Remove end-line spaces
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parent
e340517a73
commit
fc1c9505ba
8 changed files with 431 additions and 430 deletions
92
src/shapes.c
92
src/shapes.c
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@ -9,7 +9,7 @@
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* Allows drawing rectangles and text with a single draw call, very useful for GUI systems!
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*
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* #define SUPPORT_QUADS_DRAW_MODE
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* Use QUADS instead of TRIANGLES for drawing when possible.
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* Use QUADS instead of TRIANGLES for drawing when possible.
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* Some lines-based shapes could still use lines
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*
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* LICENSE: zlib/libpng
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@ -116,13 +116,13 @@ void DrawLineEx(Vector2 startPos, Vector2 endPos, float thick, Color color)
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startPos = endPos;
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endPos = tempPos;
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}
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float dx = endPos.x - startPos.x;
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float dy = endPos.y - startPos.y;
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float d = sqrtf(dx*dx + dy*dy);
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float angle = asinf(dy/d);
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rlEnableTexture(GetShapesTexture().id);
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rlPushMatrix();
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@ -155,12 +155,12 @@ 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 calculated only for y position value
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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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previous = current;
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}
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}
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@ -176,7 +176,7 @@ void DrawCircle(int centerX, int centerY, float radius, Color color)
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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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@ -193,31 +193,31 @@ 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(GetShapesTexture().id);
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rlBegin(RL_QUADS);
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for (int i = 0; i < 360; i += 20)
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{
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rlColor4ub(color.r, color.g, color.b, color.a);
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rlTexCoord2f(recTexShapes.x/texShapes.width, recTexShapes.y/texShapes.height);
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rlVertex2f(center.x, center.y);
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rlTexCoord2f(recTexShapes.x/texShapes.width, (recTexShapes.y + recTexShapes.height)/texShapes.height);
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rlVertex2f(center.x + sinf(DEG2RAD*i)*radius, center.y + cosf(DEG2RAD*i)*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*(i + 10))*radius, center.y + cosf(DEG2RAD*(i + 10))*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*(i + 20))*radius, center.y + cosf(DEG2RAD*(i + 20))*radius);
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}
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rlEnd();
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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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@ -226,7 +226,7 @@ void DrawCircleV(Vector2 center, float radius, Color color)
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for (int i = 0; i < 360; i += 10)
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{
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rlColor4ub(color.r, color.g, color.b, color.a);
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rlVertex2f(center.x, center.y);
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rlVertex2f(center.x + sinf(DEG2RAD*i)*radius, center.y + cosf(DEG2RAD*i)*radius);
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rlVertex2f(center.x + sinf(DEG2RAD*(i + 10))*radius, center.y + cosf(DEG2RAD*(i + 10))*radius);
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@ -239,7 +239,7 @@ void DrawCircleV(Vector2 center, float radius, Color color)
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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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@ -263,7 +263,7 @@ void DrawRectangle(int posX, int posY, int width, int height, Color color)
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void DrawRectangleV(Vector2 position, Vector2 size, Color color)
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{
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Color colors[4] = { color, color, color, color };
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DrawRectanglePro((Rectangle){ position.x, position.y, size.x, size.y }, (Vector2){ 0.0f, 0.0f }, 0.0f, colors);
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}
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@ -271,7 +271,7 @@ void DrawRectangleV(Vector2 position, Vector2 size, Color color)
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void DrawRectangleRec(Rectangle rec, Color color)
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{
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Color colors[4] = { color, color, color, color };
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DrawRectanglePro(rec, (Vector2){ 0.0f, 0.0f }, 0.0f, colors);
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}
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@ -292,15 +292,15 @@ void DrawRectanglePro(Rectangle rec, Vector2 origin, float rotation, Color color
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rlColor4ub(colors[0].r, colors[0].g, colors[0].b, colors[0].a);
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rlTexCoord2f(recTexShapes.x/texShapes.width, recTexShapes.y/texShapes.height);
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rlVertex2f(rec.x, rec.y);
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rlColor4ub(colors[1].r, colors[1].g, colors[1].b, colors[1].a);
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rlTexCoord2f(recTexShapes.x/texShapes.width, (recTexShapes.y + recTexShapes.height)/texShapes.height);
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rlVertex2f(rec.x, rec.y + rec.height);
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rlColor4ub(colors[2].r, colors[2].g, colors[2].b, colors[2].a);
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rlTexCoord2f((recTexShapes.x + recTexShapes.width)/texShapes.width, (recTexShapes.y + recTexShapes.height)/texShapes.height);
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rlVertex2f(rec.x + rec.width, rec.y + rec.height);
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rlColor4ub(colors[3].r, colors[3].g, colors[3].b, colors[3].a);
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rlTexCoord2f((recTexShapes.x + recTexShapes.width)/texShapes.width, recTexShapes.y/texShapes.height);
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rlVertex2f(rec.x + rec.width, rec.y);
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@ -329,14 +329,14 @@ void DrawRectangleGradientH(int posX, int posY, int width, int height, Color col
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void DrawRectangleGradientEx(Rectangle rec, Color col1, Color col2, Color col3, Color col4)
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{
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Color colors[4] = { col1, col2, col3, col4 };
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DrawRectanglePro(rec, (Vector2){ 0.0f, 0.0f }, 0.0f, colors);
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}
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// Draw rectangle outline
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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 DrawRectangleLines(int posX, int posY, int width, int height, Color color)
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{
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{
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#if defined(SUPPORT_QUADS_DRAW_MODE)
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DrawRectangle(posX, posY, width, 1, color);
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DrawRectangle(posX + width - 1, posY + 1, 1, height - 2, color);
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@ -362,13 +362,13 @@ void DrawRectangleLines(int posX, int posY, int width, int height, Color color)
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// Draw rectangle outline with extended parameters
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void DrawRectangleLinesEx(Rectangle rec, int lineThick, Color color)
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{
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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 = (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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}
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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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@ -383,20 +383,20 @@ void DrawTriangle(Vector2 v1, Vector2 v2, Vector2 v3, Color color)
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rlBegin(RL_QUADS);
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rlColor4ub(color.r, color.g, color.b, color.a);
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rlTexCoord2f(recTexShapes.x/texShapes.width, recTexShapes.y/texShapes.height);
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rlVertex2f(v1.x, v1.y);
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rlTexCoord2f(recTexShapes.x/texShapes.width, (recTexShapes.y + recTexShapes.height)/texShapes.height);
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rlVertex2f(v2.x, v2.y);
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rlTexCoord2f((recTexShapes.x + recTexShapes.width)/texShapes.width, (recTexShapes.y + recTexShapes.height)/texShapes.height);
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rlVertex2f(v2.x, v2.y);
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rlTexCoord2f((recTexShapes.x + recTexShapes.width)/texShapes.width, recTexShapes.y/texShapes.height);
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rlVertex2f(v3.x, v3.y);
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rlEnd();
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rlDisableTexture();
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#else
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rlBegin(RL_TRIANGLES);
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@ -428,13 +428,13 @@ 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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rlRotatef(rotation, 0, 0, 1);
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#if defined(SUPPORT_QUADS_DRAW_MODE)
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rlEnableTexture(GetShapesTexture().id);
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@ -445,13 +445,13 @@ void DrawPoly(Vector2 center, int sides, float radius, float rotation, Color col
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rlTexCoord2f(recTexShapes.x/texShapes.width, recTexShapes.y/texShapes.height);
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rlVertex2f(0, 0);
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rlTexCoord2f(recTexShapes.x/texShapes.width, (recTexShapes.y + recTexShapes.height)/texShapes.height);
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rlVertex2f(sinf(DEG2RAD*i)*radius, cosf(DEG2RAD*i)*radius);
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rlTexCoord2f((recTexShapes.x + recTexShapes.width)/texShapes.width, (recTexShapes.y + recTexShapes.height)/texShapes.height);
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rlVertex2f(sinf(DEG2RAD*i)*radius, cosf(DEG2RAD*i)*radius);
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rlTexCoord2f((recTexShapes.x + recTexShapes.width)/texShapes.width, recTexShapes.y/texShapes.height);
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rlVertex2f(sinf(DEG2RAD*(i + 360/sides))*radius, cosf(DEG2RAD*(i + 360/sides))*radius);
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}
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@ -478,7 +478,7 @@ void DrawPolyEx(Vector2 *points, int pointsCount, Color color)
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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(GetShapesTexture().id);
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@ -577,7 +577,7 @@ 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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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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@ -605,7 +605,7 @@ bool CheckCollisionCircleRec(Vector2 center, float radius, Rectangle rec)
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{
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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 = (float)fabs(center.x - recCenterX);
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float dy = (float)fabs(center.y - recCenterY);
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@ -615,7 +615,7 @@ bool CheckCollisionCircleRec(Vector2 center, float radius, Rectangle rec)
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if (dx <= (rec.width/2.0f)) { return true; }
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if (dy <= (rec.height/2.0f)) { return true; }
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float cornerDistanceSq = (dx - rec.width/2.0f)*(dx - rec.width/2.0f) +
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float cornerDistanceSq = (dx - rec.width/2.0f)*(dx - rec.width/2.0f) +
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(dy - rec.height/2.0f)*(dy - rec.height/2.0f);
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return (cornerDistanceSq <= (radius*radius));
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@ -674,7 +674,7 @@ Rectangle GetCollisionRec(Rectangle rec1, Rectangle rec2)
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{
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if (retRec.width >= rec1.width) retRec.width = rec1.width;
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}
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if (rec1.height > rec2.height)
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{
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if (retRec.height >= rec2.height) retRec.height = rec2.height;
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@ -692,10 +692,10 @@ Rectangle GetCollisionRec(Rectangle rec1, Rectangle rec2)
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// Module specific Functions Definition
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//----------------------------------------------------------------------------------
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// Cubic easing in-out
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// Cubic easing in-out
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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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static float EaseCubicInOut(float t, float b, float c, float d)
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{
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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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@ -715,6 +715,6 @@ static Texture2D GetShapesTexture(void)
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recTexShapes = { 0.0f, 0.0f, 1.0f, 1.0f };
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#endif
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}
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return texShapes;
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}
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