This directory contains bindings for the Odin programming language, as well as an example implementation of the clay website in Odin.
Special thanks to
- laytan
- Dudejoe870
- MrStevns from the Odin Discord server
If you haven't taken a look at the full documentation for clay, 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:
// 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 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
}
- Download the clay-odin directory and copy it into your project.
import clay "clay-odin"
- Ask clay for how much static memory it needs using clay.MinMemorySize(), create an Arena for it to use with clay.CreateArenaWithCapacityAndMemory(minMemorySize, memory), and initialize it with clay.Initialize(arena).
minMemorySize: u32 = clay.MinMemorySize()
memory := make([^]u8, minMemorySize)
arena: clay.Arena = clay.CreateArenaWithCapacityAndMemory(minMemorySize, memory)
clay.Initialize(arena)
- Provide a
measureText(text, config)
proc "c" with clay.SetMeasureTextFunction(function) so that clay can measure and wrap text.
// 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)
- Optional - Call clay.SetPointerPosition(pointerPosition) if you want to use mouse interactions.
// Update internal pointer position for handling mouseover / click / touch events
clay.SetPointerPosition(clay.Vector2{ mousePositionX, mousePositionY })
- Call clay.BeginLayout(screenWidth, screenHeight) and declare your layout using the provided macros.
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.ID("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 - UI Library", clay.TextConfig({fontSize = 24, textColor = {255, 255, 255, 255}}))
}
// Standard Odin code like loops etc work inside components
for i in 0..<10 {
SidebarItemComponent(i)
}
}
if clay.Rectangle(
clay.ID("MainContent"),
clay.Layout({sizing = {width = clay.SizingGrow({}), height = clay.SizingGrow({})}}),
clay.RectangleConfig({color = COLOR_LIGHT}),
) {}
}
// ...
}
- Call clay.EndLayout(screenWidth, screenHeight) and process the resulting clay.RenderCommandArray in your choice of renderer.
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 for API details. All public C functions and Macros have Odin binding equivalents, generally of the form CLAY_RECTANGLE
(C) -> clay.Rectangle
(Odin)