Update C sources, add new functions and rename package to
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391c25482d
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08aa518a46
156 changed files with 34542 additions and 19573 deletions
102
raylib/shapes.c
102
raylib/shapes.c
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@ -153,9 +153,9 @@ void DrawLineBezier(Vector2 startPos, Vector2 endPos, float thick, Color color)
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for (int i = 1; i <= LINE_DIVISIONS; i++)
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{
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// Cubic easing in-out
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// NOTE: Easing is calcutated only for y position value
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current.y = EaseCubicInOut(i, startPos.y, endPos.y - startPos.y, LINE_DIVISIONS);
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current.x = previous.x + (endPos.x - startPos.x)/LINE_DIVISIONS;
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// NOTE: Easing is calculated only for y position value
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current.y = EaseCubicInOut((float)i, startPos.y, endPos.y - startPos.y, (float)LINE_DIVISIONS);
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current.x = previous.x + (endPos.x - startPos.x)/ (float)LINE_DIVISIONS;
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DrawLineEx(previous, current, thick, color);
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@ -173,6 +173,8 @@ void DrawCircle(int centerX, int centerY, float radius, Color color)
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// NOTE: Gradient goes from center (color1) to border (color2)
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void DrawCircleGradient(int centerX, int centerY, float radius, Color color1, Color color2)
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{
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if (rlCheckBufferLimit(RL_TRIANGLES, 3*36)) rlglDraw();
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rlBegin(RL_TRIANGLES);
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for (int i = 0; i < 360; i += 10)
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{
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@ -189,8 +191,10 @@ void DrawCircleGradient(int centerX, int centerY, float radius, Color color1, Co
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// Draw a color-filled circle (Vector version)
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// NOTE: On OpenGL 3.3 and ES2 we use QUADS to avoid drawing order issues (view rlglDraw)
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void DrawCircleV(Vector2 center, float radius, Color color)
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{
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{
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#if defined(SUPPORT_QUADS_DRAW_MODE)
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if (rlCheckBufferLimit(RL_QUADS, 4*(36/2))) rlglDraw();
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rlEnableTexture(GetTextureDefault().id); // Default white texture
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rlBegin(RL_QUADS);
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@ -207,6 +211,8 @@ void DrawCircleV(Vector2 center, float radius, Color color)
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rlDisableTexture();
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#else
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if (rlCheckBufferLimit(RL_TRIANGLES, 3*(36/2))) rlglDraw();
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rlBegin(RL_TRIANGLES);
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for (int i = 0; i < 360; i += 10)
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{
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@ -223,6 +229,8 @@ void DrawCircleV(Vector2 center, float radius, Color color)
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// Draw circle outline
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void DrawCircleLines(int centerX, int centerY, float radius, Color color)
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{
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if (rlCheckBufferLimit(RL_LINES, 2*36)) rlglDraw();
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rlBegin(RL_LINES);
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rlColor4ub(color.r, color.g, color.b, color.a);
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@ -251,27 +259,27 @@ void DrawRectangleV(Vector2 position, Vector2 size, Color color)
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#if defined(SUPPORT_QUADS_DRAW_MODE)
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#if defined(SUPPORT_FONT_TEXTURE)
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// Draw rectangle using font texture white character
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rlEnableTexture(GetDefaultFont().texture.id);
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rlEnableTexture(GetFontDefault().texture.id);
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rlBegin(RL_QUADS);
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rlColor4ub(color.r, color.g, color.b, color.a);
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rlNormal3f(0.0f, 0.0f, 1.0f);
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// NOTE: Default raylib font character 95 is a white square
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rlTexCoord2f((float)GetDefaultFont().chars[95].rec.x/GetDefaultFont().texture.width,
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(float)GetDefaultFont().chars[95].rec.y/GetDefaultFont().texture.height);
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rlTexCoord2f((float)GetFontDefault().chars[95].rec.x/GetFontDefault().texture.width,
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(float)GetFontDefault().chars[95].rec.y/GetFontDefault().texture.height);
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rlVertex2f(position.x, position.y);
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rlTexCoord2f((float)GetDefaultFont().chars[95].rec.x/GetDefaultFont().texture.width,
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(float)(GetDefaultFont().chars[95].rec.y + GetDefaultFont().chars[95].rec.height)/GetDefaultFont().texture.height);
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rlTexCoord2f((float)GetFontDefault().chars[95].rec.x/GetFontDefault().texture.width,
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(float)(GetFontDefault().chars[95].rec.y + GetFontDefault().chars[95].rec.height)/GetFontDefault().texture.height);
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rlVertex2f(position.x, position.y + size.y);
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rlTexCoord2f((float)(GetDefaultFont().chars[95].rec.x + GetDefaultFont().chars[95].rec.width)/GetDefaultFont().texture.width,
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(float)(GetDefaultFont().chars[95].rec.y + GetDefaultFont().chars[95].rec.height)/GetDefaultFont().texture.height);
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rlTexCoord2f((float)(GetFontDefault().chars[95].rec.x + GetFontDefault().chars[95].rec.width)/GetFontDefault().texture.width,
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(float)(GetFontDefault().chars[95].rec.y + GetFontDefault().chars[95].rec.height)/GetFontDefault().texture.height);
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rlVertex2f(position.x + size.x, position.y + size.y);
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rlTexCoord2f((float)(GetDefaultFont().chars[95].rec.x + GetDefaultFont().chars[95].rec.width)/GetDefaultFont().texture.width,
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(float)GetDefaultFont().chars[95].rec.y/GetDefaultFont().texture.height);
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rlTexCoord2f((float)(GetFontDefault().chars[95].rec.x + GetFontDefault().chars[95].rec.width)/GetFontDefault().texture.width,
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(float)GetFontDefault().chars[95].rec.y/GetFontDefault().texture.height);
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rlVertex2f(position.x + size.x, position.y);
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rlEnd();
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@ -316,7 +324,7 @@ void DrawRectangleV(Vector2 position, Vector2 size, Color color)
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// Draw a color-filled rectangle
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void DrawRectangleRec(Rectangle rec, Color color)
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{
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DrawRectangle(rec.x, rec.y, rec.width, rec.height, color);
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DrawRectangle((int)rec.x, (int)rec.y, (int)rec.width, (int)rec.height, color);
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}
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void DrawRectanglePro(Rectangle rec, Vector2 origin, float rotation, Color color)
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@ -346,14 +354,14 @@ void DrawRectanglePro(Rectangle rec, Vector2 origin, float rotation, Color color
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// NOTE: Gradient goes from bottom (color1) to top (color2)
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void DrawRectangleGradientV(int posX, int posY, int width, int height, Color color1, Color color2)
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{
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DrawRectangleGradientEx((Rectangle){ posX, posY, width, height }, color1, color2, color2, color1);
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DrawRectangleGradientEx((Rectangle){ (float)posX, (float)posY, (float)width, (float)height }, color1, color2, color2, color1);
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}
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// Draw a horizontal-gradient-filled rectangle
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// NOTE: Gradient goes from bottom (color1) to top (color2)
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void DrawRectangleGradientH(int posX, int posY, int width, int height, Color color1, Color color2)
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{
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DrawRectangleGradientEx((Rectangle){ posX, posY, width, height }, color1, color1, color2, color2);
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DrawRectangleGradientEx((Rectangle){ (float)posX, (float)posY, (float)width, (float)height }, color1, color1, color2, color2);
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}
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// Draw a gradient-filled rectangle
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@ -362,30 +370,30 @@ void DrawRectangleGradientEx(Rectangle rec, Color col1, Color col2, Color col3,
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{
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#if defined(SUPPORT_FONT_TEXTURE)
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// Draw rectangle using font texture white character
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rlEnableTexture(GetDefaultFont().texture.id);
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rlEnableTexture(GetFontDefault().texture.id);
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rlBegin(RL_QUADS);
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rlNormal3f(0.0f, 0.0f, 1.0f);
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// NOTE: Default raylib font character 95 is a white square
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rlColor4ub(col1.r, col1.g, col1.b, col1.a);
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rlTexCoord2f(GetDefaultFont().chars[95].rec.x/GetDefaultFont().texture.width,
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GetDefaultFont().chars[95].rec.y/GetDefaultFont().texture.height);
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rlTexCoord2f(GetFontDefault().chars[95].rec.x/GetFontDefault().texture.width,
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GetFontDefault().chars[95].rec.y/GetFontDefault().texture.height);
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rlVertex2f(rec.x, rec.y);
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rlColor4ub(col2.r, col2.g, col2.b, col2.a);
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rlTexCoord2f(GetDefaultFont().chars[95].rec.x/GetDefaultFont().texture.width,
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(GetDefaultFont().chars[95].rec.y + GetDefaultFont().chars[95].rec.height)/GetDefaultFont().texture.height);
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rlTexCoord2f(GetFontDefault().chars[95].rec.x/GetFontDefault().texture.width,
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(GetFontDefault().chars[95].rec.y + GetFontDefault().chars[95].rec.height)/GetFontDefault().texture.height);
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rlVertex2f(rec.x, rec.y + rec.height);
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rlColor4ub(col3.r, col3.g, col3.b, col3.a);
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rlTexCoord2f((GetDefaultFont().chars[95].rec.x + GetDefaultFont().chars[95].rec.width)/GetDefaultFont().texture.width,
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(GetDefaultFont().chars[95].rec.y + GetDefaultFont().chars[95].rec.height)/GetDefaultFont().texture.height);
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rlTexCoord2f((GetFontDefault().chars[95].rec.x + GetFontDefault().chars[95].rec.width)/GetFontDefault().texture.width,
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(GetFontDefault().chars[95].rec.y + GetFontDefault().chars[95].rec.height)/GetFontDefault().texture.height);
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rlVertex2f(rec.x + rec.width, rec.y + rec.height);
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rlColor4ub(col4.r, col4.g, col4.b, col4.a);
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rlTexCoord2f((GetDefaultFont().chars[95].rec.x + GetDefaultFont().chars[95].rec.width)/GetDefaultFont().texture.width,
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GetDefaultFont().chars[95].rec.y/GetDefaultFont().texture.height);
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rlTexCoord2f((GetFontDefault().chars[95].rec.x + GetFontDefault().chars[95].rec.width)/GetFontDefault().texture.width,
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GetFontDefault().chars[95].rec.y/GetFontDefault().texture.height);
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rlVertex2f(rec.x + rec.width, rec.y);
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rlEnd();
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@ -449,14 +457,14 @@ void DrawRectangleLinesEx(Rectangle rec, int lineThick, Color color)
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{
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if (lineThick > rec.width || lineThick > rec.height)
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{
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if(rec.width > rec.height) lineThick = rec.height/2;
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else if (rec.width < rec.height) lineThick = rec.width/2;
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if(rec.width > rec.height) lineThick = (int)rec.height/2;
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else if (rec.width < rec.height) lineThick = (int)rec.width/2;
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}
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DrawRectangle(rec.x, rec.y, rec.width, lineThick, color);
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DrawRectangle(rec.x - lineThick + rec.width, rec.y + lineThick, lineThick, rec.height - lineThick*2, color);
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DrawRectangle(rec.x, rec.y + rec.height - lineThick, rec.width, lineThick, color);
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DrawRectangle(rec.x, rec.y + lineThick, lineThick, rec.height - lineThick*2, color);
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DrawRectangle( (int)rec.x, (int)rec.y, (int)rec.width, lineThick, color);
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DrawRectangle( (int)(rec.x - lineThick + rec.width), (int)(rec.y + lineThick), lineThick, (int)(rec.height - lineThick*2.0f), color);
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DrawRectangle( (int)rec.x, (int)(rec.y + rec.height - lineThick), (int)rec.width, lineThick, color);
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DrawRectangle( (int)rec.x, (int)(rec.y + lineThick), lineThick, (int)(rec.height - lineThick*2), color);
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}
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// Draw a triangle
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@ -504,6 +512,8 @@ void DrawTriangleLines(Vector2 v1, Vector2 v2, Vector2 v3, Color color)
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void DrawPoly(Vector2 center, int sides, float radius, float rotation, Color color)
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{
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if (sides < 3) sides = 3;
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if (rlCheckBufferLimit(RL_QUADS, 4*(360/sides))) rlglDraw();
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rlPushMatrix();
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rlTranslatef(center.x, center.y, 0.0);
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@ -544,6 +554,8 @@ void DrawPolyEx(Vector2 *points, int pointsCount, Color color)
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{
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if (pointsCount >= 3)
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{
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if (rlCheckBufferLimit(RL_QUADS, pointsCount)) rlglDraw();
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#if defined(SUPPORT_QUADS_DRAW_MODE)
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rlEnableTexture(GetTextureDefault().id); // Default white texture
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@ -579,6 +591,8 @@ void DrawPolyExLines(Vector2 *points, int pointsCount, Color color)
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{
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if (pointsCount >= 2)
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{
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if (rlCheckBufferLimit(RL_LINES, pointsCount)) rlglDraw();
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rlBegin(RL_LINES);
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rlColor4ub(color.r, color.g, color.b, color.a);
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@ -633,11 +647,9 @@ bool CheckCollisionPointTriangle(Vector2 point, Vector2 p1, Vector2 p2, Vector2
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bool CheckCollisionRecs(Rectangle rec1, Rectangle rec2)
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{
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bool collision = false;
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int dx = abs((rec1.x + rec1.width/2) - (rec2.x + rec2.width/2));
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int dy = abs((rec1.y + rec1.height/2) - (rec2.y + rec2.height/2));
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if ((dx <= (rec1.width/2 + rec2.width/2)) && ((dy <= (rec1.height/2 + rec2.height/2)))) collision = true;
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if ((rec1.x <= (rec2.x + rec2.width) && (rec1.x + rec1.width) >= rec2.x) &&
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(rec1.y <= (rec2.y + rec2.height) && (rec1.y + rec1.height) >= rec2.y)) collision = true;
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return collision;
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}
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@ -661,11 +673,11 @@ bool CheckCollisionCircles(Vector2 center1, float radius1, Vector2 center2, floa
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// NOTE: Reviewed version to take into account corner limit case
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bool CheckCollisionCircleRec(Vector2 center, float radius, Rectangle rec)
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{
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int recCenterX = rec.x + rec.width/2;
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int recCenterY = rec.y + rec.height/2;
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int recCenterX = (int)(rec.x + rec.width/2.0f);
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int recCenterY = (int)(rec.y + rec.height/2.0f);
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float dx = fabsf(center.x - recCenterX);
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float dy = fabsf(center.y - recCenterY);
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float dx = (float)fabs(center.x - recCenterX);
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float dy = (float)fabs(center.y - recCenterY);
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if (dx > (rec.width/2.0f + radius)) { return false; }
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if (dy > (rec.height/2.0f + radius)) { return false; }
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@ -686,8 +698,8 @@ Rectangle GetCollisionRec(Rectangle rec1, Rectangle rec2)
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if (CheckCollisionRecs(rec1, rec2))
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{
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int dxx = abs(rec1.x - rec2.x);
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int dyy = abs(rec1.y - rec2.y);
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float dxx = (float)fabs(rec1.x - rec2.x);
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float dyy = (float)fabs(rec1.y - rec2.y);
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if (rec1.x <= rec2.x)
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{
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@ -754,8 +766,8 @@ Rectangle GetCollisionRec(Rectangle rec1, Rectangle rec2)
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// NOTE: Required for DrawLineBezier()
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static float EaseCubicInOut(float t, float b, float c, float d)
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{
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if ((t /= 0.5*d) < 1)
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return 0.5*c*t*t*t + b;
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if ((t /= 0.5f*d) < 1)
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return 0.5f*c*t*t*t + b;
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t -= 2;
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return 0.5*c*(t*t*t + 2) + b;
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return 0.5f*c*(t*t*t + 2.0f) + b;
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}
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