diff --git a/src/shapes.c b/src/shapes.c index 9eb690d3f..f25ed76fe 100644 --- a/src/shapes.c +++ b/src/shapes.c @@ -892,6 +892,213 @@ void DrawRoundedRect(Rectangle rec, float roundness, int segments, Color color) #endif } +// Draw rounded rectangle outline +void DrawRoundedRectLines(Rectangle rec, float roundness, int segments, int lineThick, Color color) +{ + // Not a rounded rectangle + // NOTE: Make sure we have at least 1px space left to render the rectangles near the corners + if(roundness <= 0.0f || rec.width <= 1 || rec.height <= 1 ) + { + DrawRectangleLinesEx(rec, lineThick, color); + return; + } + + if(roundness >= 1.0f) roundness = 1.0f; + + // Calculate corner radius + // NOTE: Make sure we have at least 1px space left to render the rectangles near the corners + float radius = rec.width > rec.height ? ((rec.height-1)*roundness)/2 : ((rec.width-1)*roundness)/2; + if(radius <= 0.0f) return; + if(lineThick > radius-1) lineThick = radius - 1; + + // Calculate number of segments to use for the corners + if (segments < 4) + { + // 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 + #endif + // Calculate the maximum angle between segments based on the error rate. + float th = acosf(2*powf(1 - CIRCLE_ERROR_RATE/radius, 2) - 1); + segments = ceilf(2*PI/th)/4; + if (segments <= 0) segments = 4; + } + + float stepLength = 90.0f/(float)segments; + const float outerRadius = radius, innerRadius = radius - (float)lineThick; + + /* Quick sketch to make sense of all of this (mark the 16 + 4(corner centers P16-19) points we'll use below) + * Not my best attempt at ASCII art, just preted it's rounded rectangle :) + * 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 + outerRadius, rec.y}, {(float)(rec.x + rec.width) - outerRadius, rec.y}, { rec.x + rec.width, (float)rec.y + outerRadius }, // PO, P1, P2 + {rec.x + rec.width, (float)(rec.y + rec.height) - outerRadius}, {(float)(rec.x + rec.width) - outerRadius, rec.y + rec.height}, // P3, P4 + {(float)rec.x + outerRadius, rec.y + rec.height}, { rec.x, (float)(rec.y + rec.height) - outerRadius}, {rec.x, (float)rec.y + outerRadius}, // P5, P6, P7 + {(float)rec.x + outerRadius, rec.y + lineThick}, {(float)(rec.x + rec.width) - outerRadius, rec.y + lineThick}, // P8, P9 + { rec.x + rec.width - lineThick, (float)rec.y + outerRadius }, {rec.x + rec.width - lineThick, (float)(rec.y + rec.height) - outerRadius}, // P10, P11 + {(float)(rec.x + rec.width) - outerRadius, rec.y + rec.height - lineThick}, {(float)rec.x + outerRadius, rec.y + rec.height - lineThick}, // P12, P13 + { rec.x + lineThick, (float)(rec.y + rec.height) - outerRadius}, {rec.x + lineThick, (float)rec.y + outerRadius} // P14, P15 + }; + const Vector2 centers[4] = { + {(float)rec.x + outerRadius, (float)rec.y + outerRadius}, {(float)(rec.x + rec.width) - outerRadius, (float)rec.y + outerRadius}, // P16, P17 + {(float)(rec.x + rec.width) - outerRadius, (float)(rec.y + rec.height) - outerRadius}, {(float)rec.x + outerRadius, (float)(rec.y + rec.height) - outerRadius} // P18, P19 + }; + const float angles[4] = {180.0f, 90.0f, 0.0f, 270.0f }; + + if(lineThick > 1) + { +#if defined(SUPPORT_QUADS_DRAW_MODE) + if (rlCheckBufferLimit(4*4*segments + 4*4)) rlglDraw(); // 4 corners with 4 vertices for each segment + 4 rectangles with 4 vertices each + rlBegin(RL_QUADS); + // Draw all of the 4 corners first: Upper Left Corner, Upper Right Corner, Lower Right Corner, Lower Left Corner + for(int k = 0; k < 4; ++k) // Hope the compiler is smart enough to unroll this loop + { + float angle = angles[k]; + const Vector2 center = centers[k]; + for (int i = 0; i < segments; i++) + { + rlColor4ub(color.r, color.g, color.b, color.a); + rlVertex2f(center.x + sinf(DEG2RAD*angle)*innerRadius, center.y + cosf(DEG2RAD*angle)*innerRadius); + rlVertex2f(center.x + sinf(DEG2RAD*angle)*outerRadius, center.y + cosf(DEG2RAD*angle)*outerRadius); + rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*outerRadius, center.y + cosf(DEG2RAD*(angle + stepLength))*outerRadius); + rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*innerRadius, center.y + cosf(DEG2RAD*(angle + stepLength))*innerRadius); + + angle += stepLength; + } + } + // Upper rectangle + rlColor4ub(color.r, color.g, color.b, color.a); + rlVertex2f(point[0].x, point[0].y); + rlVertex2f(point[8].x, point[8].y); + rlVertex2f(point[9].x, point[9].y); + rlVertex2f(point[1].x, point[1].y); + + // Right rectangle + rlColor4ub(color.r, color.g, color.b, color.a); + rlVertex2f(point[2].x, point[2].y); + rlVertex2f(point[10].x, point[10].y); + rlVertex2f(point[11].x, point[11].y); + rlVertex2f(point[3].x, point[3].y); + + // Lower rectangle + rlColor4ub(color.r, color.g, color.b, color.a); + rlVertex2f(point[13].x, point[13].y); + rlVertex2f(point[5].x, point[5].y); + rlVertex2f(point[4].x, point[4].y); + rlVertex2f(point[12].x, point[12].y); + + // Left rectangle + rlColor4ub(color.r, color.g, color.b, color.a); + rlVertex2f(point[15].x, point[15].y); + rlVertex2f(point[7].x, point[7].y); + rlVertex2f(point[6].x, point[6].y); + rlVertex2f(point[14].x, point[14].y); + + rlEnd(); +#else + if (rlCheckBufferLimit(4*6*segments + 4*6)) rlglDraw(); // 4 corners with 6(2*3) vertices for each segment + 4 rectangles with 6 vertices each + rlBegin(RL_TRIANGLES); + // Draw all of the 4 corners first: Upper Left Corner, Upper Right Corner, Lower Right Corner, Lower Left Corner + for(int k = 0; k < 4; ++k) // Hope the compiler is smart enough to unroll this loop + { + float angle = angles[k]; + const Vector2 center = centers[k]; + for (int i = 0; i < segments; i++) + { + rlColor4ub(color.r, color.g, color.b, color.a); + + rlVertex2f(center.x + sinf(DEG2RAD*angle)*innerRadius, center.y + cosf(DEG2RAD*angle)*innerRadius); + rlVertex2f(center.x + sinf(DEG2RAD*angle)*outerRadius, center.y + cosf(DEG2RAD*angle)*outerRadius); + rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*innerRadius, center.y + cosf(DEG2RAD*(angle + stepLength))*innerRadius); + + rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*innerRadius, center.y + cosf(DEG2RAD*(angle + stepLength))*innerRadius); + rlVertex2f(center.x + sinf(DEG2RAD*angle)*outerRadius, center.y + cosf(DEG2RAD*angle)*outerRadius); + rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*outerRadius, center.y + cosf(DEG2RAD*(angle + stepLength))*outerRadius); + + angle += stepLength; + } + } + + // Upper rectangle + rlColor4ub(color.r, color.g, color.b, color.a); + rlVertex2f(point[0].x, point[0].y); + rlVertex2f(point[8].x, point[8].y); + rlVertex2f(point[9].x, point[9].y); + rlVertex2f(point[1].x, point[1].y); + rlVertex2f(point[0].x, point[0].y); + rlVertex2f(point[9].x, point[9].y); + + // Right rectangle + rlColor4ub(color.r, color.g, color.b, color.a); + rlVertex2f(point[10].x, point[10].y); + rlVertex2f(point[11].x, point[11].y); + rlVertex2f(point[3].x, point[3].y); + rlVertex2f(point[2].x, point[2].y); + rlVertex2f(point[10].x, point[10].y); + rlVertex2f(point[3].x, point[3].y); + + // Lower rectangle + rlColor4ub(color.r, color.g, color.b, color.a); + rlVertex2f(point[13].x, point[13].y); + rlVertex2f(point[5].x, point[5].y); + rlVertex2f(point[4].x, point[4].y); + rlVertex2f(point[12].x, point[12].y); + rlVertex2f(point[13].x, point[13].y); + rlVertex2f(point[4].x, point[4].y); + + // Left rectangle + rlColor4ub(color.r, color.g, color.b, color.a); + rlVertex2f(point[7].x, point[7].y); + rlVertex2f(point[6].x, point[6].y); + rlVertex2f(point[14].x, point[14].y); + rlVertex2f(point[15].x, point[15].y); + rlVertex2f(point[7].x, point[7].y); + rlVertex2f(point[14].x, point[14].y); + rlEnd(); +#endif + } + else + { + // Use LINES to draw the outline + if (rlCheckBufferLimit(8*segments + 4*2)) rlglDraw(); // 4 corners with 2 vertices for each segment + 4 rectangles with 2 vertices each + rlBegin(RL_LINES); + // Draw all of the 4 corners first: Upper Left Corner, Upper Right Corner, Lower Right Corner, Lower Left Corner + for(int k = 0; k < 4; ++k) // Hope the compiler is smart enough to unroll this loop + { + float angle = angles[k]; + const Vector2 center = centers[k]; + for (int i = 0; i < segments; i++) + { + rlColor4ub(color.r, color.g, color.b, color.a); + rlVertex2f(center.x + sinf(DEG2RAD*angle)*outerRadius, center.y + cosf(DEG2RAD*angle)*outerRadius); + rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*outerRadius, center.y + cosf(DEG2RAD*(angle + stepLength))*outerRadius); + angle += stepLength; + } + } + // And now the remaining 4 lines + for(int i=0; i<8; i+=2) + { + rlColor4ub(color.r, color.g, color.b, color.a); + rlVertex2f(point[i].x, point[i].y); + rlVertex2f(point[i+1].x, point[i+1].y); + } + rlEnd(); + } +} + // Draw a triangle void DrawTriangle(Vector2 v1, Vector2 v2, Vector2 v3, Color color) {