gg: improve some loops in draw_rounded_rect* methods (#14195)
parent
f53b9b4f12
commit
eb03fad934
160
vlib/gg/draw.c.v
160
vlib/gg/draw.c.v
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@ -250,57 +250,47 @@ pub fn (ctx &Context) draw_rounded_rect_empty(x f32, y f32, w f32, h f32, radius
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mut dx := f32(0)
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mut dx := f32(0)
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mut dy := f32(0)
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mut dy := f32(0)
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// left top quarter
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if r != 0 {
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sgl.begin_line_strip()
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// left top quarter
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for i in 0 .. 31 {
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sgl.begin_line_strip()
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if r == 0 {
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for i in 0 .. 31 {
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break
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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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}
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rad = f32(math.radians(i * 3))
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sgl.end()
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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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sgl.end()
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// right top quarter
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// right top quarter
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sgl.begin_line_strip()
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sgl.begin_line_strip()
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for i in 0 .. 31 {
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for i in 0 .. 31 {
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if r == 0 {
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rad = f32(math.radians(i * 3))
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break
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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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}
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rad = f32(math.radians(i * 3))
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sgl.end()
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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.end()
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// right bottom quarter
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// right bottom quarter
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sgl.begin_line_strip()
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sgl.begin_line_strip()
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for i in 0 .. 31 {
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for i in 0 .. 31 {
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if r == 0 {
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rad = f32(math.radians(i * 3))
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break
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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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}
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rad = f32(math.radians(i * 3))
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sgl.end()
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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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// left bottom quarter
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sgl.begin_line_strip()
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sgl.begin_line_strip()
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for i in 0 .. 31 {
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for i in 0 .. 31 {
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if r == 0 {
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rad = f32(math.radians(i * 3))
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break
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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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}
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rad = f32(math.radians(i * 3))
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sgl.end()
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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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}
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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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// 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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sgl.begin_lines()
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@ -358,61 +348,51 @@ pub fn (ctx &Context) draw_rounded_rect_filled(x f32, y f32, w f32, h f32, radiu
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mut dx := f32(0)
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mut dx := f32(0)
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mut dy := f32(0)
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mut dy := f32(0)
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// left top quarter
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if r != 0 {
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sgl.begin_triangle_strip()
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// left top quarter
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for i in 0 .. 31 {
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sgl.begin_triangle_strip()
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if r == 0 {
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for i in 0 .. 31 {
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break
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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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}
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rad = f32(math.radians(i * 3))
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sgl.end()
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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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// right top quarter
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sgl.begin_triangle_strip()
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sgl.begin_triangle_strip()
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for i in 0 .. 31 {
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for i in 0 .. 31 {
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if r == 0 {
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rad = f32(math.radians(i * 3))
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break
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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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}
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rad = f32(math.radians(i * 3))
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sgl.end()
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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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// right bottom quarter
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sgl.begin_triangle_strip()
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sgl.begin_triangle_strip()
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for i in 0 .. 31 {
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for i in 0 .. 31 {
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if r == 0 {
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rad = f32(math.radians(i * 3))
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break
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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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}
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rad = f32(math.radians(i * 3))
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sgl.end()
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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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// left bottom quarter
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sgl.begin_triangle_strip()
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sgl.begin_triangle_strip()
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for i in 0 .. 31 {
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for i in 0 .. 31 {
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if r == 0 {
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rad = f32(math.radians(i * 3))
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break
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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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}
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rad = f32(math.radians(i * 3))
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sgl.end()
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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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}
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sgl.end()
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// Separate drawing is to prevent transparent color overlap
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// Separate drawing is to prevent transparent color overlap
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// top rectangle
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// top rectangle
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