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6 commits

Author SHA1 Message Date
Paul-Marie Masschelier 1ff2e1d274
Merge 752675fe11 into fd97d8179e 2025-10-26 11:00:38 -07:00
Daniel Mayovskiy fd97d8179e
[Renderers/termbox] fixed horizontal text culling bug (#525)
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2025-10-23 12:58:39 +11:00
Daniel Mayovskiy 7216815536
Fixed termbox2 demo build, added scroll functionality (#523) 2025-10-23 12:57:11 +11:00
Thomas Anderson 83129995f7
[Examples/official-website] updated paths in build.sh 2025-10-23 12:56:20 +11:00
PM 752675fe11 SDL_Clay_RenderFillRoundedRect should not draw overlapping triangles 2025-09-07 01:03:25 -03:00
PM 76875fd298 Add separate rounded corners for SDL2 and SDL3 2025-09-06 17:55:48 -03:00
6 changed files with 229 additions and 149 deletions

View file

@ -15,5 +15,5 @@ mkdir -p build/clay \
-Wl,--initial-memory=6553600 \
-o build/clay/index.wasm \
main.c \
&& cp index.html build/clay/index.html && cp -r fonts/ build/clay/fonts \
&& cp index.html build/clay/index.html && cp -r images/ build/clay/images
&& cp index.html build/index.html && cp -r fonts/ build/clay/fonts \
&& cp -r images/ build/clay/images

View file

@ -8,7 +8,7 @@ set(FETCHCONTENT_QUIET FALSE)
FetchContent_Declare(
termbox2
GIT_REPOSITORY "https://github.com/termbox/termbox2.git"
GIT_TAG "9c9281a9a4c971a2be57f8645e828ec99fd555e8"
GIT_TAG "ffd159c2a6106dd5eef338a6702ad15d4d4aa809"
GIT_PROGRESS TRUE
GIT_SHALLOW TRUE
)
@ -17,7 +17,7 @@ FetchContent_MakeAvailable(termbox2)
FetchContent_Declare(
stb
GIT_REPOSITORY "https://github.com/nothings/stb.git"
GIT_TAG "f58f558c120e9b32c217290b80bad1a0729fbb2c"
GIT_TAG "fede005abaf93d9d7f3a679d1999b2db341b360f"
GIT_PROGRESS TRUE
GIT_SHALLOW TRUE
)

View file

@ -90,7 +90,7 @@ void component_text_pair(const char *key, const char *value)
void component_termbox_settings(void)
{
CLAY_AUTO_ID({
CLAY(CLAY_ID("Termbox Settings"), {
.floating = {
.attachTo = CLAY_ATTACH_TO_PARENT,
.zIndex = 1,
@ -509,13 +509,18 @@ Clay_RenderCommandArray CreateLayout(clay_tb_image *image1, clay_tb_image *image
{
Clay_BeginLayout();
CLAY_AUTO_ID({
.clip = {
.vertical = false,
.horizontal = true,
.childOffset = Clay_GetScrollOffset(),
},
.layout = {
.sizing = {
.width = CLAY_SIZING_GROW(),
.height = CLAY_SIZING_GROW()
},
.childAlignment = {
.x = CLAY_ALIGN_X_CENTER,
.x = CLAY_ALIGN_X_LEFT,
.y = CLAY_ALIGN_Y_CENTER
},
.childGap = 64
@ -714,12 +719,12 @@ void handle_termbox_events(void)
break;
}
case TB_KEY_MOUSE_WHEEL_UP: {
Clay_Vector2 scrollDelta = { 0, 1 * Clay_Termbox_Cell_Height() };
Clay_Vector2 scrollDelta = { 0.5 * Clay_Termbox_Cell_Width(), 0 };
Clay_UpdateScrollContainers(false, scrollDelta, 1);
break;
}
case TB_KEY_MOUSE_WHEEL_DOWN: {
Clay_Vector2 scrollDelta = { 0, -1 * Clay_Termbox_Cell_Height() };
Clay_Vector2 scrollDelta = { -0.5 * Clay_Termbox_Cell_Width(), 0 };
Clay_UpdateScrollContainers(false, scrollDelta, 1);
break;
}

View file

@ -43,8 +43,17 @@ static Clay_Dimensions SDL2_MeasureText(Clay_StringSlice text, Clay_TextElementC
* no AA or low resolution might make it appear as jagged curves) */
static int NUM_CIRCLE_SEGMENTS = 16;
static inline void SDL_Clay_AddQuadIndices(int* indices, int* indexCount, int topLeft, int topRight, int bottomRight, int bottomLeft) {
indices[(*indexCount)++] = bottomLeft;
indices[(*indexCount)++] = topLeft;
indices[(*indexCount)++] = topRight;
indices[(*indexCount)++] = bottomRight;
indices[(*indexCount)++] = bottomLeft;
indices[(*indexCount)++] = topRight;
}
//all rendering is performed by a single SDL call, avoiding multiple RenderRect + plumbing choice for circles.
static void SDL_RenderFillRoundedRect(SDL_Renderer* renderer, const SDL_FRect rect, const float cornerRadius, const Clay_Color _color) {
static void SDL_RenderFillRoundedRect(SDL_Renderer* renderer, const SDL_FRect rect, const Clay_CornerRadius cornerRadius, const Clay_Color _color) {
const SDL_Color color = (SDL_Color) {
.r = (Uint8)_color.r,
.g = (Uint8)_color.g,
@ -54,48 +63,81 @@ static void SDL_RenderFillRoundedRect(SDL_Renderer* renderer, const SDL_FRect re
int indexCount = 0, vertexCount = 0;
const float maxRadius = SDL_min(rect.w, rect.h) / 2.0f;
const float clampedRadius = SDL_min(cornerRadius, maxRadius);
enum corner_e {
TOP_LEFT,
TOP_RIGHT,
BOTTOM_RIGHT,
BOTTOM_LEFT,
};
const int numCircleSegments = SDL_max(NUM_CIRCLE_SEGMENTS, (int)clampedRadius * 0.5f);
const float maxRadius = SDL_min(rect.w, rect.h) / 2.f;
const float clampedRadius[4] = {
SDL_min(cornerRadius.topLeft, maxRadius),
SDL_min(cornerRadius.topRight, maxRadius),
SDL_min(cornerRadius.bottomRight, maxRadius),
SDL_min(cornerRadius.bottomLeft, maxRadius),
};
SDL_Vertex vertices[512];
int indices[512];
int numCircleSegments[4];
int totalVertices = 4 + 4 + 2 * 4;
int totalIndices = 6 + 6*8;
for(unsigned i = 0; i < 4; i++) {
const int n = SDL_max(NUM_CIRCLE_SEGMENTS, (int) clampedRadius[i] * 0.5f);
numCircleSegments[i] = n;
totalVertices += n * 2;
totalIndices += n * 3;
}
SDL_Vertex* vertices = SDL_malloc(totalVertices * sizeof(SDL_Vertex));
int* indices = SDL_malloc(totalIndices * sizeof(int));
const float innerLeft = rect.x + SDL_max(clampedRadius[TOP_LEFT], clampedRadius[BOTTOM_LEFT]);
const float innerTop = rect.y + SDL_max(clampedRadius[TOP_LEFT], clampedRadius[TOP_RIGHT]);
const float innerRight = rect.x + rect.w - SDL_max(clampedRadius[TOP_RIGHT], clampedRadius[BOTTOM_RIGHT]);
const float innerBottom = rect.y + rect.h - SDL_max(clampedRadius[BOTTOM_RIGHT], clampedRadius[BOTTOM_LEFT]);
//define center rectangle
vertices[vertexCount++] = (SDL_Vertex){ {rect.x + clampedRadius, rect.y + clampedRadius}, color, {0, 0} }; //0 center TL
vertices[vertexCount++] = (SDL_Vertex){ {rect.x + rect.w - clampedRadius, rect.y + clampedRadius}, color, {1, 0} }; //1 center TR
vertices[vertexCount++] = (SDL_Vertex){ {rect.x + rect.w - clampedRadius, rect.y + rect.h - clampedRadius}, color, {1, 1} }; //2 center BR
vertices[vertexCount++] = (SDL_Vertex){ {rect.x + clampedRadius, rect.y + rect.h - clampedRadius}, color, {0, 1} }; //3 center BL
vertices[vertexCount++] = (SDL_Vertex){ {innerLeft, innerTop}, color, {0, 0} }; //0 center TL
vertices[vertexCount++] = (SDL_Vertex){ {innerRight, innerTop}, color, {1, 0} }; //1 center TR
vertices[vertexCount++] = (SDL_Vertex){ {innerRight, innerBottom}, color, {1, 1} }; //2 center BR
vertices[vertexCount++] = (SDL_Vertex){ {innerLeft, innerBottom}, color, {0, 1} }; //3 center BL
SDL_Clay_AddQuadIndices(indices, &indexCount, 0, 1, 2, 3);
indices[indexCount++] = 0;
indices[indexCount++] = 1;
indices[indexCount++] = 3;
indices[indexCount++] = 1;
indices[indexCount++] = 2;
indices[indexCount++] = 3;
const SDL_FPoint cornerCenter[4] = {
{ rect.x + clampedRadius[TOP_LEFT], rect.y + clampedRadius[TOP_LEFT] },
{ rect.x + rect.w - clampedRadius[TOP_RIGHT], rect.y + clampedRadius[TOP_RIGHT]},
{ rect.x + rect.w - clampedRadius[BOTTOM_RIGHT], rect.y + rect.h - clampedRadius[BOTTOM_RIGHT] },
{ rect.x + clampedRadius[BOTTOM_LEFT], rect.y + rect.h - clampedRadius[BOTTOM_LEFT]},
};
//define corner centers
vertices[vertexCount++] = (SDL_Vertex){ cornerCenter[TOP_LEFT], color, {0, 0} };
vertices[vertexCount++] = (SDL_Vertex){ cornerCenter[TOP_RIGHT], color, {0, 0} };
vertices[vertexCount++] = (SDL_Vertex){ cornerCenter[BOTTOM_RIGHT], color, {0, 0} };
vertices[vertexCount++] = (SDL_Vertex){ cornerCenter[BOTTOM_LEFT], color, {0, 0} };
int cornerStartIndex[4];
//define rounded corners as triangle fans
const float step = (M_PI / 2) / numCircleSegments;
for (int i = 0; i < numCircleSegments; i++) {
const float angle1 = (float)i * step;
const float angle2 = ((float)i + 1.0f) * step;
for (int i = 0; i < 4; i++) { // Iterate over four corners
const float step = (M_PI/2) / numCircleSegments[i];
SDL_FPoint signedRadius;
for (int j = 0; j < 4; j++) { // Iterate over four corners
float cx, cy, signX, signY;
switch (j) {
case 0: cx = rect.x + clampedRadius; cy = rect.y + clampedRadius; signX = -1; signY = -1; break; // Top-left
case 1: cx = rect.x + rect.w - clampedRadius; cy = rect.y + clampedRadius; signX = 1; signY = -1; break; // Top-right
case 2: cx = rect.x + rect.w - clampedRadius; cy = rect.y + rect.h - clampedRadius; signX = 1; signY = 1; break; // Bottom-right
case 3: cx = rect.x + clampedRadius; cy = rect.y + rect.h - clampedRadius; signX = -1; signY = 1; break; // Bottom-left
switch (i) {
case TOP_LEFT: signedRadius = (SDL_FPoint){ -clampedRadius[i], -clampedRadius[i]}; break; // Top-left
case TOP_RIGHT: signedRadius = (SDL_FPoint){ clampedRadius[i], -clampedRadius[i]}; break; // Top-right
case BOTTOM_RIGHT: signedRadius = (SDL_FPoint){ clampedRadius[i], clampedRadius[i]}; break; // Bottom-right
case BOTTOM_LEFT: signedRadius = (SDL_FPoint){ -clampedRadius[i], clampedRadius[i]}; break; // Bottom-left
default: return;
}
}
cornerStartIndex[i] = vertexCount;
vertices[vertexCount++] = (SDL_Vertex) { { cornerCenter[i].x + signedRadius.x, cornerCenter[i].y }, color, {0, 0} };
vertices[vertexCount++] = (SDL_Vertex){ {cx + SDL_cosf(angle1) * clampedRadius * signX, cy + SDL_sinf(angle1) * clampedRadius * signY}, color, {0, 0} };
vertices[vertexCount++] = (SDL_Vertex){ {cx + SDL_cosf(angle2) * clampedRadius * signX, cy + SDL_sinf(angle2) * clampedRadius * signY}, color, {0, 0} };
for (int j = 0; j < numCircleSegments[i]; j++) {
const float angle = ((float)j + 1.0f) * step;
vertices[vertexCount++] = (SDL_Vertex){ {cornerCenter[i].x + SDL_cosf(angle) * signedRadius.x, cornerCenter[i].y + SDL_sinf(angle) * signedRadius.y}, color, {0, 0} };
indices[indexCount++] = j; // Connect to corresponding central rectangle vertex
indices[indexCount++] = 4 + i; // Connect to corresponding corner center
indices[indexCount++] = vertexCount - 2;
indices[indexCount++] = vertexCount - 1;
}
@ -103,48 +145,37 @@ static void SDL_RenderFillRoundedRect(SDL_Renderer* renderer, const SDL_FRect re
//Define edge rectangles
// Top edge
vertices[vertexCount++] = (SDL_Vertex){ {rect.x + clampedRadius, rect.y}, color, {0, 0} }; //TL
vertices[vertexCount++] = (SDL_Vertex){ {rect.x + rect.w - clampedRadius, rect.y}, color, {1, 0} }; //TR
vertices[vertexCount++] = (SDL_Vertex){ {cornerCenter[TOP_RIGHT].x, innerTop}, color, {1, 0} }; //BR
vertices[vertexCount++] = (SDL_Vertex){ {cornerCenter[TOP_LEFT].x, innerTop}, color, {0, 0} }; //BL
int cornerTLLastIndex = cornerStartIndex[TOP_LEFT] + numCircleSegments[TOP_LEFT];
int cornerTRLastIndex = cornerStartIndex[TOP_RIGHT] + numCircleSegments[TOP_RIGHT];
SDL_Clay_AddQuadIndices(indices, &indexCount, cornerTLLastIndex, cornerTRLastIndex, vertexCount - 2, vertexCount - 1);
indices[indexCount++] = 0;
indices[indexCount++] = vertexCount - 2; //TL
indices[indexCount++] = vertexCount - 1; //TR
indices[indexCount++] = 1;
indices[indexCount++] = 0;
indices[indexCount++] = vertexCount - 1; //TR
// Right edge
vertices[vertexCount++] = (SDL_Vertex){ {rect.x + rect.w, rect.y + clampedRadius}, color, {1, 0} }; //RT
vertices[vertexCount++] = (SDL_Vertex){ {rect.x + rect.w, rect.y + rect.h - clampedRadius}, color, {1, 1} }; //RB
indices[indexCount++] = 1;
indices[indexCount++] = vertexCount - 2; //RT
indices[indexCount++] = vertexCount - 1; //RB
indices[indexCount++] = 2;
indices[indexCount++] = 1;
indices[indexCount++] = vertexCount - 1; //RB
// Bottom edge
vertices[vertexCount++] = (SDL_Vertex){ {rect.x + rect.w - clampedRadius, rect.y + rect.h}, color, {1, 1} }; //BR
vertices[vertexCount++] = (SDL_Vertex){ {rect.x + clampedRadius, rect.y + rect.h}, color, {0, 1} }; //BL
vertices[vertexCount++] = (SDL_Vertex){ {cornerCenter[BOTTOM_LEFT].x, innerBottom}, color, {0, 1} }; //BL
vertices[vertexCount++] = (SDL_Vertex){ {cornerCenter[BOTTOM_RIGHT].x, innerBottom}, color, {1, 1} }; //BR
int cornerBRLastIndex = cornerStartIndex[BOTTOM_RIGHT] + numCircleSegments[BOTTOM_RIGHT];
int cornerBLLastIndex = cornerStartIndex[BOTTOM_LEFT] + numCircleSegments[BOTTOM_LEFT];
SDL_Clay_AddQuadIndices(indices, &indexCount, vertexCount - 2, vertexCount - 1, cornerBRLastIndex, cornerBLLastIndex);
// Right edge
vertices[vertexCount++] = (SDL_Vertex){ {rect.x + rect.w, innerTop}, color, {1, 0} }; //TR
vertices[vertexCount++] = (SDL_Vertex){ {rect.x + rect.w, innerBottom}, color, {1, 1} }; //BR
SDL_Clay_AddQuadIndices(indices, &indexCount, 1, vertexCount - 2, vertexCount - 1, 2);
SDL_Clay_AddQuadIndices(indices, &indexCount, 4 + TOP_RIGHT, cornerStartIndex[TOP_RIGHT], vertexCount - 2, vertexCount - 6);
SDL_Clay_AddQuadIndices(indices, &indexCount, vertexCount - 3, vertexCount - 1, cornerStartIndex[BOTTOM_RIGHT], 4 + BOTTOM_RIGHT);
indices[indexCount++] = 2;
indices[indexCount++] = vertexCount - 2; //BR
indices[indexCount++] = vertexCount - 1; //BL
indices[indexCount++] = 3;
indices[indexCount++] = 2;
indices[indexCount++] = vertexCount - 1; //BL
// Left edge
vertices[vertexCount++] = (SDL_Vertex){ {rect.x, rect.y + rect.h - clampedRadius}, color, {0, 1} }; //LB
vertices[vertexCount++] = (SDL_Vertex){ {rect.x, rect.y + clampedRadius}, color, {0, 0} }; //LT
indices[indexCount++] = 3;
indices[indexCount++] = vertexCount - 2; //LB
indices[indexCount++] = vertexCount - 1; //LT
indices[indexCount++] = 0;
indices[indexCount++] = 3;
indices[indexCount++] = vertexCount - 1; //LT
vertices[vertexCount++] = (SDL_Vertex){ {rect.x, innerTop}, color, {0, 1} }; //LB
vertices[vertexCount++] = (SDL_Vertex){ {rect.x, innerBottom}, color, {0, 0} }; //LT
SDL_Clay_AddQuadIndices(indices, &indexCount, vertexCount - 2, 0, 3, vertexCount - 1);
SDL_Clay_AddQuadIndices(indices, &indexCount, cornerStartIndex[TOP_LEFT], 4 + TOP_LEFT, vertexCount - 7, vertexCount - 2);
SDL_Clay_AddQuadIndices(indices, &indexCount, vertexCount - 1, vertexCount - 6, 4 + BOTTOM_LEFT, cornerStartIndex[BOTTOM_LEFT]);
// Render everything
SDL_RenderGeometry(renderer, NULL, vertices, vertexCount, indices, indexCount);
SDL_free(vertices);
SDL_free(indices);
}
//all rendering is performed by a single SDL call, using twi sets of arcing triangles, inner and outer, that fit together; along with two tringles to fill the end gaps.
@ -282,8 +313,8 @@ static void Clay_SDL2_Render(SDL_Renderer *renderer, Clay_RenderCommandArray ren
.w = boundingBox.width,
.h = boundingBox.height,
};
if (config->cornerRadius.topLeft > 0) {
SDL_RenderFillRoundedRect(renderer, rect, config->cornerRadius.topLeft, color);
if (config->cornerRadius.topLeft > 1.f || config->cornerRadius.topRight > 1.f || config->cornerRadius.bottomLeft > 1.f || config->cornerRadius.bottomRight > 1.f) {
SDL_RenderFillRoundedRect(renderer, rect, config->cornerRadius, color);
}
else {
SDL_RenderFillRectF(renderer, &rect);

View file

@ -14,57 +14,96 @@ typedef struct {
* no AA or low resolution might make it appear as jagged curves) */
static int NUM_CIRCLE_SEGMENTS = 16;
static inline void SDL_Clay_AddQuadIndices(int* indices, int* indexCount, int topLeft, int topRight, int bottomRight, int bottomLeft) {
indices[(*indexCount)++] = bottomLeft;
indices[(*indexCount)++] = topLeft;
indices[(*indexCount)++] = topRight;
indices[(*indexCount)++] = bottomRight;
indices[(*indexCount)++] = bottomLeft;
indices[(*indexCount)++] = topRight;
}
//all rendering is performed by a single SDL call, avoiding multiple RenderRect + plumbing choice for circles.
static void SDL_Clay_RenderFillRoundedRect(Clay_SDL3RendererData *rendererData, const SDL_FRect rect, const float cornerRadius, const Clay_Color _color) {
static void SDL_Clay_RenderFillRoundedRect(Clay_SDL3RendererData *rendererData, const SDL_FRect rect, const Clay_CornerRadius cornerRadius, const Clay_Color _color) {
const SDL_FColor color = { _color.r/255, _color.g/255, _color.b/255, _color.a/255 };
int indexCount = 0, vertexCount = 0;
const float minRadius = SDL_min(rect.w, rect.h) / 2.0f;
const float clampedRadius = SDL_min(cornerRadius, minRadius);
enum corner_e {
TOP_LEFT,
TOP_RIGHT,
BOTTOM_RIGHT,
BOTTOM_LEFT,
};
const int numCircleSegments = SDL_max(NUM_CIRCLE_SEGMENTS, (int) clampedRadius * 0.5f);
const float maxRadius = SDL_min(rect.w, rect.h) / 2.f;
const float clampedRadius[4] = {
SDL_min(cornerRadius.topLeft, maxRadius),
SDL_min(cornerRadius.topRight, maxRadius),
SDL_min(cornerRadius.bottomRight, maxRadius),
SDL_min(cornerRadius.bottomLeft, maxRadius),
};
int totalVertices = 4 + (4 * (numCircleSegments * 2)) + 2*4;
int totalIndices = 6 + (4 * (numCircleSegments * 3)) + 6*4;
int numCircleSegments[4];
int totalVertices = 4 + 4 + 2 * 4;
int totalIndices = 6 + 6*8;
for(unsigned i = 0; i < 4; i++) {
const int n = SDL_max(NUM_CIRCLE_SEGMENTS, (int) clampedRadius[i] * 0.5f);
numCircleSegments[i] = n;
totalVertices += n + 1;
totalIndices += n * 3;
}
SDL_Vertex vertices[totalVertices];
int indices[totalIndices];
SDL_Vertex* vertices = SDL_malloc(totalVertices * sizeof(SDL_Vertex));
int* indices = SDL_malloc(totalIndices * sizeof(int));
const float innerLeft = rect.x + SDL_max(clampedRadius[TOP_LEFT], clampedRadius[BOTTOM_LEFT]);
const float innerTop = rect.y + SDL_max(clampedRadius[TOP_LEFT], clampedRadius[TOP_RIGHT]);
const float innerRight = rect.x + rect.w - SDL_max(clampedRadius[TOP_RIGHT], clampedRadius[BOTTOM_RIGHT]);
const float innerBottom = rect.y + rect.h - SDL_max(clampedRadius[BOTTOM_RIGHT], clampedRadius[BOTTOM_LEFT]);
//define center rectangle
vertices[vertexCount++] = (SDL_Vertex){ {rect.x + clampedRadius, rect.y + clampedRadius}, color, {0, 0} }; //0 center TL
vertices[vertexCount++] = (SDL_Vertex){ {rect.x + rect.w - clampedRadius, rect.y + clampedRadius}, color, {1, 0} }; //1 center TR
vertices[vertexCount++] = (SDL_Vertex){ {rect.x + rect.w - clampedRadius, rect.y + rect.h - clampedRadius}, color, {1, 1} }; //2 center BR
vertices[vertexCount++] = (SDL_Vertex){ {rect.x + clampedRadius, rect.y + rect.h - clampedRadius}, color, {0, 1} }; //3 center BL
vertices[vertexCount++] = (SDL_Vertex){ {innerLeft, innerTop}, color, {0, 0} }; //0 center TL
vertices[vertexCount++] = (SDL_Vertex){ {innerRight, innerTop}, color, {1, 0} }; //1 center TR
vertices[vertexCount++] = (SDL_Vertex){ {innerRight, innerBottom}, color, {1, 1} }; //2 center BR
vertices[vertexCount++] = (SDL_Vertex){ {innerLeft, innerBottom}, color, {0, 1} }; //3 center BL
SDL_Clay_AddQuadIndices(indices, &indexCount, 0, 1, 2, 3);
indices[indexCount++] = 0;
indices[indexCount++] = 1;
indices[indexCount++] = 3;
indices[indexCount++] = 1;
indices[indexCount++] = 2;
indices[indexCount++] = 3;
const SDL_FPoint cornerCenter[4] = {
{ rect.x + clampedRadius[TOP_LEFT], rect.y + clampedRadius[TOP_LEFT] },
{ rect.x + rect.w - clampedRadius[TOP_RIGHT], rect.y + clampedRadius[TOP_RIGHT]},
{ rect.x + rect.w - clampedRadius[BOTTOM_RIGHT], rect.y + rect.h - clampedRadius[BOTTOM_RIGHT] },
{ rect.x + clampedRadius[BOTTOM_LEFT], rect.y + rect.h - clampedRadius[BOTTOM_LEFT]},
};
//define corner centers
vertices[vertexCount++] = (SDL_Vertex){ cornerCenter[TOP_LEFT], color, {0, 0} };
vertices[vertexCount++] = (SDL_Vertex){ cornerCenter[TOP_RIGHT], color, {0, 0} };
vertices[vertexCount++] = (SDL_Vertex){ cornerCenter[BOTTOM_RIGHT], color, {0, 0} };
vertices[vertexCount++] = (SDL_Vertex){ cornerCenter[BOTTOM_LEFT], color, {0, 0} };
int cornerStartIndex[4];
//define rounded corners as triangle fans
const float step = (SDL_PI_F/2) / numCircleSegments;
for (int i = 0; i < numCircleSegments; i++) {
const float angle1 = (float)i * step;
const float angle2 = ((float)i + 1.0f) * step;
for (int i = 0; i < 4; i++) { // Iterate over four corners
const float step = (SDL_PI_F/2) / numCircleSegments[i];
SDL_FPoint signedRadius;
for (int j = 0; j < 4; j++) { // Iterate over four corners
float cx, cy, signX, signY;
switch (i) {
case TOP_LEFT: signedRadius = (SDL_FPoint){ -clampedRadius[i], -clampedRadius[i]}; break; // Top-left
case TOP_RIGHT: signedRadius = (SDL_FPoint){ clampedRadius[i], -clampedRadius[i]}; break; // Top-right
case BOTTOM_RIGHT: signedRadius = (SDL_FPoint){ clampedRadius[i], clampedRadius[i]}; break; // Bottom-right
case BOTTOM_LEFT: signedRadius = (SDL_FPoint){ -clampedRadius[i], clampedRadius[i]}; break; // Bottom-left
default: return;
}
cornerStartIndex[i] = vertexCount;
vertices[vertexCount++] = (SDL_Vertex) { { cornerCenter[i].x + signedRadius.x, cornerCenter[i].y }, color, {0, 0} };
switch (j) {
case 0: cx = rect.x + clampedRadius; cy = rect.y + clampedRadius; signX = -1; signY = -1; break; // Top-left
case 1: cx = rect.x + rect.w - clampedRadius; cy = rect.y + clampedRadius; signX = 1; signY = -1; break; // Top-right
case 2: cx = rect.x + rect.w - clampedRadius; cy = rect.y + rect.h - clampedRadius; signX = 1; signY = 1; break; // Bottom-right
case 3: cx = rect.x + clampedRadius; cy = rect.y + rect.h - clampedRadius; signX = -1; signY = 1; break; // Bottom-left
default: return;
}
for (int j = 0; j < numCircleSegments[i]; j++) {
const float angle = ((float)j + 1.0f) * step;
vertices[vertexCount++] = (SDL_Vertex){ {cornerCenter[i].x + SDL_cosf(angle) * signedRadius.x, cornerCenter[i].y + SDL_sinf(angle) * signedRadius.y}, color, {0, 0} };
vertices[vertexCount++] = (SDL_Vertex){ {cx + SDL_cosf(angle1) * clampedRadius * signX, cy + SDL_sinf(angle1) * clampedRadius * signY}, color, {0, 0} };
vertices[vertexCount++] = (SDL_Vertex){ {cx + SDL_cosf(angle2) * clampedRadius * signX, cy + SDL_sinf(angle2) * clampedRadius * signY}, color, {0, 0} };
indices[indexCount++] = j; // Connect to corresponding central rectangle vertex
indices[indexCount++] = 4 + i; // Connect to corresponding corner center
indices[indexCount++] = vertexCount - 2;
indices[indexCount++] = vertexCount - 1;
}
@ -72,48 +111,37 @@ static void SDL_Clay_RenderFillRoundedRect(Clay_SDL3RendererData *rendererData,
//Define edge rectangles
// Top edge
vertices[vertexCount++] = (SDL_Vertex){ {rect.x + clampedRadius, rect.y}, color, {0, 0} }; //TL
vertices[vertexCount++] = (SDL_Vertex){ {rect.x + rect.w - clampedRadius, rect.y}, color, {1, 0} }; //TR
vertices[vertexCount++] = (SDL_Vertex){ {cornerCenter[TOP_RIGHT].x, innerTop}, color, {1, 0} }; //BR
vertices[vertexCount++] = (SDL_Vertex){ {cornerCenter[TOP_LEFT].x, innerTop}, color, {0, 0} }; //BL
int cornerTLLastIndex = cornerStartIndex[TOP_LEFT] + numCircleSegments[TOP_LEFT];
int cornerTRLastIndex = cornerStartIndex[TOP_RIGHT] + numCircleSegments[TOP_RIGHT];
SDL_Clay_AddQuadIndices(indices, &indexCount, cornerTLLastIndex, cornerTRLastIndex, vertexCount - 2, vertexCount - 1);
indices[indexCount++] = 0;
indices[indexCount++] = vertexCount - 2; //TL
indices[indexCount++] = vertexCount - 1; //TR
indices[indexCount++] = 1;
indices[indexCount++] = 0;
indices[indexCount++] = vertexCount - 1; //TR
// Right edge
vertices[vertexCount++] = (SDL_Vertex){ {rect.x + rect.w, rect.y + clampedRadius}, color, {1, 0} }; //RT
vertices[vertexCount++] = (SDL_Vertex){ {rect.x + rect.w, rect.y + rect.h - clampedRadius}, color, {1, 1} }; //RB
indices[indexCount++] = 1;
indices[indexCount++] = vertexCount - 2; //RT
indices[indexCount++] = vertexCount - 1; //RB
indices[indexCount++] = 2;
indices[indexCount++] = 1;
indices[indexCount++] = vertexCount - 1; //RB
// Bottom edge
vertices[vertexCount++] = (SDL_Vertex){ {rect.x + rect.w - clampedRadius, rect.y + rect.h}, color, {1, 1} }; //BR
vertices[vertexCount++] = (SDL_Vertex){ {rect.x + clampedRadius, rect.y + rect.h}, color, {0, 1} }; //BL
vertices[vertexCount++] = (SDL_Vertex){ {cornerCenter[BOTTOM_LEFT].x, innerBottom}, color, {0, 1} }; //BL
vertices[vertexCount++] = (SDL_Vertex){ {cornerCenter[BOTTOM_RIGHT].x, innerBottom}, color, {1, 1} }; //BR
int cornerBRLastIndex = cornerStartIndex[BOTTOM_RIGHT] + numCircleSegments[BOTTOM_RIGHT];
int cornerBLLastIndex = cornerStartIndex[BOTTOM_LEFT] + numCircleSegments[BOTTOM_LEFT];
SDL_Clay_AddQuadIndices(indices, &indexCount, vertexCount - 2, vertexCount - 1, cornerBRLastIndex, cornerBLLastIndex);
// Right edge
vertices[vertexCount++] = (SDL_Vertex){ {rect.x + rect.w, innerTop}, color, {1, 0} }; //TR
vertices[vertexCount++] = (SDL_Vertex){ {rect.x + rect.w, innerBottom}, color, {1, 1} }; //BR
SDL_Clay_AddQuadIndices(indices, &indexCount, 1, vertexCount - 2, vertexCount - 1, 2);
SDL_Clay_AddQuadIndices(indices, &indexCount, 4 + TOP_RIGHT, cornerStartIndex[TOP_RIGHT], vertexCount - 2, vertexCount - 6);
SDL_Clay_AddQuadIndices(indices, &indexCount, vertexCount - 3, vertexCount - 1, cornerStartIndex[BOTTOM_RIGHT], 4 + BOTTOM_RIGHT);
indices[indexCount++] = 2;
indices[indexCount++] = vertexCount - 2; //BR
indices[indexCount++] = vertexCount - 1; //BL
indices[indexCount++] = 3;
indices[indexCount++] = 2;
indices[indexCount++] = vertexCount - 1; //BL
// Left edge
vertices[vertexCount++] = (SDL_Vertex){ {rect.x, rect.y + rect.h - clampedRadius}, color, {0, 1} }; //LB
vertices[vertexCount++] = (SDL_Vertex){ {rect.x, rect.y + clampedRadius}, color, {0, 0} }; //LT
indices[indexCount++] = 3;
indices[indexCount++] = vertexCount - 2; //LB
indices[indexCount++] = vertexCount - 1; //LT
indices[indexCount++] = 0;
indices[indexCount++] = 3;
indices[indexCount++] = vertexCount - 1; //LT
vertices[vertexCount++] = (SDL_Vertex){ {rect.x, innerTop}, color, {0, 1} }; //LB
vertices[vertexCount++] = (SDL_Vertex){ {rect.x, innerBottom}, color, {0, 0} }; //LT
SDL_Clay_AddQuadIndices(indices, &indexCount, vertexCount - 2, 0, 3, vertexCount - 1);
SDL_Clay_AddQuadIndices(indices, &indexCount, cornerStartIndex[TOP_LEFT], 4 + TOP_LEFT, vertexCount - 7, vertexCount - 2);
SDL_Clay_AddQuadIndices(indices, &indexCount, vertexCount - 1, vertexCount - 6, 4 + BOTTOM_LEFT, cornerStartIndex[BOTTOM_LEFT]);
// Render everything
SDL_RenderGeometry(rendererData->renderer, NULL, vertices, vertexCount, indices, indexCount);
SDL_free(vertices);
SDL_free(indices);
}
static void SDL_Clay_RenderArc(Clay_SDL3RendererData *rendererData, const SDL_FPoint center, const float radius, const float startAngle, const float endAngle, const float thickness, const Clay_Color color) {
@ -155,8 +183,8 @@ static void SDL_Clay_RenderClayCommands(Clay_SDL3RendererData *rendererData, Cla
Clay_RectangleRenderData *config = &rcmd->renderData.rectangle;
SDL_SetRenderDrawBlendMode(rendererData->renderer, SDL_BLENDMODE_BLEND);
SDL_SetRenderDrawColor(rendererData->renderer, config->backgroundColor.r, config->backgroundColor.g, config->backgroundColor.b, config->backgroundColor.a);
if (config->cornerRadius.topLeft > 0) {
SDL_Clay_RenderFillRoundedRect(rendererData, rect, config->cornerRadius.topLeft, config->backgroundColor);
if (config->cornerRadius.topLeft > 1.f || config->cornerRadius.topRight > 1.f || config->cornerRadius.bottomLeft > 1.f || config->cornerRadius.bottomRight > 1.f) {
SDL_Clay_RenderFillRoundedRect(rendererData, rect, config->cornerRadius, config->backgroundColor);
} else {
SDL_RenderFillRect(rendererData->renderer, &rect);
}

View file

@ -3,6 +3,8 @@
Copyright (c) 2025 Mivirl
altered by Godje (Sep 2025)
This software is provided 'as-is', without any express or implied warranty.
In no event will the authors be held liable for any damages arising from the
use of this software.
@ -1616,6 +1618,20 @@ void Clay_Termbox_Render(Clay_RenderCommandArray commands)
Clay_StringSlice *text = &render_data.stringContents;
int32_t i = 0;
// culling text characters that are outside of the layout
int h_clip = 0 - cell_box.x;
while(h_clip > 0 && i < text->length){
uint32_t ch = ' ';
int codepoint_length = tb_utf8_char_to_unicode(&ch, text->chars + i);
if (0 > codepoint_length) {
clay_tb_assert(false, "Invalid utf8");
}
i += codepoint_length;
h_clip -= 1;
}
// printing the rest of the characters
for (int y = box_begin_y; y < box_end_y; ++y) {
for (int x = box_begin_x; x < box_end_x;) {
uint32_t ch = ' ';