this repo has no description
0
fork

Configure Feed

Select the types of activity you want to include in your feed.

Changed Arc and Sector angle parameters to non-camelcase.

+99 -99
+75 -75
SDL_gpu/GL_common/SDL_gpuShapes_GL_common.inl
··· 122 122 // Arc() might call Circle() 123 123 static void Circle(GPU_Renderer* renderer, GPU_Target* target, float x, float y, float radius, SDL_Color color); 124 124 125 - static void Arc(GPU_Renderer* renderer, GPU_Target* target, float x, float y, float radius, float startAngle, float endAngle, SDL_Color color) 125 + static void Arc(GPU_Renderer* renderer, GPU_Target* target, float x, float y, float radius, float start_angle, float end_angle, SDL_Color color) 126 126 { 127 - float originalSA = startAngle; 127 + float originalSA = start_angle; 128 128 129 - if(startAngle > endAngle) 129 + if(start_angle > end_angle) 130 130 { 131 - float swapa = endAngle; 132 - endAngle = startAngle; 133 - startAngle = swapa; 131 + float swapa = end_angle; 132 + end_angle = start_angle; 133 + start_angle = swapa; 134 134 } 135 - if(startAngle == endAngle) 135 + if(start_angle == end_angle) 136 136 return; 137 137 138 138 // Big angle 139 - if(endAngle - startAngle >= 360) 139 + if(end_angle - start_angle >= 360) 140 140 { 141 141 Circle(renderer, target, x, y, radius, color); 142 142 return; 143 143 } 144 144 145 145 // Shift together 146 - while(startAngle < 0 && endAngle < 0) 146 + while(start_angle < 0 && end_angle < 0) 147 147 { 148 - startAngle += 360; 149 - endAngle += 360; 148 + start_angle += 360; 149 + end_angle += 360; 150 150 } 151 - while(startAngle > 360 && endAngle > 360) 151 + while(start_angle > 360 && end_angle > 360) 152 152 { 153 - startAngle -= 360; 154 - endAngle -= 360; 153 + start_angle -= 360; 154 + end_angle -= 360; 155 155 } 156 156 157 157 // Check if the angle to be drawn crosses 0 158 - Uint8 crossesZero = (startAngle < 0 && endAngle > 0) || (startAngle < 360 && endAngle > 360); 158 + Uint8 crossesZero = (start_angle < 0 && end_angle > 0) || (start_angle < 360 && end_angle > 360); 159 159 160 - if(endAngle == 0) 161 - endAngle = 360; 160 + if(end_angle == 0) 161 + end_angle = 360; 162 162 else if(crossesZero) 163 163 { 164 164 float sa = originalSA; ··· 168 168 Arc(renderer, target, x, y, radius, sa, 359.9f, color); 169 169 170 170 // Continue to render the right part 171 - startAngle = 0; 172 - while(endAngle >= 360) 173 - endAngle -= 360; 171 + start_angle = 0; 172 + while(end_angle >= 360) 173 + end_angle -= 360; 174 174 } 175 175 176 176 177 - float t = startAngle; 178 - float dt = ((endAngle - startAngle)/360)*(1.25f/sqrtf(radius)) * DEGPERRAD; // s = rA, so dA = ds/r. ds of 1.25*sqrt(radius) is good, use A in degrees. 177 + float t = start_angle; 178 + float dt = ((end_angle - start_angle)/360)*(1.25f/sqrtf(radius)) * DEGPERRAD; // s = rA, so dA = ds/r. ds of 1.25*sqrt(radius) is good, use A in degrees. 179 179 float dx, dy; 180 180 181 - int numSegments = fabs(endAngle - startAngle)/dt; 181 + int numSegments = fabs(end_angle - start_angle)/dt; 182 182 if(numSegments == 0) 183 183 return; 184 184 ··· 200 200 } 201 201 202 202 // Last point 203 - dx = radius*cos(endAngle*RADPERDEG); 204 - dy = radius*sin(endAngle*RADPERDEG); 203 + dx = radius*cos(end_angle*RADPERDEG); 204 + dy = radius*sin(end_angle*RADPERDEG); 205 205 SET_UNTEXTURED_VERTEX(x+dx, y+dy, r, g, b, a); 206 206 } 207 207 208 208 // ArcFilled() might call CircleFilled() 209 209 static void CircleFilled(GPU_Renderer* renderer, GPU_Target* target, float x, float y, float radius, SDL_Color color); 210 210 211 - static void ArcFilled(GPU_Renderer* renderer, GPU_Target* target, float x, float y, float radius, float startAngle, float endAngle, SDL_Color color) 211 + static void ArcFilled(GPU_Renderer* renderer, GPU_Target* target, float x, float y, float radius, float start_angle, float end_angle, SDL_Color color) 212 212 { 213 - float originalSA = startAngle; 213 + float originalSA = start_angle; 214 214 215 - if(startAngle > endAngle) 215 + if(start_angle > end_angle) 216 216 { 217 - float swapa = endAngle; 218 - endAngle = startAngle; 219 - startAngle = swapa; 217 + float swapa = end_angle; 218 + end_angle = start_angle; 219 + start_angle = swapa; 220 220 } 221 - if(startAngle == endAngle) 221 + if(start_angle == end_angle) 222 222 return; 223 223 224 224 // Big angle 225 - if(endAngle - startAngle >= 360) 225 + if(end_angle - start_angle >= 360) 226 226 { 227 227 CircleFilled(renderer, target, x, y, radius, color); 228 228 return; 229 229 } 230 230 231 231 // Shift together 232 - while(startAngle < 0 && endAngle < 0) 232 + while(start_angle < 0 && end_angle < 0) 233 233 { 234 - startAngle += 360; 235 - endAngle += 360; 234 + start_angle += 360; 235 + end_angle += 360; 236 236 } 237 - while(startAngle > 360 && endAngle > 360) 237 + while(start_angle > 360 && end_angle > 360) 238 238 { 239 - startAngle -= 360; 240 - endAngle -= 360; 239 + start_angle -= 360; 240 + end_angle -= 360; 241 241 } 242 242 243 243 // Check if the angle to be drawn crosses 0 244 - Uint8 crossesZero = (startAngle < 0 && endAngle > 0) || (startAngle < 360 && endAngle > 360); 244 + Uint8 crossesZero = (start_angle < 0 && end_angle > 0) || (start_angle < 360 && end_angle > 360); 245 245 246 - if(endAngle == 0) 247 - endAngle = 360; 246 + if(end_angle == 0) 247 + end_angle = 360; 248 248 else if(crossesZero) 249 249 { 250 250 float sa = originalSA; ··· 255 255 ArcFilled(renderer, target, x, y, radius, sa, 359.9f, color); 256 256 257 257 // Continue to render the right part 258 - startAngle = 0; 259 - while(endAngle >= 360) 260 - endAngle -= 360; 258 + start_angle = 0; 259 + while(end_angle >= 360) 260 + end_angle -= 360; 261 261 } 262 262 263 - float t = startAngle; 264 - float dt = ((endAngle - startAngle)/360)*(1.25f/sqrtf(radius)) * DEGPERRAD; // s = rA, so dA = ds/r. ds of 1.25*sqrt(radius) is good, use A in degrees. 263 + float t = start_angle; 264 + float dt = ((end_angle - start_angle)/360)*(1.25f/sqrtf(radius)) * DEGPERRAD; // s = rA, so dA = ds/r. ds of 1.25*sqrt(radius) is good, use A in degrees. 265 265 float dx, dy; 266 266 267 - int numSegments = fabs(endAngle - startAngle)/dt; 267 + int numSegments = fabs(end_angle - start_angle)/dt; 268 268 if(numSegments == 0) 269 269 return; 270 270 ··· 294 294 } 295 295 296 296 // Last triangle 297 - dx = radius*cos(endAngle*RADPERDEG); 298 - dy = radius*sin(endAngle*RADPERDEG); 297 + dx = radius*cos(end_angle*RADPERDEG); 298 + dy = radius*sin(end_angle*RADPERDEG); 299 299 SET_INDEXED_VERTEX(0); // center 300 300 SET_INDEXED_VERTEX(i); // last point 301 301 SET_UNTEXTURED_VERTEX(x+dx, y+dy, r, g, b, a); // new point ··· 364 364 SET_INDEXED_VERTEX(1); // first point 365 365 } 366 366 367 - static void Sector(GPU_Renderer* renderer, GPU_Target* target, float x, float y, float inner_radius, float outer_radius, float startAngle, float endAngle, SDL_Color color) 367 + static void Sector(GPU_Renderer* renderer, GPU_Target* target, float x, float y, float inner_radius, float outer_radius, float start_angle, float end_angle, SDL_Color color) 368 368 { 369 369 if(inner_radius < 0.0f) 370 370 inner_radius = 0.0f; ··· 380 380 381 381 if(inner_radius == outer_radius) 382 382 { 383 - Arc(renderer, target, x, y, inner_radius, startAngle, endAngle, color); 383 + Arc(renderer, target, x, y, inner_radius, start_angle, end_angle, color); 384 384 return; 385 385 } 386 386 387 387 // Composited shape... But that means error codes may be confusing. :-/ 388 388 float dx1, dy1, dx2, dy2, dx3, dy3, dx4, dy4; 389 - Arc(renderer, target, x, y, inner_radius, startAngle, endAngle, color); 389 + Arc(renderer, target, x, y, inner_radius, start_angle, end_angle, color); 390 390 391 - dx1 = inner_radius*cos(endAngle*RADPERDEG); 392 - dy1 = inner_radius*sin(endAngle*RADPERDEG); 393 - dx2 = outer_radius*cos(endAngle*RADPERDEG); 394 - dy2 = outer_radius*sin(endAngle*RADPERDEG); 391 + dx1 = inner_radius*cos(end_angle*RADPERDEG); 392 + dy1 = inner_radius*sin(end_angle*RADPERDEG); 393 + dx2 = outer_radius*cos(end_angle*RADPERDEG); 394 + dy2 = outer_radius*sin(end_angle*RADPERDEG); 395 395 Line(renderer, target, x+dx1, y+dy1, x+dx2, y+dy2, color); 396 396 397 - Arc(renderer, target, x, y, outer_radius, startAngle, endAngle, color); 397 + Arc(renderer, target, x, y, outer_radius, start_angle, end_angle, color); 398 398 399 - dx3 = inner_radius*cos(startAngle*RADPERDEG); 400 - dy3 = inner_radius*sin(startAngle*RADPERDEG); 401 - dx4 = outer_radius*cos(startAngle*RADPERDEG); 402 - dy4 = outer_radius*sin(startAngle*RADPERDEG); 399 + dx3 = inner_radius*cos(start_angle*RADPERDEG); 400 + dy3 = inner_radius*sin(start_angle*RADPERDEG); 401 + dx4 = outer_radius*cos(start_angle*RADPERDEG); 402 + dy4 = outer_radius*sin(start_angle*RADPERDEG); 403 403 Line(renderer, target, x+dx3, y+dy3, x+dx4, y+dy4, color); 404 404 } 405 405 406 - static void SectorFilled(GPU_Renderer* renderer, GPU_Target* target, float x, float y, float inner_radius, float outer_radius, float startAngle, float endAngle, SDL_Color color) 406 + static void SectorFilled(GPU_Renderer* renderer, GPU_Target* target, float x, float y, float inner_radius, float outer_radius, float start_angle, float end_angle, SDL_Color color) 407 407 { 408 408 if(inner_radius < 0.0f) 409 409 inner_radius = 0.0f; ··· 419 419 420 420 if(inner_radius == outer_radius) 421 421 { 422 - Arc(renderer, target, x, y, inner_radius, startAngle, endAngle, color); 422 + Arc(renderer, target, x, y, inner_radius, start_angle, end_angle, color); 423 423 return; 424 424 } 425 425 426 426 427 - if(startAngle > endAngle) 427 + if(start_angle > end_angle) 428 428 { 429 - float swapa = endAngle; 430 - endAngle = startAngle; 431 - startAngle = swapa; 429 + float swapa = end_angle; 430 + end_angle = start_angle; 431 + start_angle = swapa; 432 432 } 433 - if(startAngle == endAngle) 433 + if(start_angle == end_angle) 434 434 return; 435 435 436 - if(endAngle - startAngle >= 360) 437 - endAngle = startAngle + 360; 436 + if(end_angle - start_angle >= 360) 437 + end_angle = start_angle + 360; 438 438 439 439 440 - float t = startAngle; 441 - float dt = ((endAngle - startAngle)/360)*(1.25f/sqrtf(outer_radius)) * DEGPERRAD; // s = rA, so dA = ds/r. ds of 1.25*sqrt(radius) is good, use A in degrees. 440 + float t = start_angle; 441 + float dt = ((end_angle - start_angle)/360)*(1.25f/sqrtf(outer_radius)) * DEGPERRAD; // s = rA, so dA = ds/r. ds of 1.25*sqrt(radius) is good, use A in degrees. 442 442 float dx, dy; 443 443 444 - int numSegments = fabs(endAngle - startAngle)/dt; 444 + int numSegments = fabs(end_angle - start_angle)/dt; 445 445 if(numSegments == 0) 446 446 return; 447 447 ··· 485 485 } 486 486 487 487 // Last quad 488 - t = endAngle; 488 + t = end_angle; 489 489 if(use_inner) 490 490 { 491 491 dx = inner_radius*cos(t*RADPERDEG);
+16 -16
SDL_gpu/SDL_gpu.h
··· 677 677 void (*Line)(GPU_Renderer* renderer, GPU_Target* target, float x1, float y1, float x2, float y2, SDL_Color color); 678 678 679 679 /*! \see GPU_Arc() */ 680 - void (*Arc)(GPU_Renderer* renderer, GPU_Target* target, float x, float y, float radius, float startAngle, float endAngle, SDL_Color color); 680 + void (*Arc)(GPU_Renderer* renderer, GPU_Target* target, float x, float y, float radius, float start_angle, float end_angle, SDL_Color color); 681 681 682 682 /*! \see GPU_ArcFilled() */ 683 - void (*ArcFilled)(GPU_Renderer* renderer, GPU_Target* target, float x, float y, float radius, float startAngle, float endAngle, SDL_Color color); 683 + void (*ArcFilled)(GPU_Renderer* renderer, GPU_Target* target, float x, float y, float radius, float start_angle, float end_angle, SDL_Color color); 684 684 685 685 /*! \see GPU_Circle() */ 686 686 void (*Circle)(GPU_Renderer* renderer, GPU_Target* target, float x, float y, float radius, SDL_Color color); ··· 689 689 void (*CircleFilled)(GPU_Renderer* renderer, GPU_Target* target, float x, float y, float radius, SDL_Color color); 690 690 691 691 /*! \see GPU_Sector() */ 692 - void (*Sector)(GPU_Renderer* renderer, GPU_Target* target, float x, float y, float inner_radius, float outer_radius, float startAngle, float endAngle, SDL_Color color); 692 + void (*Sector)(GPU_Renderer* renderer, GPU_Target* target, float x, float y, float inner_radius, float outer_radius, float start_angle, float end_angle, SDL_Color color); 693 693 694 694 /*! \see GPU_SectorFilled() */ 695 - void (*SectorFilled)(GPU_Renderer* renderer, GPU_Target* target, float x, float y, float inner_radius, float outer_radius, float startAngle, float endAngle, SDL_Color color); 695 + void (*SectorFilled)(GPU_Renderer* renderer, GPU_Target* target, float x, float y, float inner_radius, float outer_radius, float start_angle, float end_angle, SDL_Color color); 696 696 697 697 /*! \see GPU_Tri() */ 698 698 void (*Tri)(GPU_Renderer* renderer, GPU_Target* target, float x1, float y1, float x2, float y2, float x3, float y3, SDL_Color color); ··· 1200 1200 * \param x x-coord of center point 1201 1201 * \param y y-coord of center point 1202 1202 * \param radius The radius of the circle / distance from the center point that rendering will occur 1203 - * \param startAngle The angle to start from, in degrees. Measured clockwise from the positive x-axis. 1204 - * \param endAngle The angle to end at, in degrees. Measured clockwise from the positive x-axis. 1203 + * \param start_angle The angle to start from, in degrees. Measured clockwise from the positive x-axis. 1204 + * \param end_angle The angle to end at, in degrees. Measured clockwise from the positive x-axis. 1205 1205 * \param color The color of the shape to render 1206 1206 */ 1207 - void GPU_Arc(GPU_Target* target, float x, float y, float radius, float startAngle, float endAngle, SDL_Color color); 1207 + void GPU_Arc(GPU_Target* target, float x, float y, float radius, float start_angle, float end_angle, SDL_Color color); 1208 1208 1209 1209 /*! Renders a colored filled arc (circle segment / pie piece). 1210 1210 * \param target The destination render target 1211 1211 * \param x x-coord of center point 1212 1212 * \param y y-coord of center point 1213 1213 * \param radius The radius of the circle / distance from the center point that rendering will occur 1214 - * \param startAngle The angle to start from, in degrees. Measured clockwise from the positive x-axis. 1215 - * \param endAngle The angle to end at, in degrees. Measured clockwise from the positive x-axis. 1214 + * \param start_angle The angle to start from, in degrees. Measured clockwise from the positive x-axis. 1215 + * \param end_angle The angle to end at, in degrees. Measured clockwise from the positive x-axis. 1216 1216 * \param color The color of the shape to render 1217 1217 */ 1218 - void GPU_ArcFilled(GPU_Target* target, float x, float y, float radius, float startAngle, float endAngle, SDL_Color color); 1218 + void GPU_ArcFilled(GPU_Target* target, float x, float y, float radius, float start_angle, float end_angle, SDL_Color color); 1219 1219 1220 1220 /*! Renders a colored circle outline. 1221 1221 * \param target The destination render target ··· 1241 1241 * \param y y-coord of center point 1242 1242 * \param inner_radius The inner radius of the ring 1243 1243 * \param outer_radius The outer radius of the ring 1244 - * \param startAngle The angle to start from, in degrees. Measured clockwise from the positive x-axis. 1245 - * \param endAngle The angle to end at, in degrees. Measured clockwise from the positive x-axis. 1244 + * \param start_angle The angle to start from, in degrees. Measured clockwise from the positive x-axis. 1245 + * \param end_angle The angle to end at, in degrees. Measured clockwise from the positive x-axis. 1246 1246 * \param color The color of the shape to render 1247 1247 */ 1248 - void GPU_Sector(GPU_Target* target, float x, float y, float inner_radius, float outer_radius, float startAngle, float endAngle, SDL_Color color); 1248 + void GPU_Sector(GPU_Target* target, float x, float y, float inner_radius, float outer_radius, float start_angle, float end_angle, SDL_Color color); 1249 1249 1250 1250 /*! Renders a colored filled annular sector (ring segment). 1251 1251 * \param target The destination render target ··· 1253 1253 * \param y y-coord of center point 1254 1254 * \param inner_radius The inner radius of the ring 1255 1255 * \param outer_radius The outer radius of the ring 1256 - * \param startAngle The angle to start from, in degrees. Measured clockwise from the positive x-axis. 1257 - * \param endAngle The angle to end at, in degrees. Measured clockwise from the positive x-axis. 1256 + * \param start_angle The angle to start from, in degrees. Measured clockwise from the positive x-axis. 1257 + * \param end_angle The angle to end at, in degrees. Measured clockwise from the positive x-axis. 1258 1258 * \param color The color of the shape to render 1259 1259 */ 1260 - void GPU_SectorFilled(GPU_Target* target, float x, float y, float inner_radius, float outer_radius, float startAngle, float endAngle, SDL_Color color); 1260 + void GPU_SectorFilled(GPU_Target* target, float x, float y, float inner_radius, float outer_radius, float start_angle, float end_angle, SDL_Color color); 1261 1261 1262 1262 /*! Renders a colored triangle outline. 1263 1263 * \param target The destination render target
+8 -8
SDL_gpu/SDL_gpuShapes.c
··· 44 44 } 45 45 46 46 47 - void GPU_Arc(GPU_Target* target, float x, float y, float radius, float startAngle, float endAngle, SDL_Color color) 47 + void GPU_Arc(GPU_Target* target, float x, float y, float radius, float start_angle, float end_angle, SDL_Color color) 48 48 { 49 49 CHECK_RENDERER(); 50 50 if(renderer->Arc == NULL) 51 51 return; 52 52 53 - renderer->Arc(renderer, target, x, y, radius, startAngle, endAngle, color); 53 + renderer->Arc(renderer, target, x, y, radius, start_angle, end_angle, color); 54 54 } 55 55 56 56 57 - void GPU_ArcFilled(GPU_Target* target, float x, float y, float radius, float startAngle, float endAngle, SDL_Color color) 57 + void GPU_ArcFilled(GPU_Target* target, float x, float y, float radius, float start_angle, float end_angle, SDL_Color color) 58 58 { 59 59 CHECK_RENDERER(); 60 60 if(renderer->ArcFilled == NULL) 61 61 return; 62 62 63 - renderer->ArcFilled(renderer, target, x, y, radius, startAngle, endAngle, color); 63 + renderer->ArcFilled(renderer, target, x, y, radius, start_angle, end_angle, color); 64 64 } 65 65 66 66 void GPU_Circle(GPU_Target* target, float x, float y, float radius, SDL_Color color) ··· 81 81 renderer->CircleFilled(renderer, target, x, y, radius, color); 82 82 } 83 83 84 - void GPU_Sector(GPU_Target* target, float x, float y, float inner_radius, float outer_radius, float startAngle, float endAngle, SDL_Color color) 84 + void GPU_Sector(GPU_Target* target, float x, float y, float inner_radius, float outer_radius, float start_angle, float end_angle, SDL_Color color) 85 85 { 86 86 CHECK_RENDERER(); 87 87 if(renderer->Sector == NULL) 88 88 return; 89 89 90 - renderer->Sector(renderer, target, x, y, inner_radius, outer_radius, startAngle, endAngle, color); 90 + renderer->Sector(renderer, target, x, y, inner_radius, outer_radius, start_angle, end_angle, color); 91 91 } 92 92 93 - void GPU_SectorFilled(GPU_Target* target, float x, float y, float inner_radius, float outer_radius, float startAngle, float endAngle, SDL_Color color) 93 + void GPU_SectorFilled(GPU_Target* target, float x, float y, float inner_radius, float outer_radius, float start_angle, float end_angle, SDL_Color color) 94 94 { 95 95 CHECK_RENDERER(); 96 96 if(renderer->SectorFilled == NULL) 97 97 return; 98 98 99 - renderer->SectorFilled(renderer, target, x, y, inner_radius, outer_radius, startAngle, endAngle, color); 99 + renderer->SectorFilled(renderer, target, x, y, inner_radius, outer_radius, start_angle, end_angle, color); 100 100 } 101 101 102 102 void GPU_Tri(GPU_Target* target, float x1, float y1, float x2, float y2, float x3, float y3, SDL_Color color)