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@@ -185,6 +185,8 @@ void DrawCircle(int centerX, int centerY, float radius, Color color)
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// Draw a piece of a circle
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void DrawCircleSector(Vector2 center, float radius, int startAngle, int endAngle, int segments, Color color)
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{
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+ if(radius == 0) return; // Check this or we'll get a div by zero error otherwise
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+
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// Function expects (endAngle > startAngle)
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if (endAngle < startAngle)
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{
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@@ -273,6 +275,70 @@ void DrawCircleSector(Vector2 center, float radius, int startAngle, int endAngle
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#endif
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}
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+void DrawCircleSectorLines(Vector2 center, float radius, int startAngle, int endAngle, int segments, Color color)
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+{
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+ if(radius == 0) return; // Check this or we'll get a div by zero error otherwise
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+
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+ // Function expects (endAngle > startAngle)
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+ if (endAngle < startAngle)
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+ {
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+ // Swap values
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+ int tmp = startAngle;
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+ startAngle = endAngle;
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+ endAngle = tmp;
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+ }
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+
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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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+
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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 = (endAngle - startAngle)*ceilf(2*PI/th)/360;
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+
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+ if (segments <= 0) segments = 4;
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+ }
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+
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+ float stepLength = (float)(endAngle - startAngle)/(float)segments;
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+ float angle = startAngle;
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+
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+ // Hide the cap lines when the circle is full
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+ bool showCapLines = true;
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+ int limit = 2*(segments + 2);
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+ if((endAngle - startAngle) % 360 == 0) { limit = 2*segments; showCapLines = false; }
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+
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+ if (rlCheckBufferLimit(limit)) rlglDraw();
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+
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+ rlBegin(RL_LINES);
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+ if(showCapLines)
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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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+ }
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+
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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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+
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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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+
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+ angle += stepLength;
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+ }
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+
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+ if(showCapLines)
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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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+ }
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+ rlEnd();
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+}
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+
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// Draw a gradient-filled circle
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// NOTE: Gradient goes from center (color1) to border (color2)
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void DrawCircleGradient(int centerX, int centerY, float radius, Color color1, Color color2)
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@@ -316,6 +382,180 @@ void DrawCircleLines(int centerX, int centerY, float radius, Color color)
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rlEnd();
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}
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+void DrawRing(Vector2 center, float innerRadius, float outerRadius, int startAngle, int endAngle, int segments, Color color)
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+{
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+ if(startAngle == endAngle) return;
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+
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+ // Function expects (outerRadius > innerRadius)
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+ if(outerRadius < innerRadius)
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+ {
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+ float tmp = outerRadius;
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+ outerRadius = innerRadius;
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+ innerRadius = tmp;
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+ if(outerRadius == 0) return; // Check this or we'll get a div by zero error otherwise
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+ }
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+
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+ // Function expects (endAngle > startAngle)
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+ if (endAngle < startAngle)
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+ {
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+ // Swap values
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+ int tmp = startAngle;
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+ startAngle = endAngle;
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+ endAngle = tmp;
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+ }
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+
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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/outerRadius, 2) - 1);
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+ segments = (endAngle - startAngle)*ceilf(2*PI/th)/360;
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+
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+ if (segments <= 0) segments = 4;
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+ }
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+
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+ // Not a ring
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+ if(innerRadius == 0)
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+ {
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+ DrawCircleSector(center, outerRadius, startAngle, endAngle, segments, color);
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+ return;
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+ }
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+
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+ float stepLength = (float)(endAngle - startAngle)/(float)segments;
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+ float angle = startAngle;
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+
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+#if defined(SUPPORT_QUADS_DRAW_MODE)
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+ if (rlCheckBufferLimit(4*segments)) rlglDraw();
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+
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+ rlEnableTexture(GetShapesTexture().id);
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+
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+ rlBegin(RL_QUADS);
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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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+
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+ rlTexCoord2f(recTexShapes.x/texShapes.width, recTexShapes.y/texShapes.height);
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+ rlVertex2f(center.x + sinf(DEG2RAD*angle)*innerRadius, center.y + cosf(DEG2RAD*angle)*innerRadius);
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+
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+ rlTexCoord2f(recTexShapes.x/texShapes.width, (recTexShapes.y + recTexShapes.height)/texShapes.height);
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+ rlVertex2f(center.x + sinf(DEG2RAD*angle)*outerRadius, center.y + cosf(DEG2RAD*angle)*outerRadius);
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+
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+ rlTexCoord2f((recTexShapes.x + recTexShapes.width)/texShapes.width, (recTexShapes.y + recTexShapes.height)/texShapes.height);
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+ rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*outerRadius, center.y + cosf(DEG2RAD*(angle + stepLength))*outerRadius);
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+
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+ rlTexCoord2f((recTexShapes.x + recTexShapes.width)/texShapes.width, recTexShapes.y/texShapes.height);
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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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+ rlEnd();
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+
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+ rlDisableTexture();
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+#else
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+ if (rlCheckBufferLimit(6*segments)) rlglDraw();
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+
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+ rlBegin(RL_TRIANGLES);
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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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+
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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))*innerRadius, center.y + cosf(DEG2RAD*(angle + stepLength))*innerRadius);
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+
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+ rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*innerRadius, center.y + cosf(DEG2RAD*(angle + stepLength))*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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+
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+ angle += stepLength;
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+ }
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+ rlEnd();
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+#endif
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+}
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+
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+void DrawRingLines(Vector2 center, float innerRadius, float outerRadius, int startAngle, int endAngle, int segments, Color color)
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+{
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+ if(startAngle == endAngle) return;
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+
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+ // Function expects (outerRadius > innerRadius)
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+ if(outerRadius < innerRadius)
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+ {
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+ float tmp = outerRadius;
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+ outerRadius = innerRadius;
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+ innerRadius = tmp;
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+ if(outerRadius == 0) return; // Check this or we'll get a div by zero error otherwise
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+ }
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+
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+ // Function expects (endAngle > startAngle)
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+ if (endAngle < startAngle)
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+ {
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+ // Swap values
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+ int tmp = startAngle;
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+ startAngle = endAngle;
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+ endAngle = tmp;
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+ }
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+
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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/outerRadius, 2) - 1);
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+ segments = (endAngle - startAngle)*ceilf(2*PI/th)/360;
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+
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+ if (segments <= 0) segments = 4;
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+ }
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+
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+ if(innerRadius == 0)
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+ {
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+ DrawCircleSectorLines(center, outerRadius, startAngle, endAngle, segments, color);
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+ return;
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+ }
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+
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+ float stepLength = (float)(endAngle - startAngle)/(float)segments;
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+ float angle = startAngle;
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+
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+ bool showCapLines = true;
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+ int limit = 4*(segments + 1);
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+ if((endAngle - startAngle) % 360 == 0) { limit = 4*segments; showCapLines = false; }
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+
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+ if (rlCheckBufferLimit(limit)) rlglDraw();
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+
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+ rlBegin(RL_LINES);
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+ if(showCapLines)
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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)*outerRadius, center.y + cosf(DEG2RAD*angle)*outerRadius);
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+ rlVertex2f(center.x + sinf(DEG2RAD*angle)*innerRadius, center.y + cosf(DEG2RAD*angle)*innerRadius);
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+ }
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+
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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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+
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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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+
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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 + 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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+ if(showCapLines)
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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)*outerRadius, center.y + cosf(DEG2RAD*angle)*outerRadius);
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+ rlVertex2f(center.x + sinf(DEG2RAD*angle)*innerRadius, center.y + cosf(DEG2RAD*angle)*innerRadius);
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+ }
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+ rlEnd();
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+}
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+
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// Draw a color-filled rectangle
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void DrawRectangle(int posX, int posY, int width, int height, Color color)
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{
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