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https://github.com/raysan5/raylib.git
synced 2025-10-06 01:46:27 +00:00
REVIEWED: DrawLineDashed()
This commit is contained in:
@@ -16,8 +16,6 @@
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********************************************************************************************/
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#include "raylib.h"
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#define RAYGUI_IMPLEMENTATION
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#include "raygui.h" // Required for GUI controls
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//------------------------------------------------------------------------------------
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// Program main entry point
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@@ -42,6 +40,7 @@ int main(void)
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int colorIndex = 0;
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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//--------------------------------------------------------------------------------------
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// Main game loop
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while (!WindowShouldClose()) // Detect window close button or ESC key
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@@ -50,8 +49,6 @@ int main(void)
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//----------------------------------------------------------------------------------
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lineEndPosition = GetMousePosition(); // Line endpoint follows the mouse
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// --- Keyboard Controls ---
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// Change Dash Length (UP/DOWN arrows)
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if (IsKeyDown(KEY_UP)) dashLength += 1.0f;
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if (IsKeyDown(KEY_DOWN) && dashLength > 1.0f) dashLength -= 1.0f;
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@@ -61,11 +58,7 @@ int main(void)
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if (IsKeyDown(KEY_LEFT) && blankLength > 1.0f) blankLength -= 1.0f;
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// Cycle through colors ('C' key)
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if (IsKeyPressed(KEY_C))
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{
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colorIndex = (colorIndex + 1) % (sizeof(lineColors)/sizeof(Color));
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}
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if (IsKeyPressed(KEY_C)) colorIndex = (colorIndex + 1)%(sizeof(lineColors)/sizeof(Color));
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//----------------------------------------------------------------------------------
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// Draw
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@@ -1258,11 +1258,11 @@ RLAPI Rectangle GetShapesTextureRectangle(void); // Get texture source re
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RLAPI void DrawPixel(int posX, int posY, Color color); // Draw a pixel using geometry [Can be slow, use with care]
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RLAPI void DrawPixelV(Vector2 position, Color color); // Draw a pixel using geometry (Vector version) [Can be slow, use with care]
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RLAPI void DrawLine(int startPosX, int startPosY, int endPosX, int endPosY, Color color); // Draw a line
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RLAPI void DrawLineDashed(Vector2 startPos, Vector2 endPos, int dashSize, int whiteSpaceSize, Color color); // Draw a dashed line
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RLAPI void DrawLineV(Vector2 startPos, Vector2 endPos, Color color); // Draw a line (using gl lines)
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RLAPI void DrawLineEx(Vector2 startPos, Vector2 endPos, float thick, Color color); // Draw a line (using triangles/quads)
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RLAPI void DrawLineStrip(const Vector2 *points, int pointCount, Color color); // Draw lines sequence (using gl lines)
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RLAPI void DrawLineBezier(Vector2 startPos, Vector2 endPos, float thick, Color color); // Draw line segment cubic-bezier in-out interpolation
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RLAPI void DrawLineDashed(Vector2 startPos, Vector2 endPos, int dashSize, int spaceSize, Color color); // Draw a dashed line
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RLAPI void DrawCircle(int centerX, int centerY, float radius, Color color); // Draw a color-filled circle
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RLAPI void DrawCircleSector(Vector2 center, float radius, float startAngle, float endAngle, int segments, Color color); // Draw a piece of a circle
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RLAPI void DrawCircleSectorLines(Vector2 center, float radius, float startAngle, float endAngle, int segments, Color color); // Draw circle sector outline
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115
src/rshapes.c
115
src/rshapes.c
@@ -182,53 +182,26 @@ void DrawLine(int startPosX, int startPosY, int endPosX, int endPosY, Color colo
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rlEnd();
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}
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void DrawLineDashed(Vector2 startPos, Vector2 endPos, int dashSize, int whiteSpaceSize, Color color)
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// Draw a line defining thickness
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void DrawLineEx(Vector2 startPos, Vector2 endPos, float thick, Color color)
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{
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// Calculate the vector and length of the line
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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 lineLength = sqrtf(dx*dx + dy*dy);
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Vector2 delta = { endPos.x - startPos.x, endPos.y - startPos.y };
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float length = sqrtf(delta.x*delta.x + delta.y*delta.y);
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// If the line is too short for dashing or dash size is invalid, draw a solid thick line
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if (lineLength < (dashSize + whiteSpaceSize) || dashSize <= 0)
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if ((length > 0) && (thick > 0))
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{
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DrawLineV(startPos, endPos, color);
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return;
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float scale = thick/(2*length);
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Vector2 radius = { -scale*delta.y, scale*delta.x };
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Vector2 strip[4] = {
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{ startPos.x - radius.x, startPos.y - radius.y },
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{ startPos.x + radius.x, startPos.y + radius.y },
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{ endPos.x - radius.x, endPos.y - radius.y },
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{ endPos.x + radius.x, endPos.y + radius.y }
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};
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DrawTriangleStrip(strip, 4, color);
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}
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// Calculate the normalized direction vector of the line
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float invLineLength = 1 / lineLength;
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float dirX = dx * invLineLength;
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float dirY = dy * invLineLength;
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Vector2 currentPos = startPos;
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float distanceTraveled = 0;
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rlBegin(RL_LINES);
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rlColor4ub(color.r, color.g, color.b, color.a);
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while (distanceTraveled < lineLength)
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{
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// Calculate the end of the current dash
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float dashEndDist = distanceTraveled + dashSize;
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if (dashEndDist > lineLength)
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{
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dashEndDist = lineLength;
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}
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Vector2 dashEndPos = { startPos.x + dashEndDist * dirX, startPos.y + dashEndDist * dirY };
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// Draw the dash segment
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rlVertex2f(currentPos.x, currentPos.y);
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rlVertex2f(dashEndPos.x, dashEndPos.y);
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// Update the distance traveled and move the current position for the next dash
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distanceTraveled = dashEndDist + whiteSpaceSize;
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currentPos.x = startPos.x + distanceTraveled * dirX;
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currentPos.y = startPos.y + distanceTraveled * dirY;
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}
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rlEnd();
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}
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// Draw a line (using gl lines)
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@@ -295,26 +268,50 @@ void DrawLineBezier(Vector2 startPos, Vector2 endPos, float thick, Color color)
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DrawTriangleStrip(points, 2*SPLINE_SEGMENT_DIVISIONS + 2, color);
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}
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// Draw a line defining thickness
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void DrawLineEx(Vector2 startPos, Vector2 endPos, float thick, Color color)
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// Draw a dashed line
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void DrawLineDashed(Vector2 startPos, Vector2 endPos, int dashSize, int spaceSize, Color color)
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{
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Vector2 delta = { endPos.x - startPos.x, endPos.y - startPos.y };
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float length = sqrtf(delta.x*delta.x + delta.y*delta.y);
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// Calculate the vector and length of the line
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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 lineLength = sqrtf(dx*dx + dy*dy);
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if ((length > 0) && (thick > 0))
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// If the line is too short for dashing or dash size is invalid, draw a solid thick line
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if ((lineLength < (dashSize + spaceSize)) || (dashSize <= 0))
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{
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float scale = thick/(2*length);
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Vector2 radius = { -scale*delta.y, scale*delta.x };
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Vector2 strip[4] = {
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{ startPos.x - radius.x, startPos.y - radius.y },
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{ startPos.x + radius.x, startPos.y + radius.y },
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{ endPos.x - radius.x, endPos.y - radius.y },
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{ endPos.x + radius.x, endPos.y + radius.y }
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};
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DrawTriangleStrip(strip, 4, color);
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DrawLineV(startPos, endPos, color);
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return;
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}
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// Calculate the normalized direction vector of the line
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float invLineLength = 1.0f/lineLength;
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float dirX = dx*invLineLength;
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float dirY = dy*invLineLength;
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Vector2 currentPos = startPos;
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float distanceTraveled = 0;
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rlBegin(RL_LINES);
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rlColor4ub(color.r, color.g, color.b, color.a);
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while (distanceTraveled < lineLength)
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{
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// Calculate the end of the current dash
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float dashEndDist = distanceTraveled + dashSize;
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if (dashEndDist > lineLength) dashEndDist = lineLength;
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Vector2 dashEndPos = { startPos.x + dashEndDist*dirX, startPos.y + dashEndDist*dirY };
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// Draw the dash segment
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rlVertex2f(currentPos.x, currentPos.y);
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rlVertex2f(dashEndPos.x, dashEndPos.y);
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// Update the distance traveled and move the current position for the next dash
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distanceTraveled = dashEndDist + spaceSize;
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currentPos.x = startPos.x + distanceTraveled*dirX;
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currentPos.y = startPos.y + distanceTraveled*dirY;
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}
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rlEnd();
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}
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// Draw a color-filled circle
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