1 /* nuklear - v1.05 - public domain */
2 #include <stdio.h>
3 #include <stdlib.h>
4 #include <stdint.h>
5 #include <stdarg.h>
6 #include <string.h>
7 #include <math.h>
8 #include <assert.h>
9 #include <time.h>
10 #include <limits.h>
11
12 #include <GL/glew.h>
13 #include <GLFW/glfw3.h>
14
15 #define NK_PRIVATE
16 #define NK_INCLUDE_FIXED_TYPES
17 #define NK_INCLUDE_STANDARD_IO
18 #define NK_INCLUDE_DEFAULT_ALLOCATOR
19 #define NK_INCLUDE_VERTEX_BUFFER_OUTPUT
20 #define NK_INCLUDE_FONT_BAKING
21 #define NK_INCLUDE_DEFAULT_FONT
22 #define NK_IMPLEMENTATION
23 #include "../nuklear.h"
24
25 #define STB_IMAGE_IMPLEMENTATION
26 #include "stb_image.h"
27
28 /* macros */
29 #define WINDOW_WIDTH 1200
30 #define WINDOW_HEIGHT 800
31
32 #define MAX_VERTEX_MEMORY 512 * 1024
33 #define MAX_ELEMENT_MEMORY 128 * 1024
34
35 #define UNUSED(a) (void)a
36 #define MIN(a,b) ((a) < (b) ? (a) : (b))
37 #define MAX(a,b) ((a) < (b) ? (b) : (a))
38 #define LEN(a) (sizeof(a)/sizeof(a)[0])
39
40 #define NK_SHADER_VERSION "#version 150\n"
41
42 /* ===============================================================
43 *
44 * DEVICE
45 *
46 * ===============================================================*/
47 struct nk_glfw_vertex {
48 float position[2];
49 float uv[2];
50 nk_byte col[4];
51 };
52
53 struct device {
54 struct nk_buffer cmds;
55 struct nk_draw_null_texture null;
56 GLuint vbo, vao, ebo;
57 GLuint prog;
58 GLuint vert_shdr;
59 GLuint frag_shdr;
60 GLint attrib_pos;
61 GLint attrib_uv;
62 GLint attrib_col;
63 GLint uniform_tex;
64 GLint uniform_proj;
65 GLuint font_tex;
66 };
67
68 /* function icon_load () is not used to build this file but might still be useful :) */
69 /*
70 static void
71 die(const char *fmt, ...)
72 {
73 va_list ap;
74 va_start(ap, fmt);
75 vfprintf(stderr, fmt, ap);
76 va_end(ap);
77 fputs("\n", stderr);
78 exit(EXIT_FAILURE);
79 }
80
81 static struct nk_image
82 icon_load(const char *filename)
83 {
84 int x,y,n;
85 GLuint tex;
86 unsigned char *data = stbi_load(filename, &x, &y, &n, 0);
87 if (!data) die("[SDL]: failed to load image: %s", filename);
88
89 glGenTextures(1, &tex);
90 glBindTexture(GL_TEXTURE_2D, tex);
91 glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);
92 glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR_MIPMAP_NEAREST);
93 glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
94 glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
95 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, x, y, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
96 glGenerateMipmap(GL_TEXTURE_2D);
97 stbi_image_free(data);
98 return nk_image_id((int)tex);
99 }
100 */
101
102 static void
device_init(struct device * dev)103 device_init(struct device *dev)
104 {
105 GLint status;
106 static const GLchar *vertex_shader =
107 NK_SHADER_VERSION
108 "uniform mat4 ProjMtx;\n"
109 "in vec2 Position;\n"
110 "in vec2 TexCoord;\n"
111 "in vec4 Color;\n"
112 "out vec2 Frag_UV;\n"
113 "out vec4 Frag_Color;\n"
114 "void main() {\n"
115 " Frag_UV = TexCoord;\n"
116 " Frag_Color = Color;\n"
117 " gl_Position = ProjMtx * vec4(Position.xy, 0, 1);\n"
118 "}\n";
119 static const GLchar *fragment_shader =
120 NK_SHADER_VERSION
121 "precision mediump float;\n"
122 "uniform sampler2D Texture;\n"
123 "in vec2 Frag_UV;\n"
124 "in vec4 Frag_Color;\n"
125 "out vec4 Out_Color;\n"
126 "void main(){\n"
127 " Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n"
128 "}\n";
129
130 nk_buffer_init_default(&dev->cmds);
131 dev->prog = glCreateProgram();
132 dev->vert_shdr = glCreateShader(GL_VERTEX_SHADER);
133 dev->frag_shdr = glCreateShader(GL_FRAGMENT_SHADER);
134 glShaderSource(dev->vert_shdr, 1, &vertex_shader, 0);
135 glShaderSource(dev->frag_shdr, 1, &fragment_shader, 0);
136 glCompileShader(dev->vert_shdr);
137 glCompileShader(dev->frag_shdr);
138 glGetShaderiv(dev->vert_shdr, GL_COMPILE_STATUS, &status);
139 assert(status == GL_TRUE);
140 glGetShaderiv(dev->frag_shdr, GL_COMPILE_STATUS, &status);
141 assert(status == GL_TRUE);
142 glAttachShader(dev->prog, dev->vert_shdr);
143 glAttachShader(dev->prog, dev->frag_shdr);
144 glLinkProgram(dev->prog);
145 glGetProgramiv(dev->prog, GL_LINK_STATUS, &status);
146 assert(status == GL_TRUE);
147
148 dev->uniform_tex = glGetUniformLocation(dev->prog, "Texture");
149 dev->uniform_proj = glGetUniformLocation(dev->prog, "ProjMtx");
150 dev->attrib_pos = glGetAttribLocation(dev->prog, "Position");
151 dev->attrib_uv = glGetAttribLocation(dev->prog, "TexCoord");
152 dev->attrib_col = glGetAttribLocation(dev->prog, "Color");
153
154 {
155 /* buffer setup */
156 GLsizei vs = sizeof(struct nk_glfw_vertex);
157 size_t vp = offsetof(struct nk_glfw_vertex, position);
158 size_t vt = offsetof(struct nk_glfw_vertex, uv);
159 size_t vc = offsetof(struct nk_glfw_vertex, col);
160
161 glGenBuffers(1, &dev->vbo);
162 glGenBuffers(1, &dev->ebo);
163 glGenVertexArrays(1, &dev->vao);
164
165 glBindVertexArray(dev->vao);
166 glBindBuffer(GL_ARRAY_BUFFER, dev->vbo);
167 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, dev->ebo);
168
169 glEnableVertexAttribArray((GLuint)dev->attrib_pos);
170 glEnableVertexAttribArray((GLuint)dev->attrib_uv);
171 glEnableVertexAttribArray((GLuint)dev->attrib_col);
172
173 glVertexAttribPointer((GLuint)dev->attrib_pos, 2, GL_FLOAT, GL_FALSE, vs, (void*)vp);
174 glVertexAttribPointer((GLuint)dev->attrib_uv, 2, GL_FLOAT, GL_FALSE, vs, (void*)vt);
175 glVertexAttribPointer((GLuint)dev->attrib_col, 4, GL_UNSIGNED_BYTE, GL_TRUE, vs, (void*)vc);
176 }
177
178 glBindTexture(GL_TEXTURE_2D, 0);
179 glBindBuffer(GL_ARRAY_BUFFER, 0);
180 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
181 glBindVertexArray(0);
182 }
183
184 static void
device_upload_atlas(struct device * dev,const void * image,int width,int height)185 device_upload_atlas(struct device *dev, const void *image, int width, int height)
186 {
187 glGenTextures(1, &dev->font_tex);
188 glBindTexture(GL_TEXTURE_2D, dev->font_tex);
189 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
190 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
191 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, (GLsizei)width, (GLsizei)height, 0,
192 GL_RGBA, GL_UNSIGNED_BYTE, image);
193 }
194
195 static void
device_shutdown(struct device * dev)196 device_shutdown(struct device *dev)
197 {
198 glDetachShader(dev->prog, dev->vert_shdr);
199 glDetachShader(dev->prog, dev->frag_shdr);
200 glDeleteShader(dev->vert_shdr);
201 glDeleteShader(dev->frag_shdr);
202 glDeleteProgram(dev->prog);
203 glDeleteTextures(1, &dev->font_tex);
204 glDeleteBuffers(1, &dev->vbo);
205 glDeleteBuffers(1, &dev->ebo);
206 nk_buffer_free(&dev->cmds);
207 }
208
209 static void
device_draw(struct device * dev,struct nk_context * ctx,int width,int height,enum nk_anti_aliasing AA)210 device_draw(struct device *dev, struct nk_context *ctx, int width, int height,
211 enum nk_anti_aliasing AA)
212 {
213 GLfloat ortho[4][4] = {
214 {2.0f, 0.0f, 0.0f, 0.0f},
215 {0.0f,-2.0f, 0.0f, 0.0f},
216 {0.0f, 0.0f,-1.0f, 0.0f},
217 {-1.0f,1.0f, 0.0f, 1.0f},
218 };
219 ortho[0][0] /= (GLfloat)width;
220 ortho[1][1] /= (GLfloat)height;
221
222 /* setup global state */
223 glEnable(GL_BLEND);
224 glBlendEquation(GL_FUNC_ADD);
225 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
226 glDisable(GL_CULL_FACE);
227 glDisable(GL_DEPTH_TEST);
228 glEnable(GL_SCISSOR_TEST);
229 glActiveTexture(GL_TEXTURE0);
230
231 /* setup program */
232 glUseProgram(dev->prog);
233 glUniform1i(dev->uniform_tex, 0);
234 glUniformMatrix4fv(dev->uniform_proj, 1, GL_FALSE, &ortho[0][0]);
235 {
236 /* convert from command queue into draw list and draw to screen */
237 const struct nk_draw_command *cmd;
238 void *vertices, *elements;
239 const nk_draw_index *offset = NULL;
240
241 /* allocate vertex and element buffer */
242 glBindVertexArray(dev->vao);
243 glBindBuffer(GL_ARRAY_BUFFER, dev->vbo);
244 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, dev->ebo);
245
246 glBufferData(GL_ARRAY_BUFFER, MAX_VERTEX_MEMORY, NULL, GL_STREAM_DRAW);
247 glBufferData(GL_ELEMENT_ARRAY_BUFFER, MAX_ELEMENT_MEMORY, NULL, GL_STREAM_DRAW);
248
249 /* load draw vertices & elements directly into vertex + element buffer */
250 vertices = glMapBuffer(GL_ARRAY_BUFFER, GL_WRITE_ONLY);
251 elements = glMapBuffer(GL_ELEMENT_ARRAY_BUFFER, GL_WRITE_ONLY);
252 {
253 /* fill convert configuration */
254 struct nk_convert_config config;
255 static const struct nk_draw_vertex_layout_element vertex_layout[] = {
256 {NK_VERTEX_POSITION, NK_FORMAT_FLOAT, NK_OFFSETOF(struct nk_glfw_vertex, position)},
257 {NK_VERTEX_TEXCOORD, NK_FORMAT_FLOAT, NK_OFFSETOF(struct nk_glfw_vertex, uv)},
258 {NK_VERTEX_COLOR, NK_FORMAT_R8G8B8A8, NK_OFFSETOF(struct nk_glfw_vertex, col)},
259 {NK_VERTEX_LAYOUT_END}
260 };
261 NK_MEMSET(&config, 0, sizeof(config));
262 config.vertex_layout = vertex_layout;
263 config.vertex_size = sizeof(struct nk_glfw_vertex);
264 config.vertex_alignment = NK_ALIGNOF(struct nk_glfw_vertex);
265 config.null = dev->null;
266 config.circle_segment_count = 22;
267 config.curve_segment_count = 22;
268 config.arc_segment_count = 22;
269 config.global_alpha = 1.0f;
270 config.shape_AA = AA;
271 config.line_AA = AA;
272
273 /* setup buffers to load vertices and elements */
274 {struct nk_buffer vbuf, ebuf;
275 nk_buffer_init_fixed(&vbuf, vertices, MAX_VERTEX_MEMORY);
276 nk_buffer_init_fixed(&ebuf, elements, MAX_ELEMENT_MEMORY);
277 nk_convert(ctx, &dev->cmds, &vbuf, &ebuf, &config);}
278 }
279 glUnmapBuffer(GL_ARRAY_BUFFER);
280 glUnmapBuffer(GL_ELEMENT_ARRAY_BUFFER);
281
282 /* iterate over and execute each draw command */
283 nk_draw_foreach(cmd, ctx, &dev->cmds)
284 {
285 if (!cmd->elem_count) continue;
286 glBindTexture(GL_TEXTURE_2D, (GLuint)cmd->texture.id);
287 glScissor(
288 (GLint)(cmd->clip_rect.x),
289 (GLint)((height - (GLint)(cmd->clip_rect.y + cmd->clip_rect.h))),
290 (GLint)(cmd->clip_rect.w),
291 (GLint)(cmd->clip_rect.h));
292 glDrawElements(GL_TRIANGLES, (GLsizei)cmd->elem_count, GL_UNSIGNED_SHORT, offset);
293 offset += cmd->elem_count;
294 }
295 nk_clear(ctx);
296 nk_buffer_clear(&dev->cmds);
297 }
298
299 /* default OpenGL state */
300 glUseProgram(0);
301 glBindBuffer(GL_ARRAY_BUFFER, 0);
302 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
303 glBindVertexArray(0);
304 glDisable(GL_BLEND);
305 glDisable(GL_SCISSOR_TEST);
306 }
307
308 /* glfw callbacks (I don't know if there is a easier way to access text and scroll )*/
error_callback(int e,const char * d)309 static void error_callback(int e, const char *d){printf("Error %d: %s\n", e, d);}
text_input(GLFWwindow * win,unsigned int codepoint)310 static void text_input(GLFWwindow *win, unsigned int codepoint)
311 {nk_input_unicode((struct nk_context*)glfwGetWindowUserPointer(win), codepoint);}
scroll_input(GLFWwindow * win,double _,double yoff)312 static void scroll_input(GLFWwindow *win, double _, double yoff)
313 {UNUSED(_);nk_input_scroll((struct nk_context*)glfwGetWindowUserPointer(win), nk_vec2(0, (float)yoff));}
314
315 static void
pump_input(struct nk_context * ctx,GLFWwindow * win)316 pump_input(struct nk_context *ctx, GLFWwindow *win)
317 {
318 double x, y;
319 nk_input_begin(ctx);
320 glfwPollEvents();
321
322 nk_input_key(ctx, NK_KEY_DEL, glfwGetKey(win, GLFW_KEY_DELETE) == GLFW_PRESS);
323 nk_input_key(ctx, NK_KEY_ENTER, glfwGetKey(win, GLFW_KEY_ENTER) == GLFW_PRESS);
324 nk_input_key(ctx, NK_KEY_TAB, glfwGetKey(win, GLFW_KEY_TAB) == GLFW_PRESS);
325 nk_input_key(ctx, NK_KEY_BACKSPACE, glfwGetKey(win, GLFW_KEY_BACKSPACE) == GLFW_PRESS);
326 nk_input_key(ctx, NK_KEY_LEFT, glfwGetKey(win, GLFW_KEY_LEFT) == GLFW_PRESS);
327 nk_input_key(ctx, NK_KEY_RIGHT, glfwGetKey(win, GLFW_KEY_RIGHT) == GLFW_PRESS);
328 nk_input_key(ctx, NK_KEY_UP, glfwGetKey(win, GLFW_KEY_UP) == GLFW_PRESS);
329 nk_input_key(ctx, NK_KEY_DOWN, glfwGetKey(win, GLFW_KEY_DOWN) == GLFW_PRESS);
330
331 if (glfwGetKey(win, GLFW_KEY_LEFT_CONTROL) == GLFW_PRESS ||
332 glfwGetKey(win, GLFW_KEY_RIGHT_CONTROL) == GLFW_PRESS) {
333 nk_input_key(ctx, NK_KEY_COPY, glfwGetKey(win, GLFW_KEY_C) == GLFW_PRESS);
334 nk_input_key(ctx, NK_KEY_PASTE, glfwGetKey(win, GLFW_KEY_P) == GLFW_PRESS);
335 nk_input_key(ctx, NK_KEY_CUT, glfwGetKey(win, GLFW_KEY_X) == GLFW_PRESS);
336 nk_input_key(ctx, NK_KEY_CUT, glfwGetKey(win, GLFW_KEY_E) == GLFW_PRESS);
337 nk_input_key(ctx, NK_KEY_SHIFT, 1);
338 } else {
339 nk_input_key(ctx, NK_KEY_COPY, 0);
340 nk_input_key(ctx, NK_KEY_PASTE, 0);
341 nk_input_key(ctx, NK_KEY_CUT, 0);
342 nk_input_key(ctx, NK_KEY_SHIFT, 0);
343 }
344
345 glfwGetCursorPos(win, &x, &y);
346 nk_input_motion(ctx, (int)x, (int)y);
347 nk_input_button(ctx, NK_BUTTON_LEFT, (int)x, (int)y, glfwGetMouseButton(win, GLFW_MOUSE_BUTTON_LEFT) == GLFW_PRESS);
348 nk_input_button(ctx, NK_BUTTON_MIDDLE, (int)x, (int)y, glfwGetMouseButton(win, GLFW_MOUSE_BUTTON_MIDDLE) == GLFW_PRESS);
349 nk_input_button(ctx, NK_BUTTON_RIGHT, (int)x, (int)y, glfwGetMouseButton(win, GLFW_MOUSE_BUTTON_RIGHT) == GLFW_PRESS);
350 nk_input_end(ctx);
351 }
352
353 struct nk_canvas {
354 struct nk_command_buffer *painter;
355 struct nk_vec2 item_spacing;
356 struct nk_vec2 panel_padding;
357 struct nk_style_item window_background;
358 };
359
360 static void
canvas_begin(struct nk_context * ctx,struct nk_canvas * canvas,nk_flags flags,int x,int y,int width,int height,struct nk_color background_color)361 canvas_begin(struct nk_context *ctx, struct nk_canvas *canvas, nk_flags flags,
362 int x, int y, int width, int height, struct nk_color background_color)
363 {
364 /* save style properties which will be overwritten */
365 canvas->panel_padding = ctx->style.window.padding;
366 canvas->item_spacing = ctx->style.window.spacing;
367 canvas->window_background = ctx->style.window.fixed_background;
368
369 /* use the complete window space and set background */
370 ctx->style.window.spacing = nk_vec2(0,0);
371 ctx->style.window.padding = nk_vec2(0,0);
372 ctx->style.window.fixed_background = nk_style_item_color(background_color);
373
374 /* create/update window and set position + size */
375 flags = flags & ~NK_WINDOW_DYNAMIC;
376 nk_window_set_bounds(ctx, "Window", nk_rect(x, y, width, height));
377 nk_begin(ctx, "Window", nk_rect(x, y, width, height), NK_WINDOW_NO_SCROLLBAR|flags);
378
379 /* allocate the complete window space for drawing */
380 {struct nk_rect total_space;
381 total_space = nk_window_get_content_region(ctx);
382 nk_layout_row_dynamic(ctx, total_space.h, 1);
383 nk_widget(&total_space, ctx);
384 canvas->painter = nk_window_get_canvas(ctx);}
385 }
386
387 static void
canvas_end(struct nk_context * ctx,struct nk_canvas * canvas)388 canvas_end(struct nk_context *ctx, struct nk_canvas *canvas)
389 {
390 nk_end(ctx);
391 ctx->style.window.spacing = canvas->panel_padding;
392 ctx->style.window.padding = canvas->item_spacing;
393 ctx->style.window.fixed_background = canvas->window_background;
394 }
395
main(int argc,char * argv[])396 int main(int argc, char *argv[])
397 {
398 /* Platform */
399 static GLFWwindow *win;
400 int width = 0, height = 0;
401
402 /* GUI */
403 struct device device;
404 struct nk_font_atlas atlas;
405 struct nk_context ctx;
406
407 NK_UNUSED(argc);
408 NK_UNUSED(argv);
409
410 /* GLFW */
411 glfwSetErrorCallback(error_callback);
412 if (!glfwInit()) {
413 fprintf(stdout, "[GFLW] failed to init!\n");
414 exit(1);
415 }
416 glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
417 glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
418 glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
419 glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
420 win = glfwCreateWindow(WINDOW_WIDTH, WINDOW_HEIGHT, "Demo", NULL, NULL);
421 glfwMakeContextCurrent(win);
422 glfwSetWindowUserPointer(win, &ctx);
423 glfwSetCharCallback(win, text_input);
424 glfwSetScrollCallback(win, scroll_input);
425 glfwGetWindowSize(win, &width, &height);
426
427 /* OpenGL */
428 glViewport(0, 0, WINDOW_WIDTH, WINDOW_HEIGHT);
429 glewExperimental = 1;
430 if (glewInit() != GLEW_OK) {
431 fprintf(stderr, "Failed to setup GLEW\n");
432 exit(1);
433 }
434
435 /* GUI */
436 {device_init(&device);
437 {const void *image; int w, h;
438 struct nk_font *font;
439 nk_font_atlas_init_default(&atlas);
440 nk_font_atlas_begin(&atlas);
441 font = nk_font_atlas_add_default(&atlas, 13, 0);
442 image = nk_font_atlas_bake(&atlas, &w, &h, NK_FONT_ATLAS_RGBA32);
443 device_upload_atlas(&device, image, w, h);
444 nk_font_atlas_end(&atlas, nk_handle_id((int)device.font_tex), &device.null);
445 nk_init_default(&ctx, &font->handle);
446
447 glEnable(GL_TEXTURE_2D);
448 while (!glfwWindowShouldClose(win))
449 {
450 /* input */
451 pump_input(&ctx, win);
452
453 /* draw */
454 {struct nk_canvas canvas;
455 canvas_begin(&ctx, &canvas, 0, 0, 0, width, height, nk_rgb(250,250,250));
456 {
457 nk_fill_rect(canvas.painter, nk_rect(15,15,210,210), 5, nk_rgb(247, 230, 154));
458 nk_fill_rect(canvas.painter, nk_rect(20,20,200,200), 5, nk_rgb(188, 174, 118));
459 nk_draw_text(canvas.painter, nk_rect(30, 30, 150, 20), "Text to draw", 12, &font->handle, nk_rgb(188,174,118), nk_rgb(0,0,0));
460 nk_fill_rect(canvas.painter, nk_rect(250,20,100,100), 0, nk_rgb(0,0,255));
461 nk_fill_circle(canvas.painter, nk_rect(20,250,100,100), nk_rgb(255,0,0));
462 nk_fill_triangle(canvas.painter, 250, 250, 350, 250, 300, 350, nk_rgb(0,255,0));
463 nk_fill_arc(canvas.painter, 300, 180, 50, 0, 3.141592654f * 3.0f / 4.0f, nk_rgb(255,255,0));
464
465 {float points[12];
466 points[0] = 200; points[1] = 250;
467 points[2] = 250; points[3] = 350;
468 points[4] = 225; points[5] = 350;
469 points[6] = 200; points[7] = 300;
470 points[8] = 175; points[9] = 350;
471 points[10] = 150; points[11] = 350;
472 nk_fill_polygon(canvas.painter, points, 6, nk_rgb(0,0,0));}
473
474 nk_stroke_line(canvas.painter, 15, 10, 200, 10, 2.0f, nk_rgb(189,45,75));
475 nk_stroke_rect(canvas.painter, nk_rect(370, 20, 100, 100), 10, 3, nk_rgb(0,0,255));
476 nk_stroke_curve(canvas.painter, 380, 200, 405, 270, 455, 120, 480, 200, 2, nk_rgb(0,150,220));
477 nk_stroke_circle(canvas.painter, nk_rect(20, 370, 100, 100), 5, nk_rgb(0,255,120));
478 nk_stroke_triangle(canvas.painter, 370, 250, 470, 250, 420, 350, 6, nk_rgb(255,0,143));
479 }
480 canvas_end(&ctx, &canvas);}
481
482 /* Draw */
483 /* Framebuffer size is used instead of window size because the window size is in screen coordinates instead of pixels.
484 * See https://www.glfw.org/docs/latest/window_guide.html#window_size for more info
485 */
486 glfwGetFramebufferSize(win, &width, &height);
487 glViewport(0, 0, width, height);
488 glClear(GL_COLOR_BUFFER_BIT);
489 glClearColor(0.2f, 0.2f, 0.2f, 1.0f);
490 device_draw(&device, &ctx, width, height, NK_ANTI_ALIASING_ON);
491 glfwSwapBuffers(win);
492 }}}
493 nk_font_atlas_clear(&atlas);
494 nk_free(&ctx);
495 device_shutdown(&device);
496 glfwTerminate();
497 return 0;
498 }
499
500