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Review merged PR formatting
Removed trail spaces
This commit is contained in:
26
src/shapes.c
26
src/shapes.c
@@ -698,11 +698,11 @@ 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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DrawRectangle( (int)rec.x, (int)(rec.y + lineThick), lineThick, (int)(rec.height - lineThick*2), color);
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}
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}
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// Draw rectangle with rounded edges.
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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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void DrawRectangleRounded(Rectangle rec, float roundness, int segments, Color color)
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{
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{
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// Not a rounded rectangle
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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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{
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DrawRectangleRec(rec, color);
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DrawRectangleRec(rec, color);
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return;
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return;
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@@ -711,7 +711,7 @@ void DrawRoundedRect(Rectangle rec, float roundness, int segments, Color color)
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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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// 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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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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if (radius <= 0.0f) return;
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// Calculate number of segments to use for the corners
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// Calculate number of segments to use for the corners
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@@ -752,6 +752,7 @@ 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 + 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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{(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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};
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const Vector2 centers[4] = { point[8], point[9], point[10], point[11] };
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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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@@ -888,10 +889,11 @@ void DrawRoundedRect(Rectangle rec, float roundness, int segments, Color color)
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#endif
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#endif
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}
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}
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// Draw rounded rectangle outline
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// Draw rectangle with rounded edges outline
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void DrawRoundedRectLines(Rectangle rec, float roundness, int segments, int lineThick, Color color)
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void DrawRectangleRoundedLines(Rectangle rec, float roundness, int segments, int lineThick, Color color)
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{
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{
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if (lineThick < 0) lineThick = 0;
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if (lineThick < 0) lineThick = 0;
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// Not a rounded rectangle
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// Not a rounded rectangle
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if (roundness <= 0.0f)
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if (roundness <= 0.0f)
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{
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{
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@@ -902,7 +904,7 @@ void DrawRoundedRectLines(Rectangle rec, float roundness, int segments, int line
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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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// 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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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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if (radius <= 0.0f) return;
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// Calculate number of segments to use for the corners
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// Calculate number of segments to use for the corners
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@@ -946,16 +948,19 @@ void DrawRoundedRectLines(Rectangle rec, float roundness, int segments, int line
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{(float)(rec.x + rec.width) - innerRadius, rec.y + rec.height}, {(float)rec.x + innerRadius, rec.y + rec.height}, // P12, P13
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{(float)(rec.x + rec.width) - innerRadius, rec.y + rec.height}, {(float)rec.x + innerRadius, rec.y + rec.height}, // P12, P13
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{ rec.x, (float)(rec.y + rec.height) - innerRadius}, {rec.x, (float)rec.y + innerRadius} // P14, P15
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{ rec.x, (float)(rec.y + rec.height) - innerRadius}, {rec.x, (float)rec.y + innerRadius} // P14, P15
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};
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};
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const Vector2 centers[4] = {
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const Vector2 centers[4] = {
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{(float)rec.x + innerRadius, (float)rec.y + innerRadius}, {(float)(rec.x + rec.width) - innerRadius, (float)rec.y + innerRadius}, // P16, P17
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{(float)rec.x + innerRadius, (float)rec.y + innerRadius}, {(float)(rec.x + rec.width) - innerRadius, (float)rec.y + innerRadius}, // P16, P17
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{(float)(rec.x + rec.width) - innerRadius, (float)(rec.y + rec.height) - innerRadius}, {(float)rec.x + innerRadius, (float)(rec.y + rec.height) - innerRadius} // P18, P19
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{(float)(rec.x + rec.width) - innerRadius, (float)(rec.y + rec.height) - innerRadius}, {(float)rec.x + innerRadius, (float)(rec.y + rec.height) - innerRadius} // P18, P19
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};
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};
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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 (lineThick > 1)
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if (lineThick > 1)
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{
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{
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#if defined(SUPPORT_QUADS_DRAW_MODE)
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#if defined(SUPPORT_QUADS_DRAW_MODE)
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if (rlCheckBufferLimit(4*4*segments + 4*4)) rlglDraw(); // 4 corners with 4 vertices for each segment + 4 rectangles with 4 vertices each
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if (rlCheckBufferLimit(4*4*segments + 4*4)) rlglDraw(); // 4 corners with 4 vertices for each segment + 4 rectangles with 4 vertices each
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rlBegin(RL_QUADS);
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rlBegin(RL_QUADS);
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// Draw all of the 4 corners first: Upper Left Corner, Upper Right Corner, Lower Right Corner, Lower Left Corner
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// Draw all of the 4 corners first: Upper Left Corner, Upper Right Corner, Lower Right Corner, 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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for (int k = 0; k < 4; ++k) // Hope the compiler is smart enough to unroll this loop
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@@ -973,6 +978,7 @@ void DrawRoundedRectLines(Rectangle rec, float roundness, int segments, int line
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angle += stepLength;
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angle += stepLength;
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}
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}
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}
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}
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// Upper rectangle
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// Upper rectangle
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rlColor4ub(color.r, color.g, color.b, color.a);
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rlColor4ub(color.r, color.g, color.b, color.a);
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rlVertex2f(point[0].x, point[0].y);
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rlVertex2f(point[0].x, point[0].y);
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@@ -1004,12 +1010,15 @@ void DrawRoundedRectLines(Rectangle rec, float roundness, int segments, int line
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rlEnd();
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rlEnd();
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#else
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#else
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if (rlCheckBufferLimit(4*6*segments + 4*6)) rlglDraw(); // 4 corners with 6(2*3) vertices for each segment + 4 rectangles with 6 vertices each
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if (rlCheckBufferLimit(4*6*segments + 4*6)) rlglDraw(); // 4 corners with 6(2*3) vertices for each segment + 4 rectangles with 6 vertices each
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rlBegin(RL_TRIANGLES);
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rlBegin(RL_TRIANGLES);
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// Draw all of the 4 corners first: Upper Left Corner, Upper Right Corner, Lower Right Corner, Lower Left Corner
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// Draw all of the 4 corners first: Upper Left Corner, Upper Right Corner, Lower Right Corner, 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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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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{
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float angle = angles[k];
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float angle = angles[k];
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const Vector2 center = centers[k];
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const Vector2 center = centers[k];
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for (int i = 0; i < segments; i++)
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for (int i = 0; i < segments; i++)
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{
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{
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rlColor4ub(color.r, color.g, color.b, color.a);
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rlColor4ub(color.r, color.g, color.b, color.a);
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@@ -1068,12 +1077,15 @@ void DrawRoundedRectLines(Rectangle rec, float roundness, int segments, int line
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{
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{
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// Use LINES to draw the outline
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// Use LINES to draw the outline
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if (rlCheckBufferLimit(8*segments + 4*2)) rlglDraw(); // 4 corners with 2 vertices for each segment + 4 rectangles with 2 vertices each
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if (rlCheckBufferLimit(8*segments + 4*2)) rlglDraw(); // 4 corners with 2 vertices for each segment + 4 rectangles with 2 vertices each
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rlBegin(RL_LINES);
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rlBegin(RL_LINES);
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// Draw all of the 4 corners first: Upper Left Corner, Upper Right Corner, Lower Right Corner, Lower Left Corner
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// Draw all of the 4 corners first: Upper Left Corner, Upper Right Corner, Lower Right Corner, 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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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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{
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float angle = angles[k];
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float angle = angles[k];
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const Vector2 center = centers[k];
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const Vector2 center = centers[k];
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for (int i = 0; i < segments; i++)
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for (int i = 0; i < segments; i++)
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{
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{
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rlColor4ub(color.r, color.g, color.b, color.a);
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rlColor4ub(color.r, color.g, color.b, color.a);
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