Refactor the wasm graphic layer (wgl) and the gui sample (#231)
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@ -15,238 +15,6 @@ extern "C" {
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#include <stdbool.h>
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#include "lv_conf.h"
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typedef lv_coord_t wgl_coord_t; /* lv_coord_t is defined in lv_conf.h */
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typedef void * wgl_font_user_data_t;
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/**
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* Represents a point on the screen.
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*/
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typedef struct
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{
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lv_coord_t x;
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lv_coord_t y;
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} wgl_point_t;
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/** Represents an area of the screen. */
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typedef struct
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{
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lv_coord_t x1;
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lv_coord_t y1;
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lv_coord_t x2;
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lv_coord_t y2;
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} wgl_area_t;
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/** Describes the properties of a glyph. */
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typedef struct
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{
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uint16_t adv_w; /**< The glyph needs this space. Draw the next glyph after this width. 8 bit integer, 4 bit fractional */
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uint8_t box_w; /**< Width of the glyph's bounding box*/
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uint8_t box_h; /**< Height of the glyph's bounding box*/
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int8_t ofs_x; /**< x offset of the bounding box*/
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int8_t ofs_y; /**< y offset of the bounding box*/
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uint8_t bpp; /**< Bit-per-pixel: 1, 2, 4, 8*/
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}wgl_font_glyph_dsc_t;
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/*Describe the properties of a font*/
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typedef struct _wgl_font_struct
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{
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/** Get a glyph's descriptor from a font*/
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bool (*get_glyph_dsc)(const struct _wgl_font_struct *, wgl_font_glyph_dsc_t *, uint32_t letter, uint32_t letter_next);
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/** Get a glyph's bitmap from a font*/
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const uint8_t * (*get_glyph_bitmap)(const struct _wgl_font_struct *, uint32_t);
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/*Pointer to the font in a font pack (must have the same line height)*/
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uint8_t line_height; /**< The real line height where any text fits*/
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uint8_t base_line; /**< Base line measured from the top of the line_height*/
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void * dsc; /**< Store implementation specific data here*/
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#if LV_USE_USER_DATA
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wgl_font_user_data_t user_data; /**< Custom user data for font. */
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#endif
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} wgl_font_t;
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#if LV_COLOR_DEPTH == 1
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#define LV_COLOR_SIZE 8
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#elif LV_COLOR_DEPTH == 8
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#define LV_COLOR_SIZE 8
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#elif LV_COLOR_DEPTH == 16
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#define LV_COLOR_SIZE 16
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#elif LV_COLOR_DEPTH == 32
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#define LV_COLOR_SIZE 32
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#else
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#error "Invalid LV_COLOR_DEPTH in lv_conf.h! Set it to 1, 8, 16 or 32!"
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#endif
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/**********************
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* TYPEDEFS
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**********************/
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typedef union
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{
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uint8_t blue : 1;
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uint8_t green : 1;
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uint8_t red : 1;
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uint8_t full : 1;
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} wgl_color1_t;
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typedef union
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{
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struct
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{
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uint8_t blue : 2;
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uint8_t green : 3;
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uint8_t red : 3;
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} ch;
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uint8_t full;
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} wgl_color8_t;
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typedef union
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{
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struct
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{
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#if LV_COLOR_16_SWAP == 0
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uint16_t blue : 5;
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uint16_t green : 6;
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uint16_t red : 5;
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#else
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uint16_t green_h : 3;
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uint16_t red : 5;
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uint16_t blue : 5;
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uint16_t green_l : 3;
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#endif
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} ch;
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uint16_t full;
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} wgl_color16_t;
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typedef union
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{
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struct
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{
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uint8_t blue;
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uint8_t green;
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uint8_t red;
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uint8_t alpha;
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} ch;
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uint32_t full;
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} wgl_color32_t;
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#if LV_COLOR_DEPTH == 1
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typedef uint8_t wgl_color_int_t;
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typedef wgl_color1_t wgl_color_t;
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#elif LV_COLOR_DEPTH == 8
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typedef uint8_t wgl_color_int_t;
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typedef wgl_color8_t wgl_color_t;
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#elif LV_COLOR_DEPTH == 16
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typedef uint16_t wgl_color_int_t;
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typedef wgl_color16_t wgl_color_t;
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#elif LV_COLOR_DEPTH == 32
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typedef uint32_t wgl_color_int_t;
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typedef wgl_color32_t wgl_color_t;
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#else
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#error "Invalid LV_COLOR_DEPTH in lv_conf.h! Set it to 1, 8, 16 or 32!"
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#endif
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typedef uint8_t wgl_opa_t;
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/*Border types (Use 'OR'ed values)*/
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enum {
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WGL_BORDER_NONE = 0x00,
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WGL_BORDER_BOTTOM = 0x01,
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WGL_BORDER_TOP = 0x02,
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WGL_BORDER_LEFT = 0x04,
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WGL_BORDER_RIGHT = 0x08,
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WGL_BORDER_FULL = 0x0F,
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WGL_BORDER_INTERNAL = 0x10, /**< FOR matrix-like objects (e.g. Button matrix)*/
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};
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typedef uint8_t wgl_border_part_t;
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/*Shadow types*/
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enum {
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WGL_SHADOW_BOTTOM = 0, /**< Only draw bottom shadow */
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WGL_SHADOW_FULL, /**< Draw shadow on all sides */
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};
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typedef uint8_t wgl_shadow_type_t;
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/**
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* Objects in LittlevGL can be assigned a style - which holds information about
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* how the object should be drawn.
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*
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* This allows for easy customization without having to modify the object's design
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* function.
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*/
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typedef struct
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{
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uint8_t glass : 1; /**< 1: Do not inherit this style*/
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/** Object background. */
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struct
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{
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wgl_color_t main_color; /**< Object's main background color. */
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wgl_color_t grad_color; /**< Second color. If not equal to `main_color` a gradient will be drawn for the background. */
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wgl_coord_t radius; /**< Object's corner radius. You can use #WGL_RADIUS_CIRCLE if you want to draw a circle. */
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wgl_opa_t opa; /**< Object's opacity (0-255). */
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struct
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{
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wgl_color_t color; /**< Border color */
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wgl_coord_t width; /**< Border width */
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wgl_border_part_t part; /**< Which borders to draw */
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wgl_opa_t opa; /**< Border opacity. */
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} border;
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struct
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{
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wgl_color_t color;
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wgl_coord_t width;
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wgl_shadow_type_t type; /**< Which parts of the shadow to draw */
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} shadow;
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struct
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{
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wgl_coord_t top;
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wgl_coord_t bottom;
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wgl_coord_t left;
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wgl_coord_t right;
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wgl_coord_t inner;
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} padding;
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} body;
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/** Style for text drawn by this object. */
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struct
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{
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wgl_color_t color; /**< Text color */
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wgl_color_t sel_color; /**< Text selection background color. */
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const wgl_font_t * font;
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wgl_coord_t letter_space; /**< Space between letters */
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wgl_coord_t line_space; /**< Space between lines (vertical) */
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wgl_opa_t opa; /**< Text opacity */
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} text;
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/**< Style of images. */
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struct
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{
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wgl_color_t color; /**< Color to recolor the image with */
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wgl_opa_t intense; /**< Opacity of recoloring (0 means no recoloring) */
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wgl_opa_t opa; /**< Opacity of whole image */
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} image;
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/**< Style of lines (not borders). */
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struct
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{
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wgl_color_t color;
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wgl_coord_t width;
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wgl_opa_t opa;
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uint8_t rounded : 1; /**< 1: rounded line endings*/
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} line;
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} wgl_style_t;
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/* Object native function IDs */
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enum {
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