2018-10-13 18:37:28 +00:00
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/*
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* Copyright (c) 2013-14 Mikko Mononen memon@inside.org
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*
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* This software is provided 'as-is', without any express or implied
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* warranty. In no event will the authors be held liable for any damages
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* arising from the use of this software.
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*
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* Permission is granted to anyone to use this software for any purpose,
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* including commercial applications, and to alter it and redistribute it
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* freely, subject to the following restrictions:
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*
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* 1. The origin of this software must not be misrepresented; you must not
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* claim that you wrote the original software. If you use this software
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* in a product, an acknowledgment in the product documentation would be
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* appreciated but is not required.
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* 2. Altered source versions must be plainly marked as such, and must not be
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* misrepresented as being the original software.
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* 3. This notice may not be removed or altered from any source distribution.
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*
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* The SVG parser is based on Anti-Grain Geometry 2.4 SVG example
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* Copyright (C) 2002-2004 Maxim Shemanarev (McSeem) (http://www.antigrain.com/)
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*
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* Arc calculation code based on canvg (https://code.google.com/p/canvg/)
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*
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* Bounding box calculation based on http://blog.hackers-cafe.net/2009/06/how-to-calculate-bezier-curves-bounding.html
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*
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*/
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#ifndef NANOSVG_H
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#define NANOSVG_H
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// NanoSVG is a simple stupid single-header-file SVG parse. The output of the parser is a list of cubic bezier shapes.
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//
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// The library suits well for anything from rendering scalable icons in your editor application to prototyping a game.
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//
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// NanoSVG supports a wide range of SVG features, but something may be missing, feel free to create a pull request!
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//
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// The shapes in the SVG images are transformed by the viewBox and converted to specified units.
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// That is, you should get the same looking data as your designed in your favorite app.
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//
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// NanoSVG can return the paths in few different units. For example if you want to render an image, you may choose
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// to get the paths in pixels, or if you are feeding the data into a CNC-cutter, you may want to use millimeters.
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//
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2018-11-27 16:47:08 +00:00
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// The units passed to NanoSVG should be one of: 'px', 'pt', 'pc' 'mm', 'cm', or 'in'.
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2018-10-13 18:37:28 +00:00
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// DPI (dots-per-inch) controls how the unit conversion is done.
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//
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// If you don't know or care about the units stuff, "px" and 96 should get you going.
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/* Example Usage:
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2018-11-27 16:47:08 +00:00
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// Load SVG
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NSVGimage* image;
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2018-10-13 18:37:28 +00:00
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image = nsvgParseFromFile("test.svg", "px", 96);
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printf("size: %f x %f\n", image->width, image->height);
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// Use...
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for (NSVGshape *shape = image->shapes; shape != NULL; shape = shape->next) {
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for (NSVGpath *path = shape->paths; path != NULL; path = path->next) {
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for (int i = 0; i < path->npts-1; i += 3) {
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float* p = &path->pts[i*2];
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drawCubicBez(p[0],p[1], p[2],p[3], p[4],p[5], p[6],p[7]);
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}
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}
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}
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// Delete
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nsvgDelete(image);
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*/
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2019-12-05 14:03:15 +00:00
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#include <cstdio>
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2018-12-07 09:07:43 +00:00
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2018-10-13 18:37:28 +00:00
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enum NSVGpaintType {
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NSVG_PAINT_NONE = 0,
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NSVG_PAINT_COLOR = 1,
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NSVG_PAINT_LINEAR_GRADIENT = 2,
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NSVG_PAINT_RADIAL_GRADIENT = 3
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};
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enum NSVGspreadType {
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NSVG_SPREAD_PAD = 0,
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NSVG_SPREAD_REFLECT = 1,
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NSVG_SPREAD_REPEAT = 2
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};
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enum NSVGlineJoin {
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NSVG_JOIN_MITER = 0,
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NSVG_JOIN_ROUND = 1,
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NSVG_JOIN_BEVEL = 2
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};
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enum NSVGlineCap {
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NSVG_CAP_BUTT = 0,
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NSVG_CAP_ROUND = 1,
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NSVG_CAP_SQUARE = 2
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};
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enum NSVGfillRule {
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NSVG_FILLRULE_NONZERO = 0,
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NSVG_FILLRULE_EVENODD = 1
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};
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enum NSVGflags {
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NSVG_FLAGS_VISIBLE = 0x01
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};
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typedef struct NSVGgradientStop {
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unsigned int color;
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float offset;
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} NSVGgradientStop;
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typedef struct NSVGgradient {
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float xform[6];
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char spread;
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float fx, fy;
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int nstops;
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NSVGgradientStop stops[1];
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} NSVGgradient;
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typedef struct NSVGpaint {
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char type;
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union {
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unsigned int color;
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NSVGgradient* gradient;
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};
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} NSVGpaint;
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typedef struct NSVGpath
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{
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float* pts; // Cubic bezier points: x0,y0, [cpx1,cpx1,cpx2,cpy2,x1,y1], ...
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int npts; // Total number of bezier points.
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char closed; // Flag indicating if shapes should be treated as closed.
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float bounds[4]; // Tight bounding box of the shape [minx,miny,maxx,maxy].
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struct NSVGpath* next; // Pointer to next path, or NULL if last element.
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} NSVGpath;
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typedef struct NSVGshape
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{
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char id[64]; // Optional 'id' attr of the shape or its group
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NSVGpaint fill; // Fill paint
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NSVGpaint stroke; // Stroke paint
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float opacity; // Opacity of the shape.
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float strokeWidth; // Stroke width (scaled).
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float strokeDashOffset; // Stroke dash offset (scaled).
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float strokeDashArray[8]; // Stroke dash array (scaled).
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char strokeDashCount; // Number of dash values in dash array.
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char strokeLineJoin; // Stroke join type.
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char strokeLineCap; // Stroke cap type.
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float miterLimit; // Miter limit
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char fillRule; // Fill rule, see NSVGfillRule.
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unsigned char flags; // Logical or of NSVG_FLAGS_* flags
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float bounds[4]; // Tight bounding box of the shape [minx,miny,maxx,maxy].
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NSVGpath* paths; // Linked list of paths in the image.
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struct NSVGshape* next; // Pointer to next shape, or NULL if last element.
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} NSVGshape;
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typedef struct NSVGimage
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{
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float width; // Width of the image.
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float height; // Height of the image.
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NSVGshape* shapes; // Linked list of shapes in the image.
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} NSVGimage;
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// Parses SVG file from a file, returns SVG image as paths.
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2018-12-07 09:07:43 +00:00
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// fp will be closed after reading the file
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NSVGimage* nsvgParseFromFile( FILE* fp, const char* units, float dpi);
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// Parses SVG file from a null terminated string, returns SVG image as paths.
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// Important note: changes the string.
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NSVGimage* nsvgParse(char* input, const char* units, float dpi);
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2018-11-27 16:47:08 +00:00
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// Duplicates a path.
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NSVGpath* nsvgDuplicatePath(NSVGpath* p);
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2018-11-27 16:47:08 +00:00
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// Deletes an image.
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void nsvgDelete(NSVGimage* image);
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#endif // NANOSVG_H
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