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https://github.com/nicbarker/clay.git
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6 commits
5c0bb19abd
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1ff2e1d274
| Author | SHA1 | Date | |
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1ff2e1d274 | ||
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fd97d8179e | ||
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7216815536 | ||
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83129995f7 | ||
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752675fe11 | ||
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76875fd298 |
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@ -15,5 +15,5 @@ mkdir -p build/clay \
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-Wl,--initial-memory=6553600 \
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-Wl,--initial-memory=6553600 \
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-o build/clay/index.wasm \
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-o build/clay/index.wasm \
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main.c \
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main.c \
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&& cp index.html build/clay/index.html && cp -r fonts/ build/clay/fonts \
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&& cp index.html build/index.html && cp -r fonts/ build/clay/fonts \
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&& cp index.html build/clay/index.html && cp -r images/ build/clay/images
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&& cp -r images/ build/clay/images
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@ -8,7 +8,7 @@ set(FETCHCONTENT_QUIET FALSE)
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FetchContent_Declare(
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FetchContent_Declare(
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termbox2
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termbox2
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GIT_REPOSITORY "https://github.com/termbox/termbox2.git"
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GIT_REPOSITORY "https://github.com/termbox/termbox2.git"
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GIT_TAG "9c9281a9a4c971a2be57f8645e828ec99fd555e8"
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GIT_TAG "ffd159c2a6106dd5eef338a6702ad15d4d4aa809"
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GIT_PROGRESS TRUE
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GIT_PROGRESS TRUE
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GIT_SHALLOW TRUE
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GIT_SHALLOW TRUE
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)
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)
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@ -17,7 +17,7 @@ FetchContent_MakeAvailable(termbox2)
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FetchContent_Declare(
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FetchContent_Declare(
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stb
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stb
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GIT_REPOSITORY "https://github.com/nothings/stb.git"
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GIT_REPOSITORY "https://github.com/nothings/stb.git"
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GIT_TAG "f58f558c120e9b32c217290b80bad1a0729fbb2c"
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GIT_TAG "fede005abaf93d9d7f3a679d1999b2db341b360f"
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GIT_PROGRESS TRUE
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GIT_PROGRESS TRUE
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GIT_SHALLOW TRUE
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GIT_SHALLOW TRUE
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)
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)
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@ -90,7 +90,7 @@ void component_text_pair(const char *key, const char *value)
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void component_termbox_settings(void)
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void component_termbox_settings(void)
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{
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{
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CLAY_AUTO_ID({
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CLAY(CLAY_ID("Termbox Settings"), {
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.floating = {
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.floating = {
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.attachTo = CLAY_ATTACH_TO_PARENT,
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.attachTo = CLAY_ATTACH_TO_PARENT,
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.zIndex = 1,
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.zIndex = 1,
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@ -509,13 +509,18 @@ Clay_RenderCommandArray CreateLayout(clay_tb_image *image1, clay_tb_image *image
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{
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{
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Clay_BeginLayout();
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Clay_BeginLayout();
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CLAY_AUTO_ID({
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CLAY_AUTO_ID({
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.clip = {
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.vertical = false,
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.horizontal = true,
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.childOffset = Clay_GetScrollOffset(),
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},
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.layout = {
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.layout = {
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.sizing = {
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.sizing = {
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.width = CLAY_SIZING_GROW(),
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.width = CLAY_SIZING_GROW(),
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.height = CLAY_SIZING_GROW()
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.height = CLAY_SIZING_GROW()
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},
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},
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.childAlignment = {
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.childAlignment = {
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.x = CLAY_ALIGN_X_CENTER,
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.x = CLAY_ALIGN_X_LEFT,
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.y = CLAY_ALIGN_Y_CENTER
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.y = CLAY_ALIGN_Y_CENTER
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},
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},
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.childGap = 64
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.childGap = 64
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@ -714,12 +719,12 @@ void handle_termbox_events(void)
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break;
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break;
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}
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}
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case TB_KEY_MOUSE_WHEEL_UP: {
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case TB_KEY_MOUSE_WHEEL_UP: {
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Clay_Vector2 scrollDelta = { 0, 1 * Clay_Termbox_Cell_Height() };
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Clay_Vector2 scrollDelta = { 0.5 * Clay_Termbox_Cell_Width(), 0 };
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Clay_UpdateScrollContainers(false, scrollDelta, 1);
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Clay_UpdateScrollContainers(false, scrollDelta, 1);
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break;
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break;
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}
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}
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case TB_KEY_MOUSE_WHEEL_DOWN: {
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case TB_KEY_MOUSE_WHEEL_DOWN: {
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Clay_Vector2 scrollDelta = { 0, -1 * Clay_Termbox_Cell_Height() };
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Clay_Vector2 scrollDelta = { -0.5 * Clay_Termbox_Cell_Width(), 0 };
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Clay_UpdateScrollContainers(false, scrollDelta, 1);
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Clay_UpdateScrollContainers(false, scrollDelta, 1);
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break;
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break;
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}
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}
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@ -43,8 +43,17 @@ static Clay_Dimensions SDL2_MeasureText(Clay_StringSlice text, Clay_TextElementC
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* no AA or low resolution might make it appear as jagged curves) */
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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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static int NUM_CIRCLE_SEGMENTS = 16;
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static inline void SDL_Clay_AddQuadIndices(int* indices, int* indexCount, int topLeft, int topRight, int bottomRight, int bottomLeft) {
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indices[(*indexCount)++] = bottomLeft;
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indices[(*indexCount)++] = topLeft;
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indices[(*indexCount)++] = topRight;
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indices[(*indexCount)++] = bottomRight;
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indices[(*indexCount)++] = bottomLeft;
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indices[(*indexCount)++] = topRight;
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}
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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_RenderFillRoundedRect(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 Clay_CornerRadius cornerRadius, const Clay_Color _color) {
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const SDL_Color color = (SDL_Color) {
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const SDL_Color color = (SDL_Color) {
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.r = (Uint8)_color.r,
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.r = (Uint8)_color.r,
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.g = (Uint8)_color.g,
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.g = (Uint8)_color.g,
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@ -54,48 +63,81 @@ static void SDL_RenderFillRoundedRect(SDL_Renderer* renderer, const SDL_FRect re
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int indexCount = 0, vertexCount = 0;
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int indexCount = 0, vertexCount = 0;
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const float maxRadius = SDL_min(rect.w, rect.h) / 2.0f;
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enum corner_e {
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const float clampedRadius = SDL_min(cornerRadius, maxRadius);
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TOP_LEFT,
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TOP_RIGHT,
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BOTTOM_RIGHT,
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BOTTOM_LEFT,
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};
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const int numCircleSegments = SDL_max(NUM_CIRCLE_SEGMENTS, (int)clampedRadius * 0.5f);
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const float maxRadius = SDL_min(rect.w, rect.h) / 2.f;
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const float clampedRadius[4] = {
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SDL_min(cornerRadius.topLeft, maxRadius),
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SDL_min(cornerRadius.topRight, maxRadius),
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SDL_min(cornerRadius.bottomRight, maxRadius),
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SDL_min(cornerRadius.bottomLeft, maxRadius),
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};
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SDL_Vertex vertices[512];
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int numCircleSegments[4];
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int indices[512];
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int totalVertices = 4 + 4 + 2 * 4;
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int totalIndices = 6 + 6*8;
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for(unsigned i = 0; i < 4; i++) {
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const int n = SDL_max(NUM_CIRCLE_SEGMENTS, (int) clampedRadius[i] * 0.5f);
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numCircleSegments[i] = n;
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totalVertices += n * 2;
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totalIndices += n * 3;
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}
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SDL_Vertex* vertices = SDL_malloc(totalVertices * sizeof(SDL_Vertex));
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int* indices = SDL_malloc(totalIndices * sizeof(int));
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const float innerLeft = rect.x + SDL_max(clampedRadius[TOP_LEFT], clampedRadius[BOTTOM_LEFT]);
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const float innerTop = rect.y + SDL_max(clampedRadius[TOP_LEFT], clampedRadius[TOP_RIGHT]);
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const float innerRight = rect.x + rect.w - SDL_max(clampedRadius[TOP_RIGHT], clampedRadius[BOTTOM_RIGHT]);
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const float innerBottom = rect.y + rect.h - SDL_max(clampedRadius[BOTTOM_RIGHT], clampedRadius[BOTTOM_LEFT]);
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//define center rectangle
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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){ {innerLeft, innerTop}, 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){ {innerRight, innerTop}, 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){ {innerRight, innerBottom}, 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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vertices[vertexCount++] = (SDL_Vertex){ {innerLeft, innerBottom}, color, {0, 1} }; //3 center BL
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SDL_Clay_AddQuadIndices(indices, &indexCount, 0, 1, 2, 3);
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indices[indexCount++] = 0;
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const SDL_FPoint cornerCenter[4] = {
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indices[indexCount++] = 1;
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{ rect.x + clampedRadius[TOP_LEFT], rect.y + clampedRadius[TOP_LEFT] },
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indices[indexCount++] = 3;
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{ rect.x + rect.w - clampedRadius[TOP_RIGHT], rect.y + clampedRadius[TOP_RIGHT]},
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indices[indexCount++] = 1;
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{ rect.x + rect.w - clampedRadius[BOTTOM_RIGHT], rect.y + rect.h - clampedRadius[BOTTOM_RIGHT] },
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indices[indexCount++] = 2;
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{ rect.x + clampedRadius[BOTTOM_LEFT], rect.y + rect.h - clampedRadius[BOTTOM_LEFT]},
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indices[indexCount++] = 3;
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};
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//define corner centers
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vertices[vertexCount++] = (SDL_Vertex){ cornerCenter[TOP_LEFT], color, {0, 0} };
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vertices[vertexCount++] = (SDL_Vertex){ cornerCenter[TOP_RIGHT], color, {0, 0} };
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vertices[vertexCount++] = (SDL_Vertex){ cornerCenter[BOTTOM_RIGHT], color, {0, 0} };
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vertices[vertexCount++] = (SDL_Vertex){ cornerCenter[BOTTOM_LEFT], color, {0, 0} };
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int cornerStartIndex[4];
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|
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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) / numCircleSegments;
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for (int i = 0; i < 4; i++) { // Iterate over four corners
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for (int i = 0; i < numCircleSegments; i++) {
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const float step = (M_PI/2) / numCircleSegments[i];
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const float angle1 = (float)i * step;
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SDL_FPoint signedRadius;
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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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switch (i) {
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float cx, cy, signX, signY;
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case TOP_LEFT: signedRadius = (SDL_FPoint){ -clampedRadius[i], -clampedRadius[i]}; break; // Top-left
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case TOP_RIGHT: signedRadius = (SDL_FPoint){ clampedRadius[i], -clampedRadius[i]}; break; // Top-right
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switch (j) {
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case BOTTOM_RIGHT: signedRadius = (SDL_FPoint){ clampedRadius[i], clampedRadius[i]}; break; // Bottom-right
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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 BOTTOM_LEFT: signedRadius = (SDL_FPoint){ -clampedRadius[i], clampedRadius[i]}; break; // Bottom-left
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||||||
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;
|
default: return;
|
||||||
}
|
}
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||||||
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cornerStartIndex[i] = vertexCount;
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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} };
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for (int j = 0; j < numCircleSegments[i]; j++) {
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vertices[vertexCount++] = (SDL_Vertex){ {cx + SDL_cosf(angle2) * clampedRadius * signX, cy + SDL_sinf(angle2) * clampedRadius * signY}, color, {0, 0} };
|
const float angle = ((float)j + 1.0f) * step;
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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 - 2;
|
||||||
indices[indexCount++] = vertexCount - 1;
|
indices[indexCount++] = vertexCount - 1;
|
||||||
}
|
}
|
||||||
|
|
@ -103,48 +145,37 @@ static void SDL_RenderFillRoundedRect(SDL_Renderer* renderer, const SDL_FRect re
|
||||||
|
|
||||||
//Define edge rectangles
|
//Define edge rectangles
|
||||||
// Top edge
|
// Top edge
|
||||||
vertices[vertexCount++] = (SDL_Vertex){ {rect.x + clampedRadius, rect.y}, color, {0, 0} }; //TL
|
vertices[vertexCount++] = (SDL_Vertex){ {cornerCenter[TOP_RIGHT].x, innerTop}, color, {1, 0} }; //BR
|
||||||
vertices[vertexCount++] = (SDL_Vertex){ {rect.x + rect.w - clampedRadius, rect.y}, color, {1, 0} }; //TR
|
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
|
// Bottom edge
|
||||||
vertices[vertexCount++] = (SDL_Vertex){ {rect.x + rect.w - clampedRadius, rect.y + rect.h}, color, {1, 1} }; //BR
|
vertices[vertexCount++] = (SDL_Vertex){ {cornerCenter[BOTTOM_LEFT].x, innerBottom}, color, {0, 1} }; //BL
|
||||||
vertices[vertexCount++] = (SDL_Vertex){ {rect.x + clampedRadius, rect.y + rect.h}, 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
|
// Left edge
|
||||||
vertices[vertexCount++] = (SDL_Vertex){ {rect.x, rect.y + rect.h - clampedRadius}, color, {0, 1} }; //LB
|
vertices[vertexCount++] = (SDL_Vertex){ {rect.x, innerTop}, color, {0, 1} }; //LB
|
||||||
vertices[vertexCount++] = (SDL_Vertex){ {rect.x, rect.y + clampedRadius}, color, {0, 0} }; //LT
|
vertices[vertexCount++] = (SDL_Vertex){ {rect.x, innerBottom}, color, {0, 0} }; //LT
|
||||||
|
SDL_Clay_AddQuadIndices(indices, &indexCount, vertexCount - 2, 0, 3, vertexCount - 1);
|
||||||
indices[indexCount++] = 3;
|
SDL_Clay_AddQuadIndices(indices, &indexCount, cornerStartIndex[TOP_LEFT], 4 + TOP_LEFT, vertexCount - 7, vertexCount - 2);
|
||||||
indices[indexCount++] = vertexCount - 2; //LB
|
SDL_Clay_AddQuadIndices(indices, &indexCount, vertexCount - 1, vertexCount - 6, 4 + BOTTOM_LEFT, cornerStartIndex[BOTTOM_LEFT]);
|
||||||
indices[indexCount++] = vertexCount - 1; //LT
|
|
||||||
indices[indexCount++] = 0;
|
|
||||||
indices[indexCount++] = 3;
|
|
||||||
indices[indexCount++] = vertexCount - 1; //LT
|
|
||||||
|
|
||||||
// Render everything
|
// Render everything
|
||||||
SDL_RenderGeometry(renderer, NULL, vertices, vertexCount, indices, indexCount);
|
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.
|
//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,
|
.w = boundingBox.width,
|
||||||
.h = boundingBox.height,
|
.h = boundingBox.height,
|
||||||
};
|
};
|
||||||
if (config->cornerRadius.topLeft > 0) {
|
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.topLeft, color);
|
SDL_RenderFillRoundedRect(renderer, rect, config->cornerRadius, color);
|
||||||
}
|
}
|
||||||
else {
|
else {
|
||||||
SDL_RenderFillRectF(renderer, &rect);
|
SDL_RenderFillRectF(renderer, &rect);
|
||||||
|
|
|
||||||
|
|
@ -14,57 +14,96 @@ typedef struct {
|
||||||
* no AA or low resolution might make it appear as jagged curves) */
|
* no AA or low resolution might make it appear as jagged curves) */
|
||||||
static int NUM_CIRCLE_SEGMENTS = 16;
|
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.
|
//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 };
|
const SDL_FColor color = { _color.r/255, _color.g/255, _color.b/255, _color.a/255 };
|
||||||
|
|
||||||
int indexCount = 0, vertexCount = 0;
|
int indexCount = 0, vertexCount = 0;
|
||||||
|
|
||||||
const float minRadius = SDL_min(rect.w, rect.h) / 2.0f;
|
enum corner_e {
|
||||||
const float clampedRadius = SDL_min(cornerRadius, minRadius);
|
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 numCircleSegments[4];
|
||||||
int totalIndices = 6 + (4 * (numCircleSegments * 3)) + 6*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];
|
SDL_Vertex* vertices = SDL_malloc(totalVertices * sizeof(SDL_Vertex));
|
||||||
int indices[totalIndices];
|
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
|
//define center rectangle
|
||||||
vertices[vertexCount++] = (SDL_Vertex){ {rect.x + clampedRadius, rect.y + clampedRadius}, color, {0, 0} }; //0 center TL
|
vertices[vertexCount++] = (SDL_Vertex){ {innerLeft, innerTop}, 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){ {innerRight, innerTop}, 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){ {innerRight, innerBottom}, 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, innerBottom}, color, {0, 1} }; //3 center BL
|
||||||
|
SDL_Clay_AddQuadIndices(indices, &indexCount, 0, 1, 2, 3);
|
||||||
|
|
||||||
indices[indexCount++] = 0;
|
const SDL_FPoint cornerCenter[4] = {
|
||||||
indices[indexCount++] = 1;
|
{ rect.x + clampedRadius[TOP_LEFT], rect.y + clampedRadius[TOP_LEFT] },
|
||||||
indices[indexCount++] = 3;
|
{ rect.x + rect.w - clampedRadius[TOP_RIGHT], rect.y + clampedRadius[TOP_RIGHT]},
|
||||||
indices[indexCount++] = 1;
|
{ rect.x + rect.w - clampedRadius[BOTTOM_RIGHT], rect.y + rect.h - clampedRadius[BOTTOM_RIGHT] },
|
||||||
indices[indexCount++] = 2;
|
{ rect.x + clampedRadius[BOTTOM_LEFT], rect.y + rect.h - clampedRadius[BOTTOM_LEFT]},
|
||||||
indices[indexCount++] = 3;
|
};
|
||||||
|
|
||||||
|
//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
|
//define rounded corners as triangle fans
|
||||||
const float step = (SDL_PI_F/2) / numCircleSegments;
|
for (int i = 0; i < 4; i++) { // Iterate over four corners
|
||||||
for (int i = 0; i < numCircleSegments; i++) {
|
const float step = (SDL_PI_F/2) / numCircleSegments[i];
|
||||||
const float angle1 = (float)i * step;
|
SDL_FPoint signedRadius;
|
||||||
const float angle2 = ((float)i + 1.0f) * step;
|
|
||||||
|
|
||||||
for (int j = 0; j < 4; j++) { // Iterate over four corners
|
switch (i) {
|
||||||
float cx, cy, signX, signY;
|
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) {
|
for (int j = 0; j < numCircleSegments[i]; j++) {
|
||||||
case 0: cx = rect.x + clampedRadius; cy = rect.y + clampedRadius; signX = -1; signY = -1; break; // Top-left
|
const float angle = ((float)j + 1.0f) * step;
|
||||||
case 1: cx = rect.x + rect.w - clampedRadius; cy = rect.y + clampedRadius; signX = 1; signY = -1; break; // Top-right
|
vertices[vertexCount++] = (SDL_Vertex){ {cornerCenter[i].x + SDL_cosf(angle) * signedRadius.x, cornerCenter[i].y + SDL_sinf(angle) * signedRadius.y}, color, {0, 0} };
|
||||||
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;
|
|
||||||
}
|
|
||||||
|
|
||||||
vertices[vertexCount++] = (SDL_Vertex){ {cx + SDL_cosf(angle1) * clampedRadius * signX, cy + SDL_sinf(angle1) * clampedRadius * signY}, color, {0, 0} };
|
indices[indexCount++] = 4 + i; // Connect to corresponding corner center
|
||||||
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++] = vertexCount - 2;
|
indices[indexCount++] = vertexCount - 2;
|
||||||
indices[indexCount++] = vertexCount - 1;
|
indices[indexCount++] = vertexCount - 1;
|
||||||
}
|
}
|
||||||
|
|
@ -72,48 +111,37 @@ static void SDL_Clay_RenderFillRoundedRect(Clay_SDL3RendererData *rendererData,
|
||||||
|
|
||||||
//Define edge rectangles
|
//Define edge rectangles
|
||||||
// Top edge
|
// Top edge
|
||||||
vertices[vertexCount++] = (SDL_Vertex){ {rect.x + clampedRadius, rect.y}, color, {0, 0} }; //TL
|
vertices[vertexCount++] = (SDL_Vertex){ {cornerCenter[TOP_RIGHT].x, innerTop}, color, {1, 0} }; //BR
|
||||||
vertices[vertexCount++] = (SDL_Vertex){ {rect.x + rect.w - clampedRadius, rect.y}, color, {1, 0} }; //TR
|
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
|
// Bottom edge
|
||||||
vertices[vertexCount++] = (SDL_Vertex){ {rect.x + rect.w - clampedRadius, rect.y + rect.h}, color, {1, 1} }; //BR
|
vertices[vertexCount++] = (SDL_Vertex){ {cornerCenter[BOTTOM_LEFT].x, innerBottom}, color, {0, 1} }; //BL
|
||||||
vertices[vertexCount++] = (SDL_Vertex){ {rect.x + clampedRadius, rect.y + rect.h}, 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
|
// Left edge
|
||||||
vertices[vertexCount++] = (SDL_Vertex){ {rect.x, rect.y + rect.h - clampedRadius}, color, {0, 1} }; //LB
|
vertices[vertexCount++] = (SDL_Vertex){ {rect.x, innerTop}, color, {0, 1} }; //LB
|
||||||
vertices[vertexCount++] = (SDL_Vertex){ {rect.x, rect.y + clampedRadius}, color, {0, 0} }; //LT
|
vertices[vertexCount++] = (SDL_Vertex){ {rect.x, innerBottom}, color, {0, 0} }; //LT
|
||||||
|
SDL_Clay_AddQuadIndices(indices, &indexCount, vertexCount - 2, 0, 3, vertexCount - 1);
|
||||||
indices[indexCount++] = 3;
|
SDL_Clay_AddQuadIndices(indices, &indexCount, cornerStartIndex[TOP_LEFT], 4 + TOP_LEFT, vertexCount - 7, vertexCount - 2);
|
||||||
indices[indexCount++] = vertexCount - 2; //LB
|
SDL_Clay_AddQuadIndices(indices, &indexCount, vertexCount - 1, vertexCount - 6, 4 + BOTTOM_LEFT, cornerStartIndex[BOTTOM_LEFT]);
|
||||||
indices[indexCount++] = vertexCount - 1; //LT
|
|
||||||
indices[indexCount++] = 0;
|
|
||||||
indices[indexCount++] = 3;
|
|
||||||
indices[indexCount++] = vertexCount - 1; //LT
|
|
||||||
|
|
||||||
// Render everything
|
// Render everything
|
||||||
SDL_RenderGeometry(rendererData->renderer, NULL, vertices, vertexCount, indices, indexCount);
|
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) {
|
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;
|
Clay_RectangleRenderData *config = &rcmd->renderData.rectangle;
|
||||||
SDL_SetRenderDrawBlendMode(rendererData->renderer, SDL_BLENDMODE_BLEND);
|
SDL_SetRenderDrawBlendMode(rendererData->renderer, SDL_BLENDMODE_BLEND);
|
||||||
SDL_SetRenderDrawColor(rendererData->renderer, config->backgroundColor.r, config->backgroundColor.g, config->backgroundColor.b, config->backgroundColor.a);
|
SDL_SetRenderDrawColor(rendererData->renderer, config->backgroundColor.r, config->backgroundColor.g, config->backgroundColor.b, config->backgroundColor.a);
|
||||||
if (config->cornerRadius.topLeft > 0) {
|
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.topLeft, config->backgroundColor);
|
SDL_Clay_RenderFillRoundedRect(rendererData, rect, config->cornerRadius, config->backgroundColor);
|
||||||
} else {
|
} else {
|
||||||
SDL_RenderFillRect(rendererData->renderer, &rect);
|
SDL_RenderFillRect(rendererData->renderer, &rect);
|
||||||
}
|
}
|
||||||
|
|
|
||||||
|
|
@ -3,6 +3,8 @@
|
||||||
|
|
||||||
Copyright (c) 2025 Mivirl
|
Copyright (c) 2025 Mivirl
|
||||||
|
|
||||||
|
altered by Godje (Sep 2025)
|
||||||
|
|
||||||
This software is provided 'as-is', without any express or implied warranty.
|
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
|
In no event will the authors be held liable for any damages arising from the
|
||||||
use of this software.
|
use of this software.
|
||||||
|
|
@ -1616,6 +1618,20 @@ void Clay_Termbox_Render(Clay_RenderCommandArray commands)
|
||||||
|
|
||||||
Clay_StringSlice *text = &render_data.stringContents;
|
Clay_StringSlice *text = &render_data.stringContents;
|
||||||
int32_t i = 0;
|
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 y = box_begin_y; y < box_end_y; ++y) {
|
||||||
for (int x = box_begin_x; x < box_end_x;) {
|
for (int x = box_begin_x; x < box_end_x;) {
|
||||||
uint32_t ch = ' ';
|
uint32_t ch = ' ';
|
||||||
|
|
|
||||||
Loading…
Reference in a new issue