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gg: draw_rounded_rect() (#6909)
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commit
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67
vlib/gg/gg.v
67
vlib/gg/gg.v
@ -454,7 +454,72 @@ pub fn (ctx &Context) draw_line(x f32, y f32, x2 f32, y2 f32, c gx.Color) {
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sgl.end()
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}
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pub fn (ctx &Context) draw_rounded_rect(x f32, y f32, width f32, height f32, radius f32, color gx.Color) {
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pub fn (ctx &Context) draw_rounded_rect(x f32, y f32, w f32, h f32, radius f32, color gx.Color) {
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sgl.c4b(color.r, color.g, color.b, color.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 * f32(ctx.scale)
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nx := x * f32(ctx.scale)
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ny := y * f32(ctx.scale)
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width := w * f32(ctx.scale)
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height := h * f32(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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}
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// right top
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mut rx := nx + 2 * 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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}
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// right bottom
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mut rbx := rx
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mut rby := ny + 2 * 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.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 + 2 * 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.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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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.end()
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}
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pub fn (ctx &Context) draw_empty_rounded_rect(x f32, y f32, w f32, h f32, radius f32, border_color gx.Color) {
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