#include "Window.hpp" // -------- OpenGL -------- // #define GLEW_STATIC #include #include "WindowContext.hpp" // -------- Canvas -------- // #define NANOVG_GL3_IMPLEMENTATION #include #include namespace tp { class Graphics::Canvas::Context { public: NVGcontext* vg; }; } using namespace tp; Graphics::Canvas::Canvas() { mContext = new Context(); } Graphics::Canvas::~Canvas() { delete mContext; } void Graphics::Canvas::init() { mContext->vg = nvgCreateGL3(NVG_ANTIALIAS | NVG_STENCIL_STROKES); if (nvgCreateFont(mContext->vg, "default", "Font.ttf") == -1) { // TODO } } void Graphics::Canvas::deinit() { nvgDeleteGL3(mContext->vg); } RectF Graphics::Canvas::getAvaliableArea() { return { (halnf) 0, (halnf) 0, mWidth, mHeight }; } void Graphics::Canvas::rect(const RectF& rec, const RGBA& col, halnf round) { nvgBeginPath(mContext->vg); if (round == 0) { nvgRect(mContext->vg, rec.x, rec.y, rec.z, rec.w); } else { nvgRoundedRect(mContext->vg, rec.x, rec.y, rec.z, rec.w, round); } nvgFillColor(mContext->vg, { col.r, col.g, col.b, col.a }); nvgFill(mContext->vg); } void Graphics::Canvas::pushClamp(const RectF& rec) { RectF intersection = rec; if (mScissors.size()) { mScissors.last().calcIntersection(rec, intersection); } nvgScissor(mContext->vg, intersection.x, intersection.y, intersection.z, intersection.w); mScissors.append(rec); } void Graphics::Canvas::popClamp() { DEBUG_ASSERT(mScissors.size()); mIsClamping = false; mScissors.pop(); if (mScissors.size()) { const auto& rec = mScissors.last(); nvgScissor(mContext->vg, rec.x, rec.y, rec.z, rec.w); } else { nvgResetScissor(mContext->vg); } } void Graphics::Canvas::text( const char* string, const RectF& aRec, halnf size, Align align, halnf marging, const RGBA& col ) { RectF rec = { aRec.x + marging, aRec.y + marging, aRec.z - marging * 2, aRec.w - marging * 2 }; pushClamp(rec); nvgFontSize(mContext->vg, size); nvgFontFace(mContext->vg, "default"); nvgFillColor(mContext->vg, { col.r, col.g, col.b, col.a }); float centerX = rec.x; float centerY = rec.y; int alignNVG = 0; if (((int1*) &align)[1] == 0x00) { // center x alignNVG |= NVG_ALIGN_CENTER; centerX += rec.z * 0.5f; } else if (((int1*) &align)[1] == 0x01) { // left x alignNVG |= NVG_ALIGN_LEFT; } else if (((int1*) &align)[1] == 0x02) { // right x alignNVG |= NVG_ALIGN_RIGHT; centerX += rec.z; } if (((int1*) &align)[0] == 0x00) { // center y alignNVG |= NVG_ALIGN_MIDDLE; centerY += rec.w * 0.5f; } else if (((int1*) &align)[0] == 0x01) { // top y alignNVG |= NVG_ALIGN_TOP; centerY += rec.w; } else if (((int1*) &align)[0] == 0x02) { // bottom y alignNVG |= NVG_ALIGN_BOTTOM; } nvgTextAlign(mContext->vg, alignNVG); nvgText(mContext->vg, centerX, centerY, string, nullptr); popClamp(); } void Graphics::Canvas::proc() { nvgBeginFrame(mContext->vg, mWidth, mHeight, 1.0); } void Graphics::Canvas::draw() { nvgEndFrame(mContext->vg); }