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Example 1 with NanoVGGL2

use of org.lwjgl.nanovg.NanoVGGL2 in project legui by SpinyOwl.

the class FBOImageExample method main.

public static void main(String[] args) throws IOException {
    System.setProperty("joml.nounsafe", Boolean.TRUE.toString());
    System.setProperty("java.awt.headless", Boolean.TRUE.toString());
    if (!GLFW.glfwInit()) {
        throw new RuntimeException("Can't initialize GLFW");
    }
    long window = glfwCreateWindow(WIDTH, HEIGHT, "FBO Image example", NULL, NULL);
    glfwShowWindow(window);
    glfwMakeContextCurrent(window);
    GL.createCapabilities();
    glfwSwapInterval(0);
    // Firstly we need to create frame component for window.
    Frame frame = new Frame(WIDTH, HEIGHT);
    // We need to create legui context which shared by renderer and event processor.
    // Also we need to pass event processor for ui events such as click on component, key typing and etc.
    Context context = new Context(window);
    // We need to create callback keeper which will hold all of callbacks.
    // These callbacks will be used in initialization of system event processor
    // (will be added callbacks which will push system events to event queue and after that processed by SystemEventProcessor)
    CallbackKeeper keeper = new DefaultCallbackKeeper();
    // register callbacks for window. Note: all previously binded callbacks will be unbinded.
    CallbackKeeper.registerCallbacks(window, keeper);
    GLFWKeyCallbackI glfwKeyCallbackI = (w1, key, code, action, mods) -> running = !(key == GLFW_KEY_ESCAPE && action != GLFW_RELEASE);
    GLFWWindowCloseCallbackI glfwWindowCloseCallbackI = w -> running = false;
    // if we want to create some callbacks for system events you should create and put them to keeper
    // 
    // Wrong:
    // glfwSetKeyCallback(window, glfwKeyCallbackI);
    // glfwSetWindowCloseCallback(window, glfwWindowCloseCallbackI);
    // 
    // Right:
    keeper.getChainKeyCallback().add(glfwKeyCallbackI);
    keeper.getChainWindowCloseCallback().add(glfwWindowCloseCallbackI);
    // Event processor for system events. System events should be processed and translated to gui events.
    SystemEventProcessor systemEventProcessor = new SystemEventProcessorImpl();
    SystemEventProcessor.addDefaultCallbacks(keeper, systemEventProcessor);
    // Also we need to create renderer provider
    // and create renderer which will render our ui components.
    Renderer renderer = new NvgRenderer();
    // Initialization finished, so we can start render loop.
    running = true;
    // Everything can be done in one thread as well as in separated threads.
    // Here is one-thread example.
    // before render loop we need to initialize renderer
    renderer.initialize();
    // //// rendering to texture and use this texture as image
    long nvgContext = 0;
    FBOImage fboTexture = null;
    boolean isVersionNew = (glGetInteger(GL_MAJOR_VERSION) > 3) || (glGetInteger(GL_MAJOR_VERSION) == 3 && glGetInteger(GL_MINOR_VERSION) >= 2);
    if (isVersionNew) {
        int flags = NanoVGGL3.NVG_STENCIL_STROKES | NanoVGGL3.NVG_ANTIALIAS;
        nvgContext = NanoVGGL3.nvgCreate(flags);
    } else {
        int flags = NanoVGGL2.NVG_STENCIL_STROKES | NanoVGGL2.NVG_ANTIALIAS;
        nvgContext = NanoVGGL2.nvgCreate(flags);
    }
    if (nvgContext != 0) {
        fboTexture = createFBOTexture(textureWidth, textureHeight);
        Widget widget = new Widget(10, 10, 100, 100);
        widget.setCloseable(false);
        widget.setMinimizable(false);
        widget.setResizable(true);
        widget.getContainer().getStyle().setDisplay(DisplayType.FLEX);
        ImageView imageView = new ImageView(fboTexture);
        imageView.setPosition(10, 10);
        imageView.getStyle().setPosition(PositionType.RELATIVE);
        imageView.getStyle().getFlexStyle().setFlexGrow(1);
        imageView.getStyle().setMargin(10f);
        imageView.getStyle().setMinimumSize(50, 50);
        widget.getContainer().add(imageView);
        frame.getContainer().add(widget);
    }
    while (running) {
        if (fboTexture != null) {
            renderToFBO(nvgContext);
        }
        // Before rendering we need to update context with window size and window framebuffer size
        // {
        // int[] windowWidth = {0}, windowHeight = {0};
        // GLFW.glfwGetWindowSize(window, windowWidth, windowHeight);
        // int[] frameBufferWidth = {0}, frameBufferHeight = {0};
        // GLFW.glfwGetFramebufferSize(window, frameBufferWidth, frameBufferHeight);
        // int[] xpos = {0}, ypos = {0};
        // GLFW.glfwGetWindowPos(window, xpos, ypos);
        // double[] mx = {0}, my = {0};
        // GLFW.glfwGetCursorPos(window, mx, my);
        // 
        // context.update(windowWidth[0], windowHeight[0],
        // frameBufferWidth[0], frameBufferHeight[0],
        // xpos[0], ypos[0],
        // mx[0], my[0]
        // );
        // }
        // Also we can do it in one line
        context.updateGlfwWindow();
        Vector2i windowSize = context.getFramebufferSize();
        glClearColor(1, 1, 1, 1);
        // Set viewport size
        glViewport(0, 0, windowSize.x, windowSize.y);
        // Clear screen
        glClear(GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
        // render frame
        renderer.render(frame, context);
        // poll events to callbacks
        glfwPollEvents();
        glfwSwapBuffers(window);
        // Now we need to process events. Firstly we need to process system events.
        systemEventProcessor.processEvents(frame, context);
        // When system events are translated to GUI events we need to process them.
        // This event processor calls listeners added to ui components
        EventProcessorProvider.getInstance().processEvents();
        // When everything done we need to relayout components.
        LayoutManager.getInstance().layout(frame);
        // Run animations. Should be also called cause some components use animations for updating state.
        AnimatorProvider.getAnimator().runAnimations();
    }
    if (nvgContext != 0) {
        glDeleteRenderbuffers(renderBufferID);
        glDeleteTextures(textureID);
        glDeleteFramebuffers(frameBufferID);
        if (isVersionNew) {
            NanoVGGL3.nnvgDelete(nvgContext);
        } else {
            NanoVGGL2.nnvgDelete(nvgContext);
        }
    }
    // And when rendering is ended we need to destroy renderer
    renderer.destroy();
    glfwDestroyWindow(window);
    glfwTerminate();
}
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SystemEventProcessor(com.spinyowl.legui.system.handler.processor.SystemEventProcessor)

Aggregations

AnimatorProvider (com.spinyowl.legui.animation.AnimatorProvider)1 Frame (com.spinyowl.legui.component.Frame)1 ImageView (com.spinyowl.legui.component.ImageView)1 Widget (com.spinyowl.legui.component.Widget)1 FBOImage (com.spinyowl.legui.image.FBOImage)1 EventProcessorProvider (com.spinyowl.legui.listener.processor.EventProcessorProvider)1 DisplayType (com.spinyowl.legui.style.Style.DisplayType)1 PositionType (com.spinyowl.legui.style.Style.PositionType)1 CallbackKeeper (com.spinyowl.legui.system.context.CallbackKeeper)1 Context (com.spinyowl.legui.system.context.Context)1 DefaultCallbackKeeper (com.spinyowl.legui.system.context.DefaultCallbackKeeper)1 SystemEventProcessor (com.spinyowl.legui.system.handler.processor.SystemEventProcessor)1 SystemEventProcessorImpl (com.spinyowl.legui.system.handler.processor.SystemEventProcessorImpl)1 LayoutManager (com.spinyowl.legui.system.layout.LayoutManager)1 Renderer (com.spinyowl.legui.system.renderer.Renderer)1 NvgRenderer (com.spinyowl.legui.system.renderer.nvg.NvgRenderer)1 IOException (java.io.IOException)1 Vector2i (org.joml.Vector2i)1 GLFW (org.lwjgl.glfw.GLFW)1 GLFW_KEY_ESCAPE (org.lwjgl.glfw.GLFW.GLFW_KEY_ESCAPE)1