#include "../../clay.h" #include #include #include #include #define CLAY_COLOR_TO_SDL_COLOR_ARGS(color) color.r, color.g, color.b, color.a typedef struct { uint32_t fontId; TTF_Font *font; } SDL2_Font; static Clay_Dimensions SDL2_MeasureText(Clay_StringSlice text, Clay_TextElementConfig *config, void *userData) { SDL2_Font *fonts = (SDL2_Font*)userData; TTF_Font *font = fonts[config->fontId].font; char *chars = (char *)calloc(text.length + 1, 1); memcpy(chars, text.chars, text.length); int width = 0; int height = 0; if (TTF_SizeUTF8(font, chars, &width, &height) < 0) { fprintf(stderr, "Error: could not measure text: %s\n", TTF_GetError()); exit(1); } free(chars); return (Clay_Dimensions) { .width = (float)width, .height = (float)height, }; } /* Global for convenience. Even in 4K this is enough for smooth curves (low radius or rect size coupled with * no AA or low resolution might make it appear as jagged curves) */ static int NUM_CIRCLE_SEGMENTS = 16; //all rendering is performed by a single SDL call, avoiding multiple RenderRect + plumbing choice for circles. static void SDL_RenderFillRoundedRect(SDL_Renderer* renderer, const SDL_FRect rect, const float cornerRadius, const Clay_Color _color) { const SDL_Color color = (SDL_Color) { .r = (Uint8)_color.r, .g = (Uint8)_color.g, .b = (Uint8)_color.b, .a = (Uint8)_color.a, }; int indexCount = 0, vertexCount = 0; const float minRadius = SDL_min(rect.w, rect.h) / 2.0f; const float clampedRadius = SDL_min(cornerRadius, minRadius); const int numCircleSegments = SDL_max(NUM_CIRCLE_SEGMENTS, (int)clampedRadius * 0.5f); SDL_Vertex vertices[512]; int indices[512]; //define center rectangle vertices[vertexCount++] = (SDL_Vertex){ {rect.x + clampedRadius, rect.y + clampedRadius}, color, {0, 0} }; //0 center TL vertices[vertexCount++] = (SDL_Vertex){ {rect.x + rect.w - clampedRadius, rect.y + clampedRadius}, color, {1, 0} }; //1 center TR vertices[vertexCount++] = (SDL_Vertex){ {rect.x + rect.w - clampedRadius, rect.y + rect.h - clampedRadius}, color, {1, 1} }; //2 center BR vertices[vertexCount++] = (SDL_Vertex){ {rect.x + clampedRadius, rect.y + rect.h - clampedRadius}, color, {0, 1} }; //3 center BL indices[indexCount++] = 0; indices[indexCount++] = 1; indices[indexCount++] = 3; indices[indexCount++] = 1; indices[indexCount++] = 2; indices[indexCount++] = 3; //define rounded corners as triangle fans const float step = (M_PI / 2) / numCircleSegments; for (int i = 0; i < numCircleSegments; i++) { const float angle1 = (float)i * step; const float angle2 = ((float)i + 1.0f) * step; for (int j = 0; j < 4; j++) { // Iterate over four corners float cx, cy, signX, signY; switch (j) { case 0: cx = rect.x + clampedRadius; cy = rect.y + clampedRadius; signX = -1; signY = -1; break; // Top-left case 1: cx = rect.x + rect.w - clampedRadius; cy = rect.y + clampedRadius; signX = 1; signY = -1; break; // Top-right case 2: cx = rect.x + rect.w - clampedRadius; cy = rect.y + rect.h - clampedRadius; signX = 1; signY = 1; break; // Bottom-right case 3: cx = rect.x + clampedRadius; cy = rect.y + rect.h - clampedRadius; signX = -1; signY = 1; break; // Bottom-left default: return; } vertices[vertexCount++] = (SDL_Vertex){ {cx + SDL_cosf(angle1) * clampedRadius * signX, cy + SDL_sinf(angle1) * clampedRadius * signY}, color, {0, 0} }; vertices[vertexCount++] = (SDL_Vertex){ {cx + SDL_cosf(angle2) * clampedRadius * signX, cy + SDL_sinf(angle2) * clampedRadius * signY}, color, {0, 0} }; indices[indexCount++] = j; // Connect to corresponding central rectangle vertex indices[indexCount++] = vertexCount - 2; indices[indexCount++] = vertexCount - 1; } } //Define edge rectangles // Top edge vertices[vertexCount++] = (SDL_Vertex){ {rect.x + clampedRadius, rect.y}, color, {0, 0} }; //TL vertices[vertexCount++] = (SDL_Vertex){ {rect.x + rect.w - clampedRadius, rect.y}, color, {1, 0} }; //TR indices[indexCount++] = 0; indices[indexCount++] = vertexCount - 2; //TL indices[indexCount++] = vertexCount - 1; //TR indices[indexCount++] = 1; indices[indexCount++] = 0; indices[indexCount++] = vertexCount - 1; //TR // Right edge vertices[vertexCount++] = (SDL_Vertex){ {rect.x + rect.w, rect.y + clampedRadius}, color, {1, 0} }; //RT vertices[vertexCount++] = (SDL_Vertex){ {rect.x + rect.w, rect.y + rect.h - clampedRadius}, color, {1, 1} }; //RB indices[indexCount++] = 1; indices[indexCount++] = vertexCount - 2; //RT indices[indexCount++] = vertexCount - 1; //RB indices[indexCount++] = 2; indices[indexCount++] = 1; indices[indexCount++] = vertexCount - 1; //RB // Bottom edge vertices[vertexCount++] = (SDL_Vertex){ {rect.x + rect.w - clampedRadius, rect.y + rect.h}, color, {1, 1} }; //BR vertices[vertexCount++] = (SDL_Vertex){ {rect.x + clampedRadius, rect.y + rect.h}, color, {0, 1} }; //BL indices[indexCount++] = 2; indices[indexCount++] = vertexCount - 2; //BR indices[indexCount++] = vertexCount - 1; //BL indices[indexCount++] = 3; indices[indexCount++] = 2; indices[indexCount++] = vertexCount - 1; //BL // Left edge vertices[vertexCount++] = (SDL_Vertex){ {rect.x, rect.y + rect.h - clampedRadius}, color, {0, 1} }; //LB vertices[vertexCount++] = (SDL_Vertex){ {rect.x, rect.y + clampedRadius}, color, {0, 0} }; //LT indices[indexCount++] = 3; indices[indexCount++] = vertexCount - 2; //LB indices[indexCount++] = vertexCount - 1; //LT indices[indexCount++] = 0; indices[indexCount++] = 3; indices[indexCount++] = vertexCount - 1; //LT // Render everything SDL_RenderGeometry(renderer, NULL, vertices, vertexCount, indices, indexCount); } SDL_Rect currentClippingRectangle; static void Clay_SDL2_Render(SDL_Renderer *renderer, Clay_RenderCommandArray renderCommands, SDL2_Font *fonts) { for (uint32_t i = 0; i < renderCommands.length; i++) { Clay_RenderCommand *renderCommand = Clay_RenderCommandArray_Get(&renderCommands, i); Clay_BoundingBox boundingBox = renderCommand->boundingBox; switch (renderCommand->commandType) { case CLAY_RENDER_COMMAND_TYPE_RECTANGLE: { Clay_RectangleRenderData *config = &renderCommand->renderData.rectangle; Clay_Color color = config->backgroundColor; SDL_SetRenderDrawColor(renderer, color.r, color.g, color.b, color.a); SDL_FRect rect = (SDL_FRect) { .x = boundingBox.x, .y = boundingBox.y, .w = boundingBox.width, .h = boundingBox.height, }; if (config->cornerRadius.topLeft > 0) { SDL_RenderFillRoundedRect(renderer, rect, config->cornerRadius.topLeft, color); } else { SDL_RenderFillRectF(renderer, &rect); } break; } case CLAY_RENDER_COMMAND_TYPE_TEXT: { Clay_TextRenderData *config = &renderCommand->renderData.text; char *cloned = (char *)calloc(config->stringContents.length + 1, 1); memcpy(cloned, config->stringContents.chars, config->stringContents.length); TTF_Font* font = fonts[config->fontId].font; SDL_Surface *surface = TTF_RenderUTF8_Blended(font, cloned, (SDL_Color) { .r = (Uint8)config->textColor.r, .g = (Uint8)config->textColor.g, .b = (Uint8)config->textColor.b, .a = (Uint8)config->textColor.a, }); SDL_Texture *texture = SDL_CreateTextureFromSurface(renderer, surface); SDL_Rect destination = (SDL_Rect){ .x = boundingBox.x, .y = boundingBox.y, .w = boundingBox.width, .h = boundingBox.height, }; SDL_RenderCopy(renderer, texture, NULL, &destination); SDL_DestroyTexture(texture); SDL_FreeSurface(surface); free(cloned); break; } case CLAY_RENDER_COMMAND_TYPE_SCISSOR_START: { currentClippingRectangle = (SDL_Rect) { .x = boundingBox.x, .y = boundingBox.y, .w = boundingBox.width, .h = boundingBox.height, }; SDL_RenderSetClipRect(renderer, ¤tClippingRectangle); break; } case CLAY_RENDER_COMMAND_TYPE_SCISSOR_END: { SDL_RenderSetClipRect(renderer, NULL); break; } case CLAY_RENDER_COMMAND_TYPE_IMAGE: { Clay_ImageRenderData *config = &renderCommand->renderData.image; SDL_Texture *texture = SDL_CreateTextureFromSurface(renderer, config->imageData); SDL_Rect destination = (SDL_Rect){ .x = boundingBox.x, .y = boundingBox.y, .w = boundingBox.width, .h = boundingBox.height, }; SDL_RenderCopy(renderer, texture, NULL, &destination); SDL_DestroyTexture(texture); break; } case CLAY_RENDER_COMMAND_TYPE_BORDER: { Clay_BorderRenderData *config = &renderCommand->renderData.border; if (config->width.left > 0) { SDL_SetRenderDrawColor(renderer, CLAY_COLOR_TO_SDL_COLOR_ARGS(config->color)); SDL_FRect rect = { boundingBox.x, boundingBox.y + config->cornerRadius.topLeft, config->width.left, boundingBox.height - config->cornerRadius.topLeft - config->cornerRadius.bottomLeft }; SDL_RenderFillRectF(renderer, &rect); } if (config->width.right > 0) { SDL_SetRenderDrawColor(renderer, CLAY_COLOR_TO_SDL_COLOR_ARGS(config->color)); 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 }; SDL_RenderFillRectF(renderer, &rect); } if (config->width.right > 0) { SDL_SetRenderDrawColor(renderer, CLAY_COLOR_TO_SDL_COLOR_ARGS(config->color)); 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 }; SDL_RenderFillRectF(renderer, &rect); } if (config->width.top > 0) { SDL_SetRenderDrawColor(renderer, CLAY_COLOR_TO_SDL_COLOR_ARGS(config->color)); SDL_FRect rect = { boundingBox.x + config->cornerRadius.topLeft, boundingBox.y, boundingBox.width - config->cornerRadius.topLeft - config->cornerRadius.topRight, config->width.top }; SDL_RenderFillRectF(renderer, &rect); } if (config->width.bottom > 0) { SDL_SetRenderDrawColor(renderer, CLAY_COLOR_TO_SDL_COLOR_ARGS(config->color)); 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 }; SDL_RenderFillRectF(renderer, &rect); } break; } default: { fprintf(stderr, "Error: unhandled render command: %d\n", renderCommand->commandType); exit(1); } } } }