diff --git a/src/raylib.h b/src/raylib.h index 2ab3f3041068..d1c9f3d81211 100644 --- a/src/raylib.h +++ b/src/raylib.h @@ -1227,7 +1227,7 @@ 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 @@ -1253,18 +1253,18 @@ RLAPI void DrawRectangleRounded(Rectangle rec, float roundness, int segments, Co RLAPI void DrawRectangleRoundedLines(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 @@ -1285,7 +1285,7 @@ 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 Rectangle GetCollisionRec(Rectangle rec1, Rectangle rec2); // Get collision rectangle for two rectangles collision @@ -1491,7 +1491,7 @@ 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 262a8ebfcff1..d98e7d181265 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; diff --git a/src/rshapes.c b/src/rshapes.c index b8c17e702348..f863399b5cdb 100644 --- a/src/rshapes.c +++ b/src/rshapes.c @@ -182,7 +182,7 @@ 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) { @@ -1363,7 +1363,7 @@ 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) { @@ -1392,7 +1392,7 @@ 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) { @@ -1544,7 +1544,7 @@ 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; @@ -1661,7 +1661,7 @@ 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; @@ -1737,7 +1737,7 @@ 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; @@ -1803,7 +1803,7 @@ 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; @@ -1814,7 +1814,7 @@ 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; @@ -2169,7 +2169,7 @@ 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 collision = false;