font: underline sprites should never go out of bounds for canvas

This commit is contained in:
Mitchell Hashimoto
2023-06-22 20:11:57 -07:00
parent 111c68dafe
commit 1d45df17e4

View File

@ -77,9 +77,14 @@ const Draw = struct {
/// Draw a single underline. /// Draw a single underline.
fn drawSingle(self: Draw, canvas: *font.sprite.Canvas) void { fn drawSingle(self: Draw, canvas: *font.sprite.Canvas) void {
// Ensure we never overflow out of bounds on the canvas
const y_max = self.height -| 1;
const bottom = @min(self.pos + self.thickness, y_max);
const y = @intCast(i32, bottom - self.thickness);
canvas.rect(.{ canvas.rect(.{
.x = 0, .x = 0,
.y = @intCast(i32, self.pos), .y = y,
.width = self.width, .width = self.width,
.height = self.thickness, .height = self.thickness,
}, .on); }, .on);
@ -114,14 +119,20 @@ const Draw = struct {
/// Draw a dotted underline. /// Draw a dotted underline.
fn drawDotted(self: Draw, canvas: *font.sprite.Canvas) void { fn drawDotted(self: Draw, canvas: *font.sprite.Canvas) void {
const y_max = self.height -| 1 -| self.thickness;
if (y_max == 0) return;
const y = @min(self.pos, y_max);
const dot_width = @max(self.thickness, 3); const dot_width = @max(self.thickness, 3);
const dot_count = self.width / dot_width; const dot_count = self.width / dot_width;
var i: u32 = 0; var i: u32 = 0;
while (i < dot_count) : (i += 2) { while (i < dot_count) : (i += 2) {
// Ensure we never go out of bounds for the rect
const x = @min(i * dot_width, self.width - 1);
const width = @min(self.width - 1 - x, dot_width);
canvas.rect(.{ canvas.rect(.{
.x = @intCast(i32, i * dot_width), .x = @intCast(i32, i * dot_width),
.y = @intCast(i32, self.pos), .y = @intCast(i32, y),
.width = dot_width, .width = width,
.height = self.thickness, .height = self.thickness,
}, .on); }, .on);
} }
@ -129,14 +140,20 @@ const Draw = struct {
/// Draw a dashed underline. /// Draw a dashed underline.
fn drawDashed(self: Draw, canvas: *font.sprite.Canvas) void { fn drawDashed(self: Draw, canvas: *font.sprite.Canvas) void {
const y_max = self.height -| 1 -| self.thickness;
if (y_max == 0) return;
const y = @min(self.pos, y_max);
const dash_width = self.width / 3 + 1; const dash_width = self.width / 3 + 1;
const dash_count = (self.width / dash_width) + 1; const dash_count = (self.width / dash_width) + 1;
var i: u32 = 0; var i: u32 = 0;
while (i < dash_count) : (i += 2) { while (i < dash_count) : (i += 2) {
// Ensure we never go out of bounds for the rect
const x = @min(i * dash_width, self.width - 1);
const width = @min(self.width - 1 - x, dash_width);
canvas.rect(.{ canvas.rect(.{
.x = @intCast(i32, i * dash_width), .x = @intCast(i32, x),
.y = @intCast(i32, self.pos), .y = @intCast(i32, y),
.width = dash_width, .width = width,
.height = self.thickness, .height = self.thickness,
}, .on); }, .on);
} }