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Review merged PR formatting

Removed trail spaces
Ray 6 years ago
parent
commit
3e1e7d740f
1 changed files with 139 additions and 127 deletions
  1. 139 127
      src/shapes.c

+ 139 - 127
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)
 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
     if (radius <= 0.0f) radius = 0.1f;  // Avoid div by zero
-    
+
     // Function expects (endAngle > startAngle)
     // Function expects (endAngle > startAngle)
-    if (endAngle < startAngle) 
+    if (endAngle < startAngle)
     {
     {
         // Swap values
         // Swap values
         int tmp = startAngle;
         int tmp = startAngle;
         startAngle = endAngle;
         startAngle = endAngle;
         endAngle = tmp;
         endAngle = tmp;
     }
     }
-    
+
     if (segments < 4)
     if (segments < 4)
     {
     {
         // Calculate how many segments we need to draw a smooth circle, taken from https://stackoverflow.com/a/2244088
         // Calculate how many segments we need to draw a smooth circle, taken from https://stackoverflow.com/a/2244088
         #define CIRCLE_ERROR_RATE  0.5f
         #define CIRCLE_ERROR_RATE  0.5f
-        
+
         // Calculate the maximum angle between segments based on the error rate.
         // Calculate the maximum angle between segments based on the error rate.
         float th = acosf(2*powf(1 - CIRCLE_ERROR_RATE/radius, 2) - 1);
         float th = acosf(2*powf(1 - CIRCLE_ERROR_RATE/radius, 2) - 1);
         segments = (endAngle - startAngle)*ceilf(2*PI/th)/360;
         segments = (endAngle - startAngle)*ceilf(2*PI/th)/360;
-        
+
         if (segments <= 0) segments = 4;
         if (segments <= 0) segments = 4;
     }
     }
-    
+
     float stepLength = (float)(endAngle - startAngle)/(float)segments;
     float stepLength = (float)(endAngle - startAngle)/(float)segments;
     float angle = startAngle;
     float angle = startAngle;
-    
+
 #if defined(SUPPORT_QUADS_DRAW_MODE)
 #if defined(SUPPORT_QUADS_DRAW_MODE)
     if (rlCheckBufferLimit(4*segments/2)) rlglDraw();
     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);
             rlTexCoord2f(recTexShapes.x/texShapes.width, (recTexShapes.y + recTexShapes.height)/texShapes.height);
             rlVertex2f(center.x + sinf(DEG2RAD*angle)*radius, center.y + cosf(DEG2RAD*angle)*radius);
             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);
             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);
             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);
             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);
             rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength*2))*radius, center.y + cosf(DEG2RAD*(angle + stepLength*2))*radius);
-            
+
             angle += (stepLength*2);
             angle += (stepLength*2);
         }
         }
-        
+
         // NOTE: In case number of segments is odd, we add one last piece to the cake
         // NOTE: In case number of segments is odd, we add one last piece to the cake
         if (segments%2)
         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);
             rlTexCoord2f(recTexShapes.x/texShapes.width, (recTexShapes.y + recTexShapes.height)/texShapes.height);
             rlVertex2f(center.x + sinf(DEG2RAD*angle)*radius, center.y + cosf(DEG2RAD*angle)*radius);
             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);
             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);
             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, center.y);
             rlVertex2f(center.x + sinf(DEG2RAD*angle)*radius, center.y + cosf(DEG2RAD*angle)*radius);
             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);
             rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*radius, center.y + cosf(DEG2RAD*(angle + stepLength))*radius);
-            
+
             angle += stepLength;
             angle += stepLength;
         }
         }
     rlEnd();
     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)
 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
     if (radius <= 0.0f) radius = 0.1f;  // Avoid div by zero issue
-    
+
     // Function expects (endAngle > startAngle)
     // Function expects (endAngle > startAngle)
-    if (endAngle < startAngle) 
+    if (endAngle < startAngle)
     {
     {
         // Swap values
         // Swap values
         int tmp = startAngle;
         int tmp = startAngle;
         startAngle = endAngle;
         startAngle = endAngle;
         endAngle = tmp;
         endAngle = tmp;
     }
     }
-    
+
     if (segments < 4)
     if (segments < 4)
     {
     {
         // Calculate how many segments we need to draw a smooth circle, taken from https://stackoverflow.com/a/2244088
         // Calculate how many segments we need to draw a smooth circle, taken from https://stackoverflow.com/a/2244088
         #ifndef CIRCLE_ERROR_RATE
         #ifndef CIRCLE_ERROR_RATE
         #define CIRCLE_ERROR_RATE  0.5f
         #define CIRCLE_ERROR_RATE  0.5f
         #endif
         #endif
-        
+
         // Calculate the maximum angle between segments based on the error rate.
         // Calculate the maximum angle between segments based on the error rate.
         float th = acosf(2*powf(1 - CIRCLE_ERROR_RATE/radius, 2) - 1);
         float th = acosf(2*powf(1 - CIRCLE_ERROR_RATE/radius, 2) - 1);
         segments = (endAngle - startAngle)*ceilf(2*PI/th)/360;
         segments = (endAngle - startAngle)*ceilf(2*PI/th)/360;
-        
+
         if (segments <= 0) segments = 4;
         if (segments <= 0) segments = 4;
     }
     }
-    
+
     float stepLength = (float)(endAngle - startAngle)/(float)segments;
     float stepLength = (float)(endAngle - startAngle)/(float)segments;
     float angle = startAngle;
     float angle = startAngle;
-    
+
     // Hide the cap lines when the circle is full
     // Hide the cap lines when the circle is full
     bool showCapLines = true;
     bool showCapLines = true;
     int limit = 2*(segments + 2);
     int limit = 2*(segments + 2);
     if ((endAngle - startAngle)%360 == 0) { limit = 2*segments; showCapLines = false; }
     if ((endAngle - startAngle)%360 == 0) { limit = 2*segments; showCapLines = false; }
-    
+
     if (rlCheckBufferLimit(limit)) rlglDraw();
     if (rlCheckBufferLimit(limit)) rlglDraw();
-    
+
     rlBegin(RL_LINES);
     rlBegin(RL_LINES);
         if (showCapLines)
         if (showCapLines)
         {
         {
@@ -319,17 +319,17 @@ void DrawCircleSectorLines(Vector2 center, float radius, int startAngle, int end
             rlVertex2f(center.x, center.y);
             rlVertex2f(center.x, center.y);
             rlVertex2f(center.x + sinf(DEG2RAD*angle)*radius, center.y + cosf(DEG2RAD*angle)*radius);
             rlVertex2f(center.x + sinf(DEG2RAD*angle)*radius, center.y + cosf(DEG2RAD*angle)*radius);
         }
         }
-        
+
         for (int i = 0; i < segments; i++)
         for (int i = 0; i < segments; i++)
         {
         {
             rlColor4ub(color.r, color.g, color.b, color.a);
             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)*radius, center.y + cosf(DEG2RAD*angle)*radius);
             rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*radius, center.y + cosf(DEG2RAD*(angle + stepLength))*radius);
             rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*radius, center.y + cosf(DEG2RAD*(angle + stepLength))*radius);
-            
+
             angle += stepLength;
             angle += stepLength;
         }
         }
-        
+
         if (showCapLines)
         if (showCapLines)
         {
         {
             rlColor4ub(color.r, color.g, color.b, color.a);
             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)
 void DrawRing(Vector2 center, float innerRadius, float outerRadius, int startAngle, int endAngle, int segments, Color color)
 {
 {
     if (startAngle == endAngle) return;
     if (startAngle == endAngle) return;
-    
+
     // Function expects (outerRadius > innerRadius)
     // Function expects (outerRadius > innerRadius)
     if (outerRadius < innerRadius)
     if (outerRadius < innerRadius)
     {
     {
         float tmp = outerRadius;
         float tmp = outerRadius;
         outerRadius = innerRadius;
         outerRadius = innerRadius;
         innerRadius = tmp;
         innerRadius = tmp;
-        
+
         if (outerRadius <= 0.0f) outerRadius = 0.1f;
         if (outerRadius <= 0.0f) outerRadius = 0.1f;
     }
     }
-    
+
     // Function expects (endAngle > startAngle)
     // Function expects (endAngle > startAngle)
-    if (endAngle < startAngle) 
+    if (endAngle < startAngle)
     {
     {
         // Swap values
         // Swap values
         int tmp = startAngle;
         int tmp = startAngle;
         startAngle = endAngle;
         startAngle = endAngle;
         endAngle = tmp;
         endAngle = tmp;
     }
     }
-    
+
     if (segments < 4)
     if (segments < 4)
     {
     {
         // Calculate how many segments we need to draw a smooth circle, taken from https://stackoverflow.com/a/2244088
         // Calculate how many segments we need to draw a smooth circle, taken from https://stackoverflow.com/a/2244088
         #ifndef CIRCLE_ERROR_RATE
         #ifndef CIRCLE_ERROR_RATE
             #define CIRCLE_ERROR_RATE  0.5f
             #define CIRCLE_ERROR_RATE  0.5f
         #endif
         #endif
-        
+
         // Calculate the maximum angle between segments based on the error rate.
         // Calculate the maximum angle between segments based on the error rate.
         float th = acosf(2*powf(1 - CIRCLE_ERROR_RATE/outerRadius, 2) - 1);
         float th = acosf(2*powf(1 - CIRCLE_ERROR_RATE/outerRadius, 2) - 1);
         segments = (endAngle - startAngle)*ceilf(2*PI/th)/360;
         segments = (endAngle - startAngle)*ceilf(2*PI/th)/360;
-        
+
         if (segments <= 0) segments = 4;
         if (segments <= 0) segments = 4;
     }
     }
-    
+
     // Not a ring
     // Not a ring
-    if (innerRadius <= 0.0f) 
+    if (innerRadius <= 0.0f)
     {
     {
         DrawCircleSector(center, outerRadius, startAngle, endAngle, segments, color);
         DrawCircleSector(center, outerRadius, startAngle, endAngle, segments, color);
         return;
         return;
     }
     }
-    
+
     float stepLength = (float)(endAngle - startAngle)/(float)segments;
     float stepLength = (float)(endAngle - startAngle)/(float)segments;
     float angle = startAngle;
     float angle = startAngle;
-    
+
 #if defined(SUPPORT_QUADS_DRAW_MODE)
 #if defined(SUPPORT_QUADS_DRAW_MODE)
     if (rlCheckBufferLimit(4*segments)) rlglDraw();
     if (rlCheckBufferLimit(4*segments)) rlglDraw();
 
 
     rlEnableTexture(GetShapesTexture().id);
     rlEnableTexture(GetShapesTexture().id);
-    
+
     rlBegin(RL_QUADS);
     rlBegin(RL_QUADS);
         for (int i = 0; i < segments; i++)
         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);
             rlTexCoord2f(recTexShapes.x/texShapes.width, (recTexShapes.y + recTexShapes.height)/texShapes.height);
             rlVertex2f(center.x + sinf(DEG2RAD*angle)*outerRadius, center.y + cosf(DEG2RAD*angle)*outerRadius);
             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);
             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);
             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);
             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);
             rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*innerRadius, center.y + cosf(DEG2RAD*(angle + stepLength))*innerRadius);
-            
+
             angle += stepLength;
             angle += stepLength;
         }
         }
     rlEnd();
     rlEnd();
@@ -463,15 +463,15 @@ void DrawRing(Vector2 center, float innerRadius, float outerRadius, int startAng
         for (int i = 0; i < segments; i++)
         for (int i = 0; i < segments; i++)
         {
         {
             rlColor4ub(color.r, color.g, color.b, color.a);
             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)*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)*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 + 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)*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))*outerRadius, center.y + cosf(DEG2RAD*(angle + stepLength))*outerRadius);
-            
+
             angle += stepLength;
             angle += stepLength;
         }
         }
     rlEnd();
     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)
 void DrawRingLines(Vector2 center, float innerRadius, float outerRadius, int startAngle, int endAngle, int segments, Color color)
 {
 {
     if (startAngle == endAngle) return;
     if (startAngle == endAngle) return;
-    
+
     // Function expects (outerRadius > innerRadius)
     // Function expects (outerRadius > innerRadius)
     if (outerRadius < innerRadius)
     if (outerRadius < innerRadius)
     {
     {
         float tmp = outerRadius;
         float tmp = outerRadius;
         outerRadius = innerRadius;
         outerRadius = innerRadius;
         innerRadius = tmp;
         innerRadius = tmp;
-        
+
         if (outerRadius <= 0.0f) outerRadius = 0.1f;
         if (outerRadius <= 0.0f) outerRadius = 0.1f;
     }
     }
-    
+
     // Function expects (endAngle > startAngle)
     // Function expects (endAngle > startAngle)
-    if (endAngle < startAngle) 
+    if (endAngle < startAngle)
     {
     {
         // Swap values
         // Swap values
         int tmp = startAngle;
         int tmp = startAngle;
         startAngle = endAngle;
         startAngle = endAngle;
         endAngle = tmp;
         endAngle = tmp;
     }
     }
-    
+
     if (segments < 4)
     if (segments < 4)
     {
     {
         // Calculate how many segments we need to draw a smooth circle, taken from https://stackoverflow.com/a/2244088
         // Calculate how many segments we need to draw a smooth circle, taken from https://stackoverflow.com/a/2244088
         #ifndef CIRCLE_ERROR_RATE
         #ifndef CIRCLE_ERROR_RATE
             #define CIRCLE_ERROR_RATE  0.5f
             #define CIRCLE_ERROR_RATE  0.5f
         #endif
         #endif
-        
+
         // Calculate the maximum angle between segments based on the error rate.
         // Calculate the maximum angle between segments based on the error rate.
         float th = acosf(2*powf(1 - CIRCLE_ERROR_RATE/outerRadius, 2) - 1);
         float th = acosf(2*powf(1 - CIRCLE_ERROR_RATE/outerRadius, 2) - 1);
         segments = (endAngle - startAngle)*ceilf(2*PI/th)/360;
         segments = (endAngle - startAngle)*ceilf(2*PI/th)/360;
-        
+
         if (segments <= 0) segments = 4;
         if (segments <= 0) segments = 4;
     }
     }
-    
-    if (innerRadius <= 0.0f) 
+
+    if (innerRadius <= 0.0f)
     {
     {
         DrawCircleSectorLines(center, outerRadius, startAngle, endAngle, segments, color);
         DrawCircleSectorLines(center, outerRadius, startAngle, endAngle, segments, color);
         return;
         return;
     }
     }
-    
+
     float stepLength = (float)(endAngle - startAngle)/(float)segments;
     float stepLength = (float)(endAngle - startAngle)/(float)segments;
-    float angle = startAngle; 
-    
+    float angle = startAngle;
+
     bool showCapLines = true;
     bool showCapLines = true;
     int limit = 4*(segments + 1);
     int limit = 4*(segments + 1);
     if ((endAngle - startAngle)%360 == 0) { limit = 4*segments; showCapLines = false; }
     if ((endAngle - startAngle)%360 == 0) { limit = 4*segments; showCapLines = false; }
-    
+
     if (rlCheckBufferLimit(limit)) rlglDraw();
     if (rlCheckBufferLimit(limit)) rlglDraw();
-    
+
     rlBegin(RL_LINES);
     rlBegin(RL_LINES);
         if (showCapLines)
         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)*outerRadius, center.y + cosf(DEG2RAD*angle)*outerRadius);
             rlVertex2f(center.x + sinf(DEG2RAD*angle)*innerRadius, center.y + cosf(DEG2RAD*angle)*innerRadius);
             rlVertex2f(center.x + sinf(DEG2RAD*angle)*innerRadius, center.y + cosf(DEG2RAD*angle)*innerRadius);
         }
         }
-        
+
         for (int i = 0; i < segments; i++)
         for (int i = 0; i < segments; i++)
         {
         {
             rlColor4ub(color.r, color.g, color.b, color.a);
             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)*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))*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)*innerRadius, center.y + cosf(DEG2RAD*angle)*innerRadius);
             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);
-            
+
             angle += stepLength;
             angle += stepLength;
         }
         }
-        
+
         if (showCapLines)
         if (showCapLines)
         {
         {
             rlColor4ub(color.r, color.g, color.b, color.a);
             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);
     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
     // 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);
         DrawRectangleRec(rec, color);
         return;
         return;
     }
     }
-    
-    if(roundness >= 1.0f) roundness = 1.0f;
-    
+
+    if (roundness >= 1.0f) roundness = 1.0f;
+
     // Calculate corner radius
     // 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
     // Calculate number of segments to use for the corners
     if (segments < 4)
     if (segments < 4)
     {
     {
@@ -726,9 +726,9 @@ void DrawRoundedRect(Rectangle rec, float roundness, int segments, Color color)
         segments = ceilf(2*PI/th)/4;
         segments = ceilf(2*PI/th)/4;
         if (segments <= 0) segments = 4;
         if (segments <= 0) segments = 4;
     }
     }
-    
+
     float stepLength = 90.0f/(float)segments;
     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)
     /*  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 :)
      *  Not my best attempt at ASCII art, just preted it's rounded rectangle :)
      *     P0                    P1
      *     P0                    P1
@@ -744,7 +744,7 @@ void DrawRoundedRect(Rectangle rec, float roundness, int segments, Color color)
      *     \|____________________|/
      *     \|____________________|/
      *     P5                    P4
      *     P5                    P4
      */
      */
-     
+
     const Vector2 point[12] = { // coordinates of the 12 points that define the rounded rect (the idea here is to make things easier)
     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
         {(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
         {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 + 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
         {(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 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 defined(SUPPORT_QUADS_DRAW_MODE)
     if (rlCheckBufferLimit(16*segments/2 + 5*4)) rlglDraw();
     if (rlCheckBufferLimit(16*segments/2 + 5*4)) rlglDraw();
-    
+
     rlBegin(RL_QUADS);
     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];
             float angle = angles[k];
             const Vector2 center = centers[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);
                 rlVertex2f(center.x, center.y);
             }
             }
         }
         }
-        
+
         // [2] Upper Rectangle
         // [2] Upper Rectangle
         rlColor4ub(color.r, color.g, color.b, color.a);
         rlColor4ub(color.r, color.g, color.b, color.a);
         rlVertex2f(point[0].x, point[0].y);
         rlVertex2f(point[0].x, point[0].y);
         rlVertex2f(point[8].x, point[8].y);
         rlVertex2f(point[8].x, point[8].y);
         rlVertex2f(point[9].x, point[9].y);
         rlVertex2f(point[9].x, point[9].y);
         rlVertex2f(point[1].x, point[1].y);
         rlVertex2f(point[1].x, point[1].y);
-        
+
         // [4] Right Rectangle
         // [4] Right Rectangle
         rlColor4ub(color.r, color.g, color.b, color.a);
         rlColor4ub(color.r, color.g, color.b, color.a);
         rlVertex2f(point[2].x, point[2].y);
         rlVertex2f(point[2].x, point[2].y);
         rlVertex2f(point[9].x, point[9].y);
         rlVertex2f(point[9].x, point[9].y);
         rlVertex2f(point[10].x, point[10].y);
         rlVertex2f(point[10].x, point[10].y);
         rlVertex2f(point[3].x, point[3].y);
         rlVertex2f(point[3].x, point[3].y);
-        
+
         // [6] Bottom Rectangle
         // [6] Bottom Rectangle
         rlColor4ub(color.r, color.g, color.b, color.a);
         rlColor4ub(color.r, color.g, color.b, color.a);
         rlVertex2f(point[11].x, point[11].y);
         rlVertex2f(point[11].x, point[11].y);
         rlVertex2f(point[5].x, point[5].y);
         rlVertex2f(point[5].x, point[5].y);
         rlVertex2f(point[4].x, point[4].y);
         rlVertex2f(point[4].x, point[4].y);
         rlVertex2f(point[10].x, point[10].y);
         rlVertex2f(point[10].x, point[10].y);
-        
+
         // [8] Left Rectangle
         // [8] Left Rectangle
         rlColor4ub(color.r, color.g, color.b, color.a);
         rlColor4ub(color.r, color.g, color.b, color.a);
         rlVertex2f(point[7].x, point[7].y);
         rlVertex2f(point[7].x, point[7].y);
         rlVertex2f(point[6].x, point[6].y);
         rlVertex2f(point[6].x, point[6].y);
         rlVertex2f(point[11].x, point[11].y);
         rlVertex2f(point[11].x, point[11].y);
         rlVertex2f(point[8].x, point[8].y);
         rlVertex2f(point[8].x, point[8].y);
-        
+
         // [9] Middle Rectangle
         // [9] Middle Rectangle
         rlColor4ub(color.r, color.g, color.b, color.a);
         rlColor4ub(color.r, color.g, color.b, color.a);
         rlVertex2f(point[8].x, point[8].y);
         rlVertex2f(point[8].x, point[8].y);
         rlVertex2f(point[11].x, point[11].y);
         rlVertex2f(point[11].x, point[11].y);
         rlVertex2f(point[10].x, point[10].y);
         rlVertex2f(point[10].x, point[10].y);
         rlVertex2f(point[9].x, point[9].y);
         rlVertex2f(point[9].x, point[9].y);
-        
+
     rlEnd();
     rlEnd();
 #else
 #else
     if (rlCheckBufferLimit(12*segments + 5*6)) rlglDraw(); // 4 corners with 3 vertices per segment + 5 rectangles with 6 vertices each
     if (rlCheckBufferLimit(12*segments + 5*6)) rlglDraw(); // 4 corners with 3 vertices per segment + 5 rectangles with 6 vertices each
-    
+
     rlBegin(RL_TRIANGLES);
     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];
             float angle = angles[k];
             const Vector2 center = centers[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[1].x, point[1].y);
         rlVertex2f(point[0].x, point[0].y);
         rlVertex2f(point[0].x, point[0].y);
         rlVertex2f(point[9].x, point[9].y);
         rlVertex2f(point[9].x, point[9].y);
-        
+
         // [4] Right Rectangle
         // [4] Right Rectangle
         rlColor4ub(color.r, color.g, color.b, color.a);
         rlColor4ub(color.r, color.g, color.b, color.a);
         rlVertex2f(point[9].x, point[9].y);
         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[2].x, point[2].y);
         rlVertex2f(point[9].x, point[9].y);
         rlVertex2f(point[9].x, point[9].y);
         rlVertex2f(point[3].x, point[3].y);
         rlVertex2f(point[3].x, point[3].y);
-        
+
         // [6] Bottom Rectangle
         // [6] Bottom Rectangle
         rlColor4ub(color.r, color.g, color.b, color.a);
         rlColor4ub(color.r, color.g, color.b, color.a);
         rlVertex2f(point[11].x, point[11].y);
         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[10].x, point[10].y);
         rlVertex2f(point[11].x, point[11].y);
         rlVertex2f(point[11].x, point[11].y);
         rlVertex2f(point[4].x, point[4].y);
         rlVertex2f(point[4].x, point[4].y);
-        
+
         // [8] Left Rectangle
         // [8] Left Rectangle
         rlColor4ub(color.r, color.g, color.b, color.a);
         rlColor4ub(color.r, color.g, color.b, color.a);
         rlVertex2f(point[7].x, point[7].y);
         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[8].x, point[8].y);
         rlVertex2f(point[7].x, point[7].y);
         rlVertex2f(point[7].x, point[7].y);
         rlVertex2f(point[11].x, point[11].y);
         rlVertex2f(point[11].x, point[11].y);
-        
+
         // [9] Middle Rectangle
         // [9] Middle Rectangle
         rlColor4ub(color.r, color.g, color.b, color.a);
         rlColor4ub(color.r, color.g, color.b, color.a);
         rlVertex2f(point[8].x, point[8].y);
         rlVertex2f(point[8].x, point[8].y);
@@ -888,23 +889,24 @@ void DrawRoundedRect(Rectangle rec, float roundness, int segments, Color color)
 #endif
 #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
     // 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);
         DrawRectangleLinesEx((Rectangle){rec.x-lineThick, rec.y-lineThick, rec.width+2*lineThick, rec.height+2*lineThick}, lineThick, color);
         return;
         return;
     }
     }
-    
-    if(roundness >= 1.0f) roundness = 1.0f;
-    
+
+    if (roundness >= 1.0f) roundness = 1.0f;
+
     // Calculate corner radius
     // 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
     // Calculate number of segments to use for the corners
     if (segments < 4)
     if (segments < 4)
     {
     {
@@ -917,10 +919,10 @@ void DrawRoundedRectLines(Rectangle rec, float roundness, int segments, int line
         segments = ceilf(2*PI/th)/2;
         segments = ceilf(2*PI/th)/2;
         if (segments <= 0) segments = 4;
         if (segments <= 0) segments = 4;
     }
     }
-    
+
     float stepLength = 90.0f/(float)segments;
     float stepLength = 90.0f/(float)segments;
     const float outerRadius = radius + (float)lineThick, innerRadius = radius;
     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)
     /*  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 :)
      *  Not my best attempt at ASCII art, just preted it's rounded rectangle :)
      *     P0                     P1
      *     P0                     P1
@@ -937,7 +939,7 @@ void DrawRoundedRectLines(Rectangle rec, float roundness, int segments, int line
      *        ====================
      *        ====================
      *     P5                     P4
      *     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
         {(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
         {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
         {(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
         {(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
         { 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 + 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 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
         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);
         rlBegin(RL_QUADS);
             // Draw all of the 4 corners first: Upper Left Corner, Upper Right Corner, Lower Right Corner, Lower Left Corner
             // 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];
                 float angle = angles[k];
-                const Vector2 center = centers[k]; 
+                const Vector2 center = centers[k];
                 for (int i = 0; i < segments; i++)
                 for (int i = 0; i < segments; i++)
                 {
                 {
                     rlColor4ub(color.r, color.g, color.b, color.a);
                     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)*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))*outerRadius, center.y + cosf(DEG2RAD*(angle + stepLength))*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);
-                    
+
                     angle += stepLength;
                     angle += stepLength;
                 }
                 }
             }
             }
+
             // Upper rectangle
             // Upper rectangle
             rlColor4ub(color.r, color.g, color.b, color.a);
             rlColor4ub(color.r, color.g, color.b, color.a);
             rlVertex2f(point[0].x, point[0].y);
             rlVertex2f(point[0].x, point[0].y);
             rlVertex2f(point[8].x, point[8].y);
             rlVertex2f(point[8].x, point[8].y);
             rlVertex2f(point[9].x, point[9].y);
             rlVertex2f(point[9].x, point[9].y);
             rlVertex2f(point[1].x, point[1].y);
             rlVertex2f(point[1].x, point[1].y);
-            
+
             // Right rectangle
             // Right rectangle
             rlColor4ub(color.r, color.g, color.b, color.a);
             rlColor4ub(color.r, color.g, color.b, color.a);
             rlVertex2f(point[2].x, point[2].y);
             rlVertex2f(point[2].x, point[2].y);
             rlVertex2f(point[10].x, point[10].y);
             rlVertex2f(point[10].x, point[10].y);
             rlVertex2f(point[11].x, point[11].y);
             rlVertex2f(point[11].x, point[11].y);
             rlVertex2f(point[3].x, point[3].y);
             rlVertex2f(point[3].x, point[3].y);
-            
+
             // Lower rectangle
             // Lower rectangle
             rlColor4ub(color.r, color.g, color.b, color.a);
             rlColor4ub(color.r, color.g, color.b, color.a);
             rlVertex2f(point[13].x, point[13].y);
             rlVertex2f(point[13].x, point[13].y);
             rlVertex2f(point[5].x, point[5].y);
             rlVertex2f(point[5].x, point[5].y);
             rlVertex2f(point[4].x, point[4].y);
             rlVertex2f(point[4].x, point[4].y);
             rlVertex2f(point[12].x, point[12].y);
             rlVertex2f(point[12].x, point[12].y);
-            
+
             // Left rectangle
             // Left rectangle
             rlColor4ub(color.r, color.g, color.b, color.a);
             rlColor4ub(color.r, color.g, color.b, color.a);
             rlVertex2f(point[15].x, point[15].y);
             rlVertex2f(point[15].x, point[15].y);
             rlVertex2f(point[7].x, point[7].y);
             rlVertex2f(point[7].x, point[7].y);
             rlVertex2f(point[6].x, point[6].y);
             rlVertex2f(point[6].x, point[6].y);
             rlVertex2f(point[14].x, point[14].y);
             rlVertex2f(point[14].x, point[14].y);
-            
+
         rlEnd();
         rlEnd();
 #else
 #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
         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);
         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];
                 float angle = angles[k];
                 const Vector2 center = centers[k];
                 const Vector2 center = centers[k];
+
                 for (int i = 0; i < segments; i++)
                 for (int i = 0; i < segments; i++)
                 {
                 {
                     rlColor4ub(color.r, color.g, color.b, color.a);
                     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)*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)*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 + 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)*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))*outerRadius, center.y + cosf(DEG2RAD*(angle + stepLength))*outerRadius);
-                    
+
                     angle += stepLength;
                     angle += stepLength;
                 }
                 }
             }
             }
-            
+
             // Upper rectangle
             // Upper rectangle
             rlColor4ub(color.r, color.g, color.b, color.a);
             rlColor4ub(color.r, color.g, color.b, color.a);
             rlVertex2f(point[0].x, point[0].y);
             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[1].x, point[1].y);
             rlVertex2f(point[0].x, point[0].y);
             rlVertex2f(point[0].x, point[0].y);
             rlVertex2f(point[9].x, point[9].y);
             rlVertex2f(point[9].x, point[9].y);
-            
+
             // Right rectangle
             // Right rectangle
             rlColor4ub(color.r, color.g, color.b, color.a);
             rlColor4ub(color.r, color.g, color.b, color.a);
             rlVertex2f(point[10].x, point[10].y);
             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[2].x, point[2].y);
             rlVertex2f(point[10].x, point[10].y);
             rlVertex2f(point[10].x, point[10].y);
             rlVertex2f(point[3].x, point[3].y);
             rlVertex2f(point[3].x, point[3].y);
-            
+
             // Lower rectangle
             // Lower rectangle
             rlColor4ub(color.r, color.g, color.b, color.a);
             rlColor4ub(color.r, color.g, color.b, color.a);
             rlVertex2f(point[13].x, point[13].y);
             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[12].x, point[12].y);
             rlVertex2f(point[13].x, point[13].y);
             rlVertex2f(point[13].x, point[13].y);
             rlVertex2f(point[4].x, point[4].y);
             rlVertex2f(point[4].x, point[4].y);
-            
+
             // Left rectangle
             // Left rectangle
             rlColor4ub(color.r, color.g, color.b, color.a);
             rlColor4ub(color.r, color.g, color.b, color.a);
             rlVertex2f(point[7].x, point[7].y);
             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
         // 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
         if (rlCheckBufferLimit(8*segments + 4*2)) rlglDraw(); // 4 corners with 2 vertices for each segment + 4 rectangles with 2 vertices each
+
         rlBegin(RL_LINES);
         rlBegin(RL_LINES);
+
             // Draw all of the 4 corners first: Upper Left Corner, Upper Right Corner, Lower Right Corner, Lower Left Corner
             // 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];
                 float angle = angles[k];
                 const Vector2 center = centers[k];
                 const Vector2 center = centers[k];
+
                 for (int i = 0; i < segments; i++)
                 for (int i = 0; i < segments; i++)
                 {
                 {
                     rlColor4ub(color.r, color.g, color.b, color.a);
                     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
             // 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);
                 rlColor4ub(color.r, color.g, color.b, color.a);
                 rlVertex2f(point[i].x, point[i].y);
                 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();
         rlEnd();
     }
     }