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[Bindings/Odin] Update README to better match official website example. (#422)
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@ -41,10 +41,10 @@ error_handler :: proc "c" (errorData: clay.ErrorData) {
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// Do something with the error data.
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// Do something with the error data.
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}
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}
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min_memory_size: u32 = clay.MinMemorySize()
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min_memory_size := clay.MinMemorySize()
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memory := make([^]u8, min_memory_size)
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memory := make([^]u8, min_memory_size)
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arena: clay.Arena = clay.CreateArenaWithCapacityAndMemory(min_memory_size, memory)
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arena: clay.Arena = clay.CreateArenaWithCapacityAndMemory(uint(min_memory_size), memory)
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clay.Initialize(arena, { width = 1080, height = 720 }, { handler = error_handler })
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clay.Initialize(arena, {1080, 720}, { handler = error_handler })
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```
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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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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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@ -74,7 +74,7 @@ clay.SetMeasureTextFunction(measure_text, nil)
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```Odin
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```Odin
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// Update internal pointer position for handling mouseover / click / touch events
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// Update internal pointer position for handling mouseover / click / touch events
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clay.SetPointerState(
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clay.SetPointerState(
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clay.Vector2 { mouse_pos_x, mouse_pos_y },
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{ mouse_pos_x, mouse_pos_y },
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is_mouse_down,
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is_mouse_down,
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)
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)
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```
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```
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@ -148,6 +148,7 @@ create_layout :: proc() -> clay.ClayArray(clay.RenderCommand) {
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sizing = { width = clay.SizingFixed(60), height = clay.SizingFixed(60) },
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sizing = { width = clay.SizingFixed(60), height = clay.SizingFixed(60) },
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},
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},
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image = {
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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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imageData = &profile_picture,
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sourceDimensions = {
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sourceDimensions = {
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width = 60,
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width = 60,
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@ -179,8 +180,7 @@ create_layout :: proc() -> clay.ClayArray(clay.RenderCommand) {
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}
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}
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// Returns a list of render commands
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// Returns a list of render commands
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render_commands: clay.ClayArray(clay.RenderCommand) = clay.EndLayout()
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return clay.EndLayout()
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return render_commands
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}
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}
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```
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```
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