virtual void updateGL( osg::State* state ) const
 {
     // Some test drawings...
     nvgBeginPath( _vg );
     nvgRect( _vg, 300, 300, 120, 30 );
     nvgFillColor( _vg, nvgRGBA(255, 192, 0, 255) );
     nvgFill( _vg );
     nvgClosePath( _vg );
     
     nvgBeginPath( _vg );
     nvgCircle( _vg, 400, 500, 50 );
     nvgFillColor( _vg, nvgRGBA(0, 192, 255, 100) );
     nvgFill( _vg );
     nvgClosePath( _vg );
     
     if ( _loadedImages.size()>0 )
     {
         NVGpaint imgPaint = nvgImagePattern( _vg, 600, 150, 300, 400, 0.0f,
                                              _loadedImages[0], 1.0f );
         nvgBeginPath( _vg );
         nvgRoundedRect( _vg, 600, 150, 300, 400, 5 );
         nvgFillPaint( _vg, imgPaint );
         nvgFill( _vg );
         nvgClosePath( _vg );
     }
 }
void Application::Impl_::paintEvent(NVGcontext* context){

	int winWidth, winHeight;
	glfwGetWindowSize(window_.get(), &winWidth, &winHeight);
	int fWidth, fHeight;
	glfwGetFramebufferSize(window_.get(), &fWidth, &fHeight);
	float pxRatio = (float)fWidth / (float)winWidth;
	nvgBeginFrame(context, winWidth, winHeight, pxRatio);

	Rect textRect(0.f,10.f,winWidth,20.f);
	Rect boardMaxRect(0.f,textRect.height + textRect.y,winWidth,winHeight - textRect.height);

	float boardSizeMin = std::min(boardMaxRect.width,boardMaxRect.height);
	Rect boardRect(20.f, 20.f + textRect.height,boardSizeMin-40.f, boardSizeMin-40.f);

	if (boardMaxRect.height > boardMaxRect.width){
		boardRect.move(0,(boardMaxRect.height - boardMaxRect.width)/2.f);
	}else{
		boardRect.move((boardMaxRect.width - boardMaxRect.height)/2.f,0);
	}

	// draw the text rect
	nvgBeginPath(context);
	nvgFillColor(context, nvgRGBA(0,0,0,50));
	nvgRect(context,textRect);
	nvgFill(context);
	nvgClosePath(context);

	// draw the board
	boardView_->paint(context,boardRect);

	if (isEnd_){

		// change the color of the board
		nvgBeginPath(context);
		nvgFillColor(context, nvgRGBA(0,0,0,30));
		nvgRect(context,boardMaxRect);
		nvgFill(context);
		nvgClosePath(context);

		// & display the game over
		std::string text("GAME OVER");
		nvgBeginPath(context);
		float x= 0;
		float y= 0;
		textRect.center(x,y);
		nvgFontSize(context, 20);
		nvgFontFace(context, "sans");
		nvgTextAlign(context, NVG_ALIGN_MIDDLE|NVG_ALIGN_CENTER);
		nvgFill(context);
		nvgFillColor(context, nvgRGBA(0,0,0,255));
		nvgText(context,x+1,y+1,text.c_str(),NULL);
		nvgFillColor(context, nvgRGBA(200,20,20,255));
		nvgText(context,x,y,text.c_str(),NULL);
	}

	nvgEndFrame(context);
}
Exemple #3
0
void vsDropShadow(NVGcontext *ctx, float x, float y, float w, float h,
                  float r, float feather, float alpha) {

    nvgBeginPath(ctx);
    y += feather;
    h -= feather;

    nvgMoveTo(ctx, x - feather, y - feather);
    nvgLineTo(ctx, x, y - feather);
    nvgLineTo(ctx, x, y + h - feather);
    nvgArcTo(ctx, x, y + h, x + r, y + h, r);
    nvgArcTo(ctx, x + w, y + h, x + w, y + h - r, r);
    nvgLineTo(ctx, x + w, y - feather);
    nvgLineTo(ctx, x + w + feather, y - feather);
    nvgLineTo(ctx, x + w + feather, y + h + feather);
    nvgLineTo(ctx, x - feather, y + h + feather);
    nvgClosePath(ctx);

    nvgFillPaint(ctx, nvgBoxGradient(ctx,
                                     x - feather * 0.5f, y - feather * 0.5f,
                                     w + feather, h + feather,
                                     r + feather * 0.5f,
                                     feather,
                                     nvgRGBAf(0, 0, 0, alpha * alpha),
                                     nvgRGBAf(0, 0, 0, 0)));
    nvgFill(ctx);
}
void renderFrame() {
    currentRotation = currentRotation*0.9f + rotation * 0.1f;

    glStencilMask(0xff);
    checkGlError("glStencilMask");
    glClear( GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
    checkGlError("glClear");

    nvgBeginFrame(vg, w, h, w/h);
    nvgBeginPath(vg);
    nvgMoveTo(vg, verticeX(90.f), verticeY(90.f));
    nvgLineTo(vg, verticeX(90.f + 120.0f), verticeY(90.0f + 120.0f));
    nvgLineTo(vg, verticeX(90.f + 240.f), verticeY(90.0f + 240.0f) );
    nvgClosePath(vg);
    nvgFillColor(vg, nvgRGBA(255,192,0,255));
    nvgFill(vg);
    nvgFillColor(vg, nvgRGBA(255,192,0,255));
    nvgEndFrame(vg);

}
Exemple #5
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void Renderer2D::drawPath( const attributes_2d& attributes, const float32_t* path, const uint32_t& pathSize,
		const float32_t& border, const color_argb& color, const color_argb& borderColor,
		const Image2D& image, const float32_t& image_alpha, const float32_t& image_pos_x,
		const float32_t& image_pos_y, const float32_t& image_width, const float32_t& image_height,
		const float32_t& image_rotation )
{
	Context2D* context = _context2D;

	if( pathSize < 2 || pathSize % 2 != 0 )
		return;

	nvgSave( context );
	nvgBeginPath( context );
	nvgTranslate( context, attributes.position[0], attributes.position[1] );

	nvgSave( context );
	nvgRotate( context, attributes.rotation );
	nvgMoveTo( context, path[0], path[1]);
	for( uint32_t i=2; i<pathSize; i+=2 )
	{
		nvgLineTo( context, path[i] * attributes.scale, path[i+1] * attributes.scale);
	}
	nvgClosePath( context );
	if( image != 0 )
	{
		NVGpaint paint = nvgImagePattern( context, image_pos_x-image_width/2,
				image_pos_y-image_height/2, image_width, image_height, image_rotation, image, image_alpha );
		nvgFillPaint( context, paint);
	}
	else
	{
		nvgFillColor( context, nvgRGBA( color.r, color.g, color.b, color.a) );
	}
	nvgFill(context);
	nvgStrokeColor( context, nvgRGBA( borderColor.r, borderColor.g, borderColor.b, borderColor.a) );
	nvgStrokeWidth( context, border );
	nvgStroke( context );
	nvgRestore( context );

	nvgRestore( context );
}
Exemple #6
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void NanoVG::closePath()
{
    nvgClosePath( m_context() );
}
		void NVGRenderer::closePath()
		{
			nvgClosePath(m_context);
		}
Exemple #8
0
void ColorWheel::draw(NVGcontext *ctx) {
    Widget::draw(ctx);

    if (!mVisible)
        return;

    float x = mPos.x(),
          y = mPos.y(),
          w = mSize.x(),
          h = mSize.y();

    NVGcontext* vg = ctx;

    int i;
    float r0, r1, ax,ay, bx,by, cx,cy, aeps, r;
    float hue = mHue;
    NVGpaint paint;

    nvgSave(vg);

    cx = x + w*0.5f;
    cy = y + h*0.5f;
    r1 = (w < h ? w : h) * 0.5f - 5.0f;
    r0 = r1 * .75f;

    aeps = 0.5f / r1;   // half a pixel arc length in radians (2pi cancels out).

    for (i = 0; i < 6; i++) {
        float a0 = (float)i / 6.0f * NVG_PI * 2.0f - aeps;
        float a1 = (float)(i+1.0f) / 6.0f * NVG_PI * 2.0f + aeps;
        nvgBeginPath(vg);
        nvgArc(vg, cx,cy, r0, a0, a1, NVG_CW);
        nvgArc(vg, cx,cy, r1, a1, a0, NVG_CCW);
        nvgClosePath(vg);
        ax = cx + cosf(a0) * (r0+r1)*0.5f;
        ay = cy + sinf(a0) * (r0+r1)*0.5f;
        bx = cx + cosf(a1) * (r0+r1)*0.5f;
        by = cy + sinf(a1) * (r0+r1)*0.5f;
        paint = nvgLinearGradient(vg, ax, ay, bx, by,
                                  nvgHSLA(a0 / (NVG_PI * 2), 1.0f, 0.55f, 255),
                                  nvgHSLA(a1 / (NVG_PI * 2), 1.0f, 0.55f, 255));
        nvgFillPaint(vg, paint);
        nvgFill(vg);
    }

    nvgBeginPath(vg);
    nvgCircle(vg, cx,cy, r0-0.5f);
    nvgCircle(vg, cx,cy, r1+0.5f);
    nvgStrokeColor(vg, nvgRGBA(0,0,0,64));
    nvgStrokeWidth(vg, 1.0f);
    nvgStroke(vg);

    // Selector
    nvgSave(vg);
    nvgTranslate(vg, cx,cy);
    nvgRotate(vg, hue*NVG_PI*2);

    // Marker on
    float u = std::max(r1/50, 1.5f);
          u = std::min(u, 4.f);
    nvgStrokeWidth(vg, u);
    nvgBeginPath(vg);
    nvgRect(vg, r0-1,-2*u,r1-r0+2,4*u);
    nvgStrokeColor(vg, nvgRGBA(255,255,255,192));
    nvgStroke(vg);

    paint = nvgBoxGradient(vg, r0-3,-5,r1-r0+6,10, 2,4, nvgRGBA(0,0,0,128), nvgRGBA(0,0,0,0));
    nvgBeginPath(vg);
    nvgRect(vg, r0-2-10,-4-10,r1-r0+4+20,8+20);
    nvgRect(vg, r0-2,-4,r1-r0+4,8);
    nvgPathWinding(vg, NVG_HOLE);
    nvgFillPaint(vg, paint);
    nvgFill(vg);

    // Center triangle
    r = r0 - 6;
    ax = cosf(120.0f/180.0f*NVG_PI) * r;
    ay = sinf(120.0f/180.0f*NVG_PI) * r;
    bx = cosf(-120.0f/180.0f*NVG_PI) * r;
    by = sinf(-120.0f/180.0f*NVG_PI) * r;
    nvgBeginPath(vg);
    nvgMoveTo(vg, r,0);
    nvgLineTo(vg, ax, ay);
    nvgLineTo(vg, bx, by);
    nvgClosePath(vg);
    paint = nvgLinearGradient(vg, r, 0, ax, ay, nvgHSLA(hue, 1.0f, 0.5f, 255),
                              nvgRGBA(255, 255, 255, 255));
    nvgFillPaint(vg, paint);
    nvgFill(vg);
    paint = nvgLinearGradient(vg, (r + ax) * 0.5f, (0 + ay) * 0.5f, bx, by,
                              nvgRGBA(0, 0, 0, 0), nvgRGBA(0, 0, 0, 255));
    nvgFillPaint(vg, paint);
    nvgFill(vg);
    nvgStrokeColor(vg, nvgRGBA(0, 0, 0, 64));
    nvgStroke(vg);

    // Select circle on triangle
    float sx = r*(1 - mWhite - mBlack) + ax*mWhite + bx*mBlack;
    float sy =                           ay*mWhite + by*mBlack;

    nvgStrokeWidth(vg, u);
    nvgBeginPath(vg);
    nvgCircle(vg, sx,sy,2*u);
    nvgStrokeColor(vg, nvgRGBA(255,255,255,192));
    nvgStroke(vg);

    nvgRestore(vg);

    nvgRestore(vg);
}
Exemple #9
0
void drawColorwheel(struct NVGcontext* vg, float x, float y, float w, float h, float t)
{
	int i;
	float r0, r1, ax,ay, bx,by, cx,cy, aeps, r;
	float hue = sinf(t * 0.12f);
	struct NVGpaint paint;

	nvgSave(vg);

	/*	nvgBeginPath(vg);
		nvgRect(vg, x,y,w,h);
		nvgFillColor(vg, nvgRGBA(255,0,0,128) );
		nvgFill(vg);*/

	cx = x + w*0.5f;
	cy = y + h*0.5f;
	r1 = (w < h ? w : h) * 0.5f - 5.0f;
	r0 = r1 - 20.0f;
	aeps = 0.5f / r1;	// half a pixel arc length in radians (2pi cancels out).

	for (i = 0; i < 6; i++)
	{
		float a0 = (float)i / 6.0f * NVG_PI * 2.0f - aeps;
		float a1 = (float)(i+1.0f) / 6.0f * NVG_PI * 2.0f + aeps;
		nvgBeginPath(vg);
		nvgArc(vg, cx,cy, r0, a0, a1, NVG_CW);
		nvgArc(vg, cx,cy, r1, a1, a0, NVG_CCW);
		nvgClosePath(vg);
		ax = cx + cosf(a0) * (r0+r1)*0.5f;
		ay = cy + sinf(a0) * (r0+r1)*0.5f;
		bx = cx + cosf(a1) * (r0+r1)*0.5f;
		by = cy + sinf(a1) * (r0+r1)*0.5f;
		paint = nvgLinearGradient(vg, ax,ay, bx,by, nvgHSLA(a0/(NVG_PI*2),1.0f,0.55f,255), nvgHSLA(a1/(NVG_PI*2),1.0f,0.55f,255) );
		nvgFillPaint(vg, paint);
		nvgFill(vg);
	}

	nvgBeginPath(vg);
	nvgCircle(vg, cx,cy, r0-0.5f);
	nvgCircle(vg, cx,cy, r1+0.5f);
	nvgStrokeColor(vg, nvgRGBA(0,0,0,64) );
	nvgStrokeWidth(vg, 1.0f);
	nvgStroke(vg);

	// Selector
	nvgSave(vg);
	nvgTranslate(vg, cx,cy);
	nvgRotate(vg, hue*NVG_PI*2);

	// Marker on
	nvgStrokeWidth(vg, 2.0f);
	nvgBeginPath(vg);
	nvgRect(vg, r0-1,-3,r1-r0+2,6);
	nvgStrokeColor(vg, nvgRGBA(255,255,255,192) );
	nvgStroke(vg);

	paint = nvgBoxGradient(vg, r0-3,-5,r1-r0+6,10, 2,4, nvgRGBA(0,0,0,128), nvgRGBA(0,0,0,0) );
	nvgBeginPath(vg);
	nvgRect(vg, r0-2-10,-4-10,r1-r0+4+20,8+20);
	nvgRect(vg, r0-2,-4,r1-r0+4,8);
	nvgPathWinding(vg, NVG_HOLE);
	nvgFillPaint(vg, paint);
	nvgFill(vg);

	// Center triangle
	r = r0 - 6;
	ax = cosf(120.0f/180.0f*NVG_PI) * r;
	ay = sinf(120.0f/180.0f*NVG_PI) * r;
	bx = cosf(-120.0f/180.0f*NVG_PI) * r;
	by = sinf(-120.0f/180.0f*NVG_PI) * r;
	nvgBeginPath(vg);
	nvgMoveTo(vg, r,0);
	nvgLineTo(vg, ax,ay);
	nvgLineTo(vg, bx,by);
	nvgClosePath(vg);
	paint = nvgLinearGradient(vg, r,0, ax,ay, nvgHSLA(hue,1.0f,0.5f,255), nvgRGBA(255,255,255,255) );
	nvgFillPaint(vg, paint);
	nvgFill(vg);
	paint = nvgLinearGradient(vg, (r+ax)*0.5f,(0+ay)*0.5f, bx,by, nvgRGBA(0,0,0,0), nvgRGBA(0,0,0,255) );
	nvgFillPaint(vg, paint);
	nvgFill(vg);
	nvgStrokeColor(vg, nvgRGBA(0,0,0,64) );
	nvgStroke(vg);

	// Select circle on triangle
	ax = cosf(120.0f/180.0f*NVG_PI) * r*0.3f;
	ay = sinf(120.0f/180.0f*NVG_PI) * r*0.4f;
	nvgStrokeWidth(vg, 2.0f);
	nvgBeginPath(vg);
	nvgCircle(vg, ax,ay,5);
	nvgStrokeColor(vg, nvgRGBA(255,255,255,192) );
	nvgStroke(vg);

	paint = nvgRadialGradient(vg, ax,ay, 7,9, nvgRGBA(0,0,0,64), nvgRGBA(0,0,0,0) );
	nvgBeginPath(vg);
	nvgRect(vg, ax-20,ay-20,40,40);
	nvgCircle(vg, ax,ay,7);
	nvgPathWinding(vg, NVG_HOLE);
	nvgFillPaint(vg, paint);
	nvgFill(vg);

	nvgRestore(vg);

	nvgRestore(vg);
}
void QNanoPainter::closePath()
{
    nvgClosePath(nvgCtx());
}
Exemple #11
0
void Shape::render(NVGcontext& nanoVgContext) const
{
    switch(mType)
    {
        case Type::ARC:
        {
            const ArcInfo& info = mArcInfo;
            const Point& position = info.position;
            nvgArc(&nanoVgContext, position.getX(), position.getY(), info.radius, info.startAngle,
                    info.endAngle, info.clockWise ? NVG_CW : NVG_CCW);
        }
        break;

        case Type::TRIANGLE:
        {
            const TriangleInfo& info = mTriangleInfo;
            nvgMoveTo(&nanoVgContext, info.firstVertex.getX(), info.firstVertex.getY());
            nvgLineTo(&nanoVgContext, info.secondVertex.getX(), info.secondVertex.getY());
            nvgLineTo(&nanoVgContext, info.thirdVertex.getX(), info.thirdVertex.getY());
            nvgClosePath(&nanoVgContext);
        }
        break;

        case Type::RECT:
        {
            const RectInfo& info = mRectInfo;
            const Rect& rect = info.rect;

            if(info.rounded)
            {
                nvgRoundedRect(&nanoVgContext, rect.getX(), rect.getY(), rect.getWidth(),
                        rect.getHeight(), info.cornerRadius);
            }
            else
            {
                nvgRect(&nanoVgContext, rect.getX(), rect.getY(), rect.getWidth(), rect.getHeight());
            }
        }
        break;

        case Type::ELLIPSE:
        {
            const EllipseInfo& info = mEllipseInfo;
            const Point& position = info.position;
            nvgEllipse(&nanoVgContext, position.getX(), position.getY(), info.horizontalRadius,
                    info.verticalRadius);
        }
        break;

        case Type::MOVE_TO:
        {
            const MoveToInfo& info = mMoveToInfo;
            const Point& position = info.position;
            nvgMoveTo(&nanoVgContext, position.getX(), position.getY());
        }
        break;

        case Type::LINE_TO:
        {
            const LineToInfo& info = mLineToInfo;
            const Point& position = info.position;
            nvgLineTo(&nanoVgContext, position.getX(), position.getY());
        }
        break;

        case Type::BEZIER_TO:
        {
            const BezierToInfo& info = mBezierToInfo;
            const Point& control1 = info.controlPosition1;
            const Point& control2 = info.controlPosition2;
            const Point& position = info.position;
            nvgBezierTo(&nanoVgContext, control1.getX(), control1.getY(), control2.getX(),
                    control2.getY(), position.getX(), position.getY());
        }
        break;

        case Type::QUAD_TO:
        {
            const QuadToInfo& info = mQuadToInfo;
            const Point& control = info.controlPosition;
            const Point& position = info.position;
            nvgQuadTo(&nanoVgContext, control.getX(), control.getY(), position.getX(), position.getY());
        }
        break;

        case Type::CLOSE_PATH:
        {
            nvgClosePath(&nanoVgContext);
        }
        break;

        default:
            return;
    }
}
Exemple #12
0
int main()
{
	constexpr auto width = 1200u;
	constexpr auto height = 800u;

	// init ny app
	auto& backend = ny::Backend::choose();
	if(!backend.vulkan()) {
		dlg_error("ny backend has no vulkan support!");
		return 0;
	}

	auto ac = backend.createAppContext();

	// basic vpp init
	auto iniExtensions = ac->vulkanExtensions();
	iniExtensions.push_back(VK_EXT_DEBUG_REPORT_EXTENSION_NAME);
	vk::ApplicationInfo appInfo ("vpp-intro", 1, "vpp", 1, VK_API_VERSION_1_0);
	vk::InstanceCreateInfo instanceInfo;
	instanceInfo.pApplicationInfo = &appInfo;
	instanceInfo.enabledExtensionCount = iniExtensions.size();
	instanceInfo.ppEnabledExtensionNames = iniExtensions.data();

#ifdef WithLayers
	constexpr auto layer = "VK_LAYER_LUNARG_standard_validation";
	instanceInfo.enabledLayerCount = 1;
	instanceInfo.ppEnabledLayerNames = &layer;
#endif

	vpp::Instance instance(instanceInfo);

#ifdef WithLayers
	vpp::DebugCallback debugCallback(instance);
#endif

	// ny init
	auto run = true;

	auto listener = MyWindowListener {};
	listener.run = &run;

	auto vkSurface = vk::SurfaceKHR {};
	auto ws = ny::WindowSettings {};
	ws.surface = ny::SurfaceType::vulkan;
	ws.listener = &listener;
	ws.size = {width, height};
	ws.vulkan.instance = (VkInstance) instance.vkHandle();
	ws.vulkan.storeSurface = &(std::uintptr_t&) (vkSurface);
	auto wc = ac->createWindowContext(ws);

	// further vpp init
	const vpp::Queue* presentQueue;
	vpp::Device device(instance, vkSurface, presentQueue);
	vpp::Swapchain swapchain(device, vkSurface, {width, height}, {});

	// vvg setup
	auto nvgContext = vvg::createContext(swapchain);
	auto font = nvgCreateFont(nvgContext, "sans", "Roboto-Regular.ttf");

	using Clock = std::chrono::high_resolution_clock;
	auto lastFrameTimer = Clock::now();
	unsigned int framesCount = 0;
	std::string fpsString = "420 fps";

	// main loop
	while(run) {
		if(!ac->dispatchEvents())
			break;

		nvgBeginFrame(nvgContext, width, height, width / (float) height);

		nvgBeginPath(nvgContext);
		nvgMoveTo(nvgContext, 10, 10);
		nvgLineTo(nvgContext, 10, 400);
		nvgLineTo(nvgContext, 100, 400);
		nvgQuadTo(nvgContext, 100, 50, 400, 120);
		nvgLineTo(nvgContext, 450, 10);
		nvgClosePath(nvgContext);

		nvgFillColor(nvgContext, nvgRGBAf(0.5, 0.8, 0.7, 1.0));
		nvgFill(nvgContext);

		nvgBeginPath(nvgContext);
		nvgFontFaceId(nvgContext, font);
		nvgFontSize(nvgContext, 100.f);
		nvgFontBlur(nvgContext, .8f);
		nvgFillColor(nvgContext, nvgRGBAf(1.0, 1.0, 1.0, 1.0));
		nvgTextBox(nvgContext, 200, 200, width - 200, "Hello Vulkan Vector Graphics World", nullptr);

		nvgFontSize(nvgContext, 30.f);
		nvgFontBlur(nvgContext, .2f);
		nvgText(nvgContext, 10, height - 20, fpsString.c_str(), nullptr);

		nvgBeginPath(nvgContext);
		nvgRect(nvgContext, 700, 400, 300, 300);
		nvgPathWinding(nvgContext, NVG_HOLE);
		nvgRect(nvgContext, 750, 450, 50, 50);
		// auto paint = nvgRadialGradient(nvgContext, 750, 425,20, 50, nvgRGB(0, 0, 200), nvgRGB(200, 200, 0));
		// auto paint = nvgRadialGradient(nvgContext, 0.0, 0.0, 0.2, 100.0, nvgRGB(0, 0, 200), nvgRGB(200, 200, 0));
		auto paint = nvgLinearGradient(nvgContext, 700, 400, 800, 450, nvgRGB(0, 0, 200), nvgRGB(200, 200, 0));
		nvgFillPaint(nvgContext, paint);
		// nvgFillColor(nvgContext, nvgRGBA(200, 200, 0, 200));
		nvgClosePath(nvgContext);
		nvgFill(nvgContext);

		nvgEndFrame(nvgContext);

		// only refresh frame timer every second
		framesCount++;
		if(Clock::now() - lastFrameTimer >= std::chrono::seconds(1)) {
			fpsString = std::to_string(framesCount) + " fps";
			lastFrameTimer = Clock::now();
			framesCount = 0;
		}
	}

	vvg::destroyContext(*nvgContext);
}