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pull/1696/head
raysan5 3 yıl önce
ebeveyn
işleme
b4975619ed
1 değiştirilmiş dosya ile 32 ekleme ve 29 silme
  1. +32
    -29
      src/shapes.c

+ 32
- 29
src/shapes.c Dosyayı Görüntüle

@ -809,21 +809,22 @@ void DrawRectangleRounded(Rectangle rec, float roundness, int segments, Color co
float stepLength = 90.0f/(float)segments;
// Quick sketch to make sense of all of this
// (there are 9 parts to draw, also mark the 12 points we'll use below)
//
// P0____________________P1
// /| |\
// /1| 2 |3\
// P7 /__|____________________|__\ P2
// | |P8 P9| |
// | 8 | 9 | 4 |
// | __|____________________|__ |
// P6 \ |P11 P10| / P3
// \7| 6 |5/
// \|____________________|/
// P5 P4
/*
Quick sketch to make sense of all of this,
there are 9 parts to draw, also mark the 12 points we'll use
P0____________________P1
/| |\
/1| 2 |3\
P7 /__|____________________|__\ P2
| |P8 P9| |
| 8 | 9 | 4 |
| __|____________________|__ |
P6 \ |P11 P10| / P3
\7| 6 |5/
\|____________________|/
P5 P4
*/
// Coordinates of the 12 points that define the rounded rect
const Vector2 point[12] = {
{(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
@ -1033,20 +1034,22 @@ void DrawRectangleRoundedLines(Rectangle rec, float roundness, int segments, int
float stepLength = 90.0f/(float)segments;
const float outerRadius = radius + (float)lineThick, innerRadius = radius;
// Quick sketch to make sense of all of this (mark the 16 + 4(corner centers P16-19) points we'll use below)
// P0 ================== P1
// // P8 P9 \\
// // \\
// P7 // P15 P10 \\ P2
// || *P16 P17* ||
// || ||
// || P14 P11 ||
// P6 \\ *P19 P18* // P3
// \\ //
// \\ P13 P12 //
// P5 ================== P4
/*
Quick sketch to make sense of all of this,
marks the 16 + 4(corner centers P16-19) points we'll use
P0 ================== P1
// P8 P9 \\
// \\
P7 // P15 P10 \\ P2
|| *P16 P17* ||
|| ||
|| P14 P11 ||
P6 \\ *P19 P18* // P3
\\ //
\\ P13 P12 //
P5 ================== P4
*/
const Vector2 point[16] = {
{(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
{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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