Introduce Border struct analogous to Shadow
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4d502012b3
commit
25f182f933
44 changed files with 382 additions and 424 deletions
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@ -152,9 +152,7 @@ impl Backend {
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Primitive::Quad {
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bounds,
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background,
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border_radius,
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border_width,
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border_color,
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border,
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shadow,
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} => {
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let physical_bounds = (*bounds + translation) * scale_factor;
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@ -173,11 +171,12 @@ impl Backend {
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.post_scale(scale_factor, scale_factor);
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// Make sure the border radius is not larger than the bounds
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let border_width = border_width
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let border_width = border
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.width
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.min(bounds.width / 2.0)
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.min(bounds.height / 2.0);
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let mut fill_border_radius = *border_radius;
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let mut fill_border_radius = <[f32; 4]>::from(border.radius);
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for radius in &mut fill_border_radius {
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*radius = (*radius)
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.min(bounds.width / 2.0)
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@ -185,92 +184,78 @@ impl Backend {
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}
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let path = rounded_rectangle(*bounds, fill_border_radius);
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if let Some(shadow) = shadow {
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if shadow.color.a > 0.0 {
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let shadow_bounds = (Rectangle {
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x: bounds.x + shadow.offset.x - shadow.blur_radius,
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y: bounds.y + shadow.offset.y - shadow.blur_radius,
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width: bounds.width + shadow.blur_radius * 2.0,
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height: bounds.height + shadow.blur_radius * 2.0,
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} + translation)
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* scale_factor;
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if shadow.color.a > 0.0 {
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let shadow_bounds = (Rectangle {
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x: bounds.x + shadow.offset.x - shadow.blur_radius,
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y: bounds.y + shadow.offset.y - shadow.blur_radius,
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width: bounds.width + shadow.blur_radius * 2.0,
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height: bounds.height + shadow.blur_radius * 2.0,
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} + translation)
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* scale_factor;
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let radii = fill_border_radius
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.into_iter()
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.map(|radius| radius * scale_factor)
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.collect::<Vec<_>>();
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let (x, y, width, height) = (
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shadow_bounds.x as u32,
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shadow_bounds.y as u32,
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shadow_bounds.width as u32,
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shadow_bounds.height as u32,
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);
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let half_width = physical_bounds.width / 2.0;
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let half_height = physical_bounds.height / 2.0;
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let radii = fill_border_radius
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.into_iter()
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.map(|radius| radius * scale_factor)
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.collect::<Vec<_>>();
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let (x, y, width, height) = (
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shadow_bounds.x as u32,
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shadow_bounds.y as u32,
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shadow_bounds.width as u32,
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shadow_bounds.height as u32,
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);
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let half_width = physical_bounds.width / 2.0;
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let half_height = physical_bounds.height / 2.0;
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let colors = (y..y + height)
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.flat_map(|y| {
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(x..x + width)
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.map(move |x| (x as f32, y as f32))
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let colors = (y..y + height)
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.flat_map(|y| {
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(x..x + width).map(move |x| (x as f32, y as f32))
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})
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.filter_map(|(x, y)| {
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Size::from_wh(half_width, half_height).map(|size| {
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let shadow_distance = rounded_box_sdf(
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Vector::new(
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x - physical_bounds.position().x
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- (shadow.offset.x * scale_factor)
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- half_width,
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y - physical_bounds.position().y
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- (shadow.offset.y * scale_factor)
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- half_height,
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),
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size,
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&radii,
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);
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let shadow_alpha = 1.0
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- smoothstep(
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-shadow.blur_radius * scale_factor,
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shadow.blur_radius * scale_factor,
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shadow_distance,
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);
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let mut color = into_color(shadow.color);
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color.apply_opacity(shadow_alpha);
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color.to_color_u8().premultiply()
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})
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.filter_map(|(x, y)| {
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Size::from_wh(half_width, half_height).map(
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|size| {
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let shadow_distance = rounded_box_sdf(
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Vector::new(
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x - physical_bounds
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.position()
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.x
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- (shadow.offset.x
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* scale_factor)
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- half_width,
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y - physical_bounds
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.position()
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.y
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- (shadow.offset.y
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* scale_factor)
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- half_height,
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),
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size,
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&radii,
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);
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let shadow_alpha = 1.0
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- smoothstep(
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-shadow.blur_radius
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* scale_factor,
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shadow.blur_radius
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* scale_factor,
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shadow_distance,
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);
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})
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.collect();
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let mut color =
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into_color(shadow.color);
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color.apply_opacity(shadow_alpha);
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color.to_color_u8().premultiply()
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},
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)
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})
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.collect();
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if let Some(pixmap) = tiny_skia::IntSize::from_wh(
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width, height,
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if let Some(pixmap) = tiny_skia::IntSize::from_wh(
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width, height,
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)
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.and_then(|size| {
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tiny_skia::Pixmap::from_vec(
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bytemuck::cast_vec(colors),
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size,
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)
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.and_then(|size| {
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tiny_skia::Pixmap::from_vec(
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bytemuck::cast_vec(colors),
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size,
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)
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}) {
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pixels.draw_pixmap(
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x as i32,
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y as i32,
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pixmap.as_ref(),
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&tiny_skia::PixmapPaint::default(),
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tiny_skia::Transform::default(),
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None,
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);
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}
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}) {
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pixels.draw_pixmap(
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x as i32,
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y as i32,
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pixmap.as_ref(),
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&tiny_skia::PixmapPaint::default(),
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tiny_skia::Transform::default(),
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None,
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);
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}
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}
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@ -344,7 +329,7 @@ impl Backend {
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};
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// Make sure the border radius is correct
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let mut border_radius = *border_radius;
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let mut border_radius = <[f32; 4]>::from(border.radius);
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let mut is_simple_border = true;
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for radius in &mut border_radius {
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@ -370,7 +355,7 @@ impl Backend {
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&border_path,
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&tiny_skia::Paint {
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shader: tiny_skia::Shader::SolidColor(
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into_color(*border_color),
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into_color(border.color),
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),
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anti_alias: true,
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..tiny_skia::Paint::default()
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@ -426,7 +411,7 @@ impl Backend {
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&border_radius_path,
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&tiny_skia::Paint {
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shader: tiny_skia::Shader::SolidColor(
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into_color(*border_color),
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into_color(border.color),
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),
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anti_alias: true,
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..tiny_skia::Paint::default()
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