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); }
static void DrawLines(NanoVGContext 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 fx, fy; float[] pts = new float[8]; int[] joins = new int[3] { (int)NVGlineCap.NVG_MITER, (int)NVGlineCap.NVG_ROUND, (int)NVGlineCap.NVG_BEVEL }; int[] caps = new int[3] { (int)NVGlineCap.NVG_BUTT, (int)NVGlineCap.NVG_ROUND, (int)NVGlineCap.NVG_SQUARE }; //NVG_NOTUSED(h); NVG.Save(vg); pts[0] = -s * 0.25f + (int)Math.Cos(t * 0.3f) * s * 0.5f; pts[1] = (int)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 + (int)Math.Cos(-t * 0.3f) * s * 0.5f; pts[7] = (int)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; NVG.LineCap(vg, caps[i]); NVG.LineJoin(vg, joins[j]); NVG.StrokeWidth(vg, s * 0.3f); NVG.StrokeColor(vg, NVG.RGBA(0, 0, 0, 160)); NVG.BeginPath(vg); NVG.MoveTo(vg, fx + pts[0], fy + pts[1]); NVG.LineTo(vg, fx + pts[2], fy + pts[3]); NVG.LineTo(vg, fx + pts[4], fy + pts[5]); NVG.LineTo(vg, fx + pts[6], fy + pts[7]); NVG.Stroke(vg); NVG.LineCap(vg, (int)NVGlineCap.NVG_BUTT); NVG.LineJoin(vg, (int)NVGlineCap.NVG_BEVEL); NVG.StrokeWidth(vg, 1.0f); NVG.StrokeColor(vg, NVG.RGBA(0, 192, 255, 255)); NVG.BeginPath(vg); NVG.MoveTo(vg, fx + pts[0], fy + pts[1]); NVG.LineTo(vg, fx + pts[2], fy + pts[3]); NVG.LineTo(vg, fx + pts[4], fy + pts[5]); NVG.LineTo(vg, fx + pts[6], fy + pts[7]); NVG.Stroke(vg); } } NVG.Restore(vg); }
static void DrawGraph(NanoVGContext vg, float x, float y, float w, float h, float t) { NVGPaint bg; float[] samples = new float[6]; float[] sx = new float[6], sy = new float[6]; float dx = w / 5.0f; int i; samples[0] = (1 + (float)Math.Sin(t * 1.2345f + Math.Cos(t * 0.33457f) * 0.44f)) * 0.5f; samples[1] = (1 + (float)Math.Sin(t * 0.68363f + Math.Cos(t * 1.3f) * 1.55f)) * 0.5f; samples[2] = (1 + (float)Math.Sin(t * 1.1642f + Math.Cos(t * 0.33457) * 1.24f)) * 0.5f; samples[3] = (1 + (float)Math.Sin(t * 0.56345f + Math.Cos(t * 1.63f) * 0.14f)) * 0.5f; samples[4] = (1 + (float)Math.Sin(t * 1.6245f + Math.Cos(t * 0.254f) * 0.3f)) * 0.5f; samples[5] = (1 + (float)Math.Sin(t * 0.345f + Math.Cos(t * 0.03f) * 0.6f)) * 0.5f; for (i = 0; i < 6; i++) { sx[i] = x + i * dx; sy[i] = y + h * samples[i] * 0.8f; } // Graph background bg = NVG.LinearGradient(vg, x, y, x, y + h, NVG.RGBA(0, 160, 192, 0), NVG.RGBA(0, 160, 192, 64)); NVG.BeginPath(vg); NVG.MoveTo(vg, sx[0], sy[0]); for (i = 1; i < 6; i++) { NVG.BezierTo(vg, sx[i - 1] + dx * 0.5f, sy[i - 1], sx[i] - dx * 0.5f, sy[i], sx[i], sy[i]); } NVG.LineTo(vg, x + w, y + h); NVG.LineTo(vg, x, y + h); NVG.FillPaint(vg, bg); NVG.Fill(vg); // Graph line NVG.BeginPath(vg); NVG.MoveTo(vg, sx[0], sy[0] + 2); for (i = 1; i < 6; i++) { NVG.BezierTo(vg, sx[i - 1] + dx * 0.5f, sy[i - 1] + 2, sx[i] - dx * 0.5f, sy[i] + 2, sx[i], sy[i] + 2); } NVG.StrokeColor(vg, NVG.RGBA(0, 0, 0, 32)); NVG.StrokeWidth(vg, 3.0f); NVG.Stroke(vg); NVG.BeginPath(vg); NVG.MoveTo(vg, sx[0], sy[0]); for (i = 1; i < 6; i++) { NVG.BezierTo(vg, sx[i - 1] + dx * 0.5f, sy[i - 1], sx[i] - dx * 0.5f, sy[i], sx[i], sy[i]); } NVG.StrokeColor(vg, NVG.RGBA(0, 160, 192, 255)); NVG.StrokeWidth(vg, 3.0f); NVG.Stroke(vg); // Graph sample pos for (i = 0; i < 6; i++) { bg = NVG.RadialGradient(vg, sx[i], sy[i] + 2, 3.0f, 8.0f, NVG.RGBA(0, 0, 0, 32), NVG.RGBA(0, 0, 0, 0)); NVG.BeginPath(vg); NVG.Rect(vg, sx[i] - 10, sy[i] - 10 + 2, 20, 20); NVG.FillPaint(vg, bg); NVG.Fill(vg); } NVG.BeginPath(vg); for (i = 0; i < 6; i++) { NVG.Circle(vg, sx[i], sy[i], 4.0f); } NVG.FillColor(vg, NVG.RGBA(0, 160, 192, 255)); NVG.Fill(vg); NVG.BeginPath(vg); for (i = 0; i < 6; i++) { NVG.Circle(vg, sx[i], sy[i], 2.0f); } NVG.FillColor(vg, NVG.RGBA(220, 220, 220, 255)); NVG.Fill(vg); NVG.StrokeWidth(vg, 1.0f); }
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); }
static unsafe void DrawParagraph(NanoVGContext vg, float x, float y, float width, float height, float mx, float my) { NVGtextRow[] rows = new NVGtextRow[3]; NVGglyphPosition[] glyphs = new NVGglyphPosition[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.🎉"; string start; string end; int nrows, i, nglyphs, j, lnum = 0; float lineh; float caretx, px; float[] bounds = new float[4]; float a; float gx = 0, gy = 0; int gutter = 0; //NVG_NOTUSED(height); NVG.Save(vg); NVG.FontSize(vg, 18.0f); NVG.FontFace(vg, "sans"); NVG.TextAlign(vg, NVGAlign.NVG_ALIGN_LEFT | NVGAlign.NVG_ALIGN_TOP); NVG.TextMetrics(vg, null, null, &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; end = text + text.Length; IntPtr rowPtr = NVG.GetIntPtrFromStructArray(rows); //GCHandle gch = GCHandle.Alloc(rows, GCHandleType.Normal); //IntPtr rowPtr = GCHandle.ToIntPtr(gch); nrows = NVG.TextBreakLines(vg, Encoding.UTF8.GetBytes(start), Encoding.UTF8.GetBytes(end), width, ref rowPtr, 3); var cRows = NVG.GetStructArrayFromIntPtr <NVGtextRow>(rowPtr, nrows); while (nrows > 0) { for (i = 0; i < nrows; i++) { NVGtextRow row = rows[i]; bool hit = mx > x && mx < (x + width) && my >= y && my < (y + lineh); NVG.BeginPath(vg); NVG.FillColor(vg, NVG.RGBA(255, 255, 255, hit ? (byte)64 : (byte)16)); NVG.Rect(vg, x, y, row.width, lineh); NVG.Fill(vg); NVG.FillColor(vg, NVG.RGBA(255, 255, 255, 255)); NVG.Text(vg, x, y, row.start, row.end); if (hit) { caretx = (mx < x + row.width / 2) ? x : x + row.width; px = x; IntPtr positions = NVG.MarshalArrayToPointer(glyphs); nglyphs = NVG.TextGlyphPositions(vg, x, y, NVG.StrToByte(row.start), NVG.StrToByte(row.end), positions, 100); 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; } NVG.BeginPath(vg); NVG.FillColor(vg, NVG.RGBA(255, 192, 0, 255)); NVG.Rect(vg, caretx, y, 1, lineh); NVG.Fill(vg); gutter = lnum + 1; gx = x - 10; gy = y + lineh / 2; } lnum++; y += lineh; } // Keep going... start = rows[nrows - 1].next; //nrows = NVG.TextBreakLines(vg, Encoding.UTF8.GetBytes(start), Encoding.UTF8.GetBytes(end), width, rowPtr, 3); } if (gutter > 0) { string txt; txt = "16" + gutter; NVG.FontSize(vg, 13.0f); NVG.TextAlign(vg, NVGAlign.NVG_ALIGN_RIGHT | NVGAlign.NVG_ALIGN_MIDDLE); NVG.TextBounds(vg, gx, gy, Encoding.UTF8.GetBytes(txt), null, NVG.MarshalToPointer(bounds)); NVG.BeginPath(vg); NVG.FillColor(vg, NVG.RGBA(255, 192, 0, 255)); NVG.RoundedRect(vg, (int)bounds[0] - 4, (int)bounds[1] - 2, (int)(bounds[2] - bounds[0]) + 8, (int)(bounds[3] - bounds[1]) + 4, ((int)(bounds[3] - bounds[1]) + 4) / 2 - 1); NVG.Fill(vg); NVG.FillColor(vg, NVG.RGBA(32, 32, 32, 255)); NVG.Text(vg, gx, gy, txt, null); } y += 20.0f; NVG.FontSize(vg, 13.0f); NVG.TextAlign(vg, NVGAlign.NVG_ALIGN_LEFT | NVGAlign.NVG_ALIGN_TOP); NVG.TextLineHeight(vg, 1.2f); IntPtr boundPtr = NVG.MarshalArrayToPointer(glyphs); NVG.TextBoxBounds(vg, x, y, 150, Encoding.UTF8.GetBytes("Hover your mouse over the text to see calculated caret position."), null, boundPtr); // Fade the tooltip out when close to it. gx = Math.Abs((mx - (bounds[0] + bounds[2]) * 0.5f) / (bounds[0] - bounds[2])); gy = Math.Abs((my - (bounds[1] + bounds[3]) * 0.5f) / (bounds[1] - bounds[3])); a = Math.Max(gx, gy) - 0.5f; a = Math.Clamp(a, 0, 1); NVG.GlobalAlpha(vg, a); NVG.BeginPath(vg); NVG.FillColor(vg, NVG.RGBA(220, 220, 220, 255)); NVG.RoundedRect(vg, bounds[0] - 2, bounds[1] - 2, (int)(bounds[2] - bounds[0]) + 4, (int)(bounds[3] - bounds[1]) + 4, 3); px = (int)((bounds[2] + bounds[0]) / 2); NVG.MoveTo(vg, px, bounds[1] - 10); NVG.LineTo(vg, px + 7, bounds[1] + 1); NVG.LineTo(vg, px - 7, bounds[1] + 1); NVG.Fill(vg); NVG.FillColor(vg, NVG.RGBA(0, 0, 0, 220)); NVG.TextBox(vg, x, y, 150, Encoding.UTF8.GetBytes("Hover your mouse over the text to see calculated caret position."), null); NVG.Restore(vg); }