416 lines
No EOL
11 KiB
C++
416 lines
No EOL
11 KiB
C++
#include "Window.hpp"
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// -------- OpenGL -------- //
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#define GLEW_STATIC
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#include <GL/glew.h>
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#include "Graphics.hpp"
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// -------- Canvas -------- //
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#define NANOVG_GL3_IMPLEMENTATION
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#include <nanovg.h>
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#include <nanovg_gl.h>
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namespace tp {
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class Canvas::Context {
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public:
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NVGcontext* vg {};
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Window* window {};
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};
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}
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using namespace tp;
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Canvas::Canvas(Window* window) {
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mContext = new Context();
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mContext->window = window;
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mContext->vg = nvgCreateGL3(NVG_ANTIALIAS | NVG_STENCIL_STROKES);
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if (nvgCreateFont(mContext->vg, "default", "rsc/Font.ttf") == -1) {
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ASSERT(!"Cant create NVG font")
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}
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}
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Canvas::~Canvas() {
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nvgDeleteGL3(mContext->vg);
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delete mContext;
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}
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void Canvas::rect(RectF rec, const RGBA& col, halnf round) {
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rec.pos += mOrigin;
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nvgBeginPath(mContext->vg);
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if (round == 0) {
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nvgRect(mContext->vg, rec.x, rec.y, rec.z, rec.w);
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} else {
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nvgRoundedRect(mContext->vg, rec.x, rec.y, rec.z, rec.w, round);
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}
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nvgFillColor(mContext->vg, { col.r, col.g, col.b, col.a });
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nvgFill(mContext->vg);
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}
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void Canvas::debugCross(RectF rec, const RGBA& col) {
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nvgBeginPath(mContext->vg);
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nvgMoveTo(mContext->vg, rec.p1().x, rec.p1().y);
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nvgLineTo(mContext->vg, rec.p3().x, rec.p3().y);
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nvgMoveTo(mContext->vg, rec.p2().x, rec.p2().y);
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nvgLineTo(mContext->vg, rec.p4().x, rec.p4().y);
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nvgStrokeWidth(mContext->vg, 2);
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nvgStrokeColor(mContext->vg, { col.r, col.g, col.b, col.a });
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nvgStroke(mContext->vg);
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// nvgFill(mContext->vg);
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}
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void Canvas::frame(RectF rec, const RGBA& col, halnf round) {
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nvgBeginPath(mContext->vg);
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nvgMoveTo(mContext->vg, rec.p1().x, rec.p1().y);
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nvgLineTo(mContext->vg, rec.p2().x, rec.p2().y);
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nvgLineTo(mContext->vg, rec.p3().x, rec.p3().y);
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nvgLineTo(mContext->vg, rec.p4().x, rec.p4().y);
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nvgLineTo(mContext->vg, rec.p1().x, rec.p1().y);
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nvgStrokeWidth(mContext->vg, 2);
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nvgStrokeColor(mContext->vg, { col.r, col.g, col.b, col.a });
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nvgStroke(mContext->vg);
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// nvgFill(mContext->vg);
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}
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void Canvas::line(Vec2F start, Vec2F end, const RGBA& col, halnf thickness) {
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start += mOrigin;
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end += mOrigin;
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nvgBeginPath(mContext->vg);
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nvgFillColor(mContext->vg, { col.r, col.g, col.b, col.a});
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nvgMoveTo(mContext->vg, start.x, start.y);
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nvgLineTo(mContext->vg, end.x, end.y);
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nvgStrokeWidth(mContext->vg, thickness);
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nvgStrokeColor(mContext->vg, { col.r, col.g, col.b, col.a });
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nvgStroke(mContext->vg);
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}
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void Canvas::circle(Vec2F pos, halnf size, const RGBA& col) {
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pos += mOrigin;
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nvgBeginPath(mContext->vg);
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nvgCircle(mContext->vg, pos.x, pos.y, size);
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nvgFillColor(mContext->vg, { col.r, col.g, col.b, col.a });
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nvgFill(mContext->vg);
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}
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void Canvas::setOrigin(const Vec2F& origin) {
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mOrigin = origin;
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}
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void Canvas::pushClamp(const RectF& rec) {
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RectF intersection = rec;
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if (mScissors.size()) {
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mScissors.last().calcIntersection(rec, intersection);
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}
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nvgScissor(mContext->vg, intersection.x, intersection.y, intersection.z, intersection.w);
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mScissors.append(intersection);
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}
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void Canvas::popClamp() {
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DEBUG_ASSERT(mScissors.size());
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mIsClamping = false;
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mScissors.pop();
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if (mScissors.size()) {
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const auto& rec = mScissors.last();
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nvgScissor(mContext->vg, rec.x, rec.y, rec.z, rec.w);
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} else {
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nvgResetScissor(mContext->vg);
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}
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}
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const RectF& Canvas::getClampedArea() const {
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return mScissors.last();
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}
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void Canvas::text(
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const char* string, const RectF& aRec, halnf size, Align align, halnf marging, const RGBA& col
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) {
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RectF rec = { aRec.x + marging, aRec.y + marging, aRec.z - marging * 2, aRec.w - marging * 2 };
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rec.pos += mOrigin;
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pushClamp(rec);
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nvgFontSize(mContext->vg, size);
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nvgFontFace(mContext->vg, "default");
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nvgFillColor(mContext->vg, { col.r, col.g, col.b, col.a });
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float centerX = rec.x;
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float centerY = rec.y;
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int alignNVG = 0;
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if (((int1*) &align)[1] == 0x00) { // center x
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alignNVG |= NVG_ALIGN_CENTER;
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centerX += rec.z * 0.5f;
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} else if (((int1*) &align)[1] == 0x01) { // left x
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alignNVG |= NVG_ALIGN_LEFT;
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} else if (((int1*) &align)[1] == 0x02) { // right x
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alignNVG |= NVG_ALIGN_RIGHT;
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centerX += rec.z;
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}
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if (((int1*) &align)[0] == 0x00) { // center y
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alignNVG |= NVG_ALIGN_MIDDLE;
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centerY += rec.w * 0.5f;
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} else if (((int1*) &align)[0] == 0x01) { // top y
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alignNVG |= NVG_ALIGN_TOP;
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centerY += rec.w;
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} else if (((int1*) &align)[0] == 0x02) { // bottom y
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alignNVG |= NVG_ALIGN_BOTTOM;
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}
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nvgTextAlign(mContext->vg, alignNVG);
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nvgText(mContext->vg, centerX, centerY, string, nullptr);
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popClamp();
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}
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void Canvas::drawImage(RectF rec, ImageHandle* image, halnf angle, halnf alpha, halnf rounding) {
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rec.pos += mOrigin;
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auto imgPaint = nvgImagePattern(mContext->vg, rec.x, rec.y, rec.z, rec.w, angle, image->id, alpha);
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nvgBeginPath(mContext->vg);
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nvgRoundedRect(mContext->vg, rec.x, rec.y, rec.z, rec.w, rounding);
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nvgFillPaint(mContext->vg, imgPaint);
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nvgFill(mContext->vg);
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}
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Canvas::ImageHandle Canvas::createImageFromTextId(ualni id, Vec2F size) {
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#ifdef ENV_OS_ANDROID
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return { (ualni) nvglCreateImageFromHandleGLES3(mContext->vg, id, size.x, size.y, 0) };
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#else
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//return { (ualni) nvglCreateImageFromHandleGL3(mContext->vg, id, size.x, size.y, 0) };
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return { (ualni) nvglCreateImageFromHandleGL3(mContext->vg, id, size.x, size.y, 0) };
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#endif
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}
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void Canvas::updateTextureID(ImageHandle handle, ualni id) {
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auto nvgl = (GLNVGcontext*) nvgInternalParams(mContext->vg)->userPtr;
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auto glhandle = nvglImageHandleGL3(mContext->vg, handle.id);
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auto tex = glnvg__findTexture(nvgl, handle.id);
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tex->tex = id;
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}
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void Canvas::deleteImageHandle(ImageHandle image) {
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if (image.id) {
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nvgDeleteImage(mContext->vg, image.id);
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}
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}
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void Canvas::drawBegin() {
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const auto size = mContext->window->getSize();
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nvgBeginFrame(mContext->vg, size.x, size.y, 1.0);
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glViewport(0, 0, size.x, size.y);
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}
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void Canvas::drawEnd() {
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const auto size = mContext->window->getSize();
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glViewport(0, 0, size.x, size.y);
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nvgEndFrame(mContext->vg);
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}
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void Canvas::colorWheel(const RectF& rec, const ColorWheel& colorWheel) {
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auto NVG = mContext->vg;
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const auto sizeInner = 5.f;
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const auto sizeOuter = 7.f;
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float const x = rec.x + mOrigin.x;
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float const y = rec.y + mOrigin.y;
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float const w = rec.z;
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float const h = rec.w;
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const HSV& hsv = colorWheel.color;
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float const hue = hsv.h / (NVG_PI * 2);
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int i;
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float r0, r1, ax, ay, bx, by, cx, cy, aeps, r;
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NVGpaint paint;
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nvgSave(mContext->vg);
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cx = x + w * 0.5f;
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cy = y + h * 0.5f;
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r1 = (w < h ? w : h) * 0.5f - colorWheel.margin;
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r0 = r1 - colorWheel.thickness;
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aeps = 0.5f / r1; // half a pixel arc length in radians (2pi cancels out).
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for (i = 0; i < 6; i++) {
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float a0 = (float)i / 6.0f * NVG_PI * 2.0f - aeps;
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float a1 = (float)(i + 1.0f) / 6.0f * NVG_PI * 2.0f + aeps;
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nvgBeginPath(NVG);
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nvgArc(NVG, cx, cy, r0, a0, a1, NVG_CW);
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nvgArc(NVG, cx, cy, r1, a1, a0, NVG_CCW);
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nvgClosePath(NVG);
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ax = cx + cosf(a0) * (r0 + r1) * 0.5f;
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ay = cy + sinf(a0) * (r0 + r1) * 0.5f;
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bx = cx + cosf(a1) * (r0 + r1) * 0.5f;
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by = cy + sinf(a1) * (r0 + r1) * 0.5f;
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paint = nvgLinearGradient(NVG, ax, ay, bx, by, nvgHSLA(a0 / (NVG_PI * 2), 1.0f, 0.55f, 255), nvgHSLA(a1 / (NVG_PI * 2), 1.0f, 0.55f, 255));
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nvgFillPaint(NVG, paint);
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nvgFill(NVG);
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}
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nvgBeginPath(NVG);
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nvgCircle(NVG, cx, cy, r0 - 0.5f);
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nvgCircle(NVG, cx, cy, r1 + 0.5f);
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nvgStrokeColor(NVG, nvgRGBA(0, 0, 0, 64));
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nvgStrokeWidth(NVG, 1.0f);
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nvgStroke(NVG);
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// Selector
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nvgSave(NVG);
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nvgTranslate(NVG, cx, cy);
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nvgRotate(NVG, hue * NVG_PI * 2);
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// Marker on
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nvgStrokeWidth(NVG, 2.0f);
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nvgBeginPath(NVG);
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nvgRect(NVG, r0 - 1, -3, r1 - r0 + 2, 6);
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nvgStrokeColor(NVG, nvgRGBA(255, 255, 255, 192));
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nvgStroke(NVG);
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paint = nvgBoxGradient(NVG, r0 - 3, -5, r1 - r0 + 6, 10, 2, 4, nvgRGBA(0, 0, 0, 128), nvgRGBA(0, 0, 0, 0));
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nvgBeginPath(NVG);
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nvgRect(NVG, r0 - 2 - 10, -4 - 10, r1 - r0 + 4 + 20, 8 + 20);
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nvgRect(NVG, r0 - 2, -4, r1 - r0 + 4, 8);
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nvgPathWinding(NVG, NVG_HOLE);
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nvgFillPaint(NVG, paint);
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nvgFill(NVG);
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// Center triangle
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r = r0 - 6;
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ax = cosf(120.0f / 180.0f * NVG_PI) * r;
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ay = sinf(120.0f / 180.0f * NVG_PI) * r;
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bx = cosf(-120.0f / 180.0f * NVG_PI) * r;
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by = sinf(-120.0f / 180.0f * NVG_PI) * r;
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nvgBeginPath(NVG);
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nvgMoveTo(NVG, r, 0);
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nvgLineTo(NVG, ax, ay);
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nvgLineTo(NVG, bx, by);
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nvgClosePath(NVG);
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paint = nvgLinearGradient(NVG, r, 0, ax, ay, nvgHSLA(hue, 1.0f, 0.5f, 255), nvgRGBA(255, 255, 255, 255));
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nvgFillPaint(NVG, paint);
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nvgFill(NVG);
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paint = nvgLinearGradient(NVG, (r + ax) * 0.5f, (0 + ay) * 0.5f, bx, by, nvgRGBA(0, 0, 0, 0), nvgRGBA(0, 0, 0, 255));
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nvgFillPaint(NVG, paint);
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nvgFill(NVG);
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nvgStrokeColor(NVG, nvgRGBA(0, 0, 0, 64));
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nvgStroke(NVG);
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// Select circle on triangle
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float yt = hsv.v * hsv.s;
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float xt = hsv.v - 0.5 * yt;
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ay = sinf(120.0f / 180.0f * NVG_PI) * r * (-1.0f + xt * 2.0f);
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ax = cosf(120.0f / 180.0f * NVG_PI) * r * (1.0f - yt * 3.f);
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nvgStrokeWidth(NVG, 2.0f);
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nvgBeginPath(NVG);
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nvgCircle(NVG, ax, ay, sizeInner);
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nvgStrokeColor(NVG, nvgRGBA(255, 255, 255, 192));
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nvgStroke(NVG);
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paint = nvgRadialGradient(NVG, ax, ay, 7, 9, nvgRGBA(0, 0, 0, 64), nvgRGBA(0, 0, 0, 0));
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nvgBeginPath(NVG);
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nvgRect(NVG, ax - 20, ay - 20, 40, 40);
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nvgCircle(NVG, ax, ay, sizeOuter);
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nvgPathWinding(NVG, NVG_HOLE);
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nvgFillPaint(NVG, paint);
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nvgFill(NVG);
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nvgRestore(NVG);
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nvgRestore(NVG);
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}
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void Canvas::ColorWheel::fromPoint(const tp::RectF& area, const tp::Vec2F& crs) {
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auto wheel_rec = area;
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wheel_rec.pos += margin;
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wheel_rec.size -= margin * 2;
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auto center = wheel_rec.pos + wheel_rec.size / 2.f;
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auto edge = min(wheel_rec.size.x, wheel_rec.size.y);
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wheel_rec.pos = center - edge / 2.f;
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wheel_rec.size = edge;
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HSV hsv = color;
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auto pos = crs - center;
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auto r = (crs - center).length();
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if (r < edge / 2.f) {
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if (r > edge / 2.f - thickness) {
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auto angle = halnf(atan2(pos.y, pos.x));
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angle = halnf(angle > 0 ? angle : PI * 2 + angle);
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angle = clamp(angle, 0.f, halnf(PI * 2));
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hsv.h = angle;
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}
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else {
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pos.y *= -1;
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pos /= (edge / 2.f) - thickness - 10;
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auto angle = PI * 2 - hsv.h - PI / 2;
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if (angle < 0) {
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angle += PI * 2;
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}
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auto sin = halnf(::sin(-angle));
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auto cos = halnf(::cos(-angle));
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auto sv_pos = Vec2F{ pos.x * cos - pos.y * sin, pos.x * sin + pos.y * cos };
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auto sv_angle = halnf(atan2(sv_pos.x, sv_pos.y));
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sv_angle = halnf(sv_angle > 0 ? sv_angle : PI * 2 + sv_angle);
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sv_angle = clamp(sv_angle, 0.f, halnf(PI * 2));
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auto p1 = Vec2F(0, 1);
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auto p2 = Vec2F(::cos(PI / 6), -::sin(PI / 6));
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auto p3 = Vec2F{ -p2.x, p2.y };
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Vec2F intersection = sv_pos;
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if (sv_angle < PI / 3 * 2) {
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if (intersectLines2D({ 0, 0 }, sv_pos, p1, p2, &intersection)) {
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sv_pos = intersection;
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}
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}
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else if (sv_angle < PI / 3 * 4) {
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if (intersectLines2D({ 0, 0 }, sv_pos, p3, p2, &intersection)) {
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sv_pos = intersection;
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}
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}
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else {
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if (intersectLines2D({ 0, 0 }, sv_pos, p1, p3, &intersection)) {
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sv_pos = intersection;
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}
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}
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sv_pos.y = halnf((sv_pos.y + 1 / 2.f) * 2 / 3.f * 1.0);
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sv_pos.x = halnf(sv_pos.x * 2 / sqrt(3) * 1.0);
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sv_pos.x = (sv_pos.x + 1.f) / 2;
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sv_pos.x = clamp(sv_pos.x, 0.f, 1.f);
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sv_pos.y = clamp(sv_pos.y, 0.f, 1.f);
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auto v = sv_pos.y * 0.5f + sv_pos.x;
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auto s = sv_pos.y / v;
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hsv.v = clamp(v, 0.001f, 0.999f);
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hsv.s = clamp(s, 0.001f, 0.999f);
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}
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}
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color = hsv;
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} |