#include #include using namespace std; #define WIDTH 800 #define HEIGHT 800 static uint32_t buffer[WIDTH * HEIGHT]; unique_ptr canvas = nullptr; tvg::Scene* pScene1 = nullptr; tvg::Scene* pScene2 = nullptr; void tvgtest() { //Create a Canvas canvas = tvg::SwCanvas::gen(); canvas->target(buffer, WIDTH, WIDTH, HEIGHT); //Create a Scene1 auto scene = tvg::Scene::gen(); pScene1 = scene.get(); scene->reserve(3); //reserve 3 shape nodes (optional) //Prepare Round Rectangle (Scene1) auto shape1 = tvg::Shape::gen(); shape1->appendRect(-235, -250, 400, 400, 50); //x, y, w, h, cornerRadius shape1->fill(0, 255, 0, 255); //r, g, b, a shape1->stroke(5); //width shape1->stroke(255, 255, 255, 255); //r, g, b, a scene->push(move(shape1)); //Prepare Circle (Scene1) auto shape2 = tvg::Shape::gen(); shape2->appendCircle(-165, -150, 200, 200); //cx, cy, radiusW, radiusH shape2->fill(255, 255, 0, 255); //r, g, b, a scene->push(move(shape2)); //Prepare Ellipse (Scene1) auto shape3 = tvg::Shape::gen(); shape3->appendCircle(265, 250, 150, 100); //cx, cy, radiusW, radiusH shape3->fill(0, 255, 255, 255); //r, g, b, a scene->push(move(shape3)); scene->translate(350, 350); scene->scale(0.5); //Create Scene2 auto scene2 = tvg::Scene::gen(); pScene2 = scene2.get(); scene2->reserve(2); //reserve 2 shape nodes (optional) //Star (Scene2) auto shape4 = tvg::Shape::gen(); //Appends Paths shape4->moveTo(0, -114.5); shape4->lineTo(54, -5.5); shape4->lineTo(175, 11.5); shape4->lineTo(88, 95.5); shape4->lineTo(108, 216.5); shape4->lineTo(0, 160.5); shape4->lineTo(-102, 216.5); shape4->lineTo(-87, 96.5); shape4->lineTo(-173, 12.5); shape4->lineTo(-53, -5.5); shape4->close(); shape4->fill(0, 0, 127, 127); shape4->stroke(3); //width shape4->stroke(0, 0, 255, 255); //r, g, b, a scene2->push(move(shape4)); //Circle (Scene2) auto shape5 = tvg::Shape::gen(); auto cx = -150.0f; auto cy = -150.0f; auto radius = 100.0f; auto halfRadius = radius * 0.552284f; //Append Paths shape5->moveTo(cx, cy - radius); shape5->cubicTo(cx + halfRadius, cy - radius, cx + radius, cy - halfRadius, cx + radius, cy); shape5->cubicTo(cx + radius, cy + halfRadius, cx + halfRadius, cy + radius, cx, cy+ radius); shape5->cubicTo(cx - halfRadius, cy + radius, cx - radius, cy + halfRadius, cx - radius, cy); shape5->cubicTo(cx - radius, cy - halfRadius, cx - halfRadius, cy - radius, cx, cy - radius); shape5->fill(127, 0, 0, 127); scene2->push(move(shape5)); scene2->translate(500, 350); //Push scene2 onto the scene scene->push(move(scene2)); //Draw the Scene onto the Canvas canvas->push(move(scene)); canvas->draw(); canvas->sync(); } void transit_cb(Elm_Transit_Effect *effect, Elm_Transit* transit, double progress) { /* Update scene directly. You can update only necessary properties of this scene, while retaining other properties. */ pScene1->rotate(360 * progress); pScene2->rotate(360 * progress); //Update shape for drawing (this may work asynchronously) canvas->update(pScene1); //Draw Next frames canvas->draw(); canvas->sync(); //Update Efl Canvas Eo* img = (Eo*) effect; evas_object_image_data_update_add(img, 0, 0, WIDTH, HEIGHT); } void win_del(void *data, Evas_Object *o, void *ev) { elm_exit(); } int main(int argc, char **argv) { //Initialize ThorVG Engine tvg::Initializer::init(tvg::CanvasEngine::Sw); tvgtest(); //Show the result using EFL... elm_init(argc, argv); Eo* win = elm_win_util_standard_add(NULL, "ThorVG Test"); evas_object_smart_callback_add(win, "delete,request", win_del, 0); Eo* img = evas_object_image_filled_add(evas_object_evas_get(win)); evas_object_image_size_set(img, WIDTH, HEIGHT); evas_object_image_data_set(img, buffer); evas_object_size_hint_weight_set(img, EVAS_HINT_EXPAND, EVAS_HINT_EXPAND); evas_object_show(img); elm_win_resize_object_add(win, img); evas_object_geometry_set(win, 0, 0, WIDTH, HEIGHT); evas_object_show(win); Elm_Transit *transit = elm_transit_add(); elm_transit_effect_add(transit, transit_cb, img, nullptr); elm_transit_duration_set(transit, 2); elm_transit_repeat_times_set(transit, -1); elm_transit_go(transit); elm_run(); elm_shutdown(); //Terminate ThorVG Engine tvg::Initializer::term(tvg::CanvasEngine::Sw); }