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@@ -809,21 +809,22 @@ void DrawRectangleRounded(Rectangle rec, float roundness, int segments, Color co
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float stepLength = 90.0f/(float)segments;
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- // Quick sketch to make sense of all of this
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- // (there are 9 parts to draw, also mark the 12 points we'll use below)
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- //
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- // P0____________________P1
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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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+ Quick sketch to make sense of all of this,
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+ there are 9 parts to draw, also mark the 12 points we'll use
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+
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+ P0____________________P1
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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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// Coordinates of the 12 points that define the rounded rect
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const Vector2 point[12] = {
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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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@@ -1033,20 +1034,22 @@ void DrawRectangleRoundedLines(Rectangle rec, float roundness, int segments, int
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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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- // P0 ================== P1
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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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- // P5 ================== P4
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-
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+ /*
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+ Quick sketch to make sense of all of this,
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+ marks the 16 + 4(corner centers P16-19) points we'll use
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+
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+ P0 ================== P1
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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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+ 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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