GuiGrid() Corrected issue with div by 0

This commit is contained in:
Ray
2020-03-12 12:29:20 +01:00
parent 6cf73a3054
commit 18a32e61ab

View File

@ -2900,6 +2900,8 @@ Vector2 GuiGrid(Rectangle bounds, float spacing, int subdivs)
switch (state) switch (state)
{ {
case GUI_STATE_NORMAL: case GUI_STATE_NORMAL:
{
if (subdivs > 0)
{ {
// Draw vertical grid lines // Draw vertical grid lines
for (int i = 0; i < linesV; i++) for (int i = 0; i < linesV; i++)
@ -2912,7 +2914,7 @@ Vector2 GuiGrid(Rectangle bounds, float spacing, int subdivs)
{ {
DrawRectangleRec(RAYGUI_CLITERAL(Rectangle) { bounds.x, bounds.y + spacing * i / subdivs, bounds.width, 1 }, ((i%subdivs) == 0) ? Fade(GetColor(GuiGetStyle(DEFAULT, LINE_COLOR)), GRID_COLOR_ALPHA * 4) : Fade(GetColor(GuiGetStyle(DEFAULT, LINE_COLOR)), GRID_COLOR_ALPHA)); DrawRectangleRec(RAYGUI_CLITERAL(Rectangle) { bounds.x, bounds.y + spacing * i / subdivs, bounds.width, 1 }, ((i%subdivs) == 0) ? Fade(GetColor(GuiGetStyle(DEFAULT, LINE_COLOR)), GRID_COLOR_ALPHA * 4) : Fade(GetColor(GuiGetStyle(DEFAULT, LINE_COLOR)), GRID_COLOR_ALPHA));
} }
}
} break; } break;
default: break; default: break;
} }