Reimplemented DrawRoundedRectLines()
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src/shapes.c
46
src/shapes.c
@ -702,8 +702,7 @@ void DrawRectangleLinesEx(Rectangle rec, int lineThick, Color color)
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void DrawRoundedRect(Rectangle rec, float roundness, int segments, Color color)
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{
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// Not a rounded rectangle
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// NOTE: Make sure we have at least 1px space left to render the rectangles near the corners
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if(roundness <= 0.0f || rec.width <= 1 || rec.height <= 1 )
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if(roundness <= 0.0f || rec.width < 1 || rec.height < 1 )
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{
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DrawRectangleRec(rec, color);
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return;
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@ -712,8 +711,7 @@ void DrawRoundedRect(Rectangle rec, float roundness, int segments, Color color)
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if(roundness >= 1.0f) roundness = 1.0f;
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// Calculate corner radius
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// NOTE: Make sure we have at least 1px space left to render the rectangles near the corners
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float radius = rec.width > rec.height ? ((rec.height-1)*roundness)/2 : ((rec.width-1)*roundness)/2;
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float radius = rec.width > rec.height ? (rec.height*roundness)/2 : (rec.width*roundness)/2;
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if(radius <= 0.0f) return;
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// Calculate number of segments to use for the corners
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@ -732,7 +730,7 @@ void DrawRoundedRect(Rectangle rec, float roundness, int segments, Color color)
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float stepLength = 90.0f/(float)segments;
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/* Quick sketch to make sense of all of this (there are 9 parts to draw, also mark the 12 points we'll use below)
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* Not my best attempt at ASCII art, just preted it's a rounded rectangle :)
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* Not my best attempt at ASCII art, just preted it's rounded rectangle :)
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* P0 P1
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* ____________________
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* /| |\
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@ -754,14 +752,14 @@ void DrawRoundedRect(Rectangle rec, float roundness, int segments, Color color)
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{(float)rec.x + radius, (float)rec.y + radius}, {(float)(rec.x + rec.width) - radius, (float)rec.y + radius}, // P8, P9
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{(float)(rec.x + rec.width) - radius, (float)(rec.y + rec.height) - radius}, {(float)rec.x + radius, (float)(rec.y + rec.height) - radius} // P10, P11
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};
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const Vector2 centers[4] = { point[8], point[9], point[10], point[11] };
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const float angles[4] = {180.0f, 90.0f, 0.0f, 270.0f };
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#if defined(SUPPORT_QUADS_DRAW_MODE)
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if (rlCheckBufferLimit(16*segments/2 + 5*4)) rlglDraw();
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rlBegin(RL_QUADS);
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// Draw all of the 4 corners: [1] Upper Left Corner, [3] Upper Right Corner, [5] Lower Right Corner, [7] Lower Left Corner
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const Vector2 centers[4] = { point[8], point[9], point[10], point[11] };
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const float angles[4] = {180.0f, 90.0f, 0.0f, 270.0f };
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for(int k = 0; k < 4; ++k) // Hope the compiler is smart enough to unroll this loop
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{
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float angle = angles[k];
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@ -828,8 +826,6 @@ void DrawRoundedRect(Rectangle rec, float roundness, int segments, Color color)
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rlBegin(RL_TRIANGLES);
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// Draw all of the 4 corners: [1] Upper Left Corner, [3] Upper Right Corner, [5] Lower Right Corner, [7] Lower Left Corner
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const Vector2 centers[4] = { point[8], point[9], point[10], point[11] };
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const float angles[4] = {180.0f, 90.0f, 0.0f, 270.0f };
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for(int k = 0; k < 4; ++k) // Hope the compiler is smart enough to unroll this loop
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{
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float angle = angles[k];
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@ -895,21 +891,19 @@ void DrawRoundedRect(Rectangle rec, float roundness, int segments, Color color)
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// Draw rounded rectangle outline
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void DrawRoundedRectLines(Rectangle rec, float roundness, int segments, int lineThick, Color color)
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{
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if(lineThick < 0) lineThick = 0;
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// Not a rounded rectangle
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// NOTE: Make sure we have at least 1px space left to render the rectangles near the corners
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if(roundness <= 0.0f || rec.width <= 1 || rec.height <= 1 )
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if(roundness <= 0.0f )
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{
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DrawRectangleLinesEx(rec, lineThick, color);
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DrawRectangleLinesEx((Rectangle){rec.x-lineThick, rec.y-lineThick, rec.width+2*lineThick, rec.height+2*lineThick}, lineThick, color);
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return;
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}
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if(roundness >= 1.0f) roundness = 1.0f;
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// Calculate corner radius
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// NOTE: Make sure we have at least 1px space left to render the rectangles near the corners
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float radius = rec.width > rec.height ? ((rec.height-1)*roundness)/2 : ((rec.width-1)*roundness)/2;
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float radius = rec.width > rec.height ? (rec.height*roundness)/2 : (rec.width*roundness)/2;
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if(radius <= 0.0f) return;
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if(lineThick > radius-1) lineThick = radius - 1;
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// Calculate number of segments to use for the corners
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if (segments < 4)
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@ -920,12 +914,12 @@ void DrawRoundedRectLines(Rectangle rec, float roundness, int segments, int line
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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/radius, 2) - 1);
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segments = ceilf(2*PI/th)/4;
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segments = ceilf(2*PI/th)/2;
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if (segments <= 0) segments = 4;
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}
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float stepLength = 90.0f/(float)segments;
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const float outerRadius = radius, innerRadius = radius - (float)lineThick;
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const float outerRadius = radius + (float)lineThick, innerRadius = radius;
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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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* Not my best attempt at ASCII art, just preted it's rounded rectangle :)
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@ -944,17 +938,17 @@ void DrawRoundedRectLines(Rectangle rec, float roundness, int segments, int line
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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 + outerRadius, rec.y}, {(float)(rec.x + rec.width) - outerRadius, rec.y}, { rec.x + rec.width, (float)rec.y + outerRadius }, // PO, P1, P2
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{rec.x + rec.width, (float)(rec.y + rec.height) - outerRadius}, {(float)(rec.x + rec.width) - outerRadius, rec.y + rec.height}, // P3, P4
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{(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
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{(float)rec.x + outerRadius, rec.y + lineThick}, {(float)(rec.x + rec.width) - outerRadius, rec.y + lineThick}, // P8, P9
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{ rec.x + rec.width - lineThick, (float)rec.y + outerRadius }, {rec.x + rec.width - lineThick, (float)(rec.y + rec.height) - outerRadius}, // P10, P11
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{(float)(rec.x + rec.width) - outerRadius, rec.y + rec.height - lineThick}, {(float)rec.x + outerRadius, rec.y + rec.height - lineThick}, // P12, P13
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{ rec.x + lineThick, (float)(rec.y + rec.height) - outerRadius}, {rec.x + lineThick, (float)rec.y + outerRadius} // P14, P15
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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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{(float)rec.x + innerRadius, rec.y + rec.height + lineThick}, { rec.x - lineThick, (float)(rec.y + rec.height) - innerRadius}, {rec.x - lineThick, (float)rec.y + innerRadius}, // P5, P6, P7
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{(float)rec.x + innerRadius, rec.y}, {(float)(rec.x + rec.width) - innerRadius, rec.y}, // P8, P9
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{ rec.x + rec.width, (float)rec.y + innerRadius }, {rec.x + rec.width, (float)(rec.y + rec.height) - innerRadius}, // P10, P11
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{(float)(rec.x + rec.width) - innerRadius, rec.y + rec.height}, {(float)rec.x + innerRadius, rec.y + rec.height}, // P12, P13
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{ rec.x, (float)(rec.y + rec.height) - innerRadius}, {rec.x, (float)rec.y + innerRadius} // P14, P15
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};
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const Vector2 centers[4] = {
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{(float)rec.x + outerRadius, (float)rec.y + outerRadius}, {(float)(rec.x + rec.width) - outerRadius, (float)rec.y + outerRadius}, // P16, P17
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{(float)(rec.x + rec.width) - outerRadius, (float)(rec.y + rec.height) - outerRadius}, {(float)rec.x + outerRadius, (float)(rec.y + rec.height) - outerRadius} // P18, P19
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{(float)rec.x + innerRadius, (float)rec.y + innerRadius}, {(float)(rec.x + rec.width) - innerRadius, (float)rec.y + innerRadius}, // P16, P17
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{(float)(rec.x + rec.width) - innerRadius, (float)(rec.y + rec.height) - innerRadius}, {(float)rec.x + innerRadius, (float)(rec.y + rec.height) - innerRadius} // P18, P19
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};
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const float angles[4] = {180.0f, 90.0f, 0.0f, 270.0f };
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