Add initial wrapping code and example

This commit is contained in:
Joey Yakimowich-Payne 2019-10-18 14:22:22 -06:00 • committed by Joey Yakimowich-Payne
commit 93057d3709
13 changed files with 1041 additions and 0 deletions

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import os
import nanovg
import glfw, opengl
import perf
type
WindowConfig = object
cornerRadiusTopLeft: float
cornerRadiusTopRight: float
cornerRadiusBottomLeft: float
cornerRadiusBottomRight: float
# const ICON_TRASH: cint = 0x0000f1f8
const ICON_TRASH = ""
# const ICON_TRASH = "\uf1f8"
#const ICON_TRASH: cint = 0xE729
proc currentSourceDir(): string {.inline.} =
return currentSourcePath.parentDir()
# Config
proc drawLabel(text: string, x, y, w, h: float) =
nanovg.setFontSize(50.0)
nanovg.setFont("sans")
nanovg.setFillColor(1.0, 1.0, 1.0, 1.0)
nanovg.textAlign("left middle")
nanovg.text(x, y+h*0.5, text)
proc drawWindow(title: string, x, y, w, h: float) =
let cornerRadius = 3.0
withState:
nanovg.beginPath()
nanovg.pathRoundedRect(x, y, w, h, cornerRadius)
#nanovg.setFillColor(RGBA(255,255,255,192))
nanovg.setFillColor(RGBA(28,30,34,192))
nanovg.pathFill()
nanovg.setFontSize(30.0)
nanovg.setFont("sans")
nanovg.textAlign("center middle")
nanovg.setFontBlur(2)
nanovg.setFillColor(RGBA(0,0,0,128))
nanovg.text(x+w/2, y+16+1, title)
nanovg.setFontBlur(0)
nanovg.setFillColor(RGBA(220,220,220,160))
nanovg.text(x+w/2,y+16, title)
proc isBlack(color: Color): bool =
result = true
for n, v in color.fieldPairs:
if v != 0:
return false
proc cpToUtf8*(code: int): string =
var n = 0
var cp = code
if cp < 0x80: n = 1
elif cp < 0x800: n = 2
elif cp < 0x10000: n = 3
elif cp < 0x200000: n = 4
elif cp < 0x4000000: n = 5
elif cp <= 0x7fffffff: n = 6
var res = newStringOfCap(n)
res.setLen(n)
if n >= 6:
res[5] = char(0x80 or (cp and 0x3f))
cp = cp shr 6
cp = cp or 0x4000000
if n >= 5:
res[4] = char(0x80 or (cp and 0x3f))
cp = cp shr 6
cp = cp or 0x200000
if n >= 4:
res[3] = char(0x80 or (cp and 0x3f))
cp = cp shr 6
cp = cp or 0x10000
if n >= 3:
res[2] = char(0x80 or (cp and 0x3f))
cp = cp shr 6
cp = cp or 0x800
if n >= 2:
res[1] = char(0x80 or (cp and 0x3f))
cp = cp shr 6
cp = cp or 0xc0
if n >= 1:
res[0] = char(cp)
return res
proc drawButton*(text: string, x, y, width, height: float) =
let bg = linearGradient(
x, y, x, y+height,
RGBA(255, 255, 255, 16),
RGBA(100, 100, 100, 16)
)
let color = RGBA(29, 100, 210, 255)
let shadowColor = RGBA(0, 0, 0, 90)
let highlightColor = RGBA(255, 255, 255, 100)
let radius = 3.0
let lightWidth = 0.5
let shadowOffset = 3.0
let drawShadow = true
if drawShadow:
nanovg.beginPath()
nanovg.pathRoundedRect(x+1+shadowOffset, y+1+shadowOffset, width-2, height-2, radius)
nanovg.setFillColor(shadowColor)
nanovg.pathFill()
nanovg.beginPath()
nanovg.pathRoundedRect(x+1, y+1, width-2, height-2, radius)
nanovg.setFillColor(color)
nanovg.pathFill()
nanovg.setFillPaint(bg)
nanovg.pathFill()
nanovg.beginPath()
nanovg.pathMoveTo(x+radius, y+lightWidth+1)
nanovg.setStrokeWidth(lightWidth)
nanovg.setStrokeColor(highlightColor)
nanovg.pathLineTo(x+width-(radius), y+lightWidth+1)
nanovg.pathStroke()
proc drawButton*(preicon: string, text: string, x, y, w, h: float, color: Color) =
var
bg: Paint
cornerRadius = 4.0
tb: TextBounds
ib: TextBounds
tw = 0.0
iw = 0.0
bg = nanovg.linearGradient(
x,y,x,y+h,
RGBA(255,255,255, if isBlack(color): 16 else:32),
RGBA(0,0,0, if isBlack(color): 16 else:32)
)
nanovg.beginPath()
nanovg.pathRoundedRect(x+1, y+1, w-2, h-2, cornerRadius-1)
if not isBlack(color):
nanovg.setFillColor(color)
nanovg.pathFill()
nanovg.setFillPaint(bg)
nanovg.pathFill()
nanovg.beginPath()
nanovg.pathRoundedRect(x+0.5, y+0.5, w-1, h-1, cornerRadius-0.5)
nanovg.setStrokeColor(RGBA(0,0,0,48))
nanovg.pathStroke()
nanovg.setFontSize(20.0)
nanovg.setFont("sans-bold")
tb = nanovg.textBounds(0.0, 0.0, text)
tw = tb.horizontalAdvance
nanovg.setFontSize(h*0.5)
nanovg.setFont("fa")
ib = nanovg.textBounds(0,0, preicon)
iw = ib.horizontalAdvance
iw += h*0.15
nanovg.setFontSize(h*0.5)
nanovg.setFont("fa")
nanovg.setFillColor(RGBA(255,255,255,96))
nanovg.textAlign("left middle")
nanovg.text(x+w*0.5-tw*0.5-iw*0.75, y+h*0.5, preicon)
nanovg.setFontSize(20.0)
nanovg.setFont("sans-bold")
nanovg.textAlign("left middle")
nanovg.setFillColor(RGBA(0,0,0,160))
nanovg.text(x+w*0.5-tw*0.5+iw*0.25, y+h*0.5-1, text)
nanovg.setFillColor(RGBA(255,255,255,160))
nanovg.text(x+w*0.5-tw*0.5+iw*0.25, y+h*0.5, text)
proc main =
glfw.initialize()
var c = DefaultOpenglWindowConfig
c.version = glv32
c.title = "Minimal Nim-GLFW example"
c.forwardCompat = true
c.profile = opCoreProfile
c.debugContext = false
let
fps = newGraph(RenderStyle.FPS, "Frame Time")
cpuGraph = newGraph(RenderStyle.MS, "CPU Time")
var w = newWindow(c)
echo currentSourcePath
nanovg.init()
nanovg.loadFont(currentSourceDir()/"resources/Roboto-Regular.ttf", "sans")
nanovg.loadFont(currentSourceDir()/"resources/Roboto-Bold.ttf", "sans-bold")
nanovg.loadFont(currentSourceDir()/"resources/fa.ttf", "fa")
nanovg.loadFont(currentSourceDir()/"resources/entypo.ttf", "icons")
swapInterval(0)
setTime(0)
var prevt = getTime()
while not w.shouldClose():
let t = getTime()
let dt = t - prevt
prevt = t
#let pos = w.cursorPos()
let fbSize = w.frameBufferSize()
glViewPort(0, 0, fbSize.w, fbSize.h)
glCullFace(GL_BACK)
glFrontFace(GL_CCW)
glClearColor(0.3, 0.3, 0.32, 1.0)
glClear(GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT or GL_STENCIL_BUFFER_BIT)
withFrame(w):
let x = glyphPositions("Some仮名thing is up", 0, 0)
drawWindow("Title", 50, 50, 300, 400)
drawLabel("Hello!", 10, 10, 280, 20)
drawButton(ICON_TRASH, "Delete", 100, 200, 160, 28, RGBA(128, 16, 8, 255))
drawButton(ICON_TRASH, "Deleter", 100, 250, 160, 28, RGBA(12, 130, 80, 255))
drawButton("Testing", 100, 300, 160, 28)
fps.render(5, 5)
cpuGraph.render(210, 5)
w.swapBuffers()
pollEvents()
let cpuTime = glfw.getTime() - t
fps.update(dt)
cpuGraph.update(cpuTime)
waitEvents()
w.destroy()
glfw.terminate()
main()

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--path:"../src/"

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import nanovg
import strformat
const GRAPH_HISTORY_COUNT = 100
type
RenderStyle* {.pure.} = enum
FPS,
MS,
PERCENT
PerfGraph* = ref object
style: RenderStyle
name: string
values: array[GRAPH_HISTORY_COUNT, float]
head: int
proc newGraph*(style: RenderStyle, name: string): PerfGraph =
new(result)
result.style = style
result.name = name
proc update*(graph: PerfGraph, frameTime: float) =
graph.head = (graph.head + 1) mod GRAPH_HISTORY_COUNT
graph.values[graph.head] = frameTime
proc getGraphAverage(graph: PerfGraph): float =
var avg: float = 0.0
for i in 0 ..< GRAPH_HISTORY_COUNT:
avg += graph.values[i]
return avg / GRAPH_HISTORY_COUNT.float
proc render*(graph: PerfGraph, x, y: float) =
let
avg = getGraphAverage(graph)
width: float = 200
height: float = 35
nanovg.beginPath()
nanovg.pathRect(x, y, width, height)
nanovg.setFillColor(0, 0, 0, 128)
nanovg.pathFill()
nanovg.beginPath()
nanovg.pathMoveTo(x, y+height)
case graph.style:
of RenderStyle.FPS:
for i in 0 ..< GRAPH_HISTORY_COUNT:
var v: float = 1.0 / (0.00001 + graph.values[(graph.head+i) mod GRAPH_HISTORY_COUNT])
var vx, vy: float
if v > 80:
v = 80
vx = x + (i/(GRAPH_HISTORY_COUNT-1)) * width
vy = y + height - ((v / 80) * height)
nanovg.pathLineTo(vx, vy)
of RenderStyle.PERCENT:
for i in 0 ..< GRAPH_HISTORY_COUNT:
var v: float = graph.values[(graph.head+i) mod GRAPH_HISTORY_COUNT]
var vx, vy: float
if v > 100:
v = 100
vx = x + (i/(GRAPH_HISTORY_COUNT-1)) * width
vy = y + height - ((v / 100) * height)
nanovg.pathLineTo(vx, vy)
of RenderStyle.MS:
for i in 0 ..< GRAPH_HISTORY_COUNT:
var v: float = graph.values[(graph.head+i) mod GRAPH_HISTORY_COUNT] * 1000
var vx, vy: float
if v > 20:
v = 20
vx = x + (i/(GRAPH_HISTORY_COUNT-1)) * width
vy = y + height - ((v / 20) * height)
nanovg.pathLineTo(vx, vy)
nanovg.pathLineTo(x+width, y+height)
nanovg.setFillColor(255, 192, 0, 128)
nanovg.pathFill()
nanovg.setFont("sans")
if graph.name.len() > 0:
nanovg.setFontSize(14)
nanovg.textAlign("top left")
nanovg.setFillColor(240, 240, 240, 192)
nanovg.text(x+3, y+1, graph.name)
nanovg.setFontSize(18)
nanovg.textAlign("top right")
nanovg.setFillColor(240, 240, 240, 255)
case graph.style:
of RenderStyle.FPS:
var str = fmt"{1.0/avg:.2f} FPS"
nanovg.text(x+width-3, y+1, str)
nanovg.setFontSize(15)
nanovg.textAlign("bottom right")
nanovg.setFillColor(240, 240, 240, 160)
str = fmt"{avg*1000:.2f} ms"
nanovg.text(x+width-3, y+height-1, str)
of RenderStyle.PERCENT:
let str = fmt"{avg:.1f} %"
nanovg.text(x+width-3, y+1, str)
of RenderStyle.MS:
let str = fmt"{avg*1000:.2f} ms"
nanovg.text(x+width-3, y+1, str)

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# Package
version = "0.1.0"
author = "Joey Yakimowich-Payne"
description = "A wrapper around nanovg"
license = "MIT"
srcDir = "src"
# Dependencies
requires "nim >= 1.0.0",
"nimterop >= 0.2.1",
"regex >= 0.12.0",
"opengl >= 1.2.2",
"https://github.com/jyapayne/nim-glfw#d4f30db"

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-d:glfwStaticLib
-d:useGlew

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import macros
import sequtils
import typetraits
import strutils
import strformat
import nanovg/wrapper
converter intToCuchar*(source: uint8 | int): cuchar =
return source.cuchar
export HSL
export HSLA
export RGBA
export RGBAf
export RGB
export RGBf
export LerpRGBA
export TransRGBA
export TransRGBAf
#{.experimental: "dynamicBindSym".}
type
FontLoadError* = object of Exception
ImageLoadError* = object of Exception
ContextInitError* = object of Exception
Context = ptr NVGContext
Alignment* {.size: sizeof(cint), pure.} = enum
NONE = 0
# Horizontal
LEFT = NVG_ALIGN_LEFT
CENTER = NVG_ALIGN_CENTER
RIGHT = NVG_ALIGN_RIGHT
# Vertical
TOP = NVG_ALIGN_TOP
MIDDLE = NVG_ALIGN_MIDDLE
BOTTOM = NVG_ALIGN_BOTTOM
BASELINE = NVG_ALIGN_BASELINE # Default
LineCap* {.size: sizeof(cint), pure.} = enum
BUTT = NVG_BUTT
ROUND = NVG_ROUND
SQUARE = NVG_SQUARE
BEVEL = NVG_BEVEL
MITER = NVG_MITER
LineJoin* {.size: sizeof(cint), pure.} = enum
ROUND = NVG_ROUND
BEVEL = NVG_BEVEL
MITER = NVG_MITER
CompositeOperation* {.size: sizeof(cint), pure.} = enum
SOURCE_OVER, SOURCE_IN, SOURCE_OUT, ATOP, DESTINATION_OVER,
DESTINATION_IN, DESTINATION_OUT, DESTINATION_ATOP, LIGHTER,
COPY, XOR
BlendFactor* {.size: sizeof(cint), pure.} = enum
ZERO = NVG_ZERO, ONE = NVG_ONE, SRC_COLOR = NVG_SRC_COLOR,
ONE_MINUS_SRC_COLOR = NVG_ONE_MINUS_SRC_COLOR, DST_COLOR = NVG_DST_COLOR,
ONE_MINUS_DST_COLOR = NVG_ONE_MINUS_DST_COLOR, SRC_ALPHA = NVG_SRC_ALPHA,
ONE_MINUS_SRC_ALPHA = NVG_ONE_MINUS_SRC_ALPHA, DST_ALPHA = NVG_DST_ALPHA,
ONE_MINUS_DST_ALPHA = NVG_ONE_MINUS_DST_ALPHA, SRC_ALPHA_SATURATE = NVG_SRC_ALPHA_SATURATE
Bounds* = tuple[xmin, ymin, xmax, ymax: float]
TextBounds* = tuple[horizontalAdvance: float, bounds: Bounds]
Size* = tuple[width, height: int]
GlyphPosition* = object
glyph: string
x, y: float
minX, maxX: float
height: float
Paint* = NVGPaint
Color* = NVGColor
Image* = cint
Font* = cint
Winding* {.size: sizeof(cint), pure.} = enum
CCW = NVG_CCW
CW = NVG_CW
Solidity* {.size: sizeof(cint), pure.} = enum
SOLID = NVG_SOLID
HOLE = NVG_HOLE
TextMetrics* = tuple[ascender, descender, lineHeight: float]
TextRow* = tuple[x, y, minX, maxX, height: float]
ImageFlags* {.size: sizeof(cint).} = enum
NONE = 0,
GENERATE_MIPMAPS = NVG_IMAGE_GENERATE_MIPMAPS, ## Generate mipmaps during creation of the image.
REPEATX = NVG_IMAGE_REPEATX, ## Repeat image in X direction.
REPEATY = NVG_IMAGE_REPEATY, ## Repeat image in Y direction.
FLIPY = NVG_IMAGE_FLIPY, ## Flips (inverses) image in Y direction when rendered.
PREMULTIPLIED = NVG_IMAGE_PREMULTIPLIED, ## Image data has premultiplied alpha.
NEAREST = NVG_IMAGE_NEAREST ## Image interpolation is Nearest instead Linear
View* = concept v
v.size() is tuple[w, h: int32]
v.frameBufferSize() is tuple[w, h: int32]
proc width*(pos: GlyphPosition): float =
return pos.maxX - pos.minX
proc createExpr*(ty, name: string, descriptor: NimNode, args: varargs[NimNode]): NimNode =
let tokens = ($descriptor).toUpper().split(" ").map(
proc(s: string): string =
return ty & "." & s
)
let argTokens = args.map(
proc(arg: NimNode): string =
$arg.toStrLit()
)
let allTokens = argTokens.concat(tokens)
let newExpr = name & "(" & allTokens.join(",") & ")"
result = parseStmt(newExpr)
template reduce[T](elements: openArray[T], op: untyped): untyped =
var res = T.NONE
for element in elements:
res = op(res, element)
res
proc createContext(antialias = true, stencilStrokes = true, debugChecks = false): Context =
var flags: cint
if antialias:
flags = flags or NVG_ANTIALIAS.cint
if stencilStrokes:
flags = flags or NVG_STENCIL_STROKES.cint
if debugChecks:
flags = flags or NVG_DEBUG.cint
result = CreateGL3(flags)
if result.isNil:
raise newException(ContextInitError, "Could not initialize graphics context")
var context: Context
proc init*() =
context = createContext()
proc loadFont*(path, name: string): Font {.discardable.} =
## Load the font from `path` and give it a `name` that can be used to reference it.
result = context.CreateFont(name, path)
if result == -1:
raise newException(FontLoadError, fmt"Could not load font {name}.")
proc loadFontMem*(data: openArray[uint8], name: string, freeDataAutomatically = true): Font {.discardable.} =
## Load the font from `path` and give it a `name` that can be used to reference it.
result = context.CreateFontMem(name, cast[ptr cuchar](data[0].unsafeAddr), data.len.cint, freeDataAutomatically.cint)
if result == -1:
raise newException(FontLoadError, fmt"Could not load font {name}.")
proc findFont*(name: string): Font =
return context.FindFont(name)
proc setFallbackFont*(baseFont, fallbackFont: string): Font =
return context.AddFallbackFont(baseFont, fallbackFont)
proc setFallbackFont*(baseFont, fallbackFont: Font): Font =
return context.AddFallbackFontId(baseFont, fallbackFont)
proc setFont*(font: Font) =
context.FontFaceId(font)
proc setFont*(name: string) =
context.FontFace(name)
proc setFontSize*(size: float) =
context.FontSize(size)
proc setFontBlur*(blur: float) =
context.FontBlur(blur)
proc setTextLetterSpacing*(spacing: float) =
context.TextLetterSpacing(spacing)
proc setTextLineHeight*(lineHeight: float) =
context.TextLineHeight(lineHeight)
proc `or`(align1: Alignment, align2: Alignment): Alignment =
return (align1.cint or align2.cint).Alignment
proc textAlign*(alignments: varargs[Alignment]) =
var alignment = reduce(alignments, `or`)
context.TextAlign(alignment.cint)
macro textAlign*(descriptor: string) =
result = createExpr("Alignment", "textAlign", descriptor)
proc textBounds*(x, y: float, text: string): TextBounds =
var res: array[4, cfloat]
let horizonalAdvance = context.TextBounds(x, y, text, nil, res[0].addr)
let bounds: Bounds = (res[0].float, res[1].float, res[2].float, res[3].float)
return (horizonalAdvance.float, bounds)
proc text*(x, y: float, content: string) =
discard context.Text(x, y, content, nil)
proc textBoxBounds*(x, y, breakRowWidth: float, text: string): Bounds =
var res: array[4, cfloat]
context.TextBoxBounds(x, y, breakRowWidth, text, nil, res[0].addr)
return (res[0].float, res[1].float, res[2].float, res[3].float)
proc textBox*(x, y, breakRowWidth: float, content: string) =
context.TextBox(x, y, breakRowWidth, content, nil)
proc textMetrics*(): TextMetrics =
var
ascender, descender, lineHeight: cfloat
context.TextMetrics(ascender.addr, descender.addr, lineHeight.addr)
return (ascender.float, descender.float, lineHeight.float)
# TODO Continue with TextGlyphPos
proc glyphPositions*(text: string, x, y: float): seq[GlyphPosition] =
const maxPositions = 100
var
positions: array[maxPositions, NVGglyphPosition]
numGlyphs = 0
bytesProcessed = 0
lastX = x
strIndex = 0
lineHeight = textMetrics().lineHeight
result = newSeqOfCap[GlyphPosition](maxPositions)
while (strIndex < text.len):
numGlyphs = context.TextGlyphPositions(
lastX, y, cast[cstring](text[strIndex].unsafeAddr), nil,
positions[0].addr, maxPositions
)
for i in 0..<numGlyphs:
var byteWidth = 1
let
retPos = positions[i]
if i < (numGlyphs - 1):
let
nextPos = positions[i+1]
nextBaddr = cast[ByteAddress](nextPos.str[0].unsafeAddr)
baddr = cast[ByteAddress](retPos.str[0].unsafeAddr)
byteWidth = nextBaddr - baddr
elif i == (numGlyphs - 1):
byteWidth = len(text) - bytesProcessed
var glyph = newStringOfCap(byteWidth)
for j in 0..<byteWidth:
glyph.add(retPos.str[j])
let pos = GlyphPosition(
glyph: glyph, x: retPos.x, y: y, minX: retPos.minX, maxX: retPos.maxX,
height: lineHeight
)
result.add(pos)
bytesProcessed += byteWidth
lastX = positions[numGlyphs-1].x
strIndex += maxPositions
proc glyphPositions*(text: string, x, y, maxWidth: float): seq[GlyphPosition] =
const maxRows = 100
var
rows: array[maxRows, NVGtextRow]
proc beginFrame*(width, height, pxRatio: float) =
context.BeginFrame(width, height, pxRatio)
proc cancelFrame*() =
context.CancelFrame()
proc endFrame*() =
context.EndFrame()
proc globalCompositeOperation*(op: CompositeOperation) =
context.GlobalCompositeOperation(op.cint)
proc globalCompositeBlendFunc*(sourceFactor, destFactor: BlendFactor) =
context.GlobalCompositeBlendFunc(sourceFactor.cint, destFactor.cint)
proc globalCompositeBlendFuncSeparate*(srcRGB, destRGB, srcAlpha, destAlpha: BlendFactor) =
context.GlobalCompositeBlendFuncSeparate(srcRGB.cint, destRGB.cint, srcAlpha.cint, destAlpha.cint)
template withFrame*(window: View, code: untyped) =
let
winSize = window.size()
fbSize = window.frameBufferSize()
pxRatio = cfloat(fbSize.w) / cfloat(winSize.w)
beginFrame(winSize.w.cfloat, winSize.h.cfloat, pxRatio)
code
endFrame()
#
# 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.
#
proc saveState*() =
## Pushes and saves the current render state into a state stack.
## A matching restoreState() must be used to restore the state.
context.Save()
proc restoreState*() =
## Pops and restores current render state.
context.Restore()
proc resetState*() =
## Resets current render state to default values. Does not affect the render state stack.
context.Reset()
template withState*(code: untyped) =
saveState()
try:
code
except:
raise
finally:
restoreState()
proc setShapeAntialias*(enabled = true) =
context.ShapeAntiAlias(enabled.cint)
proc setStrokeColor*(color: Color) =
context.StrokeColor(color)
proc setStrokePaint*(paint: Paint) =
context.StrokePaint(paint)
proc setFillPaint*(paint: Paint) =
context.FillPaint(paint)
proc setFillColor*(color: Color) =
context.FillColor(color)
proc setFillColor*(r, g, b: uint8) =
context.FillColor(RGB(r.cuchar, g.cuchar, b.cuchar))
proc setFillColor*(r, g, b: float) =
context.FillColor(RGBf(r, g, b))
proc setFillColor*(r, g, b, a: float) =
context.FillColor(RGBAf(r, g, b, a))
proc setFillColor*(r, g, b, a: uint8) =
context.FillColor(RGBA(r.cuchar, g.cuchar, b.cuchar, a.cuchar))
proc setMiterLimit*(limit: float) =
context.MiterLimit(limit)
proc setStrokeWidth*(size: float) =
context.StrokeWidth(size)
proc setLineCap*(cap: LineCap) =
context.LineCap(cap.cint)
proc setLineJoin*(join: LineJoin) =
context.LineJoin(join.cint)
proc setGlobalAlpha*(alpha: float) =
context.GlobalAlpha(alpha)
# Transforms
proc resetTransform*() =
context.ResetTransform()
proc transform*(a, b, c, d, e, f: float) =
context.Transform(a, b, c, d, e, f)
proc translate*(x, y: float) =
context.Translate(x, y)
proc rotate*(angle: float) =
context.Rotate(angle)
proc skewX*(angle: float) =
context.SkewX(angle)
proc skewY*(angle: float) =
context.SkewY(angle)
proc scale*(x, y: float) =
context.Scale(x, y)
proc copyArray[T, U](src: T): U =
for i in 0..<src.len:
result[i] = type(result[i])((src[i]))
proc getCurrentTransform*(): array[6, float] =
var res: array[6, cfloat]
context.CurrentTransform(res[0].addr)
return copyArray[array[6, cfloat], array[6, float]](res)
proc setTransformIdentity*(dest: array[6, float]) =
var dst = copyArray[array[6, float], array[6, cfloat]](dest)
TransformIdentity(dst[0].addr)
proc degreesToRadians*(degrees: float): float =
return DegToRad(degrees)
proc radiansToDegrees*(radians: float): float =
return RadToDeg(radians)
# Images
proc `or`(imageflags1: ImageFlags, imageflags2: ImageFlags): ImageFlags =
return (imageflags1.cint or imageflags2.cint).ImageFlags
proc loadImage*(fileName: string, flags: varargs[ImageFlags]): Image =
var flagArgs = reduce(flags, `or`)
result = context.CreateImage(fileName, flagArgs.cint)
if result == -1:
raise newException(ImageLoadError, fmt"Could not load image {fileName}.")
macro loadImage*(fileName, flags: string): Image =
return createExpr("ImageFlags", "loadImage", flags, fileName)
proc createImageFromArray*(data: openArray[uint8], flags: varargs[ImageFlags]): Image =
var flagArgs = reduce(flags, `or`)
result = context.CreateImageMem(flagArgs.cint, cast[ptr cuchar](data[0].unsafeAddr), data.len.cint)
if result == -1:
raise newException(ImageLoadError, fmt"Could not load image from data.")
proc size*(image: Image): Size =
var rw, rh: cint
context.ImageSize(image, rw.addr, rh.addr)
result.width = rw
result.height = rh
proc delete*(image: Image) =
context.DeleteImage(image)
# Paths
proc beginPath*() =
context.BeginPath()
proc pathMoveTo*(x, y: float) =
context.MoveTo(x, y)
proc pathLineTo*(x, y: float) =
context.LineTo(x, y)
proc pathBezierTo*(c1x, c1y, c2x, c2y, x, y: float) =
context.BezierTo(c1x, c1y, c2x, c2y, x, y)
proc pathQuadTo*(cx, cy, x, y: float) =
context.QuadTo(cx, cy, x, y)
proc pathArcTo*(x1, y1, x2, y2, radius: float) =
context.ArcTo(x1, y1, x2, y2, radius)
proc closePath*() =
context.ClosePath()
proc pathWinding*(dir: Winding) =
context.PathWinding(dir.cint)
proc setSolidity*(solidity: Solidity) =
context.PathWinding(solidity.cint)
proc pathArc*(cx, cy, r, a0, a1: float, dir: int) =
context.Arc(cx, cy, r, a0, a1, dir.cint)
proc pathRect*(x, y, width, height: float) =
context.Rect(x, y, width, height)
proc pathRoundedRect*(x, y, width, height, radius: float) =
context.RoundedRect(x, y, width, height, radius)
proc pathRoundedRectVarying*(x, y, width, height, radiusTopLeft, radiusTopRight,
radiusBottomRight, radiusBottomLeft: float) =
context.RoundedRectVarying(
x, y, width, height,
radiusTopLeft, radiusTopRight, radiusBottomRight, radiusBottomLeft
)
proc pathEllipse*(cx, cy, radiusX, radiusY: float) =
context.Ellipse(cx, cy, radiusX, radiusY)
proc pathCircle*(cx, cy, radius: float) =
context.Circle(cx, cy, radius)
proc pathFill*() =
context.Fill()
proc pathStroke*() =
context.Stroke()
proc linearGradient*(startX, startY, endX, endY: float, startColor, endColor: Color): Paint =
result = context.LinearGradient(startX, startY, endX, endY, startColor, endColor)
proc boxGradient*(x, y, width, height, radius, feather: float, startColor, endColor: Color): Paint =
result = context.BoxGradient(x, y, width, height, radius, feather, startColor, endColor)
proc radialGradient*(centerX, centerY, innerRadius, outerRadius: float, startColor, endColor: Color): Paint =
result = context.RadialGradient(centerX, centerY, innerRadius, outerRadius, startColor, endColor)
proc imagePattern*(originX, originY, renderSizeX, renderSizeY, angle: float, image: Image, alpha: float): Paint =
result = context.ImagePattern(originX, originY, renderSizeX, renderSizeY, angle, image, alpha)
proc setScissor*(x, y, width, height: float) =
context.Scissor(x, y, width, height)
proc intersectScissor*(x, y, width, height: float) =
context.IntersectScissor(x, y, width, height)
proc resetScissor*() =
context.ResetScissor()
proc cleanup() {.noconv.} =
echo "running cleanup"
context.DeleteGL3()
addQuitProc(cleanup)

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import os
import opengl
import strutils
import nimterop/[cimport, build]
# Documentation:
# https://github.com/nimterop/nimterop
# https://nimterop.github.io/nimterop/cimport.html
const
# Location where any sources should get downloaded. Adjust depending on
# actual location of wrapper file relative to project.
baseDir = currentSourcePath.parentDir().parentDir().parentDir()/"build"
# All files and dirs should be inside to baseDir
srcDir = baseDir/"nanovg"
static:
# Print generated Nim to output
# cDebug()
# Disable caching so that wrapper is generated every time. Useful during
# development. Remove once wrapper is working as expected.
# cDisableCaching()
# Download C/C++ source code from a git repository
gitPull("https://github.com/memononen/nanovg", outdir=srcDir, plist="""
src/*.h
src/*.c
""", checkout = "1f9c8864fc556a1be4d4bf1d6bfe20cde25734b4")
let contents = readFile(srcDir/"src/nanovg_gl.h")
let newContents = contents.replace("#define NANOVG_GL_H\n", """
#define NANOVG_GL_USE_UNIFORMBUFFER
#define NANOVG_GL3
#define GLFW_INCLUDE_GLEXT
#ifdef __APPLE__
# define GLFW_INCLUDE_GLCOREARB
#endif
#include <GLFW/glfw3.h>
#include "nanovg.h"
""")
writeFile(srcDir/"src/nanovg_gl.h", newContents)
# Manually wrap any symbols since nimterop cannot or incorrectly wraps them
cOverride:
# Standard Nim code to wrap types, consts, procs, etc.
type
NVGcolor* {.importc: "struct NVGcolor", bycopy.} = object
r* {.importc: "r".}: cfloat
g* {.importc: "g".}: cfloat
b* {.importc: "b".}: cfloat
a* {.importc: "a".}: cfloat
# Specify include directories for gcc and Nim
cIncludeDir(srcDir/"src")
# Define global symbols
cDefine("NANOVG_GL3_IMPLEMENTATION", "1")
# Any global compiler options
when defined(macosx):
# cDefine("GLFW_INCLUDE_GLCOREARB", "1")
{.passC: "-DNANOVG_GL3_IMPLEMENTATION -DNANOVG_GLEW -D_GLFW_USE_RETINA -D_GLFW_COCOA -D_GLFW_USE_CHDir -D_GLFW_USE_MENUBAR".}
{.passL: "-m64 -framework GLUT -framework OpenGL -framework Cocoa -framework IOKit -framework CoreVideo -framework Carbon -lm".}
elif defined(unix):
{.passC: "-DNANOVG_GL3_IMPLEMENTATION -DNANOVG_GLEW".}
{.passL: "-lGL -lGLU -lGLEW -lm -lglfw".}
# Compile in any common source code
cCompile(srcDir/"src/*.c")
# Use cPlugin() to make any symbol changes
cPlugin:
import strutils
# Symbol renaming examples
proc onSymbol*(sym: var Symbol) {.exportc, dynlib.} =
# Get rid of leading and trailing underscores
# sym.name = sym.name.strip(chars = {'_'})
# Remove prefixes or suffixes from procs
if sym.kind == nskProc:
sym.name = sym.name.replace("glnvg__", "")
sym.name = sym.name.replace("nvg__", "")
sym.name = sym.name.replace("nvglu", "")
sym.name = sym.name.replace("nvgl", "")
sym.name = sym.name.replace("nvg", "")
# Finally import wrapped header file. Recurse if #include files should also
# be wrapped. Set dynlib if binding to dynamic library.
cImport(srcDir/"src/nanovg.h")
cImport(srcDir/"src/nanovg_gl.h")
cImport(srcDir/"src/nanovg_gl_utils.h")