/* * Copyright (c) 2023 - 2024 the ThorVG project. All rights reserved. * Permission is hereby granted, free of charge, to any person obtaining a copy * of this software and associated documentation files (the "Software"), to deal * in the Software without restriction, including without limitation the rights * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell * copies of the Software, and to permit persons to whom the Software is * furnished to do so, subject to the following conditions: * The above copyright notice and this permission notice shall be included in all * copies or substantial portions of the Software. * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE * SOFTWARE. */ #include "Common.h" /************************************************************************/ /* Drawing Commands */ /************************************************************************/ void tvgDrawCmds(tvg::Canvas* canvas) { if (!canvas) return; //BG auto bg = tvg::Shape::gen(); bg->appendRect(0, 0, WIDTH, HEIGHT); bg->fill(100, 100, 100); canvas->push(std::move(bg)); //Create a Scene auto scene = tvg::Scene::gen(); scene->blend(tvg::BlendMethod::Add); //Prepare Circle auto shape1 = tvg::Shape::gen(); shape1->appendCircle(400, 400, 250, 250); shape1->fill(255, 255, 0); scene->push(std::move(shape1)); //Round rectangle auto shape2 = tvg::Shape::gen(); shape2->appendRect(450, 100, 200, 200, 50, 50); shape2->fill(0, 255, 0); shape2->strokeWidth(10); shape2->strokeFill(255, 255, 255); scene->push(std::move(shape2)); //Draw the Scene onto the Canvas canvas->push(std::move(scene)); //Create a Scene 2 auto scene2 = tvg::Scene::gen(); scene2->opacity(127); //Apply opacity to scene (0 - 255) scene2->blend(tvg::BlendMethod::Overlay); scene2->scale(1.2); //Star auto shape3 = tvg::Shape::gen(); //Appends Paths shape3->moveTo(199, 34); shape3->lineTo(253, 143); shape3->lineTo(374, 160); shape3->lineTo(287, 244); shape3->lineTo(307, 365); shape3->lineTo(199, 309); shape3->lineTo(97, 365); shape3->lineTo(112, 245); shape3->lineTo(26, 161); shape3->lineTo(146, 143); shape3->close(); shape3->fill(0, 0, 255); shape3->strokeWidth(10); shape3->strokeFill(255, 255, 255); shape3->opacity(127); scene2->push(std::move(shape3)); //Circle auto shape4 = tvg::Shape::gen(); auto cx = 150.0f; auto cy = 150.0f; auto radius = 50.0f; auto halfRadius = radius * 0.552284f; //Append Paths shape4->moveTo(cx, cy - radius); shape4->cubicTo(cx + halfRadius, cy - radius, cx + radius, cy - halfRadius, cx + radius, cy); shape4->cubicTo(cx + radius, cy + halfRadius, cx + halfRadius, cy + radius, cx, cy+ radius); shape4->cubicTo(cx - halfRadius, cy + radius, cx - radius, cy + halfRadius, cx - radius, cy); shape4->cubicTo(cx - radius, cy - halfRadius, cx - halfRadius, cy - radius, cx, cy - radius); shape4->close(); shape4->fill(255, 0, 0); shape4->strokeWidth(10); shape4->strokeFill(0, 0, 255); shape4->opacity(200); shape4->scale(3); scene2->push(std::move(shape4)); //Draw the Scene onto the Canvas canvas->push(std::move(scene2)); } /************************************************************************/ /* Sw Engine Test Code */ /************************************************************************/ static unique_ptr swCanvas; void initSwView(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) { //Create a Canvas glCanvas = tvg::GlCanvas::gen(); //Get the drawing target id int32_t targetId; auto gl = elm_glview_gl_api_get(obj); gl->glGetIntegerv(GL_FRAMEBUFFER_BINDING, &targetId); glCanvas->target(targetId, 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) { auto tvgEngine = tvg::CanvasEngine::Sw; if (argc > 1) { if (!strcmp(argv[1], "gl")) tvgEngine = tvg::CanvasEngine::Gl; } //Threads Count auto threads = std::thread::hardware_concurrency(); if (threads > 0) --threads; //Allow the designated main thread capacity //Initialize ThorVG Engine if (tvg::Initializer::init(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(); } else { cout << "engine is not supported" << endl; } return 0; }