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			204 lines
		
	
	
		
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			Markdown
		
	
	
	
	
	
			
		
		
	
	
			204 lines
		
	
	
		
			7.8 KiB
		
	
	
	
		
			Markdown
		
	
	
	
	
	
### Odin Language Bindings
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This directory contains bindings for the [Odin](odin-lang.org) programming language, as well as an example implementation of the [Clay website](https://nicbarker.com/clay) in Odin.
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Special thanks to
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- [laytan](https://github.com/laytan)
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- [Dudejoe870](https://github.com/Dudejoe870)
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- MrStevns from the Odin Discord server
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If you haven't taken a look at the [full documentation for Clay](https://github.com/nicbarker/clay/blob/main/README.md), it's recommended that you take a look there first to familiarise yourself with the general concepts. This README is abbreviated and applies to using Clay in Odin specifically.
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The **most notable difference** between the C API and the Odin bindings is the use of `if` statements to create the scope for declaring child elements, when using the equivalent of the [Element Macros](https://github.com/nicbarker/clay/blob/main/README.md#element-macros):
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```C
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// C form of element macros
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// Define an element with 16px of x and y padding
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CLAY({ .id = CLAY_ID("Outer"), .layout = { .padding = CLAY_PADDING_ALL(16) } }) {
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  // Child elements here
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}
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```
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```Odin
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// Odin form of element macros
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if clay.UI()({ id = clay.ID("Outer"), layout = { padding = clay.PaddingAll(16) }}) {
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    // Child elements here
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}
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```
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### Quick Start
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1. Download the [clay-odin](https://github.com/nicbarker/clay/tree/main/bindings/odin/clay-odin) directory and copy it into your project.
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```Odin
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import clay "clay-odin"
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```
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2. Ask Clay for how much static memory it needs using [clay.MinMemorySize()](https://github.com/nicbarker/clay/blob/main/README.md#clay_minmemorysize), create an Arena for it to use with [clay.CreateArenaWithCapacityAndMemory(minMemorySize, memory)](https://github.com/nicbarker/clay/blob/main/README.md#clay_createarenawithcapacityandmemory), and initialize it with [clay.Initialize(clay.Arena, clay.Dimensions, clay.ErrorHandler)](https://github.com/nicbarker/clay/blob/main/README.md#clay_initialize).
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```Odin
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error_handler :: proc "c" (errorData: clay.ErrorData) {
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    // Do something with the error data.
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}
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min_memory_size := clay.MinMemorySize()
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memory := make([^]u8, min_memory_size)
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arena: clay.Arena = clay.CreateArenaWithCapacityAndMemory(uint(min_memory_size), memory)
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clay.Initialize(arena, {1080, 720}, { handler = error_handler })
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``` 
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3. Provide a `measure_text(text, config)` proc "c" with [clay.SetMeasureTextFunction(function)](https://github.com/nicbarker/clay/blob/main/README.md#clay_setmeasuretextfunction) so that Clay can measure and wrap text.
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```Odin
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// Example measure text function
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measure_text :: proc "c" (
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    text: clay.StringSlice,
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    config: ^clay.TextElementConfig,
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    userData: rawptr,
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) -> clay.Dimensions {
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    // clay.TextElementConfig contains members such as fontId, fontSize, letterSpacing, etc..
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    // Note: clay.String->chars is not guaranteed to be null terminated
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    return {
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        width = f32(text.length * i32(config.fontSize)),
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        height = f32(config.fontSize),
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    }
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}
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// Tell clay how to measure text
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clay.SetMeasureTextFunction(measure_text, nil)
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```
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4. **Optional** - Call [clay.SetPointerState(pointerPosition, isPointerDown)](https://github.com/nicbarker/clay/blob/main/README.md#clay_setpointerstate) if you want to use mouse interactions.
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```Odin
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// Update internal pointer position for handling mouseover / click / touch events
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clay.SetPointerState(
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    { mouse_pos_x, mouse_pos_y },
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    is_mouse_down,
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)
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```
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5. Call [clay.BeginLayout()](https://github.com/nicbarker/clay/blob/main/README.md#clay_beginlayout) and declare your layout using the provided macros.
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```Odin
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// Define some colors.
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COLOR_LIGHT :: clay.Color{224, 215, 210, 255}
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COLOR_RED :: clay.Color{168, 66, 28, 255}
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COLOR_ORANGE :: clay.Color{225, 138, 50, 255}
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COLOR_BLACK :: clay.Color{0, 0, 0, 255}
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// Layout config is just a struct that can be declared statically, or inline
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sidebar_item_layout := clay.LayoutConfig {
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    sizing = {
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        width = clay.SizingGrow({}),
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        height = clay.SizingFixed(50)
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    },
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}
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// Re-useable components are just normal procs.
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sidebar_item_component :: proc(index: u32) {
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    if clay.UI()({
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        id = clay.ID("SidebarBlob", index),
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        layout = sidebar_item_layout,
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        backgroundColor = COLOR_ORANGE,
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    }) {}
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}
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// An example function to create your layout tree
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create_layout :: proc() -> clay.ClayArray(clay.RenderCommand) {
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    // Begin constructing the layout.
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    clay.BeginLayout()
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    // An example of laying out a UI with a fixed-width sidebar and flexible-width main content
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    // NOTE: To create a scope for child components, the Odin API uses `if` with components that have children
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    if clay.UI()({
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        id = clay.ID("OuterContainer"),
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        layout = {
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            sizing = { width = clay.SizingGrow({}), height = clay.SizingGrow({}) },
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            padding = { 16, 16, 16, 16 },
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            childGap = 16,
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        },
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        backgroundColor = { 250, 250, 255, 255 },
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    }) {
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        if clay.UI()({
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            id = clay.ID("SideBar"),
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            layout = {
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                layoutDirection = .TopToBottom,
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                sizing = { width = clay.SizingFixed(300), height = clay.SizingGrow({}) },
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                padding = { 16, 16, 16, 16 },
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                childGap = 16,
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            },
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            backgroundColor = COLOR_LIGHT,
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        }) {
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            if clay.UI()({
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                id = clay.ID("ProfilePictureOuter"),
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                layout = {
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                    sizing = { width = clay.SizingGrow({}) },
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                    padding = { 16, 16, 16, 16 },
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                    childGap = 16,
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                    childAlignment = { y = .Center },
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                },
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                backgroundColor = COLOR_RED,
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                cornerRadius = { 6, 6, 6, 6 },
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            }) {
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                if clay.UI()({
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                    id = clay.ID("ProfilePicture"),
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                    layout = {
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                        sizing = { width = clay.SizingFixed(60), height = clay.SizingFixed(60) },
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                    },
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                    image = {
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                        // How you define `profile_picture` depends on your renderer.
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                        imageData = &profile_picture,
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                        sourceDimensions = {
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                            width = 60,
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                            height = 60,
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                        },
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                    },
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                }) {}
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                clay.Text(
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                    "Clay - UI Library",
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                    clay.TextConfig({ textColor = COLOR_BLACK, fontSize = 16 }),
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                )
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            }
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            // Standard Odin code like loops, etc. work inside components.
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            // Here we render 5 sidebar items.
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            for i in u32(0)..<5 {
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                sidebar_item_component(i)
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            }
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        }
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        if clay.UI()({
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            id = clay.ID("MainContent"),
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            layout = {
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                sizing = { width = clay.SizingGrow({}), height = clay.SizingGrow({}) },
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            },
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            backgroundColor = COLOR_LIGHT,
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        }) {}
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    }
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    // Returns a list of render commands
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    return clay.EndLayout()
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}
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```
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6. Call your layout proc and process the resulting [clay.ClayArray(clay.RenderCommand)](https://github.com/nicbarker/clay/blob/main/README.md#clay_rendercommandarray) in your choice of renderer.
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```Odin
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render_commands := create_layout()
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for i in 0..<i32(render_commands.length) {
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    render_command := clay.RenderCommandArray_Get(render_commands, i)
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    switch render_command.commandType {
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    case .Rectangle:
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        DrawRectangle(render_command.boundingBox, render_command.config.rectangleElementConfig.color)
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    // ... Implement handling of other command types
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    }
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}
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```
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Please see the [full C documentation for Clay](https://github.com/nicbarker/clay/blob/main/README.md) for API details. All public C functions and Macros have Odin binding equivalents, generally of the form `CLAY_ID` (C) -> `clay.ID` (Odin).
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