[Documentation] Combine quick start steps into a single code block in main README

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Nic Barker 2025-01-26 15:22:46 +13:00
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README.md
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@ -20,26 +20,17 @@ _An example GUI application built with clay_
## Quick Start ## Quick Start
1. Download or clone clay.h and include it after defining `CLAY_IMPLEMENTATION` in one file. Download or clone clay.h and include it after defining `CLAY_IMPLEMENTATION` in one file.
```C ```C
// Must be defined in one file, _before_ #include "clay.h" // Must be defined in one file, _before_ #include "clay.h"
#define CLAY_IMPLEMENTATION #define CLAY_IMPLEMENTATION
#include "clay.h" #include "clay.h"
```
2. Ask clay for how much static memory it needs using [Clay_MinMemorySize()](#clay_minmemorysize), create an Arena for it to use with [Clay_CreateArenaWithCapacityAndMemory(size, void *memory)](#clay_createarenawithcapacityandmemory). const Clay_Color COLOR_LIGHT = (Clay_Color) {224, 215, 210, 255};
const Clay_Color COLOR_RED = (Clay_Color) {168, 66, 28, 255};
const Clay_Color COLOR_ORANGE = (Clay_Color) {225, 138, 50, 255};
```C
// Note: malloc is only used here as an example, any allocator that provides
// a pointer to addressable memory of at least totalMemorySize will work
uint64_t totalMemorySize = Clay_MinMemorySize();
Clay_Arena arena = Clay_CreateArenaWithCapacityAndMemory(totalMemorySize, malloc(totalMemorySize));
```
3. Create an [ErrorHandler](#clay_errorhandler) for Clay to call when an internal error occurs, and initialize Clay with the Arena and handler by calling [Clay_Initialize(arena, dimensions, errorHandler)](#clay_initialize).
```C
void HandleClayErrors(Clay_ErrorData errorData) { void HandleClayErrors(Clay_ErrorData errorData) {
// See the Clay_ErrorData struct for more information // See the Clay_ErrorData struct for more information
printf("%s", errorData.errorText.chars); printf("%s", errorData.errorText.chars);
@ -48,63 +39,43 @@ void HandleClayErrors(Clay_ErrorData errorData) {
} }
} }
// In your startup function
Clay_Initialize(arena, (Clay_Dimensions) { screenWidth, screenHeight }, (Clay_ErrorHandler) { HandleClayErrors });
```
4. Provide a `MeasureText(text, config)` function pointer with [Clay_SetMeasureTextFunction(function)](#clay_setmeasuretextfunction) so that clay can measure and wrap text.
```C
// Example measure text function // Example measure text function
static inline Clay_Dimensions MeasureText(Clay_String *text, Clay_TextElementConfig *config) { static inline Clay_Dimensions MeasureText(Clay_StringSlice text, Clay_TextElementConfig *config, uintptr_t userData) {
// Clay_TextElementConfig contains members such as fontId, fontSize, letterSpacing etc // Clay_TextElementConfig contains members such as fontId, fontSize, letterSpacing etc
// Note: Clay_String->chars is not guaranteed to be null terminated // Note: Clay_String->chars is not guaranteed to be null terminated
return (Clay_Dimensions) {
.width = text.length * config->fontSize, // <- this will only work for monospace fonts, see the renderers/ directory for more advanced text measurement
.height = config->fontSize
}
} }
// Tell clay how to measure text
Clay_SetMeasureTextFunction(MeasureText);
```
4. **Optional** - Call [Clay_SetLayoutDimensions(dimensions)](#clay_setlayoutdimensions) if the window size of your application has changed.
```C
// Update internal layout dimensions
Clay_SetLayoutDimensions((Clay_Dimensions) { screenWidth, screenHeight });
```
5. **Optional** - Call [Clay_SetPointerState(pointerPosition, isPointerDown)](#clay_setpointerstate) if you want to use mouse interactions.
```C
// Update internal pointer position for handling mouseover / click / touch events
Clay_SetPointerState((Clay_Vector2) { mousePositionX, mousePositionY }, isMouseDown);
```
6. **Optional** - Call [Clay_UpdateScrollContainers(enableDragScrolling, scrollDelta, deltaTime)](#clay_updatescrollcontainers) if you want to use clay's built in scrolling containers.
```C
// Update internal pointer position for handling mouseover / click / touch events
Clay_UpdateScrollContainers(true, (Clay_Vector2) { mouseWheelX, mouseWheelY }, deltaTime);
```
7. Call [Clay_BeginLayout()](#clay_beginlayout) and declare your layout using the provided macros.
```C
const Clay_Color COLOR_LIGHT = (Clay_Color) {224, 215, 210, 255};
const Clay_Color COLOR_RED = (Clay_Color) {168, 66, 28, 255};
const Clay_Color COLOR_ORANGE = (Clay_Color) {225, 138, 50, 255};
// Layout config is just a struct that can be declared statically, or inline
Clay_LayoutConfig sidebarItemLayout = (Clay_LayoutConfig) {
.sizing = { .width = CLAY_SIZING_GROW(0), .height = CLAY_SIZING_FIXED(50) },
};
// Re-useable components are just normal functions // Re-useable components are just normal functions
void SidebarItemComponent() { void SidebarItemComponent() {
CLAY(CLAY_LAYOUT(sidebarItemLayout), CLAY_RECTANGLE({ .color = COLOR_ORANGE })) {} CLAY(CLAY_LAYOUT(sidebarItemLayout), CLAY_RECTANGLE({ .color = COLOR_ORANGE })) {}
} }
// An example function to begin the "root" of your layout tree int main() {
Clay_RenderCommandArray CreateLayout() { // Note: malloc is only used here as an example, any allocator that provides
// a pointer to addressable memory of at least totalMemorySize will work
uint64_t totalMemorySize = Clay_MinMemorySize();
Clay_Arena arena = Clay_CreateArenaWithCapacityAndMemory(totalMemorySize, malloc(totalMemorySize));
Clay_Initialize(arena, (Clay_Dimensions) { screenWidth, screenHeight }, (Clay_ErrorHandler) { HandleClayErrors });
while(renderLoop()) { // Will be different for each renderer / environment
// Optional: Update internal layout dimensions to support resizing
Clay_SetLayoutDimensions((Clay_Dimensions) { screenWidth, screenHeight });
// Optional: Update internal pointer position for handling mouseover / click / touch events - needed for scrolling & debug tools
Clay_SetPointerState((Clay_Vector2) { mousePositionX, mousePositionY }, isMouseDown);
// Optional: Update internal pointer position for handling mouseover / click / touch events - needed for scrolling and debug tools
Clay_UpdateScrollContainers(true, (Clay_Vector2) { mouseWheelX, mouseWheelY }, deltaTime);
// Layout config is just a struct that can be declared statically, or inline
Clay_LayoutConfig sidebarItemLayout = (Clay_LayoutConfig) {
.sizing = { .width = CLAY_SIZING_GROW(0), .height = CLAY_SIZING_FIXED(50) },
};
// All clay layouts are declared between Clay_BeginLayout and Clay_EndLayout
Clay_BeginLayout(); Clay_BeginLayout();
// An example of laying out a UI with a fixed width sidebar and flexible width main content // An example of laying out a UI with a fixed width sidebar and flexible width main content
@ -126,15 +97,11 @@ Clay_RenderCommandArray CreateLayout() {
CLAY(CLAY_ID("MainContent"), CLAY_LAYOUT({ .sizing = { .width = CLAY_SIZING_GROW(0), .height = CLAY_SIZING_GROW(0) }}), CLAY_RECTANGLE({ .color = COLOR_LIGHT })) {} CLAY(CLAY_ID("MainContent"), CLAY_LAYOUT({ .sizing = { .width = CLAY_SIZING_GROW(0), .height = CLAY_SIZING_GROW(0) }}), CLAY_RECTANGLE({ .color = COLOR_LIGHT })) {}
} }
// ...
});
```
8. Call [Clay_EndLayout()](#clay_endlayout) and process the resulting [Clay_RenderCommandArray](#clay_rendercommandarray) in your choice of renderer. // All clay layouts are declared between Clay_BeginLayout and Clay_EndLayout
```C
Clay_RenderCommandArray renderCommands = Clay_EndLayout(); Clay_RenderCommandArray renderCommands = Clay_EndLayout();
// More comprehensive rendering examples can be found in the renderers/ directory
for (int i = 0; i < renderCommands.length; i++) { for (int i = 0; i < renderCommands.length; i++) {
Clay_RenderCommand *renderCommand = &renderCommands.internalArray[i]; Clay_RenderCommand *renderCommand = &renderCommands.internalArray[i];
@ -147,6 +114,8 @@ for (int i = 0; i < renderCommands.length; i++) {
// ... Implement handling of other command types // ... Implement handling of other command types
} }
} }
}
}
``` ```
The above example, rendered correctly will look something like the following: The above example, rendered correctly will look something like the following: