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@ -809,21 +809,22 @@ void DrawRectangleRounded(Rectangle rec, float roundness, int segments, Color co |
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float stepLength = 90.0f/(float)segments; |
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// Quick sketch to make sense of all of this |
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// (there are 9 parts to draw, also mark the 12 points we'll use below) |
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// |
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// P0____________________P1 |
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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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Quick sketch to make sense of all of this, |
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there are 9 parts to draw, also mark the 12 points we'll use |
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P0____________________P1 |
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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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// Coordinates of the 12 points that define the rounded rect |
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const Vector2 point[12] = { |
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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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@ -1033,20 +1034,22 @@ void DrawRectangleRoundedLines(Rectangle rec, float roundness, int segments, int |
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float stepLength = 90.0f/(float)segments; |
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const float outerRadius = radius + (float)lineThick, innerRadius = radius; |
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// Quick sketch to make sense of all of this (mark the 16 + 4(corner centers P16-19) points we'll use below) |
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// P0 ================== P1 |
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// // P8 P9 \\ |
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// // \\ |
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// P7 // P15 P10 \\ P2 |
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// || *P16 P17* || |
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// || || |
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// || P14 P11 || |
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// P6 \\ *P19 P18* // P3 |
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// \\ // |
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// \\ P13 P12 // |
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// P5 ================== P4 |
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/* |
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Quick sketch to make sense of all of this, |
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marks the 16 + 4(corner centers P16-19) points we'll use |
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P0 ================== P1 |
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// P8 P9 \\ |
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// \\ |
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P7 // P15 P10 \\ P2 |
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|| *P16 P17* || |
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|| || |
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|| P14 P11 || |
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P6 \\ *P19 P18* // P3 |
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\\ // |
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\\ P13 P12 // |
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P5 ================== P4 |
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*/ |
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const Vector2 point[16] = { |
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{(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 |
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{rec.x + rec.width + lineThick, (float)(rec.y + rec.height) - innerRadius}, {(float)(rec.x + rec.width) - innerRadius, rec.y + rec.height + lineThick}, // P3, P4 |
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