Fix error with windows build and trim whitespace

This commit is contained in:
ChrisDill 2021-03-04 13:53:46 +00:00
parent 305bd8e337
commit 793c4025ec
2 changed files with 15 additions and 15 deletions

View File

@ -119,11 +119,11 @@ void DrawLineEx(Vector2 startPos, Vector2 endPos, float thick, Color color)
Vector2 delta = {endPos.x-startPos.x, endPos.y-startPos.y};
float length = sqrtf(delta.x*delta.x + delta.y*delta.y);
if (length > 0 && thick > 0)
if (length > 0 && thick > 0)
{
float scale = thick/(2*length);
Vector2 radius = {-scale*delta.y, scale*delta.x};
Vector2 strip[] = {{startPos.x-radius.x, startPos.y-radius.y}, {startPos.x+radius.x, startPos.y+radius.y},
Vector2 strip[] = {{startPos.x-radius.x, startPos.y-radius.y}, {startPos.x+radius.x, startPos.y+radius.y},
{endPos.x-radius.x, endPos.y-radius.y}, {endPos.x+radius.x, endPos.y+radius.y}};
DrawTriangleStrip(strip, 4, color);
@ -157,24 +157,24 @@ void DrawLineBezier(Vector2 startPos, Vector2 endPos, float thick, Color color)
void DrawLineBezierQuad(Vector2 startPos, Vector2 endPos, Vector2 controlPos, float thick, Color color)
{
const float step = 1.0f/BEZIER_LINE_DIVISIONS;
Vector2 previous = startPos;
Vector2 current = { 0 };
float t = 0.0f;
for (int i = 0; i <= BEZIER_LINE_DIVISIONS; i++)
{
t = step*i;
float a = powf(1 - t, 2);
float b = 2*(1 - t)*t;
float c = powf(t, 2);
// NOTE: The easing functions aren't suitable here because they don't take a control point
current.y = a*startPos.y + b*controlPos.y + c*endPos.y;
current.x = a*startPos.x + b*controlPos.x + c*endPos.x;
DrawLineEx(previous,current,thick,color);
previous = current;
}
}
@ -619,10 +619,10 @@ void DrawRectanglePro(Rectangle rec, Vector2 origin, float rotation, Color color
{
if (rlCheckBufferLimit(4)) rlglDraw();
Vector2 bl = {};
Vector2 br = {};
Vector2 tr = {};
Vector2 tl = {};
Vector2 bl = { 0 };
Vector2 br = { 0 };
Vector2 tr = { 0 };
Vector2 tl = { 0 };
// Only calculate rotation if needed
if (rotation == 0.0f)

View File

@ -3201,10 +3201,10 @@ void DrawTexturePro(Texture2D texture, Rectangle source, Rectangle dest, Vector2
if (source.width < 0) { flipX = true; source.width *= -1; }
if (source.height < 0) source.y -= source.height;
Vector2 bl = {};
Vector2 br = {};
Vector2 tr = {};
Vector2 tl = {};
Vector2 bl = { 0 };
Vector2 br = { 0 };
Vector2 tr = { 0 };
Vector2 tl = { 0 };
// Only calculate rotation if needed
if (rotation == 0.0f)