gg: fix gg.draw_rounded_rect_filled() graphical abnormalities (#14128)
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								vlib/gg/draw.c.v
								
								
								
								
							
							
						
						
									
										140
									
								
								vlib/gg/draw.c.v
								
								
								
								
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			@ -278,72 +278,114 @@ pub fn (ctx &Context) draw_rounded_rect_empty(x f32, y f32, w f32, h f32, radius
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// `x`,`y` is the top-left corner of the rectangle.
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// `w` is the width, `h` is the height .
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// `radius` is the radius of the corner-rounding in pixels.
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// `c` is the color of the outline.
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// `c` is the color of the filled.
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pub fn (ctx &Context) draw_rounded_rect_filled(x f32, y f32, w f32, h f32, radius f32, c gx.Color) {
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	assert w > 0 && h > 0 && radius >= 0
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	if c.a != 255 {
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		sgl.load_pipeline(ctx.timage_pip)
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	}
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	sgl.c4b(c.r, c.g, c.b, c.a)
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	sgl.begin_triangle_strip()
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	mut theta := f32(0)
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	mut xx := f32(0)
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	mut yy := f32(0)
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	r := radius * ctx.scale
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	mut radians := f32(0)
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	mut new_radius := radius
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	if w >= h && radius > h / 2 {
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		new_radius = h / 2
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	} else if radius > w / 2 {
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		new_radius = w / 2
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	}
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	r := new_radius * ctx.scale
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	nx := x * ctx.scale
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	ny := y * ctx.scale
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	width := w * ctx.scale
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	height := h * ctx.scale
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	segments := 2 * math.pi * r
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	segdiv := segments / 4
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	rb := 0
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	lb := int(rb + segdiv)
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	lt := int(lb + segdiv)
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	rt := int(lt + segdiv)
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	// left top
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	lx := nx + r
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	ly := ny + r
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	for i in lt .. rt {
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		theta = 2 * f32(math.pi) * f32(i) / segments
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		xx = r * math.cosf(theta)
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		yy = r * math.sinf(theta)
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		sgl.v2f(xx + lx, yy + ly)
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		sgl.v2f(lx, ly)
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	// left top quarter
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	sgl.begin_triangle_strip()
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	ltx := nx + r
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	lty := ny + r
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	for i in 0 .. 91 {
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		if r == 0 {
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			break
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		}
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		radians = f32(math.radians(i))
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		xx = r * math.cosf(radians)
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		yy = r * math.sinf(radians)
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		sgl.v2f(ltx - xx, lty - yy)
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		sgl.v2f(ltx, lty)
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	}
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	// right top
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	mut rx := nx + width - r
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	mut ry := ny + r
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	for i in rt .. int(segments) {
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		theta = 2 * f32(math.pi) * f32(i) / segments
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		xx = r * math.cosf(theta)
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		yy = r * math.sinf(theta)
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		sgl.v2f(xx + rx, yy + ry)
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		sgl.v2f(rx, ry)
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	sgl.end()
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	// right top quarter
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	sgl.begin_triangle_strip()
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	rtx := nx + width - r
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	rty := ny + r
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	for i in 0 .. 91 {
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		if r == 0 {
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			break
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		}
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		radians = f32(math.radians(i))
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		xx = r * math.cosf(radians)
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		yy = r * math.sinf(radians)
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		sgl.v2f(rtx + xx, rty - yy)
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		sgl.v2f(rtx, rty)
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	}
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	// right bottom
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	mut rbx := rx
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	mut rby := ny + height - r
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	for i in rb .. lb {
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		theta = 2 * f32(math.pi) * f32(i) / segments
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		xx = r * math.cosf(theta)
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		yy = r * math.sinf(theta)
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		sgl.v2f(xx + rbx, yy + rby)
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	sgl.end()
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	// right bottom quarter
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	sgl.begin_triangle_strip()
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	rbx := nx + width - r
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	rby := ny + height - r
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	for i in 0 .. 91 {
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		if r == 0 {
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			break
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		}
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		radians = f32(math.radians(i))
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		xx = r * math.cosf(radians)
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		yy = r * math.sinf(radians)
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		sgl.v2f(rbx + xx, rby + yy)
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		sgl.v2f(rbx, rby)
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	}
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	// left bottom
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	mut lbx := lx
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	mut lby := ny + height - r
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	for i in lb .. lt {
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		theta = 2 * f32(math.pi) * f32(i) / segments
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		xx = r * math.cosf(theta)
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		yy = r * math.sinf(theta)
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		sgl.v2f(xx + lbx, yy + lby)
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	sgl.end()
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	// left bottom quarter
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	sgl.begin_triangle_strip()
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	lbx := nx + r
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	lby := ny + height - r
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	for i in 0 .. 91 {
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		if r == 0 {
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			break
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		}
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		radians = f32(math.radians(i))
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		xx = r * math.cosf(radians)
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		yy = r * math.sinf(radians)
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		sgl.v2f(lbx - xx, lby + yy)
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		sgl.v2f(lbx, lby)
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	}
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	sgl.v2f(lx + xx, ly)
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	sgl.v2f(lx, ly)
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	sgl.end()
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	// Separate drawing is to prevent transparent color overlap
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	// top rectangle
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	sgl.begin_quads()
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	sgl.v2f(ltx, ny)
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	sgl.v2f(rtx, ny)
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	sgl.v2f(rtx, rty)
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	sgl.v2f(ltx, lty)
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	sgl.end()
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	// middle rectangle
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	sgl.begin_quads()
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	sgl.v2f(nx, ny + r)
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	sgl.v2f(rtx + r, rty)
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	sgl.v2f(rbx + r, rby)
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	sgl.v2f(nx, lby)
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	sgl.end()
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	// bottom rectangle
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	sgl.begin_quads()
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	sgl.v2f(lx, ly)
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	sgl.v2f(rx, ry)
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	sgl.v2f(rbx, rby)
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	sgl.v2f(lbx, lby)
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	sgl.v2f(rbx, rby)
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	sgl.v2f(rbx, ny + height)
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	sgl.v2f(lbx, ny + height)
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	sgl.end()
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}
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