);

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

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

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

            dv = 1.0f / (float)(images.Length - 1);

            for (i = 0; i < images.Length; i++)
            {
                float tx, ty, v, a;
                tx  = x + 10;
                ty  = y + 10;
                tx += (i % 2) * (thumb + 10);
                ty += (i / 2) * (thumb + 10);
                vg.ImageSize(images[i], out imgw, out 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 = clampf((u2 - v) / dv, 0, 1);

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

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

                shadowPaint = vg.BoxGradient(tx - 1, ty, thumb + 2, thumb + 2, 5, 3, new Color(0, 0, 0, 128), new Color(0, 0, 0, 0));
                vg.BeginPath();
                vg.Rect(tx - 5, ty - 5, thumb + 10, thumb + 10);
                vg.RoundedRect(tx, ty, thumb, thumb, 6);
                vg.PathWinding(Solidity.Hole);
                vg.FillPaint(shadowPaint);
                vg.Fill();

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

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

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

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

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

            vg.Restore();
        }
コード例 #13
0
ファイル: Demo.cs プロジェクト: rds1983/NvgSharp
        public void renderDemo(NvgContext vg, float mx, float my, float width, float height,
                               float t, bool blowup)
        {
            float x, y, popy;

            drawEyes(vg, width - 250, 50, 150, 100, mx, my, t);
            drawParagraph(vg, width - 450, 50, 150, 100, mx, my);
            drawGraph(vg, 0, height / 2, width, height / 2, t);
            drawColorwheel(vg, width - 300, height - 300, 250.0f, 250.0f, t);

            // Line joints
            drawLines(vg, 120, height - 50, 600, 50, t);

            // Line caps
            drawWidths(vg, 10, 50, 30);

            // Line caps
            drawCaps(vg, 10, 300, 30);

            drawScissor(vg, 50, height - 80, t);

            vg.Save();
            if (blowup)
            {
                vg.Rotate((float)Math.Sin(t * 0.3f) * 5.0f / 180.0f * (float)Math.PI);
                vg.Scale(2.0f, 2.0f);
            }

            // Widgets
            drawWindow(vg, "Widgets `n Stuff", 50, 50, 300, 400);
            x = 60;
            y = 95;
            drawSearchBox(vg, "Search", x, y, 280, 25);
            y += 40;
            drawDropDown(vg, "Effects", x, y, 280, 28);
            popy = y + 14;
            y   += 45;

            // Form
            drawLabel(vg, "Login", x, y, 280, 20);
            y += 25;
            drawEditBox(vg, "Email", x, y, 280, 28);
            y += 35;
            drawEditBox(vg, "Password", x, y, 280, 28);
            y += 38;
            drawCheckBox(vg, "Remember me", x, y, 140, 28);
            drawButton(vg, ICON_LOGIN, "Sign in", x + 138, y, 140, 28, new Color(0, 96, 128, 255));
            y += 45;

            // Slider
            drawLabel(vg, "Diameter", x, y, 280, 20);
            y += 25;
            drawEditBoxNum(vg, "123.00", "px", x + 180, y, 100, 28);
            drawSlider(vg, 0.4f, x, y, 170, 28);
            y += 55;

            drawButton(vg, ICON_TRASH, "Delete", x, y, 160, 28, new Color(128, 16, 8, 255));
            drawButton(vg, null, "Cancel", x + 170, y, 110, 28, new Color(0, 0, 0, 0));

            // Thumbnails box
            drawThumbnails(vg, 365, popy - 30, 160, 300, images, t);

            vg.Restore();
        }
コード例 #14
0
        public void Render(NvgContext vg, int x, int y, float w, float h, float gameTime)
        {
            vg.Save();
            vg.Translate(x, y);

            vg.bndSplitterWidgets(0, 0, w, h);

            x = 10;
            y = 10;

            vg.bndToolButton(x, y, 120, Blendish.BND_WIDGET_HEIGHT, BNDcornerFlags.BND_CORNER_NONE, BNDwidgetState.BND_DEFAULT,
                             BNDicon.BND_ICON_GHOST, "Default");
            y += 25;
            vg.bndToolButton(x, y, 120, Blendish.BND_WIDGET_HEIGHT, BNDcornerFlags.BND_CORNER_NONE, BNDwidgetState.BND_HOVER,
                             BNDicon.BND_ICON_GHOST, "Hovered");
            y += 25;
            vg.bndToolButton(x, y, 120, Blendish.BND_WIDGET_HEIGHT, BNDcornerFlags.BND_CORNER_NONE, BNDwidgetState.BND_ACTIVE,
                             BNDicon.BND_ICON_GHOST, "Active");

            y += 40;
            vg.bndRadioButton(x, y, 80, Blendish.BND_WIDGET_HEIGHT, BNDcornerFlags.BND_CORNER_NONE, BNDwidgetState.BND_DEFAULT,
                              null, "Default");
            y += 25;
            vg.bndRadioButton(x, y, 80, Blendish.BND_WIDGET_HEIGHT, BNDcornerFlags.BND_CORNER_NONE, BNDwidgetState.BND_HOVER,
                              null, "Hovered");
            y += 25;
            vg.bndRadioButton(x, y, 80, Blendish.BND_WIDGET_HEIGHT, BNDcornerFlags.BND_CORNER_NONE, BNDwidgetState.BND_ACTIVE,
                              null, "Active");

            y += 25;
            vg.bndLabel(x, y, 120, Blendish.BND_WIDGET_HEIGHT, null, "Label:");
            y += Blendish.BND_WIDGET_HEIGHT;
            vg.bndChoiceButton(x, y, 80, Blendish.BND_WIDGET_HEIGHT, BNDcornerFlags.BND_CORNER_NONE, BNDwidgetState.BND_DEFAULT,
                               null, "Default");
            y += 25;
            vg.bndChoiceButton(x, y, 80, Blendish.BND_WIDGET_HEIGHT, BNDcornerFlags.BND_CORNER_NONE, BNDwidgetState.BND_HOVER,
                               null, "Hovered");
            y += 25;
            vg.bndChoiceButton(x, y, 80, Blendish.BND_WIDGET_HEIGHT, BNDcornerFlags.BND_CORNER_NONE, BNDwidgetState.BND_ACTIVE,
                               null, "Active");

            y += 25;
            int ry = y;
            int rx = x;

            y  = 10;
            x += 130;
            vg.bndOptionButton(x, y, 120, Blendish.BND_WIDGET_HEIGHT, BNDwidgetState.BND_DEFAULT, "Default");
            y += 25;
            vg.bndOptionButton(x, y, 120, Blendish.BND_WIDGET_HEIGHT, BNDwidgetState.BND_HOVER, "Hovered");
            y += 25;
            vg.bndOptionButton(x, y, 120, Blendish.BND_WIDGET_HEIGHT, BNDwidgetState.BND_ACTIVE, "Active");

            y += 40;
            vg.bndNumberField(x, y, 120, Blendish.BND_WIDGET_HEIGHT, BNDcornerFlags.BND_CORNER_DOWN, BNDwidgetState.BND_DEFAULT,
                              "Top", "100");
            y += Blendish.BND_WIDGET_HEIGHT - 2;
            vg.bndNumberField(x, y, 120, Blendish.BND_WIDGET_HEIGHT, BNDcornerFlags.BND_CORNER_ALL, BNDwidgetState.BND_DEFAULT,
                              "Center", "100");
            y += Blendish.BND_WIDGET_HEIGHT - 2;
            vg.bndNumberField(x, y, 120, Blendish.BND_WIDGET_HEIGHT, BNDcornerFlags.BND_CORNER_TOP, BNDwidgetState.BND_DEFAULT,
                              "Bottom", "100");

            int mx = x - 30;
            int my = y - 12;
            int mw = 120;

            vg.bndMenuBackground(mx, my, mw, 120, BNDcornerFlags.BND_CORNER_TOP);
            vg.bndMenuLabel(mx, my, mw, Blendish.BND_WIDGET_HEIGHT, null, "Menu Title");
            my += Blendish.BND_WIDGET_HEIGHT - 2;
            vg.bndMenuItem(mx, my, mw, Blendish.BND_WIDGET_HEIGHT, BNDwidgetState.BND_DEFAULT,
                           BNDicon.BND_ICON_FILE_FOLDER, "Default");
            my += Blendish.BND_WIDGET_HEIGHT - 2;
            vg.bndMenuItem(mx, my, mw, Blendish.BND_WIDGET_HEIGHT, BNDwidgetState.BND_HOVER,
                           BNDicon.BND_ICON_FILE_BLANK, "Hovered");
            my += Blendish.BND_WIDGET_HEIGHT - 2;
            vg.bndMenuItem(mx, my, mw, Blendish.BND_WIDGET_HEIGHT, BNDwidgetState.BND_ACTIVE,
                           BNDicon.BND_ICON_FILE_BLEND, "Active");

            y  = 10;
            x += 130;
            int ox = x;

            vg.bndNumberField(x, y, 120, Blendish.BND_WIDGET_HEIGHT, BNDcornerFlags.BND_CORNER_NONE, BNDwidgetState.BND_DEFAULT,
                              "Default", "100");
            y += 25;
            vg.bndNumberField(x, y, 120, Blendish.BND_WIDGET_HEIGHT, BNDcornerFlags.BND_CORNER_NONE, BNDwidgetState.BND_HOVER,
                              "Hovered", "100");
            y += 25;
            vg.bndNumberField(x, y, 120, Blendish.BND_WIDGET_HEIGHT, BNDcornerFlags.BND_CORNER_NONE, BNDwidgetState.BND_ACTIVE,
                              "Active", "100");

            y += 40;
            vg.bndRadioButton(x, y, 60, Blendish.BND_WIDGET_HEIGHT, BNDcornerFlags.BND_CORNER_RIGHT, BNDwidgetState.BND_DEFAULT,
                              null, "One");
            x += 60 - 1;
            vg.bndRadioButton(x, y, 60, Blendish.BND_WIDGET_HEIGHT, BNDcornerFlags.BND_CORNER_ALL, BNDwidgetState.BND_DEFAULT,
                              null, "Two");
            x += 60 - 1;
            vg.bndRadioButton(x, y, 60, Blendish.BND_WIDGET_HEIGHT, BNDcornerFlags.BND_CORNER_ALL, BNDwidgetState.BND_DEFAULT,
                              null, "Three");
            x += 60 - 1;
            vg.bndRadioButton(x, y, 60, Blendish.BND_WIDGET_HEIGHT, BNDcornerFlags.BND_CORNER_LEFT, BNDwidgetState.BND_ACTIVE,
                              null, "Butts");

            x  = ox;
            y += 40;

            float  progress_value = fmodf(gameTime / 10.0f, 1.0f);
            string progress_label;

            progress_label = string.Format("{0:0.00}", progress_value * 100 + 0.5f);
            vg.bndSlider(x, y, 240, Blendish.BND_WIDGET_HEIGHT, BNDcornerFlags.BND_CORNER_NONE, BNDwidgetState.BND_DEFAULT,
                         progress_value, "Default", progress_label);
            y += 25;
            vg.bndSlider(x, y, 240, Blendish.BND_WIDGET_HEIGHT, BNDcornerFlags.BND_CORNER_NONE, BNDwidgetState.BND_HOVER,
                         progress_value, "Hovered", progress_label);
            y += 25;
            vg.bndSlider(x, y, 240, Blendish.BND_WIDGET_HEIGHT, BNDcornerFlags.BND_CORNER_NONE, BNDwidgetState.BND_ACTIVE,
                         progress_value, "Active", progress_label);

            int   rw       = x + 240 - rx;
            float s_offset = (float)Math.Sin(gameTime / 2.0f) * 0.5f + 0.5f;
            float s_size   = (float)Math.Cos(gameTime / 3.11f) * 0.5f + 0.5f;

            vg.bndScrollBar(rx, ry, rw, Blendish.BND_SCROLLBAR_HEIGHT, BNDwidgetState.BND_DEFAULT, s_offset, s_size);
            ry += 20;
            vg.bndScrollBar(rx, ry, rw, Blendish.BND_SCROLLBAR_HEIGHT, BNDwidgetState.BND_HOVER, s_offset, s_size);
            ry += 20;
            vg.bndScrollBar(rx, ry, rw, Blendish.BND_SCROLLBAR_HEIGHT, BNDwidgetState.BND_ACTIVE, s_offset, s_size);

            string edit_text = "The quick brown fox";
            int    t         = (int)(gameTime * 2);
            int    idx1      = (t / edit_text.Length) % edit_text.Length;
            int    idx2      = idx1 + (t % (edit_text.Length - idx1));

            ry += 25;
            vg.bndTextField(rx, ry, 240, Blendish.BND_WIDGET_HEIGHT, BNDcornerFlags.BND_CORNER_NONE, BNDwidgetState.BND_DEFAULT,
                            null, edit_text, idx1, idx2);
            ry += 25;
            vg.bndTextField(rx, ry, 240, Blendish.BND_WIDGET_HEIGHT, BNDcornerFlags.BND_CORNER_NONE, BNDwidgetState.BND_HOVER,
                            null, edit_text, idx1, idx2);
            ry += 25;
            vg.bndTextField(rx, ry, 240, Blendish.BND_WIDGET_HEIGHT, BNDcornerFlags.BND_CORNER_NONE, BNDwidgetState.BND_ACTIVE,
                            null, edit_text, idx1, idx2);

            draw_noodles(vg, 20, ry + 50);

            rx += rw + 20;
            ry  = 10;
            vg.bndScrollBar(rx, ry, Blendish.BND_SCROLLBAR_WIDTH, 240, BNDwidgetState.BND_DEFAULT, s_offset, s_size);
            rx += 20;
            vg.bndScrollBar(rx, ry, Blendish.BND_SCROLLBAR_WIDTH, 240, BNDwidgetState.BND_HOVER, s_offset, s_size);
            rx += 20;
            vg.bndScrollBar(rx, ry, Blendish.BND_SCROLLBAR_WIDTH, 240, BNDwidgetState.BND_ACTIVE, s_offset, s_size);

            x  = ox;
            y += 40;
            vg.bndToolButton(x, y, Blendish.BND_TOOL_WIDTH, Blendish.BND_WIDGET_HEIGHT, BNDcornerFlags.BND_CORNER_RIGHT,
                             BNDwidgetState.BND_DEFAULT, BNDicon.BND_ICON_REC, null);
            x += Blendish.BND_TOOL_WIDTH - 1;
            vg.bndToolButton(x, y, Blendish.BND_TOOL_WIDTH, Blendish.BND_WIDGET_HEIGHT, BNDcornerFlags.BND_CORNER_ALL,
                             BNDwidgetState.BND_DEFAULT, BNDicon.BND_ICON_PLAY, null);
            x += Blendish.BND_TOOL_WIDTH - 1;
            vg.bndToolButton(x, y, Blendish.BND_TOOL_WIDTH, Blendish.BND_WIDGET_HEIGHT, BNDcornerFlags.BND_CORNER_ALL,
                             BNDwidgetState.BND_DEFAULT, BNDicon.BND_ICON_FF, null);
            x += Blendish.BND_TOOL_WIDTH - 1;
            vg.bndToolButton(x, y, Blendish.BND_TOOL_WIDTH, Blendish.BND_WIDGET_HEIGHT, BNDcornerFlags.BND_CORNER_ALL,
                             BNDwidgetState.BND_DEFAULT, BNDicon.BND_ICON_REW, null);
            x += Blendish.BND_TOOL_WIDTH - 1;
            vg.bndToolButton(x, y, Blendish.BND_TOOL_WIDTH, Blendish.BND_WIDGET_HEIGHT, BNDcornerFlags.BND_CORNER_ALL,
                             BNDwidgetState.BND_DEFAULT, BNDicon.BND_ICON_PAUSE, null);
            x += Blendish.BND_TOOL_WIDTH - 1;
            vg.bndToolButton(x, y, Blendish.BND_TOOL_WIDTH, Blendish.BND_WIDGET_HEIGHT, BNDcornerFlags.BND_CORNER_LEFT,
                             BNDwidgetState.BND_DEFAULT, BNDicon.BND_ICON_PREV_KEYFRAME, null);
            x += Blendish.BND_TOOL_WIDTH - 1;
            x += 5;
            vg.bndRadioButton(x, y, Blendish.BND_TOOL_WIDTH, Blendish.BND_WIDGET_HEIGHT, BNDcornerFlags.BND_CORNER_RIGHT,
                              BNDwidgetState.BND_DEFAULT, BNDicon.BND_ICON_MOD_CLOTH, null);
            x += Blendish.BND_TOOL_WIDTH - 1;
            vg.bndRadioButton(x, y, Blendish.BND_TOOL_WIDTH, Blendish.BND_WIDGET_HEIGHT, BNDcornerFlags.BND_CORNER_ALL,
                              BNDwidgetState.BND_DEFAULT, BNDicon.BND_ICON_MOD_EXPLODE, null);
            x += Blendish.BND_TOOL_WIDTH - 1;
            vg.bndRadioButton(x, y, Blendish.BND_TOOL_WIDTH, Blendish.BND_WIDGET_HEIGHT, BNDcornerFlags.BND_CORNER_ALL,
                              BNDwidgetState.BND_DEFAULT, BNDicon.BND_ICON_MOD_FLUIDSIM, null);
            x += Blendish.BND_TOOL_WIDTH - 1;
            vg.bndRadioButton(x, y, Blendish.BND_TOOL_WIDTH, Blendish.BND_WIDGET_HEIGHT, BNDcornerFlags.BND_CORNER_ALL,
                              BNDwidgetState.BND_DEFAULT, BNDicon.BND_ICON_MOD_MULTIRES, null);
            x += Blendish.BND_TOOL_WIDTH - 1;
            vg.bndRadioButton(x, y, Blendish.BND_TOOL_WIDTH, Blendish.BND_WIDGET_HEIGHT, BNDcornerFlags.BND_CORNER_ALL,
                              BNDwidgetState.BND_ACTIVE, BNDicon.BND_ICON_MOD_SMOKE, null);
            x += Blendish.BND_TOOL_WIDTH - 1;
            vg.bndRadioButton(x, y, Blendish.BND_TOOL_WIDTH, Blendish.BND_WIDGET_HEIGHT, BNDcornerFlags.BND_CORNER_LEFT,
                              BNDwidgetState.BND_DEFAULT, BNDicon.BND_ICON_MOD_SOLIDIFY, null);

            vg.Restore();
        }