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Changed DrawRing and DrawCircleSector angle params from int to float to allow greater accuracy. (#1656)

Co-authored-by: Simon <simon@frithrah.com>
pull/1657/head
frithrah 4 anos atrás
committed by GitHub
pai
commit
2f367a905e
Nenhuma chave conhecida encontrada para esta assinatura no banco de dados ID da chave GPG: 4AEE18F83AFDEB23
4 arquivos alterados com 26 adições e 26 exclusões
  1. +2
    -2
      examples/shapes/shapes_draw_circle_sector.c
  2. +2
    -2
      examples/shapes/shapes_draw_ring.c
  3. +4
    -4
      src/raylib.h
  4. +18
    -18
      src/shapes.c

+ 2
- 2
examples/shapes/shapes_draw_circle_sector.c Ver arquivo

@ -28,8 +28,8 @@ int main(void)
Vector2 center = {(GetScreenWidth() - 300)/2, GetScreenHeight()/2 };
float outerRadius = 180.0f;
int startAngle = 0;
int endAngle = 180;
float startAngle = 0.0f;
float endAngle = 180.0f;
int segments = 0;
SetTargetFPS(60); // Set our game to run at 60 frames-per-second

+ 2
- 2
examples/shapes/shapes_draw_ring.c Ver arquivo

@ -30,8 +30,8 @@ int main(void)
float innerRadius = 80.0f;
float outerRadius = 190.0f;
int startAngle = 0;
int endAngle = 360;
float startAngle = 0.0f;
float endAngle = 360.0f;
int segments = 0;
bool drawRing = true;

+ 4
- 4
src/raylib.h Ver arquivo

@ -1098,15 +1098,15 @@ RLAPI void DrawLineBezier(Vector2 startPos, Vector2 endPos, float thick, Color c
RLAPI void DrawLineBezierQuad(Vector2 startPos, Vector2 endPos, Vector2 controlPos, float thick, Color color); //Draw line using quadratic bezier curves with a control point
RLAPI void DrawLineStrip(Vector2 *points, int pointsCount, Color color); // Draw lines sequence
RLAPI void DrawCircle(int centerX, int centerY, float radius, Color color); // Draw a color-filled circle
RLAPI void DrawCircleSector(Vector2 center, float radius, int startAngle, int endAngle, int segments, Color color); // Draw a piece of a circle
RLAPI void DrawCircleSectorLines(Vector2 center, float radius, int startAngle, int endAngle, int segments, Color color); // Draw circle sector outline
RLAPI void DrawCircleSector(Vector2 center, float radius, float startAngle, float endAngle, int segments, Color color); // Draw a piece of a circle
RLAPI void DrawCircleSectorLines(Vector2 center, float radius, float startAngle, float endAngle, int segments, Color color); // Draw circle sector outline
RLAPI void DrawCircleGradient(int centerX, int centerY, float radius, Color color1, Color color2); // Draw a gradient-filled circle
RLAPI void DrawCircleV(Vector2 center, float radius, Color color); // Draw a color-filled circle (Vector version)
RLAPI void DrawCircleLines(int centerX, int centerY, float radius, Color color); // Draw circle outline
RLAPI void DrawEllipse(int centerX, int centerY, float radiusH, float radiusV, Color color); // Draw ellipse
RLAPI void DrawEllipseLines(int centerX, int centerY, float radiusH, float radiusV, Color color); // Draw ellipse outline
RLAPI void DrawRing(Vector2 center, float innerRadius, float outerRadius, int startAngle, int endAngle, int segments, Color color); // Draw ring
RLAPI void DrawRingLines(Vector2 center, float innerRadius, float outerRadius, int startAngle, int endAngle, int segments, Color color); // Draw ring outline
RLAPI void DrawRing(Vector2 center, float innerRadius, float outerRadius, float startAngle, float endAngle, int segments, Color color); // Draw ring
RLAPI void DrawRingLines(Vector2 center, float innerRadius, float outerRadius, float startAngle, float endAngle, int segments, Color color); // Draw ring outline
RLAPI void DrawRectangle(int posX, int posY, int width, int height, Color color); // Draw a color-filled rectangle
RLAPI void DrawRectangleV(Vector2 position, Vector2 size, Color color); // Draw a color-filled rectangle (Vector version)
RLAPI void DrawRectangleRec(Rectangle rec, Color color); // Draw a color-filled rectangle

+ 18
- 18
src/shapes.c Ver arquivo

@ -205,7 +205,7 @@ void DrawCircle(int centerX, int centerY, float radius, Color color)
}
// Draw a piece of a circle
void DrawCircleSector(Vector2 center, float radius, int startAngle, int endAngle, int segments, Color color)
void DrawCircleSector(Vector2 center, float radius, float startAngle, float endAngle, int segments, Color color)
{
if (radius <= 0.0f) radius = 0.1f; // Avoid div by zero
@ -213,7 +213,7 @@ void DrawCircleSector(Vector2 center, float radius, int startAngle, int endAngle
if (endAngle < startAngle)
{
// Swap values
int tmp = startAngle;
float tmp = startAngle;
startAngle = endAngle;
endAngle = tmp;
}
@ -227,8 +227,8 @@ void DrawCircleSector(Vector2 center, float radius, int startAngle, int endAngle
if (segments <= 0) segments = 4;
}
float stepLength = (kt">float)(endAngle - startAngle)/(float)segments;
float angle = p">(float)startAngle;
float stepLength = (endAngle - startAngle)/(float)segments;
float angle = startAngle;
#if defined(SUPPORT_QUADS_DRAW_MODE)
if (rlCheckBufferLimit(4*segments/2)) rlglDraw();
@ -294,7 +294,7 @@ void DrawCircleSector(Vector2 center, float radius, int startAngle, int endAngle
#endif
}
void DrawCircleSectorLines(Vector2 center, float radius, int startAngle, int endAngle, int segments, Color color)
void DrawCircleSectorLines(Vector2 center, float radius, float startAngle, float endAngle, int segments, Color color)
{
if (radius <= 0.0f) radius = 0.1f; // Avoid div by zero issue
@ -302,7 +302,7 @@ void DrawCircleSectorLines(Vector2 center, float radius, int startAngle, int end
if (endAngle < startAngle)
{
// Swap values
int tmp = startAngle;
float tmp = startAngle;
startAngle = endAngle;
endAngle = tmp;
}
@ -316,13 +316,13 @@ void DrawCircleSectorLines(Vector2 center, float radius, int startAngle, int end
if (segments <= 0) segments = 4;
}
float stepLength = (kt">float)(endAngle - startAngle)/(float)segments;
float angle = p">(float)startAngle;
float stepLength = (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 ((kt">int)(endAngle - startAngle)%360 == 0) { limit = 2*segments; showCapLines = false; }
if (rlCheckBufferLimit(limit)) rlglDraw();
@ -427,7 +427,7 @@ void DrawEllipseLines(int centerX, int centerY, float radiusH, float radiusV, Co
rlEnd();
}
void DrawRing(Vector2 center, float innerRadius, float outerRadius, int startAngle, int endAngle, int segments, Color color)
void DrawRing(Vector2 center, float innerRadius, float outerRadius, float startAngle, float endAngle, int segments, Color color)
{
if (startAngle == endAngle) return;
@ -445,7 +445,7 @@ void DrawRing(Vector2 center, float innerRadius, float outerRadius, int startAng
if (endAngle < startAngle)
{
// Swap values
int tmp = startAngle;
float tmp = startAngle;
startAngle = endAngle;
endAngle = tmp;
}
@ -466,8 +466,8 @@ void DrawRing(Vector2 center, float innerRadius, float outerRadius, int startAng
return;
}
float stepLength = (kt">float)(endAngle - startAngle)/(float)segments;
float angle = p">(float)startAngle;
float stepLength = (endAngle - startAngle)/(float)segments;
float angle = startAngle;
#if defined(SUPPORT_QUADS_DRAW_MODE)
if (rlCheckBufferLimit(4*segments)) rlglDraw();
@ -518,7 +518,7 @@ void DrawRing(Vector2 center, float innerRadius, float outerRadius, int startAng
#endif
}
void DrawRingLines(Vector2 center, float innerRadius, float outerRadius, int startAngle, int endAngle, int segments, Color color)
void DrawRingLines(Vector2 center, float innerRadius, float outerRadius, float startAngle, float endAngle, int segments, Color color)
{
if (startAngle == endAngle) return;
@ -536,7 +536,7 @@ void DrawRingLines(Vector2 center, float innerRadius, float outerRadius, int sta
if (endAngle < startAngle)
{
// Swap values
int tmp = startAngle;
float tmp = startAngle;
startAngle = endAngle;
endAngle = tmp;
}
@ -556,12 +556,12 @@ void DrawRingLines(Vector2 center, float innerRadius, float outerRadius, int sta
return;
}
float stepLength = (kt">float)(endAngle - startAngle)/(float)segments;
float angle = p">(float)startAngle;
float stepLength = (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 ((kt">int)(endAngle - startAngle)%360 == 0) { limit = 4*segments; showCapLines = false; }
if (rlCheckBufferLimit(limit)) rlglDraw();

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