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@@ -12,6 +12,7 @@ import
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../core/color,
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../core/anchor,
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../core/enums,
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+ ../core/font,
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../core/tools,
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node
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@@ -56,21 +57,21 @@ proc Canvas*(name: string = "Canvas"): CanvasRef =
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result.renderer = result.surface.createSoftwareRenderer()
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result.kind = CANVAS_NODE
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result.type_of_node = NODE_TYPE_CONTROL
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- glGenTextures(1, result.canvas_texture.addr)
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# --- Private --- #
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template loadColor(color_argument_name: untyped): untyped =
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let clr = toUint32Tuple(`color_argument_name`)
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- echo clr
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canvas.renderer.setDrawColor(clr.r.uint8, clr.g.uint8, clr.b.uint8, clr.a.uint8)
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template loadGL(canvas: untyped): untyped =
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`canvas`.renderer.present()
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discard `canvas`.renderer.readPixels(nil, 0, `canvas`.surface.pixels, 0)
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+ if `canvas`.canvas_texture == 0:
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+ glGenTextures(1, `canvas`.canvas_texture.addr)
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glBindTexture(GL_TEXTURE_2D, `canvas`.canvas_texture)
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- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR)
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- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR)
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+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST)
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+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST)
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE)
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE)
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA.GLint, `canvas`.surface.w, `canvas`.surface.h, 0, GL_RGBA, GL_UNSIGNED_BYTE, `canvas`.surface.pixels)
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@@ -133,21 +134,67 @@ method move*(self: CanvasRef, x, y: float) {.base, inline.} =
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self.position += Vector2(x, y)
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self.anchor.clear()
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-method bezier*(canvas: CanvasRef, x1, y1, x2, y2, x3, y3: GLfloat, color: ColorRef) {.base.} =
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- ## Draws a quadric bezier curve at 3 points.
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- loadColor(color)
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- for pnt in bezier_iter(0.001, Vector2(x1, y1), Vector2(x2, y2), Vector2(x3, y3)):
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- canvas.renderer.drawPoint(pnt.x.cint, pnt.y.cint)
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- loadGL(canvas)
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+method resize*(self: CanvasRef, w, h: GLfloat, save_anchor: bool = false) {.base.} =
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+ ## Resizes canvas.
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+ ##
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+ ## Arguments:
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+ ## - `w` is a new width.
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+ ## - `h` is a new height.
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+ if w > self.rect_min_size.x:
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+ self.rect_size.x = w
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+ if not save_anchor:
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+ self.size_anchor.x = 0.0
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+ else:
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+ self.rect_size.x = self.rect_min_size.x
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+ if h > self.rect_min_size.y:
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+ self.rect_size.y = h
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+ if not save_anchor:
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+ self.size_anchor.y = 0.0
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+ else:
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+ self.rect_size.y = self.rect_min_size.y
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+ if self.kind == CANVAS_NODE:
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+ var new_surface = createRGBSurface(
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+ 0, w.cint, h.cint, 32,
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+ 0x000000ff, 0x0000ff00, 0x00ff0000, 0xff000000'u32)
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+ self.surface.blitSurface(nil, new_surface, nil)
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+ self.renderer.destroy()
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+ self.surface.freeSurface()
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+ self.surface = new_surface
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+ self.renderer = self.surface.createSoftwareRenderer()
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+ loadGL(self)
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-method cubic_bezier*(canvas: CanvasRef, x1, y1, x2, y2, x3, y3, x4, y4: GLfloat, color: ColorRef) {.base.} =
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+method setAnchor*(self: CanvasRef, anchor: AnchorObj) {.base.} =
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+ ## Changes node anchor.
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+ ##
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+ ## Arguments:
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+ ## - `anchor` - AnchorObj object.
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+ self.anchor = anchor
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+
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+method setAnchor*(self: CanvasRef, x1, y1, x2, y2: float) {.base.} =
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+ ## Changes node anchor.
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+ ##
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+ ## Arguments:
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+ ## - `x1` and `y1` - anchor relative to the parent node.
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+ ## - `x2` and `y2` - anchor relative to this node.
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+ self.anchor = Anchor(x1, y1, x2, y2)
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+
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+
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+method setSizeAnchor*(self: CanvasRef, anchor: Vector2Obj) {.base.} =
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+ self.size_anchor = anchor
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+
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+method setSizeAnchor*(self: CanvasRef, x, y: float) {.base.} =
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+ self.size_anchor = Vector2(x, y)
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+
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+
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+# --- Draw functions --- #
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+proc bezier*(canvas: CanvasRef, x1, y1, x2, y2, x3, y3: GLfloat, color: ColorRef) =
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## Draws a quadric bezier curve at 3 points.
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loadColor(color)
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- for pnt in cubic_bezier_iter(0.001, Vector2(x1, y1), Vector2(x2, y2), Vector2(x3, y3), Vector2(x4, y4)):
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+ for pnt in bezier_iter(0.001, Vector2(x1, y1), Vector2(x2, y2), Vector2(x3, y3)):
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canvas.renderer.drawPoint(pnt.x.cint, pnt.y.cint)
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loadGL(canvas)
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-method circle*(canvas: CanvasRef, x, y, radius: GLfloat, color: ColorRef, quality: int = 100) {.base.} =
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+proc circle*(canvas: CanvasRef, x, y, radius: GLfloat, color: ColorRef, quality: int = 100) =
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## Draws a circle in the canvas.
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##
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## Arguments:
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@@ -162,18 +209,20 @@ method circle*(canvas: CanvasRef, x, y, radius: GLfloat, color: ColorRef, qualit
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canvas.renderer.drawPoint((x + radius*cos(angle)).cint, (y + radius*sin(angle)).cint)
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loadGL(canvas)
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-method point*(canvas: CanvasRef, x, y: GLfloat, color: ColorRef) {.base.} =
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- ## Draws a point in the canvas.
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- ##
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- ## Arguments:
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- ## - `x` - point position at X axis.
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- ## - `y` - point position at Y axis.
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- ## - `color` - point color.
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+proc cubic_bezier*(canvas: CanvasRef, x1, y1, x2, y2, x3, y3, x4, y4: GLfloat, color: ColorRef) =
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+ ## Draws a quadric bezier curve at 3 points.
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loadColor(color)
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- canvas.renderer.drawPoint(x.cint, y.cint)
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+ for pnt in cubic_bezier_iter(0.001, Vector2(x1, y1), Vector2(x2, y2), Vector2(x3, y3), Vector2(x4, y4)):
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+ canvas.renderer.drawPoint(pnt.x.cint, pnt.y.cint)
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loadGL(canvas)
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-method line*(canvas: CanvasRef, x1, y1, x2, y2: GLfloat, color: ColorRef) {.base.} =
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+proc fill*(canvas: CanvasRef, color: ColorRef) =
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+ ## Fills canvas.
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+ loadColor(color)
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+ canvas.renderer.clear()
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+ loadGL(canvas)
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+
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+proc line*(canvas: CanvasRef, x1, y1, x2, y2: GLfloat, color: ColorRef) =
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## Draws a line in the canvas.
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##
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## Arguments:
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@@ -186,7 +235,7 @@ method line*(canvas: CanvasRef, x1, y1, x2, y2: GLfloat, color: ColorRef) {.base
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canvas.renderer.drawLine(x1.cint, y1.cint, x2.cint, y2.cint)
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loadGL(canvas)
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-method rect*(canvas: CanvasRef, x1, y1, x2, y2: GLfloat, color: ColorRef) {.base.} =
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+proc rect*(canvas: CanvasRef, x1, y1, x2, y2: GLfloat, color: ColorRef) =
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## Draws a line in the canvas.
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##
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## Arguments:
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@@ -200,63 +249,34 @@ method rect*(canvas: CanvasRef, x1, y1, x2, y2: GLfloat, color: ColorRef) {.base
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canvas.renderer.drawRect(rectangle)
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loadGL(canvas)
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-method fill*(canvas: CanvasRef, color: ColorRef) {.base.} =
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- ## Fills canvas.
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+proc point*(canvas: CanvasRef, x, y: GLfloat, color: ColorRef) =
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+ ## Draws a point in the canvas.
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+ ##
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+ ## Arguments:
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+ ## - `x` - point position at X axis.
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+ ## - `y` - point position at Y axis.
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+ ## - `color` - point color.
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loadColor(color)
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- canvas.renderer.clear()
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+ canvas.renderer.drawPoint(x.cint, y.cint)
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loadGL(canvas)
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-method resize*(self: CanvasRef, w, h: GLfloat, save_anchor: bool = false) {.base.} =
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- ## Resizes canvas.
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+proc text*(canvas: CanvasRef, text: StyleText | string, x, y: Glfloat, align: Vector2Obj = Vector2()) =
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+ ## Draws multiline text.
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##
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## Arguments:
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- ## - `w` is a new width.
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- ## - `h` is a new height.
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- if w > self.rect_min_size.x:
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- self.rect_size.x = w
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- if not save_anchor:
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- self.size_anchor.x = 0.0
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+ ## - `text` - multiline colored text.
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+ ## - `align` - horizontal text alignment.
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+ when text is StyleText:
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+ var
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+ surface = text.renderSurface(Anchor(align.x, 0, align.y, 0))
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+ rectangle = rect(x.cint, y.cint, x.cint+surface.w, y.cint+surface.h)
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else:
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- self.rect_size.x = self.rect_min_size.x
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- if h > self.rect_min_size.y:
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- self.rect_size.y = h
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- if not save_anchor:
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- self.size_anchor.y = 0.0
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- else:
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- self.rect_size.y = self.rect_min_size.y
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- if self.kind == CANVAS_NODE:
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- var new_surface = createRGBSurface(
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- 0, w.cint, h.cint, 32,
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- 0x000000ff, 0x0000ff00, 0x00ff0000, 0xff000000'u32)
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- self.surface.blitSurface(nil, new_surface, nil)
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- self.renderer.destroy()
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- self.surface.freeSurface()
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- self.surface = new_surface
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- self.renderer = self.surface.createSoftwareRenderer()
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- loadGL(self)
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+ var
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+ surface = stext(text).renderSurface(Anchor(align.x, 0, align.y, 0))
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+ rectangle = rect(x.cint, y.cint, x.cint+surface.w, y.cint+surface.h)
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+ surface.blitSurface(nil, canvas.surface, rectangle.addr)
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+ loadGL(canvas)
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proc saveAs*(self: CanvasRef, filename: cstring) =
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## Saves canvas as image file.
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discard self.surface.savePNG(filename)
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-
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-method setAnchor*(self: CanvasRef, anchor: AnchorObj) {.base.} =
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- ## Changes node anchor.
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- ##
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- ## Arguments:
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- ## - `anchor` - AnchorObj object.
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- self.anchor = anchor
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-
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-method setAnchor*(self: CanvasRef, x1, y1, x2, y2: float) {.base.} =
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- ## Changes node anchor.
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- ##
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- ## Arguments:
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- ## - `x1` and `y1` - anchor relative to the parent node.
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- ## - `x2` and `y2` - anchor relative to this node.
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- self.anchor = Anchor(x1, y1, x2, y2)
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-
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-
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-method setSizeAnchor*(self: CanvasRef, anchor: Vector2Obj) {.base.} =
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- self.size_anchor = anchor
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-
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-method setSizeAnchor*(self: CanvasRef, x, y: float) {.base.} =
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- self.size_anchor = Vector2(x, y)
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