Changed DrawRing and DrawCircleSector angle params from int to float to allow greater accuracy. (#1656)
Co-authored-by: Simon <simon@frithrah.com>
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4 changed files with 26 additions and 26 deletions
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@ -28,8 +28,8 @@ int main(void)
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Vector2 center = {(GetScreenWidth() - 300)/2, GetScreenHeight()/2 };
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float outerRadius = 180.0f;
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int startAngle = 0;
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int endAngle = 180;
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float startAngle = 0.0f;
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float endAngle = 180.0f;
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int segments = 0;
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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@ -30,8 +30,8 @@ int main(void)
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float innerRadius = 80.0f;
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float outerRadius = 190.0f;
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int startAngle = 0;
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int endAngle = 360;
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float startAngle = 0.0f;
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float endAngle = 360.0f;
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int segments = 0;
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bool drawRing = true;
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@ -1098,15 +1098,15 @@ RLAPI void DrawLineBezier(Vector2 startPos, Vector2 endPos, float thick, Color c
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RLAPI void DrawLineBezierQuad(Vector2 startPos, Vector2 endPos, Vector2 controlPos, float thick, Color color); //Draw line using quadratic bezier curves with a control point
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RLAPI void DrawLineStrip(Vector2 *points, int pointsCount, Color color); // Draw lines sequence
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RLAPI void DrawCircle(int centerX, int centerY, float radius, Color color); // Draw a color-filled circle
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RLAPI void DrawCircleSector(Vector2 center, float radius, int startAngle, int endAngle, int segments, Color color); // Draw a piece of a circle
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RLAPI void DrawCircleSectorLines(Vector2 center, float radius, int startAngle, int endAngle, int segments, Color color); // Draw circle sector outline
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RLAPI void DrawCircleSector(Vector2 center, float radius, float startAngle, float endAngle, int segments, Color color); // Draw a piece of a circle
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RLAPI void DrawCircleSectorLines(Vector2 center, float radius, float startAngle, float endAngle, int segments, Color color); // Draw circle sector outline
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RLAPI void DrawCircleGradient(int centerX, int centerY, float radius, Color color1, Color color2); // Draw a gradient-filled circle
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RLAPI void DrawCircleV(Vector2 center, float radius, Color color); // Draw a color-filled circle (Vector version)
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RLAPI void DrawCircleLines(int centerX, int centerY, float radius, Color color); // Draw circle outline
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RLAPI void DrawEllipse(int centerX, int centerY, float radiusH, float radiusV, Color color); // Draw ellipse
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RLAPI void DrawEllipseLines(int centerX, int centerY, float radiusH, float radiusV, Color color); // Draw ellipse outline
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RLAPI void DrawRing(Vector2 center, float innerRadius, float outerRadius, int startAngle, int endAngle, int segments, Color color); // Draw ring
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RLAPI void DrawRingLines(Vector2 center, float innerRadius, float outerRadius, int startAngle, int endAngle, int segments, Color color); // Draw ring outline
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RLAPI void DrawRing(Vector2 center, float innerRadius, float outerRadius, float startAngle, float endAngle, int segments, Color color); // Draw ring
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RLAPI void DrawRingLines(Vector2 center, float innerRadius, float outerRadius, float startAngle, float endAngle, int segments, Color color); // Draw ring outline
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RLAPI void DrawRectangle(int posX, int posY, int width, int height, Color color); // Draw a color-filled rectangle
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RLAPI void DrawRectangleV(Vector2 position, Vector2 size, Color color); // Draw a color-filled rectangle (Vector version)
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RLAPI void DrawRectangleRec(Rectangle rec, Color color); // Draw a color-filled rectangle
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36
src/shapes.c
36
src/shapes.c
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@ -205,7 +205,7 @@ void DrawCircle(int centerX, int centerY, float radius, Color color)
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}
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// Draw a piece of a circle
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void DrawCircleSector(Vector2 center, float radius, int startAngle, int endAngle, int segments, Color color)
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void DrawCircleSector(Vector2 center, float radius, float startAngle, float endAngle, int segments, Color color)
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{
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if (radius <= 0.0f) radius = 0.1f; // Avoid div by zero
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@ -213,7 +213,7 @@ void DrawCircleSector(Vector2 center, float radius, int startAngle, int endAngle
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if (endAngle < startAngle)
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{
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// Swap values
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int tmp = startAngle;
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float tmp = startAngle;
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startAngle = endAngle;
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endAngle = tmp;
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}
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@ -227,8 +227,8 @@ void DrawCircleSector(Vector2 center, float radius, int startAngle, int endAngle
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if (segments <= 0) segments = 4;
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}
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float stepLength = (float)(endAngle - startAngle)/(float)segments;
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float angle = (float)startAngle;
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float stepLength = (endAngle - startAngle)/(float)segments;
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float angle = startAngle;
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#if defined(SUPPORT_QUADS_DRAW_MODE)
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if (rlCheckBufferLimit(4*segments/2)) rlglDraw();
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@ -294,7 +294,7 @@ void DrawCircleSector(Vector2 center, float radius, int startAngle, int endAngle
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#endif
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}
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void DrawCircleSectorLines(Vector2 center, float radius, int startAngle, int endAngle, int segments, Color color)
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void DrawCircleSectorLines(Vector2 center, float radius, float startAngle, float endAngle, int segments, Color color)
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{
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if (radius <= 0.0f) radius = 0.1f; // Avoid div by zero issue
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@ -302,7 +302,7 @@ void DrawCircleSectorLines(Vector2 center, float radius, int startAngle, int end
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if (endAngle < startAngle)
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{
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// Swap values
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int tmp = startAngle;
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float tmp = startAngle;
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startAngle = endAngle;
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endAngle = tmp;
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}
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@ -316,13 +316,13 @@ void DrawCircleSectorLines(Vector2 center, float radius, int startAngle, int end
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if (segments <= 0) segments = 4;
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}
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float stepLength = (float)(endAngle - startAngle)/(float)segments;
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float angle = (float)startAngle;
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float stepLength = (endAngle - startAngle)/(float)segments;
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float angle = startAngle;
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// Hide the cap lines when the circle is full
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bool showCapLines = true;
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int limit = 2*(segments + 2);
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if ((endAngle - startAngle)%360 == 0) { limit = 2*segments; showCapLines = false; }
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if ((int)(endAngle - startAngle)%360 == 0) { limit = 2*segments; showCapLines = false; }
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if (rlCheckBufferLimit(limit)) rlglDraw();
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@ -427,7 +427,7 @@ void DrawEllipseLines(int centerX, int centerY, float radiusH, float radiusV, Co
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rlEnd();
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}
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void DrawRing(Vector2 center, float innerRadius, float outerRadius, int startAngle, int endAngle, int segments, Color color)
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void DrawRing(Vector2 center, float innerRadius, float outerRadius, float startAngle, float endAngle, int segments, Color color)
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{
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if (startAngle == endAngle) return;
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@ -445,7 +445,7 @@ void DrawRing(Vector2 center, float innerRadius, float outerRadius, int startAng
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if (endAngle < startAngle)
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{
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// Swap values
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int tmp = startAngle;
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float tmp = startAngle;
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startAngle = endAngle;
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endAngle = tmp;
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}
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@ -466,8 +466,8 @@ void DrawRing(Vector2 center, float innerRadius, float outerRadius, int startAng
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return;
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}
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float stepLength = (float)(endAngle - startAngle)/(float)segments;
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float angle = (float)startAngle;
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float stepLength = (endAngle - startAngle)/(float)segments;
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float angle = startAngle;
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#if defined(SUPPORT_QUADS_DRAW_MODE)
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if (rlCheckBufferLimit(4*segments)) rlglDraw();
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@ -518,7 +518,7 @@ void DrawRing(Vector2 center, float innerRadius, float outerRadius, int startAng
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#endif
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}
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void DrawRingLines(Vector2 center, float innerRadius, float outerRadius, int startAngle, int endAngle, int segments, Color color)
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void DrawRingLines(Vector2 center, float innerRadius, float outerRadius, float startAngle, float endAngle, int segments, Color color)
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{
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if (startAngle == endAngle) return;
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@ -536,7 +536,7 @@ void DrawRingLines(Vector2 center, float innerRadius, float outerRadius, int sta
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if (endAngle < startAngle)
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{
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// Swap values
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int tmp = startAngle;
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float tmp = startAngle;
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startAngle = endAngle;
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endAngle = tmp;
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}
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@ -556,12 +556,12 @@ void DrawRingLines(Vector2 center, float innerRadius, float outerRadius, int sta
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return;
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}
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float stepLength = (float)(endAngle - startAngle)/(float)segments;
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float angle = (float)startAngle;
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float stepLength = (endAngle - startAngle)/(float)segments;
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float angle = startAngle;
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bool showCapLines = true;
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int limit = 4*(segments + 1);
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if ((endAngle - startAngle)%360 == 0) { limit = 4*segments; showCapLines = false; }
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if ((int)(endAngle - startAngle)%360 == 0) { limit = 4*segments; showCapLines = false; }
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if (rlCheckBufferLimit(limit)) rlglDraw();
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