Use List Initializations for Vectors.
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22 changed files with 326 additions and 308 deletions
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@ -521,21 +521,22 @@ inline void draw_ring(Vector<Vector2> &verts, Vector<int> &indices, Vector<Color
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set_inner_corner_radius(style_rect, ring_rect, corner_radius, ring_corner_radius);
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// Corner radius center points.
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Vector<Point2> outer_points;
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outer_points.push_back(ring_rect.position + Vector2(ring_corner_radius[0], ring_corner_radius[0])); //tl
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outer_points.push_back(Point2(ring_rect.position.x + ring_rect.size.x - ring_corner_radius[1], ring_rect.position.y + ring_corner_radius[1])); //tr
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outer_points.push_back(ring_rect.position + ring_rect.size - Vector2(ring_corner_radius[2], ring_corner_radius[2])); //br
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outer_points.push_back(Point2(ring_rect.position.x + ring_corner_radius[3], ring_rect.position.y + ring_rect.size.y - ring_corner_radius[3])); //bl
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Vector<Point2> outer_points = {
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ring_rect.position + Vector2(ring_corner_radius[0], ring_corner_radius[0]), //tl
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Point2(ring_rect.position.x + ring_rect.size.x - ring_corner_radius[1], ring_rect.position.y + ring_corner_radius[1]), //tr
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ring_rect.position + ring_rect.size - Vector2(ring_corner_radius[2], ring_corner_radius[2]), //br
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Point2(ring_rect.position.x + ring_corner_radius[3], ring_rect.position.y + ring_rect.size.y - ring_corner_radius[3]) //bl
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};
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real_t inner_corner_radius[4];
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set_inner_corner_radius(style_rect, inner_rect, corner_radius, inner_corner_radius);
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Vector<Point2> inner_points;
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inner_points.push_back(inner_rect.position + Vector2(inner_corner_radius[0], inner_corner_radius[0])); //tl
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inner_points.push_back(Point2(inner_rect.position.x + inner_rect.size.x - inner_corner_radius[1], inner_rect.position.y + inner_corner_radius[1])); //tr
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inner_points.push_back(inner_rect.position + inner_rect.size - Vector2(inner_corner_radius[2], inner_corner_radius[2])); //br
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inner_points.push_back(Point2(inner_rect.position.x + inner_corner_radius[3], inner_rect.position.y + inner_rect.size.y - inner_corner_radius[3])); //bl
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Vector<Point2> inner_points = {
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inner_rect.position + Vector2(inner_corner_radius[0], inner_corner_radius[0]), //tl
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Point2(inner_rect.position.x + inner_rect.size.x - inner_corner_radius[1], inner_rect.position.y + inner_corner_radius[1]), //tr
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inner_rect.position + inner_rect.size - Vector2(inner_corner_radius[2], inner_corner_radius[2]), //br
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Point2(inner_rect.position.x + inner_corner_radius[3], inner_rect.position.y + inner_rect.size.y - inner_corner_radius[3]) //bl
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};
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// Calculate the vertices.
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for (int corner_index = 0; corner_index < 4; corner_index++) {
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for (int detail = 0; detail <= adapted_corner_detail; detail++) {
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