Changed DrawRing and DrawCircleSector angle params from int to float to allow greater accuracy. (#1656)

Co-authored-by: Simon <simon@frithrah.com>
This commit is contained in:
frithrah 2021-03-19 18:13:55 +00:00 committed by GitHub
parent 7a566a07ea
commit 2f367a905e
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GPG key ID: 4AEE18F83AFDEB23
4 changed files with 26 additions and 26 deletions

View file

@ -28,8 +28,8 @@ int main(void)
Vector2 center = {(GetScreenWidth() - 300)/2, GetScreenHeight()/2 }; Vector2 center = {(GetScreenWidth() - 300)/2, GetScreenHeight()/2 };
float outerRadius = 180.0f; float outerRadius = 180.0f;
int startAngle = 0; float startAngle = 0.0f;
int endAngle = 180; float endAngle = 180.0f;
int segments = 0; int segments = 0;
SetTargetFPS(60); // Set our game to run at 60 frames-per-second SetTargetFPS(60); // Set our game to run at 60 frames-per-second

View file

@ -30,8 +30,8 @@ int main(void)
float innerRadius = 80.0f; float innerRadius = 80.0f;
float outerRadius = 190.0f; float outerRadius = 190.0f;
int startAngle = 0; float startAngle = 0.0f;
int endAngle = 360; float endAngle = 360.0f;
int segments = 0; int segments = 0;
bool drawRing = true; bool drawRing = true;

View file

@ -1098,15 +1098,15 @@ RLAPI void DrawLineBezier(Vector2 startPos, Vector2 endPos, float thick, Color c
RLAPI void DrawLineBezierQuad(Vector2 startPos, Vector2 endPos, Vector2 controlPos, float thick, Color color); //Draw line using quadratic bezier curves with a control point RLAPI void DrawLineBezierQuad(Vector2 startPos, Vector2 endPos, Vector2 controlPos, float thick, Color color); //Draw line using quadratic bezier curves with a control point
RLAPI void DrawLineStrip(Vector2 *points, int pointsCount, Color color); // Draw lines sequence RLAPI void DrawLineStrip(Vector2 *points, int pointsCount, Color color); // Draw lines sequence
RLAPI void DrawCircle(int centerX, int centerY, float radius, Color color); // Draw a color-filled circle RLAPI void DrawCircle(int centerX, int centerY, float radius, Color color); // Draw a color-filled circle
RLAPI void DrawCircleSector(Vector2 center, float radius, int startAngle, int endAngle, int segments, Color color); // Draw a piece of a circle RLAPI void DrawCircleSector(Vector2 center, float radius, float startAngle, float endAngle, int segments, Color color); // Draw a piece of a circle
RLAPI void DrawCircleSectorLines(Vector2 center, float radius, int startAngle, int endAngle, int segments, Color color); // Draw circle sector outline RLAPI void DrawCircleSectorLines(Vector2 center, float radius, float startAngle, float endAngle, int segments, Color color); // Draw circle sector outline
RLAPI void DrawCircleGradient(int centerX, int centerY, float radius, Color color1, Color color2); // Draw a gradient-filled circle RLAPI void DrawCircleGradient(int centerX, int centerY, float radius, Color color1, Color color2); // Draw a gradient-filled circle
RLAPI void DrawCircleV(Vector2 center, float radius, Color color); // Draw a color-filled circle (Vector version) RLAPI void DrawCircleV(Vector2 center, float radius, Color color); // Draw a color-filled circle (Vector version)
RLAPI void DrawCircleLines(int centerX, int centerY, float radius, Color color); // Draw circle outline RLAPI void DrawCircleLines(int centerX, int centerY, float radius, Color color); // Draw circle outline
RLAPI void DrawEllipse(int centerX, int centerY, float radiusH, float radiusV, Color color); // Draw ellipse RLAPI void DrawEllipse(int centerX, int centerY, float radiusH, float radiusV, Color color); // Draw ellipse
RLAPI void DrawEllipseLines(int centerX, int centerY, float radiusH, float radiusV, Color color); // Draw ellipse outline RLAPI void DrawEllipseLines(int centerX, int centerY, float radiusH, float radiusV, Color color); // Draw ellipse outline
RLAPI void DrawRing(Vector2 center, float innerRadius, float outerRadius, int startAngle, int endAngle, int segments, Color color); // Draw ring RLAPI void DrawRing(Vector2 center, float innerRadius, float outerRadius, float startAngle, float endAngle, int segments, Color color); // Draw ring
RLAPI void DrawRingLines(Vector2 center, float innerRadius, float outerRadius, int startAngle, int endAngle, int segments, Color color); // Draw ring outline RLAPI void DrawRingLines(Vector2 center, float innerRadius, float outerRadius, float startAngle, float endAngle, int segments, Color color); // Draw ring outline
RLAPI void DrawRectangle(int posX, int posY, int width, int height, Color color); // Draw a color-filled rectangle RLAPI void DrawRectangle(int posX, int posY, int width, int height, Color color); // Draw a color-filled rectangle
RLAPI void DrawRectangleV(Vector2 position, Vector2 size, Color color); // Draw a color-filled rectangle (Vector version) RLAPI void DrawRectangleV(Vector2 position, Vector2 size, Color color); // Draw a color-filled rectangle (Vector version)
RLAPI void DrawRectangleRec(Rectangle rec, Color color); // Draw a color-filled rectangle RLAPI void DrawRectangleRec(Rectangle rec, Color color); // Draw a color-filled rectangle

View file

@ -205,7 +205,7 @@ void DrawCircle(int centerX, int centerY, float radius, Color color)
} }
// Draw a piece of a circle // Draw a piece of a circle
void DrawCircleSector(Vector2 center, float radius, int startAngle, int endAngle, int segments, Color color) void DrawCircleSector(Vector2 center, float radius, float startAngle, float endAngle, int segments, Color color)
{ {
if (radius <= 0.0f) radius = 0.1f; // Avoid div by zero if (radius <= 0.0f) radius = 0.1f; // Avoid div by zero
@ -213,7 +213,7 @@ void DrawCircleSector(Vector2 center, float radius, int startAngle, int endAngle
if (endAngle < startAngle) if (endAngle < startAngle)
{ {
// Swap values // Swap values
int tmp = startAngle; float tmp = startAngle;
startAngle = endAngle; startAngle = endAngle;
endAngle = tmp; endAngle = tmp;
} }
@ -227,8 +227,8 @@ void DrawCircleSector(Vector2 center, float radius, int startAngle, int endAngle
if (segments <= 0) segments = 4; if (segments <= 0) segments = 4;
} }
float stepLength = (float)(endAngle - startAngle)/(float)segments; float stepLength = (endAngle - startAngle)/(float)segments;
float angle = (float)startAngle; float angle = startAngle;
#if defined(SUPPORT_QUADS_DRAW_MODE) #if defined(SUPPORT_QUADS_DRAW_MODE)
if (rlCheckBufferLimit(4*segments/2)) rlglDraw(); if (rlCheckBufferLimit(4*segments/2)) rlglDraw();
@ -294,7 +294,7 @@ void DrawCircleSector(Vector2 center, float radius, int startAngle, int endAngle
#endif #endif
} }
void DrawCircleSectorLines(Vector2 center, float radius, int startAngle, int endAngle, int segments, Color color) void DrawCircleSectorLines(Vector2 center, float radius, float startAngle, float endAngle, int segments, Color color)
{ {
if (radius <= 0.0f) radius = 0.1f; // Avoid div by zero issue if (radius <= 0.0f) radius = 0.1f; // Avoid div by zero issue
@ -302,7 +302,7 @@ void DrawCircleSectorLines(Vector2 center, float radius, int startAngle, int end
if (endAngle < startAngle) if (endAngle < startAngle)
{ {
// Swap values // Swap values
int tmp = startAngle; float tmp = startAngle;
startAngle = endAngle; startAngle = endAngle;
endAngle = tmp; endAngle = tmp;
} }
@ -316,13 +316,13 @@ void DrawCircleSectorLines(Vector2 center, float radius, int startAngle, int end
if (segments <= 0) segments = 4; if (segments <= 0) segments = 4;
} }
float stepLength = (float)(endAngle - startAngle)/(float)segments; float stepLength = (endAngle - startAngle)/(float)segments;
float angle = (float)startAngle; float angle = startAngle;
// Hide the cap lines when the circle is full // Hide the cap lines when the circle is full
bool showCapLines = true; bool showCapLines = true;
int limit = 2*(segments + 2); int limit = 2*(segments + 2);
if ((endAngle - startAngle)%360 == 0) { limit = 2*segments; showCapLines = false; } if ((int)(endAngle - startAngle)%360 == 0) { limit = 2*segments; showCapLines = false; }
if (rlCheckBufferLimit(limit)) rlglDraw(); if (rlCheckBufferLimit(limit)) rlglDraw();
@ -427,7 +427,7 @@ void DrawEllipseLines(int centerX, int centerY, float radiusH, float radiusV, Co
rlEnd(); rlEnd();
} }
void DrawRing(Vector2 center, float innerRadius, float outerRadius, int startAngle, int endAngle, int segments, Color color) void DrawRing(Vector2 center, float innerRadius, float outerRadius, float startAngle, float endAngle, int segments, Color color)
{ {
if (startAngle == endAngle) return; if (startAngle == endAngle) return;
@ -445,7 +445,7 @@ void DrawRing(Vector2 center, float innerRadius, float outerRadius, int startAng
if (endAngle < startAngle) if (endAngle < startAngle)
{ {
// Swap values // Swap values
int tmp = startAngle; float tmp = startAngle;
startAngle = endAngle; startAngle = endAngle;
endAngle = tmp; endAngle = tmp;
} }
@ -466,8 +466,8 @@ void DrawRing(Vector2 center, float innerRadius, float outerRadius, int startAng
return; return;
} }
float stepLength = (float)(endAngle - startAngle)/(float)segments; float stepLength = (endAngle - startAngle)/(float)segments;
float angle = (float)startAngle; float angle = startAngle;
#if defined(SUPPORT_QUADS_DRAW_MODE) #if defined(SUPPORT_QUADS_DRAW_MODE)
if (rlCheckBufferLimit(4*segments)) rlglDraw(); if (rlCheckBufferLimit(4*segments)) rlglDraw();
@ -518,7 +518,7 @@ void DrawRing(Vector2 center, float innerRadius, float outerRadius, int startAng
#endif #endif
} }
void DrawRingLines(Vector2 center, float innerRadius, float outerRadius, int startAngle, int endAngle, int segments, Color color) void DrawRingLines(Vector2 center, float innerRadius, float outerRadius, float startAngle, float endAngle, int segments, Color color)
{ {
if (startAngle == endAngle) return; if (startAngle == endAngle) return;
@ -536,7 +536,7 @@ void DrawRingLines(Vector2 center, float innerRadius, float outerRadius, int sta
if (endAngle < startAngle) if (endAngle < startAngle)
{ {
// Swap values // Swap values
int tmp = startAngle; float tmp = startAngle;
startAngle = endAngle; startAngle = endAngle;
endAngle = tmp; endAngle = tmp;
} }
@ -556,12 +556,12 @@ void DrawRingLines(Vector2 center, float innerRadius, float outerRadius, int sta
return; return;
} }
float stepLength = (float)(endAngle - startAngle)/(float)segments; float stepLength = (endAngle - startAngle)/(float)segments;
float angle = (float)startAngle; float angle = startAngle;
bool showCapLines = true; bool showCapLines = true;
int limit = 4*(segments + 1); int limit = 4*(segments + 1);
if ((endAngle - startAngle)%360 == 0) { limit = 4*segments; showCapLines = false; } if ((int)(endAngle - startAngle)%360 == 0) { limit = 4*segments; showCapLines = false; }
if (rlCheckBufferLimit(limit)) rlglDraw(); if (rlCheckBufferLimit(limit)) rlglDraw();