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Updated the main.cpp file
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README.md
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README.md
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@ -126,6 +126,86 @@ The above example, rendered correctly will look something like the following:
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### Visual Studio 2022 / MSVC build configuration
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The current README did not spell out how to set up Clay with Visual Studio 2022, so the following steps target MSVC users building a single `CLAY_IMPLEMENTATION` translation unit alongside a Vulkan renderer. These steps also leave room for future improvements such as better swapchain-resize handling and validation tightening.
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- **Language standard & warning level:**
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- Set the **C Language Standard** to **ISO C17** (`/std:c17`) in *Configuration Properties → C/C++ → Language*. Clay is plain C, but C++20 projects can include the generated object because the C translation unit is compiled separately.
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- Use **Warning Level** `/W4` (or `/Wall` when validating new integrations) and treat warnings as errors for the Clay translation unit to catch integration issues early.
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- Keep `CLAY_IMPLEMENTATION` defined in exactly one `.c` file to avoid multiple-definition linker errors; all other translation units should include `clay.h` without the define.
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- **Vulkan SDK include/lib setup (LunarG):**
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- Install the [LunarG Vulkan SDK](https://vulkan.lunarg.com/doc/sdk) and ensure the `VULKAN_SDK` environment variable is set by the installer.
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- Add `$(VULKAN_SDK)\Include` to *Configuration Properties → C/C++ → General → Additional Include Directories*.
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- Add `$(VULKAN_SDK)\Lib` to *Configuration Properties → Linker → General → Additional Library Directories* and link against `vulkan-1.lib` (plus any allocator / shader utility libs you use).
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- When mixing with ImGui backends, keep the [ImGui wiki guidelines](https://github.com/ocornut/imgui/wiki) handy for sampler, descriptor, and swapchain best practices.
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**Minimal MSVC-friendly Vulkan loop (C17) showing Clay command mapping and scissor stack for scrolling**
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```C
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// This translation unit should be compiled with /std:c17 and /W4 using MSVC in Visual Studio 2022.
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// The snippet iterates Clay_RenderCommandArray, maps commands to Vulkan pipelines, and maintains a scissor stack for scroll regions.
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static void RenderClayCommands(VkCommandBuffer l_CommandBuffer, Clay_RenderCommandArray l_RenderCommands) {
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VkPipeline l_RectPipeline = /* created elsewhere */ VK_NULL_HANDLE;
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VkPipeline l_TextPipeline = /* created elsewhere */ VK_NULL_HANDLE;
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VkRect2D l_ScissorStack[8] = {0};
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int32_t l_ScissorDepth = 0;
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for (int32_t l_CommandIndex = 0; l_CommandIndex < l_RenderCommands.length; ++l_CommandIndex) {
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Clay_RenderCommand *l_Command = &l_RenderCommands.internalArray[l_CommandIndex];
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switch (l_Command->commandType) {
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case CLAY_RENDER_COMMAND_TYPE_SCISSOR_START: {
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// Push the scrollable clip rect to keep nested scroll areas isolated.
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VkRect2D l_NewScissor = {
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.offset = { (int32_t)l_Command->boundingBox.x, (int32_t)l_Command->boundingBox.y },
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.extent = { (uint32_t)l_Command->boundingBox.width, (uint32_t)l_Command->boundingBox.height }
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};
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if (l_ScissorDepth < (int32_t)(sizeof l_ScissorStack / sizeof l_ScissorStack[0])) {
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l_ScissorStack[l_ScissorDepth++] = l_NewScissor;
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vkCmdSetScissor(l_CommandBuffer, 0, 1, &l_NewScissor);
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}
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break;
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}
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case CLAY_RENDER_COMMAND_TYPE_SCISSOR_END: {
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// Pop the scissor so parents resume drawing without child clips.
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if (l_ScissorDepth > 0) {
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--l_ScissorDepth;
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if (l_ScissorDepth > 0) {
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vkCmdSetScissor(l_CommandBuffer, 0, 1, &l_ScissorStack[l_ScissorDepth - 1]);
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}
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}
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break;
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}
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case CLAY_RENDER_COMMAND_TYPE_RECTANGLE: {
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// Map to a color-pass pipeline and draw the quad for this UI rect.
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vkCmdBindPipeline(l_CommandBuffer, VK_PIPELINE_BIND_POINT_GRAPHICS, l_RectPipeline);
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// ...bind vertex buffers and push constants for l_Command->renderData.rectangle.backgroundColor
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// ...issue vkCmdDraw to render the rectangle
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break;
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}
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case CLAY_RENDER_COMMAND_TYPE_TEXT: {
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// Select the text pipeline; glyph atlas binding follows ImGui-style descriptor usage.
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vkCmdBindPipeline(l_CommandBuffer, VK_PIPELINE_BIND_POINT_GRAPHICS, l_TextPipeline);
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// ...bind font atlas descriptors, set per-draw uniforms, and vkCmdDrawIndexed for glyphs
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break;
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}
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default: {
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// Additional Clay command types (images, borders, custom) can be routed here.
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break;
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}
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}
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}
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}
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```
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**Troubleshooting and future enhancements**
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- If scissor clipping appears inverted, verify that the swapchain surface transform is accounted for before setting `VkRect2D`.
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- MSVC link errors referencing `CLAY_IMPLEMENTATION` usually mean more than one translation unit defined the macro; keep it in a single `.c` file.
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- Vulkan validation warnings about descriptor lifetimes often stem from text pipelines; cross-check against the [ImGui wiki recommendations](https://github.com/ocornut/imgui/wiki).
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- Consider adding a resize strategy that rebuilds pipelines only when swapchain formats change (future enhancement), and batch multiple Clay rectangles into shared vertex buffers to reduce draw calls.
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In summary, the general order of steps is:
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1. [Clay_SetLayoutDimensions(dimensions)](#clay_setlayoutdimensions)
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@ -1,21 +1,73 @@
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#include <iostream>
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#include <cstdio>
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#include <cstdlib>
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#define WIN32_LEAN_AND_MEAN
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#include <windows.h>
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#include <wingdi.h>
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#define CLAY_IMPLEMENTATION
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#include "../../clay.h"
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Clay_LayoutConfig layoutElement = Clay_LayoutConfig { .padding = {5} };
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// Simple layout config with prefixed naming to match the MSVC-friendly style guide.
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Clay_LayoutConfig s_LayoutElement = Clay_LayoutConfig{ .padding = {5} };
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void HandleClayErrors(Clay_ErrorData errorData) {
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// Win32-compatible font handle that can be reused by the text measuring callback.
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static HFONT s_TextFont = static_cast<HFONT>(GetStockObject(DEFAULT_GUI_FONT));
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// Bridge Clay's text measuring hook to GDI so layouts get accurate extents on Windows.
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Clay_Dimensions HandleMeasureText(Clay_StringSlice text, Clay_TextElementConfig* config, void* userData)
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{
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(void)config; // Config is available for future font switching or styling.
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HFONT* l_FontHandle = static_cast<HFONT*>(userData);
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HFONT l_ResolvedFont = l_FontHandle != nullptr && *l_FontHandle != nullptr ? *l_FontHandle : s_TextFont;
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HDC l_DeviceContext = GetDC(nullptr);
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if (l_DeviceContext == nullptr)
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{
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return Clay_Dimensions{ 0, 0 };
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}
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HGDIOBJ l_PreviousFont = nullptr;
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if (l_ResolvedFont != nullptr)
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{
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l_PreviousFont = SelectObject(l_DeviceContext, l_ResolvedFont);
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}
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SIZE l_TextSize{ 0, 0 };
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int l_TextLength = static_cast<int>(text.length);
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GetTextExtentPoint32A(l_DeviceContext, text.chars, l_TextLength, &l_TextSize);
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if (l_PreviousFont != nullptr)
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{
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SelectObject(l_DeviceContext, l_PreviousFont);
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}
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ReleaseDC(nullptr, l_DeviceContext);
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// Future improvement: swap GDI for DirectWrite or cache glyph metrics to avoid repeated calls.
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return Clay_Dimensions{ static_cast<float>(l_TextSize.cx), static_cast<float>(l_TextSize.cy) };
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}
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void HandleClayErrors(Clay_ErrorData errorData)
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{
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printf("%s", errorData.errorText.chars);
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}
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int main(void) {
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uint64_t totalMemorySize = Clay_MinMemorySize();
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Clay_Arena clayMemory = Clay_CreateArenaWithCapacityAndMemory(totalMemorySize, (char *)malloc(totalMemorySize));
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Clay_Initialize(clayMemory, Clay_Dimensions {1024,768}, Clay_ErrorHandler { HandleClayErrors });
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int main(void)
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{
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uint64_t l_TotalMemorySize = Clay_MinMemorySize();
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Clay_Arena l_ClayMemory = Clay_CreateArenaWithCapacityAndMemory(l_TotalMemorySize, static_cast<char*>(malloc(l_TotalMemorySize)));
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// Initialize the Clay context and immediately provide a Windows-friendly text measure callback.
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Clay_Initialize(l_ClayMemory, Clay_Dimensions{ 1024, 768 }, Clay_ErrorHandler{ HandleClayErrors });
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Clay_SetMeasureTextFunction(HandleMeasureText, &s_TextFont);
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// The measure function lets Clay compute text bounds before laying out widgets.
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Clay_BeginLayout();
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CLAY_AUTO_ID({ .layout = layoutElement, .backgroundColor = {255,255,255,0} }) {
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CLAY_AUTO_ID({ .layout = s_LayoutElement, .backgroundColor = {255,255,255,0} })
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{
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CLAY_TEXT(CLAY_STRING(""), CLAY_TEXT_CONFIG({ .fontId = 0 }));
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}
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Clay_EndLayout();
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return 0;
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}
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}
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