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More accurate rendering of scrollbars. Issue #16
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352a147fc8
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@ -538,8 +538,8 @@ void SetTitleBar( MlvwmWindow *t, Bool on_off )
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void DrawArrow( Window w, int direction, GC color )
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void DrawArrow( Window w, int direction, GC color )
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{
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{
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XPoint arrow_p[] = {
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XPoint arrow_p[] = {
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{9,3},{2,10},{6,10},{6,15},{12,15},{12,10},{16,10},{9,3}, {0,0}},
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{7,3},{2,8},{5,8},{5,12},{9,12},{9,8},{12,8},{7,3}, {0,0}},
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arrow_p8[] = {{15,11},{9,5},{3,11},{15,11}, {0,0}};
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arrow_p8[] = {{7,6},{4,9},{11,9},{8,6},{7,6}, {0,0}};
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XPoint *use_p;
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XPoint *use_p;
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int lp, JunkX, point;
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int lp, JunkX, point;
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@ -547,8 +547,8 @@ void DrawArrow( Window w, int direction, GC color )
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else use_p = arrow_p;
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else use_p = arrow_p;
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for( point=0; use_p[point].x!=0; point++ ){
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for( point=0; use_p[point].x!=0; point++ ){
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use_p[point].x = use_p[point].x*SBAR_WH/19.+0.5;
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use_p[point].x = use_p[point].x*SBAR_WH/16.;
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use_p[point].y = use_p[point].y*SBAR_WH/19.+0.5;
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use_p[point].y = use_p[point].y*SBAR_WH/16.;
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}
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}
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if( direction==C_SBAR_LEFT || direction==C_SBAR_RIGHT ){
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if( direction==C_SBAR_LEFT || direction==C_SBAR_RIGHT ){
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@ -604,18 +604,17 @@ void DrawSbarAnk( MlvwmWindow *t, int context, Bool on_off )
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DrawShadowBox( 0, 0, SBAR_WH, SBAR_WH, win, 1,
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DrawShadowBox( 0, 0, SBAR_WH, SBAR_WH, win, 1,
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Scr.WhiteGC, Scr.Gray2GC, SHADOW_ALL );
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Scr.WhiteGC, Scr.Gray2GC, SHADOW_ALL );
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scale = 11*SBAR_WH/19.+0.5;
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scale = 8*SBAR_WH/16.;
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if( context==C_SBAR_H_AN ){
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if( context==C_SBAR_H_AN ){
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for( lp=0; lp<(SBAR_WH-6)/3; lp++ )
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for( lp=0; lp<(SBAR_WH-8)/2; lp++ )
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DrawShadowBox( (lp+1)*3, (SBAR_WH-scale)/2+1,
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DrawShadowBox( (lp+2)*2, (SBAR_WH-scale)/2,
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3, scale, win, 1,
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2, scale, win, 1,
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Scr.WhiteGC, Scr.BlackGC, SHADOW_ALL );
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Scr.WhiteGC, Scr.BlackGC, SHADOW_ALL );
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}
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}
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if( context==C_SBAR_V_AN ){
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if( context==C_SBAR_V_AN ){
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scale = 11*SBAR_WH/19.+0.5;
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for( lp=0; lp<(SBAR_WH-8)/2; lp++ )
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for( lp=0; lp<(SBAR_WH-6)/3; lp++ )
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DrawShadowBox( (SBAR_WH-scale)/2, (lp+2)*2,
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DrawShadowBox( (SBAR_WH-scale)/2, (lp+1)*3,
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scale, 2, win, 1,
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scale, 3, win, 1,
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Scr.WhiteGC, Scr.BlackGC, SHADOW_ALL );
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Scr.WhiteGC, Scr.BlackGC, SHADOW_ALL );
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}
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}
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}
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}
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