Implemented highlight and underline styles
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0462afdf11
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@ -53,7 +53,12 @@ func (backend *Backend) drawCells (forceRedraw bool) (areas []image.Rectangle) {
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if forceRedraw && content < 32 { continue }
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if forceRedraw && content < 32 { continue }
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areas = append(areas, backend.boundsOfCell(x, y))
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areas = append(areas, backend.boundsOfCell(x, y))
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backend.drawRune(x, y, content, cell.Color(), !forceRedraw)
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backend.drawRune (
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x, y,
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content,
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cell.Color(),
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cell.Style(),
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!forceRedraw)
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}}
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}}
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if backend.drawBufferBounds && forceRedraw {
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if backend.drawBufferBounds && forceRedraw {
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@ -74,68 +79,88 @@ func (backend *Backend) drawRune (
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x, y int,
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x, y int,
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character rune,
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character rune,
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runeColor stone.Color,
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runeColor stone.Color,
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runeStyle stone.Style,
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drawBackground bool,
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drawBackground bool,
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) {
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) {
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// TODO: cache these draws as non-transparent buffers with the
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// TODO: cache these draws as non-transparent buffers with the
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// application background color as the background. that way, we won't
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// application background color as the background. that way, we won't
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// need to redraw the characters *or* composite them.
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// need to redraw the characters *or* composite them.
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if drawBackground {
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var background xgraphics.BGRA
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var foreground xgraphics.BGRA
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highlight := runeStyle & stone.StyleHighlight > 0
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if highlight {
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background = backend.colors[runeColor]
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foreground = backend.colors[stone.ColorBackground]
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} else {
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background = backend.colors[stone.ColorBackground]
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foreground = backend.colors[runeColor]
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}
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if drawBackground || highlight {
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fillRectangle (
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fillRectangle (
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&image.Uniform {
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&image.Uniform { C: background },
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C: backend.config.Color(stone.ColorBackground),
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},
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backend.canvas,
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backend.canvas,
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backend.boundsOfCell(x, y))
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backend.boundsOfCell(x, y))
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}
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}
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if character < 32 { return }
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origin := backend.originOfCell(x, y + 1)
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origin := backend.originOfCell(x, y + 1)
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destinationRectangle, mask, maskPoint, _, ok := backend.font.face.Glyph (
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fixed.Point26_6 {
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X: fixed.I(origin.X),
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Y: fixed.I(origin.Y),
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},
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character)
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if !ok {
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if character >= 32 {
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strokeRectangle (
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destinationRectangle, mask, maskPoint, _, ok := backend.font.face.Glyph (
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&image.Uniform {
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fixed.Point26_6 {
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C: backend.config.Color(stone.ColorForeground),
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X: fixed.I(origin.X),
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Y: fixed.I(origin.Y),
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},
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},
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backend.canvas,
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character)
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backend.boundsOfCell(x, y))
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return
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if !ok {
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strokeRectangle (
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&image.Uniform { C: foreground },
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backend.canvas,
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backend.boundsOfCell(x, y))
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return
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}
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if backend.drawCellBounds {
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strokeRectangle (
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&image.Uniform { C: foreground },
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backend.canvas,
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backend.boundsOfCell(x, y))
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}
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// cue a series of pointless optimizations
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alphaMask, isAlpha := mask.(*image.Alpha)
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if isAlpha {
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backend.sprayRuneMaskAlpha (
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alphaMask, destinationRectangle,
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maskPoint, foreground, background)
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} else {
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backend.sprayRuneMask (
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mask, destinationRectangle,
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maskPoint, foreground, background)
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}
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}
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}
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if backend.drawCellBounds {
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// underline
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strokeRectangle (
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if runeStyle & stone.StyleUnderline > 0 {
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&image.Uniform {
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maxX := origin.X + backend.metrics.cellWidth
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C: backend.config.Color(stone.ColorForeground),
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y :=
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},
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origin.Y -
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backend.canvas,
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backend.metrics.descent
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backend.boundsOfCell(x, y))
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for x := origin.X; x < maxX; x ++ {
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}
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backend.canvas.SetBGRA(x, y, foreground)
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}
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// cue a series of pointless optimizations
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alphaMask, isAlpha := mask.(*image.Alpha)
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if isAlpha {
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backend.sprayRuneMaskAlpha (
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alphaMask, destinationRectangle,
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maskPoint, backend.colors[runeColor])
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} else {
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backend.sprayRuneMask (
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mask, destinationRectangle,
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maskPoint, backend.colors[runeColor])
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}
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}
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}
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}
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func (backend *Backend) sprayRuneMask (
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func (backend *Backend) sprayRuneMask (
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mask image.Image,
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mask image.Image,
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bounds image.Rectangle,
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bounds image.Rectangle,
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maskPoint image.Point,
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maskPoint image.Point,
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fill xgraphics.BGRA,
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fill xgraphics.BGRA,
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background xgraphics.BGRA,
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) {
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) {
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maxX := bounds.Max.X - bounds.Min.X
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maxX := bounds.Max.X - bounds.Min.X
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maxY := bounds.Max.Y - bounds.Min.Y
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maxY := bounds.Max.Y - bounds.Min.Y
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@ -148,7 +173,7 @@ func (backend *Backend) sprayRuneMask (
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x + bounds.Min.X,
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x + bounds.Min.X,
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y + bounds.Min.Y - backend.metrics.descent,
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y + bounds.Min.Y - backend.metrics.descent,
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xgraphics.BlendBGRA (
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xgraphics.BlendBGRA (
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backend.colors[stone.ColorBackground],
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background,
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xgraphics.BGRA {
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xgraphics.BGRA {
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R: fill.R,
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R: fill.R,
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G: fill.G,
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G: fill.G,
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@ -159,10 +184,11 @@ func (backend *Backend) sprayRuneMask (
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}
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}
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func (backend *Backend) sprayRuneMaskAlpha (
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func (backend *Backend) sprayRuneMaskAlpha (
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mask *image.Alpha,
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mask *image.Alpha,
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bounds image.Rectangle,
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bounds image.Rectangle,
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maskPoint image.Point,
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maskPoint image.Point,
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fill xgraphics.BGRA,
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fill xgraphics.BGRA,
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background xgraphics.BGRA,
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) {
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) {
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maxX := bounds.Max.X - bounds.Min.X
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maxX := bounds.Max.X - bounds.Min.X
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maxY := bounds.Max.Y - bounds.Min.Y
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maxY := bounds.Max.Y - bounds.Min.Y
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@ -174,7 +200,7 @@ func (backend *Backend) sprayRuneMaskAlpha (
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x + bounds.Min.X,
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x + bounds.Min.X,
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y + bounds.Min.Y - backend.metrics.descent,
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y + bounds.Min.Y - backend.metrics.descent,
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xgraphics.BlendBGRA (
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xgraphics.BlendBGRA (
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backend.colors[stone.ColorBackground],
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background,
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xgraphics.BGRA {
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xgraphics.BGRA {
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R: fill.R,
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R: fill.R,
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G: fill.G,
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G: fill.G,
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10
buffer.go
10
buffer.go
@ -21,11 +21,11 @@ const (
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type Style uint8
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type Style uint8
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const (
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const (
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StyleNormal Style = iota
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StyleNormal Style = 0
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StyleBold Style = iota >> 1
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StyleBold Style = 1
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StyleItalic
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StyleItalic Style = 2
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StyleUnderline
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StyleUnderline Style = 4
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StyleHighlight
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StyleHighlight Style = 8
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StyleBoldItalic Style = StyleBold | StyleItalic
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StyleBoldItalic Style = StyleBold | StyleItalic
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)
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)
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