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as seen by the back ends from the one implemented by the front end, and shoved a piece of middleware (drawing.c) in between to permit interchange of multiple kinds of the latter. I've also added a number of functions to the drawing API to permit printing as well as on-screen drawing, and retired print.py in favour of integrated printing done by means of that API. The immediate visible change is that print.py is dead, and each puzzle now does its own printing: where you would previously have typed `print.py solo 2x3', you now type `solo --print 2x3' and it should work in much the same way. Advantages of the new mechanism available right now: - Map is now printable, because the new print function can make use of the output from the existing game ID decoder rather than me having to replicate all those fiddly algorithms in Python. - the new print functions can cope with non-initial game states, which means each puzzle supporting --print also supports --with-solutions. - there's also a --scale option permitting users to adjust the size of the printed puzzles. Advantages which will be available at some point: - the new API should permit me to implement native printing mechanisms on Windows and OS X. [originally from svn r6190]
223 lines
5.3 KiB
C
223 lines
5.3 KiB
C
/*
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* drawing.c: Intermediary between the drawing interface as
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* presented to the back end, and that implemented by the front
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* end.
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*
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* Mostly just looks up calls in a vtable and passes them through
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* unchanged. However, on the printing side it tracks print colours
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* so the front end API doesn't have to.
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*
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* FIXME: could we also sort out rewrite_statusbar in here? Also
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* I'd _like_ to do automatic draw_updates, but it's a pain for
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* draw_text in particular - I could invent a front end API which
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* retrieved the text bounds and then do the alignment myself as
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* well, except that that doesn't work for PS. As usual.
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*/
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#include <stdio.h>
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#include <stdlib.h>
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#include <assert.h>
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#include <math.h>
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#include "puzzles.h"
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struct print_colour {
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int hatch;
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float r, g, b;
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};
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struct drawing {
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const drawing_api *api;
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void *handle;
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struct print_colour *colours;
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int ncolours, coloursize;
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float scale;
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};
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drawing *drawing_init(const drawing_api *api, void *handle)
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{
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drawing *dr = snew(drawing);
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dr->api = api;
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dr->handle = handle;
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dr->colours = NULL;
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dr->ncolours = dr->coloursize = 0;
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dr->scale = 1.0F;
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return dr;
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}
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void drawing_free(drawing *dr)
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{
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sfree(dr->colours);
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sfree(dr);
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}
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void draw_text(drawing *dr, int x, int y, int fonttype, int fontsize,
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int align, int colour, char *text)
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{
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dr->api->draw_text(dr->handle, x, y, fonttype, fontsize, align,
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colour, text);
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}
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void draw_rect(drawing *dr, int x, int y, int w, int h, int colour)
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{
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dr->api->draw_rect(dr->handle, x, y, w, h, colour);
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}
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void draw_line(drawing *dr, int x1, int y1, int x2, int y2, int colour)
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{
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dr->api->draw_line(dr->handle, x1, y1, x2, y2, colour);
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}
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void draw_polygon(drawing *dr, int *coords, int npoints,
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int fillcolour, int outlinecolour)
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{
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dr->api->draw_polygon(dr->handle, coords, npoints, fillcolour,
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outlinecolour);
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}
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void draw_circle(drawing *dr, int cx, int cy, int radius,
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int fillcolour, int outlinecolour)
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{
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dr->api->draw_circle(dr->handle, cx, cy, radius, fillcolour,
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outlinecolour);
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}
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void draw_update(drawing *dr, int x, int y, int w, int h)
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{
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if (dr->api->draw_update)
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dr->api->draw_update(dr->handle, x, y, w, h);
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}
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void clip(drawing *dr, int x, int y, int w, int h)
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{
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dr->api->clip(dr->handle, x, y, w, h);
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}
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void unclip(drawing *dr)
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{
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dr->api->unclip(dr->handle);
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}
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void start_draw(drawing *dr)
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{
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dr->api->start_draw(dr->handle);
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}
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void end_draw(drawing *dr)
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{
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dr->api->end_draw(dr->handle);
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}
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void status_bar(drawing *dr, char *text)
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{
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if (dr->api->status_bar)
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dr->api->status_bar(dr->handle, text);
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}
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blitter *blitter_new(drawing *dr, int w, int h)
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{
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return dr->api->blitter_new(dr->handle, w, h);
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}
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void blitter_free(drawing *dr, blitter *bl)
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{
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dr->api->blitter_free(dr->handle, bl);
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}
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void blitter_save(drawing *dr, blitter *bl, int x, int y)
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{
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dr->api->blitter_save(dr->handle, bl, x, y);
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}
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void blitter_load(drawing *dr, blitter *bl, int x, int y)
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{
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dr->api->blitter_load(dr->handle, bl, x, y);
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}
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void print_begin_doc(drawing *dr, int pages)
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{
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dr->api->begin_doc(dr->handle, pages);
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}
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void print_begin_page(drawing *dr, int number)
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{
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dr->api->begin_page(dr->handle, number);
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}
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void print_begin_puzzle(drawing *dr, float xm, float xc,
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float ym, float yc, int pw, int ph, float wmm,
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float scale)
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{
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dr->scale = scale;
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dr->ncolours = 0;
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dr->api->begin_puzzle(dr->handle, xm, xc, ym, yc, pw, ph, wmm);
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}
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void print_end_puzzle(drawing *dr)
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{
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dr->api->end_puzzle(dr->handle);
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dr->scale = 1.0F;
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}
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void print_end_page(drawing *dr, int number)
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{
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dr->api->end_page(dr->handle, number);
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}
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void print_end_doc(drawing *dr)
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{
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dr->api->end_doc(dr->handle);
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}
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void print_get_colour(drawing *dr, int colour, int *hatch,
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float *r, float *g, float *b)
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{
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assert(colour >= 0 && colour < dr->ncolours);
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*hatch = dr->colours[colour].hatch;
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*r = dr->colours[colour].r;
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*g = dr->colours[colour].g;
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*b = dr->colours[colour].b;
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}
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int print_rgb_colour(drawing *dr, int hatch, float r, float g, float b)
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{
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if (dr->ncolours >= dr->coloursize) {
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dr->coloursize = dr->ncolours + 16;
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dr->colours = sresize(dr->colours, dr->coloursize,
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struct print_colour);
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}
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dr->colours[dr->ncolours].hatch = hatch;
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dr->colours[dr->ncolours].r = r;
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dr->colours[dr->ncolours].g = g;
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dr->colours[dr->ncolours].b = b;
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return dr->ncolours++;
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}
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int print_grey_colour(drawing *dr, int hatch, float grey)
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{
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return print_rgb_colour(dr, hatch, grey, grey, grey);
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}
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int print_mono_colour(drawing *dr, int grey)
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{
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return print_rgb_colour(dr, grey ? HATCH_CLEAR : HATCH_SOLID,
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grey, grey, grey);
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}
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void print_line_width(drawing *dr, int width)
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{
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/*
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* I don't think it's entirely sensible to have line widths be
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* entirely relative to the puzzle size; there is a point
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* beyond which lines are just _stupidly_ thick. On the other
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* hand, absolute line widths aren't particularly nice either
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* because they start to feel a bit feeble at really large
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* scales.
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*
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* My experimental answer is to scale line widths as the
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* _square root_ of the main puzzle scale. Double the puzzle
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* size, and the line width multiplies by 1.4.
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*/
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dr->api->line_width(dr->handle, sqrt(dr->scale) * width);
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}
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