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https://github.com/nicbarker/clay.git
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[Renderers/SDL2] Added rounded corner borders and fixed other issues (#258)
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@ -4,6 +4,10 @@
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#include <SDL_image.h>
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#include <stdio.h>
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#ifndef M_PI
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#define M_PI 3.14159
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#endif
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#define CLAY_COLOR_TO_SDL_COLOR_ARGS(color) color.r, color.g, color.b, color.a
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typedef struct
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@ -48,8 +52,8 @@ static void SDL_RenderFillRoundedRect(SDL_Renderer* renderer, const SDL_FRect re
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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 float maxRadius = SDL_min(rect.w, rect.h) / 2.0f;
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const float clampedRadius = SDL_min(cornerRadius, maxRadius);
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const int numCircleSegments = SDL_max(NUM_CIRCLE_SEGMENTS, (int)clampedRadius * 0.5f);
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@ -141,6 +145,121 @@ static void SDL_RenderFillRoundedRect(SDL_Renderer* renderer, const SDL_FRect re
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SDL_RenderGeometry(renderer, NULL, vertices, vertexCount, indices, indexCount);
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}
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//all rendering is performed by a single SDL call, using twi sets of arcing triangles, inner and outer, that fit together; along with two tringles to fill the end gaps.
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void SDL_RenderCornerBorder(SDL_Renderer *renderer, Clay_BoundingBox* boundingBox, Clay_BorderRenderData* config, int cornerIndex, Clay_Color _color){
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/////////////////////////////////
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//The arc is constructed of outer triangles and inner triangles (if needed).
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//First three vertices are first outer triangle's vertices
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//Each two vertices after that are the inner-middle and second-outer vertex of
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//each outer triangle after the first, because there first-outer vertex is equal to the
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//second-outer vertex of the previous triangle. Indices set accordingly.
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//The final two vertices are the missing vertices for the first and last inner triangles (if needed)
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//Everything is in clockwise order (CW).
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/////////////////////////////////
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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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float centerX, centerY, outerRadius, clampedRadius, startAngle, borderWidth;
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const float maxRadius = SDL_min(boundingBox->width, boundingBox->height) / 2.0f;
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SDL_Vertex vertices[512];
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int indices[512];
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int indexCount = 0, vertexCount = 0;
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switch (cornerIndex) {
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case(0):
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startAngle = M_PI;
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outerRadius = SDL_min(config->cornerRadius.topLeft, maxRadius);
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centerX = boundingBox->x + outerRadius;
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centerY = boundingBox->y + outerRadius;
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borderWidth = config->width.top;
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break;
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case(1):
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startAngle = 3*M_PI/2;
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outerRadius = SDL_min(config->cornerRadius.topRight, maxRadius);
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centerX = boundingBox->x + boundingBox->width - outerRadius;
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centerY = boundingBox->y + outerRadius;
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borderWidth = config->width.top;
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break;
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case(2):
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startAngle = 0;
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outerRadius = SDL_min(config->cornerRadius.bottomRight, maxRadius);
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centerX = boundingBox->x + boundingBox->width - outerRadius;
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centerY = boundingBox->y + boundingBox->height - outerRadius;
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borderWidth = config->width.bottom;
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break;
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case(3):
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startAngle = M_PI/2;
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outerRadius = SDL_min(config->cornerRadius.bottomLeft, maxRadius);
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centerX = boundingBox->x + outerRadius;
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centerY = boundingBox->y + boundingBox->height - outerRadius;
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borderWidth = config->width.bottom;
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break;
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default: break;
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}
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const float innerRadius = outerRadius - borderWidth;
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const int minNumOuterTriangles = NUM_CIRCLE_SEGMENTS;
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const int numOuterTriangles = SDL_max(minNumOuterTriangles, ceilf(outerRadius * 0.5f));
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const float angleStep = M_PI / (2.0*(float)numOuterTriangles);
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//outer triangles, in CW order
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for (int i = 0; i < numOuterTriangles; i++) {
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float angle1 = startAngle + i*angleStep; //first-outer vertex angle
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float angle2 = startAngle + ((float)i + 0.5) * angleStep; //inner-middle vertex angle
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float angle3 = startAngle + (i+1)*angleStep; // second-outer vertex angle
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if( i == 0){ //first outer triangle
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vertices[vertexCount++] = (SDL_Vertex){ {centerX + SDL_cosf(angle1) * outerRadius, centerY + SDL_sinf(angle1) * outerRadius}, color, {0, 0} }; //vertex index = 0
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}
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indices[indexCount++] = vertexCount - 1; //will be second-outer vertex of last outer triangle if not first outer triangle.
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vertices[vertexCount++] = (innerRadius > 0)?
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(SDL_Vertex){ {centerX + SDL_cosf(angle2) * (innerRadius), centerY + SDL_sinf(angle2) * (innerRadius)}, color, {0, 0}}:
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(SDL_Vertex){ {centerX, centerY }, color, {0, 0}};
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indices[indexCount++] = vertexCount - 1;
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vertices[vertexCount++] = (SDL_Vertex){ {centerX + SDL_cosf(angle3) * outerRadius, centerY + SDL_sinf(angle3) * outerRadius}, color, {0, 0} };
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indices[indexCount++] = vertexCount - 1;
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}
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if(innerRadius > 0){
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// inner triangles in CW order (except the first and last)
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for (int i = 0; i < numOuterTriangles - 1; i++){ //skip the last outer triangle
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if(i==0){ //first outer triangle -> second inner triangle
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indices[indexCount++] = 1; //inner-middle vertex of first outer triangle
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indices[indexCount++] = 2; //second-outer vertex of first outer triangle
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indices[indexCount++] = 3; //innder-middle vertex of second-outer triangle
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}else{
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int baseIndex = 3; //skip first outer triangle
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indices[indexCount++] = baseIndex + (i-1)*2; // inner-middle vertex of current outer triangle
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indices[indexCount++] = baseIndex + (i-1)*2 + 1; // second-outer vertex of current outer triangle
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indices[indexCount++] = baseIndex + (i-1)*2 + 2; // inner-middle vertex of next outer triangle
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}
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}
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float endAngle = startAngle + M_PI/2.0;
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//last inner triangle
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indices[indexCount++] = vertexCount - 2; //inner-middle vertex of last outer triangle
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indices[indexCount++] = vertexCount - 1; //second-outer vertex of last outer triangle
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vertices[vertexCount++] = (SDL_Vertex){ {centerX + SDL_cosf(endAngle) * innerRadius, centerY + SDL_sinf(endAngle) * innerRadius}, color, {0, 0} }; //missing vertex
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indices[indexCount++] = vertexCount - 1;
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// //first inner triangle
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indices[indexCount++] = 0; //first-outer vertex of first outer triangle
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indices[indexCount++] = 1; //inner-middle vertex of first outer triangle
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vertices[vertexCount++] = (SDL_Vertex){ {centerX + SDL_cosf(startAngle) * innerRadius, centerY + SDL_sinf(startAngle) * innerRadius}, color, {0, 0} }; //missing vertex
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indices[indexCount++] = vertexCount - 1;
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}
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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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@ -228,35 +347,74 @@ static void Clay_SDL2_Render(SDL_Renderer *renderer, Clay_RenderCommandArray ren
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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 (config->width.left > 0) {
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SDL_SetRenderDrawColor(renderer, CLAY_COLOR_TO_SDL_COLOR_ARGS(config->color));
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SDL_FRect rect = { boundingBox.x, boundingBox.y + config->cornerRadius.topLeft, config->width.left, boundingBox.height - config->cornerRadius.topLeft - config->cornerRadius.bottomLeft };
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SDL_RenderFillRectF(renderer, &rect);
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}
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if(boundingBox.width > 0 & boundingBox.height > 0){
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const float maxRadius = SDL_min(boundingBox.width, boundingBox.height) / 2.0f;
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if (config->width.right > 0) {
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SDL_SetRenderDrawColor(renderer, CLAY_COLOR_TO_SDL_COLOR_ARGS(config->color));
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SDL_FRect rect = { boundingBox.x + boundingBox.width - config->width.right, boundingBox.y + config->cornerRadius.topRight, config->width.right, boundingBox.height - config->cornerRadius.topRight - config->cornerRadius.bottomRight };
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SDL_RenderFillRectF(renderer, &rect);
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}
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if (config->width.left > 0) {
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const float clampedRadiusTop = SDL_min((float)config->cornerRadius.topLeft, maxRadius);
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const float clampedRadiusBottom = SDL_min((float)config->cornerRadius.bottomLeft, maxRadius);
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SDL_FRect 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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(float)boundingBox.height - clampedRadiusTop - clampedRadiusBottom
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};
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SDL_RenderFillRectF(renderer, &rect);
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}
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if (config->width.right > 0) {
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const float clampedRadiusTop = SDL_min((float)config->cornerRadius.topRight, maxRadius);
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const float clampedRadiusBottom = SDL_min((float)config->cornerRadius.bottomRight, maxRadius);
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SDL_FRect 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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(float)boundingBox.height - clampedRadiusTop - clampedRadiusBottom
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};
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SDL_RenderFillRectF(renderer, &rect);
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}
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if (config->width.top > 0) {
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const float clampedRadiusLeft = SDL_min((float)config->cornerRadius.topLeft, maxRadius);
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const float clampedRadiusRight = SDL_min((float)config->cornerRadius.topRight, maxRadius);
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SDL_FRect 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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SDL_RenderFillRectF(renderer, &rect);
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}
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if (config->width.bottom > 0) {
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const float clampedRadiusLeft = SDL_min((float)config->cornerRadius.bottomLeft, maxRadius);
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const float clampedRadiusRight = SDL_min((float)config->cornerRadius.bottomRight, maxRadius);
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SDL_FRect 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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SDL_RenderFillRectF(renderer, &rect);
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}
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//corner index: 0->3 topLeft -> CW -> bottonLeft
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if (config->width.top > 0 & config->cornerRadius.topLeft > 0) {
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SDL_RenderCornerBorder(renderer, &boundingBox, config, 0, config->color);
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}
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if (config->width.right > 0) {
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SDL_SetRenderDrawColor(renderer, CLAY_COLOR_TO_SDL_COLOR_ARGS(config->color));
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SDL_FRect rect = { boundingBox.x + boundingBox.width - config->width.right, boundingBox.y + config->cornerRadius.topRight, config->width.right, boundingBox.height - config->cornerRadius.topRight - config->cornerRadius.bottomRight };
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SDL_RenderFillRectF(renderer, &rect);
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}
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if (config->width.top > 0 & config->cornerRadius.topRight> 0) {
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SDL_RenderCornerBorder(renderer, &boundingBox, config, 1, config->color);
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}
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if (config->width.top > 0) {
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SDL_SetRenderDrawColor(renderer, CLAY_COLOR_TO_SDL_COLOR_ARGS(config->color));
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SDL_FRect rect = { boundingBox.x + config->cornerRadius.topLeft, boundingBox.y, boundingBox.width - config->cornerRadius.topLeft - config->cornerRadius.topRight, config->width.top };
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SDL_RenderFillRectF(renderer, &rect);
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}
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if (config->width.bottom > 0 & config->cornerRadius.bottomLeft > 0) {
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SDL_RenderCornerBorder(renderer, &boundingBox, config, 2, config->color);
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}
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if (config->width.bottom > 0) {
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SDL_SetRenderDrawColor(renderer, CLAY_COLOR_TO_SDL_COLOR_ARGS(config->color));
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SDL_FRect rect = { boundingBox.x + config->cornerRadius.bottomLeft, boundingBox.y + boundingBox.height - config->width.bottom, boundingBox.width - config->cornerRadius.bottomLeft - config->cornerRadius.bottomRight, config->width.bottom };
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SDL_RenderFillRectF(renderer, &rect);
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if (config->width.bottom > 0 & config->cornerRadius.bottomLeft > 0) {
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SDL_RenderCornerBorder(renderer, &boundingBox, config, 3, config->color);
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}
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}
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break;
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