Fix error with windows build and trim whitespace
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305bd8e337
commit
793c4025ec
22
src/shapes.c
22
src/shapes.c
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@ -119,11 +119,11 @@ void DrawLineEx(Vector2 startPos, Vector2 endPos, float thick, Color color)
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Vector2 delta = {endPos.x-startPos.x, endPos.y-startPos.y};
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float length = sqrtf(delta.x*delta.x + delta.y*delta.y);
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if (length > 0 && thick > 0)
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if (length > 0 && thick > 0)
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{
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float scale = thick/(2*length);
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Vector2 radius = {-scale*delta.y, scale*delta.x};
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Vector2 strip[] = {{startPos.x-radius.x, startPos.y-radius.y}, {startPos.x+radius.x, startPos.y+radius.y},
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Vector2 strip[] = {{startPos.x-radius.x, startPos.y-radius.y}, {startPos.x+radius.x, startPos.y+radius.y},
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{endPos.x-radius.x, endPos.y-radius.y}, {endPos.x+radius.x, endPos.y+radius.y}};
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DrawTriangleStrip(strip, 4, color);
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@ -157,24 +157,24 @@ void DrawLineBezier(Vector2 startPos, Vector2 endPos, float thick, Color color)
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void DrawLineBezierQuad(Vector2 startPos, Vector2 endPos, Vector2 controlPos, float thick, Color color)
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{
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const float step = 1.0f/BEZIER_LINE_DIVISIONS;
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Vector2 previous = startPos;
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Vector2 current = { 0 };
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float t = 0.0f;
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for (int i = 0; i <= BEZIER_LINE_DIVISIONS; i++)
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{
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t = step*i;
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float a = powf(1 - t, 2);
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float b = 2*(1 - t)*t;
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float c = powf(t, 2);
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// NOTE: The easing functions aren't suitable here because they don't take a control point
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current.y = a*startPos.y + b*controlPos.y + c*endPos.y;
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current.x = a*startPos.x + b*controlPos.x + c*endPos.x;
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DrawLineEx(previous,current,thick,color);
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previous = current;
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}
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}
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@ -619,10 +619,10 @@ void DrawRectanglePro(Rectangle rec, Vector2 origin, float rotation, Color color
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{
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if (rlCheckBufferLimit(4)) rlglDraw();
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Vector2 bl = {};
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Vector2 br = {};
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Vector2 tr = {};
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Vector2 tl = {};
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Vector2 bl = { 0 };
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Vector2 br = { 0 };
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Vector2 tr = { 0 };
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Vector2 tl = { 0 };
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// Only calculate rotation if needed
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if (rotation == 0.0f)
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@ -3201,10 +3201,10 @@ void DrawTexturePro(Texture2D texture, Rectangle source, Rectangle dest, Vector2
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if (source.width < 0) { flipX = true; source.width *= -1; }
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if (source.height < 0) source.y -= source.height;
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Vector2 bl = {};
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Vector2 br = {};
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Vector2 tr = {};
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Vector2 tl = {};
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Vector2 bl = { 0 };
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Vector2 br = { 0 };
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Vector2 tr = { 0 };
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Vector2 tl = { 0 };
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// Only calculate rotation if needed
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if (rotation == 0.0f)
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