### Odin Language Bindings 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. 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. 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): Special thanks to - [laytan](https://github.com/laytan) - [Dudejoe870](https://github.com/Dudejoe870) - MrStevns from the Odin Discord server ```C // C form of element macros 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), { // Child elements here }); ``` ```Odin // Odin form of element macros 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 })) { // Child elements here } ``` ### Quick Start 1. Download the [clay-odin](link todo) directory and copy it into your project. ```Odin import clay "clay-odin" ``` 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). ```Odin minMemorySize: c.uint32_t = clay.MinMemorySize() memory := make([^]u8, minMemorySize) arena: clay.Arena = clay.CreateArenaWithCapacityAndMemory(minMemorySize, memory) ``` 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. ```Odin // Example measure text function measureText :: proc "c" (text: ^clay.String, config: ^clay.TextElementConfig) -> clay.Dimensions { // clay.TextElementConfig contains members such as fontId, fontSize, letterSpacing etc // Note: clay.String->chars is not guaranteed to be null terminated } // Tell clay how to measure text clay.SetMeasureTextFunction(measureText) ``` 4. **Optional** - Call [clay.SetPointerPosition(pointerPosition)](https://github.com/nicbarker/clay/blob/main/README.md#clay_setpointerposition) if you want to use mouse interactions. ```Odin // Update internal pointer position for handling mouseover / click / touch events clay.SetPointerPosition(clay.Vector2{ mousePositionX, mousePositionY }) ``` 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. ```Odin COLOR_LIGHT :: clay.Color{224, 215, 210, 255} COLOR_RED :: clay.Color{168, 66, 28, 255} COLOR_ORANGE :: clay.Color{225, 138, 50, 255} // Layout config is just a struct that can be declared statically, or inline sidebarItemLayout := clay.LayoutConfig { sizing = {width = clay.SizingGrow({}), height = clay.SizingFixed(50)}, } // Re-useable components are just normal functions SidebarItemComponent :: proc(index: u32) { if clay.Rectangle(clay.IDI("SidebarBlob", index), &sidebarItemLayout, clay.RectangleConfig({color = COLOR_ORANGE})) {} } // An example function to begin the "root" of your layout tree CreateLayout :: proc() -> clay.ClayArray(clay.RenderCommand) { clay.BeginLayout(windowWidth, windowHeight) // An example of laying out a UI with a fixed width sidebar and flexible width main content // NOTE: To create a scope for child components, the Odin api uses `if` with components that have children if clay.Rectangle( clay.ID("OuterContainer"), clay.Layout({sizing = {clay.SizingGrow({}), clay.SizingGrow({})}, padding = {16, 16}, childGap = 16}), clay.RectangleConfig({color = {250, 250, 255, 255}}), ) { if clay.Rectangle( clay.ID("SideBar"), clay.Layout({layoutDirection = .TOP_TO_BOTTOM, sizing = {width = clay.SizingFixed(300), height = clay.SizingGrow({})}, padding = {16, 16}, childGap = 16}), clay.RectangleConfig({color = COLOR_LIGHT}), ) { if clay.Rectangle( clay.ID("ProfilePictureOuter"), clay.Layout({sizing = {width = clay.SizingGrow({})}, padding = {16, 16}, childGap = 16, childAlignment = {y = .CENTER}}), clay.RectangleConfig({color = COLOR_RED}), ) { if clay.Image( clay.ID("ProfilePicture"), clay.Layout({sizing = {width = clay.SizingFixed(60), height = clay.SizingFixed(60)}}), clay.ImageConfig({imageData = &profilePicture, sourceDimensions = {height = 60, width = 60}}), ) {} clay.Text(clay.ID("ProfileTitle"), clay.MakeString("Clay - UI Library"), clay.TextConfig({fontSize = 24, textColor = {255, 255, 255, 255}})) } // Standard Odin code like loops etc work inside components for i: u32 = 0; i < 10; i += 1 { SidebarItemComponent(i) } } if clay.Rectangle( clay.ID("MainContent"), clay.Layout({sizing = {width = clay.SizingGrow({}), height = clay.SizingGrow({})}}), clay.RectangleConfig({color = COLOR_LIGHT}), ) {} } // ... } ``` 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. ```Odin renderCommands: clay.ClayArray(clay.RenderCommand) = clay.EndLayout(windowWidth, windowHeight) for i: u32 = 0; i < renderCommands.length; i += 1 { renderCommand := clay.RenderCommandArray_Get(&renderCommands, cast(i32)i) switch renderCommand.commandType { case .Rectangle: { DrawRectangle(renderCommand.boundingBox, renderCommand.config.rectangleElementConfig.color) } // ... Implement handling of other command types } } ``` 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)