Add proper layering support and support for non-clay layouts

This commit is contained in:
shan
2025-07-22 20:59:52 -07:00
parent e3dbdcba46
commit f9dca4cdfe
4 changed files with 268 additions and 153 deletions

View File

@@ -24,8 +24,6 @@ body_text := clay.TextElementConfig {
}
main :: proc() {
defer destroy()
when ODIN_DEBUG == true {
context.logger = log.create_console_logger(lowest = .Debug)
@@ -153,9 +151,12 @@ main :: proc() {
last_frame_time = frame_time
}
destroy()
}
destroy :: proc() {
free_all(context.temp_allocator)
renderer.destroy(device)
sdl.ReleaseWindowFromGPUDevice(device, window)
sdl.DestroyWindow(window)
@@ -169,15 +170,22 @@ update :: proc(cmd_buffer: ^sdl.GPUCommandBuffer, delta_time: u64) -> bool {
mouse_flags := sdl.GetMouseState(&mouse_x, &mouse_y)
width, height: c.int
sdl.GetWindowSize(window, &width, &height)
window_bounds := renderer.Rectangle {
x = 0.0,
y = 0.0,
w = f32(width),
h = f32(height),
}
layer := renderer.begin_prepare()
layer := renderer.begin_prepare(window_bounds)
// ===== Begin processing primitives for GPU upload =====
// Everything after begin_prepare() is uploaded in-order. We pass the layer down
// until we need a new one, after which we call new_layer()
// Render raw primitive setup
//renderer.prepare_batch(device, window, cmd_buffer, &layer, &primitives) //TODO
// Process primitives on this layer
layout(layer)
// Process clay-specific primitives
clay_layer_bounds := renderer.Rectangle {
x = f32(width) / 2.0,
y = 0.0,
@@ -185,13 +193,10 @@ update :: proc(cmd_buffer: ^sdl.GPUCommandBuffer, delta_time: u64) -> bool {
h = f32(height),
}
// Create a new layer, because these two scenes cannot be renderer in the same batch due to overlap
layer = renderer.new_layer(&layer, clay_layer_bounds)
layer = renderer.new_layer(layer, clay_layer_bounds)
clay_batch := clay_layout(clay_layer_bounds)
renderer.prepare_clay_batch(
device,
window,
cmd_buffer,
&layer,
layer,
{mouse_x, mouse_y},
mouse_flags,
input.mouse_delta,
@@ -200,7 +205,7 @@ update :: proc(cmd_buffer: ^sdl.GPUCommandBuffer, delta_time: u64) -> bool {
)
// This uploads the primitive data to the GPU
renderer.end_prepare(device, cmd_buffer, &layer)
renderer.end_prepare(device, cmd_buffer)
return input.should_quit
}
@@ -258,7 +263,7 @@ clay_layout :: proc(bounds: renderer.Rectangle) -> renderer.ClayBatch {
childAlignment = {x = .Center, y = .Center},
childGap = 32,
},
backgroundColor = {200.0, 200.0, 200.0, 255.0},
backgroundColor = {200.0, 200.0, 200.0, 100.0},
},
) {
if clay.UI()(
@@ -280,8 +285,42 @@ clay_layout :: proc(bounds: renderer.Rectangle) -> renderer.ClayBatch {
) {
}
if clay.UI()(
{
id = clay.ID("RoundedRect2"),
backgroundColor = {255.0, 100.0, 100.0, 255.0},
cornerRadius = clay.CornerRadius {
topLeft = 10,
topRight = 20,
bottomLeft = 40,
bottomRight = 0,
},
border = clay.BorderElementConfig {
color = {0.0, 0.0, 0.0, 255.0},
width = clay.BorderAll(5),
},
layout = {sizing = {clay.SizingFixed(240), clay.SizingFixed(80)}},
},
) {
}
clay.Text("Test Text", &body_text)
}
return renderer.ClayBatch{bounds, clay.EndLayout()}
}
layout :: proc(layer: ^renderer.Layer) {
bounds := layer.bounds
test_quad := renderer.quad(
pos = {bounds.x + 200, bounds.y + 200},
size = {bounds.w / 2.0, bounds.h / 2.0},
color = {0.2, 0.2, 0.8, 1},
corner_radii = {5, 10, 0, 20},
border_color = {0, 0, 0, 1},
border_width = 10,
)
renderer.prepare_quad(layer, test_quad)
}