REVIEWED: Code formating
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@ -37,7 +37,7 @@
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//------------------------------------------------------------------------------------
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// Helper function
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//------------------------------------------------------------------------------------
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void LoadCurveDefaults(GuiCurveEditState curves[]);
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void LoadCurveDefaults(GuiCurveEditorState curves[]);
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//------------------------------------------------------------------------------------
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// Program main entry point
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@ -80,7 +80,7 @@ int main()
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// 2 -> Ball Width
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// 3 -> Ball Height
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// 4 -> Ball rotation
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GuiCurveEditState curves[5] = { 0 };
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GuiCurveEditorState curves[5] = { 0 };
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LoadCurveDefaults(curves);
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// Animation time
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@ -102,9 +102,9 @@ int main()
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// Ball animation
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const float t = time/animationTime;
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Vector2 ballPos = (Vector2){ EvalGuiCurve(&curves[0], t), EvalGuiCurve(&curves[1], t) };
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Vector2 ballSize = (Vector2){ EvalGuiCurve(&curves[2], t), EvalGuiCurve(&curves[3], t) };
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float ballRotation = EvalGuiCurve(&curves[4], t);
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Vector2 ballPos = (Vector2){ GuiCurveEval(&curves[0], t), GuiCurveEval(&curves[1], t) };
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Vector2 ballSize = (Vector2){ GuiCurveEval(&curves[2], t), GuiCurveEval(&curves[3], t) };
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float ballRotation = GuiCurveEval(&curves[4], t);
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// Update style
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if (visualStyleActive != prevVisualStyleActive)
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@ -239,7 +239,7 @@ int main()
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// Curves can leaks from control boundary... scissor it !
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BeginScissorMode(curveRect.x, curveRect.y, curveRect.width, curveRect.height);
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GuiCurveEdit(&curves[i],curveRect);
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GuiCurveEditor(&curves[i],curveRect);
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EndScissorMode();
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// Resume clipping from setting rect
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@ -247,7 +247,7 @@ int main()
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contentRect.height += fontSize*12 + margin;
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// Draw selected point controls
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GuiCurveEditPoint *p = &(curves[i].points[curves[i].selectedIndex]);
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GuiCurveEditorPoint *p = &(curves[i].points[curves[i].selectedIndex]);
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GuiCheckBox((Rectangle){ contentRect.x, contentRect.y + contentRect.height + scrollOffset.y, 1.5f*fontSize, 1.5f*fontSize }, "Left Linear", &p->leftLinear);
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GuiCheckBox((Rectangle){ contentRect.x+contentRect.width/2, contentRect.y + contentRect.height + scrollOffset.y, 1.5f*fontSize, 1.5f*fontSize }, "Right Linear", &p->rightLinear);
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contentRect.height += 1.5f*fontSize + margin;
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@ -381,7 +381,7 @@ int main()
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return 0;
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}
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void LoadCurveDefaults(GuiCurveEditState curves[])
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void LoadCurveDefaults(GuiCurveEditorState curves[])
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{
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// X pos
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curves[0].start = 28;
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@ -59,27 +59,30 @@
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//----------------------------------------------------------------------------------
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typedef struct {
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Vector2 position; // In normalized space [0.f, 1.f]
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Vector2 position; // In normalized space [0.0f, 1.0f]
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Vector2 tangents; // The derivatives (left/right) of the 1D curve
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// Let the curve editor calculate tangents to linearize part of the curve
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bool leftLinear;
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bool rightLinear;
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} GuiCurveEditPoint;
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} GuiCurveEditorPoint;
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typedef struct {
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float start; // Value at y = 0
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float end; // Value at y = 1
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// Always valid (unless you manualy change state's point array). Make sure to set it to -1 before init
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int selectedIndex;
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// Unsorted array with at least one point (constant curve)
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GuiCurveEditPoint points[GUI_CURVE_EDIT_MAX_POINTS];
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GuiCurveEditorPoint points[GUI_CURVE_EDIT_MAX_POINTS];
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int numPoints;
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// private part
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// Private variables
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bool editLeftTangent;
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bool editRightTangent;
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Vector2 mouseOffset;
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} GuiCurveEditState;
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} GuiCurveEditorState;
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#ifdef __cplusplus
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@ -90,15 +93,14 @@ extern "C" { // Prevents name mangling of functions
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// Module Functions Declaration
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//----------------------------------------------------------------------------------
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// Initialize state
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GuiCurveEditState InitGuiCurveEdit();
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// Draw and update curve control
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void GuiCurveEdit(GuiCurveEditState *state, Rectangle bounds);
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GuiCurveEditorState GuiInitCurveEditor(); // Initialize curve editor state
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void GuiCurveEditor(GuiCurveEditorState *state, Rectangle bounds); // Draw and update curve control
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// 1D Interpolation
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// Returns the y value (in [start, end]) of the curve at x = t
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// t must be normalized [0.f, 1.f]
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float EvalGuiCurve(GuiCurveEditState *state, float t);
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float GuiCurveEval(GuiCurveEditorState *state, float t);
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#ifdef __cplusplus
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}
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@ -121,177 +123,186 @@ float EvalGuiCurve(GuiCurveEditState *state, float t);
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// Module Functions Definition
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//----------------------------------------------------------------------------------
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GuiCurveEditState InitGuiCurveEdit()
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GuiCurveEditorState GuiInitCurveEditor()
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{
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GuiCurveEditState state;
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GuiCurveEditorState state = { 0 };
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state.start = 0;
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state.end = 1;
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state.selectedIndex = 0;
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state.editLeftTangent = false;
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state.editRightTangent = false;
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state.mouseOffset = (Vector2) {0.f,0.f};
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state.mouseOffset = (Vector2){ 0.0f, 0.0f };
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// At least one point (AVG by default)
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state.numPoints = 1;
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state.points[0].position = (Vector2) {0.5f,0.5f};
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state.points[0].tangents = (Vector2) {0.f,0.f};
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state.points[0].position = (Vector2){ 0.5f, 0.5f };
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state.points[0].tangents = (Vector2){ 0.0f, 0.0f };
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state.points[0].leftLinear = false;
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state.points[0].rightLinear = false;
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return state;
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}
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int CompareGuiCurveEditPointPtr (const void * a, const void * b)
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static int CompareGuiCurveEditPointPtr(const void *a, const void *b)
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{
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float fa = (*(GuiCurveEditPoint**)a)->position.x;
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float fb = (*(GuiCurveEditPoint**)b)->position.x;
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return (fa > fb) - (fa < fb);
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float fa = (*(GuiCurveEditorPoint**)a)->position.x;
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float fb = (*(GuiCurveEditorPoint**)b)->position.x;
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return ((fa > fb) - (fa < fb));
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}
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float EvalGuiCurve(GuiCurveEditState *state, float t){
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float GuiCurveEval(GuiCurveEditorState *state, float t)
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{
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// Sort points
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GuiCurveEditPoint* sortedPoints[GUI_CURVE_EDIT_MAX_POINTS];
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for(int i=0; i < state->numPoints; i++){
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sortedPoints[i] = &state->points[i];
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}
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qsort(sortedPoints, state->numPoints, sizeof(GuiCurveEditPoint*), CompareGuiCurveEditPointPtr);
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GuiCurveEditorPoint* sortedPoints[GUI_CURVE_EDIT_MAX_POINTS];
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if(state->numPoints == 0)
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return state->start;
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for (int i=0; i < state->numPoints; i++) sortedPoints[i] = &state->points[i];
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qsort(sortedPoints, state->numPoints, sizeof(GuiCurveEditorPoint*), CompareGuiCurveEditPointPtr);
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if (state->numPoints == 0) return state->start;
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// Constants part on edges
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if(t <= sortedPoints[0]->position.x)
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return state->start + (state->end-state->start) * sortedPoints[0]->position.y;
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if(t >= sortedPoints[state->numPoints-1]->position.x)
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return state->start + (state->end-state->start) * sortedPoints[state->numPoints-1]->position.y;
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if (t <= sortedPoints[0]->position.x) return state->start + (state->end-state->start)*sortedPoints[0]->position.y;
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if (t >= sortedPoints[state->numPoints-1]->position.x) return state->start + (state->end-state->start)*sortedPoints[state->numPoints-1]->position.y;
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// Find curve portion
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for(int i=0; i < state->numPoints-1; i++){
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const GuiCurveEditPoint* p1 = sortedPoints[i];
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const GuiCurveEditPoint* p2 = sortedPoints[i+1];
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for (int i=0; i < state->numPoints-1; i++)
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{
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const GuiCurveEditorPoint *p1 = sortedPoints[i];
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const GuiCurveEditorPoint *p2 = sortedPoints[i+1];
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// Skip this range
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if(!(t >= p1->position.x && t < p2->position.x) || p1->position.x == p2->position.x)
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continue;
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if (!((t >= p1->position.x) && (t < p2->position.x)) || (p1->position.x == p2->position.x)) continue;
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float scale = (p2->position.x-p1->position.x);
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float T = (t-p1->position.x)/scale;
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float startTangent = scale * p1->tangents.y;
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float endTangent = scale * p2->tangents.x;
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float startTangent = scale*p1->tangents.y;
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float endTangent = scale*p2->tangents.x;
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float T2 = T*T;
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float T3 = T*T*T;
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return state->start + (state->end-state->start) * ((2*T3-3*T2+1)*p1->position.y+(T3-2*T2+T)*startTangent+(3*T2-2*T3)*p2->position.y+(T3-T2)*endTangent);
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return (state->start + (state->end-state->start)*((2*T3 - 3*T2 + 1)*p1->position.y + (T3 - 2*T2 + T)*startTangent + (3*T2 - 2*T3)*p2->position.y + (T3 - T2)*endTangent));
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}
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return state->start;
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}
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void GuiCurveEdit(GuiCurveEditState *state, Rectangle bounds){
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//----------------------------------------------------------------------------------
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void GuiCurveEditor(GuiCurveEditorState *state, Rectangle bounds)
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{
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// CONST
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//----------------------------------------------------------------------------------
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const float pointSize = 10;
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const float pointSize = 10.0f;
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const float fontSize = GuiGetStyle(DEFAULT, TEXT_SIZE);
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const float handleLength = pointSize*2.5;
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const float handleLength = pointSize*2.5f;
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const float handleSize = pointSize/1.5f;
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const Rectangle innerBounds = (Rectangle){bounds.x+fontSize, bounds.y+fontSize, bounds.width-2*fontSize, bounds.height-2*fontSize};
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const Rectangle innerBounds = (Rectangle){ bounds.x + fontSize, bounds.y + fontSize, bounds.width - 2*fontSize, bounds.height - 2*fontSize };
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const Vector2 mouse = GetMousePosition();
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const Vector2 mouseLocal = (Vector2) {(mouse.x-innerBounds.x)/innerBounds.width, (innerBounds.y+innerBounds.height-mouse.y)/innerBounds.height};
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const Vector2 mouseLocal = (Vector2){ (mouse.x - innerBounds.x)/innerBounds.width, (innerBounds.y + innerBounds.height-mouse.y)/innerBounds.height};
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//----------------------------------------------------------------------------------
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// UPDATE STATE
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//----------------------------------------------------------------------------------
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// Find first point under mouse (-1 if not found)
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int hoveredPointIndex = -1;
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for(int i=0; i < state->numPoints; i++){
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const GuiCurveEditPoint* p = &state->points[i];
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const Vector2 screenPos = (Vector2){p->position.x*innerBounds.width+innerBounds.x, innerBounds.y+innerBounds.height-p->position.y*innerBounds.height};
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const Rectangle pointRect = (Rectangle) {screenPos.x-pointSize/2.f, screenPos.y-pointSize/2.f, pointSize, pointSize};
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if(CheckCollisionPointRec(mouse, pointRect)){
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for (int i = 0; i < state->numPoints; i++)
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{
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const GuiCurveEditorPoint *p = &state->points[i];
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const Vector2 screenPos = (Vector2){ p->position.x*innerBounds.width + innerBounds.x, innerBounds.y + innerBounds.height-p->position.y*innerBounds.height };
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const Rectangle pointRect = (Rectangle){ screenPos.x - pointSize/2.0f, screenPos.y - pointSize/2.0f, pointSize, pointSize };
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if (CheckCollisionPointRec(mouse, pointRect))
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{
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hoveredPointIndex = i;
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break;
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}
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}
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// Unselect tangents
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if(IsMouseButtonReleased(MOUSE_BUTTON_LEFT)){
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if (IsMouseButtonReleased(MOUSE_BUTTON_LEFT))
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{
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state->editLeftTangent = false;
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state->editRightTangent = false;
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}
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// Select a tangent if possible
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if(IsMouseButtonPressed(MOUSE_BUTTON_LEFT) && state->selectedIndex != -1 && CheckCollisionPointRec(mouse, bounds)){
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const GuiCurveEditPoint* p = &state->points[state->selectedIndex];
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const Vector2 screenPos = (Vector2){p->position.x*innerBounds.width+innerBounds.x, innerBounds.y+innerBounds.height-p->position.y*innerBounds.height};
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if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT) && (state->selectedIndex != -1) && CheckCollisionPointRec(mouse, bounds))
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{
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const GuiCurveEditorPoint* p = &state->points[state->selectedIndex];
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const Vector2 screenPos = (Vector2){ p->position.x*innerBounds.width+innerBounds.x, innerBounds.y+innerBounds.height-p->position.y*innerBounds.height };
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// Left control
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Vector2 target = (Vector2) {(p->position.x-1)*innerBounds.width+innerBounds.x, innerBounds.y+innerBounds.height-(p->position.y-p->tangents.x)*innerBounds.height};
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Vector2 dir = (Vector2) {target.x-screenPos.x, target.y-screenPos.y};
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float d = sqrt(dir.x*dir.x+dir.y*dir.y);
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Vector2 control = (Vector2) {screenPos.x+dir.x/d*handleLength, screenPos.y+dir.y/d*handleLength};
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Rectangle controlRect = (Rectangle) {control.x-handleSize/2.f, control.y-handleSize/2.f, handleSize, handleSize};
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Vector2 target = (Vector2){ (p->position.x-1)*innerBounds.width + innerBounds.x, innerBounds.y + innerBounds.height - (p->position.y-p->tangents.x)*innerBounds.height };
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Vector2 dir = (Vector2){ target.x-screenPos.x, target.y-screenPos.y };
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float d = sqrt(dir.x*dir.x + dir.y*dir.y);
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Vector2 control = (Vector2){ screenPos.x + dir.x/d*handleLength, screenPos.y + dir.y/d*handleLength };
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Rectangle controlRect = (Rectangle){ control.x - handleSize/2.0f, control.y - handleSize/2.0f, handleSize, handleSize };
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// Edit left tangent
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if(CheckCollisionPointRec(mouse, controlRect)){
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state->editLeftTangent = true;
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}
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if (CheckCollisionPointRec(mouse, controlRect)) state->editLeftTangent = true;
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// Right control
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target = (Vector2) {(p->position.x+1)*innerBounds.width+innerBounds.x, innerBounds.y+innerBounds.height-(p->position.y+p->tangents.y)*innerBounds.height};
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dir = (Vector2) {target.x-screenPos.x, target.y-screenPos.y};
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d = sqrt(dir.x*dir.x+dir.y*dir.y);
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control = (Vector2) {screenPos.x+dir.x/d*handleLength, screenPos.y+dir.y/d*handleLength};
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controlRect = (Rectangle) {control.x-handleSize/2.f, control.y-handleSize/2.f, handleSize, handleSize};
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// Edit right tangent
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if(CheckCollisionPointRec(mouse, controlRect)){
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state->editRightTangent = true;
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}
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}
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target = (Vector2){ (p->position.x + 1)*innerBounds.width + innerBounds.x, innerBounds.y + innerBounds.height - (p->position.y + p->tangents.y)*innerBounds.height };
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dir = (Vector2){ target.x-screenPos.x, target.y-screenPos.y };
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d = sqrt(dir.x*dir.x + dir.y*dir.y);
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control = (Vector2){ screenPos.x + dir.x/d*handleLength, screenPos.y + dir.y/d*handleLength };
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controlRect = (Rectangle){ control.x - handleSize/2.0f, control.y - handleSize/2.0f, handleSize, handleSize };
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// Edit right tangent
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if (CheckCollisionPointRec(mouse, controlRect)) state->editRightTangent = true;
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}
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// Move tangents
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if(IsMouseButtonDown(MOUSE_BUTTON_LEFT) && state->editRightTangent){
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if (IsMouseButtonDown(MOUSE_BUTTON_LEFT) && state->editRightTangent)
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{
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// editRightTangent == true implies selectedIndex != -1
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GuiCurveEditPoint* p = &state->points[state->selectedIndex];
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const Vector2 screenPos = (Vector2){p->position.x*innerBounds.width+innerBounds.x, innerBounds.y+innerBounds.height-p->position.y*innerBounds.height};
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const Vector2 dir = (Vector2){mouseLocal.x-p->position.x, mouseLocal.y-p->position.y};
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GuiCurveEditorPoint *p = &state->points[state->selectedIndex];
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const Vector2 screenPos = (Vector2){ p->position.x*innerBounds.width + innerBounds.x, innerBounds.y + innerBounds.height-p->position.y*innerBounds.height };
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const Vector2 dir = (Vector2){ mouseLocal.x - p->position.x, mouseLocal.y - p->position.y};
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// Calculate right tangent slope
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p->tangents.y = dir.x < 0.001f ? dir.y/0.001f : dir.y/dir.x;
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p->tangents.y = (dir.x < 0.001f)? dir.y/0.001f : dir.y/dir.x;
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p->rightLinear = false; // Stop right linearization update
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// Tangents are symetric by default unless SHIFT is pressed
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if(!(IsKeyDown(KEY_LEFT_SHIFT) || IsKeyDown(KEY_RIGHT_SHIFT))){
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if (!(IsKeyDown(KEY_LEFT_SHIFT) || IsKeyDown(KEY_RIGHT_SHIFT)))
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{
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p->tangents.x = p->tangents.y;
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p->leftLinear = false; // Stop left linearization update
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}
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} else if(IsMouseButtonDown(MOUSE_BUTTON_LEFT) && state->editLeftTangent){
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}
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else if (IsMouseButtonDown(MOUSE_BUTTON_LEFT) && state->editLeftTangent)
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{
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// editLeftTangent == true implies selectedIndex != -1
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GuiCurveEditPoint* p = &state->points[state->selectedIndex];
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const Vector2 screenPos = (Vector2){p->position.x*innerBounds.width+innerBounds.x, innerBounds.y+innerBounds.height-p->position.y*innerBounds.height};
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const Vector2 dir = (Vector2){mouseLocal.x-p->position.x, mouseLocal.y-p->position.y};
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GuiCurveEditorPoint *p = &state->points[state->selectedIndex];
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const Vector2 screenPos = (Vector2){ p->position.x*innerBounds.width + innerBounds.x, innerBounds.y + innerBounds.height-p->position.y*innerBounds.height };
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const Vector2 dir = (Vector2){ mouseLocal.x - p->position.x, mouseLocal.y - p->position.y };
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// Calculate left tangent slope
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p->tangents.x = dir.x > -0.001f ? dir.y/(-0.001f) : dir.y/dir.x;
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p->tangents.x = (dir.x > -0.001f)? dir.y/(-0.001f) : dir.y/dir.x;
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p->leftLinear = false; // Stop left linearization update
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// Tangents are symetric by default unless SHIFT is pressed
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if(!(IsKeyDown(KEY_LEFT_SHIFT) || IsKeyDown(KEY_RIGHT_SHIFT))){
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if (!(IsKeyDown(KEY_LEFT_SHIFT) || IsKeyDown(KEY_RIGHT_SHIFT)))
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{
|
||||
p->tangents.y = p->tangents.x;
|
||||
p->rightLinear = false; // Stop right linearization update
|
||||
}
|
||||
}
|
||||
// Select a point
|
||||
else if(IsMouseButtonPressed(MOUSE_BUTTON_LEFT) && hoveredPointIndex != -1 && CheckCollisionPointRec(mouse, bounds)){
|
||||
else if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT) && (hoveredPointIndex != -1) && CheckCollisionPointRec(mouse, bounds))
|
||||
{
|
||||
state->selectedIndex = hoveredPointIndex;
|
||||
const GuiCurveEditPoint* p = &state->points[state->selectedIndex];
|
||||
const Vector2 screenPos = (Vector2){p->position.x*innerBounds.width+innerBounds.x, innerBounds.y+innerBounds.height-p->position.y*innerBounds.height};
|
||||
state->mouseOffset = (Vector2) {p->position.x - mouseLocal.x, p->position.y - mouseLocal.y};
|
||||
const GuiCurveEditorPoint *p = &state->points[state->selectedIndex];
|
||||
const Vector2 screenPos = (Vector2){ p->position.x*innerBounds.width + innerBounds.x, innerBounds.y + innerBounds.height - p->position.y*innerBounds.height };
|
||||
state->mouseOffset = (Vector2){ p->position.x - mouseLocal.x, p->position.y - mouseLocal.y };
|
||||
}
|
||||
// Remove a point (check against bounds)
|
||||
else if(IsMouseButtonPressed(MOUSE_BUTTON_RIGHT) && hoveredPointIndex != -1 && CheckCollisionPointRec(mouse, bounds) && state->numPoints > 1){
|
||||
else if (IsMouseButtonPressed(MOUSE_BUTTON_RIGHT) && (hoveredPointIndex != -1) && CheckCollisionPointRec(mouse, bounds) && (state->numPoints > 1))
|
||||
{
|
||||
// Deselect everything
|
||||
state->selectedIndex = 0; // select first point by default
|
||||
state->editLeftTangent = false;
|
||||
@ -299,70 +310,72 @@ void GuiCurveEdit(GuiCurveEditState *state, Rectangle bounds){
|
||||
|
||||
// Remove point
|
||||
state->numPoints -= 1;
|
||||
for(int i=hoveredPointIndex; i < state->numPoints; i++ ){
|
||||
state->points[i] = state->points[i+1];
|
||||
for (int i = hoveredPointIndex; i < state->numPoints; i++) state->points[i] = state->points[i+1];
|
||||
}
|
||||
|
||||
// Add a point (check against innerBounds)
|
||||
} else if(IsMouseButtonPressed(MOUSE_BUTTON_LEFT) && CheckCollisionPointRec(mouse, innerBounds) && state->numPoints < GUI_CURVE_EDIT_MAX_POINTS){
|
||||
else if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT) && CheckCollisionPointRec(mouse, innerBounds) && (state->numPoints < GUI_CURVE_EDIT_MAX_POINTS))
|
||||
{
|
||||
state->editLeftTangent = false;
|
||||
state->editRightTangent = false;
|
||||
|
||||
// Create new point
|
||||
GuiCurveEditPoint p;
|
||||
p.tangents = (Vector2) {0.f, 0.f};
|
||||
GuiCurveEditorPoint p;
|
||||
p.tangents = (Vector2){ 0.0f, 0.0f };
|
||||
p.position = mouseLocal;
|
||||
p.leftLinear = false;
|
||||
p.rightLinear = false;
|
||||
|
||||
// Append point
|
||||
state->points[state->numPoints] = p;
|
||||
state->selectedIndex = state->numPoints; // select new point
|
||||
state->numPoints += 1;
|
||||
// Point is add on mouse pos
|
||||
state->mouseOffset = (Vector2) {0,0};
|
||||
|
||||
// Point is add on mouse pos
|
||||
state->mouseOffset = (Vector2){ 0, 0 };
|
||||
}
|
||||
// Move selected point
|
||||
} else if(state->selectedIndex != -1 && IsMouseButtonDown(MOUSE_BUTTON_LEFT) && CheckCollisionPointRec(mouse, bounds) ){
|
||||
GuiCurveEditPoint* p = &state->points[state->selectedIndex];
|
||||
else if ((state->selectedIndex != -1) && IsMouseButtonDown(MOUSE_BUTTON_LEFT) && CheckCollisionPointRec(mouse, bounds))
|
||||
{
|
||||
GuiCurveEditorPoint *p = &state->points[state->selectedIndex];
|
||||
|
||||
// use mouse offset on click to prevent point teleporting to mouse
|
||||
const Vector2 newLocalPos = (Vector2){mouseLocal.x + state->mouseOffset.x, mouseLocal.y + state->mouseOffset.y};
|
||||
const Vector2 newLocalPos = (Vector2){ mouseLocal.x + state->mouseOffset.x, mouseLocal.y + state->mouseOffset.y };
|
||||
|
||||
// Clamp to innerbounds
|
||||
p->position.x = newLocalPos.x < 0 ? 0 : newLocalPos.x > 1 ? 1 : newLocalPos.x;
|
||||
p->position.y = newLocalPos.y < 0 ? 0 : newLocalPos.y > 1 ? 1 : newLocalPos.y;
|
||||
p->position.x = (newLocalPos.x < 0)? 0 : ((newLocalPos.x > 1)? 1 : newLocalPos.x);
|
||||
p->position.y = (newLocalPos.y < 0)? 0 : ((newLocalPos.y > 1)? 1 : newLocalPos.y);
|
||||
}
|
||||
|
||||
// Sort points
|
||||
GuiCurveEditPoint* sortedPoints[GUI_CURVE_EDIT_MAX_POINTS];
|
||||
for(int i=0; i < state->numPoints; i++){
|
||||
sortedPoints[i] = &state->points[i];
|
||||
}
|
||||
qsort(sortedPoints, state->numPoints, sizeof(GuiCurveEditPoint*), CompareGuiCurveEditPointPtr);
|
||||
|
||||
GuiCurveEditorPoint *sortedPoints[GUI_CURVE_EDIT_MAX_POINTS] = { 0 };
|
||||
for (int i = 0; i < state->numPoints; i++) sortedPoints[i] = &state->points[i];
|
||||
qsort(sortedPoints, state->numPoints, sizeof(GuiCurveEditorPoint*), CompareGuiCurveEditPointPtr);
|
||||
|
||||
// Update linear tangents
|
||||
for(int i=0; i < state->numPoints; i++){
|
||||
GuiCurveEditPoint* p = sortedPoints[i];
|
||||
for (int i = 0; i < state->numPoints; i++)
|
||||
{
|
||||
GuiCurveEditorPoint *p = sortedPoints[i];
|
||||
|
||||
// Left tangent
|
||||
if(i > 0 && p->leftLinear){
|
||||
const GuiCurveEditPoint* p2 = sortedPoints[i-1];
|
||||
Vector2 dir = (Vector2) {p2->position.x-p->position.x, p2->position.y-p->position.y};
|
||||
p->tangents.x = dir.x == 0 ? 0 : dir.y/dir.x;
|
||||
}
|
||||
// Right tangent
|
||||
if(i < state->numPoints-1 && p->rightLinear){
|
||||
const GuiCurveEditPoint* p2 = sortedPoints[i+1];
|
||||
Vector2 dir = (Vector2) {p2->position.x-p->position.x, p2->position.y-p->position.y};
|
||||
p->tangents.y = dir.x == 0 ? 0 : dir.y/dir.x;
|
||||
}
|
||||
if ((i > 0) && p->leftLinear)
|
||||
{
|
||||
const GuiCurveEditorPoint *p2 = sortedPoints[i - 1];
|
||||
Vector2 dir = (Vector2){ p2->position.x - p->position.x, p2->position.y - p->position.y };
|
||||
p->tangents.x = (dir.x == 0)? 0 : dir.y/dir.x;
|
||||
}
|
||||
|
||||
// Right tangent
|
||||
if ((i < state->numPoints - 1) && p->rightLinear)
|
||||
{
|
||||
const GuiCurveEditorPoint *p2 = sortedPoints[i + 1];
|
||||
Vector2 dir = (Vector2){ p2->position.x - p->position.x, p2->position.y - p->position.y };
|
||||
p->tangents.y = (dir.x == 0)? 0 : dir.y/dir.x;
|
||||
}
|
||||
}
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// DRAWING
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw bg
|
||||
DrawRectangle(bounds.x, bounds.y, bounds.width, bounds.height, GetColor(GuiGetStyle(DEFAULT, BACKGROUND_COLOR)));
|
||||
|
||||
// Draw grid
|
||||
@ -374,88 +387,103 @@ void GuiCurveEdit(GuiCurveEditState *state, Rectangle bounds){
|
||||
|
||||
// V lines
|
||||
DrawLine(innerBounds.x, bounds.y, innerBounds.x, bounds.y+bounds.height, lineColor); // 0
|
||||
DrawLine(innerBounds.x+innerBounds.width/4, bounds.y, innerBounds.x+innerBounds.width/4, bounds.y+bounds.height, lineColor); // 0.25
|
||||
DrawLine(innerBounds.x+innerBounds.width/2, bounds.y, innerBounds.x+innerBounds.width/2, bounds.y+bounds.height, lineColor); // 0.5
|
||||
DrawLine(innerBounds.x+3*innerBounds.width/4, bounds.y, innerBounds.x+3*innerBounds.width/4, bounds.y+bounds.height, lineColor); // 0.75
|
||||
DrawLine(innerBounds.x+innerBounds.width, bounds.y, innerBounds.x+innerBounds.width, bounds.y+bounds.height, lineColor); // 1
|
||||
DrawLine(innerBounds.x + innerBounds.width/4, bounds.y, innerBounds.x + innerBounds.width/4, bounds.y + bounds.height, lineColor); // 0.25
|
||||
DrawLine(innerBounds.x + innerBounds.width/2, bounds.y, innerBounds.x + innerBounds.width/2, bounds.y + bounds.height, lineColor); // 0.5
|
||||
DrawLine(innerBounds.x + 3*innerBounds.width/4, bounds.y, innerBounds.x + 3*innerBounds.width/4, bounds.y + bounds.height, lineColor); // 0.75
|
||||
DrawLine(innerBounds.x + innerBounds.width, bounds.y, innerBounds.x + innerBounds.width, bounds.y + bounds.height, lineColor); // 1
|
||||
|
||||
Font font = GuiGetFont();
|
||||
// V labels
|
||||
DrawTextEx(font, "0", (Vector2) {innerBounds.x, bounds.y+bounds.height-fontSize}, fontSize,GuiGetStyle(DEFAULT, TEXT_SPACING), lineColor);
|
||||
DrawTextEx(font, "0.25", (Vector2) {innerBounds.x+innerBounds.width/4.f, bounds.y+bounds.height-fontSize}, fontSize,GuiGetStyle(DEFAULT, TEXT_SPACING), lineColor);
|
||||
DrawTextEx(font, "0.5", (Vector2) {innerBounds.x+innerBounds.width/2.f, bounds.y+bounds.height-fontSize}, fontSize,GuiGetStyle(DEFAULT, TEXT_SPACING), lineColor);
|
||||
DrawTextEx(font, "0.75", (Vector2) {innerBounds.x+3.f*innerBounds.width/4.f, bounds.y+bounds.height-fontSize}, fontSize,GuiGetStyle(DEFAULT, TEXT_SPACING), lineColor);
|
||||
DrawTextEx(font, "1", (Vector2) {innerBounds.x+innerBounds.width, bounds.y+bounds.height-fontSize}, fontSize,GuiGetStyle(DEFAULT, TEXT_SPACING), lineColor);
|
||||
DrawTextEx(font, "0", (Vector2){ innerBounds.x, bounds.y + bounds.height-fontSize}, fontSize, GuiGetStyle(DEFAULT, TEXT_SPACING), lineColor);
|
||||
DrawTextEx(font, "0.25", (Vector2){ innerBounds.x + innerBounds.width/4.0f, bounds.y + bounds.height - fontSize}, fontSize, GuiGetStyle(DEFAULT, TEXT_SPACING), lineColor);
|
||||
DrawTextEx(font, "0.5", (Vector2){ innerBounds.x + innerBounds.width/2.0f, bounds.y + bounds.height - fontSize}, fontSize, GuiGetStyle(DEFAULT, TEXT_SPACING), lineColor);
|
||||
DrawTextEx(font, "0.75", (Vector2){ innerBounds.x + 3.0f*innerBounds.width/4.0f, bounds.y + bounds.height-fontSize}, fontSize, GuiGetStyle(DEFAULT, TEXT_SPACING), lineColor);
|
||||
DrawTextEx(font, "1", (Vector2){ innerBounds.x + innerBounds.width, bounds.y+bounds.height - fontSize}, fontSize, GuiGetStyle(DEFAULT, TEXT_SPACING), lineColor);
|
||||
|
||||
// H labels
|
||||
DrawTextEx(font, TextFormat("%.2f", state->start), (Vector2) {innerBounds.x, innerBounds.y-fontSize+innerBounds.height}, fontSize, GuiGetStyle(DEFAULT, TEXT_SPACING), lineColor);
|
||||
DrawTextEx(font, TextFormat("%.2f", state->start + (state->end-state->start)/2.f), (Vector2) {innerBounds.x, innerBounds.y-fontSize+innerBounds.height/2.f}, fontSize, GuiGetStyle(DEFAULT, TEXT_SPACING), lineColor);
|
||||
DrawTextEx(font, TextFormat("%.2f", state->end), (Vector2) {innerBounds.x, innerBounds.y}, fontSize, GuiGetStyle(DEFAULT, TEXT_SPACING), lineColor);
|
||||
DrawTextEx(font, TextFormat("%.2f", state->start), (Vector2){ innerBounds.x, innerBounds.y - fontSize+innerBounds.height }, fontSize, GuiGetStyle(DEFAULT, TEXT_SPACING), lineColor);
|
||||
DrawTextEx(font, TextFormat("%.2f", state->start + (state->end-state->start)/2.f), (Vector2){ innerBounds.x, innerBounds.y - fontSize + innerBounds.height/2.0f }, fontSize, GuiGetStyle(DEFAULT, TEXT_SPACING), lineColor);
|
||||
DrawTextEx(font, TextFormat("%.2f", state->end), (Vector2){ innerBounds.x, innerBounds.y }, fontSize, GuiGetStyle(DEFAULT, TEXT_SPACING), lineColor);
|
||||
|
||||
// Draw contours
|
||||
if(CheckCollisionPointRec(mouse, bounds))
|
||||
DrawRectangleLines(bounds.x, bounds.y, bounds.width, bounds.height, GetColor(GuiGetStyle(DEFAULT, BORDER_COLOR_FOCUSED)));
|
||||
else
|
||||
DrawRectangleLines(bounds.x, bounds.y, bounds.width, bounds.height, GetColor(GuiGetStyle(DEFAULT, BORDER_COLOR_NORMAL)));
|
||||
if (CheckCollisionPointRec(mouse, bounds)) DrawRectangleLines(bounds.x, bounds.y, bounds.width, bounds.height, GetColor(GuiGetStyle(DEFAULT, BORDER_COLOR_FOCUSED)));
|
||||
else DrawRectangleLines(bounds.x, bounds.y, bounds.width, bounds.height, GetColor(GuiGetStyle(DEFAULT, BORDER_COLOR_NORMAL)));
|
||||
|
||||
// Draw points
|
||||
for(int i=0; i < state->numPoints; i++){
|
||||
for (int i = 0; i < state->numPoints; i++)
|
||||
{
|
||||
const GuiCurveEditorPoint *p = sortedPoints[i];
|
||||
|
||||
const GuiCurveEditPoint* p = sortedPoints[i];
|
||||
const Vector2 screenPos = (Vector2){ p->position.x*innerBounds.width + innerBounds.x, innerBounds.y + innerBounds.height - p->position.y*innerBounds.height };
|
||||
const Rectangle pointRect = (Rectangle){ screenPos.x - pointSize/2.0f, screenPos.y - pointSize/2.0f, pointSize, pointSize };
|
||||
|
||||
const Vector2 screenPos = (Vector2){p->position.x*innerBounds.width+innerBounds.x, innerBounds.y+innerBounds.height-p->position.y*innerBounds.height};
|
||||
const Rectangle pointRect = (Rectangle) {screenPos.x-pointSize/2.f, screenPos.y-pointSize/2.f, pointSize, pointSize};
|
||||
|
||||
Color pointColor;
|
||||
Color pointBorderColor;
|
||||
Color pointColor = { 0 };
|
||||
Color pointBorderColor = { 0 };
|
||||
|
||||
// Draw point
|
||||
if(&state->points[state->selectedIndex] == p){
|
||||
|
||||
if (&state->points[state->selectedIndex] == p)
|
||||
{
|
||||
// Draw left handle
|
||||
if(i > 0){
|
||||
const Vector2 target = (Vector2) {(p->position.x-1)*innerBounds.width+innerBounds.x, innerBounds.y+innerBounds.height-(p->position.y-p->tangents.x)*innerBounds.height};
|
||||
const Vector2 dir = (Vector2) {target.x-screenPos.x, target.y-screenPos.y};
|
||||
const float d = sqrt(dir.x*dir.x+dir.y*dir.y);
|
||||
const Vector2 control = (Vector2) {screenPos.x+dir.x/d*handleLength, screenPos.y+dir.y/d*handleLength};
|
||||
const Rectangle controlRect = (Rectangle) {control.x-handleSize/2.f, control.y-handleSize/2.f, handleSize, handleSize};
|
||||
if (i > 0)
|
||||
{
|
||||
const Vector2 target = (Vector2){ (p->position.x - 1)*innerBounds.width + innerBounds.x, innerBounds.y + innerBounds.height - (p->position.y - p->tangents.x)*innerBounds.height };
|
||||
const Vector2 dir = (Vector2){ target.x - screenPos.x, target.y - screenPos.y };
|
||||
const float d = sqrt(dir.x*dir.x + dir.y*dir.y);
|
||||
const Vector2 control = (Vector2){ screenPos.x + dir.x/d*handleLength, screenPos.y + dir.y/d*handleLength };
|
||||
const Rectangle controlRect = (Rectangle){ control.x - handleSize/2.0f, control.y - handleSize/2.0f, handleSize, handleSize };
|
||||
|
||||
Color controlColor;
|
||||
Color controlBorderColor;
|
||||
if(state->editLeftTangent){
|
||||
Color controlColor = { 0 };
|
||||
Color controlBorderColor = { 0 };
|
||||
|
||||
if (state->editLeftTangent)
|
||||
{
|
||||
controlColor = GetColor(GuiGetStyle(DEFAULT, BASE_COLOR_PRESSED));
|
||||
controlBorderColor = GetColor(GuiGetStyle(DEFAULT, BORDER_COLOR_NORMAL));
|
||||
} else if(CheckCollisionPointRec(mouse, controlRect)){
|
||||
}
|
||||
else if (CheckCollisionPointRec(mouse, controlRect))
|
||||
{
|
||||
controlColor = GetColor(GuiGetStyle(DEFAULT, BASE_COLOR_FOCUSED));
|
||||
controlBorderColor = GetColor(GuiGetStyle(DEFAULT, BORDER_COLOR_NORMAL));
|
||||
}else{
|
||||
}
|
||||
else
|
||||
{
|
||||
controlColor = GetColor(GuiGetStyle(BUTTON, BASE_COLOR_NORMAL));
|
||||
controlBorderColor = GetColor(GuiGetStyle(BUTTON, BORDER_COLOR_NORMAL));
|
||||
}
|
||||
|
||||
DrawLine(screenPos.x,screenPos.y, control.x, control.y, controlColor);
|
||||
DrawRectangle(controlRect.x, controlRect.y, controlRect.width, controlRect.height, controlColor);
|
||||
DrawRectangleLines(controlRect.x, controlRect.y, controlRect.width, controlRect.height, controlColor);
|
||||
}
|
||||
// Draw right handle
|
||||
if(i < state->numPoints-1){
|
||||
const Vector2 target = (Vector2) {(p->position.x+1)*innerBounds.width+innerBounds.x, innerBounds.y+innerBounds.height-(p->position.y+p->tangents.y)*innerBounds.height};
|
||||
const Vector2 dir = (Vector2) {target.x-screenPos.x, target.y-screenPos.y};
|
||||
const float d = sqrt(dir.x*dir.x+dir.y*dir.y);
|
||||
const Vector2 control = (Vector2) {screenPos.x+dir.x/d*handleLength, screenPos.y+dir.y/d*handleLength};
|
||||
const Rectangle controlRect = (Rectangle) {control.x-handleSize/2.f, control.y-handleSize/2.f, handleSize, handleSize};
|
||||
|
||||
Color controlColor;
|
||||
Color controlBorderColor;
|
||||
if(state->editRightTangent){
|
||||
// Draw right handle
|
||||
if (i < state->numPoints - 1)
|
||||
{
|
||||
const Vector2 target = (Vector2){ (p->position.x + 1)*innerBounds.width + innerBounds.x, innerBounds.y + innerBounds.height - (p->position.y + p->tangents.y)*innerBounds.height };
|
||||
const Vector2 dir = (Vector2){ target.x - screenPos.x, target.y - screenPos.y };
|
||||
const float d = sqrt(dir.x*dir.x + dir.y*dir.y);
|
||||
const Vector2 control = (Vector2){ screenPos.x + dir.x/d*handleLength, screenPos.y + dir.y/d*handleLength };
|
||||
const Rectangle controlRect = (Rectangle){ control.x - handleSize/2.0f, control.y - handleSize/2.0f, handleSize, handleSize };
|
||||
|
||||
Color controlColor = { 0 };
|
||||
Color controlBorderColor = { 0 };
|
||||
|
||||
if (state->editRightTangent)
|
||||
{
|
||||
controlColor = GetColor(GuiGetStyle(DEFAULT, BASE_COLOR_PRESSED));
|
||||
controlBorderColor = GetColor(GuiGetStyle(DEFAULT, BORDER_COLOR_NORMAL));
|
||||
} else if(CheckCollisionPointRec(mouse, controlRect)){
|
||||
}
|
||||
else if (CheckCollisionPointRec(mouse, controlRect))
|
||||
{
|
||||
controlColor = GetColor(GuiGetStyle(DEFAULT, BASE_COLOR_FOCUSED));
|
||||
controlBorderColor = GetColor(GuiGetStyle(DEFAULT, BORDER_COLOR_NORMAL));
|
||||
}else{
|
||||
}
|
||||
else
|
||||
{
|
||||
controlColor = GetColor(GuiGetStyle(BUTTON, BASE_COLOR_NORMAL));
|
||||
controlBorderColor = GetColor(GuiGetStyle(BUTTON, BORDER_COLOR_NORMAL));
|
||||
}
|
||||
|
||||
DrawLine(screenPos.x,screenPos.y, control.x, control.y, controlColor);
|
||||
DrawRectangle(controlRect.x, controlRect.y, controlRect.width, controlRect.height, controlColor);
|
||||
DrawRectangleLines(controlRect.x, controlRect.y, controlRect.width, controlRect.height, controlColor);
|
||||
@ -464,49 +492,61 @@ void GuiCurveEdit(GuiCurveEditState *state, Rectangle bounds){
|
||||
pointColor = GetColor(GuiGetStyle(DEFAULT, BASE_COLOR_PRESSED));
|
||||
pointBorderColor = GetColor(GuiGetStyle(DEFAULT, BORDER_COLOR_NORMAL));
|
||||
|
||||
} else if(&state->points[hoveredPointIndex] == p) {
|
||||
}
|
||||
else if (&state->points[hoveredPointIndex] == p)
|
||||
{
|
||||
pointColor = GetColor(GuiGetStyle(DEFAULT, BASE_COLOR_FOCUSED));
|
||||
pointBorderColor = GetColor(GuiGetStyle(DEFAULT, BORDER_COLOR_NORMAL));
|
||||
} else {
|
||||
}
|
||||
else
|
||||
{
|
||||
pointColor = GetColor(GuiGetStyle(BUTTON, BASE_COLOR_NORMAL));
|
||||
pointBorderColor = GetColor(GuiGetStyle(BUTTON, BORDER_COLOR_NORMAL));
|
||||
}
|
||||
|
||||
DrawRectangle(pointRect.x, pointRect.y, pointRect.width, pointRect.height, pointColor);
|
||||
DrawRectangleLines(pointRect.x, pointRect.y, pointRect.width, pointRect.height, pointBorderColor);
|
||||
|
||||
}
|
||||
|
||||
// Draw curve
|
||||
Color curveColor = GetColor(GuiGetStyle(LABEL, TEXT_COLOR_FOCUSED));
|
||||
if(state->numPoints == 1){
|
||||
const GuiCurveEditPoint* p = sortedPoints[0];
|
||||
const Vector2 screenPos = (Vector2){p->position.x*innerBounds.width+innerBounds.x, innerBounds.y+innerBounds.height-p->position.y*innerBounds.height};
|
||||
|
||||
if (state->numPoints == 1)
|
||||
{
|
||||
const GuiCurveEditorPoint *p = sortedPoints[0];
|
||||
const Vector2 screenPos = (Vector2){ p->position.x*innerBounds.width + innerBounds.x, innerBounds.y + innerBounds.height - p->position.y*innerBounds.height };
|
||||
DrawLine(innerBounds.x, screenPos.y, innerBounds.x+innerBounds.width, screenPos.y, curveColor);
|
||||
}else {
|
||||
for(int i=0; i < state->numPoints-1; i++){
|
||||
const GuiCurveEditPoint* p1 = sortedPoints[i];
|
||||
const GuiCurveEditPoint* p2 = sortedPoints[i+1];
|
||||
const Vector2 screenPos1 = (Vector2){p1->position.x*innerBounds.width+innerBounds.x, innerBounds.y+innerBounds.height-p1->position.y*innerBounds.height};
|
||||
const Vector2 screenPos2 = (Vector2){p2->position.x*innerBounds.width+innerBounds.x, innerBounds.y+innerBounds.height-p2->position.y*innerBounds.height};
|
||||
}
|
||||
else
|
||||
{
|
||||
for (int i = 0; i < state->numPoints - 1; i++)
|
||||
{
|
||||
const GuiCurveEditorPoint *p1 = sortedPoints[i];
|
||||
const GuiCurveEditorPoint *p2 = sortedPoints[i + 1];
|
||||
const Vector2 screenPos1 = (Vector2){ p1->position.x*innerBounds.width + innerBounds.x, innerBounds.y + innerBounds.height - p1->position.y*innerBounds.height };
|
||||
const Vector2 screenPos2 = (Vector2){ p2->position.x*innerBounds.width + innerBounds.x, innerBounds.y + innerBounds.height - p2->position.y*innerBounds.height };
|
||||
|
||||
// Constant on edge
|
||||
if(screenPos1.x > innerBounds.x && i == 0){
|
||||
if ((screenPos1.x > innerBounds.x) && (i == 0))
|
||||
{
|
||||
DrawLine(innerBounds.x, screenPos1.y, screenPos1.x, screenPos1.y, curveColor);
|
||||
}
|
||||
if(screenPos2.x < innerBounds.x+innerBounds.width && i == (state->numPoints-2)){
|
||||
if ((screenPos2.x < innerBounds.x + innerBounds.width) && (i == (state->numPoints - 2)))
|
||||
{
|
||||
DrawLine(screenPos2.x, screenPos2.y, innerBounds.x+innerBounds.width, screenPos2.y, curveColor);
|
||||
}
|
||||
|
||||
// Draw cubic Hermite curve
|
||||
const float scale = (p2->position.x-p1->position.x)/3.f;
|
||||
const Vector2 offset1 = (Vector2) {scale, scale*p1->tangents.y};
|
||||
const float scale = (p2->position.x - p1->position.x)/3.0f;
|
||||
const Vector2 offset1 = (Vector2){ scale, scale*p1->tangents.y };
|
||||
// negative endTangent => top part => need to invert value to calculate offset
|
||||
const Vector2 offset2 = (Vector2) {-scale, -scale*p2->tangents.x};
|
||||
const Vector2 offset2 = (Vector2){ -scale, -scale*p2->tangents.x };
|
||||
|
||||
const Vector2 c1 = (Vector2) {p1->position.x+offset1.x, p1->position.y+offset1.y};
|
||||
const Vector2 c2 = (Vector2) {p2->position.x+offset2.x, p2->position.y+offset2.y};
|
||||
const Vector2 c1 = (Vector2){ p1->position.x + offset1.x, p1->position.y + offset1.y };
|
||||
const Vector2 c2 = (Vector2){ p2->position.x + offset2.x, p2->position.y + offset2.y };
|
||||
|
||||
const Vector2 screenC1 = (Vector2) {c1.x*innerBounds.width+innerBounds.x, innerBounds.y+innerBounds.height-c1.y*innerBounds.height};
|
||||
const Vector2 screenC2 = (Vector2) {c2.x*innerBounds.width+innerBounds.x, innerBounds.y+innerBounds.height-c2.y*innerBounds.height};
|
||||
const Vector2 screenC1 = (Vector2){ c1.x*innerBounds.width + innerBounds.x, innerBounds.y + innerBounds.height - c1.y*innerBounds.height };
|
||||
const Vector2 screenC2 = (Vector2){ c2.x*innerBounds.width + innerBounds.x, innerBounds.y + innerBounds.height - c2.y*innerBounds.height };
|
||||
|
||||
DrawLineBezierCubic(screenPos1, screenPos2, screenC1, screenC2, 1, curveColor);
|
||||
}
|
||||
|
Loading…
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Reference in New Issue
Block a user