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[Documentation] Update README.md
for Odin bindings to reflect the latest API changes. (#281)
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@ -1,6 +1,6 @@
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### Odin Language Bindings
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This directory contains bindings for the [Odin](odin-lang.org) programming language, as well as an example implementation of the [clay website](https://nicbarker.com/clay) in Odin.
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This directory contains bindings for the [Odin](odin-lang.org) programming language, as well as an example implementation of the [Clay website](https://nicbarker.com/clay) in Odin.
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Special thanks to
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@ -8,21 +8,21 @@ Special thanks to
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- [Dudejoe870](https://github.com/Dudejoe870)
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- MrStevns from the Odin Discord server
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If you haven't taken a look at the [full documentation for clay](https://github.com/nicbarker/clay/blob/main/README.md), it's recommended that you take a look there first to familiarise yourself with the general concepts. This README is abbreviated and applies to using clay in Odin specifically.
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The **most notable difference** between the C API and the Odin bindings is the use of if statements to create the scope for declaring child elements. When using the equivalent of the [Element Macros](https://github.com/nicbarker/clay/blob/main/README.md#element-macros):
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If you haven't taken a look at the [full documentation for Clay](https://github.com/nicbarker/clay/blob/main/README.md), it's recommended that you take a look there first to familiarise yourself with the general concepts. This README is abbreviated and applies to using Clay in Odin specifically.
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The **most notable difference** between the C API and the Odin bindings is the use of `if` statements to create the scope for declaring child elements, when using the equivalent of the [Element Macros](https://github.com/nicbarker/clay/blob/main/README.md#element-macros):
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```C
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// C form of element macros
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CLAY_RECTANGLE(CLAY_ID("SideBar"), CLAY_LAYOUT(.layoutDirection = CLAY_TOP_TO_BOTTOM, .sizing = { .width = CLAY_SIZING_FIXED(300), .height = CLAY_SIZING_GROW() }, .padding = {16, 16}), CLAY_RECTANGLE_CONFIG(.color = COLOR_LIGHT), {
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// Child elements here
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});
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// Define an element with 16px of x and y padding
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CLAY({ .id = CLAY_ID("Outer"), .layout = { .padding = CLAY_PADDING_ALL(16) } }) {
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// Child elements here
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}
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```
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```Odin
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// Odin form of element macros
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if clay.Rectangle(clay.ID("SideBar"), clay.Layout({ layoutDirection = .TOP_TO_BOTTOM, sizing = { width = clay.SizingFixed(300), height = clay.SizingGrow({}) }, padding = {16, 16} }), clay.RectangleConfig({ color = COLOR_LIGHT })) {
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// Child elements here
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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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}
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```
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@ -34,111 +34,170 @@ if clay.Rectangle(clay.ID("SideBar"), clay.Layout({ layoutDirection = .TOP_TO_BO
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import clay "clay-odin"
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```
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2. Ask clay for how much static memory it needs using [clay.MinMemorySize()](https://github.com/nicbarker/clay/blob/main/README.md#clay_minmemorysize), create an Arena for it to use with [clay.CreateArenaWithCapacityAndMemory(minMemorySize, memory)](https://github.com/nicbarker/clay/blob/main/README.md#clay_createarenawithcapacityandmemory), and initialize it with [clay.Initialize(arena)](https://github.com/nicbarker/clay/blob/main/README.md#clay_initialize).
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2. Ask Clay for how much static memory it needs using [clay.MinMemorySize()](https://github.com/nicbarker/clay/blob/main/README.md#clay_minmemorysize), create an Arena for it to use with [clay.CreateArenaWithCapacityAndMemory(minMemorySize, memory)](https://github.com/nicbarker/clay/blob/main/README.md#clay_createarenawithcapacityandmemory), and initialize it with [clay.Initialize(clay.Arena, clay.Dimensions, clay.ErrorHandler)](https://github.com/nicbarker/clay/blob/main/README.md#clay_initialize).
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```Odin
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minMemorySize: u32 = clay.MinMemorySize()
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memory := make([^]u8, minMemorySize)
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arena: clay.Arena = clay.CreateArenaWithCapacityAndMemory(minMemorySize, memory)
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clay.Initialize(arena)
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error_handler :: proc "c" (errorData: clay.ErrorData) {
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// Do something with the error data.
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}
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min_memory_size: u32 = clay.MinMemorySize()
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memory := make([^]u8, min_memory_size)
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arena: clay.Arena = clay.CreateArenaWithCapacityAndMemory(min_memory_size, memory)
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clay.Initialize(arena, { width = 1080, height = 720 }, { handler = error_handler })
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```
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3. Provide a `measureText(text, config)` proc "c" with [clay.SetMeasureTextFunction(function)](https://github.com/nicbarker/clay/blob/main/README.md#clay_setmeasuretextfunction) so that clay can measure and wrap text.
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3. Provide a `measure_text(text, config)` proc "c" with [clay.SetMeasureTextFunction(function)](https://github.com/nicbarker/clay/blob/main/README.md#clay_setmeasuretextfunction) so that Clay can measure and wrap text.
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```Odin
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// Example measure text function
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measureText :: proc "c" (text: ^clay.String, config: ^clay.TextElementConfig) -> clay.Dimensions {
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// clay.TextElementConfig contains members such as fontId, fontSize, letterSpacing etc
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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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) -> 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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}
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}
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// Tell clay how to measure text
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clay.SetMeasureTextFunction(measureText)
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```
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4. **Optional** - Call [clay.SetPointerPosition(pointerPosition)](https://github.com/nicbarker/clay/blob/main/README.md#clay_setpointerposition) if you want to use mouse interactions.
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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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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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```Odin
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// Update internal pointer position for handling mouseover / click / touch events
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clay.SetPointerPosition(clay.Vector2{ mousePositionX, mousePositionY })
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clay.SetPointerState(
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clay.Vector2 { mouse_pos_x, mouse_pos_y },
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is_mouse_down,
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)
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```
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5. Call [clay.BeginLayout(screenWidth, screenHeight)](https://github.com/nicbarker/clay/blob/main/README.md#clay_beginlayout) and declare your layout using the provided macros.
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5. Call [clay.BeginLayout()](https://github.com/nicbarker/clay/blob/main/README.md#clay_beginlayout) and declare your layout using the provided macros.
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```Odin
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// Define some colors.
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COLOR_LIGHT :: clay.Color{224, 215, 210, 255}
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COLOR_RED :: clay.Color{168, 66, 28, 255}
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COLOR_ORANGE :: clay.Color{225, 138, 50, 255}
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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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sidebarItemLayout := clay.LayoutConfig {
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sizing = {width = clay.SizingGrow({}), height = clay.SizingFixed(50)},
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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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},
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}
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// Re-useable components are just normal functions
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SidebarItemComponent :: proc(index: u32) {
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if clay.Rectangle(clay.ID("SidebarBlob", index), &sidebarItemLayout, clay.RectangleConfig({color = COLOR_ORANGE})) {}
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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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}) {}
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}
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// An example function to begin the "root" of your layout tree
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CreateLayout :: proc() -> clay.ClayArray(clay.RenderCommand) {
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clay.BeginLayout(windowWidth, windowHeight)
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// An example function to create your layout tree
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create_layout :: proc() -> clay.ClayArray(clay.RenderCommand) {
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// Begin constructing the layout.
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clay.BeginLayout()
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// An example of laying out a UI with a fixed width sidebar and flexible width main content
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// NOTE: To create a scope for child components, the Odin api uses `if` with components that have children
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if clay.Rectangle(
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clay.ID("OuterContainer"),
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clay.Layout({sizing = {clay.SizingGrow({}), clay.SizingGrow({})}, padding = {16, 16}, childGap = 16}),
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clay.RectangleConfig({color = {250, 250, 255, 255}}),
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) {
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if clay.Rectangle(
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clay.ID("SideBar"),
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clay.Layout({layoutDirection = .TOP_TO_BOTTOM, sizing = {width = clay.SizingFixed(300), height = clay.SizingGrow({})}, padding = {16, 16}, childGap = 16}),
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clay.RectangleConfig({color = COLOR_LIGHT}),
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) {
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if clay.Rectangle(
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clay.ID("ProfilePictureOuter"),
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clay.Layout({sizing = {width = clay.SizingGrow({})}, padding = {16, 16}, childGap = 16, childAlignment = {y = .CENTER}}),
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clay.RectangleConfig({color = COLOR_RED}),
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) {
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if clay.Image(
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clay.ID("ProfilePicture"),
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clay.Layout({sizing = {width = clay.SizingFixed(60), height = clay.SizingFixed(60)}}),
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clay.ImageConfig({imageData = &profilePicture, sourceDimensions = {height = 60, width = 60}}),
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) {}
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clay.Text(clay.ID("ProfileTitle"), "Clay - UI Library", clay.TextConfig({fontSize = 24, textColor = {255, 255, 255, 255}}))
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// An example of laying out a UI with a fixed-width sidebar and flexible-width main content
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// NOTE: To create a scope for child components, the Odin API uses `if` with components that have children
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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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},
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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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},
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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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backgroundColor = COLOR_RED,
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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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},
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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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},
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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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for i in 0..<10 {
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SidebarItemComponent(i)
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// Standard Odin code like loops, etc. work inside components.
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// Here we render 5 sidebar items.
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for i in u32(0)..<5 {
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sidebar_item_component(i)
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}
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}
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if clay.Rectangle(
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clay.ID("MainContent"),
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clay.Layout({sizing = {width = clay.SizingGrow({}), height = clay.SizingGrow({})}}),
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clay.RectangleConfig({color = COLOR_LIGHT}),
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) {}
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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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},
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backgroundColor = COLOR_LIGHT,
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}) {}
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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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return render_commands
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}
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```
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6. Call [clay.EndLayout(screenWidth, screenHeight)](https://github.com/nicbarker/clay/blob/main/README.md#clay_endlayout) and process the resulting [clay.RenderCommandArray](https://github.com/nicbarker/clay/blob/main/README.md#clay_rendercommandarray) in your choice of renderer.
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6. Call your layout proc and process the resulting [clay.ClayArray(clay.RenderCommand)](https://github.com/nicbarker/clay/blob/main/README.md#clay_rendercommandarray) in your choice of renderer.
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```Odin
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renderCommands: clay.ClayArray(clay.RenderCommand) = clay.EndLayout(windowWidth, windowHeight)
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render_commands := create_layout()
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for i: u32 = 0; i < renderCommands.length; i += 1 {
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renderCommand := clay.RenderCommandArray_Get(&renderCommands, cast(i32)i)
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for i in 0..<i32(render_commands.length) {
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render_command := clay.RenderCommandArray_Get(render_commands, i)
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switch renderCommand.commandType {
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switch render_command.commandType {
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case .Rectangle:
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DrawRectangle(renderCommand.boundingBox, renderCommand.config.rectangleElementConfig.color)
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DrawRectangle(render_command.boundingBox, render_command.config.rectangleElementConfig.color)
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// ... Implement handling of other command types
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}
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}
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```
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Please see the [full C documentation for clay](https://github.com/nicbarker/clay/blob/main/README.md) for API details. All public C functions and Macros have Odin binding equivalents, generally of the form `CLAY_RECTANGLE` (C) -> `clay.Rectangle` (Odin)
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Please see the [full C documentation for Clay](https://github.com/nicbarker/clay/blob/main/README.md) for API details. All public C functions and Macros have Odin binding equivalents, generally of the form `CLAY_ID` (C) -> `clay.ID` (Odin).
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