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			271 lines
		
	
	
		
			12 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			271 lines
		
	
	
		
			12 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
#include "../../clay.h"
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#include <SDL.h>
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#include <SDL_ttf.h>
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#include <SDL_image.h>
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#include <stdio.h>
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#define CLAY_COLOR_TO_SDL_COLOR_ARGS(color) color.r, color.g, color.b, color.a
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typedef struct
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{
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    uint32_t fontId;
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    TTF_Font *font;
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} SDL2_Font;
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static Clay_Dimensions SDL2_MeasureText(Clay_StringSlice text, Clay_TextElementConfig *config, void *userData)
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{
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    SDL2_Font *fonts = (SDL2_Font*)userData;
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    TTF_Font *font = fonts[config->fontId].font;
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    char *chars = (char *)calloc(text.length + 1, 1);
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    memcpy(chars, text.chars, text.length);
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    int width = 0;
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    int height = 0;
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    if (TTF_SizeUTF8(font, chars, &width, &height) < 0) {
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        fprintf(stderr, "Error: could not measure text: %s\n", TTF_GetError());
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        exit(1);
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    }
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    free(chars);
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    return (Clay_Dimensions) {
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            .width = (float)width,
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            .height = (float)height,
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    };
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}
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/* Global for convenience. 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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static int NUM_CIRCLE_SEGMENTS = 16;
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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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    const SDL_Color color = (SDL_Color) {
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            .r = (Uint8)_color.r,
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            .g = (Uint8)_color.g,
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            .b = (Uint8)_color.b,
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            .a = (Uint8)_color.a,
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    };
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    int indexCount = 0, vertexCount = 0;
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    const float minRadius = SDL_min(rect.w, rect.h) / 2.0f;
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    const float clampedRadius = SDL_min(cornerRadius, minRadius);
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    const int numCircleSegments = SDL_max(NUM_CIRCLE_SEGMENTS, (int)clampedRadius * 0.5f);
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    SDL_Vertex vertices[512];
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    int indices[512];
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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) / numCircleSegments;
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    for (int i = 0; i < numCircleSegments; i++) {
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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: return;
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            }
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            vertices[vertexCount++] = (SDL_Vertex){ {cx + SDL_cosf(angle1) * clampedRadius * signX, cy + SDL_sinf(angle1) * clampedRadius * signY}, color, {0, 0} };
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            vertices[vertexCount++] = (SDL_Vertex){ {cx + SDL_cosf(angle2) * clampedRadius * signX, cy + SDL_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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SDL_Rect currentClippingRectangle;
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static void Clay_SDL2_Render(SDL_Renderer *renderer, Clay_RenderCommandArray renderCommands, SDL2_Font *fonts)
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{
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    for (uint32_t i = 0; i < renderCommands.length; i++)
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    {
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        Clay_RenderCommand *renderCommand = Clay_RenderCommandArray_Get(&renderCommands, i);
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        Clay_BoundingBox boundingBox = renderCommand->boundingBox;
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        switch (renderCommand->commandType)
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        {
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            case CLAY_RENDER_COMMAND_TYPE_RECTANGLE: {
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                Clay_RectangleRenderData *config = &renderCommand->renderData.rectangle;
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                Clay_Color color = config->backgroundColor;
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                SDL_SetRenderDrawColor(renderer, color.r, color.g, color.b, color.a);
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                SDL_FRect rect = (SDL_FRect) {
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                        .x = boundingBox.x,
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                        .y = boundingBox.y,
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                        .w = boundingBox.width,
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                        .h = boundingBox.height,
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                };
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                if (config->cornerRadius.topLeft > 0) {
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                    SDL_RenderFillRoundedRect(renderer, rect, config->cornerRadius.topLeft, color);
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                }
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                else {
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                    SDL_RenderFillRectF(renderer, &rect);
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                }
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                break;
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            }
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            case CLAY_RENDER_COMMAND_TYPE_TEXT: {
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                Clay_TextRenderData *config = &renderCommand->renderData.text;
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                char *cloned = (char *)calloc(config->stringContents.length + 1, 1);
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                memcpy(cloned, config->stringContents.chars, config->stringContents.length);
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                TTF_Font* font = fonts[config->fontId].font;
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                SDL_Surface *surface = TTF_RenderUTF8_Blended(font, cloned, (SDL_Color) {
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                        .r = (Uint8)config->textColor.r,
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                        .g = (Uint8)config->textColor.g,
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                        .b = (Uint8)config->textColor.b,
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                        .a = (Uint8)config->textColor.a,
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                });
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                SDL_Texture *texture = SDL_CreateTextureFromSurface(renderer, surface);
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                SDL_Rect destination = (SDL_Rect){
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                        .x = boundingBox.x,
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                        .y = boundingBox.y,
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                        .w = boundingBox.width,
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                        .h = boundingBox.height,
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                };
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                SDL_RenderCopy(renderer, texture, NULL, &destination);
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                SDL_DestroyTexture(texture);
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                SDL_FreeSurface(surface);
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                free(cloned);
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                break;
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            }
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            case CLAY_RENDER_COMMAND_TYPE_SCISSOR_START: {
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                currentClippingRectangle = (SDL_Rect) {
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                        .x = boundingBox.x,
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                        .y = boundingBox.y,
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                        .w = boundingBox.width,
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                        .h = boundingBox.height,
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                };
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                SDL_RenderSetClipRect(renderer, ¤tClippingRectangle);
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                break;
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            }
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            case CLAY_RENDER_COMMAND_TYPE_SCISSOR_END: {
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                SDL_RenderSetClipRect(renderer, NULL);
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                break;
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            }
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            case CLAY_RENDER_COMMAND_TYPE_IMAGE: {
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                Clay_ImageRenderData *config = &renderCommand->renderData.image;
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                SDL_Texture *texture = SDL_CreateTextureFromSurface(renderer, config->imageData);
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                SDL_Rect destination = (SDL_Rect){
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                    .x = boundingBox.x,
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                    .y = boundingBox.y,
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                    .w = boundingBox.width,
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                    .h = boundingBox.height,
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                };
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                SDL_RenderCopy(renderer, texture, NULL, &destination);
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                SDL_DestroyTexture(texture);
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                break;
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            }
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            case CLAY_RENDER_COMMAND_TYPE_BORDER: {
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                Clay_BorderRenderData *config = &renderCommand->renderData.border;
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                if (config->width.left > 0) {
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                    SDL_SetRenderDrawColor(renderer, CLAY_COLOR_TO_SDL_COLOR_ARGS(config->color));
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                    SDL_FRect rect = { boundingBox.x, boundingBox.y + config->cornerRadius.topLeft, config->width.left, boundingBox.height - config->cornerRadius.topLeft - config->cornerRadius.bottomLeft };
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                    SDL_RenderFillRectF(renderer, &rect);
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                }
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                if (config->width.right > 0) {
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                    SDL_SetRenderDrawColor(renderer, CLAY_COLOR_TO_SDL_COLOR_ARGS(config->color));
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                    SDL_FRect rect = { boundingBox.x + boundingBox.width - config->width.right, boundingBox.y + config->cornerRadius.topRight, config->width.right, boundingBox.height - config->cornerRadius.topRight - config->cornerRadius.bottomRight };
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                    SDL_RenderFillRectF(renderer, &rect);
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                }
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                if (config->width.right > 0) {
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                    SDL_SetRenderDrawColor(renderer, CLAY_COLOR_TO_SDL_COLOR_ARGS(config->color));
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                    SDL_FRect rect = { boundingBox.x + boundingBox.width - config->width.right, boundingBox.y + config->cornerRadius.topRight, config->width.right, boundingBox.height - config->cornerRadius.topRight - config->cornerRadius.bottomRight };
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                    SDL_RenderFillRectF(renderer, &rect);
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                }
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                if (config->width.top > 0) {
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                    SDL_SetRenderDrawColor(renderer, CLAY_COLOR_TO_SDL_COLOR_ARGS(config->color));
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                    SDL_FRect rect = { boundingBox.x + config->cornerRadius.topLeft, boundingBox.y, boundingBox.width - config->cornerRadius.topLeft - config->cornerRadius.topRight, config->width.top };
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                    SDL_RenderFillRectF(renderer, &rect);
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                }
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                if (config->width.bottom > 0) {
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                    SDL_SetRenderDrawColor(renderer, CLAY_COLOR_TO_SDL_COLOR_ARGS(config->color));
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                    SDL_FRect rect = { boundingBox.x + config->cornerRadius.bottomLeft, boundingBox.y + boundingBox.height - config->width.bottom, boundingBox.width - config->cornerRadius.bottomLeft - config->cornerRadius.bottomRight, config->width.bottom };
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                    SDL_RenderFillRectF(renderer, &rect);
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                }
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                break;
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            }
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            default: {
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                fprintf(stderr, "Error: unhandled render command: %d\n", renderCommand->commandType);
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                exit(1);
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            }
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        }
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    }
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}
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