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authorLuca Sas <sas.luca.alex@gmail.com>2020-03-06 17:48:44 +0000
committerLuca Sas <sas.luca.alex@gmail.com>2020-03-06 17:48:44 +0000
commit581538a8b371c0a9003dc0f1bf081222b8c4fdd9 (patch)
treef5759a699424211d4a66e24365a596072818ab33 /libs/raylib/src/shapes.c
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Setup the project
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+/**********************************************************************************************
+*
+* raylib.shapes - Basic functions to draw 2d Shapes and check collisions
+*
+* CONFIGURATION:
+*
+* #define SUPPORT_FONT_TEXTURE
+* Draw rectangle shapes using font texture white character instead of default white texture
+* Allows drawing rectangles and text with a single draw call, very useful for GUI systems!
+*
+* #define SUPPORT_QUADS_DRAW_MODE
+* Use QUADS instead of TRIANGLES for drawing when possible.
+* Some lines-based shapes could still use lines
+*
+* LICENSE: zlib/libpng
+*
+* Copyright (c) 2013-2020 Ramon Santamaria (@raysan5)
+*
+* This software is provided "as-is", without any express or implied warranty. In no event
+* will the authors be held liable for any damages arising from the use of this software.
+*
+* Permission is granted to anyone to use this software for any purpose, including commercial
+* applications, and to alter it and redistribute it freely, subject to the following restrictions:
+*
+* 1. The origin of this software must not be misrepresented; you must not claim that you
+* wrote the original software. If you use this software in a product, an acknowledgment
+* in the product documentation would be appreciated but is not required.
+*
+* 2. Altered source versions must be plainly marked as such, and must not be misrepresented
+* as being the original software.
+*
+* 3. This notice may not be removed or altered from any source distribution.
+*
+**********************************************************************************************/
+
+#include "raylib.h" // Declares module functions
+
+// Check if config flags have been externally provided on compilation line
+#if !defined(EXTERNAL_CONFIG_FLAGS)
+ #include "config.h" // Defines module configuration flags
+#endif
+
+#include "rlgl.h" // raylib OpenGL abstraction layer to OpenGL 1.1, 2.1, 3.3+ or ES2
+
+#include <stdlib.h> // Required for: abs(), fabs()
+#include <math.h> // Required for: sinf(), cosf(), sqrtf()
+
+//----------------------------------------------------------------------------------
+// Defines and Macros
+//----------------------------------------------------------------------------------
+// Nop...
+
+//----------------------------------------------------------------------------------
+// Types and Structures Definition
+//----------------------------------------------------------------------------------
+// Not here...
+
+//----------------------------------------------------------------------------------
+// Global Variables Definition
+//----------------------------------------------------------------------------------
+static Texture2D texShapes = { 0 }; // Texture used on shapes drawing (usually a white)
+static Rectangle recTexShapes = { 0 }; // Texture source rectangle used on shapes drawing
+
+//----------------------------------------------------------------------------------
+// Module specific Functions Declaration
+//----------------------------------------------------------------------------------
+static float EaseCubicInOut(float t, float b, float c, float d); // Cubic easing
+static Texture2D GetShapesTexture(void); // Get texture to draw shapes
+
+//----------------------------------------------------------------------------------
+// Module Functions Definition
+//----------------------------------------------------------------------------------
+
+// Draw a pixel
+void DrawPixel(int posX, int posY, Color color)
+{
+ rlBegin(RL_LINES);
+ rlColor4ub(color.r, color.g, color.b, color.a);
+ rlVertex2i(posX, posY);
+ rlVertex2i(posX + 1, posY + 1);
+ rlEnd();
+}
+
+// Draw a pixel (Vector version)
+void DrawPixelV(Vector2 position, Color color)
+{
+ rlBegin(RL_LINES);
+ rlColor4ub(color.r, color.g, color.b, color.a);
+ rlVertex2f(position.x, position.y);
+ rlVertex2f(position.x + 1.0f, position.y + 1.0f);
+ rlEnd();
+}
+
+// Draw a line
+void DrawLine(int startPosX, int startPosY, int endPosX, int endPosY, Color color)
+{
+ rlBegin(RL_LINES);
+ rlColor4ub(color.r, color.g, color.b, color.a);
+ rlVertex2i(startPosX, startPosY);
+ rlVertex2i(endPosX, endPosY);
+ rlEnd();
+}
+
+// Draw a line (Vector version)
+void DrawLineV(Vector2 startPos, Vector2 endPos, Color color)
+{
+ rlBegin(RL_LINES);
+ rlColor4ub(color.r, color.g, color.b, color.a);
+ rlVertex2f(startPos.x, startPos.y);
+ rlVertex2f(endPos.x, endPos.y);
+ rlEnd();
+}
+
+// Draw a line defining thickness
+void DrawLineEx(Vector2 startPos, Vector2 endPos, float thick, Color color)
+{
+ if (startPos.x > endPos.x)
+ {
+ Vector2 tempPos = startPos;
+ startPos = endPos;
+ endPos = tempPos;
+ }
+
+ float dx = endPos.x - startPos.x;
+ float dy = endPos.y - startPos.y;
+
+ float d = sqrtf(dx*dx + dy*dy);
+ float angle = asinf(dy/d);
+
+ rlEnableTexture(GetShapesTexture().id);
+
+ rlPushMatrix();
+ rlTranslatef((float)startPos.x, (float)startPos.y, 0.0f);
+ rlRotatef(RAD2DEG*angle, 0.0f, 0.0f, 1.0f);
+ rlTranslatef(0, (thick > 1.0f)? -thick/2.0f : -1.0f, 0.0f);
+
+ rlBegin(RL_QUADS);
+ rlColor4ub(color.r, color.g, color.b, color.a);
+ rlNormal3f(0.0f, 0.0f, 1.0f);
+
+ rlTexCoord2f(recTexShapes.x/texShapes.width, recTexShapes.y/texShapes.height);
+ rlVertex2f(0.0f, 0.0f);
+
+ rlTexCoord2f(recTexShapes.x/texShapes.width, (recTexShapes.y + recTexShapes.height)/texShapes.height);
+ rlVertex2f(0.0f, thick);
+
+ rlTexCoord2f((recTexShapes.x + recTexShapes.width)/texShapes.width, (recTexShapes.y + recTexShapes.height)/texShapes.height);
+ rlVertex2f(d, thick);
+
+ rlTexCoord2f((recTexShapes.x + recTexShapes.width)/texShapes.width, recTexShapes.y/texShapes.height);
+ rlVertex2f(d, 0.0f);
+ rlEnd();
+ rlPopMatrix();
+
+ rlDisableTexture();
+}
+
+// Draw line using cubic-bezier curves in-out
+void DrawLineBezier(Vector2 startPos, Vector2 endPos, float thick, Color color)
+{
+ #define LINE_DIVISIONS 24 // Bezier line divisions
+
+ Vector2 previous = startPos;
+ Vector2 current;
+
+ for (int i = 1; i <= LINE_DIVISIONS; i++)
+ {
+ // Cubic easing in-out
+ // NOTE: Easing is calculated only for y position value
+ current.y = EaseCubicInOut((float)i, startPos.y, endPos.y - startPos.y, (float)LINE_DIVISIONS);
+ current.x = previous.x + (endPos.x - startPos.x)/ (float)LINE_DIVISIONS;
+
+ DrawLineEx(previous, current, thick, color);
+
+ previous = current;
+ }
+}
+
+// Draw lines sequence
+void DrawLineStrip(Vector2 *points, int pointsCount, Color color)
+{
+ if (pointsCount >= 2)
+ {
+ if (rlCheckBufferLimit(pointsCount)) rlglDraw();
+
+ rlBegin(RL_LINES);
+ rlColor4ub(color.r, color.g, color.b, color.a);
+
+ for (int i = 0; i < pointsCount - 1; i++)
+ {
+ rlVertex2f(points[i].x, points[i].y);
+ rlVertex2f(points[i + 1].x, points[i + 1].y);
+ }
+ rlEnd();
+ }
+}
+
+// Draw a color-filled circle
+void DrawCircle(int centerX, int centerY, float radius, Color color)
+{
+ DrawCircleV((Vector2){ (float)centerX, (float)centerY }, radius, color);
+}
+
+// Draw a piece of a circle
+void DrawCircleSector(Vector2 center, float radius, int startAngle, int endAngle, int segments, Color color)
+{
+ if (radius <= 0.0f) radius = 0.1f; // Avoid div by zero
+
+ // Function expects (endAngle > startAngle)
+ if (endAngle < startAngle)
+ {
+ // Swap values
+ int tmp = startAngle;
+ startAngle = endAngle;
+ endAngle = tmp;
+ }
+
+ if (segments < 4)
+ {
+ // Calculate how many segments we need to draw a smooth circle, taken from https://stackoverflow.com/a/2244088
+ #define CIRCLE_ERROR_RATE 0.5f
+
+ // Calculate the maximum angle between segments based on the error rate.
+ float th = acosf(2*powf(1 - CIRCLE_ERROR_RATE/radius, 2) - 1);
+ segments = (endAngle - startAngle)*ceilf(2*PI/th)/360;
+
+ if (segments <= 0) segments = 4;
+ }
+
+ float stepLength = (float)(endAngle - startAngle)/(float)segments;
+ float angle = startAngle;
+
+#if defined(SUPPORT_QUADS_DRAW_MODE)
+ if (rlCheckBufferLimit(4*segments/2)) rlglDraw();
+
+ rlEnableTexture(GetShapesTexture().id);
+
+ rlBegin(RL_QUADS);
+ // NOTE: Every QUAD actually represents two segments
+ for (int i = 0; i < segments/2; i++)
+ {
+ rlColor4ub(color.r, color.g, color.b, color.a);
+
+ rlTexCoord2f(recTexShapes.x/texShapes.width, recTexShapes.y/texShapes.height);
+ rlVertex2f(center.x, center.y);
+
+ rlTexCoord2f(recTexShapes.x/texShapes.width, (recTexShapes.y + recTexShapes.height)/texShapes.height);
+ rlVertex2f(center.x + sinf(DEG2RAD*angle)*radius, center.y + cosf(DEG2RAD*angle)*radius);
+
+ rlTexCoord2f((recTexShapes.x + recTexShapes.width)/texShapes.width, (recTexShapes.y + recTexShapes.height)/texShapes.height);
+ rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*radius, center.y + cosf(DEG2RAD*(angle + stepLength))*radius);
+
+ rlTexCoord2f((recTexShapes.x + recTexShapes.width)/texShapes.width, recTexShapes.y/texShapes.height);
+ 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);
+
+ rlTexCoord2f(recTexShapes.x/texShapes.width, recTexShapes.y/texShapes.height);
+ rlVertex2f(center.x, center.y);
+
+ rlTexCoord2f(recTexShapes.x/texShapes.width, (recTexShapes.y + recTexShapes.height)/texShapes.height);
+ rlVertex2f(center.x + sinf(DEG2RAD*angle)*radius, center.y + cosf(DEG2RAD*angle)*radius);
+
+ rlTexCoord2f((recTexShapes.x + recTexShapes.width)/texShapes.width, (recTexShapes.y + recTexShapes.height)/texShapes.height);
+ rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*radius, center.y + cosf(DEG2RAD*(angle + stepLength))*radius);
+
+ rlTexCoord2f((recTexShapes.x + recTexShapes.width)/texShapes.width, recTexShapes.y/texShapes.height);
+ rlVertex2f(center.x, center.y);
+ }
+ rlEnd();
+
+ rlDisableTexture();
+#else
+ if (rlCheckBufferLimit(3*segments)) rlglDraw();
+
+ rlBegin(RL_TRIANGLES);
+ 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;
+ }
+ rlEnd();
+#endif
+}
+
+void DrawCircleSectorLines(Vector2 center, float radius, int startAngle, int endAngle, int segments, Color color)
+{
+ if (radius <= 0.0f) radius = 0.1f; // Avoid div by zero issue
+
+ // Function expects (endAngle > startAngle)
+ if (endAngle < startAngle)
+ {
+ // Swap values
+ int tmp = startAngle;
+ startAngle = endAngle;
+ endAngle = tmp;
+ }
+
+ 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 = (endAngle - startAngle)*ceilf(2*PI/th)/360;
+
+ if (segments <= 0) segments = 4;
+ }
+
+ float stepLength = (float)(endAngle - startAngle)/(float)segments;
+ float angle = startAngle;
+
+ // Hide the cap lines when the circle is full
+ bool showCapLines = true;
+ int limit = 2*(segments + 2);
+ if ((endAngle - startAngle)%360 == 0) { limit = 2*segments; showCapLines = false; }
+
+ if (rlCheckBufferLimit(limit)) rlglDraw();
+
+ rlBegin(RL_LINES);
+ if (showCapLines)
+ {
+ 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);
+ }
+
+ for (int i = 0; i < segments; i++)
+ {
+ rlColor4ub(color.r, color.g, color.b, color.a);
+
+ 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;
+ }
+
+ if (showCapLines)
+ {
+ 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);
+ }
+ rlEnd();
+}
+
+// Draw a gradient-filled circle
+// NOTE: Gradient goes from center (color1) to border (color2)
+void DrawCircleGradient(int centerX, int centerY, float radius, Color color1, Color color2)
+{
+ if (rlCheckBufferLimit(3*36)) rlglDraw();
+
+ rlBegin(RL_TRIANGLES);
+ for (int i = 0; i < 360; i += 10)
+ {
+ rlColor4ub(color1.r, color1.g, color1.b, color1.a);
+ rlVertex2f(centerX, centerY);
+ rlColor4ub(color2.r, color2.g, color2.b, color2.a);
+ rlVertex2f(centerX + sinf(DEG2RAD*i)*radius, centerY + cosf(DEG2RAD*i)*radius);
+ rlColor4ub(color2.r, color2.g, color2.b, color2.a);
+ rlVertex2f(centerX + sinf(DEG2RAD*(i + 10))*radius, centerY + cosf(DEG2RAD*(i + 10))*radius);
+ }
+ rlEnd();
+}
+
+// Draw a color-filled circle (Vector version)
+// NOTE: On OpenGL 3.3 and ES2 we use QUADS to avoid drawing order issues (view rlglDraw)
+void DrawCircleV(Vector2 center, float radius, Color color)
+{
+ DrawCircleSector(center, radius, 0, 360, 36, color);
+}
+
+// Draw circle outline
+void DrawCircleLines(int centerX, int centerY, float radius, Color color)
+{
+ if (rlCheckBufferLimit(2*36)) rlglDraw();
+
+ rlBegin(RL_LINES);
+ rlColor4ub(color.r, color.g, color.b, color.a);
+
+ // NOTE: Circle outline is drawn pixel by pixel every degree (0 to 360)
+ for (int i = 0; i < 360; i += 10)
+ {
+ rlVertex2f(centerX + sinf(DEG2RAD*i)*radius, centerY + cosf(DEG2RAD*i)*radius);
+ rlVertex2f(centerX + sinf(DEG2RAD*(i + 10))*radius, centerY + cosf(DEG2RAD*(i + 10))*radius);
+ }
+ rlEnd();
+}
+
+void DrawRing(Vector2 center, float innerRadius, float outerRadius, int startAngle, int endAngle, int segments, Color color)
+{
+ if (startAngle == endAngle) return;
+
+ // Function expects (outerRadius > innerRadius)
+ if (outerRadius < innerRadius)
+ {
+ float tmp = outerRadius;
+ outerRadius = innerRadius;
+ innerRadius = tmp;
+
+ if (outerRadius <= 0.0f) outerRadius = 0.1f;
+ }
+
+ // Function expects (endAngle > startAngle)
+ if (endAngle < startAngle)
+ {
+ // Swap values
+ int tmp = startAngle;
+ startAngle = endAngle;
+ endAngle = tmp;
+ }
+
+ 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/outerRadius, 2) - 1);
+ segments = (endAngle - startAngle)*ceilf(2*PI/th)/360;
+
+ if (segments <= 0) segments = 4;
+ }
+
+ // Not a ring
+ if (innerRadius <= 0.0f)
+ {
+ DrawCircleSector(center, outerRadius, startAngle, endAngle, segments, color);
+ return;
+ }
+
+ float stepLength = (float)(endAngle - startAngle)/(float)segments;
+ float angle = startAngle;
+
+#if defined(SUPPORT_QUADS_DRAW_MODE)
+ if (rlCheckBufferLimit(4*segments)) rlglDraw();
+
+ rlEnableTexture(GetShapesTexture().id);
+
+ rlBegin(RL_QUADS);
+ for (int i = 0; i < segments; i++)
+ {
+ rlColor4ub(color.r, color.g, color.b, color.a);
+
+ rlTexCoord2f(recTexShapes.x/texShapes.width, recTexShapes.y/texShapes.height);
+ rlVertex2f(center.x + sinf(DEG2RAD*angle)*innerRadius, center.y + cosf(DEG2RAD*angle)*innerRadius);
+
+ rlTexCoord2f(recTexShapes.x/texShapes.width, (recTexShapes.y + recTexShapes.height)/texShapes.height);
+ rlVertex2f(center.x + sinf(DEG2RAD*angle)*outerRadius, center.y + cosf(DEG2RAD*angle)*outerRadius);
+
+ rlTexCoord2f((recTexShapes.x + recTexShapes.width)/texShapes.width, (recTexShapes.y + recTexShapes.height)/texShapes.height);
+ rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*outerRadius, center.y + cosf(DEG2RAD*(angle + stepLength))*outerRadius);
+
+ rlTexCoord2f((recTexShapes.x + recTexShapes.width)/texShapes.width, recTexShapes.y/texShapes.height);
+ rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*innerRadius, center.y + cosf(DEG2RAD*(angle + stepLength))*innerRadius);
+
+ angle += stepLength;
+ }
+ rlEnd();
+
+ rlDisableTexture();
+#else
+ if (rlCheckBufferLimit(6*segments)) rlglDraw();
+
+ rlBegin(RL_TRIANGLES);
+ 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;
+ }
+ rlEnd();
+#endif
+}
+
+void DrawRingLines(Vector2 center, float innerRadius, float outerRadius, int startAngle, int endAngle, int segments, Color color)
+{
+ if (startAngle == endAngle) return;
+
+ // Function expects (outerRadius > innerRadius)
+ if (outerRadius < innerRadius)
+ {
+ float tmp = outerRadius;
+ outerRadius = innerRadius;
+ innerRadius = tmp;
+
+ if (outerRadius <= 0.0f) outerRadius = 0.1f;
+ }
+
+ // Function expects (endAngle > startAngle)
+ if (endAngle < startAngle)
+ {
+ // Swap values
+ int tmp = startAngle;
+ startAngle = endAngle;
+ endAngle = tmp;
+ }
+
+ 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/outerRadius, 2) - 1);
+ segments = (endAngle - startAngle)*ceilf(2*PI/th)/360;
+
+ if (segments <= 0) segments = 4;
+ }
+
+ if (innerRadius <= 0.0f)
+ {
+ DrawCircleSectorLines(center, outerRadius, startAngle, endAngle, segments, color);
+ return;
+ }
+
+ float stepLength = (float)(endAngle - startAngle)/(float)segments;
+ float angle = startAngle;
+
+ bool showCapLines = true;
+ int limit = 4*(segments + 1);
+ if ((endAngle - startAngle)%360 == 0) { limit = 4*segments; showCapLines = false; }
+
+ if (rlCheckBufferLimit(limit)) rlglDraw();
+
+ rlBegin(RL_LINES);
+ if (showCapLines)
+ {
+ 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)*innerRadius, center.y + cosf(DEG2RAD*angle)*innerRadius);
+ }
+
+ 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);
+
+ rlVertex2f(center.x + sinf(DEG2RAD*angle)*innerRadius, center.y + cosf(DEG2RAD*angle)*innerRadius);
+ rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*innerRadius, center.y + cosf(DEG2RAD*(angle + stepLength))*innerRadius);
+
+ angle += stepLength;
+ }
+
+ if (showCapLines)
+ {
+ 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)*innerRadius, center.y + cosf(DEG2RAD*angle)*innerRadius);
+ }
+ rlEnd();
+}
+
+// Draw a color-filled rectangle
+void DrawRectangle(int posX, int posY, int width, int height, Color color)
+{
+ DrawRectangleV((Vector2){ (float)posX, (float)posY }, (Vector2){ (float)width, (float)height }, color);
+}
+
+// Draw a color-filled rectangle (Vector version)
+// NOTE: On OpenGL 3.3 and ES2 we use QUADS to avoid drawing order issues (view rlglDraw)
+void DrawRectangleV(Vector2 position, Vector2 size, Color color)
+{
+ DrawRectanglePro((Rectangle){ position.x, position.y, size.x, size.y }, (Vector2){ 0.0f, 0.0f }, 0.0f, color);
+}
+
+// Draw a color-filled rectangle
+void DrawRectangleRec(Rectangle rec, Color color)
+{
+ DrawRectanglePro(rec, (Vector2){ 0.0f, 0.0f }, 0.0f, color);
+}
+
+// Draw a color-filled rectangle with pro parameters
+void DrawRectanglePro(Rectangle rec, Vector2 origin, float rotation, Color color)
+{
+ rlEnableTexture(GetShapesTexture().id);
+
+ rlPushMatrix();
+ rlTranslatef(rec.x, rec.y, 0.0f);
+ rlRotatef(rotation, 0.0f, 0.0f, 1.0f);
+ rlTranslatef(-origin.x, -origin.y, 0.0f);
+
+ rlBegin(RL_QUADS);
+ rlNormal3f(0.0f, 0.0f, 1.0f);
+ rlColor4ub(color.r, color.g, color.b, color.a);
+
+ rlTexCoord2f(recTexShapes.x/texShapes.width, recTexShapes.y/texShapes.height);
+ rlVertex2f(0.0f, 0.0f);
+
+ rlTexCoord2f(recTexShapes.x/texShapes.width, (recTexShapes.y + recTexShapes.height)/texShapes.height);
+ rlVertex2f(0.0f, rec.height);
+
+ rlTexCoord2f((recTexShapes.x + recTexShapes.width)/texShapes.width, (recTexShapes.y + recTexShapes.height)/texShapes.height);
+ rlVertex2f(rec.width, rec.height);
+
+ rlTexCoord2f((recTexShapes.x + recTexShapes.width)/texShapes.width, recTexShapes.y/texShapes.height);
+ rlVertex2f(rec.width, 0.0f);
+ rlEnd();
+ rlPopMatrix();
+
+ rlDisableTexture();
+}
+
+// Draw a vertical-gradient-filled rectangle
+// NOTE: Gradient goes from bottom (color1) to top (color2)
+void DrawRectangleGradientV(int posX, int posY, int width, int height, Color color1, Color color2)
+{
+ DrawRectangleGradientEx((Rectangle){ (float)posX, (float)posY, (float)width, (float)height }, color1, color2, color2, color1);
+}
+
+// Draw a horizontal-gradient-filled rectangle
+// NOTE: Gradient goes from bottom (color1) to top (color2)
+void DrawRectangleGradientH(int posX, int posY, int width, int height, Color color1, Color color2)
+{
+ DrawRectangleGradientEx((Rectangle){ (float)posX, (float)posY, (float)width, (float)height }, color1, color1, color2, color2);
+}
+
+// Draw a gradient-filled rectangle
+// NOTE: Colors refer to corners, starting at top-lef corner and counter-clockwise
+void DrawRectangleGradientEx(Rectangle rec, Color col1, Color col2, Color col3, Color col4)
+{
+ rlEnableTexture(GetShapesTexture().id);
+
+ rlPushMatrix();
+ rlBegin(RL_QUADS);
+ rlNormal3f(0.0f, 0.0f, 1.0f);
+
+ // NOTE: Default raylib font character 95 is a white square
+ rlColor4ub(col1.r, col1.g, col1.b, col1.a);
+ rlTexCoord2f(recTexShapes.x/texShapes.width, recTexShapes.y/texShapes.height);
+ rlVertex2f(rec.x, rec.y);
+
+ rlColor4ub(col2.r, col2.g, col2.b, col2.a);
+ rlTexCoord2f(recTexShapes.x/texShapes.width, (recTexShapes.y + recTexShapes.height)/texShapes.height);
+ rlVertex2f(rec.x, rec.y + rec.height);
+
+ rlColor4ub(col3.r, col3.g, col3.b, col3.a);
+ rlTexCoord2f((recTexShapes.x + recTexShapes.width)/texShapes.width, (recTexShapes.y + recTexShapes.height)/texShapes.height);
+ rlVertex2f(rec.x + rec.width, rec.y + rec.height);
+
+ rlColor4ub(col4.r, col4.g, col4.b, col4.a);
+ rlTexCoord2f((recTexShapes.x + recTexShapes.width)/texShapes.width, recTexShapes.y/texShapes.height);
+ rlVertex2f(rec.x + rec.width, rec.y);
+ rlEnd();
+ rlPopMatrix();
+
+ rlDisableTexture();
+}
+
+// Draw rectangle outline
+// NOTE: On OpenGL 3.3 and ES2 we use QUADS to avoid drawing order issues (view rlglDraw)
+void DrawRectangleLines(int posX, int posY, int width, int height, Color color)
+{
+#if defined(SUPPORT_QUADS_DRAW_MODE)
+ DrawRectangle(posX, posY, width, 1, color);
+ DrawRectangle(posX + width - 1, posY + 1, 1, height - 2, color);
+ DrawRectangle(posX, posY + height - 1, width, 1, color);
+ DrawRectangle(posX, posY + 1, 1, height - 2, color);
+#else
+ rlBegin(RL_LINES);
+ rlColor4ub(color.r, color.g, color.b, color.a);
+ rlVertex2i(posX + 1, posY + 1);
+ rlVertex2i(posX + width, posY + 1);
+
+ rlVertex2i(posX + width, posY + 1);
+ rlVertex2i(posX + width, posY + height);
+
+ rlVertex2i(posX + width, posY + height);
+ rlVertex2i(posX + 1, posY + height);
+
+ rlVertex2i(posX + 1, posY + height);
+ rlVertex2i(posX + 1, posY + 1);
+ rlEnd();
+#endif
+}
+
+// Draw rectangle outline with extended parameters
+void DrawRectangleLinesEx(Rectangle rec, int lineThick, Color color)
+{
+ if (lineThick > rec.width || lineThick > rec.height)
+ {
+ if (rec.width > rec.height) lineThick = (int)rec.height/2;
+ else if (rec.width < rec.height) lineThick = (int)rec.width/2;
+ }
+
+ DrawRectangle( (int)rec.x, (int)rec.y, (int)rec.width, lineThick, color);
+ DrawRectangle( (int)(rec.x - lineThick + rec.width), (int)(rec.y + lineThick), lineThick, (int)(rec.height - lineThick*2.0f), color);
+ DrawRectangle( (int)rec.x, (int)(rec.y + rec.height - lineThick), (int)rec.width, lineThick, color);
+ DrawRectangle( (int)rec.x, (int)(rec.y + lineThick), lineThick, (int)(rec.height - lineThick*2), color);
+}
+
+// Draw rectangle with rounded edges
+void DrawRectangleRounded(Rectangle rec, float roundness, int segments, Color color)
+{
+ // Not a rounded rectangle
+ if ((roundness <= 0.0f) || (rec.width < 1) || (rec.height < 1 ))
+ {
+ DrawRectangleRec(rec, color);
+ return;
+ }
+
+ if (roundness >= 1.0f) roundness = 1.0f;
+
+ // Calculate corner radius
+ float radius = (rec.width > rec.height)? (rec.height*roundness)/2 : (rec.width*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 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
+ };
+
+ const Vector2 centers[4] = { point[8], point[9], point[10], point[11] };
+ const float angles[4] = { 180.0f, 90.0f, 0.0f, 270.0f };
+
+#if defined(SUPPORT_QUADS_DRAW_MODE)
+ if (rlCheckBufferLimit(16*segments/2 + 5*4)) rlglDraw();
+
+ rlEnableTexture(GetShapesTexture().id);
+
+ 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
+ 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);
+ rlTexCoord2f(recTexShapes.x/texShapes.width, recTexShapes.y/texShapes.height);
+ rlVertex2f(center.x, center.y);
+ rlTexCoord2f(recTexShapes.x/texShapes.width, (recTexShapes.y + recTexShapes.height)/texShapes.height);
+ rlVertex2f(center.x + sinf(DEG2RAD*angle)*radius, center.y + cosf(DEG2RAD*angle)*radius);
+ rlTexCoord2f((recTexShapes.x + recTexShapes.width)/texShapes.width, (recTexShapes.y + recTexShapes.height)/texShapes.height);
+ rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*radius, center.y + cosf(DEG2RAD*(angle + stepLength))*radius);
+ rlTexCoord2f((recTexShapes.x + recTexShapes.width)/texShapes.width, recTexShapes.y/texShapes.height);
+ 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);
+ rlTexCoord2f(recTexShapes.x/texShapes.width, recTexShapes.y/texShapes.height);
+ rlVertex2f(center.x, center.y);
+ rlTexCoord2f(recTexShapes.x/texShapes.width, (recTexShapes.y + recTexShapes.height)/texShapes.height);
+ rlVertex2f(center.x + sinf(DEG2RAD*angle)*radius, center.y + cosf(DEG2RAD*angle)*radius);
+ rlTexCoord2f((recTexShapes.x + recTexShapes.width)/texShapes.width, (recTexShapes.y + recTexShapes.height)/texShapes.height);
+ rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*radius, center.y + cosf(DEG2RAD*(angle + stepLength))*radius);
+ rlTexCoord2f((recTexShapes.x + recTexShapes.width)/texShapes.width, recTexShapes.y/texShapes.height);
+ rlVertex2f(center.x, center.y);
+ }
+ }
+
+ // [2] Upper Rectangle
+ rlColor4ub(color.r, color.g, color.b, color.a);
+ rlTexCoord2f(recTexShapes.x/texShapes.width, recTexShapes.y/texShapes.height);
+ rlVertex2f(point[0].x, point[0].y);
+ rlTexCoord2f(recTexShapes.x/texShapes.width, (recTexShapes.y + recTexShapes.height)/texShapes.height);
+ rlVertex2f(point[8].x, point[8].y);
+ rlTexCoord2f((recTexShapes.x + recTexShapes.width)/texShapes.width, (recTexShapes.y + recTexShapes.height)/texShapes.height);
+ rlVertex2f(point[9].x, point[9].y);
+ rlTexCoord2f((recTexShapes.x + recTexShapes.width)/texShapes.width, recTexShapes.y/texShapes.height);
+ rlVertex2f(point[1].x, point[1].y);
+
+ // [4] Right Rectangle
+ rlColor4ub(color.r, color.g, color.b, color.a);
+ rlTexCoord2f(recTexShapes.x/texShapes.width, recTexShapes.y/texShapes.height);
+ rlVertex2f(point[2].x, point[2].y);
+ rlTexCoord2f(recTexShapes.x/texShapes.width, (recTexShapes.y + recTexShapes.height)/texShapes.height);
+ rlVertex2f(point[9].x, point[9].y);
+ rlTexCoord2f((recTexShapes.x + recTexShapes.width)/texShapes.width, (recTexShapes.y + recTexShapes.height)/texShapes.height);
+ rlVertex2f(point[10].x, point[10].y);
+ rlTexCoord2f((recTexShapes.x + recTexShapes.width)/texShapes.width, recTexShapes.y/texShapes.height);
+ rlVertex2f(point[3].x, point[3].y);
+
+ // [6] Bottom Rectangle
+ rlColor4ub(color.r, color.g, color.b, color.a);
+ rlTexCoord2f(recTexShapes.x/texShapes.width, recTexShapes.y/texShapes.height);
+ rlVertex2f(point[11].x, point[11].y);
+ rlTexCoord2f(recTexShapes.x/texShapes.width, (recTexShapes.y + recTexShapes.height)/texShapes.height);
+ rlVertex2f(point[5].x, point[5].y);
+ rlTexCoord2f((recTexShapes.x + recTexShapes.width)/texShapes.width, (recTexShapes.y + recTexShapes.height)/texShapes.height);
+ rlVertex2f(point[4].x, point[4].y);
+ rlTexCoord2f((recTexShapes.x + recTexShapes.width)/texShapes.width, recTexShapes.y/texShapes.height);
+ rlVertex2f(point[10].x, point[10].y);
+
+ // [8] Left Rectangle
+ rlColor4ub(color.r, color.g, color.b, color.a);
+ rlTexCoord2f(recTexShapes.x/texShapes.width, recTexShapes.y/texShapes.height);
+ rlVertex2f(point[7].x, point[7].y);
+ rlTexCoord2f(recTexShapes.x/texShapes.width, (recTexShapes.y + recTexShapes.height)/texShapes.height);
+ rlVertex2f(point[6].x, point[6].y);
+ rlTexCoord2f((recTexShapes.x + recTexShapes.width)/texShapes.width, (recTexShapes.y + recTexShapes.height)/texShapes.height);
+ rlVertex2f(point[11].x, point[11].y);
+ rlTexCoord2f((recTexShapes.x + recTexShapes.width)/texShapes.width, recTexShapes.y/texShapes.height);
+ rlVertex2f(point[8].x, point[8].y);
+
+ // [9] Middle Rectangle
+ rlColor4ub(color.r, color.g, color.b, color.a);
+ rlTexCoord2f(recTexShapes.x/texShapes.width, recTexShapes.y/texShapes.height);
+ rlVertex2f(point[8].x, point[8].y);
+ rlTexCoord2f(recTexShapes.x/texShapes.width, (recTexShapes.y + recTexShapes.height)/texShapes.height);
+ rlVertex2f(point[11].x, point[11].y);
+ rlTexCoord2f((recTexShapes.x + recTexShapes.width)/texShapes.width, (recTexShapes.y + recTexShapes.height)/texShapes.height);
+ rlVertex2f(point[10].x, point[10].y);
+ rlTexCoord2f((recTexShapes.x + recTexShapes.width)/texShapes.width, recTexShapes.y/texShapes.height);
+ rlVertex2f(point[9].x, point[9].y);
+
+ rlEnd();
+ rlDisableTexture();
+#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
+ 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 rectangle with rounded edges outline
+void DrawRectangleRoundedLines(Rectangle rec, float roundness, int segments, int lineThick, Color color)
+{
+ if (lineThick < 0) lineThick = 0;
+
+ // Not a rounded rectangle
+ if (roundness <= 0.0f)
+ {
+ DrawRectangleLinesEx((Rectangle){rec.x-lineThick, rec.y-lineThick, rec.width+2*lineThick, rec.height+2*lineThick}, lineThick, color);
+ return;
+ }
+
+ if (roundness >= 1.0f) roundness = 1.0f;
+
+ // Calculate corner radius
+ float radius = (rec.width > rec.height)? (rec.height*roundness)/2 : (rec.width*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)/2;
+ if (segments <= 0) segments = 4;
+ }
+
+ float stepLength = 90.0f/(float)segments;
+ const float outerRadius = radius + (float)lineThick, innerRadius = radius;
+
+ /* 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 + 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
+ {rec.x + rec.width + lineThick, (float)(rec.y + rec.height) - innerRadius}, {(float)(rec.x + rec.width) - innerRadius, rec.y + rec.height + lineThick}, // P3, P4
+ {(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
+ {(float)rec.x + innerRadius, rec.y}, {(float)(rec.x + rec.width) - innerRadius, rec.y}, // P8, P9
+ { rec.x + rec.width, (float)rec.y + innerRadius }, {rec.x + rec.width, (float)(rec.y + rec.height) - innerRadius}, // P10, P11
+ {(float)(rec.x + rec.width) - innerRadius, rec.y + rec.height}, {(float)rec.x + innerRadius, rec.y + rec.height}, // P12, P13
+ { rec.x, (float)(rec.y + rec.height) - innerRadius}, {rec.x, (float)rec.y + innerRadius} // P14, P15
+ };
+
+ const Vector2 centers[4] = {
+ {(float)rec.x + innerRadius, (float)rec.y + innerRadius}, {(float)(rec.x + rec.width) - innerRadius, (float)rec.y + innerRadius}, // P16, P17
+ {(float)(rec.x + rec.width) - innerRadius, (float)(rec.y + rec.height) - innerRadius}, {(float)rec.x + innerRadius, (float)(rec.y + rec.height) - innerRadius} // 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
+
+ rlEnableTexture(GetShapesTexture().id);
+
+ 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);
+ rlTexCoord2f(recTexShapes.x/texShapes.width, recTexShapes.y/texShapes.height);
+ rlVertex2f(center.x + sinf(DEG2RAD*angle)*innerRadius, center.y + cosf(DEG2RAD*angle)*innerRadius);
+ rlTexCoord2f(recTexShapes.x/texShapes.width, (recTexShapes.y + recTexShapes.height)/texShapes.height);
+ rlVertex2f(center.x + sinf(DEG2RAD*angle)*outerRadius, center.y + cosf(DEG2RAD*angle)*outerRadius);
+ rlTexCoord2f((recTexShapes.x + recTexShapes.width)/texShapes.width, (recTexShapes.y + recTexShapes.height)/texShapes.height);
+ rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*outerRadius, center.y + cosf(DEG2RAD*(angle + stepLength))*outerRadius);
+ rlTexCoord2f((recTexShapes.x + recTexShapes.width)/texShapes.width, recTexShapes.y/texShapes.height);
+ 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);
+ rlTexCoord2f(recTexShapes.x/texShapes.width, recTexShapes.y/texShapes.height);
+ rlVertex2f(point[0].x, point[0].y);
+ rlTexCoord2f(recTexShapes.x/texShapes.width, (recTexShapes.y + recTexShapes.height)/texShapes.height);
+ rlVertex2f(point[8].x, point[8].y);
+ rlTexCoord2f((recTexShapes.x + recTexShapes.width)/texShapes.width, (recTexShapes.y + recTexShapes.height)/texShapes.height);
+ rlVertex2f(point[9].x, point[9].y);
+ rlTexCoord2f((recTexShapes.x + recTexShapes.width)/texShapes.width, recTexShapes.y/texShapes.height);
+ rlVertex2f(point[1].x, point[1].y);
+
+ // Right rectangle
+ rlColor4ub(color.r, color.g, color.b, color.a);
+ rlTexCoord2f(recTexShapes.x/texShapes.width, recTexShapes.y/texShapes.height);
+ rlVertex2f(point[2].x, point[2].y);
+ rlTexCoord2f(recTexShapes.x/texShapes.width, (recTexShapes.y + recTexShapes.height)/texShapes.height);
+ rlVertex2f(point[10].x, point[10].y);
+ rlTexCoord2f((recTexShapes.x + recTexShapes.width)/texShapes.width, (recTexShapes.y + recTexShapes.height)/texShapes.height);
+ rlVertex2f(point[11].x, point[11].y);
+ rlTexCoord2f((recTexShapes.x + recTexShapes.width)/texShapes.width, recTexShapes.y/texShapes.height);
+ rlVertex2f(point[3].x, point[3].y);
+
+ // Lower rectangle
+ rlColor4ub(color.r, color.g, color.b, color.a);
+ rlTexCoord2f(recTexShapes.x/texShapes.width, recTexShapes.y/texShapes.height);
+ rlVertex2f(point[13].x, point[13].y);
+ rlTexCoord2f(recTexShapes.x/texShapes.width, (recTexShapes.y + recTexShapes.height)/texShapes.height);
+ rlVertex2f(point[5].x, point[5].y);
+ rlTexCoord2f((recTexShapes.x + recTexShapes.width)/texShapes.width, (recTexShapes.y + recTexShapes.height)/texShapes.height);
+ rlVertex2f(point[4].x, point[4].y);
+ rlTexCoord2f((recTexShapes.x + recTexShapes.width)/texShapes.width, recTexShapes.y/texShapes.height);
+ rlVertex2f(point[12].x, point[12].y);
+
+ // Left rectangle
+ rlColor4ub(color.r, color.g, color.b, color.a);
+ rlTexCoord2f(recTexShapes.x/texShapes.width, recTexShapes.y/texShapes.height);
+ rlVertex2f(point[15].x, point[15].y);
+ rlTexCoord2f(recTexShapes.x/texShapes.width, (recTexShapes.y + recTexShapes.height)/texShapes.height);
+ rlVertex2f(point[7].x, point[7].y);
+ rlTexCoord2f((recTexShapes.x + recTexShapes.width)/texShapes.width, (recTexShapes.y + recTexShapes.height)/texShapes.height);
+ rlVertex2f(point[6].x, point[6].y);
+ rlTexCoord2f((recTexShapes.x + recTexShapes.width)/texShapes.width, recTexShapes.y/texShapes.height);
+ rlVertex2f(point[14].x, point[14].y);
+
+ rlEnd();
+ rlDisableTexture();
+#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
+// NOTE: Vertex must be provided in counter-clockwise order
+void DrawTriangle(Vector2 v1, Vector2 v2, Vector2 v3, Color color)
+{
+ if (rlCheckBufferLimit(4)) rlglDraw();
+
+#if defined(SUPPORT_QUADS_DRAW_MODE)
+ rlEnableTexture(GetShapesTexture().id);
+
+ rlBegin(RL_QUADS);
+ rlColor4ub(color.r, color.g, color.b, color.a);
+
+ rlTexCoord2f(recTexShapes.x/texShapes.width, recTexShapes.y/texShapes.height);
+ rlVertex2f(v1.x, v1.y);
+
+ rlTexCoord2f(recTexShapes.x/texShapes.width, (recTexShapes.y + recTexShapes.height)/texShapes.height);
+ rlVertex2f(v2.x, v2.y);
+
+ rlTexCoord2f((recTexShapes.x + recTexShapes.width)/texShapes.width, (recTexShapes.y + recTexShapes.height)/texShapes.height);
+ rlVertex2f(v2.x, v2.y);
+
+ rlTexCoord2f((recTexShapes.x + recTexShapes.width)/texShapes.width, recTexShapes.y/texShapes.height);
+ rlVertex2f(v3.x, v3.y);
+ rlEnd();
+
+ rlDisableTexture();
+#else
+ rlBegin(RL_TRIANGLES);
+ rlColor4ub(color.r, color.g, color.b, color.a);
+ rlVertex2f(v1.x, v1.y);
+ rlVertex2f(v2.x, v2.y);
+ rlVertex2f(v3.x, v3.y);
+ rlEnd();
+#endif
+}
+
+// Draw a triangle using lines
+// NOTE: Vertex must be provided in counter-clockwise order
+void DrawTriangleLines(Vector2 v1, Vector2 v2, Vector2 v3, Color color)
+{
+ if (rlCheckBufferLimit(6)) rlglDraw();
+
+ rlBegin(RL_LINES);
+ rlColor4ub(color.r, color.g, color.b, color.a);
+ rlVertex2f(v1.x, v1.y);
+ rlVertex2f(v2.x, v2.y);
+
+ rlVertex2f(v2.x, v2.y);
+ rlVertex2f(v3.x, v3.y);
+
+ rlVertex2f(v3.x, v3.y);
+ rlVertex2f(v1.x, v1.y);
+ rlEnd();
+}
+
+// Draw a triangle fan defined by points
+// NOTE: First vertex provided is the center, shared by all triangles
+void DrawTriangleFan(Vector2 *points, int pointsCount, Color color)
+{
+ if (pointsCount >= 3)
+ {
+ if (rlCheckBufferLimit((pointsCount - 2)*4)) rlglDraw();
+
+ rlEnableTexture(GetShapesTexture().id);
+ rlBegin(RL_QUADS);
+ rlColor4ub(color.r, color.g, color.b, color.a);
+
+ for (int i = 1; i < pointsCount - 1; i++)
+ {
+ rlTexCoord2f(recTexShapes.x/texShapes.width, recTexShapes.y/texShapes.height);
+ rlVertex2f(points[0].x, points[0].y);
+
+ rlTexCoord2f(recTexShapes.x/texShapes.width, (recTexShapes.y + recTexShapes.height)/texShapes.height);
+ rlVertex2f(points[i].x, points[i].y);
+
+ rlTexCoord2f((recTexShapes.x + recTexShapes.width)/texShapes.width, (recTexShapes.y + recTexShapes.height)/texShapes.height);
+ rlVertex2f(points[i + 1].x, points[i + 1].y);
+
+ rlTexCoord2f((recTexShapes.x + recTexShapes.width)/texShapes.width, recTexShapes.y/texShapes.height);
+ rlVertex2f(points[i + 1].x, points[i + 1].y);
+ }
+ rlEnd();
+ rlDisableTexture();
+ }
+}
+
+// Draw a triangle strip defined by points
+// NOTE: Every new vertex connects with previous two
+void DrawTriangleStrip(Vector2 *points, int pointsCount, Color color)
+{
+ if (pointsCount >= 3)
+ {
+ if (rlCheckBufferLimit(pointsCount)) rlglDraw();
+
+ rlBegin(RL_TRIANGLES);
+ rlColor4ub(color.r, color.g, color.b, color.a);
+
+ for (int i = 2; i < pointsCount; i++)
+ {
+ if ((i%2) == 0)
+ {
+ rlVertex2f(points[i].x, points[i].y);
+ rlVertex2f(points[i - 2].x, points[i - 2].y);
+ rlVertex2f(points[i - 1].x, points[i - 1].y);
+ }
+ else
+ {
+ rlVertex2f(points[i].x, points[i].y);
+ rlVertex2f(points[i - 1].x, points[i - 1].y);
+ rlVertex2f(points[i - 2].x, points[i - 2].y);
+ }
+ }
+ rlEnd();
+ }
+}
+
+// Draw a regular polygon of n sides (Vector version)
+void DrawPoly(Vector2 center, int sides, float radius, float rotation, Color color)
+{
+ if (sides < 3) sides = 3;
+ float centralAngle = 0.0f;
+
+ if (rlCheckBufferLimit(4*(360/sides))) rlglDraw();
+
+ rlPushMatrix();
+ rlTranslatef(center.x, center.y, 0.0f);
+ rlRotatef(rotation, 0.0f, 0.0f, 1.0f);
+
+#if defined(SUPPORT_QUADS_DRAW_MODE)
+ rlEnableTexture(GetShapesTexture().id);
+
+ rlBegin(RL_QUADS);
+ for (int i = 0; i < sides; i++)
+ {
+ rlColor4ub(color.r, color.g, color.b, color.a);
+
+ rlTexCoord2f(recTexShapes.x/texShapes.width, recTexShapes.y/texShapes.height);
+ rlVertex2f(0, 0);
+
+ rlTexCoord2f(recTexShapes.x/texShapes.width, (recTexShapes.y + recTexShapes.height)/texShapes.height);
+ rlVertex2f(sinf(DEG2RAD*centralAngle)*radius, cosf(DEG2RAD*centralAngle)*radius);
+
+ rlTexCoord2f((recTexShapes.x + recTexShapes.width)/texShapes.width, (recTexShapes.y + recTexShapes.height)/texShapes.height);
+ rlVertex2f(sinf(DEG2RAD*centralAngle)*radius, cosf(DEG2RAD*centralAngle)*radius);
+
+ centralAngle += 360.0f/(float)sides;
+ rlTexCoord2f((recTexShapes.x + recTexShapes.width)/texShapes.width, recTexShapes.y/texShapes.height);
+ rlVertex2f(sinf(DEG2RAD*centralAngle)*radius, cosf(DEG2RAD*centralAngle)*radius);
+ }
+ rlEnd();
+ rlDisableTexture();
+#else
+ rlBegin(RL_TRIANGLES);
+ for (int i = 0; i < sides; i++)
+ {
+ rlColor4ub(color.r, color.g, color.b, color.a);
+
+ rlVertex2f(0, 0);
+ rlVertex2f(sinf(DEG2RAD*centralAngle)*radius, cosf(DEG2RAD*centralAngle)*radius);
+
+ centralAngle += 360.0f/(float)sides;
+ rlVertex2f(sinf(DEG2RAD*centralAngle)*radius, cosf(DEG2RAD*centralAngle)*radius);
+ }
+ rlEnd();
+#endif
+ rlPopMatrix();
+}
+
+// Draw a polygon outline of n sides
+void DrawPolyLines(Vector2 center, int sides, float radius, float rotation, Color color)
+{
+ if (sides < 3) sides = 3;
+ float centralAngle = 0.0f;
+
+ if (rlCheckBufferLimit(3*(360/sides))) rlglDraw();
+
+ rlPushMatrix();
+ rlTranslatef(center.x, center.y, 0.0f);
+ rlRotatef(rotation, 0.0f, 0.0f, 1.0f);
+
+ rlBegin(RL_LINES);
+ for (int i = 0; i < sides; i++)
+ {
+ rlColor4ub(color.r, color.g, color.b, color.a);
+
+ rlVertex2f(sinf(DEG2RAD*centralAngle)*radius, cosf(DEG2RAD*centralAngle)*radius);
+ centralAngle += 360.0f/(float)sides;
+ rlVertex2f(sinf(DEG2RAD*centralAngle)*radius, cosf(DEG2RAD*centralAngle)*radius);
+ }
+ rlEnd();
+ rlPopMatrix();
+}
+
+// Define default texture used to draw shapes
+void SetShapesTexture(Texture2D texture, Rectangle source)
+{
+ texShapes = texture;
+ recTexShapes = source;
+}
+
+//----------------------------------------------------------------------------------
+// Module Functions Definition - Collision Detection functions
+//----------------------------------------------------------------------------------
+
+// Check if point is inside rectangle
+bool CheckCollisionPointRec(Vector2 point, Rectangle rec)
+{
+ bool collision = false;
+
+ if ((point.x >= rec.x) && (point.x <= (rec.x + rec.width)) && (point.y >= rec.y) && (point.y <= (rec.y + rec.height))) collision = true;
+
+ return collision;
+}
+
+// Check if point is inside circle
+bool CheckCollisionPointCircle(Vector2 point, Vector2 center, float radius)
+{
+ return CheckCollisionCircles(point, 0, center, radius);
+}
+
+// Check if point is inside a triangle defined by three points (p1, p2, p3)
+bool CheckCollisionPointTriangle(Vector2 point, Vector2 p1, Vector2 p2, Vector2 p3)
+{
+ bool collision = false;
+
+ float alpha = ((p2.y - p3.y)*(point.x - p3.x) + (p3.x - p2.x)*(point.y - p3.y)) /
+ ((p2.y - p3.y)*(p1.x - p3.x) + (p3.x - p2.x)*(p1.y - p3.y));
+
+ float beta = ((p3.y - p1.y)*(point.x - p3.x) + (p1.x - p3.x)*(point.y - p3.y)) /
+ ((p2.y - p3.y)*(p1.x - p3.x) + (p3.x - p2.x)*(p1.y - p3.y));
+
+ float gamma = 1.0f - alpha - beta;
+
+ if ((alpha > 0) && (beta > 0) & (gamma > 0)) collision = true;
+
+ return collision;
+}
+
+// Check collision between two rectangles
+bool CheckCollisionRecs(Rectangle rec1, Rectangle rec2)
+{
+ bool collision = false;
+
+ if ((rec1.x < (rec2.x + rec2.width) && (rec1.x + rec1.width) > rec2.x) &&
+ (rec1.y < (rec2.y + rec2.height) && (rec1.y + rec1.height) > rec2.y)) collision = true;
+
+ return collision;
+}
+
+// Check collision between two circles
+bool CheckCollisionCircles(Vector2 center1, float radius1, Vector2 center2, float radius2)
+{
+ bool collision = false;
+
+ float dx = center2.x - center1.x; // X distance between centers
+ float dy = center2.y - center1.y; // Y distance between centers
+
+ float distance = sqrtf(dx*dx + dy*dy); // Distance between centers
+
+ if (distance <= (radius1 + radius2)) collision = true;
+
+ return collision;
+}
+
+// Check collision between circle and rectangle
+// NOTE: Reviewed version to take into account corner limit case
+bool CheckCollisionCircleRec(Vector2 center, float radius, Rectangle rec)
+{
+ int recCenterX = (int)(rec.x + rec.width/2.0f);
+ int recCenterY = (int)(rec.y + rec.height/2.0f);
+
+ float dx = (float)fabs(center.x - recCenterX);
+ float dy = (float)fabs(center.y - recCenterY);
+
+ if (dx > (rec.width/2.0f + radius)) { return false; }
+ if (dy > (rec.height/2.0f + radius)) { return false; }
+
+ if (dx <= (rec.width/2.0f)) { return true; }
+ if (dy <= (rec.height/2.0f)) { return true; }
+
+ float cornerDistanceSq = (dx - rec.width/2.0f)*(dx - rec.width/2.0f) +
+ (dy - rec.height/2.0f)*(dy - rec.height/2.0f);
+
+ return (cornerDistanceSq <= (radius*radius));
+}
+
+// Get collision rectangle for two rectangles collision
+Rectangle GetCollisionRec(Rectangle rec1, Rectangle rec2)
+{
+ Rectangle retRec = { 0, 0, 0, 0 };
+
+ if (CheckCollisionRecs(rec1, rec2))
+ {
+ float dxx = (float)fabs(rec1.x - rec2.x);
+ float dyy = (float)fabs(rec1.y - rec2.y);
+
+ if (rec1.x <= rec2.x)
+ {
+ if (rec1.y <= rec2.y)
+ {
+ retRec.x = rec2.x;
+ retRec.y = rec2.y;
+ retRec.width = rec1.width - dxx;
+ retRec.height = rec1.height - dyy;
+ }
+ else
+ {
+ retRec.x = rec2.x;
+ retRec.y = rec1.y;
+ retRec.width = rec1.width - dxx;
+ retRec.height = rec2.height - dyy;
+ }
+ }
+ else
+ {
+ if (rec1.y <= rec2.y)
+ {
+ retRec.x = rec1.x;
+ retRec.y = rec2.y;
+ retRec.width = rec2.width - dxx;
+ retRec.height = rec1.height - dyy;
+ }
+ else
+ {
+ retRec.x = rec1.x;
+ retRec.y = rec1.y;
+ retRec.width = rec2.width - dxx;
+ retRec.height = rec2.height - dyy;
+ }
+ }
+
+ if (rec1.width > rec2.width)
+ {
+ if (retRec.width >= rec2.width) retRec.width = rec2.width;
+ }
+ else
+ {
+ if (retRec.width >= rec1.width) retRec.width = rec1.width;
+ }
+
+ if (rec1.height > rec2.height)
+ {
+ if (retRec.height >= rec2.height) retRec.height = rec2.height;
+ }
+ else
+ {
+ if (retRec.height >= rec1.height) retRec.height = rec1.height;
+ }
+ }
+
+ return retRec;
+}
+
+//----------------------------------------------------------------------------------
+// Module specific Functions Definition
+//----------------------------------------------------------------------------------
+
+// Cubic easing in-out
+// NOTE: Required for DrawLineBezier()
+static float EaseCubicInOut(float t, float b, float c, float d)
+{
+ if ((t /= 0.5f*d) < 1) return 0.5f*c*t*t*t + b;
+
+ t -= 2;
+
+ return 0.5f*c*(t*t*t + 2.0f) + b;
+}
+
+// Get texture to draw shapes (RAII)
+static Texture2D GetShapesTexture(void)
+{
+ if (texShapes.id == 0)
+ {
+#if defined(SUPPORT_FONT_TEXTURE)
+ texShapes = GetFontDefault().texture; // Use font texture white character
+ Rectangle rec = GetFontDefault().recs[95];
+ // NOTE: We setup a 1px padding on char rectangle to avoid texture bleeding on MSAA filtering
+ recTexShapes = (Rectangle){ rec.x + 1, rec.y + 1, rec.width - 2, rec.height - 2 };
+#else
+ texShapes = GetTextureDefault(); // Use default white texture
+ recTexShapes = (Rectangle){ 0.0f, 0.0f, 1.0f, 1.0f };
+#endif
+ }
+
+ return texShapes;
+}