Added DrawRoundedRect()

This commit is contained in:
Demizdor 2019-03-30 22:18:29 +02:00
parent 2217c04ecf
commit a28023b58f
2 changed files with 195 additions and 0 deletions

View File

@ -1056,6 +1056,7 @@ RLAPI void DrawRectangleGradientH(int posX, int posY, int width, int height, Col
RLAPI void DrawRectangleGradientEx(Rectangle rec, Color col1, Color col2, Color col3, Color col4); // Draw a gradient-filled rectangle with custom vertex colors
RLAPI void DrawRectangleLines(int posX, int posY, int width, int height, Color color); // Draw rectangle outline
RLAPI void DrawRectangleLinesEx(Rectangle rec, int lineThick, Color color); // Draw rectangle outline with extended parameters
RLAPI void DrawRoundedRect(Rectangle rec, float roundness, int segments, Color color); // Draw rectangle with rounded edges
RLAPI void DrawTriangle(Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw a color-filled triangle
RLAPI void DrawTriangleLines(Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw triangle outline
RLAPI void DrawPoly(Vector2 center, int sides, float radius, float rotation, Color color); // Draw a regular polygon (Vector version)

View File

@ -698,6 +698,200 @@ void DrawRectangleLinesEx(Rectangle rec, int lineThick, Color 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)
{
// Not a rounded rectangle
// NOTE: Make sure we have at least 1px space left to render the rectangles near the corners
if(roundness <= 0.0f || rec.width <= 1 || rec.height <= 1 )
{
DrawRectangleRec(rec, color);
return;
}
if(roundness >= 1.0f) roundness = 1.0f;
// Calculate corner radius
// NOTE: Make sure we have at least 1px space left to render the rectangles near the corners
float radius = rec.width > rec.height ? ((rec.height-1)*roundness)/2 : ((rec.width-1)*roundness)/2;
if(radius <= 0.0f) return;
// Calculate number of segments to use for the corners
if (segments < 4)
{
// Calculate how many segments we need to draw a smooth circle, taken from https://stackoverflow.com/a/2244088
#ifndef CIRCLE_ERROR_RATE
#define CIRCLE_ERROR_RATE 0.5f
#endif
// Calculate the maximum angle between segments based on the error rate.
float th = acosf(2*powf(1 - CIRCLE_ERROR_RATE/radius, 2) - 1);
segments = ceilf(2*PI/th)/4;
if (segments <= 0) segments = 4;
}
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)
* Not my best attempt at ASCII art, just preted it's a rounded rectangle :)
* P0 P1
* ____________________
* /| |\
* /1| 2 |3\
*P7 /__|____________________|__\ P2
* | |P8 P9| |
* | 8 | 9 | 4 |
* | __|____________________|__ |
*P6 \ |P11 P10| / P3
* \7| 6 |5/
* \|____________________|/
* P5 P4
*/
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
{rec.x + rec.width, (float)(rec.y + rec.height) - radius}, {(float)(rec.x + rec.width) - radius, rec.y + rec.height}, // P3, P4
{(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
{(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
};
#if defined(SUPPORT_QUADS_DRAW_MODE)
if (rlCheckBufferLimit(16*segments/2 + 5*4)) rlglDraw();
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
const Vector2 centers[4] = { point[8], point[9], point[10], point[11] };
const float angles[4] = {180.0f, 90.0f, 0.0f, 270.0f };
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];
// NOTE: Every QUAD actually represents two segments
for (int i = 0; i < segments/2; i++)
{
rlColor4ub(color.r, color.g, color.b, color.a);
rlVertex2f(center.x, center.y);
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*2))*radius, center.y + cosf(DEG2RAD*(angle + stepLength*2))*radius);
angle += (stepLength*2);
}
// NOTE: In case number of segments is odd, we add one last piece to the cake
if (segments%2)
{
rlColor4ub(color.r, color.g, color.b, color.a);
rlVertex2f(center.x, center.y);
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, center.y);
}
}
// [2] 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);
// [4] Right Rectangle
rlColor4ub(color.r, color.g, color.b, color.a);
rlVertex2f(point[2].x, point[2].y);
rlVertex2f(point[9].x, point[9].y);
rlVertex2f(point[10].x, point[10].y);
rlVertex2f(point[3].x, point[3].y);
// [6] Bottom Rectangle
rlColor4ub(color.r, color.g, color.b, color.a);
rlVertex2f(point[11].x, point[11].y);
rlVertex2f(point[5].x, point[5].y);
rlVertex2f(point[4].x, point[4].y);
rlVertex2f(point[10].x, point[10].y);
// [8] 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[11].x, point[11].y);
rlVertex2f(point[8].x, point[8].y);
// [9] Middle Rectangle
rlColor4ub(color.r, color.g, color.b, color.a);
rlVertex2f(point[8].x, point[8].y);
rlVertex2f(point[11].x, point[11].y);
rlVertex2f(point[10].x, point[10].y);
rlVertex2f(point[9].x, point[9].y);
rlEnd();
#else
if (rlCheckBufferLimit(12*segments + 5*6)) rlglDraw(); // 4 corners with 3 vertices per segment + 5 rectangles with 6 vertices each
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
const Vector2 centers[4] = { point[8], point[9], point[10], point[11] };
const float angles[4] = {180.0f, 90.0f, 0.0f, 270.0f };
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, center.y);
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);
angle += stepLength;
}
}
// [2] 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);
// [4] Right Rectangle
rlColor4ub(color.r, color.g, color.b, color.a);
rlVertex2f(point[9].x, point[9].y);
rlVertex2f(point[10].x, point[10].y);
rlVertex2f(point[3].x, point[3].y);
rlVertex2f(point[2].x, point[2].y);
rlVertex2f(point[9].x, point[9].y);
rlVertex2f(point[3].x, point[3].y);
// [6] Bottom Rectangle
rlColor4ub(color.r, color.g, color.b, color.a);
rlVertex2f(point[11].x, point[11].y);
rlVertex2f(point[5].x, point[5].y);
rlVertex2f(point[4].x, point[4].y);
rlVertex2f(point[10].x, point[10].y);
rlVertex2f(point[11].x, point[11].y);
rlVertex2f(point[4].x, point[4].y);
// [8] 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[11].x, point[11].y);
rlVertex2f(point[8].x, point[8].y);
rlVertex2f(point[7].x, point[7].y);
rlVertex2f(point[11].x, point[11].y);
// [9] Middle Rectangle
rlColor4ub(color.r, color.g, color.b, color.a);
rlVertex2f(point[8].x, point[8].y);
rlVertex2f(point[11].x, point[11].y);
rlVertex2f(point[10].x, point[10].y);
rlVertex2f(point[9].x, point[9].y);
rlVertex2f(point[8].x, point[8].y);
rlVertex2f(point[10].x, point[10].y);
rlEnd();
#endif
}
// Draw a triangle
void DrawTriangle(Vector2 v1, Vector2 v2, Vector2 v3, Color color)
{