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authorRay <raysan5@gmail.com>2019-04-04 13:50:28 +0200
committerRay <raysan5@gmail.com>2019-04-04 13:50:28 +0200
commit3e1e7d740fd378df03346e309ba187b6f7a20daa (patch)
treeb522c3f84c340522582c90cc81ca97c1b43dc9b9 /src
parent6ecd8249bc06d41387bda08ecda9cb208ce87bb7 (diff)
downloadraylib-3e1e7d740fd378df03346e309ba187b6f7a20daa.tar.gz
raylib-3e1e7d740fd378df03346e309ba187b6f7a20daa.zip
Review merged PR formatting
Removed trail spaces
Diffstat (limited to 'src')
-rw-r--r--src/shapes.c266
1 files changed, 139 insertions, 127 deletions
diff --git a/src/shapes.c b/src/shapes.c
index 879d2a10..b7f7e3df 100644
--- a/src/shapes.c
+++ b/src/shapes.c
@@ -186,31 +186,31 @@ void DrawCircle(int centerX, int centerY, float radius, Color color)
void DrawCircleSector(Vector2 center, float radius, int startAngle, int endAngle, int segments, Color color)
{
if (radius <= 0.0f) radius = 0.1f; // Avoid div by zero
-
+
// Function expects (endAngle > startAngle)
- if (endAngle < startAngle)
+ if (endAngle < startAngle)
{
// Swap values
int tmp = startAngle;
startAngle = endAngle;
endAngle = tmp;
}
-
+
if (segments < 4)
{
// Calculate how many segments we need to draw a smooth circle, taken from https://stackoverflow.com/a/2244088
#define CIRCLE_ERROR_RATE 0.5f
-
+
// Calculate the maximum angle between segments based on the error rate.
float th = acosf(2*powf(1 - CIRCLE_ERROR_RATE/radius, 2) - 1);
segments = (endAngle - startAngle)*ceilf(2*PI/th)/360;
-
+
if (segments <= 0) segments = 4;
}
-
+
float stepLength = (float)(endAngle - startAngle)/(float)segments;
float angle = startAngle;
-
+
#if defined(SUPPORT_QUADS_DRAW_MODE)
if (rlCheckBufferLimit(4*segments/2)) rlglDraw();
@@ -227,16 +227,16 @@ void DrawCircleSector(Vector2 center, float radius, int startAngle, int endAngle
rlTexCoord2f(recTexShapes.x/texShapes.width, (recTexShapes.y + recTexShapes.height)/texShapes.height);
rlVertex2f(center.x + sinf(DEG2RAD*angle)*radius, center.y + cosf(DEG2RAD*angle)*radius);
-
+
rlTexCoord2f((recTexShapes.x + recTexShapes.width)/texShapes.width, (recTexShapes.y + recTexShapes.height)/texShapes.height);
rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*radius, center.y + cosf(DEG2RAD*(angle + stepLength))*radius);
rlTexCoord2f((recTexShapes.x + recTexShapes.width)/texShapes.width, recTexShapes.y/texShapes.height);
rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength*2))*radius, center.y + cosf(DEG2RAD*(angle + stepLength*2))*radius);
-
+
angle += (stepLength*2);
}
-
+
// NOTE: In case number of segments is odd, we add one last piece to the cake
if (segments%2)
{
@@ -247,7 +247,7 @@ void DrawCircleSector(Vector2 center, float radius, int startAngle, int endAngle
rlTexCoord2f(recTexShapes.x/texShapes.width, (recTexShapes.y + recTexShapes.height)/texShapes.height);
rlVertex2f(center.x + sinf(DEG2RAD*angle)*radius, center.y + cosf(DEG2RAD*angle)*radius);
-
+
rlTexCoord2f((recTexShapes.x + recTexShapes.width)/texShapes.width, (recTexShapes.y + recTexShapes.height)/texShapes.height);
rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*radius, center.y + cosf(DEG2RAD*(angle + stepLength))*radius);
@@ -268,7 +268,7 @@ void DrawCircleSector(Vector2 center, float radius, int startAngle, int endAngle
rlVertex2f(center.x, center.y);
rlVertex2f(center.x + sinf(DEG2RAD*angle)*radius, center.y + cosf(DEG2RAD*angle)*radius);
rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*radius, center.y + cosf(DEG2RAD*(angle + stepLength))*radius);
-
+
angle += stepLength;
}
rlEnd();
@@ -278,40 +278,40 @@ void DrawCircleSector(Vector2 center, float radius, int startAngle, int endAngle
void DrawCircleSectorLines(Vector2 center, float radius, int startAngle, int endAngle, int segments, Color color)
{
if (radius <= 0.0f) radius = 0.1f; // Avoid div by zero issue
-
+
// Function expects (endAngle > startAngle)
- if (endAngle < startAngle)
+ if (endAngle < startAngle)
{
// Swap values
int tmp = startAngle;
startAngle = endAngle;
endAngle = tmp;
}
-
+
if (segments < 4)
{
// Calculate how many segments we need to draw a smooth circle, taken from https://stackoverflow.com/a/2244088
#ifndef CIRCLE_ERROR_RATE
#define CIRCLE_ERROR_RATE 0.5f
#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 = (endAngle - startAngle)*ceilf(2*PI/th)/360;
-
+
if (segments <= 0) segments = 4;
}
-
+
float stepLength = (float)(endAngle - startAngle)/(float)segments;
float angle = startAngle;
-
+
// Hide the cap lines when the circle is full
bool showCapLines = true;
int limit = 2*(segments + 2);
if ((endAngle - startAngle)%360 == 0) { limit = 2*segments; showCapLines = false; }
-
+
if (rlCheckBufferLimit(limit)) rlglDraw();
-
+
rlBegin(RL_LINES);
if (showCapLines)
{
@@ -319,17 +319,17 @@ void DrawCircleSectorLines(Vector2 center, float radius, int startAngle, int end
rlVertex2f(center.x, center.y);
rlVertex2f(center.x + sinf(DEG2RAD*angle)*radius, center.y + cosf(DEG2RAD*angle)*radius);
}
-
+
for (int i = 0; i < segments; i++)
{
rlColor4ub(color.r, color.g, color.b, color.a);
-
+
rlVertex2f(center.x + sinf(DEG2RAD*angle)*radius, center.y + cosf(DEG2RAD*angle)*radius);
rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*radius, center.y + cosf(DEG2RAD*(angle + stepLength))*radius);
-
+
angle += stepLength;
}
-
+
if (showCapLines)
{
rlColor4ub(color.r, color.g, color.b, color.a);
@@ -385,55 +385,55 @@ void DrawCircleLines(int centerX, int centerY, float radius, Color color)
void DrawRing(Vector2 center, float innerRadius, float outerRadius, int startAngle, int endAngle, int segments, Color color)
{
if (startAngle == endAngle) return;
-
+
// Function expects (outerRadius > innerRadius)
if (outerRadius < innerRadius)
{
float tmp = outerRadius;
outerRadius = innerRadius;
innerRadius = tmp;
-
+
if (outerRadius <= 0.0f) outerRadius = 0.1f;
}
-
+
// Function expects (endAngle > startAngle)
- if (endAngle < startAngle)
+ if (endAngle < startAngle)
{
// Swap values
int tmp = startAngle;
startAngle = endAngle;
endAngle = tmp;
}
-
+
if (segments < 4)
{
// Calculate how many segments we need to draw a smooth circle, taken from https://stackoverflow.com/a/2244088
#ifndef CIRCLE_ERROR_RATE
#define CIRCLE_ERROR_RATE 0.5f
#endif
-
+
// Calculate the maximum angle between segments based on the error rate.
float th = acosf(2*powf(1 - CIRCLE_ERROR_RATE/outerRadius, 2) - 1);
segments = (endAngle - startAngle)*ceilf(2*PI/th)/360;
-
+
if (segments <= 0) segments = 4;
}
-
+
// Not a ring
- if (innerRadius <= 0.0f)
+ if (innerRadius <= 0.0f)
{
DrawCircleSector(center, outerRadius, startAngle, endAngle, segments, color);
return;
}
-
+
float stepLength = (float)(endAngle - startAngle)/(float)segments;
float angle = startAngle;
-
+
#if defined(SUPPORT_QUADS_DRAW_MODE)
if (rlCheckBufferLimit(4*segments)) rlglDraw();
rlEnableTexture(GetShapesTexture().id);
-
+
rlBegin(RL_QUADS);
for (int i = 0; i < segments; i++)
{
@@ -444,13 +444,13 @@ void DrawRing(Vector2 center, float innerRadius, float outerRadius, int startAng
rlTexCoord2f(recTexShapes.x/texShapes.width, (recTexShapes.y + recTexShapes.height)/texShapes.height);
rlVertex2f(center.x + sinf(DEG2RAD*angle)*outerRadius, center.y + cosf(DEG2RAD*angle)*outerRadius);
-
+
rlTexCoord2f((recTexShapes.x + recTexShapes.width)/texShapes.width, (recTexShapes.y + recTexShapes.height)/texShapes.height);
rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*outerRadius, center.y + cosf(DEG2RAD*(angle + stepLength))*outerRadius);
rlTexCoord2f((recTexShapes.x + recTexShapes.width)/texShapes.width, recTexShapes.y/texShapes.height);
rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*innerRadius, center.y + cosf(DEG2RAD*(angle + stepLength))*innerRadius);
-
+
angle += stepLength;
}
rlEnd();
@@ -463,15 +463,15 @@ void DrawRing(Vector2 center, float innerRadius, float outerRadius, int startAng
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;
}
rlEnd();
@@ -481,55 +481,55 @@ void DrawRing(Vector2 center, float innerRadius, float outerRadius, int startAng
void DrawRingLines(Vector2 center, float innerRadius, float outerRadius, int startAngle, int endAngle, int segments, Color color)
{
if (startAngle == endAngle) return;
-
+
// Function expects (outerRadius > innerRadius)
if (outerRadius < innerRadius)
{
float tmp = outerRadius;
outerRadius = innerRadius;
innerRadius = tmp;
-
+
if (outerRadius <= 0.0f) outerRadius = 0.1f;
}
-
+
// Function expects (endAngle > startAngle)
- if (endAngle < startAngle)
+ if (endAngle < startAngle)
{
// Swap values
int tmp = startAngle;
startAngle = endAngle;
endAngle = tmp;
}
-
+
if (segments < 4)
{
// Calculate how many segments we need to draw a smooth circle, taken from https://stackoverflow.com/a/2244088
#ifndef CIRCLE_ERROR_RATE
#define CIRCLE_ERROR_RATE 0.5f
#endif
-
+
// Calculate the maximum angle between segments based on the error rate.
float th = acosf(2*powf(1 - CIRCLE_ERROR_RATE/outerRadius, 2) - 1);
segments = (endAngle - startAngle)*ceilf(2*PI/th)/360;
-
+
if (segments <= 0) segments = 4;
}
-
- if (innerRadius <= 0.0f)
+
+ if (innerRadius <= 0.0f)
{
DrawCircleSectorLines(center, outerRadius, startAngle, endAngle, segments, color);
return;
}
-
+
float stepLength = (float)(endAngle - startAngle)/(float)segments;
- float angle = startAngle;
-
+ float angle = startAngle;
+
bool showCapLines = true;
int limit = 4*(segments + 1);
if ((endAngle - startAngle)%360 == 0) { limit = 4*segments; showCapLines = false; }
-
+
if (rlCheckBufferLimit(limit)) rlglDraw();
-
+
rlBegin(RL_LINES);
if (showCapLines)
{
@@ -537,20 +537,20 @@ void DrawRingLines(Vector2 center, float innerRadius, float outerRadius, int sta
rlVertex2f(center.x + sinf(DEG2RAD*angle)*outerRadius, center.y + cosf(DEG2RAD*angle)*outerRadius);
rlVertex2f(center.x + sinf(DEG2RAD*angle)*innerRadius, center.y + cosf(DEG2RAD*angle)*innerRadius);
}
-
+
for (int i = 0; i < segments; i++)
{
rlColor4ub(color.r, color.g, color.b, color.a);
-
+
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)*innerRadius, center.y + cosf(DEG2RAD*angle)*innerRadius);
rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*innerRadius, center.y + cosf(DEG2RAD*(angle + stepLength))*innerRadius);
-
+
angle += stepLength;
}
-
+
if (showCapLines)
{
rlColor4ub(color.r, color.g, color.b, color.a);
@@ -698,22 +698,22 @@ void DrawRectangleLinesEx(Rectangle rec, int lineThick, Color color)
DrawRectangle( (int)rec.x, (int)(rec.y + lineThick), lineThick, (int)(rec.height - lineThick*2), color);
}
-// Draw rectangle with rounded edges.
-void DrawRoundedRect(Rectangle rec, float roundness, int segments, Color color)
+// Draw rectangle with rounded edges
+void DrawRectangleRounded(Rectangle rec, float roundness, int segments, Color color)
{
// Not a rounded rectangle
- if(roundness <= 0.0f || rec.width < 1 || rec.height < 1 )
+ if ((roundness <= 0.0f) || (rec.width < 1) || (rec.height < 1 ))
{
DrawRectangleRec(rec, 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)
{
@@ -726,9 +726,9 @@ void DrawRoundedRect(Rectangle rec, float roundness, int segments, Color color)
segments = ceilf(2*PI/th)/4;
if (segments <= 0) segments = 4;
}
-
+
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 rounded rectangle :)
* P0 P1
@@ -744,7 +744,7 @@ void DrawRoundedRect(Rectangle rec, float roundness, int segments, Color color)
* \|____________________|/
* P5 P4
*/
-
+
const Vector2 point[12] = { // coordinates of the 12 points that define the rounded rect (the idea here is to make things easier)
{(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
{rec.x + rec.width, (float)(rec.y + rec.height) - radius}, {(float)(rec.x + rec.width) - radius, rec.y + rec.height}, // P3, P4
@@ -752,15 +752,16 @@ 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 };
+ 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
- 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];
@@ -784,49 +785,49 @@ void DrawRoundedRect(Rectangle rec, float roundness, int segments, Color color)
rlVertex2f(center.x, center.y);
}
}
-
+
// [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
@@ -946,22 +948,25 @@ 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
+ 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];
+ const Vector2 center = centers[k];
for (int i = 0; i < segments; i++)
{
rlColor4ub(color.r, color.g, color.b, color.a);
@@ -969,63 +974,67 @@ void DrawRoundedRectLines(Rectangle rec, float roundness, int segments, int line
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
+
+ // 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();
}