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			@ -185,6 +185,8 @@ void DrawCircle(int centerX, int centerY, float radius, Color color) | 
			
		
		
	
		
			
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			// Draw a piece of a circle | 
			
		
		
	
		
			
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			void DrawCircleSector(Vector2 center, float radius, int startAngle, int endAngle, int segments, Color color) | 
			
		
		
	
		
			
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			{ | 
			
		
		
	
		
			
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			     if(radius == 0) return; // Check this or we'll get a div by zero error otherwise | 
			
		
		
	
		
			
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			      | 
			
		
		
	
		
			
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			    // Function expects (endAngle > startAngle) | 
			
		
		
	
		
			
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			    if (endAngle < startAngle)  | 
			
		
		
	
		
			
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			    { | 
			
		
		
	
	
		
			
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			@ -273,6 +275,70 @@ void DrawCircleSector(Vector2 center, float radius, int startAngle, int endAngle | 
			
		
		
	
		
			
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			#endif | 
			
		
		
	
		
			
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			} | 
			
		
		
	
		
			
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			void DrawCircleSectorLines(Vector2 center, float radius, int startAngle, int endAngle, int segments, Color color) | 
			
		
		
	
		
			
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			{ | 
			
		
		
	
		
			
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			    if(radius == 0) return; // Check this or we'll get a div by zero error otherwise | 
			
		
		
	
		
			
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			     | 
			
		
		
	
		
			
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			    // Function expects (endAngle > startAngle) | 
			
		
		
	
		
			
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			    if (endAngle < startAngle)  | 
			
		
		
	
		
			
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			    { | 
			
		
		
	
		
			
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			        // Swap values | 
			
		
		
	
		
			
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			        int tmp = startAngle; | 
			
		
		
	
		
			
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			        startAngle = endAngle; | 
			
		
		
	
		
			
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			        endAngle = tmp; | 
			
		
		
	
		
			
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			    } | 
			
		
		
	
		
			
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			     | 
			
		
		
	
		
			
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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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			         | 
			
		
		
	
		
			
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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 = (endAngle - startAngle)*ceilf(2*PI/th)/360; | 
			
		
		
	
		
			
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			         | 
			
		
		
	
		
			
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			        if (segments <= 0) segments = 4; | 
			
		
		
	
		
			
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			    } | 
			
		
		
	
		
			
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			     | 
			
		
		
	
		
			
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			    float stepLength = (float)(endAngle - startAngle)/(float)segments; | 
			
		
		
	
		
			
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			    float angle = startAngle; | 
			
		
		
	
		
			
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			    // Hide the cap lines when the circle is full | 
			
		
		
	
		
			
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			    bool showCapLines = true; | 
			
		
		
	
		
			
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			    int limit = 2*(segments + 2); | 
			
		
		
	
		
			
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			    if((endAngle - startAngle) % 360 == 0) { limit = 2*segments; showCapLines = false; } | 
			
		
		
	
		
			
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			    if (rlCheckBufferLimit(limit)) rlglDraw(); | 
			
		
		
	
		
			
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			    rlBegin(RL_LINES); | 
			
		
		
	
		
			
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			        if(showCapLines) | 
			
		
		
	
		
			
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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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			        } | 
			
		
		
	
		
			
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			         | 
			
		
		
	
		
			
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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 + 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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			        if(showCapLines) | 
			
		
		
	
		
			
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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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			        } | 
			
		
		
	
		
			
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			    rlEnd(); | 
			
		
		
	
		
			
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			} | 
			
		
		
	
		
			
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			// Draw a gradient-filled circle | 
			
		
		
	
		
			
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			// NOTE: Gradient goes from center (color1) to border (color2) | 
			
		
		
	
		
			
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			void DrawCircleGradient(int centerX, int centerY, float radius, Color color1, Color color2) | 
			
		
		
	
	
		
			
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			@ -316,6 +382,180 @@ void DrawCircleLines(int centerX, int centerY, float radius, Color color) | 
			
		
		
	
		
			
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			   rlEnd(); | 
			
		
		
	
		
			
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			} | 
			
		
		
	
		
			
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			void DrawRing(Vector2 center, float innerRadius, float outerRadius, int startAngle, int endAngle, int segments, Color color) | 
			
		
		
	
		
			
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			{ | 
			
		
		
	
		
			
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			    if(startAngle == endAngle) return; | 
			
		
		
	
		
			
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			     | 
			
		
		
	
		
			
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			    // Function expects (outerRadius > innerRadius) | 
			
		
		
	
		
			
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			    if(outerRadius < innerRadius) | 
			
		
		
	
		
			
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			    { | 
			
		
		
	
		
			
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			        float tmp = outerRadius; | 
			
		
		
	
		
			
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			        outerRadius = innerRadius; | 
			
		
		
	
		
			
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			        innerRadius = tmp; | 
			
		
		
	
		
			
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			        if(outerRadius == 0) return; // Check this or we'll get a div by zero error otherwise | 
			
		
		
	
		
			
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			    } | 
			
		
		
	
		
			
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			     | 
			
		
		
	
		
			
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			    // Function expects (endAngle > startAngle) | 
			
		
		
	
		
			
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			    if (endAngle < startAngle)  | 
			
		
		
	
		
			
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			    { | 
			
		
		
	
		
			
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			        // Swap values | 
			
		
		
	
		
			
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			        int tmp = startAngle; | 
			
		
		
	
		
			
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			        startAngle = endAngle; | 
			
		
		
	
		
			
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			        endAngle = tmp; | 
			
		
		
	
		
			
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			    } | 
			
		
		
	
		
			
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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/outerRadius, 2) - 1); | 
			
		
		
	
		
			
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			        segments = (endAngle - startAngle)*ceilf(2*PI/th)/360; | 
			
		
		
	
		
			
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			         | 
			
		
		
	
		
			
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			        if (segments <= 0) segments = 4; | 
			
		
		
	
		
			
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			    } | 
			
		
		
	
		
			
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			     | 
			
		
		
	
		
			
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			    // Not a ring | 
			
		
		
	
		
			
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			    if(innerRadius == 0)  | 
			
		
		
	
		
			
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			    { | 
			
		
		
	
		
			
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			        DrawCircleSector(center, outerRadius, startAngle, endAngle, segments, color); | 
			
		
		
	
		
			
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			        return; | 
			
		
		
	
		
			
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			    } | 
			
		
		
	
		
			
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			    float stepLength = (float)(endAngle - startAngle)/(float)segments; | 
			
		
		
	
		
			
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			    float angle = startAngle; | 
			
		
		
	
		
			
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			#if defined(SUPPORT_QUADS_DRAW_MODE) | 
			
		
		
	
		
			
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			    if (rlCheckBufferLimit(4*segments)) rlglDraw(); | 
			
		
		
	
		
			
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			    rlEnableTexture(GetShapesTexture().id); | 
			
		
		
	
		
			
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			    rlBegin(RL_QUADS); | 
			
		
		
	
		
			
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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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			            rlTexCoord2f(recTexShapes.x/texShapes.width, recTexShapes.y/texShapes.height); | 
			
		
		
	
		
			
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			            rlVertex2f(center.x + sinf(DEG2RAD*angle)*innerRadius, center.y + cosf(DEG2RAD*angle)*innerRadius); | 
			
		
		
	
		
			
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			            rlTexCoord2f(recTexShapes.x/texShapes.width, (recTexShapes.y + recTexShapes.height)/texShapes.height); | 
			
		
		
	
		
			
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			            rlVertex2f(center.x + sinf(DEG2RAD*angle)*outerRadius, center.y + cosf(DEG2RAD*angle)*outerRadius); | 
			
		
		
	
		
			
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			            rlTexCoord2f((recTexShapes.x + recTexShapes.width)/texShapes.width, (recTexShapes.y + recTexShapes.height)/texShapes.height); | 
			
		
		
	
		
			
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			            rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*outerRadius, center.y + cosf(DEG2RAD*(angle + stepLength))*outerRadius); | 
			
		
		
	
		
			
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			            rlTexCoord2f((recTexShapes.x + recTexShapes.width)/texShapes.width, recTexShapes.y/texShapes.height); | 
			
		
		
	
		
			
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			            rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*innerRadius, center.y + cosf(DEG2RAD*(angle + stepLength))*innerRadius); | 
			
		
		
	
		
			
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			            angle += stepLength; | 
			
		
		
	
		
			
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			        } | 
			
		
		
	
		
			
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			    rlEnd(); | 
			
		
		
	
		
			
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			    rlDisableTexture(); | 
			
		
		
	
		
			
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			#else | 
			
		
		
	
		
			
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			    if (rlCheckBufferLimit(6*segments)) rlglDraw(); | 
			
		
		
	
		
			
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			    rlBegin(RL_TRIANGLES); | 
			
		
		
	
		
			
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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 + sinf(DEG2RAD*angle)*innerRadius, center.y + cosf(DEG2RAD*angle)*innerRadius); | 
			
		
		
	
		
			
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			            rlVertex2f(center.x + sinf(DEG2RAD*angle)*outerRadius, center.y + cosf(DEG2RAD*angle)*outerRadius); | 
			
		
		
	
		
			
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			            rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*innerRadius, center.y + cosf(DEG2RAD*(angle + stepLength))*innerRadius); | 
			
		
		
	
		
			
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			            rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*innerRadius, center.y + cosf(DEG2RAD*(angle + stepLength))*innerRadius); | 
			
		
		
	
		
			
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			            rlVertex2f(center.x + sinf(DEG2RAD*angle)*outerRadius, center.y + cosf(DEG2RAD*angle)*outerRadius); | 
			
		
		
	
		
			
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			            rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*outerRadius, center.y + cosf(DEG2RAD*(angle + stepLength))*outerRadius); | 
			
		
		
	
		
			
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			            angle += stepLength; | 
			
		
		
	
		
			
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			        } | 
			
		
		
	
		
			
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			    rlEnd(); | 
			
		
		
	
		
			
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			#endif | 
			
		
		
	
		
			
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			} | 
			
		
		
	
		
			
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			void DrawRingLines(Vector2 center, float innerRadius, float outerRadius, int startAngle, int endAngle, int segments, Color color) | 
			
		
		
	
		
			
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			{ | 
			
		
		
	
		
			
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			    if(startAngle == endAngle) return; | 
			
		
		
	
		
			
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			     | 
			
		
		
	
		
			
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			    // Function expects (outerRadius > innerRadius) | 
			
		
		
	
		
			
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			    if(outerRadius < innerRadius) | 
			
		
		
	
		
			
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			    { | 
			
		
		
	
		
			
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			        float tmp = outerRadius; | 
			
		
		
	
		
			
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			        outerRadius = innerRadius; | 
			
		
		
	
		
			
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			        innerRadius = tmp; | 
			
		
		
	
		
			
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			        if(outerRadius == 0) return; // Check this or we'll get a div by zero error otherwise | 
			
		
		
	
		
			
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			    } | 
			
		
		
	
		
			
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			     | 
			
		
		
	
		
			
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			    // Function expects (endAngle > startAngle) | 
			
		
		
	
		
			
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			    if (endAngle < startAngle)  | 
			
		
		
	
		
			
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			    { | 
			
		
		
	
		
			
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			        // Swap values | 
			
		
		
	
		
			
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			        int tmp = startAngle; | 
			
		
		
	
		
			
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			        startAngle = endAngle; | 
			
		
		
	
		
			
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			        endAngle = tmp; | 
			
		
		
	
		
			
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			    } | 
			
		
		
	
		
			
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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/outerRadius, 2) - 1); | 
			
		
		
	
		
			
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			        segments = (endAngle - startAngle)*ceilf(2*PI/th)/360; | 
			
		
		
	
		
			
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			         | 
			
		
		
	
		
			
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			        if (segments <= 0) segments = 4; | 
			
		
		
	
		
			
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			    } | 
			
		
		
	
		
			
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			     | 
			
		
		
	
		
			
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			    if(innerRadius == 0)  | 
			
		
		
	
		
			
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			    { | 
			
		
		
	
		
			
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			        DrawCircleSectorLines(center, outerRadius, startAngle, endAngle, segments, color); | 
			
		
		
	
		
			
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			        return; | 
			
		
		
	
		
			
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			    } | 
			
		
		
	
		
			
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			     | 
			
		
		
	
		
			
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			    float stepLength = (float)(endAngle - startAngle)/(float)segments; | 
			
		
		
	
		
			
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			    float angle = startAngle;  | 
			
		
		
	
		
			
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			    bool showCapLines = true; | 
			
		
		
	
		
			
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			    int limit = 4*(segments + 1); | 
			
		
		
	
		
			
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			    if((endAngle - startAngle) % 360 == 0) { limit = 4*segments; showCapLines = false; } | 
			
		
		
	
		
			
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			    if (rlCheckBufferLimit(limit)) rlglDraw(); | 
			
		
		
	
		
			
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			    rlBegin(RL_LINES); | 
			
		
		
	
		
			
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			        if(showCapLines) | 
			
		
		
	
		
			
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			        { | 
			
		
		
	
		
			
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			            rlColor4ub(color.r, color.g, color.b, color.a); | 
			
		
		
	
		
			
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			            rlVertex2f(center.x + sinf(DEG2RAD*angle)*outerRadius, center.y + cosf(DEG2RAD*angle)*outerRadius); | 
			
		
		
	
		
			
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			            rlVertex2f(center.x + sinf(DEG2RAD*angle)*innerRadius, center.y + cosf(DEG2RAD*angle)*innerRadius); | 
			
		
		
	
		
			
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			        } | 
			
		
		
	
		
			
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			         | 
			
		
		
	
		
			
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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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			             | 
			
		
		
	
		
			
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			            rlVertex2f(center.x + sinf(DEG2RAD*angle)*outerRadius, center.y + cosf(DEG2RAD*angle)*outerRadius); | 
			
		
		
	
		
			
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			            rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*outerRadius, center.y + cosf(DEG2RAD*(angle + stepLength))*outerRadius); | 
			
		
		
	
		
			
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			            rlVertex2f(center.x + sinf(DEG2RAD*angle)*innerRadius, center.y + cosf(DEG2RAD*angle)*innerRadius); | 
			
		
		
	
		
			
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			            rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*innerRadius, center.y + cosf(DEG2RAD*(angle + stepLength))*innerRadius); | 
			
		
		
	
		
			
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			             | 
			
		
		
	
		
			
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			            angle += stepLength; | 
			
		
		
	
		
			
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			        } | 
			
		
		
	
		
			
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			         | 
			
		
		
	
		
			
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			        if(showCapLines) | 
			
		
		
	
		
			
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			        { | 
			
		
		
	
		
			
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			            rlColor4ub(color.r, color.g, color.b, color.a); | 
			
		
		
	
		
			
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			            rlVertex2f(center.x + sinf(DEG2RAD*angle)*outerRadius, center.y + cosf(DEG2RAD*angle)*outerRadius); | 
			
		
		
	
		
			
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			            rlVertex2f(center.x + sinf(DEG2RAD*angle)*innerRadius, center.y + cosf(DEG2RAD*angle)*innerRadius); | 
			
		
		
	
		
			
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			        } | 
			
		
		
	
		
			
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			    rlEnd(); | 
			
		
		
	
		
			
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			} | 
			
		
		
	
		
			
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			// Draw a color-filled rectangle | 
			
		
		
	
		
			
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			void DrawRectangle(int posX, int posY, int width, int height, Color color) | 
			
		
		
	
		
			
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			{ | 
			
		
		
	
	
		
			
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