#include "testCommon.h" /************************************************************************/ /* Drawing Commands */ /************************************************************************/ #define NUM_PER_LINE 3 int x = 30; int y = 30; int count = 0; void svgDirCallback(const char* name, const char* path, void* data) { tvg::Canvas* canvas = static_cast(data); auto scene = tvg::Scene::gen(); char buf[PATH_MAX]; sprintf(buf,"%s/%s", path, name); if (scene->load(buf) != tvg::Result::Success) return; scene->translate(((WIDTH - (x * 2)) / NUM_PER_LINE) * (count % NUM_PER_LINE) + x, ((HEIGHT - (y * 2))/ NUM_PER_LINE) * (int)((float)count / (float)NUM_PER_LINE) + y); canvas->push(move(scene)); count++; cout << "SVG: " << buf << endl; } void tvgDrawCmds(tvg::Canvas* canvas) { //Background auto shape = tvg::Shape::gen(); shape->appendRect(0, 0, WIDTH, HEIGHT, 0); //x, y, w, h, cornerRadius shape->fill(255, 255, 255, 255); //r, g, b, a if (canvas->push(move(shape)) != tvg::Result::Success) return; eina_file_dir_list("./svgs", EINA_TRUE, svgDirCallback, canvas); } /************************************************************************/ /* Sw Engine Test Code */ /************************************************************************/ static unique_ptr swCanvas; void tvgSwTest(uint32_t* buffer) { //Create a Canvas swCanvas = tvg::SwCanvas::gen(); swCanvas->target(buffer, WIDTH, WIDTH, HEIGHT); /* Push the shape into the Canvas drawing list When this shape is into the canvas list, the shape could update & prepare internal data asynchronously for coming rendering. Canvas keeps this shape node unless user call canvas->clear() */ tvgDrawCmds(swCanvas.get()); } void drawSwView(void* data, Eo* obj) { if (swCanvas->draw() == tvg::Result::Success) { swCanvas->sync(); } } /************************************************************************/ /* GL Engine Test Code */ /************************************************************************/ static unique_ptr glCanvas; void initGLview(Evas_Object *obj) { static constexpr auto BPP = 4; //Create a Canvas glCanvas = tvg::GlCanvas::gen(); glCanvas->target(nullptr, WIDTH * BPP, WIDTH, HEIGHT); /* Push the shape into the Canvas drawing list When this shape is into the canvas list, the shape could update & prepare internal data asynchronously for coming rendering. Canvas keeps this shape node unless user call canvas->clear() */ tvgDrawCmds(glCanvas.get()); } void drawGLview(Evas_Object *obj) { auto gl = elm_glview_gl_api_get(obj); int w, h; elm_glview_size_get(obj, &w, &h); gl->glViewport(0, 0, w, h); gl->glClearColor(0.0f, 0.0f, 0.0f, 1.0f); gl->glClear(GL_COLOR_BUFFER_BIT); gl->glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); gl->glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE); gl->glEnable(GL_BLEND); if (glCanvas->draw() == tvg::Result::Success) { glCanvas->sync(); } } /************************************************************************/ /* Main Code */ /************************************************************************/ int main(int argc, char **argv) { tvg::CanvasEngine tvgEngine = tvg::CanvasEngine::Sw; if (argc > 1) { if (!strcmp(argv[1], "gl")) tvgEngine = tvg::CanvasEngine::Gl; } //Initialize ThorVG Engine if (tvgEngine == tvg::CanvasEngine::Sw) { cout << "tvg engine: software" << endl; } else { cout << "tvg engine: opengl" << endl; } //Initialize ThorVG Engine tvg::Initializer::init(tvgEngine); elm_init(argc, argv); elm_config_accel_preference_set("gl"); if (tvgEngine == tvg::CanvasEngine::Sw) { createSwView(); } else { createGlView(); } elm_run(); elm_shutdown(); //Terminate ThorVG Engine tvg::Initializer::term(tvg::CanvasEngine::Sw); }