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(); }
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 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(); }