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	Merge remote-tracking branch 'origin/main' into Add-Link-to-ClayMan-Cpp-Wrapper-In-Bindings
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						commit
						fb29208ee3
					
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			@ -33,9 +33,13 @@ 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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}
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static void Label(Clay_String text)
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static void Label(const Clay_String text)
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{
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    CLAY(CLAY_LAYOUT({ .padding = {16, 8} }), CLAY_RECTANGLE({ .color = Clay_Hovered() ? COLOR_BLUE : COLOR_ORANGE })) {
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    CLAY(CLAY_LAYOUT({ .padding = {8, 8} }),
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        CLAY_RECTANGLE({
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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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        })) {
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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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			@ -1,6 +1,5 @@
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Please note, the SDL3 renderer is not 100% feature complete. It is currently missing:
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- Rounded rectangle corners
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- Borders
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- Images
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- Scroll / Scissor handling
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			@ -2,29 +2,143 @@
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#include <SDL3/SDL_main.h>
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#include <SDL3/SDL.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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 * user data parameter */
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static TTF_Font *gFonts[1];
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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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    /* 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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    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 clampedRadius = fminf(cornerRadius, minRadius);
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    int totalVertices = 4 + (4 * (NUM_CIRCLE_SEGMENTS * 2)) + 2*4;
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    int totalIndices = 6 + (4 * (NUM_CIRCLE_SEGMENTS * 3)) + 6*4;
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    SDL_Vertex vertices[totalVertices];
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    int indices[totalIndices];
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    //define center rectangle
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    vertices[vertexCount++] = (SDL_Vertex){ {rect.x + clampedRadius, rect.y + clampedRadius}, color, {0, 0} }; //0 center TL
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    vertices[vertexCount++] = (SDL_Vertex){ {rect.x + rect.w - clampedRadius, rect.y + clampedRadius}, color, {1, 0} }; //1 center TR
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    vertices[vertexCount++] = (SDL_Vertex){ {rect.x + rect.w - clampedRadius, rect.y + rect.h - clampedRadius}, color, {1, 1} }; //2 center BR
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    vertices[vertexCount++] = (SDL_Vertex){ {rect.x + clampedRadius, rect.y + rect.h - clampedRadius}, color, {0, 1} }; //3 center BL
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    indices[indexCount++] = 0;
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    indices[indexCount++] = 1;
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    indices[indexCount++] = 3;
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    indices[indexCount++] = 1;
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    indices[indexCount++] = 2;
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    indices[indexCount++] = 3;
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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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    for (int i = 0; i < NUM_CIRCLE_SEGMENTS; i++)
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    {
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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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        for (int j = 0; j < 4; j++) {  // Iterate over four corners
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            float cx, cy, signX, signY;
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            switch (j) {
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                case 0: cx = rect.x + clampedRadius; cy = rect.y + clampedRadius; signX = -1; signY = -1; break; // Top-left
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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 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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            }
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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 + cosf(angle2) * clampedRadius * signX, cy + 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++] = vertexCount - 2;
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            indices[indexCount++] = vertexCount - 1;
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        }
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    }
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    //Define edge rectangles
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    // Top edge
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    vertices[vertexCount++] = (SDL_Vertex){ {rect.x + clampedRadius, rect.y}, color, {0, 0} }; //TL
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    vertices[vertexCount++] = (SDL_Vertex){ {rect.x + rect.w - clampedRadius, rect.y}, color, {1, 0} }; //TR
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    indices[indexCount++] = 0;
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    indices[indexCount++] = vertexCount - 2; //TL
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    indices[indexCount++] = vertexCount - 1; //TR
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    indices[indexCount++] = 1;
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    indices[indexCount++] = 0;
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    indices[indexCount++] = vertexCount - 1; //TR
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    // Right edge
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    vertices[vertexCount++] = (SDL_Vertex){ {rect.x + rect.w, rect.y + clampedRadius}, color, {1, 0} }; //RT
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    vertices[vertexCount++] = (SDL_Vertex){ {rect.x + rect.w, rect.y + rect.h - clampedRadius}, color, {1, 1} }; //RB
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    indices[indexCount++] = 1;
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    indices[indexCount++] = vertexCount - 2; //RT
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    indices[indexCount++] = vertexCount - 1; //RB
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    indices[indexCount++] = 2;
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    indices[indexCount++] = 1;
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    indices[indexCount++] = vertexCount - 1; //RB
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    // Bottom edge
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    vertices[vertexCount++] = (SDL_Vertex){ {rect.x + rect.w - clampedRadius, rect.y + rect.h}, color, {1, 1} }; //BR
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    vertices[vertexCount++] = (SDL_Vertex){ {rect.x + clampedRadius, rect.y + rect.h}, color, {0, 1} }; //BL
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    indices[indexCount++] = 2;
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    indices[indexCount++] = vertexCount - 2; //BR
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    indices[indexCount++] = vertexCount - 1; //BL
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    indices[indexCount++] = 3;
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    indices[indexCount++] = 2;
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    indices[indexCount++] = vertexCount - 1; //BL
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    // Left edge
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    vertices[vertexCount++] = (SDL_Vertex){ {rect.x, rect.y + rect.h - clampedRadius}, color, {0, 1} }; //LB
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    vertices[vertexCount++] = (SDL_Vertex){ {rect.x, rect.y + clampedRadius}, color, {0, 0} }; //LT
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    indices[indexCount++] = 3;
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    indices[indexCount++] = vertexCount - 2; //LB
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    indices[indexCount++] = vertexCount - 1; //LT
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    indices[indexCount++] = 0;
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    indices[indexCount++] = 3;
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    indices[indexCount++] = vertexCount - 1; //LT
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    // Render everything
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    SDL_RenderGeometry(renderer, NULL, vertices, vertexCount, indices, indexCount);
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}
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static void SDL_RenderClayCommands(SDL_Renderer *renderer, Clay_RenderCommandArray *rcommands)
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{
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    for (size_t i = 0; i < rcommands->length; i++) {
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        Clay_RenderCommand *rcmd = Clay_RenderCommandArray_Get(rcommands, i);
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        Clay_BoundingBox bounding_box = rcmd->boundingBox;
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        const Clay_BoundingBox bounding_box = rcmd->boundingBox;
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        const SDL_FRect rect = { bounding_box.x, bounding_box.y, bounding_box.width, bounding_box.height };
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        switch (rcmd->commandType) {
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            case CLAY_RENDER_COMMAND_TYPE_RECTANGLE: {
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                Clay_RectangleElementConfig *config = rcmd->config.rectangleElementConfig;
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                Clay_Color color = config->color;
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                const Clay_RectangleElementConfig *config = rcmd->config.rectangleElementConfig;
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                const Clay_Color color = config->color;
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                SDL_SetRenderDrawColor(renderer, color.r, color.g, color.b, color.a);
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                SDL_RenderFillRect(renderer, &rect);
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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_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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                    SDL_RenderFillRect(renderer, &rect);
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                }
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            } break;
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            case CLAY_RENDER_COMMAND_TYPE_TEXT: {
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                Clay_TextElementConfig *config = rcmd->config.textElementConfig;
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                Clay_String *text = &rcmd->text;
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                SDL_Color color = { config->textColor.r, config->textColor.g, config->textColor.b, config->textColor.a };
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                const Clay_TextElementConfig *config = rcmd->config.textElementConfig;
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                const Clay_String *text = &rcmd->text;
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                const SDL_Color color = { config->textColor.r, config->textColor.g, config->textColor.b, config->textColor.a };
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                TTF_Font *font = gFonts[config->fontId];
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                SDL_Surface *surface = TTF_RenderText_Blended(font, text->chars, text->length, color);
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