function draw_circle_prec(x, y, r, border, precision = 32) { #region draw_set_circle_precision(precision); draw_circle(x, y, r, border); } #endregion function draw_polygon(x, y, r, sides, a = 0) { #region draw_primitive_begin(pr_trianglelist); for( var i = 0; i < sides; i++ ) { var a0 = (i + 0) / sides * 360 + a; var a1 = (i + 1) / sides * 360 + a; draw_vertex(x, y); draw_vertex(x + lengthdir_x(r, a0), y + lengthdir_y(r, a0)); draw_vertex(x + lengthdir_x(r, a1), y + lengthdir_y(r, a1)); } draw_primitive_end(); } #endregion function draw_circle_color_alpha(_x, _y, _r, colI, colO, alpI, alpO) { #region var _step = 32; var angle_step = 360 / _step; draw_primitive_begin(pr_trianglestrip); for(var i = 0; i <= _step; i++) { var a0 = i * angle_step; var a1 = i * angle_step + angle_step; var p0x = _x + lengthdir_x(_r, a0); var p0y = _y + lengthdir_y(_r, a0); var p1x = _x + lengthdir_x(_r, a1); var p1y = _y + lengthdir_y(_r, a1); draw_vertex_color(_x, _y, colI, alpI); draw_vertex_color(p0x, p0y, colO, alpO); draw_vertex_color(p1x, p1y, colO, alpO); } draw_primitive_end(); } #endregion function draw_circle_border(xx, yy, r, w) { #region var _step = 32; var angle_step = 360 / _step; draw_primitive_begin(pr_trianglestrip); for(var i = 0; i <= _step; i++){ var p0x = xx + lengthdir_x(r - w / 2, i * angle_step); var p0y = yy + lengthdir_y(r - w / 2, i * angle_step); var p1x = xx + lengthdir_x(r + w / 2, i * angle_step); var p1y = yy + lengthdir_y(r + w / 2, i * angle_step); draw_vertex(p0x, p0y); draw_vertex(p1x, p1y); } draw_primitive_end(); } #endregion function draw_ellipse_border(x0, y0, x1, y1, w) { #region var step = 32; var angle_step = 360 / step; var px, py, _px, _py; var cx = (x0 + x1) / 2; var cy = (y0 + y1) / 2; var ww = abs(x0 - x1) / 2; var hh = abs(y0 - y1) / 2; for(var i = 0; i <= step; i++){ var px = cx + lengthdir_x(ww, i * angle_step); var py = cy + lengthdir_y(hh, i * angle_step); if(i) draw_line_round(_px, _py, px, py, w); _px = px; _py = py; } } #endregion function draw_circle_angle(_x, _y, _r, _angSt, _angEd, precision = 32) { #region var ox, oy, nx, ny, oa, na; draw_primitive_begin(pr_trianglelist); for( var i = 0; i <= precision; i++ ) { na = lerp(_angSt, _angEd, i / precision); nx = _x + lengthdir_x(_r, na); ny = _y + lengthdir_y(_r, na); if(i) { draw_vertex(_x, _y); draw_vertex(ox, oy); draw_vertex(nx, ny); } oa = na; ox = nx; oy = ny; } draw_primitive_end(); } #endregion function draw_arc_width(_x, _y, _r, _th, _angSt, _angEd) { #region draw_primitive_begin(pr_trianglelist); var oxI, oyI, oxO, oyO; _angSt = _angSt % 360; _angEd = _angEd % 360; var diff = _angEd >= _angSt? _angEd - _angSt : _angEd + 360 - _angSt; for(var i = 0; i <= abs(diff); i += 4) { var _as = _angSt + i * sign(diff); var nxI = _x + lengthdir_x(_r - _th / 2, _as); var nyI = _y + lengthdir_y(_r - _th / 2, _as); var nxO = _x + lengthdir_x(_r + _th / 2, _as); var nyO = _y + lengthdir_y(_r + _th / 2, _as); if(i) { draw_vertex(oxI, oyI); draw_vertex(oxO, oyO); draw_vertex(nxI, nyI); draw_vertex(oxO, oyO); draw_vertex(nxI, nyI); draw_vertex(nxO, nyO); } oxI = nxI; oyI = nyI; oxO = nxO; oyO = nyO; } draw_primitive_end(); } #endregion function draw_arc_forward(_x, _y, _r, _th, _angSt, _angEd) { #region draw_primitive_begin(pr_trianglelist); var oxI, oyI, oxO, oyO; var _aSt = min(_angSt, _angEd); var _aEd = max(_angSt, _angEd); var diff = _aEd - _aSt; for(var i = 0; i <= abs(diff); i += 4) { var _as = _aSt + i * sign(diff); var nxI = _x + lengthdir_x(_r - _th / 2, _as); var nyI = _y + lengthdir_y(_r - _th / 2, _as); var nxO = _x + lengthdir_x(_r + _th / 2, _as); var nyO = _y + lengthdir_y(_r + _th / 2, _as); if(i) { draw_vertex(oxI, oyI); draw_vertex(oxO, oyO); draw_vertex(nxI, nyI); draw_vertex(oxO, oyO); draw_vertex(nxI, nyI); draw_vertex(nxO, nyO); } oxI = nxI; oyI = nyI; oxO = nxO; oyO = nyO; } draw_primitive_end(); } #endregion ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// function draw_circle_ui(_x, _y, _r, _o, _c = c_white, _a = 1) { shader_set(sh_node_circle); shader_set_color("color", _c, _a); shader_set_f("thickness", _o); shader_set_f("antialias", 1 / _r); shader_set_i("fill", _o == 0); draw_sprite_stretched(s_fx_pixel, 0, _x - _r, _y - _r, _r * 2, _r * 2); shader_reset(); }