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Some formatting review

pull/787/head
Ray 6 år sedan
förälder
incheckning
6f371dab08
1 ändrade filer med 23 tillägg och 19 borttagningar
  1. +23
    -19
      src/shapes.c

+ 23
- 19
src/shapes.c Visa fil

@ -185,8 +185,8 @@ 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)
{
if(radius == 0) return; // Check this or we'll get a div by zero error otherwise
if (radius <= 0.0f) radius = 0.1f; // Avoid div by zero
// Function expects (endAngle > startAngle)
if (endAngle < startAngle)
{
@ -277,7 +277,7 @@ void DrawCircleSector(Vector2 center, float radius, int startAngle, int endAngle
void DrawCircleSectorLines(Vector2 center, float radius, int startAngle, int endAngle, int segments, Color color)
{
if(radius == 0) return; // Check this or we'll get a div by zero error otherwise
if (radius <= 0.0f) radius = 0.1f; // Avoid div by zero issue
// Function expects (endAngle > startAngle)
if (endAngle < startAngle)
@ -308,12 +308,12 @@ void DrawCircleSectorLines(Vector2 center, float radius, int startAngle, int end
// 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 ((endAngle - startAngle)%360 == 0) { limit = 2*segments; showCapLines = false; }
if (rlCheckBufferLimit(limit)) rlglDraw();
rlBegin(RL_LINES);
if(showCapLines)
if (showCapLines)
{
rlColor4ub(color.r, color.g, color.b, color.a);
rlVertex2f(center.x, center.y);
@ -330,7 +330,7 @@ void DrawCircleSectorLines(Vector2 center, float radius, int startAngle, int end
angle += stepLength;
}
if(showCapLines)
if (showCapLines)
{
rlColor4ub(color.r, color.g, color.b, color.a);
rlVertex2f(center.x, center.y);
@ -384,15 +384,16 @@ void DrawCircleLines(int centerX, int centerY, float radius, Color color)
void DrawRing(Vector2 center, float innerRadius, float outerRadius, int startAngle, int endAngle, int segments, Color color)
{
if(startAngle == endAngle) return;
if (startAngle == endAngle) return;
// Function expects (outerRadius > innerRadius)
if(outerRadius < innerRadius)
if (outerRadius < innerRadius)
{
float tmp = outerRadius;
outerRadius = innerRadius;
innerRadius = tmp;
if(outerRadius == 0) return; // Check this or we'll get a div by zero error otherwise
if (outerRadius <= 0.0f) outerRadius = 0.1f;
}
// Function expects (endAngle > startAngle)
@ -408,8 +409,9 @@ void DrawRing(Vector2 center, float innerRadius, float outerRadius, int startAng
{
// 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
#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;
@ -418,7 +420,7 @@ void DrawRing(Vector2 center, float innerRadius, float outerRadius, int startAng
}
// Not a ring
if(innerRadius == 0)
if (innerRadius <= 0.0f)
{
DrawCircleSector(center, outerRadius, startAngle, endAngle, segments, color);
return;
@ -478,15 +480,16 @@ void DrawRing(Vector2 center, float innerRadius, float outerRadius, int startAng
void DrawRingLines(Vector2 center, float innerRadius, float outerRadius, int startAngle, int endAngle, int segments, Color color)
{
if(startAngle == endAngle) return;
if (startAngle == endAngle) return;
// Function expects (outerRadius > innerRadius)
if(outerRadius < innerRadius)
if (outerRadius < innerRadius)
{
float tmp = outerRadius;
outerRadius = innerRadius;
innerRadius = tmp;
if(outerRadius == 0) return; // Check this or we'll get a div by zero error otherwise
if (outerRadius <= 0.0f) outerRadius = 0.1f;
}
// Function expects (endAngle > startAngle)
@ -502,8 +505,9 @@ void DrawRingLines(Vector2 center, float innerRadius, float outerRadius, int sta
{
// 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
#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;
@ -511,7 +515,7 @@ void DrawRingLines(Vector2 center, float innerRadius, float outerRadius, int sta
if (segments <= 0) segments = 4;
}
if(innerRadius == 0)
if (innerRadius <= 0.0f)
{
DrawCircleSectorLines(center, outerRadius, startAngle, endAngle, segments, color);
return;
@ -522,12 +526,12 @@ void DrawRingLines(Vector2 center, float innerRadius, float outerRadius, int sta
bool showCapLines = true;
int limit = 4*(segments + 1);
if((endAngle - startAngle) % 360 == 0) { limit = 4*segments; showCapLines = false; }
if ((endAngle - startAngle)%360 == 0) { limit = 4*segments; showCapLines = false; }
if (rlCheckBufferLimit(limit)) rlglDraw();
rlBegin(RL_LINES);
if(showCapLines)
if (showCapLines)
{
rlColor4ub(color.r, color.g, color.b, color.a);
rlVertex2f(center.x + sinf(DEG2RAD*angle)*outerRadius, center.y + cosf(DEG2RAD*angle)*outerRadius);
@ -547,7 +551,7 @@ void DrawRingLines(Vector2 center, float innerRadius, float outerRadius, int sta
angle += stepLength;
}
if(showCapLines)
if (showCapLines)
{
rlColor4ub(color.r, color.g, color.b, color.a);
rlVertex2f(center.x + sinf(DEG2RAD*angle)*outerRadius, center.y + cosf(DEG2RAD*angle)*outerRadius);

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