yambar/3rd-party/nanosvg
Jordan Isaacs 6113f9b94e
particles/icon: init
Introduce a new icon particle. It follows the icon
spec (https://specifications.freedesktop.org/icon-theme-spec/latest/index.html).
Rendering logic is taken from fuzzel (using nanosvg + libpng), while loading
logic is taken from sway. Standard usage is with `use-tag = false` which expands
the provided string template and then loads the string as the icon name. There
are settings to manually override the base paths, themes, etc. The second usage
which is required for tray support is a special icon tag that transfers raw
pixmaps. With `use-tag = true` it first expands the string, and then uses that
output to find an icon pixmap tag. To reduce memory usage, themes are reference
counted so they can be passed down the configuration stack without having to
load them in multiple times.

For programmability, a fallback particle can be specified if no icon/tag is
found `fallback: ...`. And the new icon pixmap tag can be existence checked in
map conditions using `+{tag_name}`.

Future work to be done in follow up diffs:
1. Icon caching. Currently performs an icon lookup on each instantiation & a
   render on each refresh.
2. Theme caching. Changing theme directories results in a new "theme collection"
   being created resulting in the possibility of duplicated theme loading.
2024-07-23 22:58:23 -07:00
..
example particles/icon: init 2024-07-23 22:58:23 -07:00
src particles/icon: init 2024-07-23 22:58:23 -07:00
CMakeLists.txt particles/icon: init 2024-07-23 22:58:23 -07:00
Config.cmake.in particles/icon: init 2024-07-23 22:58:23 -07:00
LICENSE.txt particles/icon: init 2024-07-23 22:58:23 -07:00
premake4.lua particles/icon: init 2024-07-23 22:58:23 -07:00
README.md particles/icon: init 2024-07-23 22:58:23 -07:00

This project is not actively maintained.

Nano SVG

Parser

screenshot of some splines rendered with the sample program

NanoSVG is a simple stupid single-header-file SVG parse. The output of the parser is a list of cubic bezier shapes.

The library suits well for anything from rendering scalable icons in your editor application to prototyping a game.

NanoSVG supports a wide range of SVG features, but something may be missing, feel free to create a pull request!

The shapes in the SVG images are transformed by the viewBox and converted to specified units. That is, you should get the same looking data as your designed in your favorite app.

NanoSVG can return the paths in few different units. For example if you want to render an image, you may choose to get the paths in pixels, or if you are feeding the data into a CNC-cutter, you may want to use millimeters.

The units passed to NanoSVG should be one of: 'px', 'pt', 'pc' 'mm', 'cm', or 'in'. DPI (dots-per-inch) controls how the unit conversion is done.

If you don't know or care about the units stuff, "px" and 96 should get you going.

Rasterizer

screenshot of tiger.svg rendered with NanoSVG rasterizer

The parser library is accompanied with really simpler SVG rasterizer. Currently it only renders flat filled shapes.

The intended usage for the rasterizer is to for example bake icons of different size into a texture. The rasterizer is not particular fast or accurate, but it's small and packed in one header file.

Example Usage

// Load
struct NSVGimage* image;
image = nsvgParseFromFile("test.svg", "px", 96);
printf("size: %f x %f\n", image->width, image->height);
// Use...
for (shape = image->shapes; shape != NULL; shape = shape->next) {
	for (path = shape->paths; path != NULL; path = path->next) {
		for (i = 0; i < path->npts-1; i += 3) {
			float* p = &path->pts[i*2];
			drawCubicBez(p[0],p[1], p[2],p[3], p[4],p[5], p[6],p[7]);
		}
	}
}
// Delete
nsvgDelete(image);

Using NanoSVG in your project

In order to use NanoSVG in your own project, just copy nanosvg.h to your project. In one C/C++ define NANOSVG_IMPLEMENTATION before including the library to expand the NanoSVG implementation in that file. NanoSVG depends on stdio.h ,string.h and math.h, they should be included where the implementation is expanded before including NanoSVG.

#include <stdio.h>
#include <string.h>
#include <math.h>
#define NANOSVG_IMPLEMENTATION	// Expands implementation
#include "nanosvg.h"

By default, NanoSVG parses only the most common colors. In order to get support for full list of SVG color keywords, define NANOSVG_ALL_COLOR_KEYWORDS before expanding the implementation.

#include <stdio.h>
#include <string.h>
#include <math.h>
#define NANOSVG_ALL_COLOR_KEYWORDS	// Include full list of color keywords.
#define NANOSVG_IMPLEMENTATION		// Expands implementation
#include "nanosvg.h"

Alternatively, you can install the library using CMake and import it into your project using the standard CMake find_package command.

add_executable(myexe main.c)

find_package(NanoSVG REQUIRED)

target_link_libraries(myexe NanoSVG::nanosvg NanoSVG::nanosvgrast)

Compiling Example Project

In order to compile the demo project, your will need to install GLFW to compile.

NanoSVG demo project uses premake4 to build platform specific projects, now is good time to install it if you don't have it already. To build the example, navigate into the root folder in your favorite terminal, then:

  • OS X: premake4 xcode4
  • Windows: premake4 vs2010
  • Linux: premake4 gmake

See premake4 documentation for full list of supported build file types. The projects will be created in build folder. An example of building and running the example on OS X:

$ premake4 gmake
$ cd build/
$ make
$ ./example

License

The library is licensed under zlib license