NanoVG: antialiased 2D vector drawing (paths, fills, strokes, gradients, images, text), in an ImGui app.
The C++ API of NanoVG as it is bound to Python: the entries of the module imgui_bundle.nanovg, in the same order, with their C++ signatures and the headers’ comments. From the stubs: the functions excluded from the bindings, the typedefs and the macros are absent.
nanovg.h¶
Paint (struct)¶
| Member | |
|---|---|
float xform[6]; | ndarray[type=float, size=6] |
float extent[2]; | ndarray[type=float, size=2] |
float radius; | |
float feather; | |
NVGcolor innerColor; | |
NVGcolor outerColor; | |
int image; |
Winding (enum)¶
| Member | Value | |
|---|---|---|
NVG_CCW = 1 | 1 | Winding for solid shapes |
NVG_CW = 2 | 2 | Winding for holes |
Solidity (enum)¶
| Member | Value | |
|---|---|---|
NVG_SOLID = 1 | 1 | CCW |
NVG_HOLE = 2 | 2 | CW |
LineCap (enum)¶
| Member | Value | |
|---|---|---|
NVG_BUTT | 0 | |
NVG_ROUND | 1 | |
NVG_SQUARE | 2 | |
NVG_BEVEL | 3 | |
NVG_MITER, } | 4 |
Align (enum)¶
| Member | Value | |
|---|---|---|
NVG_ALIGN_LEFT = 1<<0 | 1<<0 | Default, align text horizontally to left. |
NVG_ALIGN_CENTER = 1<<1 | 1<<1 | Align text horizontally to center. |
NVG_ALIGN_RIGHT = 1<<2 | 1<<2 | Align text horizontally to right. |
NVG_ALIGN_TOP = 1<<3 | 1<<3 | Align text vertically to top. |
NVG_ALIGN_MIDDLE = 1<<4 | 1<<4 | Align text vertically to middle. |
NVG_ALIGN_BOTTOM = 1<<5 | 1<<5 | Align text vertically to bottom. |
NVG_ALIGN_BASELINE = 1<<6 | 1<<6 | Default, align text vertically to baseline. |
BlendFactor (enum)¶
| Member | Value | |
|---|---|---|
NVG_ZERO = 1<<0 | 1<<0 | |
NVG_ONE = 1<<1 | 1<<1 | |
NVG_SRC_COLOR = 1<<2 | 1<<2 | |
NVG_ONE_MINUS_SRC_COLOR = 1<<3 | 1<<3 | |
NVG_DST_COLOR = 1<<4 | 1<<4 | |
NVG_ONE_MINUS_DST_COLOR = 1<<5 | 1<<5 | |
NVG_SRC_ALPHA = 1<<6 | 1<<6 | |
NVG_ONE_MINUS_SRC_ALPHA = 1<<7 | 1<<7 | |
NVG_DST_ALPHA = 1<<8 | 1<<8 | |
NVG_ONE_MINUS_DST_ALPHA = 1<<9 | 1<<9 | |
NVG_SRC_ALPHA_SATURATE = 1<<10, } | 1<<10 |
CompositeOperation (enum)¶
| Member | Value | |
|---|---|---|
NVG_SOURCE_OVER | 0 | |
NVG_SOURCE_IN | 1 | |
NVG_SOURCE_OUT | 2 | |
NVG_ATOP | 3 | |
NVG_DESTINATION_OVER | 4 | |
NVG_DESTINATION_IN | 5 | |
NVG_DESTINATION_OUT | 6 | |
NVG_DESTINATION_ATOP | 7 | |
NVG_LIGHTER | 8 | |
NVG_COPY | 9 | |
NVG_XOR, } | 10 |
CompositeOperationState (struct)¶
| Member | |
|---|---|
int srcRGB; | |
int dstRGB; | |
int srcAlpha; | |
int dstAlpha; |
GlyphPosition (struct)¶
| Member | |
|---|---|
const char* str; | Position of the glyph in the input string. # (const) |
float x; | The x-coordinate of the logical glyph position. |
float minx, | The bounds of the glyph shape. |
maxx; | The bounds of the glyph shape. |
TextRow (struct)¶
| Member | |
|---|---|
const char* start; | Pointer to the input text where the row starts. # (const) |
const char* end; | Pointer to the input text where the row ends (one past the last character). # (const) |
const char* next; | Pointer to the beginning of the next row. # (const) |
float width; | Logical width of the row. |
float minx, | Actual bounds of the row. Logical with and bounds can differ because of kerning and some parts over extending. |
maxx; | Actual bounds of the row. Logical with and bounds can differ because of kerning and some parts over extending. |
ImageFlags (enum)¶
| Member | Value | |
|---|---|---|
NVG_IMAGE_GENERATE_MIPMAPS = 1<<0 | 1<<0 | Generate mipmaps during creation of the image. |
NVG_IMAGE_REPEATX = 1<<1 | 1<<1 | Repeat image in X direction. |
NVG_IMAGE_REPEATY = 1<<2 | 1<<2 | Repeat image in Y direction. |
NVG_IMAGE_FLIPY = 1<<3 | 1<<3 | Flips (inverses) image in Y direction when rendered. |
NVG_IMAGE_PREMULTIPLIED = 1<<4 | 1<<4 | Image data has premultiplied alpha. |
NVG_IMAGE_NEAREST = 1<<5 | 1<<5 | Image interpolation is Nearest instead Linear |
nvgBeginFrame¶
void nvgBeginFrame(NVGcontext* ctx, float windowWidth, float windowHeight, float devicePixelRatio);Begin drawing a new frame
Calls to nanovg drawing API should be wrapped in nvgBeginFrame() & nvgEndFrame()
nvgBeginFrame() defines the size of the window to render to in relation currently
set viewport (i.e. glViewport on GL backends). Device pixel ration allows to
control the rendering on Hi-DPI devices.
For example, GLFW returns two dimension for an opened window: window size and
frame buffer size. In that case you would set windowWidth/Height to the window size
devicePixelRatio to: frameBufferWidth / windowWidth.
nvgCancelFrame¶
void nvgCancelFrame(NVGcontext* ctx);Cancels drawing the current frame.
nvgEndFrame¶
void nvgEndFrame(NVGcontext* ctx);Ends drawing flushing remaining render state.
Composite operation¶
The composite operations in NanoVG are modeled after HTML Canvas API, and
the blend func is based on OpenGL (see corresponding manuals for more info).
The colors in the blending state have premultiplied alpha.
nvgGlobalCompositeOperation¶
void nvgGlobalCompositeOperation(NVGcontext* ctx, int op);Sets the composite operation. The op parameter should be one of NVGcompositeOperation.
nvgGlobalCompositeBlendFunc¶
void nvgGlobalCompositeBlendFunc(NVGcontext* ctx, int sfactor, int dfactor);Sets the composite operation with custom pixel arithmetic. The parameters should be one of NVGblendFactor.
nvgGlobalCompositeBlendFuncSeparate¶
void nvgGlobalCompositeBlendFuncSeparate(NVGcontext* ctx, int srcRGB, int dstRGB, int srcAlpha, int dstAlpha);Sets the composite operation with custom pixel arithmetic for RGB and alpha components separately. The parameters should be one of NVGblendFactor.
Color utils¶
Colors in NanoVG are stored as unsigned ints in ABGR format.
nvgRGB¶
NVGcolor nvgRGB(unsigned char r, unsigned char g, unsigned char b);Returns a color value from red, green, blue values. Alpha will be set to 255 (1.0).
nvgRGBf¶
NVGcolor nvgRGBf(float r, float g, float b);Returns a color value from red, green, blue values. Alpha will be set to 1.0.
nvgRGBA¶
NVGcolor nvgRGBA(unsigned char r, unsigned char g, unsigned char b, unsigned char a);Returns a color value from red, green, blue and alpha values.
nvgRGBAf¶
NVGcolor nvgRGBAf(float r, float g, float b, float a);Returns a color value from red, green, blue and alpha values.
nvgLerpRGBA¶
NVGcolor nvgLerpRGBA(NVGcolor c0, NVGcolor c1, float u);Linearly interpolates from color c0 to c1, and returns resulting color value.
nvgTransRGBA¶
NVGcolor nvgTransRGBA(NVGcolor c0, unsigned char a);Sets transparency of a color value.
nvgTransRGBAf¶
NVGcolor nvgTransRGBAf(NVGcolor c0, float a);Sets transparency of a color value.
nvgHSL¶
NVGcolor nvgHSL(float h, float s, float l);Returns color value specified by hue, saturation and lightness.
HSL values are all in range [0..1], alpha will be set to 255.
nvgHSLA¶
NVGcolor nvgHSLA(float h, float s, float l, unsigned char a);Returns color value specified by hue, saturation and lightness and alpha.
HSL values are all in range [0..1], alpha in range [0..255]
State Handling¶
NanoVG contains state which represents how paths will be rendered.
The state contains transform, fill and stroke styles, text and font styles,
and scissor clipping.
nvgSave¶
void nvgSave(NVGcontext* ctx);Pushes and saves the current render state into a state stack.
A matching nvgRestore() must be used to restore the state.
nvgRestore¶
void nvgRestore(NVGcontext* ctx);Pops and restores current render state.
nvgReset¶
void nvgReset(NVGcontext* ctx);Resets current render state to default values. Does not affect the render state stack.
Render styles¶
Fill and stroke render style can be either a solid color or a paint which is a gradient or a pattern.
Solid color is simply defined as a color value, different kinds of paints can be created
using nvgLinearGradient(), nvgBoxGradient(), nvgRadialGradient() and nvgImagePattern().
Current render style can be saved and restored using nvgSave() and nvgRestore().
nvgShapeAntiAlias¶
void nvgShapeAntiAlias(NVGcontext* ctx, int enabled);Sets whether to draw antialias for nvgStroke() and nvgFill(). It’s enabled by default.
nvgStrokeColor¶
void nvgStrokeColor(NVGcontext* ctx, NVGcolor color);Sets current stroke style to a solid color.
nvgStrokePaint¶
void nvgStrokePaint(NVGcontext* ctx, NVGpaint paint);Sets current stroke style to a paint, which can be a one of the gradients or a pattern.
nvgFillColor¶
void nvgFillColor(NVGcontext* ctx, NVGcolor color);Sets current fill style to a solid color.
nvgFillPaint¶
void nvgFillPaint(NVGcontext* ctx, NVGpaint paint);Sets current fill style to a paint, which can be a one of the gradients or a pattern.
nvgMiterLimit¶
void nvgMiterLimit(NVGcontext* ctx, float limit);Sets the miter limit of the stroke style.
Miter limit controls when a sharp corner is beveled.
nvgStrokeWidth¶
void nvgStrokeWidth(NVGcontext* ctx, float size);Sets the stroke width of the stroke style.
nvgLineCap¶
void nvgLineCap(NVGcontext* ctx, int cap);Sets how the end of the line (cap) is drawn,
Can be one of: NVG_BUTT (default), NVG_ROUND, NVG_SQUARE.
nvgLineJoin¶
void nvgLineJoin(NVGcontext* ctx, int join);Sets how sharp path corners are drawn.
Can be one of NVG_MITER (default), NVG_ROUND, NVG_BEVEL.
nvgGlobalAlpha¶
void nvgGlobalAlpha(NVGcontext* ctx, float alpha);Sets the transparency applied to all rendered shapes.
Already transparent paths will get proportionally more transparent as well.
Transforms¶
The paths, gradients, patterns and scissor region are transformed by an transformation
matrix at the time when they are passed to the API.
The current transformation matrix is a affine matrix:
[sx kx tx]
[ky sy ty]
[ 0 0 1]
Where: sx,sy define scaling, kx,ky skewing, and tx,ty translation.
The last row is assumed to be 0,0,1 and is not stored.
Apart from nvgResetTransform(), each transformation function first creates
specific transformation matrix and pre-multiplies the current transformation by it.
Current coordinate system (transformation) can be saved and restored using nvgSave() and nvgRestore().
nvgResetTransform¶
void nvgResetTransform(NVGcontext* ctx);Resets current transform to a identity matrix.
nvgTransform¶
void nvgTransform(NVGcontext* ctx, float a, float b, float c, float d, float e, float f);Premultiplies current coordinate system by specified matrix.
The parameters are interpreted as matrix as follows:
[a c e]
[b d f]
[0 0 1]
nvgTranslate¶
void nvgTranslate(NVGcontext* ctx, float x, float y);Translates current coordinate system.
nvgRotate¶
void nvgRotate(NVGcontext* ctx, float angle);Rotates current coordinate system. Angle is specified in radians.
nvgSkewX¶
void nvgSkewX(NVGcontext* ctx, float angle);Skews the current coordinate system along X axis. Angle is specified in radians.
nvgSkewY¶
void nvgSkewY(NVGcontext* ctx, float angle);Skews the current coordinate system along Y axis. Angle is specified in radians.
nvgScale¶
void nvgScale(NVGcontext* ctx, float x, float y);Scales the current coordinate system.
nvgCurrentTransform¶
void nvgCurrentTransform(NVGcontext* ctx, float* xform);Stores the top part (a-f) of the current transformation matrix in to the specified buffer.
[a c e]
[b d f]
[0 0 1]
There should be space for 6 floats in the return buffer for the values a-f.
nvgTransformIdentity¶
void nvgTransformIdentity(float* dst);Sets the transform to identity matrix.
The following functions can be used to make calculations on 2x3 transformation matrices.
A 2x3 matrix is represented as float[6].
nvgTransformTranslate¶
void nvgTransformTranslate(float* dst, float tx, float ty);Sets the transform to translation matrix matrix.
nvgTransformScale¶
void nvgTransformScale(float* dst, float sx, float sy);Sets the transform to scale matrix.
nvgTransformRotate¶
void nvgTransformRotate(float* dst, float a);Sets the transform to rotate matrix. Angle is specified in radians.
nvgTransformSkewX¶
void nvgTransformSkewX(float* dst, float a);Sets the transform to skew-x matrix. Angle is specified in radians.
nvgTransformSkewY¶
void nvgTransformSkewY(float* dst, float a);Sets the transform to skew-y matrix. Angle is specified in radians.
nvgTransformMultiply¶
void nvgTransformMultiply(float* dst, const float* src);Sets the transform to the result of multiplication of two transforms, of A = A*B.
nvgTransformPremultiply¶
void nvgTransformPremultiply(float* dst, const float* src);Sets the transform to the result of multiplication of two transforms, of A = B*A.
nvgTransformInverse¶
int nvgTransformInverse(float* dst, const float* src);Sets the destination to inverse of specified transform.
Returns 1 if the inverse could be calculated, else 0.
nvgTransformPoint¶
void nvgTransformPoint(float* dstx, float* dsty, const float* xform, float srcx, float srcy);Transform a point by given transform.
nvgDegToRad¶
float nvgDegToRad(float deg);Converts degrees to radians and vice versa.
nvgRadToDeg¶
float nvgRadToDeg(float rad);Images¶
NanoVG allows you to load jpg, png, psd, tga, pic and gif files to be used for rendering.
In addition you can upload your own image. The image loading is provided by stb_image.
The parameter imageFlags is combination of flags defined in NVGimageFlags.
nvgCreateImage¶
int nvgCreateImage(NVGcontext* ctx, const char* filename, int imageFlags);Creates image by loading it from the disk from specified file name.
Returns handle to the image.
nvgCreateImageMem¶
int nvgCreateImageMem(NVGcontext* ctx, int imageFlags, unsigned char* data, int ndata);Creates image by loading it from the specified chunk of memory.
Returns handle to the image.
nvgCreateImageRGBA¶
int nvgCreateImageRGBA(NVGcontext* ctx, int w, int h, int imageFlags, const unsigned char* data);Creates image from specified image data.
Returns handle to the image.
nvgUpdateImage¶
void nvgUpdateImage(NVGcontext* ctx, int image, const unsigned char* data);Updates image data specified by image handle.
nvgDeleteImage¶
void nvgDeleteImage(NVGcontext* ctx, int image);Deletes created image.
Paints¶
NanoVG supports four types of paints: linear gradient, box gradient, radial gradient and image pattern.
These can be used as paints for strokes and fills.
nvgLinearGradient¶
NVGpaint nvgLinearGradient(NVGcontext* ctx, float sx, float sy, float ex, float ey, NVGcolor icol, NVGcolor ocol);Creates and returns a linear gradient. Parameters (sx,sy)-(ex,ey) specify the start and end coordinates
of the linear gradient, icol specifies the start color and ocol the end color.
The gradient is transformed by the current transform when it is passed to nvgFillPaint() or nvgStrokePaint().
nvgBoxGradient¶
NVGpaint nvgBoxGradient(NVGcontext* ctx, float x, float y, float w, float h, float r, float f, NVGcolor icol, NVGcolor ocol);Creates and returns a box gradient. Box gradient is a feathered rounded rectangle, it is useful for rendering
drop shadows or highlights for boxes. Parameters (x,y) define the top-left corner of the rectangle,
(w,h) define the size of the rectangle, r defines the corner radius, and f feather. Feather defines how blurry
the border of the rectangle is. Parameter icol specifies the inner color and ocol the outer color of the gradient.
The gradient is transformed by the current transform when it is passed to nvgFillPaint() or nvgStrokePaint().
nvgRadialGradient¶
NVGpaint nvgRadialGradient(NVGcontext* ctx, float cx, float cy, float inr, float outr, NVGcolor icol, NVGcolor ocol);Creates and returns a radial gradient. Parameters (cx,cy) specify the center, inr and outr specify
the inner and outer radius of the gradient, icol specifies the start color and ocol the end color.
The gradient is transformed by the current transform when it is passed to nvgFillPaint() or nvgStrokePaint().
nvgImagePattern¶
NVGpaint nvgImagePattern(NVGcontext* ctx, float ox, float oy, float ex, float ey, float angle, int image, float alpha);Creates and returns an image pattern. Parameters (ox,oy) specify the left-top location of the image pattern,
(ex,ey) the size of one image, angle rotation around the top-left corner, image is handle to the image to render.
The gradient is transformed by the current transform when it is passed to nvgFillPaint() or nvgStrokePaint().
Scissoring¶
Scissoring allows you to clip the rendering into a rectangle. This is useful for various user interface cases like rendering a text edit or a timeline.
nvgScissor¶
void nvgScissor(NVGcontext* ctx, float x, float y, float w, float h);Sets the current scissor rectangle.
The scissor rectangle is transformed by the current transform.
nvgIntersectScissor¶
void nvgIntersectScissor(NVGcontext* ctx, float x, float y, float w, float h);Intersects current scissor rectangle with the specified rectangle.
The scissor rectangle is transformed by the current transform.
Note: in case the rotation of previous scissor rect differs from
the current one, the intersection will be done between the specified
rectangle and the previous scissor rectangle transformed in the current
transform space. The resulting shape is always rectangle.
nvgResetScissor¶
void nvgResetScissor(NVGcontext* ctx);Reset and disables scissoring.
Paths¶
Drawing a new shape starts with nvgBeginPath(), it clears all the currently defined paths.
Then you define one or more paths and sub-paths which describe the shape. The are functions
to draw common shapes like rectangles and circles, and lower level step-by-step functions,
which allow to define a path curve by curve.
NanoVG uses even-odd fill rule to draw the shapes. Solid shapes should have counter clockwise
winding and holes should have counter clockwise order. To specify winding of a path you can
call nvgPathWinding(). This is useful especially for the common shapes, which are drawn CCW.
Finally you can fill the path using current fill style by calling nvgFill(), and stroke it
with current stroke style by calling nvgStroke().
The curve segments and sub-paths are transformed by the current transform.
nvgBeginPath¶
void nvgBeginPath(NVGcontext* ctx);Clears the current path and sub-paths.
nvgMoveTo¶
void nvgMoveTo(NVGcontext* ctx, float x, float y);Starts new sub-path with specified point as first point.
nvgLineTo¶
void nvgLineTo(NVGcontext* ctx, float x, float y);Adds line segment from the last point in the path to the specified point.
nvgBezierTo¶
void nvgBezierTo(NVGcontext* ctx, float c1x, float c1y, float c2x, float c2y, float x, float y);Adds cubic bezier segment from last point in the path via two control points to the specified point.
nvgQuadTo¶
void nvgQuadTo(NVGcontext* ctx, float cx, float cy, float x, float y);Adds quadratic bezier segment from last point in the path via a control point to the specified point.
nvgArcTo¶
void nvgArcTo(NVGcontext* ctx, float x1, float y1, float x2, float y2, float radius);Adds an arc segment at the corner defined by the last path point, and two specified points.
nvgClosePath¶
void nvgClosePath(NVGcontext* ctx);Closes current sub-path with a line segment.
nvgPathWinding¶
void nvgPathWinding(NVGcontext* ctx, int dir);Sets the current sub-path winding, see NVGwinding and NVGsolidity.
nvgArc¶
void nvgArc(NVGcontext* ctx, float cx, float cy, float r, float a0, float a1, int dir);Creates new circle arc shaped sub-path. The arc center is at cx,cy, the arc radius is r,
and the arc is drawn from angle a0 to a1, and swept in direction dir (NVG_CCW, or NVG_CW).
Angles are specified in radians.
nvgRect¶
void nvgRect(NVGcontext* ctx, float x, float y, float w, float h);Creates new rectangle shaped sub-path.
nvgRoundedRect¶
void nvgRoundedRect(NVGcontext* ctx, float x, float y, float w, float h, float r);Creates new rounded rectangle shaped sub-path.
nvgRoundedRectVarying¶
void nvgRoundedRectVarying(NVGcontext* ctx, float x, float y, float w, float h, float radTopLeft, float radTopRight, float radBottomRight, float radBottomLeft);Creates new rounded rectangle shaped sub-path with varying radii for each corner.
nvgEllipse¶
void nvgEllipse(NVGcontext* ctx, float cx, float cy, float rx, float ry);Creates new ellipse shaped sub-path.
nvgCircle¶
void nvgCircle(NVGcontext* ctx, float cx, float cy, float r);Creates new circle shaped sub-path.
nvgFill¶
void nvgFill(NVGcontext* ctx);Fills the current path with current fill style.
nvgStroke¶
void nvgStroke(NVGcontext* ctx);Fills the current path with current stroke style.
Text¶
NanoVG allows you to load .ttf files and use the font to render text.
The appearance of the text can be defined by setting the current text style
and by specifying the fill color. Common text and font settings such as
font size, letter spacing and text align are supported. Font blur allows you
to create simple text effects such as drop shadows.
At render time the font face can be set based on the font handles or name.
Font measure functions return values in local space, the calculations are
carried in the same resolution as the final rendering. This is done because
the text glyph positions are snapped to the nearest pixels sharp rendering.
The local space means that values are not rotated or scale as per the current
transformation. For example if you set font size to 12, which would mean that
line height is 16, then regardless of the current scaling and rotation, the
returned line height is always 16. Some measures may vary because of the scaling
since aforementioned pixel snapping.
While this may sound a little odd, the setup allows you to always render the
same way regardless of scaling. I.e. following works regardless of scaling:
Note: currently only solid color fill is supported for text.
nvgCreateFont¶
int nvgCreateFont(NVGcontext* ctx, const char* name, const char* filename);Creates font by loading it from the disk from specified file name.
Returns handle to the font.
nvgCreateFontAtIndex¶
int nvgCreateFontAtIndex(NVGcontext* ctx, const char* name, const char* filename, const int fontIndex);fontIndex specifies which font face to load from a .ttf/.ttc file.
nvgCreateFontMem¶
int nvgCreateFontMem(NVGcontext* ctx, const char* name, unsigned char* data, int ndata, int freeData);Creates font by loading it from the specified memory chunk.
Returns handle to the font.
nvgCreateFontMemAtIndex¶
int nvgCreateFontMemAtIndex(NVGcontext* ctx, const char* name, unsigned char* data, int ndata, int freeData, const int fontIndex);fontIndex specifies which font face to load from a .ttf/.ttc file.
nvgFindFont¶
int nvgFindFont(NVGcontext* ctx, const char* name);Finds a loaded font of specified name, and returns handle to it, or -1 if the font is not found.
nvgAddFallbackFontId¶
int nvgAddFallbackFontId(NVGcontext* ctx, int baseFont, int fallbackFont);Adds a fallback font by handle.
nvgAddFallbackFont¶
int nvgAddFallbackFont(NVGcontext* ctx, const char* baseFont, const char* fallbackFont);Adds a fallback font by name.
nvgResetFallbackFontsId¶
void nvgResetFallbackFontsId(NVGcontext* ctx, int baseFont);Resets fallback fonts by handle.
nvgResetFallbackFonts¶
void nvgResetFallbackFonts(NVGcontext* ctx, const char* baseFont);Resets fallback fonts by name.
nvgFontSize¶
void nvgFontSize(NVGcontext* ctx, float size);Sets the font size of current text style.
nvgFontBlur¶
void nvgFontBlur(NVGcontext* ctx, float blur);Sets the blur of current text style.
nvgFontFaceId¶
void nvgFontFaceId(NVGcontext* ctx, int font);Sets the font face based on specified id of current text style.
nvgFontFace¶
void nvgFontFace(NVGcontext* ctx, const char* font);Sets the font face based on specified name of current text style.
Texture (enum)¶
Internal Render API
| Member | Value | |
|---|---|---|
NVG_TEXTURE_ALPHA = 0x01 | 0x01 | |
NVG_TEXTURE_RGBA = 0x02, } | 0x02 |
Scissor (struct)¶
| Member | |
|---|---|
float xform[6]; | ndarray[type=float, size=6] |
float extent[2]; | ndarray[type=float, size=2] |
Vertex (struct)¶
| Member | |
|---|---|
float x, | |
y, | |
u, | |
v; |
Path (struct)¶
| Member | |
|---|---|
int first; | |
int count; | |
unsigned char closed; | |
int nbevel; | |
NVGvertex* fill; | |
int nfill; | |
NVGvertex* stroke; | |
int nstroke; | |
int winding; | |
int convex; |
Params (struct)¶
| Member | |
|---|---|
void* userPtr; | |
int edgeAntiAlias; |
nvgCreateInternal¶
NVGcontext* nvgCreateInternal(NVGparams* params);Constructor and destructor, called by the render back-end.
nvgDeleteInternal¶
void nvgDeleteInternal(NVGcontext* ctx);nvgInternalParams¶
NVGparams* nvgInternalParams(NVGcontext* ctx);nvgDebugDumpPathCache¶
void nvgDebugDumpPathCache(NVGcontext* ctx);Debug function to dump cached path data.
nvg_imgui.h¶
Submodule nvg_imgui¶
nvg_imgui (struct)¶
nvg_imgui::NvgCreateFlags (enum)¶
Combination of NVGcreateFlags in nanovg_gl.h + nanovg_mtl.h
| Member | Value | |
|---|---|---|
NVG_ANTIALIAS = 1<<0, Flag indicating if geometry based antialiasing is used (may not be needed when using MSAA). | 1<<0 | |
NVG_STENCIL_STROKES = 1<<1, Flag indicating if strokes should be drawn using stencil buffer. The rendering will be a little slower, but path overlaps (i.e. self-intersecting or sharp turns) will be drawn just once. | 1<<1 | |
NVG_DEBUG = 1<<2, Flag indicating that additional debug checks are done. | 1<<2 | |
NVG_DOUBLE_BUFFER = 1 << 12, Flag indicating if double buffering scheme is used (Metal only!) | 1 << 12 | |
NVG_TRIPLE_BUFFER = 1 << 13, } Flag indicating if triple buffering scheme is used (Metal only!) | 1 << 13 |
nvg_imgui::CreateNvgContext_HelloImGui¶
NVGcontext* CreateNvgContext_HelloImGui(int flags = 0);If using HelloImGui, you can use this function to create a NanoVG context (it will select the correct function depending on the rendering backend)
nvg_imgui::DeleteNvgContext_HelloImGui¶
void DeleteNvgContext_HelloImGui(NVGcontext* vg);nvg_imgui::NvgFramebuffer (struct)¶
NvgFramebuffer: a framebuffer that can be used by NanoVG + ImGui
Internally stored inside the renderer backend (e.g. OpenGL)
Note: this class can be instantiated only after a valid renderer backend (OpenGL) has been created
| Member | |
|---|---|
NVGcontext *vg = nullptr; | |
int Width = 0, | |
Height = 0; | |
int NvgImageFlags = 0; | |
ImTextureID TextureId = {}; |
nvg_imgui::NvgFramebuffer::NvgFramebuffer¶
NvgFramebuffer( NVGcontext *vg, int width, int height, int nvgImageFlags );See NVGimageFlags
Warning: this constructor can be called only after a valid renderer backend (OpenGL) has been created (will call Init())
nvg_imgui::NvgFramebuffer::Bind¶
void Bind();Make the framebuffer the current render target
nvg_imgui::NvgFramebuffer::Unbind¶
void Unbind();Restore the previous render target
nvg_imgui::RenderNvgToBackground¶
void RenderNvgToBackground( NVGcontext* vg, NvgDrawingFunction nvgDrawingFunction, ImVec4 clearColor = ImVec4(0.f, 0.f, 0.f, 1.f) );Render the given drawing function to the background of the application
(i.e. the main viewport)
If clearColor.w > 0., the background will be cleared with this color
nvg_imgui::RenderNvgToFrameBuffer¶
void RenderNvgToFrameBuffer( NVGcontext* vg, NvgFramebuffer& texture, NvgDrawingFunction drawFunc, ImVec4 clearColor = ImVec4(0.f, 0.f, 0.f, 1.f) );Render the given drawing function to the given framebuffer
If clearColor.w > 0., the background will be cleared with this color
nvg_cpp_text.h¶
nvgcpp_Text¶
float nvgcpp_Text(NVGcontext* ctx, float x, float y, const std::string& text);Draws text string at specified location. If end is specified only the sub-string up to the end is drawn.
C++ Wrappers to NanoVG text functions, to simplify python bindings
nvgcpp_TextBox¶
void nvgcpp_TextBox(NVGcontext* ctx, float x, float y, float breakRowWidth, const std::string& text);Draws multi-line text string at specified location wrapped at the specified width. If end is specified only the sub-string up to the end is drawn.
White space is stripped at the beginning of the rows, the text is split at word boundaries or when new-line characters are encountered.
Words longer than the max width are split at nearest character (i.e. no hyphenation).
nvgcpp_TextBounds¶
std::tuple<Bounds, float> nvgcpp_TextBounds(NVGcontext* ctx, float x, float y, const std::string& text);Measures the specified text string. Parameter bounds should be a pointer to float[4],
if the bounding box of the text should be returned. The bounds value are [xmin,ymin, xmax,ymax]
Returns the bounds + the horizontal advance of the measured text (i.e. where the next character should drawn)
Measured values are returned in local coordinate space.
nvgcpp_TextBoxBounds¶
Bounds nvgcpp_TextBoxBounds(NVGcontext* ctx, float x, float y, float breakRowWidth, const std::string& text);Measures the specified multi-text string. Parameter bounds should be a pointer to float[4],
if the bounding box of the text should be returned. The bounds value are [xmin,ymin, xmax,ymax]
Measured values are returned in local coordinate space.
nvgcpp_TextGlyphPositions¶
std::vector<NVGglyphPosition> nvgcpp_TextGlyphPositions(NVGcontext* ctx, float x, float y, const std::string& text);Calculates the glyph x positions of the specified text. If end is specified only the sub-string will be used.
Measured values are returned in local coordinate space.
TextMetricsData (struct)¶
| Member | |
|---|---|
float ascender; | |
float descender; | |
float lineh; |
nvgcpp_TextMetrics¶
TextMetricsData nvgcpp_TextMetrics(NVGcontext* ctx);Returns the vertical metrics based on the current text style.
Measured values are returned in local coordinate space.
TextRowSimple (struct)¶
| Member | |
|---|---|
std::string row_text; | |
float width; | Logical width of the row. |
float minx, | Actual bounds of the row. Logical with and bounds can differ because of kerning and some parts over extending. |
maxx; | Actual bounds of the row. Logical with and bounds can differ because of kerning and some parts over extending. |
nvgcpp_TextBreakLines¶
std::vector<NVGtextRowSimple> nvgcpp_TextBreakLines(NVGcontext* ctx, const std::string& text, float breakRowWidth);Breaks the specified text into lines. If end is specified only the sub-string will be used.
White space is stripped at the beginning of the rows, the text is split at word boundaries or when new-line characters are encountered.
Words longer than the max width are split at nearest character (i.e. no hyphenation).
nvgcpp_TextAlign¶
void nvgcpp_TextAlign(NVGcontext* ctx, int align);Sets the text align of current text style, see NVGalign for options.
nvgcpp_TextLineHeight¶
void nvgcpp_TextLineHeight(NVGcontext* ctx, float lineHeight);Sets the proportional line height of current text style. The line height is specified as multiple of font size.
nvgcpp_ImageSize¶
std::tuple<int, int> nvgcpp_ImageSize(NVGcontext* ctx, int image);Returns the dimensions of a created image.