clay/bindings/odin/README.md

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### Odin Language Bindings
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
- [laytan](https://github.com/laytan)
- [Dudejoe870](https://github.com/Dudejoe870)
- MrStevns from the Odin Discord server
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
// C form of element macros
// Define an element with 16px of x and y padding
CLAY({ .id = CLAY_ID("Outer"), .layout = { .padding = CLAY_PADDING_ALL(16) } }) {
// Child elements here
}
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```
```Odin
// Odin form of element macros
if clay.UI()({ id = clay.ID("Outer"), layout = { padding = clay.PaddingAll(16) }}) {
// Child elements here
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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
import clay "clay-odin"
```
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
error_handler :: proc "c" (errorData: clay.ErrorData) {
// Do something with the error data.
}
min_memory_size: u32 = clay.MinMemorySize()
memory := make([^]u8, min_memory_size)
arena: clay.Arena = clay.CreateArenaWithCapacityAndMemory(min_memory_size, memory)
clay.Initialize(arena, { width = 1080, height = 720 }, { handler = error_handler })
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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
// Example measure text function
measure_text :: proc "c" (
text: clay.StringSlice,
config: ^clay.TextElementConfig,
userData: rawptr,
) -> clay.Dimensions {
// 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
return {
width = f32(text.length * i32(config.fontSize)),
height = f32(config.fontSize),
}
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}
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// Tell clay how to measure text
clay.SetMeasureTextFunction(measure_text, nil)
```
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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
// Update internal pointer position for handling mouseover / click / touch events
clay.SetPointerState(
clay.Vector2 { mouse_pos_x, mouse_pos_y },
is_mouse_down,
)
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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
// Define some colors.
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COLOR_LIGHT :: clay.Color{224, 215, 210, 255}
COLOR_RED :: clay.Color{168, 66, 28, 255}
COLOR_ORANGE :: clay.Color{225, 138, 50, 255}
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
sidebar_item_layout := clay.LayoutConfig {
sizing = {
width = clay.SizingGrow({}),
height = clay.SizingFixed(50)
},
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}
// Re-useable components are just normal procs.
sidebar_item_component :: proc(index: u32) {
if clay.UI()({
id = clay.ID("SidebarBlob", index),
layout = sidebar_item_layout,
backgroundColor = COLOR_ORANGE,
}) {}
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}
// An example function to create your layout tree
create_layout :: proc() -> clay.ClayArray(clay.RenderCommand) {
// Begin constructing the layout.
clay.BeginLayout()
// An example of laying out a UI with a fixed-width sidebar and flexible-width main content
// NOTE: To create a scope for child components, the Odin API uses `if` with components that have children
if clay.UI()({
id = clay.ID("OuterContainer"),
layout = {
sizing = { width = clay.SizingGrow({}), height = clay.SizingGrow({}) },
padding = { 16, 16, 16, 16 },
childGap = 16,
},
backgroundColor = { 250, 250, 255, 255 },
}) {
if clay.UI()({
id = clay.ID("SideBar"),
layout = {
layoutDirection = .TopToBottom,
sizing = { width = clay.SizingFixed(300), height = clay.SizingGrow({}) },
padding = { 16, 16, 16, 16 },
childGap = 16,
},
backgroundColor = COLOR_LIGHT,
}) {
if clay.UI()({
id = clay.ID("ProfilePictureOuter"),
layout = {
sizing = { width = clay.SizingGrow({}) },
padding = { 16, 16, 16, 16 },
childGap = 16,
childAlignment = { y = .Center },
},
backgroundColor = COLOR_RED,
cornerRadius = { 6, 6, 6, 6 },
}) {
if clay.UI()({
id = clay.ID("ProfilePicture"),
layout = {
sizing = { width = clay.SizingFixed(60), height = clay.SizingFixed(60) },
},
image = {
imageData = &profile_picture,
sourceDimensions = {
width = 60,
height = 60,
},
},
}) {}
clay.Text(
"Clay - UI Library",
clay.TextConfig({ textColor = COLOR_BLACK, fontSize = 16 }),
)
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}
// Standard Odin code like loops, etc. work inside components.
// Here we render 5 sidebar items.
for i in u32(0)..<5 {
sidebar_item_component(i)
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}
}
if clay.UI()({
id = clay.ID("MainContent"),
layout = {
sizing = { width = clay.SizingGrow({}), height = clay.SizingGrow({}) },
},
backgroundColor = COLOR_LIGHT,
}) {}
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}
// Returns a list of render commands
render_commands: clay.ClayArray(clay.RenderCommand) = clay.EndLayout()
return render_commands
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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
render_commands := create_layout()
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for i in 0..<i32(render_commands.length) {
render_command := clay.RenderCommandArray_Get(render_commands, i)
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switch render_command.commandType {
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case .Rectangle:
DrawRectangle(render_command.boundingBox, render_command.config.rectangleElementConfig.color)
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// ... Implement handling of other command types
}
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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).