Review merged PR formatting
Removed trail spaces
This commit is contained in:
parent
6ecd8249bc
commit
3e1e7d740f
1 changed files with 182 additions and 170 deletions
352
src/shapes.c
352
src/shapes.c
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@ -186,31 +186,31 @@ void DrawCircle(int centerX, int centerY, float radius, Color color)
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void DrawCircleSector(Vector2 center, float radius, int startAngle, int 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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// Function expects (endAngle > startAngle)
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if (endAngle < startAngle)
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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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startAngle = endAngle;
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endAngle = tmp;
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}
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if (segments < 4)
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{
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// Calculate how many segments we need to draw a smooth circle, taken from https://stackoverflow.com/a/2244088
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#define CIRCLE_ERROR_RATE 0.5f
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// Calculate the maximum angle between segments based on the error rate.
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float th = acosf(2*powf(1 - CIRCLE_ERROR_RATE/radius, 2) - 1);
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segments = (endAngle - startAngle)*ceilf(2*PI/th)/360;
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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 = 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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@ -227,16 +227,16 @@ void DrawCircleSector(Vector2 center, float radius, int startAngle, int endAngle
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rlTexCoord2f(recTexShapes.x/texShapes.width, (recTexShapes.y + recTexShapes.height)/texShapes.height);
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rlVertex2f(center.x + sinf(DEG2RAD*angle)*radius, center.y + cosf(DEG2RAD*angle)*radius);
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rlTexCoord2f((recTexShapes.x + recTexShapes.width)/texShapes.width, (recTexShapes.y + recTexShapes.height)/texShapes.height);
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rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*radius, center.y + cosf(DEG2RAD*(angle + stepLength))*radius);
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rlTexCoord2f((recTexShapes.x + recTexShapes.width)/texShapes.width, recTexShapes.y/texShapes.height);
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rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength*2))*radius, center.y + cosf(DEG2RAD*(angle + stepLength*2))*radius);
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angle += (stepLength*2);
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}
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// NOTE: In case number of segments is odd, we add one last piece to the cake
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if (segments%2)
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{
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@ -247,7 +247,7 @@ void DrawCircleSector(Vector2 center, float radius, int startAngle, int endAngle
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rlTexCoord2f(recTexShapes.x/texShapes.width, (recTexShapes.y + recTexShapes.height)/texShapes.height);
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rlVertex2f(center.x + sinf(DEG2RAD*angle)*radius, center.y + cosf(DEG2RAD*angle)*radius);
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rlTexCoord2f((recTexShapes.x + recTexShapes.width)/texShapes.width, (recTexShapes.y + recTexShapes.height)/texShapes.height);
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rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*radius, center.y + cosf(DEG2RAD*(angle + stepLength))*radius);
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@ -268,7 +268,7 @@ void DrawCircleSector(Vector2 center, float radius, int startAngle, int endAngle
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rlVertex2f(center.x, center.y);
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rlVertex2f(center.x + sinf(DEG2RAD*angle)*radius, center.y + cosf(DEG2RAD*angle)*radius);
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rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*radius, center.y + cosf(DEG2RAD*(angle + stepLength))*radius);
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angle += stepLength;
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}
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rlEnd();
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@ -278,40 +278,40 @@ void DrawCircleSector(Vector2 center, float radius, int startAngle, int endAngle
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void DrawCircleSectorLines(Vector2 center, float radius, int startAngle, int 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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// Function expects (endAngle > startAngle)
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if (endAngle < startAngle)
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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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startAngle = endAngle;
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endAngle = tmp;
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}
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if (segments < 4)
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{
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// Calculate how many segments we need to draw a smooth circle, taken from https://stackoverflow.com/a/2244088
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#ifndef CIRCLE_ERROR_RATE
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#define CIRCLE_ERROR_RATE 0.5f
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#endif
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// Calculate the maximum angle between segments based on the error rate.
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float th = acosf(2*powf(1 - CIRCLE_ERROR_RATE/radius, 2) - 1);
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segments = (endAngle - startAngle)*ceilf(2*PI/th)/360;
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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 = 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 (rlCheckBufferLimit(limit)) rlglDraw();
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rlBegin(RL_LINES);
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if (showCapLines)
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{
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@ -319,17 +319,17 @@ void DrawCircleSectorLines(Vector2 center, float radius, int startAngle, int end
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rlVertex2f(center.x, center.y);
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rlVertex2f(center.x + sinf(DEG2RAD*angle)*radius, center.y + cosf(DEG2RAD*angle)*radius);
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}
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for (int i = 0; i < segments; i++)
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{
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rlColor4ub(color.r, color.g, color.b, color.a);
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rlVertex2f(center.x + sinf(DEG2RAD*angle)*radius, center.y + cosf(DEG2RAD*angle)*radius);
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rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*radius, center.y + cosf(DEG2RAD*(angle + stepLength))*radius);
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angle += stepLength;
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}
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if (showCapLines)
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{
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rlColor4ub(color.r, color.g, color.b, color.a);
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@ -385,55 +385,55 @@ void DrawCircleLines(int centerX, int centerY, float radius, Color color)
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void DrawRing(Vector2 center, float innerRadius, float outerRadius, int startAngle, int endAngle, int segments, Color color)
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{
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if (startAngle == endAngle) return;
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// Function expects (outerRadius > innerRadius)
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if (outerRadius < innerRadius)
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{
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float tmp = outerRadius;
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outerRadius = innerRadius;
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innerRadius = tmp;
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if (outerRadius <= 0.0f) outerRadius = 0.1f;
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}
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// Function expects (endAngle > startAngle)
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if (endAngle < startAngle)
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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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startAngle = endAngle;
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endAngle = tmp;
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}
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if (segments < 4)
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{
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// Calculate how many segments we need to draw a smooth circle, taken from https://stackoverflow.com/a/2244088
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#ifndef CIRCLE_ERROR_RATE
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#define CIRCLE_ERROR_RATE 0.5f
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#endif
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// Calculate the maximum angle between segments based on the error rate.
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float th = acosf(2*powf(1 - CIRCLE_ERROR_RATE/outerRadius, 2) - 1);
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segments = (endAngle - startAngle)*ceilf(2*PI/th)/360;
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if (segments <= 0) segments = 4;
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}
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// Not a ring
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if (innerRadius <= 0.0f)
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if (innerRadius <= 0.0f)
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{
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DrawCircleSector(center, outerRadius, startAngle, endAngle, segments, color);
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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 = startAngle;
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#if defined(SUPPORT_QUADS_DRAW_MODE)
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if (rlCheckBufferLimit(4*segments)) rlglDraw();
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rlEnableTexture(GetShapesTexture().id);
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rlBegin(RL_QUADS);
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for (int i = 0; i < segments; i++)
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{
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@ -444,13 +444,13 @@ void DrawRing(Vector2 center, float innerRadius, float outerRadius, int startAng
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rlTexCoord2f(recTexShapes.x/texShapes.width, (recTexShapes.y + recTexShapes.height)/texShapes.height);
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rlVertex2f(center.x + sinf(DEG2RAD*angle)*outerRadius, center.y + cosf(DEG2RAD*angle)*outerRadius);
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rlTexCoord2f((recTexShapes.x + recTexShapes.width)/texShapes.width, (recTexShapes.y + recTexShapes.height)/texShapes.height);
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rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*outerRadius, center.y + cosf(DEG2RAD*(angle + stepLength))*outerRadius);
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rlTexCoord2f((recTexShapes.x + recTexShapes.width)/texShapes.width, recTexShapes.y/texShapes.height);
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rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*innerRadius, center.y + cosf(DEG2RAD*(angle + stepLength))*innerRadius);
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angle += stepLength;
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}
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rlEnd();
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@ -463,15 +463,15 @@ void DrawRing(Vector2 center, float innerRadius, float outerRadius, int startAng
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for (int i = 0; i < segments; i++)
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{
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rlColor4ub(color.r, color.g, color.b, color.a);
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rlVertex2f(center.x + sinf(DEG2RAD*angle)*innerRadius, center.y + cosf(DEG2RAD*angle)*innerRadius);
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rlVertex2f(center.x + sinf(DEG2RAD*angle)*outerRadius, center.y + cosf(DEG2RAD*angle)*outerRadius);
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rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*innerRadius, center.y + cosf(DEG2RAD*(angle + stepLength))*innerRadius);
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rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*innerRadius, center.y + cosf(DEG2RAD*(angle + stepLength))*innerRadius);
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rlVertex2f(center.x + sinf(DEG2RAD*angle)*outerRadius, center.y + cosf(DEG2RAD*angle)*outerRadius);
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rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*outerRadius, center.y + cosf(DEG2RAD*(angle + stepLength))*outerRadius);
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angle += stepLength;
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}
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rlEnd();
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@ -481,55 +481,55 @@ void DrawRing(Vector2 center, float innerRadius, float outerRadius, int startAng
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void DrawRingLines(Vector2 center, float innerRadius, float outerRadius, int startAngle, int endAngle, int segments, Color color)
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{
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if (startAngle == endAngle) return;
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// Function expects (outerRadius > innerRadius)
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if (outerRadius < innerRadius)
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{
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float tmp = outerRadius;
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outerRadius = innerRadius;
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innerRadius = tmp;
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if (outerRadius <= 0.0f) outerRadius = 0.1f;
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}
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// Function expects (endAngle > startAngle)
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if (endAngle < startAngle)
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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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startAngle = endAngle;
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endAngle = tmp;
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}
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if (segments < 4)
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{
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// Calculate how many segments we need to draw a smooth circle, taken from https://stackoverflow.com/a/2244088
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#ifndef CIRCLE_ERROR_RATE
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#define CIRCLE_ERROR_RATE 0.5f
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#endif
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// Calculate the maximum angle between segments based on the error rate.
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float th = acosf(2*powf(1 - CIRCLE_ERROR_RATE/outerRadius, 2) - 1);
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segments = (endAngle - startAngle)*ceilf(2*PI/th)/360;
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if (segments <= 0) segments = 4;
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}
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if (innerRadius <= 0.0f)
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if (innerRadius <= 0.0f)
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{
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DrawCircleSectorLines(center, outerRadius, startAngle, endAngle, segments, color);
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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 = startAngle;
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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 (rlCheckBufferLimit(limit)) rlglDraw();
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rlBegin(RL_LINES);
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if (showCapLines)
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{
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@ -537,20 +537,20 @@ void DrawRingLines(Vector2 center, float innerRadius, float outerRadius, int sta
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rlVertex2f(center.x + sinf(DEG2RAD*angle)*outerRadius, center.y + cosf(DEG2RAD*angle)*outerRadius);
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rlVertex2f(center.x + sinf(DEG2RAD*angle)*innerRadius, center.y + cosf(DEG2RAD*angle)*innerRadius);
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}
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for (int i = 0; i < segments; i++)
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{
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rlColor4ub(color.r, color.g, color.b, color.a);
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rlVertex2f(center.x + sinf(DEG2RAD*angle)*outerRadius, center.y + cosf(DEG2RAD*angle)*outerRadius);
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rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*outerRadius, center.y + cosf(DEG2RAD*(angle + stepLength))*outerRadius);
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rlVertex2f(center.x + sinf(DEG2RAD*angle)*innerRadius, center.y + cosf(DEG2RAD*angle)*innerRadius);
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rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*innerRadius, center.y + cosf(DEG2RAD*(angle + stepLength))*innerRadius);
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angle += stepLength;
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}
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if (showCapLines)
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{
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rlColor4ub(color.r, color.g, color.b, color.a);
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@ -698,22 +698,22 @@ void DrawRectangleLinesEx(Rectangle rec, int lineThick, Color 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 rectangle with rounded edges.
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void DrawRoundedRect(Rectangle rec, float roundness, int segments, Color color)
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// Draw rectangle with rounded edges
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void DrawRectangleRounded(Rectangle rec, float roundness, int segments, Color color)
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{
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// Not a rounded rectangle
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if(roundness <= 0.0f || rec.width < 1 || rec.height < 1 )
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if ((roundness <= 0.0f) || (rec.width < 1) || (rec.height < 1 ))
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{
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DrawRectangleRec(rec, color);
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return;
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}
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if(roundness >= 1.0f) roundness = 1.0f;
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if (roundness >= 1.0f) roundness = 1.0f;
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// Calculate corner radius
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float radius = rec.width > rec.height ? (rec.height*roundness)/2 : (rec.width*roundness)/2;
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if(radius <= 0.0f) return;
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float radius = (rec.width > rec.height)? (rec.height*roundness)/2 : (rec.width*roundness)/2;
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if (radius <= 0.0f) return;
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// Calculate number of segments to use for the corners
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if (segments < 4)
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{
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@ -726,9 +726,9 @@ void DrawRoundedRect(Rectangle rec, float roundness, int segments, Color color)
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segments = ceilf(2*PI/th)/4;
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if (segments <= 0) segments = 4;
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}
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float stepLength = 90.0f/(float)segments;
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/* Quick sketch to make sense of all of this (there are 9 parts to draw, also mark the 12 points we'll use below)
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* Not my best attempt at ASCII art, just preted it's rounded rectangle :)
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* P0 P1
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@ -744,7 +744,7 @@ void DrawRoundedRect(Rectangle rec, float roundness, int segments, Color color)
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* \|____________________|/
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* P5 P4
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*/
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const Vector2 point[12] = { // coordinates of the 12 points that define the rounded rect (the idea here is to make things easier)
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{(float)rec.x + radius, rec.y}, {(float)(rec.x + rec.width) - radius, rec.y}, { rec.x + rec.width, (float)rec.y + radius }, // PO, P1, P2
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{rec.x + rec.width, (float)(rec.y + rec.height) - radius}, {(float)(rec.x + rec.width) - radius, rec.y + rec.height}, // P3, P4
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@ -752,15 +752,16 @@ void DrawRoundedRect(Rectangle rec, float roundness, int segments, Color color)
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{(float)rec.x + radius, (float)rec.y + radius}, {(float)(rec.x + rec.width) - radius, (float)rec.y + radius}, // P8, P9
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{(float)(rec.x + rec.width) - radius, (float)(rec.y + rec.height) - radius}, {(float)rec.x + radius, (float)(rec.y + rec.height) - radius} // P10, P11
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};
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const Vector2 centers[4] = { point[8], point[9], point[10], point[11] };
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const float angles[4] = {180.0f, 90.0f, 0.0f, 270.0f };
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const float angles[4] = { 180.0f, 90.0f, 0.0f, 270.0f };
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#if defined(SUPPORT_QUADS_DRAW_MODE)
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if (rlCheckBufferLimit(16*segments/2 + 5*4)) rlglDraw();
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rlBegin(RL_QUADS);
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// Draw all of the 4 corners: [1] Upper Left Corner, [3] Upper Right Corner, [5] Lower Right Corner, [7] Lower Left Corner
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for(int k = 0; k < 4; ++k) // Hope the compiler is smart enough to unroll this loop
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// Draw all of the 4 corners: [1] Upper Left Corner, [3] Upper Right Corner, [5] Lower Right Corner, [7] Lower Left Corner
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for (int k = 0; k < 4; ++k) // Hope the compiler is smart enough to unroll this loop
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{
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float angle = angles[k];
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const Vector2 center = centers[k];
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@ -784,49 +785,49 @@ void DrawRoundedRect(Rectangle rec, float roundness, int segments, Color color)
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rlVertex2f(center.x, center.y);
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}
|
||||
}
|
||||
|
||||
|
||||
// [2] Upper Rectangle
|
||||
rlColor4ub(color.r, color.g, color.b, color.a);
|
||||
rlVertex2f(point[0].x, point[0].y);
|
||||
rlVertex2f(point[8].x, point[8].y);
|
||||
rlVertex2f(point[9].x, point[9].y);
|
||||
rlVertex2f(point[1].x, point[1].y);
|
||||
|
||||
|
||||
// [4] Right Rectangle
|
||||
rlColor4ub(color.r, color.g, color.b, color.a);
|
||||
rlVertex2f(point[2].x, point[2].y);
|
||||
rlVertex2f(point[9].x, point[9].y);
|
||||
rlVertex2f(point[10].x, point[10].y);
|
||||
rlVertex2f(point[3].x, point[3].y);
|
||||
|
||||
|
||||
// [6] Bottom Rectangle
|
||||
rlColor4ub(color.r, color.g, color.b, color.a);
|
||||
rlVertex2f(point[11].x, point[11].y);
|
||||
rlVertex2f(point[5].x, point[5].y);
|
||||
rlVertex2f(point[4].x, point[4].y);
|
||||
rlVertex2f(point[10].x, point[10].y);
|
||||
|
||||
|
||||
// [8] Left Rectangle
|
||||
rlColor4ub(color.r, color.g, color.b, color.a);
|
||||
rlVertex2f(point[7].x, point[7].y);
|
||||
rlVertex2f(point[6].x, point[6].y);
|
||||
rlVertex2f(point[11].x, point[11].y);
|
||||
rlVertex2f(point[8].x, point[8].y);
|
||||
|
||||
|
||||
// [9] Middle Rectangle
|
||||
rlColor4ub(color.r, color.g, color.b, color.a);
|
||||
rlVertex2f(point[8].x, point[8].y);
|
||||
rlVertex2f(point[11].x, point[11].y);
|
||||
rlVertex2f(point[10].x, point[10].y);
|
||||
rlVertex2f(point[9].x, point[9].y);
|
||||
|
||||
|
||||
rlEnd();
|
||||
#else
|
||||
if (rlCheckBufferLimit(12*segments + 5*6)) rlglDraw(); // 4 corners with 3 vertices per segment + 5 rectangles with 6 vertices each
|
||||
|
||||
|
||||
rlBegin(RL_TRIANGLES);
|
||||
// Draw all of the 4 corners: [1] Upper Left Corner, [3] Upper Right Corner, [5] Lower Right Corner, [7] Lower Left Corner
|
||||
for(int k = 0; k < 4; ++k) // Hope the compiler is smart enough to unroll this loop
|
||||
// Draw all of the 4 corners: [1] Upper Left Corner, [3] Upper Right Corner, [5] Lower Right Corner, [7] Lower Left Corner
|
||||
for (int k = 0; k < 4; ++k) // Hope the compiler is smart enough to unroll this loop
|
||||
{
|
||||
float angle = angles[k];
|
||||
const Vector2 center = centers[k];
|
||||
|
@ -848,7 +849,7 @@ void DrawRoundedRect(Rectangle rec, float roundness, int segments, Color color)
|
|||
rlVertex2f(point[1].x, point[1].y);
|
||||
rlVertex2f(point[0].x, point[0].y);
|
||||
rlVertex2f(point[9].x, point[9].y);
|
||||
|
||||
|
||||
// [4] Right Rectangle
|
||||
rlColor4ub(color.r, color.g, color.b, color.a);
|
||||
rlVertex2f(point[9].x, point[9].y);
|
||||
|
@ -857,7 +858,7 @@ void DrawRoundedRect(Rectangle rec, float roundness, int segments, Color color)
|
|||
rlVertex2f(point[2].x, point[2].y);
|
||||
rlVertex2f(point[9].x, point[9].y);
|
||||
rlVertex2f(point[3].x, point[3].y);
|
||||
|
||||
|
||||
// [6] Bottom Rectangle
|
||||
rlColor4ub(color.r, color.g, color.b, color.a);
|
||||
rlVertex2f(point[11].x, point[11].y);
|
||||
|
@ -866,7 +867,7 @@ void DrawRoundedRect(Rectangle rec, float roundness, int segments, Color color)
|
|||
rlVertex2f(point[10].x, point[10].y);
|
||||
rlVertex2f(point[11].x, point[11].y);
|
||||
rlVertex2f(point[4].x, point[4].y);
|
||||
|
||||
|
||||
// [8] Left Rectangle
|
||||
rlColor4ub(color.r, color.g, color.b, color.a);
|
||||
rlVertex2f(point[7].x, point[7].y);
|
||||
|
@ -875,7 +876,7 @@ void DrawRoundedRect(Rectangle rec, float roundness, int segments, Color color)
|
|||
rlVertex2f(point[8].x, point[8].y);
|
||||
rlVertex2f(point[7].x, point[7].y);
|
||||
rlVertex2f(point[11].x, point[11].y);
|
||||
|
||||
|
||||
// [9] Middle Rectangle
|
||||
rlColor4ub(color.r, color.g, color.b, color.a);
|
||||
rlVertex2f(point[8].x, point[8].y);
|
||||
|
@ -888,23 +889,24 @@ void DrawRoundedRect(Rectangle rec, float roundness, int segments, Color color)
|
|||
#endif
|
||||
}
|
||||
|
||||
// Draw rounded rectangle outline
|
||||
void DrawRoundedRectLines(Rectangle rec, float roundness, int segments, int lineThick, Color color)
|
||||
// Draw rectangle with rounded edges outline
|
||||
void DrawRectangleRoundedLines(Rectangle rec, float roundness, int segments, int lineThick, Color color)
|
||||
{
|
||||
if(lineThick < 0) lineThick = 0;
|
||||
if (lineThick < 0) lineThick = 0;
|
||||
|
||||
// Not a rounded rectangle
|
||||
if(roundness <= 0.0f )
|
||||
if (roundness <= 0.0f)
|
||||
{
|
||||
DrawRectangleLinesEx((Rectangle){rec.x-lineThick, rec.y-lineThick, rec.width+2*lineThick, rec.height+2*lineThick}, lineThick, color);
|
||||
return;
|
||||
}
|
||||
|
||||
if(roundness >= 1.0f) roundness = 1.0f;
|
||||
|
||||
|
||||
if (roundness >= 1.0f) roundness = 1.0f;
|
||||
|
||||
// Calculate corner radius
|
||||
float radius = rec.width > rec.height ? (rec.height*roundness)/2 : (rec.width*roundness)/2;
|
||||
if(radius <= 0.0f) return;
|
||||
|
||||
float radius = (rec.width > rec.height)? (rec.height*roundness)/2 : (rec.width*roundness)/2;
|
||||
if (radius <= 0.0f) return;
|
||||
|
||||
// Calculate number of segments to use for the corners
|
||||
if (segments < 4)
|
||||
{
|
||||
|
@ -917,10 +919,10 @@ void DrawRoundedRectLines(Rectangle rec, float roundness, int segments, int line
|
|||
segments = ceilf(2*PI/th)/2;
|
||||
if (segments <= 0) segments = 4;
|
||||
}
|
||||
|
||||
|
||||
float stepLength = 90.0f/(float)segments;
|
||||
const float outerRadius = radius + (float)lineThick, innerRadius = radius;
|
||||
|
||||
|
||||
/* Quick sketch to make sense of all of this (mark the 16 + 4(corner centers P16-19) points we'll use below)
|
||||
* Not my best attempt at ASCII art, just preted it's rounded rectangle :)
|
||||
* P0 P1
|
||||
|
@ -937,7 +939,7 @@ void DrawRoundedRectLines(Rectangle rec, float roundness, int segments, int line
|
|||
* ====================
|
||||
* P5 P4
|
||||
*/
|
||||
const Vector2 point[16] = {
|
||||
const Vector2 point[16] = {
|
||||
{(float)rec.x + innerRadius, rec.y - lineThick}, {(float)(rec.x + rec.width) - innerRadius, rec.y - lineThick}, { rec.x + rec.width + lineThick, (float)rec.y + innerRadius }, // PO, P1, P2
|
||||
{rec.x + rec.width + lineThick, (float)(rec.y + rec.height) - innerRadius}, {(float)(rec.x + rec.width) - innerRadius, rec.y + rec.height + lineThick}, // P3, P4
|
||||
{(float)rec.x + innerRadius, rec.y + rec.height + lineThick}, { rec.x - lineThick, (float)(rec.y + rec.height) - innerRadius}, {rec.x - lineThick, (float)rec.y + innerRadius}, // P5, P6, P7
|
||||
|
@ -946,86 +948,93 @@ void DrawRoundedRectLines(Rectangle rec, float roundness, int segments, int line
|
|||
{(float)(rec.x + rec.width) - innerRadius, rec.y + rec.height}, {(float)rec.x + innerRadius, rec.y + rec.height}, // P12, P13
|
||||
{ rec.x, (float)(rec.y + rec.height) - innerRadius}, {rec.x, (float)rec.y + innerRadius} // P14, P15
|
||||
};
|
||||
const Vector2 centers[4] = {
|
||||
|
||||
const Vector2 centers[4] = {
|
||||
{(float)rec.x + innerRadius, (float)rec.y + innerRadius}, {(float)(rec.x + rec.width) - innerRadius, (float)rec.y + innerRadius}, // P16, P17
|
||||
{(float)(rec.x + rec.width) - innerRadius, (float)(rec.y + rec.height) - innerRadius}, {(float)rec.x + innerRadius, (float)(rec.y + rec.height) - innerRadius} // P18, P19
|
||||
{(float)(rec.x + rec.width) - innerRadius, (float)(rec.y + rec.height) - innerRadius}, {(float)rec.x + innerRadius, (float)(rec.y + rec.height) - innerRadius} // P18, P19
|
||||
};
|
||||
const float angles[4] = {180.0f, 90.0f, 0.0f, 270.0f };
|
||||
|
||||
if(lineThick > 1)
|
||||
|
||||
const float angles[4] = { 180.0f, 90.0f, 0.0f, 270.0f };
|
||||
|
||||
if (lineThick > 1)
|
||||
{
|
||||
#if defined(SUPPORT_QUADS_DRAW_MODE)
|
||||
if (rlCheckBufferLimit(4*4*segments + 4*4)) rlglDraw(); // 4 corners with 4 vertices for each segment + 4 rectangles with 4 vertices each
|
||||
|
||||
rlBegin(RL_QUADS);
|
||||
// Draw all of the 4 corners first: Upper Left Corner, Upper Right Corner, Lower Right Corner, Lower Left Corner
|
||||
for(int k = 0; k < 4; ++k) // Hope the compiler is smart enough to unroll this loop
|
||||
{
|
||||
float angle = angles[k];
|
||||
const Vector2 center = centers[k];
|
||||
for (int i = 0; i < segments; i++)
|
||||
{
|
||||
rlColor4ub(color.r, color.g, color.b, color.a);
|
||||
rlVertex2f(center.x + sinf(DEG2RAD*angle)*innerRadius, center.y + cosf(DEG2RAD*angle)*innerRadius);
|
||||
rlVertex2f(center.x + sinf(DEG2RAD*angle)*outerRadius, center.y + cosf(DEG2RAD*angle)*outerRadius);
|
||||
rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*outerRadius, center.y + cosf(DEG2RAD*(angle + stepLength))*outerRadius);
|
||||
rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*innerRadius, center.y + cosf(DEG2RAD*(angle + stepLength))*innerRadius);
|
||||
|
||||
angle += stepLength;
|
||||
}
|
||||
}
|
||||
// Upper rectangle
|
||||
rlColor4ub(color.r, color.g, color.b, color.a);
|
||||
rlVertex2f(point[0].x, point[0].y);
|
||||
rlVertex2f(point[8].x, point[8].y);
|
||||
rlVertex2f(point[9].x, point[9].y);
|
||||
rlVertex2f(point[1].x, point[1].y);
|
||||
|
||||
// Right rectangle
|
||||
rlColor4ub(color.r, color.g, color.b, color.a);
|
||||
rlVertex2f(point[2].x, point[2].y);
|
||||
rlVertex2f(point[10].x, point[10].y);
|
||||
rlVertex2f(point[11].x, point[11].y);
|
||||
rlVertex2f(point[3].x, point[3].y);
|
||||
|
||||
// Lower rectangle
|
||||
rlColor4ub(color.r, color.g, color.b, color.a);
|
||||
rlVertex2f(point[13].x, point[13].y);
|
||||
rlVertex2f(point[5].x, point[5].y);
|
||||
rlVertex2f(point[4].x, point[4].y);
|
||||
rlVertex2f(point[12].x, point[12].y);
|
||||
|
||||
// Left rectangle
|
||||
rlColor4ub(color.r, color.g, color.b, color.a);
|
||||
rlVertex2f(point[15].x, point[15].y);
|
||||
rlVertex2f(point[7].x, point[7].y);
|
||||
rlVertex2f(point[6].x, point[6].y);
|
||||
rlVertex2f(point[14].x, point[14].y);
|
||||
|
||||
rlEnd();
|
||||
#else
|
||||
if (rlCheckBufferLimit(4*6*segments + 4*6)) rlglDraw(); // 4 corners with 6(2*3) vertices for each segment + 4 rectangles with 6 vertices each
|
||||
rlBegin(RL_TRIANGLES);
|
||||
// Draw all of the 4 corners first: Upper Left Corner, Upper Right Corner, Lower Right Corner, Lower Left Corner
|
||||
for(int k = 0; k < 4; ++k) // Hope the compiler is smart enough to unroll this loop
|
||||
for (int k = 0; k < 4; ++k) // Hope the compiler is smart enough to unroll this loop
|
||||
{
|
||||
float angle = angles[k];
|
||||
const Vector2 center = centers[k];
|
||||
for (int i = 0; i < segments; i++)
|
||||
{
|
||||
rlColor4ub(color.r, color.g, color.b, color.a);
|
||||
|
||||
rlVertex2f(center.x + sinf(DEG2RAD*angle)*innerRadius, center.y + cosf(DEG2RAD*angle)*innerRadius);
|
||||
rlVertex2f(center.x + sinf(DEG2RAD*angle)*outerRadius, center.y + cosf(DEG2RAD*angle)*outerRadius);
|
||||
rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*innerRadius, center.y + cosf(DEG2RAD*(angle + stepLength))*innerRadius);
|
||||
|
||||
rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*innerRadius, center.y + cosf(DEG2RAD*(angle + stepLength))*innerRadius);
|
||||
rlVertex2f(center.x + sinf(DEG2RAD*angle)*outerRadius, center.y + cosf(DEG2RAD*angle)*outerRadius);
|
||||
rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*outerRadius, center.y + cosf(DEG2RAD*(angle + stepLength))*outerRadius);
|
||||
|
||||
rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*innerRadius, center.y + cosf(DEG2RAD*(angle + stepLength))*innerRadius);
|
||||
|
||||
angle += stepLength;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
// Upper rectangle
|
||||
rlColor4ub(color.r, color.g, color.b, color.a);
|
||||
rlVertex2f(point[0].x, point[0].y);
|
||||
rlVertex2f(point[8].x, point[8].y);
|
||||
rlVertex2f(point[9].x, point[9].y);
|
||||
rlVertex2f(point[1].x, point[1].y);
|
||||
|
||||
// Right rectangle
|
||||
rlColor4ub(color.r, color.g, color.b, color.a);
|
||||
rlVertex2f(point[2].x, point[2].y);
|
||||
rlVertex2f(point[10].x, point[10].y);
|
||||
rlVertex2f(point[11].x, point[11].y);
|
||||
rlVertex2f(point[3].x, point[3].y);
|
||||
|
||||
// Lower rectangle
|
||||
rlColor4ub(color.r, color.g, color.b, color.a);
|
||||
rlVertex2f(point[13].x, point[13].y);
|
||||
rlVertex2f(point[5].x, point[5].y);
|
||||
rlVertex2f(point[4].x, point[4].y);
|
||||
rlVertex2f(point[12].x, point[12].y);
|
||||
|
||||
// Left rectangle
|
||||
rlColor4ub(color.r, color.g, color.b, color.a);
|
||||
rlVertex2f(point[15].x, point[15].y);
|
||||
rlVertex2f(point[7].x, point[7].y);
|
||||
rlVertex2f(point[6].x, point[6].y);
|
||||
rlVertex2f(point[14].x, point[14].y);
|
||||
|
||||
rlEnd();
|
||||
#else
|
||||
if (rlCheckBufferLimit(4*6*segments + 4*6)) rlglDraw(); // 4 corners with 6(2*3) vertices for each segment + 4 rectangles with 6 vertices each
|
||||
|
||||
rlBegin(RL_TRIANGLES);
|
||||
|
||||
// Draw all of the 4 corners first: Upper Left Corner, Upper Right Corner, Lower Right Corner, Lower Left Corner
|
||||
for (int k = 0; k < 4; ++k) // Hope the compiler is smart enough to unroll this loop
|
||||
{
|
||||
float angle = angles[k];
|
||||
const Vector2 center = centers[k];
|
||||
|
||||
for (int i = 0; i < segments; i++)
|
||||
{
|
||||
rlColor4ub(color.r, color.g, color.b, color.a);
|
||||
|
||||
rlVertex2f(center.x + sinf(DEG2RAD*angle)*innerRadius, center.y + cosf(DEG2RAD*angle)*innerRadius);
|
||||
rlVertex2f(center.x + sinf(DEG2RAD*angle)*outerRadius, center.y + cosf(DEG2RAD*angle)*outerRadius);
|
||||
rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*innerRadius, center.y + cosf(DEG2RAD*(angle + stepLength))*innerRadius);
|
||||
|
||||
rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*innerRadius, center.y + cosf(DEG2RAD*(angle + stepLength))*innerRadius);
|
||||
rlVertex2f(center.x + sinf(DEG2RAD*angle)*outerRadius, center.y + cosf(DEG2RAD*angle)*outerRadius);
|
||||
rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*outerRadius, center.y + cosf(DEG2RAD*(angle + stepLength))*outerRadius);
|
||||
|
||||
angle += stepLength;
|
||||
}
|
||||
}
|
||||
|
||||
// Upper rectangle
|
||||
rlColor4ub(color.r, color.g, color.b, color.a);
|
||||
rlVertex2f(point[0].x, point[0].y);
|
||||
|
@ -1034,7 +1043,7 @@ void DrawRoundedRectLines(Rectangle rec, float roundness, int segments, int line
|
|||
rlVertex2f(point[1].x, point[1].y);
|
||||
rlVertex2f(point[0].x, point[0].y);
|
||||
rlVertex2f(point[9].x, point[9].y);
|
||||
|
||||
|
||||
// Right rectangle
|
||||
rlColor4ub(color.r, color.g, color.b, color.a);
|
||||
rlVertex2f(point[10].x, point[10].y);
|
||||
|
@ -1043,7 +1052,7 @@ void DrawRoundedRectLines(Rectangle rec, float roundness, int segments, int line
|
|||
rlVertex2f(point[2].x, point[2].y);
|
||||
rlVertex2f(point[10].x, point[10].y);
|
||||
rlVertex2f(point[3].x, point[3].y);
|
||||
|
||||
|
||||
// Lower rectangle
|
||||
rlColor4ub(color.r, color.g, color.b, color.a);
|
||||
rlVertex2f(point[13].x, point[13].y);
|
||||
|
@ -1052,7 +1061,7 @@ void DrawRoundedRectLines(Rectangle rec, float roundness, int segments, int line
|
|||
rlVertex2f(point[12].x, point[12].y);
|
||||
rlVertex2f(point[13].x, point[13].y);
|
||||
rlVertex2f(point[4].x, point[4].y);
|
||||
|
||||
|
||||
// Left rectangle
|
||||
rlColor4ub(color.r, color.g, color.b, color.a);
|
||||
rlVertex2f(point[7].x, point[7].y);
|
||||
|
@ -1068,12 +1077,15 @@ void DrawRoundedRectLines(Rectangle rec, float roundness, int segments, int line
|
|||
{
|
||||
// Use LINES to draw the outline
|
||||
if (rlCheckBufferLimit(8*segments + 4*2)) rlglDraw(); // 4 corners with 2 vertices for each segment + 4 rectangles with 2 vertices each
|
||||
|
||||
rlBegin(RL_LINES);
|
||||
|
||||
// Draw all of the 4 corners first: Upper Left Corner, Upper Right Corner, Lower Right Corner, Lower Left Corner
|
||||
for(int k = 0; k < 4; ++k) // Hope the compiler is smart enough to unroll this loop
|
||||
for (int k = 0; k < 4; ++k) // Hope the compiler is smart enough to unroll this loop
|
||||
{
|
||||
float angle = angles[k];
|
||||
const Vector2 center = centers[k];
|
||||
|
||||
for (int i = 0; i < segments; i++)
|
||||
{
|
||||
rlColor4ub(color.r, color.g, color.b, color.a);
|
||||
|
@ -1083,11 +1095,11 @@ void DrawRoundedRectLines(Rectangle rec, float roundness, int segments, int line
|
|||
}
|
||||
}
|
||||
// And now the remaining 4 lines
|
||||
for(int i=0; i<8; i+=2)
|
||||
for(int i = 0; i < 8; i += 2)
|
||||
{
|
||||
rlColor4ub(color.r, color.g, color.b, color.a);
|
||||
rlVertex2f(point[i].x, point[i].y);
|
||||
rlVertex2f(point[i+1].x, point[i+1].y);
|
||||
rlVertex2f(point[i + 1].x, point[i + 1].y);
|
||||
}
|
||||
rlEnd();
|
||||
}
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue