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authorJeffery Myers <[email protected]>2024-06-11 02:51:49 -0700
committerGitHub <[email protected]>2024-06-11 11:51:49 +0200
commit2609211207419ceab2e00113b4a442bfdab434d3 (patch)
treeac8623f16cdd6b99e478921bf9c9bf26ebaa994e /src
parent0fc4b619065291a06787fe38388d1318f7ecfc12 (diff)
downloadraylib-2609211207419ceab2e00113b4a442bfdab434d3.tar.gz
raylib-2609211207419ceab2e00113b4a442bfdab434d3.zip
[SHAPES] Make functions that draw point arrays take them as const (#4051)
* Update raylib_api.* by CI * make functions that take a pointer to an array take them as const pointers * Update raylib_api.* by CI * fix comment alignment. --------- Co-authored-by: github-actions[bot] <github-actions[bot]@users.noreply.github.com>
Diffstat (limited to 'src')
-rw-r--r--src/raylib.h22
-rw-r--r--src/rmodels.c2
-rw-r--r--src/rshapes.c18
3 files changed, 21 insertions, 21 deletions
diff --git a/src/raylib.h b/src/raylib.h
index c6128564..b1da83cb 100644
--- a/src/raylib.h
+++ b/src/raylib.h
@@ -1233,7 +1233,7 @@ RLAPI void DrawPixelV(Vector2 position, Color color);
RLAPI void DrawLine(int startPosX, int startPosY, int endPosX, int endPosY, Color color); // Draw a line
RLAPI void DrawLineV(Vector2 startPos, Vector2 endPos, Color color); // Draw a line (using gl lines)
RLAPI void DrawLineEx(Vector2 startPos, Vector2 endPos, float thick, Color color); // Draw a line (using triangles/quads)
-RLAPI void DrawLineStrip(Vector2 *points, int pointCount, Color color); // Draw lines sequence (using gl lines)
+RLAPI void DrawLineStrip(const Vector2 *points, int pointCount, Color color); // Draw lines sequence (using gl lines)
RLAPI void DrawLineBezier(Vector2 startPos, Vector2 endPos, float thick, Color color); // Draw line segment cubic-bezier in-out interpolation
RLAPI void DrawCircle(int centerX, int centerY, float radius, Color color); // Draw a color-filled circle
RLAPI void DrawCircleSector(Vector2 center, float radius, float startAngle, float endAngle, int segments, Color color); // Draw a piece of a circle
@@ -1260,18 +1260,18 @@ RLAPI void DrawRectangleRoundedLines(Rectangle rec, float roundness, int segment
RLAPI void DrawRectangleRoundedLinesEx(Rectangle rec, float roundness, int segments, float lineThick, Color color); // Draw rectangle with rounded edges outline
RLAPI void DrawTriangle(Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw a color-filled triangle (vertex in counter-clockwise order!)
RLAPI void DrawTriangleLines(Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw triangle outline (vertex in counter-clockwise order!)
-RLAPI void DrawTriangleFan(Vector2 *points, int pointCount, Color color); // Draw a triangle fan defined by points (first vertex is the center)
-RLAPI void DrawTriangleStrip(Vector2 *points, int pointCount, Color color); // Draw a triangle strip defined by points
+RLAPI void DrawTriangleFan(const Vector2 *points, int pointCount, Color color); // Draw a triangle fan defined by points (first vertex is the center)
+RLAPI void DrawTriangleStrip(const Vector2 *points, int pointCount, Color color); // Draw a triangle strip defined by points
RLAPI void DrawPoly(Vector2 center, int sides, float radius, float rotation, Color color); // Draw a regular polygon (Vector version)
RLAPI void DrawPolyLines(Vector2 center, int sides, float radius, float rotation, Color color); // Draw a polygon outline of n sides
RLAPI void DrawPolyLinesEx(Vector2 center, int sides, float radius, float rotation, float lineThick, Color color); // Draw a polygon outline of n sides with extended parameters
// Splines drawing functions
-RLAPI void DrawSplineLinear(Vector2 *points, int pointCount, float thick, Color color); // Draw spline: Linear, minimum 2 points
-RLAPI void DrawSplineBasis(Vector2 *points, int pointCount, float thick, Color color); // Draw spline: B-Spline, minimum 4 points
-RLAPI void DrawSplineCatmullRom(Vector2 *points, int pointCount, float thick, Color color); // Draw spline: Catmull-Rom, minimum 4 points
-RLAPI void DrawSplineBezierQuadratic(Vector2 *points, int pointCount, float thick, Color color); // Draw spline: Quadratic Bezier, minimum 3 points (1 control point): [p1, c2, p3, c4...]
-RLAPI void DrawSplineBezierCubic(Vector2 *points, int pointCount, float thick, Color color); // Draw spline: Cubic Bezier, minimum 4 points (2 control points): [p1, c2, c3, p4, c5, c6...]
+RLAPI void DrawSplineLinear(const Vector2 *points, int pointCount, float thick, Color color); // Draw spline: Linear, minimum 2 points
+RLAPI void DrawSplineBasis(const Vector2 *points, int pointCount, float thick, Color color); // Draw spline: B-Spline, minimum 4 points
+RLAPI void DrawSplineCatmullRom(const Vector2 *points, int pointCount, float thick, Color color); // Draw spline: Catmull-Rom, minimum 4 points
+RLAPI void DrawSplineBezierQuadratic(const Vector2 *points, int pointCount, float thick, Color color); // Draw spline: Quadratic Bezier, minimum 3 points (1 control point): [p1, c2, p3, c4...]
+RLAPI void DrawSplineBezierCubic(const Vector2 *points, int pointCount, float thick, Color color); // Draw spline: Cubic Bezier, minimum 4 points (2 control points): [p1, c2, c3, p4, c5, c6...]
RLAPI void DrawSplineSegmentLinear(Vector2 p1, Vector2 p2, float thick, Color color); // Draw spline segment: Linear, 2 points
RLAPI void DrawSplineSegmentBasis(Vector2 p1, Vector2 p2, Vector2 p3, Vector2 p4, float thick, Color color); // Draw spline segment: B-Spline, 4 points
RLAPI void DrawSplineSegmentCatmullRom(Vector2 p1, Vector2 p2, Vector2 p3, Vector2 p4, float thick, Color color); // Draw spline segment: Catmull-Rom, 4 points
@@ -1292,7 +1292,7 @@ RLAPI bool CheckCollisionCircleRec(Vector2 center, float radius, Rectangle rec);
RLAPI bool CheckCollisionPointRec(Vector2 point, Rectangle rec); // Check if point is inside rectangle
RLAPI bool CheckCollisionPointCircle(Vector2 point, Vector2 center, float radius); // Check if point is inside circle
RLAPI bool CheckCollisionPointTriangle(Vector2 point, Vector2 p1, Vector2 p2, Vector2 p3); // Check if point is inside a triangle
-RLAPI bool CheckCollisionPointPoly(Vector2 point, Vector2 *points, int pointCount); // Check if point is within a polygon described by array of vertices
+RLAPI bool CheckCollisionPointPoly(Vector2 point, const Vector2 *points, int pointCount); // Check if point is within a polygon described by array of vertices
RLAPI bool CheckCollisionLines(Vector2 startPos1, Vector2 endPos1, Vector2 startPos2, Vector2 endPos2, Vector2 *collisionPoint); // Check the collision between two lines defined by two points each, returns collision point by reference
RLAPI bool CheckCollisionPointLine(Vector2 point, Vector2 p1, Vector2 p2, int threshold); // Check if point belongs to line created between two points [p1] and [p2] with defined margin in pixels [threshold]
RLAPI bool CheckCollisionCircleLine(Vector2 center, float radius, Vector2 p1, Vector2 p2); // Check if circle collides with a line created betweeen two points [p1] and [p2]
@@ -1342,7 +1342,7 @@ RLAPI void ImageAlphaClear(Image *image, Color color, float threshold);
RLAPI void ImageAlphaMask(Image *image, Image alphaMask); // Apply alpha mask to image
RLAPI void ImageAlphaPremultiply(Image *image); // Premultiply alpha channel
RLAPI void ImageBlurGaussian(Image *image, int blurSize); // Apply Gaussian blur using a box blur approximation
-RLAPI void ImageKernelConvolution(Image *image, float* kernel, int kernelSize); // Apply Custom Square image convolution kernel
+RLAPI void ImageKernelConvolution(Image *image, float* kernel, int kernelSize); // Apply Custom Square image convolution kernel
RLAPI void ImageResize(Image *image, int newWidth, int newHeight); // Resize image (Bicubic scaling algorithm)
RLAPI void ImageResizeNN(Image *image, int newWidth,int newHeight); // Resize image (Nearest-Neighbor scaling algorithm)
RLAPI void ImageResizeCanvas(Image *image, int newWidth, int newHeight, int offsetX, int offsetY, Color fill); // Resize canvas and fill with color
@@ -1504,7 +1504,7 @@ RLAPI void DrawLine3D(Vector3 startPos, Vector3 endPos, Color color);
RLAPI void DrawPoint3D(Vector3 position, Color color); // Draw a point in 3D space, actually a small line
RLAPI void DrawCircle3D(Vector3 center, float radius, Vector3 rotationAxis, float rotationAngle, Color color); // Draw a circle in 3D world space
RLAPI void DrawTriangle3D(Vector3 v1, Vector3 v2, Vector3 v3, Color color); // Draw a color-filled triangle (vertex in counter-clockwise order!)
-RLAPI void DrawTriangleStrip3D(Vector3 *points, int pointCount, Color color); // Draw a triangle strip defined by points
+RLAPI void DrawTriangleStrip3D(const Vector3 *points, int pointCount, Color color); // Draw a triangle strip defined by points
RLAPI void DrawCube(Vector3 position, float width, float height, float length, Color color); // Draw cube
RLAPI void DrawCubeV(Vector3 position, Vector3 size, Color color); // Draw cube (Vector version)
RLAPI void DrawCubeWires(Vector3 position, float width, float height, float length, Color color); // Draw cube wires
diff --git a/src/rmodels.c b/src/rmodels.c
index 1ee27602..5a6c6414 100644
--- a/src/rmodels.c
+++ b/src/rmodels.c
@@ -226,7 +226,7 @@ void DrawTriangle3D(Vector3 v1, Vector3 v2, Vector3 v3, Color color)
}
// Draw a triangle strip defined by points
-void DrawTriangleStrip3D(Vector3 *points, int pointCount, Color color)
+void DrawTriangleStrip3D(const Vector3 *points, int pointCount, Color color)
{
if (pointCount < 3) return; // Security check
diff --git a/src/rshapes.c b/src/rshapes.c
index cb85c1c5..058c9686 100644
--- a/src/rshapes.c
+++ b/src/rshapes.c
@@ -196,7 +196,7 @@ void DrawLineV(Vector2 startPos, Vector2 endPos, Color color)
}
// Draw lines sequuence (using gl lines)
-void DrawLineStrip(Vector2 *points, int pointCount, Color color)
+void DrawLineStrip(const Vector2 *points, int pointCount, Color color)
{
if (pointCount < 2) return; // Security check
@@ -1385,7 +1385,7 @@ void DrawTriangleLines(Vector2 v1, Vector2 v2, Vector2 v3, Color color)
// Draw a triangle fan defined by points
// NOTE: First vertex provided is the center, shared by all triangles
// By default, following vertex should be provided in counter-clockwise order
-void DrawTriangleFan(Vector2 *points, int pointCount, Color color)
+void DrawTriangleFan(const Vector2 *points, int pointCount, Color color)
{
if (pointCount >= 3)
{
@@ -1416,7 +1416,7 @@ void DrawTriangleFan(Vector2 *points, int pointCount, Color color)
// Draw a triangle strip defined by points
// NOTE: Every new vertex connects with previous two
-void DrawTriangleStrip(Vector2 *points, int pointCount, Color color)
+void DrawTriangleStrip(const Vector2 *points, int pointCount, Color color)
{
if (pointCount >= 3)
{
@@ -1570,7 +1570,7 @@ void DrawPolyLinesEx(Vector2 center, int sides, float radius, float rotation, fl
//----------------------------------------------------------------------------------
// Draw spline: linear, minimum 2 points
-void DrawSplineLinear(Vector2 *points, int pointCount, float thick, Color color)
+void DrawSplineLinear(const Vector2 *points, int pointCount, float thick, Color color)
{
if (pointCount < 2) return;
@@ -1687,7 +1687,7 @@ void DrawSplineLinear(Vector2 *points, int pointCount, float thick, Color color)
}
// Draw spline: B-Spline, minimum 4 points
-void DrawSplineBasis(Vector2 *points, int pointCount, float thick, Color color)
+void DrawSplineBasis(const Vector2 *points, int pointCount, float thick, Color color)
{
if (pointCount < 4) return;
@@ -1763,7 +1763,7 @@ void DrawSplineBasis(Vector2 *points, int pointCount, float thick, Color color)
}
// Draw spline: Catmull-Rom, minimum 4 points
-void DrawSplineCatmullRom(Vector2 *points, int pointCount, float thick, Color color)
+void DrawSplineCatmullRom(const Vector2 *points, int pointCount, float thick, Color color)
{
if (pointCount < 4) return;
@@ -1829,7 +1829,7 @@ void DrawSplineCatmullRom(Vector2 *points, int pointCount, float thick, Color co
}
// Draw spline: Quadratic Bezier, minimum 3 points (1 control point): [p1, c2, p3, c4...]
-void DrawSplineBezierQuadratic(Vector2 *points, int pointCount, float thick, Color color)
+void DrawSplineBezierQuadratic(const Vector2 *points, int pointCount, float thick, Color color)
{
if (pointCount < 3) return;
@@ -1840,7 +1840,7 @@ void DrawSplineBezierQuadratic(Vector2 *points, int pointCount, float thick, Col
}
// Draw spline: Cubic Bezier, minimum 4 points (2 control points): [p1, c2, c3, p4, c5, c6...]
-void DrawSplineBezierCubic(Vector2 *points, int pointCount, float thick, Color color)
+void DrawSplineBezierCubic(const Vector2 *points, int pointCount, float thick, Color color)
{
if (pointCount < 4) return;
@@ -2195,7 +2195,7 @@ bool CheckCollisionPointTriangle(Vector2 point, Vector2 p1, Vector2 p2, Vector2
// Check if point is within a polygon described by array of vertices
// NOTE: Based on http://jeffreythompson.org/collision-detection/poly-point.php
-bool CheckCollisionPointPoly(Vector2 point, Vector2 *points, int pointCount)
+bool CheckCollisionPointPoly(Vector2 point, const Vector2 *points, int pointCount)
{
bool inside = false;