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font: constrain width of two-cell icon-height icons
This stops things like folder icons from becoming over-wide. The patcher typically makes these glyphs always 1 cell wide, but since we know how it will be displayed we have the benefit of being able to make it more than 1 cell when there's room. This makes our dynamic scaling *better* than a static patched font :D
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@ -205,7 +205,7 @@ pub const RenderOptions = struct {
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) GlyphSize {
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) GlyphSize {
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var g = glyph;
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var g = glyph;
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const available_width: f64 = @floatFromInt(
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var available_width: f64 = @floatFromInt(
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metrics.cell_width * @min(
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metrics.cell_width * @min(
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self.max_constraint_width,
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self.max_constraint_width,
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constraint_width,
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constraint_width,
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@ -216,6 +216,22 @@ pub const RenderOptions = struct {
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.icon => metrics.icon_height,
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.icon => metrics.icon_height,
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});
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});
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// We make the opinionated choice here to reduce the width
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// of icon-height symbols by the same amount horizontally,
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// since otherwise wide aspect ratio icons like folders end
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// up far too wide.
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//
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// But we *only* do this if the constraint width is 2, since
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// otherwise it would make them way too small when sized for
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// a single cell.
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const is_icon_width = self.height == .icon and @min(self.max_constraint_width, constraint_width) > 1;
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const orig_avail_width = available_width;
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if (is_icon_width) {
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const cell_height: f64 = @floatFromInt(metrics.cell_height);
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const ratio = available_height / cell_height;
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available_width *= ratio;
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}
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const w = available_width -
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const w = available_width -
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self.pad_left * available_width -
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self.pad_left * available_width -
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self.pad_right * available_width;
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self.pad_right * available_width;
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@ -327,6 +343,11 @@ pub const RenderOptions = struct {
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.center => g.y = (h - g.height) / 2,
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.center => g.y = (h - g.height) / 2,
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}
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}
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// Add offset for icon width restriction, to keep it centered.
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if (is_icon_width) {
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g.x += (orig_avail_width - available_width) / 2;
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}
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// Re-add our padding before returning.
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// Re-add our padding before returning.
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g.x += self.pad_left * available_width;
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g.x += self.pad_left * available_width;
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g.y += self.pad_bottom * available_height;
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g.y += self.pad_bottom * available_height;
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