Added DrawRoundedRectLines()

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Vlad Adrian 2019-03-31 13:22:50 +03:00 committed by GitHub
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@ -892,6 +892,213 @@ void DrawRoundedRect(Rectangle rec, float roundness, int segments, Color color)
#endif
}
// Draw rounded rectangle outline
void DrawRoundedRectLines(Rectangle rec, float roundness, int segments, int lineThick, 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 )
{
DrawRectangleLinesEx(rec, lineThick, 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;
if(lineThick > radius-1) lineThick = radius - 1;
// 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;
const float outerRadius = radius, innerRadius = radius - (float)lineThick;
/* Quick sketch to make sense of all of this (mark the 16 + 4(corner centers P16-19) points we'll use below)
* Not my best attempt at ASCII art, just preted it's rounded rectangle :)
* P0 P1
* ====================
* // P8 P9 \\
* // \\
*P7 // P15 P10 \\ P2
* || *P16 P17* ||
* || ||
* || P14 P11 ||
*P6 \\ *P19 P18* // P3
* \\ //
* \\ P13 P12 //
* ====================
* P5 P4
*/
const Vector2 point[16] = {
{(float)rec.x + outerRadius, rec.y}, {(float)(rec.x + rec.width) - outerRadius, rec.y}, { rec.x + rec.width, (float)rec.y + outerRadius }, // PO, P1, P2
{rec.x + rec.width, (float)(rec.y + rec.height) - outerRadius}, {(float)(rec.x + rec.width) - outerRadius, rec.y + rec.height}, // P3, P4
{(float)rec.x + outerRadius, rec.y + rec.height}, { rec.x, (float)(rec.y + rec.height) - outerRadius}, {rec.x, (float)rec.y + outerRadius}, // P5, P6, P7
{(float)rec.x + outerRadius, rec.y + lineThick}, {(float)(rec.x + rec.width) - outerRadius, rec.y + lineThick}, // P8, P9
{ rec.x + rec.width - lineThick, (float)rec.y + outerRadius }, {rec.x + rec.width - lineThick, (float)(rec.y + rec.height) - outerRadius}, // P10, P11
{(float)(rec.x + rec.width) - outerRadius, rec.y + rec.height - lineThick}, {(float)rec.x + outerRadius, rec.y + rec.height - lineThick}, // P12, P13
{ rec.x + lineThick, (float)(rec.y + rec.height) - outerRadius}, {rec.x + lineThick, (float)rec.y + outerRadius} // P14, P15
};
const Vector2 centers[4] = {
{(float)rec.x + outerRadius, (float)rec.y + outerRadius}, {(float)(rec.x + rec.width) - outerRadius, (float)rec.y + outerRadius}, // P16, P17
{(float)(rec.x + rec.width) - outerRadius, (float)(rec.y + rec.height) - outerRadius}, {(float)rec.x + outerRadius, (float)(rec.y + rec.height) - outerRadius} // P18, P19
};
const float angles[4] = {180.0f, 90.0f, 0.0f, 270.0f };
if(lineThick > 1)
{
#if defined(SUPPORT_QUADS_DRAW_MODE)
if (rlCheckBufferLimit(4*4*segments + 4*4)) rlglDraw(); // 4 corners with 4 vertices for each segment + 4 rectangles with 4 vertices each
rlBegin(RL_QUADS);
// 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))*outerRadius, center.y + cosf(DEG2RAD*(angle + stepLength))*outerRadius);
rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*innerRadius, center.y + cosf(DEG2RAD*(angle + stepLength))*innerRadius);
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);
// Right rectangle
rlColor4ub(color.r, color.g, color.b, color.a);
rlVertex2f(point[2].x, point[2].y);
rlVertex2f(point[10].x, point[10].y);
rlVertex2f(point[11].x, point[11].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);
// Left rectangle
rlColor4ub(color.r, color.g, color.b, color.a);
rlVertex2f(point[15].x, point[15].y);
rlVertex2f(point[7].x, point[7].y);
rlVertex2f(point[6].x, point[6].y);
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)
{