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@ -698,6 +698,200 @@ void DrawRectangleLinesEx(Rectangle rec, int lineThick, Color color) |
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DrawRectangle( (int)rec.x, (int)(rec.y + lineThick), lineThick, (int)(rec.height - lineThick*2), color); |
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} |
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// Draw rectangle with rounded edges. |
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void DrawRoundedRect(Rectangle rec, float roundness, int segments, Color color) |
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{ |
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// Not a rounded rectangle |
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// NOTE: Make sure we have at least 1px space left to render the rectangles near the corners |
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if(roundness <= 0.0f || rec.width <= 1 || rec.height <= 1 ) |
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{ |
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DrawRectangleRec(rec, color); |
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return; |
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} |
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if(roundness >= 1.0f) roundness = 1.0f; |
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// Calculate corner radius |
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// NOTE: Make sure we have at least 1px space left to render the rectangles near the corners |
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float radius = rec.width > rec.height ? ((rec.height-1)*roundness)/2 : ((rec.width-1)*roundness)/2; |
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if(radius <= 0.0f) return; |
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// Calculate number of segments to use for the corners |
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if (segments < 4) |
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{ |
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// Calculate how many segments we need to draw a smooth circle, taken from https://stackoverflow.com/a/2244088 |
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#ifndef CIRCLE_ERROR_RATE |
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#define CIRCLE_ERROR_RATE 0.5f |
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#endif |
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// Calculate the maximum angle between segments based on the error rate. |
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float th = acosf(2*powf(1 - CIRCLE_ERROR_RATE/radius, 2) - 1); |
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segments = ceilf(2*PI/th)/4; |
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if (segments <= 0) segments = 4; |
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} |
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float stepLength = 90.0f/(float)segments; |
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/* Quick sketch to make sense of all of this (there are 9 parts to draw, also mark the 12 points we'll use below) |
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* Not my best attempt at ASCII art, just preted it's a rounded rectangle :) |
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* P0 P1 |
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* ____________________ |
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* /| |\ |
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* /1| 2 |3\ |
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*P7 /__|____________________|__\ P2 |
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* | |P8 P9| | |
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* | 8 | 9 | 4 | |
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* | __|____________________|__ | |
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*P6 \ |P11 P10| / P3 |
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* \7| 6 |5/ |
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* \|____________________|/ |
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* P5 P4 |
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*/ |
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const Vector2 point[12] = { // coordinates of the 12 points that define the rounded rect (the idea here is to make things easier) |
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{(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 |
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{rec.x + rec.width, (float)(rec.y + rec.height) - radius}, {(float)(rec.x + rec.width) - radius, rec.y + rec.height}, // P3, P4 |
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{(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 |
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{(float)rec.x + radius, (float)rec.y + radius}, {(float)(rec.x + rec.width) - radius, (float)rec.y + radius}, // P8, P9 |
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{(float)(rec.x + rec.width) - radius, (float)(rec.y + rec.height) - radius}, {(float)rec.x + radius, (float)(rec.y + rec.height) - radius} // P10, P11 |
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}; |
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#if defined(SUPPORT_QUADS_DRAW_MODE) |
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if (rlCheckBufferLimit(16*segments/2 + 5*4)) rlglDraw(); |
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rlBegin(RL_QUADS); |
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// Draw all of the 4 corners: [1] Upper Left Corner, [3] Upper Right Corner, [5] Lower Right Corner, [7] Lower Left Corner |
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const Vector2 centers[4] = { point[8], point[9], point[10], point[11] }; |
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const float angles[4] = {180.0f, 90.0f, 0.0f, 270.0f }; |
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for(int k = 0; k < 4; ++k) // Hope the compiler is smart enough to unroll this loop |
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{ |
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float angle = angles[k]; |
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const Vector2 center = centers[k]; |
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// NOTE: Every QUAD actually represents two segments |
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for (int i = 0; i < segments/2; i++) |
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{ |
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rlColor4ub(color.r, color.g, color.b, color.a); |
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rlVertex2f(center.x, center.y); |
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rlVertex2f(center.x + sinf(DEG2RAD*angle)*radius, center.y + cosf(DEG2RAD*angle)*radius); |
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rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*radius, center.y + cosf(DEG2RAD*(angle + stepLength))*radius); |
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rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength*2))*radius, center.y + cosf(DEG2RAD*(angle + stepLength*2))*radius); |
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angle += (stepLength*2); |
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} |
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// NOTE: In case number of segments is odd, we add one last piece to the cake |
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if (segments%2) |
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{ |
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rlColor4ub(color.r, color.g, color.b, color.a); |
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rlVertex2f(center.x, center.y); |
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rlVertex2f(center.x + sinf(DEG2RAD*angle)*radius, center.y + cosf(DEG2RAD*angle)*radius); |
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rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*radius, center.y + cosf(DEG2RAD*(angle + stepLength))*radius); |
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rlVertex2f(center.x, center.y); |
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} |
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} |
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// [2] Upper Rectangle |
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rlColor4ub(color.r, color.g, color.b, color.a); |
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rlVertex2f(point[0].x, point[0].y); |
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rlVertex2f(point[8].x, point[8].y); |
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rlVertex2f(point[9].x, point[9].y); |
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rlVertex2f(point[1].x, point[1].y); |
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// [4] Right Rectangle |
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rlColor4ub(color.r, color.g, color.b, color.a); |
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rlVertex2f(point[2].x, point[2].y); |
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rlVertex2f(point[9].x, point[9].y); |
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rlVertex2f(point[10].x, point[10].y); |
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rlVertex2f(point[3].x, point[3].y); |
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// [6] Bottom Rectangle |
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rlColor4ub(color.r, color.g, color.b, color.a); |
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rlVertex2f(point[11].x, point[11].y); |
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rlVertex2f(point[5].x, point[5].y); |
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rlVertex2f(point[4].x, point[4].y); |
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rlVertex2f(point[10].x, point[10].y); |
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// [8] Left Rectangle |
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rlColor4ub(color.r, color.g, color.b, color.a); |
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rlVertex2f(point[7].x, point[7].y); |
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rlVertex2f(point[6].x, point[6].y); |
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rlVertex2f(point[11].x, point[11].y); |
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rlVertex2f(point[8].x, point[8].y); |
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// [9] Middle Rectangle |
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rlColor4ub(color.r, color.g, color.b, color.a); |
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rlVertex2f(point[8].x, point[8].y); |
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rlVertex2f(point[11].x, point[11].y); |
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rlVertex2f(point[10].x, point[10].y); |
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rlVertex2f(point[9].x, point[9].y); |
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rlEnd(); |
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#else |
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if (rlCheckBufferLimit(12*segments + 5*6)) rlglDraw(); // 4 corners with 3 vertices per segment + 5 rectangles with 6 vertices each |
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rlBegin(RL_TRIANGLES); |
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// Draw all of the 4 corners: [1] Upper Left Corner, [3] Upper Right Corner, [5] Lower Right Corner, [7] Lower Left Corner |
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const Vector2 centers[4] = { point[8], point[9], point[10], point[11] }; |
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const float angles[4] = {180.0f, 90.0f, 0.0f, 270.0f }; |
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for(int k = 0; k < 4; ++k) // Hope the compiler is smart enough to unroll this loop |
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{ |
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float angle = angles[k]; |
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const Vector2 center = centers[k]; |
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for (int i = 0; i < segments; i++) |
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{ |
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rlColor4ub(color.r, color.g, color.b, color.a); |
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rlVertex2f(center.x, center.y); |
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rlVertex2f(center.x + sinf(DEG2RAD*angle)*radius, center.y + cosf(DEG2RAD*angle)*radius); |
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rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*radius, center.y + cosf(DEG2RAD*(angle + stepLength))*radius); |
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angle += stepLength; |
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} |
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} |
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// [2] Upper Rectangle |
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rlColor4ub(color.r, color.g, color.b, color.a); |
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rlVertex2f(point[0].x, point[0].y); |
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rlVertex2f(point[8].x, point[8].y); |
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rlVertex2f(point[9].x, point[9].y); |
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rlVertex2f(point[1].x, point[1].y); |
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rlVertex2f(point[0].x, point[0].y); |
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rlVertex2f(point[9].x, point[9].y); |
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// [4] Right Rectangle |
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rlColor4ub(color.r, color.g, color.b, color.a); |
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rlVertex2f(point[9].x, point[9].y); |
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rlVertex2f(point[10].x, point[10].y); |
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rlVertex2f(point[3].x, point[3].y); |
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rlVertex2f(point[2].x, point[2].y); |
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rlVertex2f(point[9].x, point[9].y); |
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rlVertex2f(point[3].x, point[3].y); |
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// [6] Bottom Rectangle |
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rlColor4ub(color.r, color.g, color.b, color.a); |
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rlVertex2f(point[11].x, point[11].y); |
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rlVertex2f(point[5].x, point[5].y); |
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rlVertex2f(point[4].x, point[4].y); |
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rlVertex2f(point[10].x, point[10].y); |
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rlVertex2f(point[11].x, point[11].y); |
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rlVertex2f(point[4].x, point[4].y); |
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// [8] Left Rectangle |
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rlColor4ub(color.r, color.g, color.b, color.a); |
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rlVertex2f(point[7].x, point[7].y); |
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rlVertex2f(point[6].x, point[6].y); |
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rlVertex2f(point[11].x, point[11].y); |
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rlVertex2f(point[8].x, point[8].y); |
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rlVertex2f(point[7].x, point[7].y); |
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rlVertex2f(point[11].x, point[11].y); |
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// [9] Middle Rectangle |
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rlColor4ub(color.r, color.g, color.b, color.a); |
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rlVertex2f(point[8].x, point[8].y); |
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rlVertex2f(point[11].x, point[11].y); |
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rlVertex2f(point[10].x, point[10].y); |
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rlVertex2f(point[9].x, point[9].y); |
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rlVertex2f(point[8].x, point[8].y); |
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rlVertex2f(point[10].x, point[10].y); |
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rlEnd(); |
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#endif |
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} |
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// Draw a triangle |
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void DrawTriangle(Vector2 v1, Vector2 v2, Vector2 v3, Color color) |
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{ |
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