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authorRay <raysan5@gmail.com>2019-03-29 17:28:37 +0100
committerGitHub <noreply@github.com>2019-03-29 17:28:37 +0100
commitafab8b36ab9c7e199cbffe639b64fbd87c41bc05 (patch)
tree93c284d181b4759d8a18dc375ec67cdd6a3d8786 /src
parent19debd2b4e44cee494c882cb8d338dc1847ae5b5 (diff)
parentab9c6da26f79796a04ca79401617a7244ec9c2a8 (diff)
downloadraylib-afab8b36ab9c7e199cbffe639b64fbd87c41bc05.tar.gz
raylib-afab8b36ab9c7e199cbffe639b64fbd87c41bc05.zip
Merge pull request #786 from Demizdor/draw_ring
Added DrawRing(), DrawRingLines() and DrawCircleSectorLines()
Diffstat (limited to 'src')
-rw-r--r--src/raylib.h3
-rw-r--r--src/shapes.c240
2 files changed, 243 insertions, 0 deletions
diff --git a/src/raylib.h b/src/raylib.h
index 1a344306..085f36f6 100644
--- a/src/raylib.h
+++ b/src/raylib.h
@@ -1041,9 +1041,12 @@ RLAPI void DrawLineEx(Vector2 startPos, Vector2 endPos, float thick, Color color
RLAPI void DrawLineBezier(Vector2 startPos, Vector2 endPos, float thick, Color color); // Draw a line using cubic-bezier curves in-out
RLAPI void DrawCircle(int centerX, int centerY, float radius, Color color); // Draw a color-filled circle
RLAPI void DrawCircleSector(Vector2 center, float radius, int startAngle, int endAngle, int segments, Color color); // Draw a piece of a circle
+RLAPI void DrawCircleSectorLines(Vector2 center, float radius, int startAngle, int endAngle, int segments, Color color); // Draw circle sector outline
RLAPI void DrawCircleGradient(int centerX, int centerY, float radius, Color color1, Color color2); // Draw a gradient-filled circle
RLAPI void DrawCircleV(Vector2 center, float radius, Color color); // Draw a color-filled circle (Vector version)
RLAPI void DrawCircleLines(int centerX, int centerY, float radius, Color color); // Draw circle outline
+RLAPI void DrawRing(Vector2 center, float innerRadius, float outerRadius, int startAngle, int endAngle, int segments, Color color); // Draw ring
+RLAPI void DrawRingLines(Vector2 center, float innerRadius, float outerRadius, int startAngle, int endAngle, int segments, Color color); // Draw ring outline
RLAPI void DrawRectangle(int posX, int posY, int width, int height, Color color); // Draw a color-filled rectangle
RLAPI void DrawRectangleV(Vector2 position, Vector2 size, Color color); // Draw a color-filled rectangle (Vector version)
RLAPI void DrawRectangleRec(Rectangle rec, Color color); // Draw a color-filled rectangle
diff --git a/src/shapes.c b/src/shapes.c
index 5d93078b..7e8c0f4b 100644
--- a/src/shapes.c
+++ b/src/shapes.c
@@ -185,6 +185,8 @@ void DrawCircle(int centerX, int centerY, float radius, Color color)
// Draw a piece of a circle
void DrawCircleSector(Vector2 center, float radius, int startAngle, int endAngle, int segments, Color color)
{
+ if(radius == 0) return; // Check this or we'll get a div by zero error otherwise
+
// Function expects (endAngle > startAngle)
if (endAngle < startAngle)
{
@@ -273,6 +275,70 @@ void DrawCircleSector(Vector2 center, float radius, int startAngle, int endAngle
#endif
}
+void DrawCircleSectorLines(Vector2 center, float radius, int startAngle, int endAngle, int segments, Color color)
+{
+ if(radius == 0) return; // Check this or we'll get a div by zero error otherwise
+
+ // Function expects (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)
+ {
+ rlColor4ub(color.r, color.g, color.b, color.a);
+ 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);
+ rlVertex2f(center.x, center.y);
+ rlVertex2f(center.x + sinf(DEG2RAD*angle)*radius, center.y + cosf(DEG2RAD*angle)*radius);
+ }
+ rlEnd();
+}
+
// Draw a gradient-filled circle
// NOTE: Gradient goes from center (color1) to border (color2)
void DrawCircleGradient(int centerX, int centerY, float radius, Color color1, Color color2)
@@ -316,6 +382,180 @@ void DrawCircleLines(int centerX, int centerY, float radius, Color color)
rlEnd();
}
+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) return; // Check this or we'll get a div by zero error otherwise
+ }
+
+ // Function expects (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)
+ {
+ 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++)
+ {
+ rlColor4ub(color.r, color.g, color.b, color.a);
+
+ rlTexCoord2f(recTexShapes.x/texShapes.width, recTexShapes.y/texShapes.height);
+ rlVertex2f(center.x + sinf(DEG2RAD*angle)*innerRadius, center.y + cosf(DEG2RAD*angle)*innerRadius);
+
+ 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();
+
+ rlDisableTexture();
+#else
+ if (rlCheckBufferLimit(6*segments)) rlglDraw();
+
+ rlBegin(RL_TRIANGLES);
+ 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();
+#endif
+}
+
+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) return; // Check this or we'll get a div by zero error otherwise
+ }
+
+ // Function expects (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)
+ {
+ DrawCircleSectorLines(center, outerRadius, startAngle, endAngle, segments, color);
+ return;
+ }
+
+ float stepLength = (float)(endAngle - startAngle)/(float)segments;
+ 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)
+ {
+ 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)*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);
+ 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);
+ }
+ rlEnd();
+}
+
// Draw a color-filled rectangle
void DrawRectangle(int posX, int posY, int width, int height, Color color)
{