gg: fix gg.draw_rounded_rect_empty() graphical abnormalities and some optimizations (#14186)
parent
b76095f28a
commit
85f616877f
227
vlib/gg/draw.c.v
227
vlib/gg/draw.c.v
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@ -211,66 +211,111 @@ pub fn (ctx &Context) draw_rect_filled(x f32, y f32, w f32, h f32, c gx.Color) {
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sgl.end()
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}
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// draw_rounded_rect_empty draws the outline of a rounded rectangle
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// draw_rounded_rect_empty draws the outline of a rounded rectangle with a thickness of 1 px.
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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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pub fn (ctx &Context) draw_rounded_rect_empty(x f32, y f32, w f32, h f32, radius f32, c gx.Color) {
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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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nx := x * ctx.scale
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ny := y * ctx.scale
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if w <= 0 || h <= 0 || radius < 0 {
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return
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}
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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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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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sx := x * ctx.scale // start point x
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sy := 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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sgl.c4b(c.r, c.g, c.b, c.a)
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// circle center coordinates
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ltx := sx + r
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lty := sy + r
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rtx := sx + width - r
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rty := lty
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rbx := rtx
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rby := sy + height - r
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lbx := ltx
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lby := rby
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mut rad := f32(0)
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mut dx := f32(0)
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mut dy := f32(0)
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// left top quarter
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sgl.begin_line_strip()
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// left top
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lx := nx + r
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ly := ny + r
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theta_coeff := 2 * f32(math.pi) / segments
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for i in lt .. rt {
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theta = theta_coeff * f32(i)
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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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for i in 0 .. 31 {
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if r == 0 {
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break
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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 = theta_coeff * f32(i)
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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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rad = f32(math.radians(i * 3))
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dx = r * math.cosf(rad)
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dy = r * math.sinf(rad)
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sgl.v2f(ltx - dx, lty - dy)
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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 = theta_coeff * f32(i)
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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 top quarter
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sgl.begin_line_strip()
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for i in 0 .. 31 {
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if r == 0 {
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break
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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 = theta_coeff * f32(i)
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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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rad = f32(math.radians(i * 3))
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dx = r * math.cosf(rad)
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dy = r * math.sinf(rad)
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sgl.v2f(rtx + dx, rty - dy)
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}
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sgl.v2f(lx + xx, ly)
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sgl.end()
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// right bottom quarter
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sgl.begin_line_strip()
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for i in 0 .. 31 {
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if r == 0 {
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break
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}
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rad = f32(math.radians(i * 3))
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dx = r * math.cosf(rad)
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dy = r * math.sinf(rad)
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sgl.v2f(rbx + dx, rby + dy)
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}
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sgl.end()
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// left bottom quarter
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sgl.begin_line_strip()
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for i in 0 .. 31 {
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if r == 0 {
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break
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}
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rad = f32(math.radians(i * 3))
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dx = r * math.cosf(rad)
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dy = r * math.sinf(rad)
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sgl.v2f(lbx - dx, lby + dy)
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}
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sgl.end()
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// Currently don't use 'gg.draw_line()' directly, it will repeatedly execute '*ctx.scale'.
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sgl.begin_lines()
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// top
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sgl.v2f(ltx, sy)
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sgl.v2f(rtx, sy)
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// right
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sgl.v2f(rtx + r, rty)
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sgl.v2f(rtx + r, rby)
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// bottom
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sgl.v2f(lbx, lby + r)
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sgl.v2f(rbx, rby + r)
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// left
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sgl.v2f(sx, lty)
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sgl.v2f(sx, lby)
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sgl.end()
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}
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@ -280,87 +325,91 @@ pub fn (ctx &Context) draw_rounded_rect_empty(x f32, y f32, w f32, h f32, radius
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// `radius` is the radius of the corner-rounding in pixels.
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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 w <= 0 || h <= 0 || radius < 0 {
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return
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}
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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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mut xx := f32(0)
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mut yy := f32(0)
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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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sx := x * ctx.scale // start point x
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sy := y * ctx.scale
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width := w * ctx.scale
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height := h * ctx.scale
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// circle center coordinates
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ltx := sx + r
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lty := sy + r
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rtx := sx + width - r
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rty := lty
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rbx := rtx
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rby := sy + height - r
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lbx := ltx
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lby := rby
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mut rad := f32(0)
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mut dx := f32(0)
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mut dy := f32(0)
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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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for i in 0 .. 31 {
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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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rad = f32(math.radians(i * 3))
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dx = r * math.cosf(rad)
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dy = r * math.sinf(rad)
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sgl.v2f(ltx - dx, lty - dy)
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sgl.v2f(ltx, lty)
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}
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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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for i in 0 .. 31 {
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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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rad = f32(math.radians(i * 3))
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dx = r * math.cosf(rad)
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dy = r * math.sinf(rad)
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sgl.v2f(rtx + dx, rty - dy)
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sgl.v2f(rtx, rty)
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}
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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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for i in 0 .. 31 {
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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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rad = f32(math.radians(i * 3))
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dx = r * math.cosf(rad)
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dy = r * math.sinf(rad)
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sgl.v2f(rbx + dx, rby + dy)
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sgl.v2f(rbx, rby)
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}
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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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for i in 0 .. 31 {
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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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rad = f32(math.radians(i * 3))
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dx = r * math.cosf(rad)
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dy = r * math.sinf(rad)
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sgl.v2f(lbx - dx, lby + dy)
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sgl.v2f(lbx, lby)
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}
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sgl.end()
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@ -368,24 +417,24 @@ pub fn (ctx &Context) draw_rounded_rect_filled(x f32, y f32, w f32, h f32, radiu
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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(ltx, sy)
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sgl.v2f(rtx, sy)
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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(sx, lty)
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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.v2f(sx, 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(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.v2f(rbx, rby + r)
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sgl.v2f(lbx, rby + r)
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sgl.end()
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}
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