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Fix a few tab indentations.
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@ -22,7 +22,7 @@ CLAY({ .id = CLAY_ID("Outer"), .layout = { .padding = CLAY_PADDING_ALL(16) } })
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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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// Child elements here
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}
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```
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@ -48,22 +48,22 @@ clay.Initialize(arena)
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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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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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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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```
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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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@ -87,17 +87,17 @@ 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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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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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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@ -111,51 +111,51 @@ create_layout :: proc() -> clay.ClayArray(clay.RenderCommand) {
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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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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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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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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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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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sizing = { width = clay.SizingFixed(60), height = clay.SizingFixed(60) },
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},
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image = {
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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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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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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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@ -168,14 +168,14 @@ create_layout :: proc() -> clay.ClayArray(clay.RenderCommand) {
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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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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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render_commands: clay.ClayArray(clay.RenderCommand) = clay.EndLayout()
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render_commands: clay.ClayArray(clay.RenderCommand) = clay.EndLayout()
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return render_commands
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}
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```
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