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(); }
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(); }
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(); }
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(); }
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(); }
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(); }
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(); }
public static void drawGraph(NvgContext vg, float x, float y, float w, float h, float t) { Paint 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 + (float)Math.Cos(t * 0.33457f) * 0.44f)) * 0.5f; samples[1] = (1 + (float)Math.Sin(t * 0.68363f + (float)Math.Cos(t * 1.3f) * 1.55f)) * 0.5f; samples[2] = (1 + (float)Math.Sin(t * 1.1642f + (float)Math.Cos(t * 0.33457) * 1.24f)) * 0.5f; samples[3] = (1 + (float)Math.Sin(t * 0.56345f + (float)Math.Cos(t * 1.63f) * 0.14f)) * 0.5f; samples[4] = (1 + (float)Math.Sin(t * 1.6245f + (float)Math.Cos(t * 0.254f) * 0.3f)) * 0.5f; samples[5] = (1 + (float)Math.Sin(t * 0.345f + (float)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 = vg.LinearGradient(x, y, x, y + h, new Color(0, 160, 192, 0), new Color(0, 160, 192, 64)); vg.BeginPath(); vg.MoveTo(sx[0], sy[0]); for (i = 1; i < 6; i++) { vg.BezierTo(sx[i - 1] + dx * 0.5f, sy[i - 1], sx[i] - dx * 0.5f, sy[i], sx[i], sy[i]); } vg.LineTo(x + w, y + h); vg.LineTo(x, y + h); vg.FillPaint(bg); vg.Fill(); // Graph line vg.BeginPath(); vg.MoveTo(sx[0], sy[0] + 2); for (i = 1; i < 6; i++) { vg.BezierTo(sx[i - 1] + dx * 0.5f, sy[i - 1] + 2, sx[i] - dx * 0.5f, sy[i] + 2, sx[i], sy[i] + 2); } vg.StrokeColor(new Color(0, 0, 0, 32)); vg.StrokeWidth(3.0f); vg.Stroke(); vg.BeginPath(); vg.MoveTo(sx[0], sy[0]); for (i = 1; i < 6; i++) { vg.BezierTo(sx[i - 1] + dx * 0.5f, sy[i - 1], sx[i] - dx * 0.5f, sy[i], sx[i], sy[i]); } vg.StrokeColor(new Color(0, 160, 192, 255)); vg.StrokeWidth(3.0f); vg.Stroke(); // Graph sample pos for (i = 0; i < 6; i++) { bg = vg.RadialGradient(sx[i], sy[i] + 2, 3.0f, 8.0f, new Color(0, 0, 0, 32), new Color(0, 0, 0, 0)); vg.BeginPath(); vg.Rect(sx[i] - 10, sy[i] - 10 + 2, 20, 20); vg.FillPaint(bg); vg.Fill(); } vg.BeginPath(); for (i = 0; i < 6; i++) { vg.Circle(sx[i], sy[i], 4.0f); } vg.FillColor(new Color(0, 160, 192, 255)); vg.Fill(); vg.BeginPath(); for (i = 0; i < 6; i++) { vg.Circle(sx[i], sy[i], 2.0f); } vg.FillColor(new Color(220, 220, 220, 255)); vg.Fill(); vg.StrokeWidth(1.0f); }
public void Render(NvgContext vg, float x, float y) { int i; float avg, w, h; string str; avg = GetAverage(); w = 200; h = 35; vg.BeginPath(); vg.Rect(x, y, w, h); vg.FillColor(new Color(0, 0, 0, 128)); vg.Fill(); vg.BeginPath(); vg.MoveTo(x, y + h); if (_style == Style.GRAPH_RENDER_FPS) { for (i = 0; i < _values.Length; i++) { float v = 1.0f / (0.00001f + _values[(_head + i) % _values.Length]); float vx, vy; if (v > 80.0f) { v = 80.0f; } vx = x + ((float)i / (_values.Length - 1)) * w; vy = y + h - ((v / 80.0f) * h); vg.LineTo(vx, vy); } } else if (_style == Style.GRAPH_RENDER_PERCENT) { for (i = 0; i < _values.Length; i++) { float v = _values[(_head + i) % _values.Length] * 1.0f; float vx, vy; if (v > 100.0f) { v = 100.0f; } vx = x + ((float)i / (_values.Length - 1)) * w; vy = y + h - ((v / 100.0f) * h); vg.LineTo(vx, vy); } } else { for (i = 0; i < _values.Length; i++) { float v = _values[(_head + i) % _values.Length] * 1000.0f; float vx, vy; if (v > 20.0f) { v = 20.0f; } vx = x + ((float)i / (_values.Length - 1)) * w; vy = y + h - ((v / 20.0f) * h); vg.LineTo(vx, vy); } } vg.LineTo(x + w, y + h); vg.FillColor(new Color(255, 192, 0, 128)); vg.Fill(); if (!string.IsNullOrEmpty(_name)) { vg.FontSize(14.0f); vg.TextAlign(Alignment.Left | Alignment.Top); vg.FillColor(new Color(240, 240, 240, 192)); vg.Text(x + 3, y + 1, _name); } if (_style == Style.GRAPH_RENDER_FPS) { vg.FontSize(18.0f); vg.TextAlign(Alignment.Right | Alignment.Top); vg.FillColor(new Color(240, 240, 240, 255)); str = string.Format("{0:0.00} FPS", 1.0f / avg); vg.Text(x + w - 3, y + 1, str); vg.FontSize(15.0f); vg.TextAlign(Alignment.Right | Alignment.Bottom); vg.FillColor(new Color(240, 240, 240, 160)); str = string.Format("{0:0.00} ms", avg * 1000.0f); vg.Text(x + w - 3, y + h - 1, str); } else if (_style == Style.GRAPH_RENDER_PERCENT) { vg.FontSize(18.0f); vg.TextAlign(Alignment.Right | Alignment.Top); vg.FillColor(new Color(240, 240, 240, 255)); str = string.Format("{0:0.00} %%", avg); vg.Text(x + w - 3, y + 1, str); } else { vg.FontSize(18.0f); vg.TextAlign(Alignment.Right | Alignment.Top); vg.FillColor(new Color(240, 240, 240, 255)); str = string.Format("{0:0.00} ms", avg * 1000.0f); vg.Text(x + w - 3, y + 1, str); } }
public static void RenderGraph(NvgContext vg, float x, float y) { int i; string str; var avg = GetGraphAverage(); const float w = 200; const float h = 35; vg.BeginPath(); vg.Rect(x, y, w, h); vg.FillColor(NanoVg.Rgba(0, 0, 0, 128)); vg.Fill(); vg.BeginPath(); vg.MoveTo(x, y + h); if (_style == (int)GraphRenderStyle.Fps) { for (i = 0; i < GraphHistoryCount; i++) { var v = 1.0f / (0.00001f + _values[(_head + i) % GraphHistoryCount]); float vx, vy; if (v > 80.0f) { v = 80.0f; } vx = x + (float)i / (GraphHistoryCount - 1) * w; vy = y + h - v / 80.0f * h; vg.LineTo(vx, vy); } } else if (_style == (int)GraphRenderStyle.Percent) { for (i = 0; i < GraphHistoryCount; i++) { var v = _values[(_head + i) % GraphHistoryCount] * 1.0f; float vx, vy; if (v > 100.0f) { v = 100.0f; } vx = x + (float)i / (GraphHistoryCount - 1) * w; vy = y + h - v / 100.0f * h; vg.LineTo(vx, vy); } } else { for (i = 0; i < GraphHistoryCount; i++) { var v = _values[(_head + i) % GraphHistoryCount] * 1000.0f; float vx, vy; if (v > 20.0f) { v = 20.0f; } vx = x + (float)i / (GraphHistoryCount - 1) * w; vy = y + h - v / 20.0f * h; vg.LineTo(vx, vy); } } vg.LineTo(x + w, y + h); vg.FillColor(NanoVg.Rgba(255, 192, 0, 128)); vg.Fill(); vg.FontFace("sans"); if (_name[0] != '\0') { vg.FontSize(14.0f); vg.TextAlign(NvgAlign.Left | NvgAlign.Top); vg.FillColor(NanoVg.Rgba(240, 240, 240, 192)); vg.Text(x + 3, y + 1, _name); } if (_style == (int)GraphRenderStyle.Fps) { vg.FontSize(18.0f); vg.TextAlign(NvgAlign.Right | NvgAlign.Top); vg.FillColor(NanoVg.Rgba(240, 240, 240, 255)); str = $"{1.0f / avg:0.00} FPS"; vg.Text(x + w - 3, y + 1, str); vg.FontSize(15.0f); vg.TextAlign(NvgAlign.Right | NvgAlign.Bottom); vg.FillColor(NanoVg.Rgba(240, 240, 240, 160)); str = $"{avg * 1000.0f:0.00} ms"; vg.Text(x + w - 3, y + h - 1, str); } else if (_style == (int)GraphRenderStyle.Percent) { vg.FontSize(18.0f); vg.TextAlign(NvgAlign.Right | NvgAlign.Top); vg.FillColor(NanoVg.Rgba(240, 240, 240, 255)); str = $"{avg * 1.0f:0.0} %"; vg.Text(x + w - 3, y + 1, str); } else { vg.FontSize(18.0f); vg.TextAlign(NvgAlign.Right | NvgAlign.Top); vg.FillColor(NanoVg.Rgba(240, 240, 240, 255)); str = $"{avg * 1000.0f:0.00} ms"; vg.Text(x + w - 3, y + 1, str); } }
/// <inheritdoc /> protected override void OnPaint(object sender, NvgContext e) { int i; float x = Location.X; float y = Location.Y; e.BeginPath(); e.Rect(x, y, Width, Height); e.FillColor(NanoVg.Rgba(255, 255, 255, 64)); e.Fill(); e.BeginPath(); if (Fill) { e.MoveTo(x, y + Height); } else { var v0 = _values[_head % HistoryCount]; v0 = F6Math.RemapClamp(v0, Min, Max, 0, Height); e.MoveTo(x, y + Height - v0); } for (i = 0; i < HistoryCount; i++) { var v = _values[(_head + i) % HistoryCount]; var vx = x + (float)i / (HistoryCount - 1) * Width; var vy = y + Height - F6Math.RemapClamp(v, Min, Max, 0, Height); e.LineTo(vx, vy); } if (Fill) { e.LineTo(x + Width, y + Height); e.FillColor(NanoVg.Rgba(Color)); e.Fill(); } else { e.StrokeColor(NanoVg.Rgba(Color)); e.Stroke(); } var avgY = F6Math.RemapClamp(_avg, Min, Max, 0, Height); e.BeginPath(); e.MoveTo(x, y + Height - avgY); e.LineTo(x + Width, y + Height - avgY); e.StrokeColor(NanoVg.Rgba(255, 255, 255, 128)); e.Stroke(); e.FontFace(FontFamily); if (Title != null) { e.FontSize(14.0f); e.TextAlign(NvgAlign.Left | NvgAlign.Top); e.FillColor(NanoVg.Rgba(240, 240, 240, 192)); e.Text(x + 3, y + 1, Title); } e.FontSize(16.0f); e.TextAlign(NvgAlign.Right | NvgAlign.Top); e.FillColor(NanoVg.Rgba(240, 240, 240, 255)); var str = string.Format(Number, _avg.ToString(NumberFormatStyle)); e.Text(x + Width - 3, y + 1, str); if (Unit != null) { e.FontSize(15.0f); e.TextAlign(NvgAlign.Right | NvgAlign.Bottom); e.FillColor(NanoVg.Rgba(240, 240, 240, 160)); e.Text(x + Width - 3, y + Height - 1, Unit); } base.OnPaint(sender, e); }