#include "Common.h" /************************************************************************/ /* Drawing Commands */ /************************************************************************/ static const char* svg = ""; void tvgDrawCmds(tvg::Canvas* canvas) { if (!canvas) return; //Background auto shape = tvg::Shape::gen(); shape->appendRect(0, 0, WIDTH, HEIGHT, 0, 0); //x, y, w, h, rx, ry shape->fill(255, 255, 255, 255); //r, g, b, a if (canvas->push(move(shape)) != tvg::Result::Success) return; auto picture = tvg::Picture::gen(); if (picture->load(svg, strlen(svg)) != tvg::Result::Success) return; float x, y, w, h; picture->viewbox(&x, &y, &w, &h); float rate = (WIDTH/(w > h ? w : h)); picture->scale(rate); x *= rate; y *= rate; w *= rate; h *= rate; //Center Align ? if (w > h) { y -= (WIDTH - h) * 0.5f; } else { x -= (WIDTH - w) * 0.5f; } picture->translate(-x, -y); canvas->push(move(picture)); } /************************************************************************/ /* 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, tvg::SwCanvas::ARGB8888); /* 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); gl->glClearColor(0.0f, 0.0f, 0.0f, 1.0f); gl->glClear(GL_COLOR_BUFFER_BIT); 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; } //Threads Count auto threads = std::thread::hardware_concurrency(); //Initialize ThorVG Engine if (tvg::Initializer::init(tvgEngine, threads) == tvg::Result::Success) { elm_init(argc, argv); if (tvgEngine == tvg::CanvasEngine::Sw) { createSwView(); } else { createGlView(); } elm_run(); elm_shutdown(); //Terminate ThorVG Engine tvg::Initializer::term(tvg::CanvasEngine::Sw); } else { cout << "engine is not supported" << endl; } return 0; }