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diff --git a/libs/raylib/src/shapes.c b/libs/raylib/src/shapes.c
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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 <math.h> // Required for: sinf(), asinf(), cosf(), acosf(), sqrtf(), fabsf()
-
-//----------------------------------------------------------------------------------
-// Defines and Macros
-//----------------------------------------------------------------------------------
-// Nop...
-
-//----------------------------------------------------------------------------------
-// Types and Structures Definition
-//----------------------------------------------------------------------------------
-// Not here...
-
-//----------------------------------------------------------------------------------
-// Global Variables Definition
-//----------------------------------------------------------------------------------
-// ...
-
-//----------------------------------------------------------------------------------
-// Module specific Functions Declaration
-//----------------------------------------------------------------------------------
-static float EaseCubicInOut(float t, float b, float c, float d); // Cubic easing
-
-//----------------------------------------------------------------------------------
-// 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(GetShapesTextureRec().x/GetShapesTexture().width, GetShapesTextureRec().y/GetShapesTexture().height);
- rlVertex2f(0.0f, 0.0f);
-
- rlTexCoord2f(GetShapesTextureRec().x/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height);
- rlVertex2f(0.0f, thick);
-
- rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height);
- rlVertex2f(d, thick);
-
- rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, GetShapesTextureRec().y/GetShapesTexture().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(GetShapesTextureRec().x/GetShapesTexture().width, GetShapesTextureRec().y/GetShapesTexture().height);
- rlVertex2f(center.x, center.y);
-
- rlTexCoord2f(GetShapesTextureRec().x/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height);
- rlVertex2f(center.x + sinf(DEG2RAD*angle)*radius, center.y + cosf(DEG2RAD*angle)*radius);
-
- rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height);
- rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*radius, center.y + cosf(DEG2RAD*(angle + stepLength))*radius);
-
- rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, GetShapesTextureRec().y/GetShapesTexture().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(GetShapesTextureRec().x/GetShapesTexture().width, GetShapesTextureRec().y/GetShapesTexture().height);
- rlVertex2f(center.x, center.y);
-
- rlTexCoord2f(GetShapesTextureRec().x/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height);
- rlVertex2f(center.x + sinf(DEG2RAD*angle)*radius, center.y + cosf(DEG2RAD*angle)*radius);
-
- rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height);
- rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*radius, center.y + cosf(DEG2RAD*(angle + stepLength))*radius);
-
- rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, GetShapesTextureRec().y/GetShapesTexture().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();
-}
-
-// Draw ellipse
-void DrawEllipse(int centerX, int centerY, float radiusH, float radiusV, Color color)
-{
- if (rlCheckBufferLimit(3*36)) rlglDraw();
-
- rlBegin(RL_TRIANGLES);
- for (int i = 0; i < 360; i += 10)
- {
- rlColor4ub(color.r, color.g, color.b, color.a);
- rlVertex2f(centerX, centerY);
- rlVertex2f(centerX + sinf(DEG2RAD*i)*radiusH, centerY + cosf(DEG2RAD*i)*radiusV);
- rlVertex2f(centerX + sinf(DEG2RAD*(i + 10))*radiusH, centerY + cosf(DEG2RAD*(i + 10))*radiusV);
- }
- rlEnd();
-}
-
-// Draw ellipse outline
-void DrawEllipseLines(int centerX, int centerY, float radiusH, float radiusV, Color color)
-{
- if (rlCheckBufferLimit(2*36)) rlglDraw();
-
- rlBegin(RL_LINES);
- for (int i = 0; i < 360; i += 10)
- {
- rlColor4ub(color.r, color.g, color.b, color.a);
- rlVertex2f(centerX + sinf(DEG2RAD*i)*radiusH, centerY + cosf(DEG2RAD*i)*radiusV);
- rlVertex2f(centerX + sinf(DEG2RAD*(i + 10))*radiusH, centerY + cosf(DEG2RAD*(i + 10))*radiusV);
- }
- 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(GetShapesTextureRec().x/GetShapesTexture().width, GetShapesTextureRec().y/GetShapesTexture().height);
- rlVertex2f(center.x + sinf(DEG2RAD*angle)*innerRadius, center.y + cosf(DEG2RAD*angle)*innerRadius);
-
- rlTexCoord2f(GetShapesTextureRec().x/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height);
- rlVertex2f(center.x + sinf(DEG2RAD*angle)*outerRadius, center.y + cosf(DEG2RAD*angle)*outerRadius);
-
- rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height);
- rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*outerRadius, center.y + cosf(DEG2RAD*(angle + stepLength))*outerRadius);
-
- rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, GetShapesTextureRec().y/GetShapesTexture().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(GetShapesTextureRec().x/GetShapesTexture().width, GetShapesTextureRec().y/GetShapesTexture().height);
- rlVertex2f(0.0f, 0.0f);
-
- rlTexCoord2f(GetShapesTextureRec().x/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height);
- rlVertex2f(0.0f, rec.height);
-
- rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height);
- rlVertex2f(rec.width, rec.height);
-
- rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, GetShapesTextureRec().y/GetShapesTexture().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(GetShapesTextureRec().x/GetShapesTexture().width, GetShapesTextureRec().y/GetShapesTexture().height);
- rlVertex2f(rec.x, rec.y);
-
- rlColor4ub(col2.r, col2.g, col2.b, col2.a);
- rlTexCoord2f(GetShapesTextureRec().x/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height);
- rlVertex2f(rec.x, rec.y + rec.height);
-
- rlColor4ub(col3.r, col3.g, col3.b, col3.a);
- rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height);
- rlVertex2f(rec.x + rec.width, rec.y + rec.height);
-
- rlColor4ub(col4.r, col4.g, col4.b, col4.a);
- rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, GetShapesTextureRec().y/GetShapesTexture().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(GetShapesTextureRec().x/GetShapesTexture().width, GetShapesTextureRec().y/GetShapesTexture().height);
- rlVertex2f(center.x, center.y);
- rlTexCoord2f(GetShapesTextureRec().x/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height);
- rlVertex2f(center.x + sinf(DEG2RAD*angle)*radius, center.y + cosf(DEG2RAD*angle)*radius);
- rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height);
- rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*radius, center.y + cosf(DEG2RAD*(angle + stepLength))*radius);
- rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, GetShapesTextureRec().y/GetShapesTexture().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(GetShapesTextureRec().x/GetShapesTexture().width, GetShapesTextureRec().y/GetShapesTexture().height);
- rlVertex2f(center.x, center.y);
- rlTexCoord2f(GetShapesTextureRec().x/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height);
- rlVertex2f(center.x + sinf(DEG2RAD*angle)*radius, center.y + cosf(DEG2RAD*angle)*radius);
- rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height);
- rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*radius, center.y + cosf(DEG2RAD*(angle + stepLength))*radius);
- rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, GetShapesTextureRec().y/GetShapesTexture().height);
- rlVertex2f(center.x, center.y);
- }
- }
-
- // [2] Upper Rectangle
- rlColor4ub(color.r, color.g, color.b, color.a);
- rlTexCoord2f(GetShapesTextureRec().x/GetShapesTexture().width, GetShapesTextureRec().y/GetShapesTexture().height);
- rlVertex2f(point[0].x, point[0].y);
- rlTexCoord2f(GetShapesTextureRec().x/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height);
- rlVertex2f(point[8].x, point[8].y);
- rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height);
- rlVertex2f(point[9].x, point[9].y);
- rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, GetShapesTextureRec().y/GetShapesTexture().height);
- rlVertex2f(point[1].x, point[1].y);
-
- // [4] Right Rectangle
- rlColor4ub(color.r, color.g, color.b, color.a);
- rlTexCoord2f(GetShapesTextureRec().x/GetShapesTexture().width, GetShapesTextureRec().y/GetShapesTexture().height);
- rlVertex2f(point[2].x, point[2].y);
- rlTexCoord2f(GetShapesTextureRec().x/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height);
- rlVertex2f(point[9].x, point[9].y);
- rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height);
- rlVertex2f(point[10].x, point[10].y);
- rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, GetShapesTextureRec().y/GetShapesTexture().height);
- rlVertex2f(point[3].x, point[3].y);
-
- // [6] Bottom Rectangle
- rlColor4ub(color.r, color.g, color.b, color.a);
- rlTexCoord2f(GetShapesTextureRec().x/GetShapesTexture().width, GetShapesTextureRec().y/GetShapesTexture().height);
- rlVertex2f(point[11].x, point[11].y);
- rlTexCoord2f(GetShapesTextureRec().x/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height);
- rlVertex2f(point[5].x, point[5].y);
- rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height);
- rlVertex2f(point[4].x, point[4].y);
- rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, GetShapesTextureRec().y/GetShapesTexture().height);
- rlVertex2f(point[10].x, point[10].y);
-
- // [8] Left Rectangle
- rlColor4ub(color.r, color.g, color.b, color.a);
- rlTexCoord2f(GetShapesTextureRec().x/GetShapesTexture().width, GetShapesTextureRec().y/GetShapesTexture().height);
- rlVertex2f(point[7].x, point[7].y);
- rlTexCoord2f(GetShapesTextureRec().x/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height);
- rlVertex2f(point[6].x, point[6].y);
- rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height);
- rlVertex2f(point[11].x, point[11].y);
- rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, GetShapesTextureRec().y/GetShapesTexture().height);
- rlVertex2f(point[8].x, point[8].y);
-
- // [9] Middle Rectangle
- rlColor4ub(color.r, color.g, color.b, color.a);
- rlTexCoord2f(GetShapesTextureRec().x/GetShapesTexture().width, GetShapesTextureRec().y/GetShapesTexture().height);
- rlVertex2f(point[8].x, point[8].y);
- rlTexCoord2f(GetShapesTextureRec().x/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height);
- rlVertex2f(point[11].x, point[11].y);
- rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height);
- rlVertex2f(point[10].x, point[10].y);
- rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, GetShapesTextureRec().y/GetShapesTexture().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(GetShapesTextureRec().x/GetShapesTexture().width, GetShapesTextureRec().y/GetShapesTexture().height);
- rlVertex2f(center.x + sinf(DEG2RAD*angle)*innerRadius, center.y + cosf(DEG2RAD*angle)*innerRadius);
- rlTexCoord2f(GetShapesTextureRec().x/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height);
- rlVertex2f(center.x + sinf(DEG2RAD*angle)*outerRadius, center.y + cosf(DEG2RAD*angle)*outerRadius);
- rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height);
- rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*outerRadius, center.y + cosf(DEG2RAD*(angle + stepLength))*outerRadius);
- rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, GetShapesTextureRec().y/GetShapesTexture().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(GetShapesTextureRec().x/GetShapesTexture().width, GetShapesTextureRec().y/GetShapesTexture().height);
- rlVertex2f(point[0].x, point[0].y);
- rlTexCoord2f(GetShapesTextureRec().x/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height);
- rlVertex2f(point[8].x, point[8].y);
- rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height);
- rlVertex2f(point[9].x, point[9].y);
- rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, GetShapesTextureRec().y/GetShapesTexture().height);
- rlVertex2f(point[1].x, point[1].y);
-
- // Right rectangle
- rlColor4ub(color.r, color.g, color.b, color.a);
- rlTexCoord2f(GetShapesTextureRec().x/GetShapesTexture().width, GetShapesTextureRec().y/GetShapesTexture().height);
- rlVertex2f(point[2].x, point[2].y);
- rlTexCoord2f(GetShapesTextureRec().x/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height);
- rlVertex2f(point[10].x, point[10].y);
- rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height);
- rlVertex2f(point[11].x, point[11].y);
- rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, GetShapesTextureRec().y/GetShapesTexture().height);
- rlVertex2f(point[3].x, point[3].y);
-
- // Lower rectangle
- rlColor4ub(color.r, color.g, color.b, color.a);
- rlTexCoord2f(GetShapesTextureRec().x/GetShapesTexture().width, GetShapesTextureRec().y/GetShapesTexture().height);
- rlVertex2f(point[13].x, point[13].y);
- rlTexCoord2f(GetShapesTextureRec().x/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height);
- rlVertex2f(point[5].x, point[5].y);
- rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height);
- rlVertex2f(point[4].x, point[4].y);
- rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, GetShapesTextureRec().y/GetShapesTexture().height);
- rlVertex2f(point[12].x, point[12].y);
-
- // Left rectangle
- rlColor4ub(color.r, color.g, color.b, color.a);
- rlTexCoord2f(GetShapesTextureRec().x/GetShapesTexture().width, GetShapesTextureRec().y/GetShapesTexture().height);
- rlVertex2f(point[15].x, point[15].y);
- rlTexCoord2f(GetShapesTextureRec().x/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height);
- rlVertex2f(point[7].x, point[7].y);
- rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height);
- rlVertex2f(point[6].x, point[6].y);
- rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, GetShapesTextureRec().y/GetShapesTexture().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(GetShapesTextureRec().x/GetShapesTexture().width, GetShapesTextureRec().y/GetShapesTexture().height);
- rlVertex2f(v1.x, v1.y);
-
- rlTexCoord2f(GetShapesTextureRec().x/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height);
- rlVertex2f(v2.x, v2.y);
-
- rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height);
- rlVertex2f(v2.x, v2.y);
-
- rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, GetShapesTextureRec().y/GetShapesTexture().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(GetShapesTextureRec().x/GetShapesTexture().width, GetShapesTextureRec().y/GetShapesTexture().height);
- rlVertex2f(points[0].x, points[0].y);
-
- rlTexCoord2f(GetShapesTextureRec().x/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height);
- rlVertex2f(points[i].x, points[i].y);
-
- rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height);
- rlVertex2f(points[i + 1].x, points[i + 1].y);
-
- rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, GetShapesTextureRec().y/GetShapesTexture().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(GetShapesTextureRec().x/GetShapesTexture().width, GetShapesTextureRec().y/GetShapesTexture().height);
- rlVertex2f(0, 0);
-
- rlTexCoord2f(GetShapesTextureRec().x/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height);
- rlVertex2f(sinf(DEG2RAD*centralAngle)*radius, cosf(DEG2RAD*centralAngle)*radius);
-
- rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height);
- rlVertex2f(sinf(DEG2RAD*centralAngle)*radius, cosf(DEG2RAD*centralAngle)*radius);
-
- centralAngle += 360.0f/(float)sides;
- rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, GetShapesTextureRec().y/GetShapesTexture().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();
-}
-
-//----------------------------------------------------------------------------------
-// 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 = fabsf(center.x - (float)recCenterX);
- float dy = fabsf(center.y - (float)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 = fabsf(rec1.x - rec2.x);
- float dyy = fabsf(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;
-}