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dd16618b14
248
renderers/SFML2/clay_renderer_SFML2.cpp
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248
renderers/SFML2/clay_renderer_SFML2.cpp
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#include "clay_renderer_SFML2.hpp"
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// This implimentation is kind of nasty- we create an sf::Text with the desired properties and call
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// SFML Text's own getLocalBounds function to measure it. Clay caches this, so it doesn't need to be
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// the fastest thing in the world
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Clay_Dimensions SFML_MeasureText(Clay_StringSlice text, Clay_TextElementConfig *config, void *userData)
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{
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SFML_Renderer *renderer = (SFML_Renderer*)userData;
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sf::Font& font = renderer->fonts[config->fontId];
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char *chars = (char *)calloc(text.length + 1, 1);
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memcpy(chars, text.chars, text.length);
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int width = 0;
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int height = 0;
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sf::Text t;
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t.setFont(font);
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t.setString(chars);
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auto floatDimensions = t.getLocalBounds();
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width = floatDimensions.width;
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height = floatDimensions.height;
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free(chars);
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Clay_Dimensions dimensions;
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dimensions.width = width;
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dimensions.height = height;
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return dimensions;
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}
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static void SFML_RenderFillRoundedRect(SFML_Renderer* renderer, const sf::FloatRect rect, const float cornerRadius, const Clay_Color _color) {
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const sf::Color colour(_color.r, _color.g, _color.b, _color.a);
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sf::CircleShape circ;
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circ.setFillColor(colour);
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circ.setRadius(cornerRadius);
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circ.setOrigin(cornerRadius, cornerRadius);
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circ.setPosition(sf::Vector2f(rect.left, rect.top) + sf::Vector2f{cornerRadius, cornerRadius});
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renderer->target->draw(circ);
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circ.setPosition(sf::Vector2f(rect.left + rect.width, rect.top) + sf::Vector2f{cornerRadius * -1.0f, cornerRadius});
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renderer->target->draw(circ);
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circ.setPosition(sf::Vector2f(rect.left, rect.top + rect.height) + sf::Vector2f{cornerRadius, cornerRadius * -1.0f});
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renderer->target->draw(circ);
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circ.setPosition(sf::Vector2f(rect.left + rect.width, rect.top + rect.height) - sf::Vector2f{cornerRadius, cornerRadius});
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renderer->target->draw(circ);
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sf::RectangleShape r;
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r.setFillColor(colour);
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r.setSize(sf::Vector2f(rect.width, rect.height - cornerRadius * 2.0f));
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r.setPosition(sf::Vector2f(rect.left, rect.top + cornerRadius));
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renderer->target->draw(r);
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r.setSize(sf::Vector2f(rect.width - cornerRadius * 2.0f, rect.height));
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r.setPosition(rect.left + cornerRadius, rect.top);
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renderer->target->draw(r);
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}
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static void SFML_RenderFillRect(SFML_Renderer* renderer, sf::FloatRect boundingBox, const Clay_Color color) {
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sf::RectangleShape shape;
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shape.setSize(sf::Vector2f(boundingBox.width, boundingBox.height));
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shape.setPosition(sf::Vector2f(boundingBox.left, boundingBox.top));
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shape.setFillColor(sf::Color(color.r, color.g, color.b, color.a));
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renderer->target->draw(shape);
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}
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#define M_PI 3.141592
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static void SFML_RenderCornerBorder(sf::RenderTarget& target, sf::FloatRect boundingBox, Clay_CornerRadius cornerRadii,
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Clay_BorderWidth borderWidths, Clay_Color color, int cornerIndex) {
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// Unfinished. I can't quite grok it
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}
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void Clay_SFML_Render(SFML_Renderer *renderer, Clay_RenderCommandArray renderCommands)
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{
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// If we deleted them last frame it could corrupt the displayed image
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for(auto* tex: renderer->oldRenderTextures)
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delete tex;
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renderer->oldRenderTextures.clear();
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for (uint32_t i = 0; i < renderCommands.length; i++)
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{
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Clay_RenderCommand *renderCommand = Clay_RenderCommandArray_Get(&renderCommands, i);
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Clay_BoundingBox boundingBox = renderCommand->boundingBox;
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switch (renderCommand->commandType)
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{
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case CLAY_RENDER_COMMAND_TYPE_RECTANGLE: {
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Clay_RectangleRenderData *config = &renderCommand->renderData.rectangle;
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Clay_Color color = config->backgroundColor;
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sf::FloatRect rect(boundingBox.x, boundingBox.y, boundingBox.width, boundingBox.height);
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if (config->cornerRadius.topLeft > 0 && false) {
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SFML_RenderFillRoundedRect(renderer, rect, config->cornerRadius.topLeft, color);
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}
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else {
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SFML_RenderFillRect(renderer, rect, color);
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}
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break;
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}
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case CLAY_RENDER_COMMAND_TYPE_TEXT: {
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Clay_TextRenderData *textData = &renderCommand->renderData.text;
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char *cloned = (char *)malloc(textData->stringContents.length + 1);
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memcpy(cloned, textData->stringContents.chars, textData->stringContents.length);
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cloned[textData->stringContents.length] = '\0';
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sf::Font& font = renderer->fonts[textData->fontId];
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sf::Color textColour(textData->textColor.r, textData->textColor.g, textData->textColor.b, textData->textColor.a);
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sf::Text text(cloned, font, textData->fontSize);
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text.setPosition(boundingBox.x, boundingBox.y);
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text.setLetterSpacing(textData->letterSpacing);
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text.setFillColor(textColour);
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text.setStyle(sf::Text::Bold);
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renderer->target->draw(text);
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free(cloned);
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break;
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}
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case CLAY_RENDER_COMMAND_TYPE_SCISSOR_START: {
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// SFML 2 doesn't support scissor mode, so we will make a new render target.
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// If a fragment is outside of the bounds of this target, it will be discarded, so
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// we are simulating the effect
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renderer->clippedRects.emplace(boundingBox);
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renderer->pushedTargets.emplace(renderer->target);
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sf::RenderTexture* clipTex = new sf::RenderTexture;
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clipTex->create(boundingBox.width, boundingBox.height);
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clipTex->setView(sf::View(sf::FloatRect(boundingBox.x, boundingBox.y, boundingBox.width, boundingBox.height)));
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clipTex->clear(sf::Color(0, 0, 0, 0));
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renderer->target = clipTex;
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break;
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}
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case CLAY_RENDER_COMMAND_TYPE_SCISSOR_END: {
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// See above- we will have created a new render texture to be our little
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// scissor layer. We now need to render it, and then draw that texture to the
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// correct position on the target beneath it.
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sf::RenderTexture* renderTex = (sf::RenderTexture*)renderer->target;
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renderTex->display();
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Clay_BoundingBox clip = renderer->clippedRects.front();
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renderer->clippedRects.pop();
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renderer->target = renderer->pushedTargets.front();
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renderer->pushedTargets.pop();
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sf::RectangleShape shape(sf::Vector2f(clip.width, clip.height));
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shape.setPosition(clip.x, clip.y);
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shape.setTexture(&renderTex->getTexture());
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shape.setTextureRect(sf::IntRect(0, 0, clip.width, clip.height));
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renderer->target->draw(shape);
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renderer->oldRenderTextures.emplace_back(renderTex);
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break;
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}
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case CLAY_RENDER_COMMAND_TYPE_IMAGE: {
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// TODO, images currently don't scale nicely
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Clay_ImageRenderData *config = &renderCommand->renderData.image;
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sf::Texture* texture = (sf::Texture*)config->imageData;
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sf::RectangleShape rect(sf::Vector2f(boundingBox.width, boundingBox.height));
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rect.setPosition(boundingBox.x, boundingBox.y);
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rect.setTexture(texture);
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rect.setTextureRect(sf::IntRect(0, 0, texture->getSize().x, texture->getSize().y));
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renderer->target->draw(rect);
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break;
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}
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case CLAY_RENDER_COMMAND_TYPE_BORDER: {
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Clay_BorderRenderData *config = &renderCommand->renderData.border;
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// SDL_SetRenderDrawColor(renderer, CLAY_COLOR_TO_SDL_COLOR_ARGS(config->color));
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if(boundingBox.width > 0 & boundingBox.height > 0){
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const float maxRadius = std::min(boundingBox.width, boundingBox.height) / 2.0f;
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if (config->width.left > 0) {
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const float clampedRadiusTop = std::min((float)config->cornerRadius.topLeft, maxRadius);
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const float clampedRadiusBottom = std::min((float)config->cornerRadius.bottomLeft, maxRadius);
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sf::FloatRect rect = {
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boundingBox.x,
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boundingBox.y + clampedRadiusTop,
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(float)config->width.left,
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boundingBox.height - clampedRadiusTop - clampedRadiusBottom
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};
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SFML_RenderFillRect(renderer, rect, config->color);
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}
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if (config->width.right > 0) {
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const float clampedRadiusTop = std::min((float)config->cornerRadius.topRight, maxRadius);
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const float clampedRadiusBottom = std::min((float)config->cornerRadius.bottomRight, maxRadius);
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sf::FloatRect rect = {
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boundingBox.x + boundingBox.width - config->width.right,
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boundingBox.y + clampedRadiusTop,
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(float)config->width.right,
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boundingBox.height - clampedRadiusTop - clampedRadiusBottom
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};
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SFML_RenderFillRect(renderer, rect, config->color);
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}
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if (config->width.top > 0) {
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const float clampedRadiusLeft = std::min((float)config->cornerRadius.topLeft, maxRadius);
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const float clampedRadiusRight = std::min((float)config->cornerRadius.topRight, maxRadius);
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sf::FloatRect rect = {
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boundingBox.x + clampedRadiusLeft,
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boundingBox.y,
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boundingBox.width - clampedRadiusLeft - clampedRadiusRight,
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(float)config->width.top };
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SFML_RenderFillRect(renderer, rect, config->color);
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}
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if (config->width.bottom > 0) {
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const float clampedRadiusLeft = std::min((float)config->cornerRadius.bottomLeft, maxRadius);
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const float clampedRadiusRight = std::min((float)config->cornerRadius.bottomRight, maxRadius);
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sf::FloatRect rect = {
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boundingBox.x + clampedRadiusLeft,
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boundingBox.y + boundingBox.height - config->width.bottom,
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boundingBox.width - clampedRadiusLeft - clampedRadiusRight,
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(float)config->width.bottom
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};
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SFML_RenderFillRect(renderer, rect, config->color);
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}
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//corner index: 0->3 topLeft -> CW -> bottonLeft
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sf::FloatRect floatBox;
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if (config->width.top > 0 && config->cornerRadius.topLeft > 0) {
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SFML_RenderCornerBorder(*renderer->target, floatBox, config->cornerRadius ,config->width , config->color, 1);
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}
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if (config->width.top > 0 && config->cornerRadius.topRight> 0) {
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SFML_RenderCornerBorder(*renderer->target, floatBox, config->cornerRadius, config->width, config->color, 2);
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}
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if (config->width.bottom > 0 && config->cornerRadius.bottomLeft > 0) {
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SFML_RenderCornerBorder(*renderer->target, floatBox, config->cornerRadius, config->width, config->color, 3);
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}
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if (config->width.bottom > 0 && config->cornerRadius.bottomLeft > 0) {
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SFML_RenderCornerBorder(*renderer->target, floatBox, config->cornerRadius, config->width, config->color, 4);
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}
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}
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break;
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}
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default: {
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fprintf(stderr, "Error: unhandled render command: %d\n", renderCommand->commandType);
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exit(1);
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}
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}
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}
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}
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21
renderers/SFML2/clay_renderer_SFML2.hpp
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21
renderers/SFML2/clay_renderer_SFML2.hpp
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#include "../../clay.h"
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#include <SFML/Graphics.hpp>
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#include <queue>
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struct SFML_Renderer;
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Clay_Dimensions SFML_MeasureText(Clay_StringSlice text, Clay_TextElementConfig* config, void* userData);
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void Clay_SFML_Render(SFML_Renderer* renderer, Clay_RenderCommandArray renderCommands);
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struct SFML_Renderer{
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std::vector<sf::Font> fonts;
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sf::RenderTarget* target;
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friend void Clay_SFML_Render(SFML_Renderer* renderer, Clay_RenderCommandArray renderCommands);
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private:
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std::queue<sf::RenderTarget*> pushedTargets;
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std::queue<Clay_BoundingBox> clippedRects;
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std::vector<sf::RenderTexture*> oldRenderTextures;
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};
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