Use List Initializations for Vectors.

This commit is contained in:
Anilforextra 2022-01-11 21:12:39 +05:45
parent 5f7c1081a7
commit 6c3a0460a8
22 changed files with 326 additions and 308 deletions

View file

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