project_files/HedgewarsMobile/Classes/MGSplitViewController/MGSplitCornersView.m
author unc0rr
Thu, 11 Aug 2016 23:05:14 +0300
branchqmlfrontend
changeset 11843 01f88c3b7b66
parent 11217 e68b3e392091
permissions -rwxr-xr-x
Make in-game chat work
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//
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//  MGSplitCornersView.m
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//  MGSplitView
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//
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//  Created by Matt Gemmell on 28/07/2010.
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//  Copyright 2010 Instinctive Code.
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//
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#import "MGSplitCornersView.h"
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@implementation MGSplitCornersView
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#pragma mark -
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#pragma mark Setup and teardown
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- (id)initWithFrame:(CGRect)frame
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{
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    if ((self = [super initWithFrame:frame])) {
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		self.contentMode = UIViewContentModeRedraw;
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		self.userInteractionEnabled = NO;
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		self.opaque = NO;
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		self.backgroundColor = [UIColor clearColor];
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		cornerRadius = 0.0; // actual value is set by the splitViewController.
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		cornersPosition = MGCornersPositionLeadingVertical;
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    }
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    return self;
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}
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- (void)dealloc
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{
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	self.cornerBackgroundColor = nil;
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}
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#pragma mark -
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#pragma mark Geometry helpers
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static double deg2Rad(double degrees)
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{
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    // Converts degrees to radians.
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    return degrees * (M_PI / 180.0);
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}
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#pragma mark -
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#pragma mark Drawing
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- (void)drawRect:(CGRect)rect
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{
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	// Draw two appropriate corners, with cornerBackgroundColor behind them.
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	if (cornerRadius > 0) {
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		float maxX = CGRectGetMaxX(self.bounds);
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		float maxY = CGRectGetMaxY(self.bounds);
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		UIBezierPath *path = [UIBezierPath bezierPath];
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		CGPoint pt = CGPointZero;
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		switch (cornersPosition) {
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			case MGCornersPositionLeadingVertical: // top of screen for a left/right split
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				[path moveToPoint:pt];
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				pt.y += cornerRadius;
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				[path appendPath:[UIBezierPath bezierPathWithArcCenter:pt radius:cornerRadius startAngle:(float)deg2Rad(90) endAngle:0 clockwise:YES]];
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				pt.x += cornerRadius;
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				pt.y -= cornerRadius;
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				[path addLineToPoint:pt];
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				[path addLineToPoint:CGPointZero];
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				[path closePath];
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				pt.x = maxX - cornerRadius;
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				pt.y = 0;
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				[path moveToPoint:pt];
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				pt.y = maxY;
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				[path addLineToPoint:pt];
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				pt.x += cornerRadius;
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				[path appendPath:[UIBezierPath bezierPathWithArcCenter:pt radius:cornerRadius startAngle:(float)deg2Rad(180) endAngle:(float)deg2Rad(90) clockwise:YES]];
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				pt.y -= cornerRadius;
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				[path addLineToPoint:pt];
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				pt.x -= cornerRadius;
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				[path addLineToPoint:pt];
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				[path closePath];
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				break;
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			case MGCornersPositionTrailingVertical: // bottom of screen for a left/right split
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				pt.y = maxY;
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				[path moveToPoint:pt];
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				pt.y -= cornerRadius;
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				[path appendPath:[UIBezierPath bezierPathWithArcCenter:pt radius:cornerRadius startAngle:(float)deg2Rad(270) endAngle:(float)deg2Rad(360) clockwise:NO]];
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				pt.x += cornerRadius;
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				pt.y += cornerRadius;
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				[path addLineToPoint:pt];
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				pt.x -= cornerRadius;
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				[path addLineToPoint:pt];
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				[path closePath];
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				pt.x = maxX - cornerRadius;
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				pt.y = maxY;
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				[path moveToPoint:pt];
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				pt.y -= cornerRadius;
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				[path addLineToPoint:pt];
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				pt.x += cornerRadius;
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				[path appendPath:[UIBezierPath bezierPathWithArcCenter:pt radius:cornerRadius startAngle:(float)deg2Rad(180) endAngle:(float)deg2Rad(270) clockwise:NO]];
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				pt.y += cornerRadius;
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				[path addLineToPoint:pt];
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				pt.x -= cornerRadius;
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				[path addLineToPoint:pt];
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				[path closePath];
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				break;
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			case MGCornersPositionLeadingHorizontal: // left of screen for a top/bottom split
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				pt.x = 0;
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				pt.y = cornerRadius;
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				[path moveToPoint:pt];
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				pt.y -= cornerRadius;
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				[path addLineToPoint:pt];
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				pt.x += cornerRadius;
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				[path appendPath:[UIBezierPath bezierPathWithArcCenter:pt radius:cornerRadius startAngle:(float)deg2Rad(180) endAngle:(float)deg2Rad(270) clockwise:NO]];
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				pt.y += cornerRadius;
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				[path addLineToPoint:pt];
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				pt.x -= cornerRadius;
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				[path addLineToPoint:pt];
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				[path closePath];
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				pt.x = 0;
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				pt.y = maxY - cornerRadius;
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				[path moveToPoint:pt];
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				pt.y = maxY;
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				[path addLineToPoint:pt];
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				pt.x += cornerRadius;
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				[path appendPath:[UIBezierPath bezierPathWithArcCenter:pt radius:cornerRadius startAngle:(float)deg2Rad(180) endAngle:(float)deg2Rad(90) clockwise:YES]];
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				pt.y -= cornerRadius;
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				[path addLineToPoint:pt];
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				pt.x -= cornerRadius;
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				[path addLineToPoint:pt];
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				[path closePath];
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				break;
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			case MGCornersPositionTrailingHorizontal: // right of screen for a top/bottom split
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				pt.y = cornerRadius;
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				[path moveToPoint:pt];
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				pt.y -= cornerRadius;
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				[path appendPath:[UIBezierPath bezierPathWithArcCenter:pt radius:cornerRadius startAngle:(float)deg2Rad(270) endAngle:(float)deg2Rad(360) clockwise:NO]];
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				pt.x += cornerRadius;
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				pt.y += cornerRadius;
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				[path addLineToPoint:pt];
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				pt.x -= cornerRadius;
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				[path addLineToPoint:pt];
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				[path closePath];
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				pt.y = maxY - cornerRadius;
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				[path moveToPoint:pt];
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				pt.y += cornerRadius;
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				[path appendPath:[UIBezierPath bezierPathWithArcCenter:pt radius:cornerRadius startAngle:(float)deg2Rad(90) endAngle:0 clockwise:YES]];
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				pt.x += cornerRadius;
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				pt.y -= cornerRadius;
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				[path addLineToPoint:pt];
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				pt.x -= cornerRadius;
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				[path addLineToPoint:pt];
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				[path closePath];
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				break;
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			default:
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				break;
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		}
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   174
		
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		[self.cornerBackgroundColor set];
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		[path fill];
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	}
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}
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#pragma mark -
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#pragma mark Accessors and properties
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- (void)setCornerRadius:(float)newRadius
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{
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	if (newRadius != cornerRadius) {
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		cornerRadius = newRadius;
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		[self setNeedsDisplay];
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	}
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}
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- (void)setSplitViewController:(MGSplitViewController *)theController
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{
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	if (theController != splitViewController) {
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		splitViewController = theController;
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		[self setNeedsDisplay];
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	}
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}
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- (void)setCornersPosition:(MGCornersPosition)posn
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{
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	if (cornersPosition != posn) {
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		cornersPosition = posn;
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		[self setNeedsDisplay];
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	}
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}
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- (void)setCornerBackgroundColor:(UIColor *)color
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{
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	if (color != cornerBackgroundColor) {
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		cornerBackgroundColor = color;
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		[self setNeedsDisplay];
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	}
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}
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@synthesize cornerRadius;
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@synthesize splitViewController;
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@synthesize cornersPosition;
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@synthesize cornerBackgroundColor;
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@end