[cogl] Avoid shadowing math.h symbols
As usual, y1 and y2 end up shadowing symbols exported by math.h.
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108
cogl-path.h
108
cogl-path.h
@ -52,17 +52,17 @@ G_BEGIN_DECLS
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/**
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* cogl_rectangle:
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* @x1: X coordinate of the top-left corner
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* @y1: Y coordinate of the top-left corner
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* @x2: X coordinate of the bottom-right corner
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* @y2: Y coordinate of the bottom-right corner
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* @x_1: X coordinate of the top-left corner
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* @y_1: Y coordinate of the top-left corner
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* @x_2: X coordinate of the bottom-right corner
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* @y_2: Y coordinate of the bottom-right corner
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*
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* Fills a rectangle at the given coordinates with the current source material
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**/
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void cogl_rectangle (float x1,
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float y1,
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float x2,
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float y2);
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void cogl_rectangle (float x_1,
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float y_1,
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float x_2,
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float y_2);
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/**
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* cogl_path_fill:
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@ -185,10 +185,10 @@ void cogl_path_arc (float center_x,
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/**
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* cogl_path_curve_to:
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* @x1: X coordinate of the second bezier control point
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* @y1: Y coordinate of the second bezier control point
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* @x2: X coordinate of the third bezier control point
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* @y2: Y coordinate of the third bezier control point
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* @x_1: X coordinate of the second bezier control point
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* @y_1: Y coordinate of the second bezier control point
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* @x_2: X coordinate of the third bezier control point
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* @y_2: Y coordinate of the third bezier control point
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* @x3: X coordinate of the fourth bezier control point
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* @y3: Y coordinate of the fourth bezier control point
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*
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@ -196,19 +196,19 @@ void cogl_path_arc (float center_x,
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* second, third and fourth control points and using current pen location
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* as the first control point.
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**/
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void cogl_path_curve_to (float x1,
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float y1,
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float x2,
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float y2,
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float x3,
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float y3);
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void cogl_path_curve_to (float x_1,
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float y_1,
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float x_2,
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float y_2,
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float x_3,
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float y_3);
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/**
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* cogl_path_rel_curve_to:
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* @x1: X coordinate of the second bezier control point
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* @y1: Y coordinate of the second bezier control point
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* @x2: X coordinate of the third bezier control point
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* @y2: Y coordinate of the third bezier control point
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* @x_1: X coordinate of the second bezier control point
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* @y_1: Y coordinate of the second bezier control point
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* @x_2: X coordinate of the third bezier control point
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* @y_2: Y coordinate of the third bezier control point
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* @x3: X coordinate of the fourth bezier control point
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* @y3: Y coordinate of the fourth bezier control point
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*
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@ -217,12 +217,12 @@ void cogl_path_curve_to (float x1,
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* as the first control point. The given coordinates are relative to the
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* current pen location.
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*/
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void cogl_path_rel_curve_to (float x1,
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float y1,
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float x2,
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float y2,
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float x3,
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float y3);
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void cogl_path_rel_curve_to (float x_1,
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float y_1,
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float x_2,
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float y_2,
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float x_3,
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float y_3);
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/**
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* cogl_path_close:
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@ -234,19 +234,19 @@ void cogl_path_close (void);
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/**
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* cogl_path_line:
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* @x1: X coordinate of the start line vertex
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* @y1: Y coordinate of the start line vertex
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* @x2: X coordinate of the end line vertex
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* @y2: Y coordinate of the end line vertex
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* @x_1: X coordinate of the start line vertex
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* @y_1: Y coordinate of the start line vertex
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* @x_2: X coordinate of the end line vertex
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* @y_2: Y coordinate of the end line vertex
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*
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* Constructs a straight line shape starting and ending at the given
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* coordinates. If there is an existing path this will start a new
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* disjoint sub-path.
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**/
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void cogl_path_line (float x1,
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float y1,
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float x2,
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float y2);
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void cogl_path_line (float x_1,
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float y_1,
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float x_2,
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float y_2);
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/**
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* cogl_path_polyline:
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@ -267,7 +267,7 @@ void cogl_path_line (float x1,
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* be constructed.
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**/
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void cogl_path_polyline (float *coords,
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gint num_points);
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gint num_points);
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/**
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@ -285,23 +285,23 @@ void cogl_path_polyline (float *coords,
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* fashion for the rest of the vertices.
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**/
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void cogl_path_polygon (float *coords,
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gint num_points);
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gint num_points);
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/**
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* cogl_path_rectangle:
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* @x1: X coordinate of the top-left corner.
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* @y1: Y coordinate of the top-left corner.
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* @x2: X coordinate of the bottom-right corner.
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* @y2: Y coordinate of the bottom-right corner.
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* @x_1: X coordinate of the top-left corner.
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* @y_1: Y coordinate of the top-left corner.
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* @x_2: X coordinate of the bottom-right corner.
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* @y_2: Y coordinate of the bottom-right corner.
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*
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* Constructs a rectangular shape at the given coordinates. If there
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* is an existing path this will start a new disjoint sub-path.
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**/
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void cogl_path_rectangle (float x1,
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float y1,
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float x2,
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float y2);
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void cogl_path_rectangle (float x_1,
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float y_1,
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float x_2,
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float y_2);
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/**
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* cogl_path_ellipse:
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@ -320,10 +320,10 @@ void cogl_path_ellipse (float center_x,
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/**
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* cogl_path_round_rectangle:
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* @x1: X coordinate of the top-left corner.
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* @y1: Y coordinate of the top-left corner.
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* @x2: X coordinate of the bottom-right corner.
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* @y2: Y coordinate of the bottom-right corner.
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* @x_1: X coordinate of the top-left corner.
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* @y_1: Y coordinate of the top-left corner.
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* @x_2: X coordinate of the bottom-right corner.
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* @y_2: Y coordinate of the bottom-right corner.
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* @radius: Radius of the corner arcs.
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* @arc_step: Angle increment resolution for subdivision of
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* the corner arcs.
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@ -331,10 +331,10 @@ void cogl_path_ellipse (float center_x,
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* Constructs a rectangular shape with rounded corners. If there is an
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* existing path this will start a new disjoint sub-path.
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**/
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void cogl_path_round_rectangle (float x1,
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float y1,
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float x2,
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float y2,
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void cogl_path_round_rectangle (float x_1,
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float y_1,
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float x_2,
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float y_2,
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float radius,
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float arc_step);
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@ -193,15 +193,15 @@ cogl_path_polygon (float *coords,
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}
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void
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cogl_path_rectangle (float x1,
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float y1,
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float x2,
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float y2)
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cogl_path_rectangle (float x_1,
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float y_1,
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float x_2,
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float y_2)
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{
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cogl_path_move_to (x1, y1);
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cogl_path_line_to (x2, y1);
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cogl_path_line_to (x2, y2);
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cogl_path_line_to (x1, y2);
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cogl_path_move_to (x_1, y_1);
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cogl_path_line_to (x_2, y_1);
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cogl_path_line_to (x_2, y_2);
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cogl_path_line_to (x_1, y_2);
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cogl_path_close ();
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}
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@ -327,19 +327,19 @@ cogl_path_ellipse (float center_x,
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}
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void
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cogl_path_round_rectangle (float x1,
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float y1,
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float x2,
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float y2,
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cogl_path_round_rectangle (float x_1,
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float y_1,
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float x_2,
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float y_2,
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float radius,
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float arc_step)
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{
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float inner_width = x2 - x1 - radius * 2;
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float inner_height = y2 - y1 - radius * 2;
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float inner_width = x_2 - x_1 - radius * 2;
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float inner_height = y_2 - y_1 - radius * 2;
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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cogl_path_move_to (x1, y1 + radius);
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cogl_path_move_to (x_1, y_1 + radius);
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cogl_path_arc_rel (radius, 0,
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radius, radius,
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180,
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