2025-01-19 01:35:41 +00:00
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#include "../../clay.h"
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#include <SDL3/SDL_main.h>
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#include <SDL3/SDL.h>
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#include <SDL3_ttf/SDL_ttf.h>
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2025-01-22 20:30:24 +00:00
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#include <math.h> //needed to perform the rounded corners rendering
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2025-01-19 01:35:41 +00:00
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/* This needs to be global because the "MeasureText" callback doesn't have a
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* user data parameter */
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static TTF_Font *gFonts[1];
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2025-01-22 20:30:24 +00:00
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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_RenderRoundedRect(SDL_Renderer *renderer, const SDL_FRect rect, const float cornerRadius, const Clay_Color _color) {
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/* 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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const int NUM_CIRCLE_SEGMENTS = 16;
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const SDL_FColor color = { _color.r/255, _color.g/255, _color.b/255, _color.a/255 };
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int indexCount = 0, vertexCount = 0;
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const float minRadius = fminf(rect.w, rect.h) / 2.0f;
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const float clampedRadius = fminf(cornerRadius, minRadius);
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int totalVertices = 4 + (4 * (NUM_CIRCLE_SEGMENTS * 2)) + 2*4;
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int totalIndices = 6 + (4 * (NUM_CIRCLE_SEGMENTS * 3)) + 6*4;
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SDL_Vertex vertices[totalVertices];
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int indices[totalIndices];
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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 / NUM_CIRCLE_SEGMENTS;
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for (int i = 0; i < NUM_CIRCLE_SEGMENTS; i++)
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{
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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: SDL_LogError(SDL_LOG_CATEGORY_ERROR, "Invalid corner index"); return;
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}
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vertices[vertexCount++] = (SDL_Vertex){ {cx + cosf(angle1) * clampedRadius * signX, cy + sinf(angle1) * clampedRadius * signY}, color, {0, 0} };
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vertices[vertexCount++] = (SDL_Vertex){ {cx + cosf(angle2) * clampedRadius * signX, cy + 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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2025-01-19 01:35:41 +00:00
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static void SDL_RenderClayCommands(SDL_Renderer *renderer, Clay_RenderCommandArray *rcommands)
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{
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for (size_t i = 0; i < rcommands->length; i++) {
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Clay_RenderCommand *rcmd = Clay_RenderCommandArray_Get(rcommands, i);
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const Clay_BoundingBox bounding_box = rcmd->boundingBox;
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const SDL_FRect rect = { bounding_box.x, bounding_box.y, bounding_box.width, bounding_box.height };
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switch (rcmd->commandType) {
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case CLAY_RENDER_COMMAND_TYPE_RECTANGLE: {
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const Clay_RectangleElementConfig *config = rcmd->config.rectangleElementConfig;
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const Clay_Color color = config->color;
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2025-01-19 01:35:41 +00:00
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SDL_SetRenderDrawColor(renderer, color.r, color.g, color.b, color.a);
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2025-01-22 20:30:24 +00:00
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if (config->cornerRadius.topLeft > 0) {
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//const float radius = (config->cornerRadius.topLeft * 2) / (float)((bounding_box.width > bounding_box.height) ? bounding_box.height : bounding_box.width);
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//SDL_RenderRoundedRect(renderer, rect, radius, color);
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SDL_RenderRoundedRect(renderer, rect, config->cornerRadius.topLeft, color);
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} else {
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SDL_RenderFillRect(renderer, &rect);
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}
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} break;
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case CLAY_RENDER_COMMAND_TYPE_TEXT: {
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const Clay_TextElementConfig *config = rcmd->config.textElementConfig;
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const Clay_String *text = &rcmd->text;
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const SDL_Color color = { config->textColor.r, config->textColor.g, config->textColor.b, config->textColor.a };
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2025-01-19 01:35:41 +00:00
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TTF_Font *font = gFonts[config->fontId];
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SDL_Surface *surface = TTF_RenderText_Blended(font, text->chars, text->length, color);
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SDL_Texture *texture = SDL_CreateTextureFromSurface(renderer, surface);
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SDL_RenderTexture(renderer, texture, NULL, &rect);
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SDL_DestroySurface(surface);
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SDL_DestroyTexture(texture);
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} break;
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default:
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SDL_Log("Unknown render command type: %d", rcmd->commandType);
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}
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}
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}
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