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 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); }
public static void Translate(float X, float Y) { NVG.Translate(Engine.NVGCtx, X, Y); }