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[Renderers/SDL2] Add rounded rectangle support to sdl2 renderer; feature-completes sdl2 renderer (#245)
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@ -1,7 +1,3 @@
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Please note, the SDL2 renderer is not 100% feature complete. It is currently missing:
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- Rounded rectangle corners
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Note: on Mac OSX, SDL2 for some reason decides to automatically disable momentum scrolling on macbook trackpads.
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You can re enable it in objective C using:
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@ -33,6 +33,114 @@ static Clay_Dimensions SDL2_MeasureText(Clay_StringSlice text, Clay_TextElementC
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};
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}
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/* Global for convenience. 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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static int NUM_CIRCLE_SEGMENTS = 16;
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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_RenderFillRoundedRect(SDL_Renderer* renderer, const SDL_FRect rect, const float cornerRadius, const Clay_Color _color) {
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const SDL_Color color = (SDL_Color) {
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.r = (Uint8)_color.r,
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.g = (Uint8)_color.g,
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.b = (Uint8)_color.b,
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.a = (Uint8)_color.a,
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};
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int indexCount = 0, vertexCount = 0;
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const float minRadius = SDL_min(rect.w, rect.h) / 2.0f;
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const float clampedRadius = SDL_min(cornerRadius, minRadius);
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const int numCircleSegments = SDL_max(NUM_CIRCLE_SEGMENTS, (int)clampedRadius * 0.5f);
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SDL_Vertex vertices[512];
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int indices[512];
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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) / numCircleSegments;
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for (int i = 0; i < numCircleSegments; i++) {
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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: return;
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}
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vertices[vertexCount++] = (SDL_Vertex){ {cx + SDL_cosf(angle1) * clampedRadius * signX, cy + SDL_sinf(angle1) * clampedRadius * signY}, color, {0, 0} };
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vertices[vertexCount++] = (SDL_Vertex){ {cx + SDL_cosf(angle2) * clampedRadius * signX, cy + SDL_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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SDL_Rect currentClippingRectangle;
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static void Clay_SDL2_Render(SDL_Renderer *renderer, Clay_RenderCommandArray renderCommands, SDL2_Font *fonts)
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@ -53,7 +161,12 @@ static void Clay_SDL2_Render(SDL_Renderer *renderer, Clay_RenderCommandArray ren
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.w = boundingBox.width,
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.h = boundingBox.height,
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};
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SDL_RenderFillRectF(renderer, &rect);
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if (config->cornerRadius.topLeft > 0) {
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SDL_RenderFillRoundedRect(renderer, rect, config->cornerRadius.topLeft, color);
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}
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else {
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SDL_RenderFillRectF(renderer, &rect);
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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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