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@@ -412,7 +412,7 @@ NVGcolor nvgLerpRGBA(NVGcolor c0, NVGcolor c1, float u)
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{
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cint.rgba[i] = c0.rgba[i] * oneminu + c1.rgba[i] * u;
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}
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-
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+
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return cint;
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}
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@@ -934,7 +934,7 @@ void nvgIntersectScissor(NVGcontext* ctx, float x, float y, float w, float h)
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}
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// Transform the current scissor rect into current transform space.
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- // If there is difference in rotation, this will be approximation.
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+ // If there is difference in rotation, this will be approximation.
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memcpy(pxform, state->scissor.xform, sizeof(float)*6);
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ex = state->scissor.extent[0];
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ey = state->scissor.extent[1];
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@@ -1194,7 +1194,7 @@ static void nvg__tesselateBezier(NVGcontext* ctx,
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{
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float x12,y12,x23,y23,x34,y34,x123,y123,x234,y234,x1234,y1234;
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float dx,dy,d2,d3;
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-
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+
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if (level > 10) return;
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x12 = (x1+x2)*0.5f;
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@@ -1226,8 +1226,8 @@ static void nvg__tesselateBezier(NVGcontext* ctx,
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x1234 = (x123+x234)*0.5f;
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y1234 = (y123+y234)*0.5f;
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- nvg__tesselateBezier(ctx, x1,y1, x12,y12, x123,y123, x1234,y1234, level+1, 0);
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- nvg__tesselateBezier(ctx, x1234,y1234, x234,y234, x34,y34, x4,y4, level+1, type);
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+ nvg__tesselateBezier(ctx, x1,y1, x12,y12, x123,y123, x1234,y1234, level+1, 0);
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+ nvg__tesselateBezier(ctx, x1234,y1234, x234,y234, x34,y34, x4,y4, level+1, type);
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}
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static void nvg__flattenPaths(NVGcontext* ctx)
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@@ -1625,7 +1625,7 @@ static void nvg__calculateJoins(NVGcontext* ctx, float w, int lineJoin, float mi
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static int nvg__expandStroke(NVGcontext* ctx, float w, int lineCap, int lineJoin, float miterLimit)
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-{
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+{
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NVGpathCache* cache = ctx->cache;
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NVGvertex* verts;
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NVGvertex* dst;
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@@ -1889,7 +1889,7 @@ void nvgQuadTo(NVGcontext* ctx, float cx, float cy, float x, float y)
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{
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float x0 = ctx->commandx;
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float y0 = ctx->commandy;
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- float vals[] = { NVG_BEZIERTO,
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+ float vals[] = { NVG_BEZIERTO,
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x0 + 2.0f/3.0f*(cx - x0), y0 + 2.0f/3.0f*(cy - y0),
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x + 2.0f/3.0f*(cx - x), y + 2.0f/3.0f*(cy - y),
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x, y };
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@@ -1971,7 +1971,7 @@ void nvgArc(NVGcontext* ctx, float cx, float cy, float r, float a0, float a1, in
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float px = 0, py = 0, ptanx = 0, ptany = 0;
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float vals[3 + 5*7 + 100];
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int i, ndivs, nvals;
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- int move = ctx->ncommands > 0 ? NVG_LINETO : NVG_MOVETO;
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+ int move = ctx->ncommands > 0 ? NVG_LINETO : NVG_MOVETO;
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// Clamp angles
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da = a1 - a0;
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@@ -2364,7 +2364,7 @@ float nvgText(NVGcontext* ctx, float x, float y, const char* string, const char*
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}
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}
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- // TODO: add back-end bit to do this just once per frame.
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+ // TODO: add back-end bit to do this just once per frame.
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nvg__flushTextTexture(ctx);
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nvg__renderText(ctx, verts, nverts);
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