From eda982e2612fb08bef951692e9e80cb3a36d9731 Mon Sep 17 00:00:00 2001 From: Demizdor Date: Sun, 31 Mar 2019 16:15:40 +0300 Subject: [PATCH] Reimplemented DrawRoundedRectLines() --- src/shapes.c | 46 ++++++++++++++++++++-------------------------- 1 file changed, 20 insertions(+), 26 deletions(-) diff --git a/src/shapes.c b/src/shapes.c index f25ed76fe..879d2a107 100644 --- a/src/shapes.c +++ b/src/shapes.c @@ -702,8 +702,7 @@ void DrawRectangleLinesEx(Rectangle rec, int lineThick, Color color) void DrawRoundedRect(Rectangle rec, float roundness, int segments, Color color) { // Not a rounded rectangle - // NOTE: Make sure we have at least 1px space left to render the rectangles near the corners - if(roundness <= 0.0f || rec.width <= 1 || rec.height <= 1 ) + if(roundness <= 0.0f || rec.width < 1 || rec.height < 1 ) { DrawRectangleRec(rec, color); return; @@ -712,8 +711,7 @@ void DrawRoundedRect(Rectangle rec, float roundness, int segments, Color color) if(roundness >= 1.0f) roundness = 1.0f; // Calculate corner radius - // NOTE: Make sure we have at least 1px space left to render the rectangles near the corners - float radius = rec.width > rec.height ? ((rec.height-1)*roundness)/2 : ((rec.width-1)*roundness)/2; + 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 @@ -732,7 +730,7 @@ void DrawRoundedRect(Rectangle rec, float roundness, int segments, Color color) float stepLength = 90.0f/(float)segments; /* Quick sketch to make sense of all of this (there are 9 parts to draw, also mark the 12 points we'll use below) - * Not my best attempt at ASCII art, just preted it's a rounded rectangle :) + * Not my best attempt at ASCII art, just preted it's rounded rectangle :) * P0 P1 * ____________________ * /| |\ @@ -754,14 +752,14 @@ void DrawRoundedRect(Rectangle rec, float roundness, int segments, Color color) {(float)rec.x + radius, (float)rec.y + radius}, {(float)(rec.x + rec.width) - radius, (float)rec.y + radius}, // P8, P9 {(float)(rec.x + rec.width) - radius, (float)(rec.y + rec.height) - radius}, {(float)rec.x + radius, (float)(rec.y + rec.height) - radius} // P10, P11 }; + const Vector2 centers[4] = { point[8], point[9], point[10], point[11] }; + const float angles[4] = {180.0f, 90.0f, 0.0f, 270.0f }; #if defined(SUPPORT_QUADS_DRAW_MODE) if (rlCheckBufferLimit(16*segments/2 + 5*4)) rlglDraw(); rlBegin(RL_QUADS); // Draw all of the 4 corners: [1] Upper Left Corner, [3] Upper Right Corner, [5] Lower Right Corner, [7] Lower Left Corner - const Vector2 centers[4] = { point[8], point[9], point[10], point[11] }; - const float angles[4] = {180.0f, 90.0f, 0.0f, 270.0f }; for(int k = 0; k < 4; ++k) // Hope the compiler is smart enough to unroll this loop { float angle = angles[k]; @@ -828,8 +826,6 @@ void DrawRoundedRect(Rectangle rec, float roundness, int segments, Color color) 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 - const Vector2 centers[4] = { point[8], point[9], point[10], point[11] }; - const float angles[4] = {180.0f, 90.0f, 0.0f, 270.0f }; for(int k = 0; k < 4; ++k) // Hope the compiler is smart enough to unroll this loop { float angle = angles[k]; @@ -895,21 +891,19 @@ void DrawRoundedRect(Rectangle rec, float roundness, int segments, Color color) // Draw rounded rectangle outline void DrawRoundedRectLines(Rectangle rec, float roundness, int segments, int lineThick, Color color) { + if(lineThick < 0) lineThick = 0; // Not a rounded rectangle - // NOTE: Make sure we have at least 1px space left to render the rectangles near the corners - if(roundness <= 0.0f || rec.width <= 1 || rec.height <= 1 ) + if(roundness <= 0.0f ) { - DrawRectangleLinesEx(rec, lineThick, color); + 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; // Calculate corner radius - // NOTE: Make sure we have at least 1px space left to render the rectangles near the corners - float radius = rec.width > rec.height ? ((rec.height-1)*roundness)/2 : ((rec.width-1)*roundness)/2; + float radius = rec.width > rec.height ? (rec.height*roundness)/2 : (rec.width*roundness)/2; if(radius <= 0.0f) return; - if(lineThick > radius-1) lineThick = radius - 1; // Calculate number of segments to use for the corners if (segments < 4) @@ -920,12 +914,12 @@ void DrawRoundedRectLines(Rectangle rec, float roundness, int segments, int line #endif // Calculate the maximum angle between segments based on the error rate. float th = acosf(2*powf(1 - CIRCLE_ERROR_RATE/radius, 2) - 1); - segments = ceilf(2*PI/th)/4; + segments = ceilf(2*PI/th)/2; if (segments <= 0) segments = 4; } float stepLength = 90.0f/(float)segments; - const float outerRadius = radius, innerRadius = radius - (float)lineThick; + 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 :) @@ -944,17 +938,17 @@ void DrawRoundedRectLines(Rectangle rec, float roundness, int segments, int line * P5 P4 */ const Vector2 point[16] = { - {(float)rec.x + outerRadius, rec.y}, {(float)(rec.x + rec.width) - outerRadius, rec.y}, { rec.x + rec.width, (float)rec.y + outerRadius }, // PO, P1, P2 - {rec.x + rec.width, (float)(rec.y + rec.height) - outerRadius}, {(float)(rec.x + rec.width) - outerRadius, rec.y + rec.height}, // P3, P4 - {(float)rec.x + outerRadius, rec.y + rec.height}, { rec.x, (float)(rec.y + rec.height) - outerRadius}, {rec.x, (float)rec.y + outerRadius}, // P5, P6, P7 - {(float)rec.x + outerRadius, rec.y + lineThick}, {(float)(rec.x + rec.width) - outerRadius, rec.y + lineThick}, // P8, P9 - { rec.x + rec.width - lineThick, (float)rec.y + outerRadius }, {rec.x + rec.width - lineThick, (float)(rec.y + rec.height) - outerRadius}, // P10, P11 - {(float)(rec.x + rec.width) - outerRadius, rec.y + rec.height - lineThick}, {(float)rec.x + outerRadius, rec.y + rec.height - lineThick}, // P12, P13 - { rec.x + lineThick, (float)(rec.y + rec.height) - outerRadius}, {rec.x + lineThick, (float)rec.y + outerRadius} // P14, P15 + {(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 + {(float)rec.x + innerRadius, rec.y}, {(float)(rec.x + rec.width) - innerRadius, rec.y}, // P8, P9 + { rec.x + rec.width, (float)rec.y + innerRadius }, {rec.x + rec.width, (float)(rec.y + rec.height) - innerRadius}, // P10, P11 + {(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] = { - {(float)rec.x + outerRadius, (float)rec.y + outerRadius}, {(float)(rec.x + rec.width) - outerRadius, (float)rec.y + outerRadius}, // P16, P17 - {(float)(rec.x + rec.width) - outerRadius, (float)(rec.y + rec.height) - outerRadius}, {(float)rec.x + outerRadius, (float)(rec.y + rec.height) - outerRadius} // P18, P19 + {(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 }; const float angles[4] = {180.0f, 90.0f, 0.0f, 270.0f };