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@@ -698,6 +698,401 @@ 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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}
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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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+{
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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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+ {
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+ DrawRectangleRec(rec, color);
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+ return;
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+ }
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+
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+ if(roundness >= 1.0f) roundness = 1.0f;
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+
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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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+ if(radius <= 0.0f) return;
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+
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+ // Calculate number of segments to use for the corners
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+ if (segments < 4)
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+ {
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+ // Calculate how many segments we need to draw a smooth circle, taken from https://stackoverflow.com/a/2244088
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+ #ifndef CIRCLE_ERROR_RATE
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+ #define CIRCLE_ERROR_RATE 0.5f
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+ #endif
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+ // Calculate the maximum angle between segments based on the error rate.
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+ float th = acosf(2*powf(1 - CIRCLE_ERROR_RATE/radius, 2) - 1);
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+ segments = ceilf(2*PI/th)/4;
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+ if (segments <= 0) segments = 4;
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+ }
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+
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+ float stepLength = 90.0f/(float)segments;
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+
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+ /* Quick sketch to make sense of all of this (there are 9 parts to draw, also mark the 12 points we'll use below)
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+ * Not my best attempt at ASCII art, just preted it's rounded rectangle :)
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+ * P0 P1
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+ * ____________________
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+ * /| |\
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+ * /1| 2 |3\
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+ *P7 /__|____________________|__\ P2
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+ * | |P8 P9| |
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+ * | 8 | 9 | 4 |
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+ * | __|____________________|__ |
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+ *P6 \ |P11 P10| / P3
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+ * \7| 6 |5/
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+ * \|____________________|/
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+ * P5 P4
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+ */
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+
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+ const Vector2 point[12] = { // coordinates of the 12 points that define the rounded rect (the idea here is to make things easier)
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+ {(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
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+ {rec.x + rec.width, (float)(rec.y + rec.height) - radius}, {(float)(rec.x + rec.width) - radius, rec.y + rec.height}, // P3, P4
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+ {(float)rec.x + radius, rec.y + rec.height}, { rec.x, (float)(rec.y + rec.height) - radius}, {rec.x, (float)rec.y + radius}, // P5, P6, P7
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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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+ };
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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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+
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+#if defined(SUPPORT_QUADS_DRAW_MODE)
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+ if (rlCheckBufferLimit(16*segments/2 + 5*4)) rlglDraw();
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+
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+ rlBegin(RL_QUADS);
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+ // Draw all of the 4 corners: [1] Upper Left Corner, [3] Upper Right Corner, [5] Lower Right Corner, [7] 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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+ {
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+ float angle = angles[k];
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+ const Vector2 center = centers[k];
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+ // NOTE: Every QUAD actually represents two segments
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+ for (int i = 0; i < segments/2; i++)
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+ {
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+ rlColor4ub(color.r, color.g, color.b, color.a);
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+ rlVertex2f(center.x, center.y);
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+ rlVertex2f(center.x + sinf(DEG2RAD*angle)*radius, center.y + cosf(DEG2RAD*angle)*radius);
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+ rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*radius, center.y + cosf(DEG2RAD*(angle + stepLength))*radius);
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+ rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength*2))*radius, center.y + cosf(DEG2RAD*(angle + stepLength*2))*radius);
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+ angle += (stepLength*2);
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+ }
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+ // NOTE: In case number of segments is odd, we add one last piece to the cake
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+ if (segments%2)
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+ {
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+ rlColor4ub(color.r, color.g, color.b, color.a);
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+ rlVertex2f(center.x, center.y);
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+ rlVertex2f(center.x + sinf(DEG2RAD*angle)*radius, center.y + cosf(DEG2RAD*angle)*radius);
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+ rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*radius, center.y + cosf(DEG2RAD*(angle + stepLength))*radius);
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+ rlVertex2f(center.x, center.y);
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+ }
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+ }
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+
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+ // [2] Upper Rectangle
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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[8].x, point[8].y);
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+ rlVertex2f(point[9].x, point[9].y);
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+ rlVertex2f(point[1].x, point[1].y);
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+
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+ // [4] Right Rectangle
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+ rlColor4ub(color.r, color.g, color.b, color.a);
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+ rlVertex2f(point[2].x, point[2].y);
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+ rlVertex2f(point[9].x, point[9].y);
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+ rlVertex2f(point[10].x, point[10].y);
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+ rlVertex2f(point[3].x, point[3].y);
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+
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+ // [6] Bottom Rectangle
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+ rlColor4ub(color.r, color.g, color.b, color.a);
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+ rlVertex2f(point[11].x, point[11].y);
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+ rlVertex2f(point[5].x, point[5].y);
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+ rlVertex2f(point[4].x, point[4].y);
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+ rlVertex2f(point[10].x, point[10].y);
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+
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+ // [8] Left Rectangle
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+ rlColor4ub(color.r, color.g, color.b, color.a);
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+ rlVertex2f(point[7].x, point[7].y);
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+ rlVertex2f(point[6].x, point[6].y);
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+ rlVertex2f(point[11].x, point[11].y);
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+ rlVertex2f(point[8].x, point[8].y);
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+
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+ // [9] Middle Rectangle
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+ rlColor4ub(color.r, color.g, color.b, color.a);
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+ rlVertex2f(point[8].x, point[8].y);
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+ rlVertex2f(point[11].x, point[11].y);
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+ rlVertex2f(point[10].x, point[10].y);
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+ rlVertex2f(point[9].x, point[9].y);
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+
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+ rlEnd();
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+#else
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+ if (rlCheckBufferLimit(12*segments + 5*6)) rlglDraw(); // 4 corners with 3 vertices per segment + 5 rectangles with 6 vertices each
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+
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+ rlBegin(RL_TRIANGLES);
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+ // Draw all of the 4 corners: [1] Upper Left Corner, [3] Upper Right Corner, [5] Lower Right Corner, [7] 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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+ {
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+ float angle = angles[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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+ {
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+ rlColor4ub(color.r, color.g, color.b, color.a);
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+ rlVertex2f(center.x, center.y);
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+ rlVertex2f(center.x + sinf(DEG2RAD*angle)*radius, center.y + cosf(DEG2RAD*angle)*radius);
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+ rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*radius, center.y + cosf(DEG2RAD*(angle + stepLength))*radius);
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+ angle += stepLength;
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+ }
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+ }
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+
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+ // [2] Upper Rectangle
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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[8].x, point[8].y);
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+ rlVertex2f(point[9].x, point[9].y);
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+ rlVertex2f(point[1].x, point[1].y);
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+ rlVertex2f(point[0].x, point[0].y);
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+ rlVertex2f(point[9].x, point[9].y);
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+
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+ // [4] Right Rectangle
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+ rlColor4ub(color.r, color.g, color.b, color.a);
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+ rlVertex2f(point[9].x, point[9].y);
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+ rlVertex2f(point[10].x, point[10].y);
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+ rlVertex2f(point[3].x, point[3].y);
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+ rlVertex2f(point[2].x, point[2].y);
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+ rlVertex2f(point[9].x, point[9].y);
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+ rlVertex2f(point[3].x, point[3].y);
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+
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+ // [6] Bottom Rectangle
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+ rlColor4ub(color.r, color.g, color.b, color.a);
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+ rlVertex2f(point[11].x, point[11].y);
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+ rlVertex2f(point[5].x, point[5].y);
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+ rlVertex2f(point[4].x, point[4].y);
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+ rlVertex2f(point[10].x, point[10].y);
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+ rlVertex2f(point[11].x, point[11].y);
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+ rlVertex2f(point[4].x, point[4].y);
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+
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+ // [8] Left Rectangle
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+ rlColor4ub(color.r, color.g, color.b, color.a);
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+ rlVertex2f(point[7].x, point[7].y);
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+ rlVertex2f(point[6].x, point[6].y);
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+ rlVertex2f(point[11].x, point[11].y);
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+ rlVertex2f(point[8].x, point[8].y);
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+ rlVertex2f(point[7].x, point[7].y);
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+ rlVertex2f(point[11].x, point[11].y);
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+
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+ // [9] Middle Rectangle
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+ rlColor4ub(color.r, color.g, color.b, color.a);
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+ rlVertex2f(point[8].x, point[8].y);
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+ rlVertex2f(point[11].x, point[11].y);
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+ rlVertex2f(point[10].x, point[10].y);
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+ rlVertex2f(point[9].x, point[9].y);
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+ rlVertex2f(point[8].x, point[8].y);
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+ rlVertex2f(point[10].x, point[10].y);
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+ rlEnd();
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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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+void DrawRoundedRectLines(Rectangle rec, float roundness, int segments, int lineThick, Color color)
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+{
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+ if(lineThick < 0) lineThick = 0;
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+ // Not a rounded rectangle
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+ if(roundness <= 0.0f )
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+ {
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+ DrawRectangleLinesEx((Rectangle){rec.x-lineThick, rec.y-lineThick, rec.width+2*lineThick, rec.height+2*lineThick}, lineThick, color);
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+ return;
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+ }
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+
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+ if(roundness >= 1.0f) roundness = 1.0f;
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+
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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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+ if(radius <= 0.0f) return;
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+
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+ // Calculate number of segments to use for the corners
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+ if (segments < 4)
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+ {
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+ // Calculate how many segments we need to draw a smooth circle, taken from https://stackoverflow.com/a/2244088
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+ #ifndef CIRCLE_ERROR_RATE
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+ #define CIRCLE_ERROR_RATE 0.5f
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+ #endif
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+ // Calculate the maximum angle between segments based on the error rate.
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+ float th = acosf(2*powf(1 - CIRCLE_ERROR_RATE/radius, 2) - 1);
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+ segments = ceilf(2*PI/th)/2;
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+ if (segments <= 0) segments = 4;
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+ }
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+
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+ float stepLength = 90.0f/(float)segments;
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+ const float outerRadius = radius + (float)lineThick, innerRadius = radius;
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+
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+ /* Quick sketch to make sense of all of this (mark the 16 + 4(corner centers P16-19) points we'll use below)
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+ * Not my best attempt at ASCII art, just preted it's rounded rectangle :)
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+ * P0 P1
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+ * ====================
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+ * // P8 P9 \\
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+ * // \\
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+ *P7 // P15 P10 \\ P2
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+ * || *P16 P17* ||
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+ * || ||
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+ * || P14 P11 ||
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+ *P6 \\ *P19 P18* // P3
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+ * \\ //
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+ * \\ P13 P12 //
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+ * ====================
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+ * P5 P4
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+ */
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+ const Vector2 point[16] = {
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+ {(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
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+ {rec.x + rec.width + lineThick, (float)(rec.y + rec.height) - innerRadius}, {(float)(rec.x + rec.width) - innerRadius, rec.y + rec.height + lineThick}, // P3, P4
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+ {(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
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+ {(float)rec.x + innerRadius, rec.y}, {(float)(rec.x + rec.width) - innerRadius, rec.y}, // P8, P9
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+ { rec.x + rec.width, (float)rec.y + innerRadius }, {rec.x + rec.width, (float)(rec.y + rec.height) - innerRadius}, // P10, P11
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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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+ };
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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 + 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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+ const float angles[4] = {180.0f, 90.0f, 0.0f, 270.0f };
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+
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+ if(lineThick > 1)
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+ {
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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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+ 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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+ 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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+ float angle = angles[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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+ {
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+ rlColor4ub(color.r, color.g, color.b, color.a);
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+ rlVertex2f(center.x + sinf(DEG2RAD*angle)*innerRadius, center.y + cosf(DEG2RAD*angle)*innerRadius);
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+ rlVertex2f(center.x + sinf(DEG2RAD*angle)*outerRadius, center.y + cosf(DEG2RAD*angle)*outerRadius);
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+ rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*outerRadius, center.y + cosf(DEG2RAD*(angle + stepLength))*outerRadius);
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+ rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*innerRadius, center.y + cosf(DEG2RAD*(angle + stepLength))*innerRadius);
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+
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+ angle += stepLength;
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+ }
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+ }
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+ // Upper rectangle
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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[8].x, point[8].y);
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+ rlVertex2f(point[9].x, point[9].y);
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+ rlVertex2f(point[1].x, point[1].y);
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+
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+ // Right rectangle
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+ rlColor4ub(color.r, color.g, color.b, color.a);
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+ rlVertex2f(point[2].x, point[2].y);
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+ rlVertex2f(point[10].x, point[10].y);
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+ rlVertex2f(point[11].x, point[11].y);
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+ rlVertex2f(point[3].x, point[3].y);
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+
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+ // Lower rectangle
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+ rlColor4ub(color.r, color.g, color.b, color.a);
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+ rlVertex2f(point[13].x, point[13].y);
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+ rlVertex2f(point[5].x, point[5].y);
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+ rlVertex2f(point[4].x, point[4].y);
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+ rlVertex2f(point[12].x, point[12].y);
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+
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+ // Left rectangle
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+ rlColor4ub(color.r, color.g, color.b, color.a);
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+ rlVertex2f(point[15].x, point[15].y);
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+ rlVertex2f(point[7].x, point[7].y);
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+ rlVertex2f(point[6].x, point[6].y);
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|
+ rlVertex2f(point[14].x, point[14].y);
|
|
|
+
|
|
|
+ rlEnd();
|
|
|
+#else
|
|
|
+ if (rlCheckBufferLimit(4*6*segments + 4*6)) rlglDraw(); // 4 corners with 6(2*3) vertices for each segment + 4 rectangles with 6 vertices each
|
|
|
+ rlBegin(RL_TRIANGLES);
|
|
|
+ // Draw all of the 4 corners first: Upper Left Corner, Upper Right Corner, Lower Right Corner, Lower Left Corner
|
|
|
+ for(int k = 0; k < 4; ++k) // Hope the compiler is smart enough to unroll this loop
|
|
|
+ {
|
|
|
+ float angle = angles[k];
|
|
|
+ const Vector2 center = centers[k];
|
|
|
+ for (int i = 0; i < segments; i++)
|
|
|
+ {
|
|
|
+ rlColor4ub(color.r, color.g, color.b, color.a);
|
|
|
+
|
|
|
+ rlVertex2f(center.x + sinf(DEG2RAD*angle)*innerRadius, center.y + cosf(DEG2RAD*angle)*innerRadius);
|
|
|
+ rlVertex2f(center.x + sinf(DEG2RAD*angle)*outerRadius, center.y + cosf(DEG2RAD*angle)*outerRadius);
|
|
|
+ rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*innerRadius, center.y + cosf(DEG2RAD*(angle + stepLength))*innerRadius);
|
|
|
+
|
|
|
+ rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*innerRadius, center.y + cosf(DEG2RAD*(angle + stepLength))*innerRadius);
|
|
|
+ rlVertex2f(center.x + sinf(DEG2RAD*angle)*outerRadius, center.y + cosf(DEG2RAD*angle)*outerRadius);
|
|
|
+ rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*outerRadius, center.y + cosf(DEG2RAD*(angle + stepLength))*outerRadius);
|
|
|
+
|
|
|
+ angle += stepLength;
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ // Upper rectangle
|
|
|
+ rlColor4ub(color.r, color.g, color.b, color.a);
|
|
|
+ rlVertex2f(point[0].x, point[0].y);
|
|
|
+ rlVertex2f(point[8].x, point[8].y);
|
|
|
+ rlVertex2f(point[9].x, point[9].y);
|
|
|
+ rlVertex2f(point[1].x, point[1].y);
|
|
|
+ rlVertex2f(point[0].x, point[0].y);
|
|
|
+ rlVertex2f(point[9].x, point[9].y);
|
|
|
+
|
|
|
+ // Right rectangle
|
|
|
+ rlColor4ub(color.r, color.g, color.b, color.a);
|
|
|
+ rlVertex2f(point[10].x, point[10].y);
|
|
|
+ rlVertex2f(point[11].x, point[11].y);
|
|
|
+ rlVertex2f(point[3].x, point[3].y);
|
|
|
+ rlVertex2f(point[2].x, point[2].y);
|
|
|
+ rlVertex2f(point[10].x, point[10].y);
|
|
|
+ rlVertex2f(point[3].x, point[3].y);
|
|
|
+
|
|
|
+ // Lower rectangle
|
|
|
+ rlColor4ub(color.r, color.g, color.b, color.a);
|
|
|
+ rlVertex2f(point[13].x, point[13].y);
|
|
|
+ rlVertex2f(point[5].x, point[5].y);
|
|
|
+ rlVertex2f(point[4].x, point[4].y);
|
|
|
+ rlVertex2f(point[12].x, point[12].y);
|
|
|
+ rlVertex2f(point[13].x, point[13].y);
|
|
|
+ rlVertex2f(point[4].x, point[4].y);
|
|
|
+
|
|
|
+ // Left rectangle
|
|
|
+ rlColor4ub(color.r, color.g, color.b, color.a);
|
|
|
+ rlVertex2f(point[7].x, point[7].y);
|
|
|
+ rlVertex2f(point[6].x, point[6].y);
|
|
|
+ rlVertex2f(point[14].x, point[14].y);
|
|
|
+ rlVertex2f(point[15].x, point[15].y);
|
|
|
+ rlVertex2f(point[7].x, point[7].y);
|
|
|
+ rlVertex2f(point[14].x, point[14].y);
|
|
|
+ rlEnd();
|
|
|
+#endif
|
|
|
+ }
|
|
|
+ else
|
|
|
+ {
|
|
|
+ // Use LINES to draw the outline
|
|
|
+ if (rlCheckBufferLimit(8*segments + 4*2)) rlglDraw(); // 4 corners with 2 vertices for each segment + 4 rectangles with 2 vertices each
|
|
|
+ rlBegin(RL_LINES);
|
|
|
+ // Draw all of the 4 corners first: Upper Left Corner, Upper Right Corner, Lower Right Corner, Lower Left Corner
|
|
|
+ for(int k = 0; k < 4; ++k) // Hope the compiler is smart enough to unroll this loop
|
|
|
+ {
|
|
|
+ float angle = angles[k];
|
|
|
+ const Vector2 center = centers[k];
|
|
|
+ for (int i = 0; i < segments; i++)
|
|
|
+ {
|
|
|
+ rlColor4ub(color.r, color.g, color.b, color.a);
|
|
|
+ rlVertex2f(center.x + sinf(DEG2RAD*angle)*outerRadius, center.y + cosf(DEG2RAD*angle)*outerRadius);
|
|
|
+ rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*outerRadius, center.y + cosf(DEG2RAD*(angle + stepLength))*outerRadius);
|
|
|
+ angle += stepLength;
|
|
|
+ }
|
|
|
+ }
|
|
|
+ // And now the remaining 4 lines
|
|
|
+ for(int i=0; i<8; i+=2)
|
|
|
+ {
|
|
|
+ rlColor4ub(color.r, color.g, color.b, color.a);
|
|
|
+ rlVertex2f(point[i].x, point[i].y);
|
|
|
+ rlVertex2f(point[i+1].x, point[i+1].y);
|
|
|
+ }
|
|
|
+ rlEnd();
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
// Draw a triangle
|
|
|
void DrawTriangle(Vector2 v1, Vector2 v2, Vector2 v3, Color color)
|
|
|
{
|