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Even better way to draw solid arcs. Fixes overlap issues at abutting arcs.
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@ -141,14 +141,19 @@ bool CMeterRoundLine::Draw()
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//path.AddEllipse(REAL(cx - m_LineStart), REAL(cy - m_LineStart), REAL(m_LineStart * 2), REAL(m_LineStart * 2));
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//graphics.SetClip(&path, CombineModeExclude);
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//Draw an arc with a pen m_Width wide
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REAL lineWidth = (REAL)m_LineLength - (REAL)m_LineStart;
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Pen pen(m_LineColor, lineWidth);
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// Calculate the end point of the line
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double angle = m_RotationAngle * m_Value + m_StartAngle;
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REAL adjLineLength = m_LineLength - (lineWidth/2);
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graphics.DrawArc(&pen,(REAL)(cx - adjLineLength), (REAL)(cy - adjLineLength), (REAL)(adjLineLength * 2.0), (REAL)(adjLineLength * 2.0), (REAL)(m_StartAngle * 180.0 / PI), (REAL)(m_RotationAngle * m_Value * 180.0 / PI));
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SolidBrush solidBrush(m_LineColor);
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//Create a path to surround the arc
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GraphicsPath path;
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path.AddArc((REAL)(cx - m_LineStart), (REAL)(cy - m_LineStart), (REAL)(m_LineStart * 2.0), (REAL)(m_LineStart * 2.0), (REAL)(m_StartAngle * 180.0 / PI), (REAL)(m_RotationAngle * m_Value * 180.0 / PI));
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path.AddLine((REAL)m_LineStart*(REAL)cos(m_StartAngle)+cx,(REAL)m_LineStart*(REAL)sin(m_StartAngle)+cy,(REAL)m_LineLength*(REAL)cos(m_StartAngle)+cx,(REAL)m_LineLength*(REAL)sin(m_StartAngle)+cy);
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path.AddArc((REAL)(cx - m_LineLength), (REAL)(cy - m_LineLength), (REAL)(m_LineLength * 2.0), (REAL)(m_LineLength * 2.0), (REAL)(m_StartAngle * 180.0 / PI), (REAL)(m_RotationAngle * m_Value * 180.0 / PI));
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path.AddLine((REAL)m_LineLength*(REAL)cos(angle)+cx,(REAL)m_LineLength*(REAL)sin(angle)+cy,(REAL)m_LineStart*(REAL)cos(angle)+cx,(REAL)m_LineStart*(REAL)sin(angle)+cy);
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graphics.FillPath(&solidBrush,&path);
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}
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else
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{
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