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	[Renderers/SDL3] Add borders and rounded borders functionality. (#220)
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						c0dac38c87
					
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					@ -33,12 +33,12 @@ static inline Clay_Dimensions SDL_MeasureText(Clay_StringSlice text, Clay_TextEl
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    return (Clay_Dimensions) { (float) width, (float) height };
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					    return (Clay_Dimensions) { (float) width, (float) height };
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}
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					}
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static void Label(const Clay_String text)
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					static void Label(const Clay_String text, const int cornerRadius)
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{
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					{
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    CLAY(CLAY_LAYOUT({ .padding = {8, 8} }),
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					    CLAY(CLAY_LAYOUT({ .padding = {8, 8} }),
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        CLAY_RECTANGLE({
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					        CLAY_RECTANGLE({
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            .color = Clay_Hovered() ? COLOR_BLUE : COLOR_ORANGE,
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					            .color = Clay_Hovered() ? COLOR_BLUE : COLOR_ORANGE,
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            .cornerRadius = (Clay_CornerRadius){ 8, 8, 8, 8 },
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					            .cornerRadius = cornerRadius,
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        })) {
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					        })) {
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        CLAY_TEXT(text, CLAY_TEXT_CONFIG({
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					        CLAY_TEXT(text, CLAY_TEXT_CONFIG({
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           .textColor = { 255, 255, 255, 255 },
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					           .textColor = { 255, 255, 255, 255 },
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					@ -48,6 +48,24 @@ static void Label(const Clay_String text)
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   }
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					   }
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}
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					}
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					static void LabelBorder(const Clay_String text, const int cornerRadius, const int thickness)
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					{
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					    CLAY(
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					        CLAY_LAYOUT({
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					            .padding = {16, 16, 8, 8 } }),
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					            CLAY_BORDER_OUTSIDE_RADIUS(
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					                thickness,
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					                COLOR_BLUE,
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					                cornerRadius)
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					    ){
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					        CLAY_TEXT(text, CLAY_TEXT_CONFIG({
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					           .textColor = { 255, 255, 255, 255 },
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					           .fontId = FONT_ID,
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					           .fontSize = 24,
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					        }));
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					    }
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					}
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static Clay_RenderCommandArray Clay_CreateLayout()
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					static Clay_RenderCommandArray Clay_CreateLayout()
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{
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					{
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    Clay_BeginLayout();
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					    Clay_BeginLayout();
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					@ -65,13 +83,21 @@ static Clay_RenderCommandArray Clay_CreateLayout()
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            .padding = { 10, 10 },
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					            .padding = { 10, 10 },
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            .layoutDirection = CLAY_TOP_TO_BOTTOM,
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					            .layoutDirection = CLAY_TOP_TO_BOTTOM,
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        }),
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					        }),
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					        CLAY_BORDER({
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					            .left = { 20, COLOR_BLUE },
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					            .right = { 20, COLOR_BLUE },
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					            .bottom = { 20, COLOR_BLUE }
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					        }),
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        CLAY_RECTANGLE({
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					        CLAY_RECTANGLE({
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            .color = COLOR_LIGHT,
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					            .color = COLOR_LIGHT,
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        })
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					        })
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    ) {
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					    ) {
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        Label(CLAY_STRING("Button 1"));
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					        Label(CLAY_STRING("Rounded - Button 1"), 10);
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        Label(CLAY_STRING("Button 2"));
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					        Label(CLAY_STRING("Straight - Button 2") , 0);
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        Label(CLAY_STRING("Button 3"));
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					        Label(CLAY_STRING("Rounded+ - Button 3") , 20);
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					        LabelBorder(CLAY_STRING("Border - Button 4"), 0, 5);
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					        LabelBorder(CLAY_STRING("RoundedBorder - Button 5"), 10, 5);
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					        LabelBorder(CLAY_STRING("RoundedBorder - Button 6"), 40, 15);
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    }
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					    }
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    return Clay_EndLayout();
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					    return Clay_EndLayout();
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}
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					}
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					@ -1,5 +1,4 @@
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Please note, the SDL3 renderer is not 100% feature complete. It is currently missing:
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					Please note, the SDL3 renderer is not 100% feature complete. It is currently missing:
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- Borders
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- Images
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					- Images
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- Scroll / Scissor handling
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					- Scroll / Scissor handling
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					@ -2,27 +2,27 @@
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#include <SDL3/SDL_main.h>
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					#include <SDL3/SDL_main.h>
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#include <SDL3/SDL.h>
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					#include <SDL3/SDL.h>
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#include <SDL3_ttf/SDL_ttf.h>
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					#include <SDL3_ttf/SDL_ttf.h>
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#include <math.h> //needed to perform the rounded corners rendering
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/* This needs to be global because the "MeasureText" callback doesn't have a
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					/* This needs to be global because the "MeasureText" callback doesn't have a
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 * user data parameter */
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					 * user data parameter */
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static TTF_Font *gFonts[1];
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					static TTF_Font *gFonts[1];
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					/* Global for convenience. Even in 4K this is enough for smooth curves (low radius or rect size coupled with
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					 * no AA or low resolution might make it appear as jagged curves) */
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					static int NUM_CIRCLE_SEGMENTS = 16;
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//all rendering is performed by a single SDL call, avoiding multiple RenderRect + plumbing choice for circles.
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					//all rendering is performed by a single SDL call, avoiding multiple RenderRect + plumbing choice for circles.
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static void SDL_RenderRoundedRect(SDL_Renderer *renderer, const SDL_FRect rect, const float cornerRadius, const Clay_Color _color) {
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					static void SDL_RenderFillRoundedRect(SDL_Renderer *renderer, const SDL_FRect rect, const float cornerRadius, const Clay_Color _color) {
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    /* Even in 4K this is enough for smooth curves (low radius or rect size coupled with
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     * no AA or low resolution might make it appear as jagged curves) */
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    const int NUM_CIRCLE_SEGMENTS = 16;
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    const SDL_FColor color = { _color.r/255, _color.g/255, _color.b/255, _color.a/255 };
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					    const SDL_FColor color = { _color.r/255, _color.g/255, _color.b/255, _color.a/255 };
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    int indexCount = 0, vertexCount = 0;
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					    int indexCount = 0, vertexCount = 0;
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    const float minRadius = fminf(rect.w, rect.h) / 2.0f;
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					    const float minRadius = SDL_min(rect.w, rect.h) / 2.0f;
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    const float clampedRadius = fminf(cornerRadius, minRadius);
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					    const float clampedRadius = SDL_min(cornerRadius, minRadius);
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    int totalVertices = 4 + (4 * (NUM_CIRCLE_SEGMENTS * 2)) + 2*4;
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					    const int numCircleSegments = SDL_max(NUM_CIRCLE_SEGMENTS, (int) clampedRadius * 0.5f);
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    int totalIndices = 6 + (4 * (NUM_CIRCLE_SEGMENTS * 3)) + 6*4;
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					    int totalVertices = 4 + (4 * (numCircleSegments * 2)) + 2*4;
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					    int totalIndices = 6 + (4 * (numCircleSegments * 3)) + 6*4;
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    SDL_Vertex vertices[totalVertices];
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					    SDL_Vertex vertices[totalVertices];
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    int indices[totalIndices];
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					    int indices[totalIndices];
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					@ -41,9 +41,8 @@ static void SDL_RenderRoundedRect(SDL_Renderer *renderer, const SDL_FRect rect,
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    indices[indexCount++] = 3;
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					    indices[indexCount++] = 3;
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    //define rounded corners as triangle fans
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					    //define rounded corners as triangle fans
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    const float step = M_PI_2 / NUM_CIRCLE_SEGMENTS;
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					    const float step = (SDL_PI_F/2) / numCircleSegments;
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    for (int i = 0; i < NUM_CIRCLE_SEGMENTS; i++)
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					    for (int i = 0; i < numCircleSegments; i++) {
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    {
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        const float angle1 = (float)i * step;
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					        const float angle1 = (float)i * step;
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        const float angle2 = ((float)i + 1.0f) * step;
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					        const float angle2 = ((float)i + 1.0f) * step;
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					@ -55,11 +54,11 @@ static void SDL_RenderRoundedRect(SDL_Renderer *renderer, const SDL_FRect rect,
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                case 1: cx = rect.x + rect.w - clampedRadius; cy = rect.y + clampedRadius; signX = 1; signY = -1; break; // Top-right
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					                case 1: cx = rect.x + rect.w - clampedRadius; cy = rect.y + clampedRadius; signX = 1; signY = -1; break; // Top-right
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                case 2: cx = rect.x + rect.w - clampedRadius; cy = rect.y + rect.h - clampedRadius; signX = 1; signY = 1; break; // Bottom-right
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					                case 2: cx = rect.x + rect.w - clampedRadius; cy = rect.y + rect.h - clampedRadius; signX = 1; signY = 1; break; // Bottom-right
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                case 3: cx = rect.x + clampedRadius; cy = rect.y + rect.h - clampedRadius; signX = -1; signY = 1; break; // Bottom-left
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					                case 3: cx = rect.x + clampedRadius; cy = rect.y + rect.h - clampedRadius; signX = -1; signY = 1; break; // Bottom-left
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                default: SDL_LogError(SDL_LOG_CATEGORY_ERROR, "Invalid corner index"); return;
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					                default: return;
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            }
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					            }
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            vertices[vertexCount++] = (SDL_Vertex){ {cx + cosf(angle1) * clampedRadius * signX, cy + sinf(angle1) * clampedRadius * signY}, color, {0, 0} };
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					            vertices[vertexCount++] = (SDL_Vertex){ {cx + SDL_cosf(angle1) * clampedRadius * signX, cy + SDL_sinf(angle1) * clampedRadius * signY}, color, {0, 0} };
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            vertices[vertexCount++] = (SDL_Vertex){ {cx + cosf(angle2) * clampedRadius * signX, cy + sinf(angle2) * clampedRadius * signY}, color, {0, 0} };
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					            vertices[vertexCount++] = (SDL_Vertex){ {cx + SDL_cosf(angle2) * clampedRadius * signX, cy + SDL_sinf(angle2) * clampedRadius * signY}, color, {0, 0} };
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            indices[indexCount++] = j;  // Connect to corresponding central rectangle vertex
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					            indices[indexCount++] = j;  // Connect to corresponding central rectangle vertex
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            indices[indexCount++] = vertexCount - 2;
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					            indices[indexCount++] = vertexCount - 2;
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					@ -113,6 +112,30 @@ static void SDL_RenderRoundedRect(SDL_Renderer *renderer, const SDL_FRect rect,
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    SDL_RenderGeometry(renderer, NULL, vertices, vertexCount, indices, indexCount);
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					    SDL_RenderGeometry(renderer, NULL, vertices, vertexCount, indices, indexCount);
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}
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					}
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					static void SDL_RenderArc(SDL_Renderer *renderer, const SDL_FPoint center, const float radius, const float startAngle, const float endAngle, const float thickness, const Clay_Color color) {
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					    SDL_SetRenderDrawColor(renderer, color.r, color.g, color.b, color.a);
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					    const float radStart = startAngle * (SDL_PI_F / 180.0f);
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					    const float radEnd = endAngle * (SDL_PI_F / 180.0f);
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					    const int numCircleSegments = SDL_max(NUM_CIRCLE_SEGMENTS, (int)(radius * 1.5f)); //increase circle segments for larger circles, 1.5 is arbitrary.
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					    const float angleStep = (radEnd - radStart) / (float)numCircleSegments;
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					    const float thicknessStep = 0.4f; //arbitrary value to avoid overlapping lines. Changing THICKNESS_STEP or numCircleSegments might cause artifacts.
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					    for (float t = thicknessStep; t < thickness - thicknessStep; t += thicknessStep) {
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					        SDL_FPoint points[numCircleSegments + 1];
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					        const float clampedRadius = SDL_max(radius - t, 1.0f);
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					        for (int i = 0; i <= numCircleSegments; i++) {
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					            const float angle = radStart + i * angleStep;
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					            points[i] = (SDL_FPoint){
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					                    SDL_roundf(center.x + SDL_cosf(angle) * clampedRadius),
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					                    SDL_roundf(center.y + SDL_sinf(angle) * clampedRadius) };
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					        }
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					        SDL_RenderLines(renderer, points, numCircleSegments + 1);
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					    }
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					}
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static void SDL_RenderClayCommands(SDL_Renderer *renderer, Clay_RenderCommandArray *rcommands)
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					static void SDL_RenderClayCommands(SDL_Renderer *renderer, Clay_RenderCommandArray *rcommands)
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{
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					{
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					@ -128,9 +151,7 @@ static void SDL_RenderClayCommands(SDL_Renderer *renderer, Clay_RenderCommandArr
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                SDL_SetRenderDrawColor(renderer, color.r, color.g, color.b, color.a);
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					                SDL_SetRenderDrawColor(renderer, color.r, color.g, color.b, color.a);
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                if (config->cornerRadius.topLeft > 0) {
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					                if (config->cornerRadius.topLeft > 0) {
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                    //const float radius = (config->cornerRadius.topLeft * 2) / (float)((bounding_box.width > bounding_box.height) ? bounding_box.height : bounding_box.width);
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					                    SDL_RenderFillRoundedRect(renderer, rect, config->cornerRadius.topLeft, color);
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                    //SDL_RenderRoundedRect(renderer, rect, radius, color);
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                    SDL_RenderRoundedRect(renderer, rect, config->cornerRadius.topLeft, color);
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                } else {
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					                } else {
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                    SDL_RenderFillRect(renderer, &rect);
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					                    SDL_RenderFillRect(renderer, &rect);
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                }
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					                }
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					@ -148,6 +169,72 @@ static void SDL_RenderClayCommands(SDL_Renderer *renderer, Clay_RenderCommandArr
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                SDL_DestroySurface(surface);
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					                SDL_DestroySurface(surface);
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                SDL_DestroyTexture(texture);
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					                SDL_DestroyTexture(texture);
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            } break;
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					            } break;
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					            case CLAY_RENDER_COMMAND_TYPE_BORDER: {
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					                const Clay_BorderElementConfig *config = rcmd->config.borderElementConfig;
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					                const float minRadius = SDL_min(rect.w, rect.h) / 2.0f;
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					                const Clay_CornerRadius clampedRadii = {
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					                    .topLeft = SDL_min(config->cornerRadius.topLeft, minRadius),
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					                    .topRight = SDL_min(config->cornerRadius.topRight, minRadius),
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					                    .bottomLeft = SDL_min(config->cornerRadius.bottomLeft, minRadius),
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					                    .bottomRight = SDL_min(config->cornerRadius.bottomRight, minRadius)
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					                };
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					                //edges
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					                SDL_SetRenderDrawColor(renderer, config->left.color.r, config->left.color.g, config->left.color.b, config->left.color.a);
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					                if (config->left.width > 0) {
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					                    const float starting_y = rect.y + clampedRadii.topLeft;
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					                    const float length = rect.h - clampedRadii.topLeft - clampedRadii.bottomLeft;
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					                    SDL_FRect line = { rect.x, starting_y, config->left.width, length };
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					                    SDL_RenderFillRect(renderer, &line);
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					                }
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					                if (config->right.width > 0) {
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					                    const float starting_x = rect.x + rect.w - (float)config->right.width;
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					                    const float starting_y = rect.y + clampedRadii.topRight;
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					                    const float length = rect.h - clampedRadii.topRight - clampedRadii.bottomRight;
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					                    SDL_FRect line = { starting_x, starting_y, config->right.width, length };
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					                    SDL_RenderFillRect(renderer, &line);
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					                }
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					                if (config->top.width > 0) {
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					                    const float starting_x = rect.x + clampedRadii.topLeft;
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					                    const float length = rect.w - clampedRadii.topLeft - clampedRadii.topRight;
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					                    SDL_FRect line = { starting_x, rect.y, length, config->top.width };
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					                    SDL_RenderFillRect(renderer, &line);
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					                }
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					                if (config->bottom.width > 0) {
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					                    const float starting_x = rect.x + clampedRadii.bottomLeft;
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					                    const float starting_y = rect.y + rect.h - (float)config->bottom.width;
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					                    const float length = rect.w - clampedRadii.bottomLeft - clampedRadii.bottomRight;
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					                    SDL_FRect line = { starting_x, starting_y, length, config->bottom.width };
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					                    SDL_SetRenderDrawColor(renderer, config->bottom.color.r, config->bottom.color.g, config->bottom.color.b, config->bottom.color.a);
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					                    SDL_RenderFillRect(renderer, &line);
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					                }
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					                //corners
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					                if (config->cornerRadius.topLeft > 0) {
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					                    const float centerX = rect.x + clampedRadii.topLeft -1;
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 | 
					                    const float centerY = rect.y + clampedRadii.topLeft;
 | 
				
			||||||
 | 
					                    SDL_RenderArc(renderer, (SDL_FPoint){centerX, centerY}, clampedRadii.topLeft,
 | 
				
			||||||
 | 
					                        180.0f, 270.0f, config->top.width, config->top.color);
 | 
				
			||||||
 | 
					                }
 | 
				
			||||||
 | 
					                if (config->cornerRadius.topRight > 0) {
 | 
				
			||||||
 | 
					                    const float centerX = rect.x + rect.w - clampedRadii.topRight -1;
 | 
				
			||||||
 | 
					                    const float centerY = rect.y + clampedRadii.topRight;
 | 
				
			||||||
 | 
					                    SDL_RenderArc(renderer, (SDL_FPoint){centerX, centerY}, clampedRadii.topRight,
 | 
				
			||||||
 | 
					                        270.0f, 360.0f, config->top.width, config->top.color);
 | 
				
			||||||
 | 
					                }
 | 
				
			||||||
 | 
					                if (config->cornerRadius.bottomLeft > 0) {
 | 
				
			||||||
 | 
					                    const float centerX = rect.x + clampedRadii.bottomLeft -1;
 | 
				
			||||||
 | 
					                    const float centerY = rect.y + rect.h - clampedRadii.bottomLeft -1;
 | 
				
			||||||
 | 
					                    SDL_RenderArc(renderer, (SDL_FPoint){centerX, centerY}, clampedRadii.bottomLeft,
 | 
				
			||||||
 | 
					                        90.0f, 180.0f, config->bottom.width, config->bottom.color);
 | 
				
			||||||
 | 
					                }
 | 
				
			||||||
 | 
					                if (config->cornerRadius.bottomRight > 0) {
 | 
				
			||||||
 | 
					                    const float centerX = rect.x + rect.w - clampedRadii.bottomRight -1; //TODO: why need to -1 in all calculations???
 | 
				
			||||||
 | 
					                    const float centerY = rect.y + rect.h - clampedRadii.bottomRight -1;
 | 
				
			||||||
 | 
					                    SDL_RenderArc(renderer, (SDL_FPoint){centerX, centerY}, clampedRadii.bottomRight,
 | 
				
			||||||
 | 
					                        0.0f, 90.0f, config->bottom.width, config->bottom.color);
 | 
				
			||||||
 | 
					                }
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					            } break;
 | 
				
			||||||
            default:
 | 
					            default:
 | 
				
			||||||
                SDL_Log("Unknown render command type: %d", rcmd->commandType);
 | 
					                SDL_Log("Unknown render command type: %d", rcmd->commandType);
 | 
				
			||||||
        }
 | 
					        }
 | 
				
			||||||
| 
						 | 
					
 | 
				
			||||||
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		Reference in a new issue