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@ -169,6 +169,7 @@ For help starting out or to discuss clay, considering joining [the discord serve
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- [Clay_SetCurrentContext](#clay_setcurrentcontext)
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- [Clay_SetLayoutDimensions](#clay_setlayoutdimensions)
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- [Clay_SetPointerState](#clay_setpointerstate)
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- [Clay_GetPointerState](#clay_getpointerstate)
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- [Clay_UpdateScrollContainers](#clay_updatescrollcontainers)
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- [Clay_BeginLayout](#clay_beginlayout)
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- [Clay_EndLayout](#clay_endlayout)
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@ -646,6 +647,14 @@ Sets the internal pointer position and state (i.e. current mouse / touch positio
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---
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### Clay_GetPointerState
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`Clay_PointerData Clay_GetPointerState()`
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Get the internal pointer position and state (i.e. current mouse / touch position). returns clay internal click start and stop state.
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---
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### Clay_UpdateScrollContainers
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`void Clay_UpdateScrollContainers(bool enableDragScrolling, Clay_Vector2 scrollDelta, float deltaTime)`
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@ -111,7 +111,6 @@ TextElementConfig :: struct {
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lineHeight: u16,
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wrapMode: TextWrapMode,
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textAlignment: TextAlignment,
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hashStringContents: bool,
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}
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ImageElementConfig :: struct {
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16
clay.h
16
clay.h
@ -801,6 +801,9 @@ CLAY_DLL_EXPORT Clay_Arena Clay_CreateArenaWithCapacityAndMemory(size_t capacity
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// Sets the state of the "pointer" (i.e. the mouse or touch) in Clay's internal data. Used for detecting and responding to mouse events in the debug view,
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// as well as for Clay_Hovered() and scroll element handling.
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CLAY_DLL_EXPORT void Clay_SetPointerState(Clay_Vector2 position, bool pointerDown);
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// Gets the state of the "pointer". This will return the position provided by `Clay_SetPointerState`
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// and the frame pressed state.
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CLAY_DLL_EXPORT Clay_PointerData Clay_GetPointerState();
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// Initialize Clay's internal arena and setup required data before layout can begin. Only needs to be called once.
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// - arena can be created using Clay_CreateArenaWithCapacityAndMemory()
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// - layoutDimensions are the initial bounding dimensions of the layout (i.e. the screen width and height for a full screen layout)
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@ -1670,6 +1673,7 @@ Clay_LayoutElementHashMapItem* Clay__AddHashMapItem(Clay_ElementId elementId, Cl
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item.nextIndex = hashItem->nextIndex;
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if (hashItem->generation <= context->generation) { // First collision - assume this is the "same" element
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hashItem->elementId = elementId; // Make sure to copy this across. If the stringId reference has changed, we should update the hash item to use the new one.
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hashItem->idAlias = idAlias;
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hashItem->generation = context->generation + 1;
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hashItem->layoutElement = layoutElement;
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hashItem->debugData->collision = false;
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@ -3810,10 +3814,10 @@ void Clay_SetPointerState(Clay_Vector2 position, bool isPointerDown) {
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Clay_LayoutElementHashMapItem *mapItem = Clay__GetHashMapItem(currentElement->id); // TODO think of a way around this, maybe the fact that it's essentially a binary tree limits the cost, but the worst case is not great
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int32_t clipElementId = Clay__int32_tArray_GetValue(&context->layoutElementClipElementIds, (int32_t)(currentElement - context->layoutElements.internalArray));
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Clay_LayoutElementHashMapItem *clipItem = Clay__GetHashMapItem(clipElementId);
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Clay_BoundingBox elementBox = mapItem->boundingBox;
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elementBox.x -= root->pointerOffset.x;
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elementBox.y -= root->pointerOffset.y;
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if (mapItem) {
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Clay_BoundingBox elementBox = mapItem->boundingBox;
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elementBox.x -= root->pointerOffset.x;
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elementBox.y -= root->pointerOffset.y;
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if ((Clay__PointIsInsideRect(position, elementBox)) && (clipElementId == 0 || (Clay__PointIsInsideRect(position, clipItem->boundingBox)))) {
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if (mapItem->onHoverFunction) {
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mapItem->onHoverFunction(mapItem->elementId, context->pointerInfo, mapItem->hoverFunctionUserData);
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@ -3860,6 +3864,12 @@ void Clay_SetPointerState(Clay_Vector2 position, bool isPointerDown) {
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}
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}
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CLAY_WASM_EXPORT("Clay_GetPointerState")
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Clay_PointerData Clay_GetPointerState() {
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Clay_Context* context = Clay_GetCurrentContext();
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return context->pointerInfo;
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}
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CLAY_WASM_EXPORT("Clay_Initialize")
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Clay_Context* Clay_Initialize(Clay_Arena arena, Clay_Dimensions layoutDimensions, Clay_ErrorHandler errorHandler) {
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Clay_Context *context = Clay__Context_Allocate_Arena(&arena);
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