delete button texturized but still at incorrect position
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@@ -8,18 +8,18 @@ LDLIBS := -lraylib -lasound -llibremidi -pthread
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LDFLAGS := -Llib -L/usr/lib -L/usr/local/lib
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LDFLAGS := -Llib -L/usr/lib -L/usr/local/lib
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SRCS := $(wildcard src/*.cpp)
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SRCS := $(wildcard src/*.cpp)
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HDRS := $(wildcard src/*.h)
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OBJECTS := $(patsubst src/%.cpp,build/%.o, $(SRCS))
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OBJECTS := $(patsubst src/%.cpp,build/%.o, $(SRCS))
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DEPENDS := $(patsubst src/%.cpp,build/%.d, $(SRCS))
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viseq: $(OBJECTS)
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viseq: $(OBJECTS)
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$(CXX) $(OBJECTS) -o $@ $(LDFLAGS) $(LDLIBS)
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$(CXX) $(OBJECTS) -o $@ $(LDFLAGS) $(LDLIBS)
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$(OBJECTS): build/%.o : src/%.cpp
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-include $(DEPENDS)
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@mkdir -p build
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$(CXX) -c $< -o $@ $(CXXFLAGS) $(CXXINC)
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src/%.cpp: $HDRS
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#$(OBJECTS): build/%.o : src/%.cpp
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touch $@
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build/%.o: src/%.cpp Makefile
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@mkdir -p build
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$(CXX) -c $< -o $@ $(CXXFLAGS) $(CXXINC) -MMD -MP
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clean:
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clean:
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rm -f build/*
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rm -f build/*
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+2
-1
@@ -14,8 +14,9 @@ inline bool ViButton(Vec2Df mp, float x, float y, float radius, Color color){
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inline bool ViTexButton(Vec2Df mp, Vec2Df position, float rotation, float radius, Texture2D tex, Color color){
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inline bool ViTexButton(Vec2Df mp, Vec2Df position, float rotation, float radius, Texture2D tex, Color color){
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float scale = (radius*2.0f) / (float)tex.width;
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float scale = (radius*2.0f) / (float)tex.width;
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Vec2Df center_pos = position - Vec2Df((tex.width*scale)/1.0f * sin(rotation), (tex.height*scale)/1.0f * cos(rotation));
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Vec2Df center_pos = position - Vec2Df((tex.width*scale) / 2.0f, (tex.height*scale) / 2.0f).rotate(rotation);
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DrawTextureEx(tex, center_pos, rotation, scale, color);
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DrawTextureEx(tex, center_pos, rotation, scale, color);
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return (Vector2Distance(mp, position) < radius && IsMouseButtonPressed(MOUSE_BUTTON_LEFT));
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return (Vector2Distance(mp, position) < radius && IsMouseButtonPressed(MOUSE_BUTTON_LEFT));
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}
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}
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@@ -57,6 +57,10 @@ namespace VISEQ::VMATH{
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return Vec2D(-y, x);
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return Vec2D(-y, x);
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};
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};
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Vec2D rotate(float deg){
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return Vec2D(cos(deg*DEG2RAD) * x, sin(deg*DEG2RAD) * y);
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};
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Vec2D norm() { return *this / length();};
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Vec2D norm() { return *this / length();};
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Vec2D center(Vec2D v){
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Vec2D center(Vec2D v){
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