mirror of
https://github.com/ghostty-org/ghostty.git
synced 2025-07-14 15:56:13 +03:00
font/sprite: cleanup branch drawing character impl, implement fade-out lines
This commit is contained in:
@ -79,13 +79,15 @@ const Quads = packed struct(u4) {
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br: bool = false,
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};
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/// Specification of a git branch node, which can have any of
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/// 4 lines connecting to it in vertical or horizontal alignment
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const NodeAlign = packed struct(u4) {
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/// Specification of a branch drawing node, which consists of a
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/// circle which is either empty or filled, and lines connecting
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/// optionally between the circle and each of the 4 edges.
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const BranchNode = packed struct(u5) {
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up: bool = false,
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right: bool = false,
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down: bool = false,
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left: bool = false,
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right: bool = false,
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filled: bool = false,
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};
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/// Alignment of a figure within a cell
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@ -483,14 +485,14 @@ fn draw(self: Box, alloc: Allocator, canvas: *font.sprite.Canvas, cp: u32) !void
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// '╬'
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0x256c => self.draw_lines(canvas, .{ .up = .double, .down = .double, .left = .double, .right = .double }),
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// '╭'
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0x256d => try self.draw_light_arc(canvas, .br),
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0x256d => try self.draw_arc(canvas, .br, .light),
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// '╮'
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0x256e => try self.draw_light_arc(canvas, .bl),
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0x256e => try self.draw_arc(canvas, .bl, .light),
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// '╯'
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0x256f => try self.draw_light_arc(canvas, .tl),
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0x256f => try self.draw_arc(canvas, .tl, .light),
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// '╰'
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0x2570 => try self.draw_light_arc(canvas, .tr),
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0x2570 => try self.draw_arc(canvas, .tr, .light),
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// '╱'
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0x2571 => self.draw_light_diagonal_upper_right_to_lower_left(canvas),
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// '╲'
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@ -1311,319 +1313,329 @@ fn draw(self: Box, alloc: Allocator, canvas: *font.sprite.Canvas, cp: u32) !void
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// ''
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0x1fbef => self.draw_circle(canvas, Alignment.top_left, true),
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// (Below:)
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// Branch drawing character set, used for drawing git-like
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// graphs in the terminal. Originally implemented in Kitty.
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// Ref:
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// - https://github.com/kovidgoyal/kitty/pull/7681
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// - https://github.com/kovidgoyal/kitty/pull/7805
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// NOTE: Kitty is GPL licensed, and its code was not referenced
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// for these characters, only the loose specification of
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// the character set in the pull request descriptions.
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//
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// TODO(qwerasd): This should be in another file, but really the
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// general organization of the sprite font code
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// needs to be reworked eventually.
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//
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//
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//
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//
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//
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// ''
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0x0f5d0 => self.hline_middle(canvas, Thickness.light),
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0x0f5d0 => self.hline_middle(canvas, .light),
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// ''
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0x0f5d1 => self.vline_middle(canvas, Thickness.light),
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0x0f5d1 => self.vline_middle(canvas, .light),
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// ''
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// 0x0f5d2 => self.draw_dash_fading(canvas, 4, Direction.LEFT, Thickness.light.height(self.thickness)),
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0x0f5d2 => self.draw_fading_line(canvas, .right, .light),
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// ''
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// 0x0f5d3 => self.draw_dash_fading(canvas, 4, Direction.RIGHT, Thickness.light.height(self.thickness)),
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0x0f5d3 => self.draw_fading_line(canvas, .left, .light),
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// ''
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// 0x0f5d4 => self.draw_dash_fading(canvas, 5, Direction.UP, Thickness.light.height(self.thickness)),
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0x0f5d4 => self.draw_fading_line(canvas, .bottom, .light),
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// ''
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// 0x0f5d5 => self.draw_dash_fading(canvas, 5, Direction.DOWN, Thickness.light.height(self.thickness)),
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0x0f5d5 => self.draw_fading_line(canvas, .top, .light),
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// ''
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0x0f5d6 => try self.draw_light_arc(canvas, .br),
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0x0f5d6 => try self.draw_arc(canvas, .br, .light),
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// ''
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0x0f5d7 => try self.draw_light_arc(canvas, .bl),
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0x0f5d7 => try self.draw_arc(canvas, .bl, .light),
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// ''
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0x0f5d8 => try self.draw_light_arc(canvas, .tr),
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0x0f5d8 => try self.draw_arc(canvas, .tr, .light),
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// ''
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0x0f5d9 => try self.draw_light_arc(canvas, .tl),
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0x0f5d9 => try self.draw_arc(canvas, .tl, .light),
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// ''
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0x0f5da => {
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self.vline_middle(canvas, Thickness.light);
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try self.draw_light_arc(canvas, .tr);
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self.vline_middle(canvas, .light);
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try self.draw_arc(canvas, .tr, .light);
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},
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// ''
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0x0f5db => {
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self.vline_middle(canvas, Thickness.light);
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try self.draw_light_arc(canvas, .br);
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self.vline_middle(canvas, .light);
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try self.draw_arc(canvas, .br, .light);
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},
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// ''
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0x0f5dc => {
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try self.draw_light_arc(canvas, .tr);
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try self.draw_light_arc(canvas, .br);
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try self.draw_arc(canvas, .tr, .light);
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try self.draw_arc(canvas, .br, .light);
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},
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// ''
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0x0f5dd => {
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self.vline_middle(canvas, Thickness.light);
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try self.draw_light_arc(canvas, .tl);
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self.vline_middle(canvas, .light);
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try self.draw_arc(canvas, .tl, .light);
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},
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// ''
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0x0f5de => {
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self.vline_middle(canvas, Thickness.light);
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try self.draw_light_arc(canvas, .bl);
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self.vline_middle(canvas, .light);
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try self.draw_arc(canvas, .bl, .light);
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},
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// ''
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0x0f5df => {
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try self.draw_light_arc(canvas, .tl);
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try self.draw_light_arc(canvas, .bl);
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try self.draw_arc(canvas, .tl, .light);
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try self.draw_arc(canvas, .bl, .light);
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},
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// ''
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0x0f5e0 => {
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try self.draw_light_arc(canvas, .bl);
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self.hline_middle(canvas, Thickness.light);
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try self.draw_arc(canvas, .bl, .light);
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self.hline_middle(canvas, .light);
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},
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// ''
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0x0f5e1 => {
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try self.draw_light_arc(canvas, .br);
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self.hline_middle(canvas, Thickness.light);
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try self.draw_arc(canvas, .br, .light);
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self.hline_middle(canvas, .light);
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},
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// ''
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0x0f5e2 => {
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try self.draw_light_arc(canvas, .br);
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try self.draw_light_arc(canvas, .bl);
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try self.draw_arc(canvas, .br, .light);
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try self.draw_arc(canvas, .bl, .light);
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},
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// ''
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0x0f5e3 => {
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try self.draw_light_arc(canvas, .tl);
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self.hline_middle(canvas, Thickness.light);
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try self.draw_arc(canvas, .tl, .light);
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self.hline_middle(canvas, .light);
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},
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// ''
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0x0f5e4 => {
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try self.draw_light_arc(canvas, .tr);
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self.hline_middle(canvas, Thickness.light);
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try self.draw_arc(canvas, .tr, .light);
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self.hline_middle(canvas, .light);
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},
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// ''
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0x0f5e5 => {
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try self.draw_light_arc(canvas, .tr);
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try self.draw_light_arc(canvas, .tl);
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try self.draw_arc(canvas, .tr, .light);
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try self.draw_arc(canvas, .tl, .light);
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},
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// ''
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0x0f5e6 => {
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self.vline_middle(canvas, Thickness.light);
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try self.draw_light_arc(canvas, .tl);
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try self.draw_light_arc(canvas, .tr);
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self.vline_middle(canvas, .light);
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try self.draw_arc(canvas, .tl, .light);
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try self.draw_arc(canvas, .tr, .light);
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},
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// ''
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0x0f5e7 => {
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self.vline_middle(canvas, Thickness.light);
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try self.draw_light_arc(canvas, .bl);
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try self.draw_light_arc(canvas, .br);
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self.vline_middle(canvas, .light);
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try self.draw_arc(canvas, .bl, .light);
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try self.draw_arc(canvas, .br, .light);
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},
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// ''
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0x0f5e8 => {
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self.hline_middle(canvas, Thickness.light);
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try self.draw_light_arc(canvas, .bl);
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try self.draw_light_arc(canvas, .tl);
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self.hline_middle(canvas, .light);
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try self.draw_arc(canvas, .bl, .light);
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try self.draw_arc(canvas, .tl, .light);
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},
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// ''
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0x0f5e9 => {
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self.hline_middle(canvas, Thickness.light);
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try self.draw_light_arc(canvas, .tr);
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try self.draw_light_arc(canvas, .br);
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self.hline_middle(canvas, .light);
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try self.draw_arc(canvas, .tr, .light);
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try self.draw_arc(canvas, .br, .light);
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},
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// ''
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0x0f5ea => {
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self.vline_middle(canvas, Thickness.light);
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try self.draw_light_arc(canvas, .tl);
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try self.draw_light_arc(canvas, .br);
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self.vline_middle(canvas, .light);
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try self.draw_arc(canvas, .tl, .light);
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try self.draw_arc(canvas, .br, .light);
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},
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// ''
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0x0f5eb => {
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self.vline_middle(canvas, Thickness.light);
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try self.draw_light_arc(canvas, .tr);
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try self.draw_light_arc(canvas, .bl);
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self.vline_middle(canvas, .light);
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try self.draw_arc(canvas, .tr, .light);
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try self.draw_arc(canvas, .bl, .light);
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},
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// ''
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0x0f5ec => {
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self.hline_middle(canvas, Thickness.light);
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try self.draw_light_arc(canvas, .tl);
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try self.draw_light_arc(canvas, .br);
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self.hline_middle(canvas, .light);
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try self.draw_arc(canvas, .tl, .light);
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try self.draw_arc(canvas, .br, .light);
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},
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// ''
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0x0f5ed => {
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self.hline_middle(canvas, Thickness.light);
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try self.draw_light_arc(canvas, .tr);
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try self.draw_light_arc(canvas, .bl);
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self.hline_middle(canvas, .light);
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try self.draw_arc(canvas, .tr, .light);
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try self.draw_arc(canvas, .bl, .light);
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},
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// ''
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0x0f5ee => self.draw_git_node(canvas, .{}, Thickness.light, true),
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0x0f5ee => self.draw_branch_node(canvas, .{ .filled = true }, .light),
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// ''
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0x0f5ef => self.draw_git_node(canvas, .{}, Thickness.light, false),
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0x0f5ef => self.draw_branch_node(canvas, .{}, .light),
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// ''
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0x0f5f0 => {
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self.draw_git_node(canvas, .{ .right = true }, Thickness.light, true);
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},
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0x0f5f0 => self.draw_branch_node(canvas, .{
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.right = true,
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.filled = true,
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}, .light),
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// ''
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0x0f5f1 => {
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self.draw_git_node(canvas, .{ .right = true }, Thickness.light, false);
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},
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0x0f5f1 => self.draw_branch_node(canvas, .{
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.right = true,
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}, .light),
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// ''
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0x0f5f2 => {
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self.draw_git_node(canvas, .{ .left = true }, Thickness.light, true);
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},
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0x0f5f2 => self.draw_branch_node(canvas, .{
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.left = true,
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.filled = true,
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}, .light),
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// ''
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0x0f5f3 => {
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self.draw_git_node(canvas, .{ .left = true }, Thickness.light, false);
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},
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0x0f5f3 => self.draw_branch_node(canvas, .{
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.left = true,
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}, .light),
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// ''
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0x0f5f4 => {
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self.draw_git_node(canvas, .{ .left = true, .right = true }, Thickness.light, true);
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},
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0x0f5f4 => self.draw_branch_node(canvas, .{
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.left = true,
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.right = true,
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.filled = true,
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}, .light),
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// ''
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0x0f5f5 => {
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self.draw_git_node(canvas, .{ .left = true, .right = true }, Thickness.light, false);
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},
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0x0f5f5 => self.draw_branch_node(canvas, .{
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.left = true,
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.right = true,
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}, .light),
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// ''
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0x0f5f6 => {
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self.draw_git_node(canvas, .{ .down = true }, Thickness.light, true);
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},
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0x0f5f6 => self.draw_branch_node(canvas, .{
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.down = true,
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.filled = true,
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}, .light),
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// ''
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0x0f5f7 => {
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self.draw_git_node(canvas, .{ .down = true }, Thickness.light, false);
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},
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0x0f5f7 => self.draw_branch_node(canvas, .{
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.down = true,
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}, .light),
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// ''
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0x0f5f8 => {
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self.draw_git_node(canvas, .{ .up = true }, Thickness.light, true);
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},
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0x0f5f8 => self.draw_branch_node(canvas, .{
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.up = true,
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.filled = true,
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}, .light),
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// ''
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0x0f5f9 => {
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self.draw_git_node(canvas, .{ .up = true }, Thickness.light, false);
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},
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0x0f5f9 => self.draw_branch_node(canvas, .{
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.up = true,
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}, .light),
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// ''
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0x0f5fa => {
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self.draw_git_node(canvas, .{ .up = true, .down = true }, Thickness.light, true);
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},
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0x0f5fa => self.draw_branch_node(canvas, .{
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.up = true,
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.down = true,
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.filled = true,
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}, .light),
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// ''
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0x0f5fb => {
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self.draw_git_node(canvas, .{ .up = true, .down = true }, Thickness.light, false);
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},
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0x0f5fb => self.draw_branch_node(canvas, .{
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.up = true,
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.down = true,
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}, .light),
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// ''
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0x0f5fc => {
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self.draw_git_node(canvas, .{ .right = true, .down = true }, Thickness.light, true);
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},
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0x0f5fc => self.draw_branch_node(canvas, .{
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.right = true,
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.down = true,
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.filled = true,
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}, .light),
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// ''
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0x0f5fd => {
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self.draw_git_node(canvas, .{ .right = true, .down = true }, Thickness.light, false);
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},
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0x0f5fd => self.draw_branch_node(canvas, .{
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.right = true,
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.down = true,
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}, .light),
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// ''
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0x0f5fe => {
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self.draw_git_node(canvas, .{ .left = true, .down = true }, Thickness.light, true);
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},
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0x0f5fe => self.draw_branch_node(canvas, .{
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.left = true,
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.down = true,
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.filled = true,
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}, .light),
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// ''
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0x0f5ff => {
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self.draw_git_node(canvas, .{ .left = true, .down = true }, Thickness.light, false);
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},
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0x0f5ff => self.draw_branch_node(canvas, .{
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.left = true,
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.down = true,
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}, .light),
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// ''
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0x0f600 => {
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self.draw_git_node(canvas, .{ .up = true, .right = true }, Thickness.light, true);
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},
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0x0f600 => self.draw_branch_node(canvas, .{
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.up = true,
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.right = true,
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.filled = true,
|
||||
}, .light),
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// ''
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||||
0x0f601 => {
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||||
self.draw_git_node(canvas, .{ .up = true, .right = true }, Thickness.light, false);
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},
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||||
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0x0f601 => self.draw_branch_node(canvas, .{
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||||
.up = true,
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||||
.right = true,
|
||||
}, .light),
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||||
// ''
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||||
0x0f602 => {
|
||||
self.draw_git_node(canvas, .{ .up = true, .left = true }, Thickness.light, true);
|
||||
},
|
||||
|
||||
0x0f602 => self.draw_branch_node(canvas, .{
|
||||
.up = true,
|
||||
.left = true,
|
||||
.filled = true,
|
||||
}, .light),
|
||||
// ''
|
||||
0x0f603 => {
|
||||
self.draw_git_node(canvas, .{ .up = true, .left = true }, Thickness.light, false);
|
||||
},
|
||||
|
||||
0x0f603 => self.draw_branch_node(canvas, .{
|
||||
.up = true,
|
||||
.left = true,
|
||||
}, .light),
|
||||
// ''
|
||||
0x0f604 => {
|
||||
self.draw_git_node(canvas, .{ .up = true, .down = true, .right = true }, Thickness.light, true);
|
||||
},
|
||||
|
||||
0x0f604 => self.draw_branch_node(canvas, .{
|
||||
.up = true,
|
||||
.down = true,
|
||||
.right = true,
|
||||
.filled = true,
|
||||
}, .light),
|
||||
// ''
|
||||
0x0f605 => {
|
||||
self.draw_git_node(canvas, .{ .up = true, .down = true, .right = true }, Thickness.light, false);
|
||||
},
|
||||
|
||||
0x0f605 => self.draw_branch_node(canvas, .{
|
||||
.up = true,
|
||||
.down = true,
|
||||
.right = true,
|
||||
}, .light),
|
||||
// ''
|
||||
0x0f606 => {
|
||||
self.draw_git_node(canvas, .{ .up = true, .down = true, .left = true }, Thickness.light, true);
|
||||
},
|
||||
|
||||
0x0f606 => self.draw_branch_node(canvas, .{
|
||||
.up = true,
|
||||
.down = true,
|
||||
.left = true,
|
||||
.filled = true,
|
||||
}, .light),
|
||||
// ''
|
||||
0x0f607 => {
|
||||
self.draw_git_node(canvas, .{ .up = true, .down = true, .left = true }, Thickness.light, false);
|
||||
},
|
||||
|
||||
0x0f607 => self.draw_branch_node(canvas, .{
|
||||
.up = true,
|
||||
.down = true,
|
||||
.left = true,
|
||||
}, .light),
|
||||
// ''
|
||||
0x0f608 => {
|
||||
self.draw_git_node(canvas, .{ .down = true, .left = true, .right = true }, Thickness.light, true);
|
||||
},
|
||||
|
||||
0x0f608 => self.draw_branch_node(canvas, .{
|
||||
.down = true,
|
||||
.left = true,
|
||||
.right = true,
|
||||
.filled = true,
|
||||
}, .light),
|
||||
// ''
|
||||
0x0f609 => {
|
||||
self.draw_git_node(canvas, .{ .down = true, .left = true, .right = true }, Thickness.light, false);
|
||||
},
|
||||
|
||||
0x0f609 => self.draw_branch_node(canvas, .{
|
||||
.down = true,
|
||||
.left = true,
|
||||
.right = true,
|
||||
}, .light),
|
||||
// ''
|
||||
0x0f60a => {
|
||||
self.draw_git_node(canvas, .{ .up = true, .left = true, .right = true }, Thickness.light, true);
|
||||
},
|
||||
|
||||
0x0f60a => self.draw_branch_node(canvas, .{
|
||||
.up = true,
|
||||
.left = true,
|
||||
.right = true,
|
||||
.filled = true,
|
||||
}, .light),
|
||||
// ''
|
||||
0x0f60b => {
|
||||
self.draw_git_node(canvas, .{ .up = true, .left = true, .right = true }, Thickness.light, false);
|
||||
},
|
||||
|
||||
0x0f60b => self.draw_branch_node(canvas, .{
|
||||
.up = true,
|
||||
.left = true,
|
||||
.right = true,
|
||||
}, .light),
|
||||
// ''
|
||||
0x0f60c => {
|
||||
self.draw_git_node(canvas, .{ .up = true, .down = true, .left = true, .right = true }, Thickness.light, true);
|
||||
},
|
||||
|
||||
0x0f60c => self.draw_branch_node(canvas, .{
|
||||
.up = true,
|
||||
.down = true,
|
||||
.left = true,
|
||||
.right = true,
|
||||
.filled = true,
|
||||
}, .light),
|
||||
// ''
|
||||
0x0f60d => {
|
||||
self.draw_git_node(canvas, .{ .up = true, .down = true, .left = true, .right = true }, Thickness.light, false);
|
||||
},
|
||||
0x0f60d => self.draw_branch_node(canvas, .{
|
||||
.up = true,
|
||||
.down = true,
|
||||
.left = true,
|
||||
.right = true,
|
||||
}, .light),
|
||||
|
||||
// Not official box characters but special characters we hide
|
||||
// in the high bits of a unicode codepoint.
|
||||
@ -2116,21 +2128,98 @@ fn draw_cell_diagonal(
|
||||
) catch {};
|
||||
}
|
||||
|
||||
fn draw_git_node(
|
||||
fn draw_fading_line(
|
||||
self: Box,
|
||||
canvas: *font.sprite.Canvas,
|
||||
comptime nodes: NodeAlign,
|
||||
comptime to: Edge,
|
||||
comptime thickness: Thickness,
|
||||
comptime filled: bool,
|
||||
) void {
|
||||
const thick_px = thickness.height(self.thickness);
|
||||
const float_width: f64 = @floatFromInt(self.width);
|
||||
const float_height: f64 = @floatFromInt(self.height);
|
||||
|
||||
const x: f64 = float_width / 2;
|
||||
const y: f64 = float_height / 2;
|
||||
// Top of horizontal strokes
|
||||
const h_top = (self.height -| thick_px) / 2;
|
||||
// Bottom of horizontal strokes
|
||||
const h_bottom = h_top +| thick_px;
|
||||
// Left of vertical strokes
|
||||
const v_left = (self.width -| thick_px) / 2;
|
||||
// Right of vertical strokes
|
||||
const v_right = v_left +| thick_px;
|
||||
|
||||
// we need at least 1px leeway to see node + right/left line
|
||||
const r: f64 = 0.47 * @min(float_width, float_height);
|
||||
// If we're fading to the top or left, we start with 0.0
|
||||
// and increment up as we progress, otherwise we start
|
||||
// at 255.0 and increment down (negative).
|
||||
var color: f64 = switch (to) {
|
||||
.top, .left => 0.0,
|
||||
.bottom, .right => 255.0,
|
||||
};
|
||||
const inc: f64 = 255.0 / switch (to) {
|
||||
.top => float_height,
|
||||
.bottom => -float_height,
|
||||
.left => float_width,
|
||||
.right => -float_width,
|
||||
};
|
||||
|
||||
switch (to) {
|
||||
.top, .bottom => {
|
||||
for (0..self.height) |y| {
|
||||
for (v_left..v_right) |x| {
|
||||
canvas.pixel(
|
||||
@intCast(x),
|
||||
@intCast(y),
|
||||
@enumFromInt(@as(u8, @intFromFloat(@round(color)))),
|
||||
);
|
||||
}
|
||||
color += inc;
|
||||
}
|
||||
},
|
||||
.left, .right => {
|
||||
for (0..self.width) |x| {
|
||||
for (h_top..h_bottom) |y| {
|
||||
canvas.pixel(
|
||||
@intCast(x),
|
||||
@intCast(y),
|
||||
@enumFromInt(@as(u8, @intFromFloat(@round(color)))),
|
||||
);
|
||||
}
|
||||
color += inc;
|
||||
}
|
||||
},
|
||||
}
|
||||
}
|
||||
|
||||
fn draw_branch_node(
|
||||
self: Box,
|
||||
canvas: *font.sprite.Canvas,
|
||||
node: BranchNode,
|
||||
comptime thickness: Thickness,
|
||||
) void {
|
||||
const thick_px = thickness.height(self.thickness);
|
||||
const float_width: f64 = @floatFromInt(self.width);
|
||||
const float_height: f64 = @floatFromInt(self.height);
|
||||
const float_thick: f64 = @floatFromInt(thick_px);
|
||||
|
||||
// Top of horizontal strokes
|
||||
const h_top = (self.height -| thick_px) / 2;
|
||||
// Bottom of horizontal strokes
|
||||
const h_bottom = h_top +| thick_px;
|
||||
// Left of vertical strokes
|
||||
const v_left = (self.width -| thick_px) / 2;
|
||||
// Right of vertical strokes
|
||||
const v_right = v_left +| thick_px;
|
||||
|
||||
// We calculate the center of the circle this way
|
||||
// to ensure it aligns with box drawing characters
|
||||
// since the lines are sometimes off center to
|
||||
// make sure they aren't split between pixels.
|
||||
const cx: f64 = @as(f64, @floatFromInt(v_left)) + float_thick / 2;
|
||||
const cy: f64 = @as(f64, @floatFromInt(h_top)) + float_thick / 2;
|
||||
// The radius needs to be the smallest distance from the center to an edge.
|
||||
const r: f64 = @min(
|
||||
@min(cx, cy),
|
||||
@min(float_width - cx, float_height - cy),
|
||||
);
|
||||
|
||||
var ctx: z2d.Context = .{
|
||||
.surface = canvas.sfc,
|
||||
@ -2139,29 +2228,30 @@ fn draw_git_node(
|
||||
.pixel = .{ .alpha8 = .{ .a = @intFromEnum(Shade.on) } },
|
||||
},
|
||||
},
|
||||
.line_width = @floatFromInt(thickness.height(self.thickness)),
|
||||
.line_width = float_thick,
|
||||
};
|
||||
|
||||
var path = z2d.Path.init(canvas.alloc);
|
||||
defer path.deinit();
|
||||
|
||||
const int_radius: u32 = @intFromFloat(r);
|
||||
// These @intFromFloat casts shouldn't ever fail since r can never
|
||||
// be greater than cx or cy, so when subtracting it from them the
|
||||
// result can never be negative.
|
||||
if (node.up)
|
||||
self.rect(canvas, v_left, 0, v_right, @intFromFloat(@ceil(cy - r)));
|
||||
if (node.right)
|
||||
self.rect(canvas, @intFromFloat(@floor(cx + r)), h_top, self.width, h_bottom);
|
||||
if (node.down)
|
||||
self.rect(canvas, v_left, @intFromFloat(@floor(cy + r)), v_right, self.height);
|
||||
if (node.left)
|
||||
self.rect(canvas, 0, h_top, @intFromFloat(@ceil(cx - r)), h_bottom);
|
||||
|
||||
if (nodes.up)
|
||||
self.vline_middle_xy(canvas, 0, (self.height / 2) - int_radius, self.width, thickness);
|
||||
if (nodes.down)
|
||||
self.vline_middle_xy(canvas, (self.height / 2) + int_radius, self.height, self.width, thickness);
|
||||
if (nodes.left)
|
||||
self.hline_middle_xy(canvas, 0, (self.width / 2) - int_radius, self.height, thickness);
|
||||
if (nodes.right)
|
||||
self.hline_middle_xy(canvas, (self.width / 2) + int_radius, self.width, self.height, thickness);
|
||||
|
||||
if (filled) {
|
||||
path.arc(x, y, r, 0, std.math.pi * 2, false, null) catch return;
|
||||
if (node.filled) {
|
||||
path.arc(cx, cy, r, 0, std.math.pi * 2, false, null) catch return;
|
||||
path.close() catch return;
|
||||
ctx.fill(canvas.alloc, path) catch return;
|
||||
} else {
|
||||
path.arc(x, y, r - ctx.line_width / 2, 0, std.math.pi * 2, false, null) catch return;
|
||||
path.arc(cx, cy, r - float_thick / 2, 0, std.math.pi * 2, false, null) catch return;
|
||||
path.close() catch return;
|
||||
ctx.stroke(canvas.alloc, path) catch return;
|
||||
}
|
||||
@ -2492,12 +2582,13 @@ fn draw_edge_triangle(
|
||||
try ctx.fill(canvas.alloc, path);
|
||||
}
|
||||
|
||||
fn draw_light_arc(
|
||||
fn draw_arc(
|
||||
self: Box,
|
||||
canvas: *font.sprite.Canvas,
|
||||
comptime corner: Corner,
|
||||
comptime thickness: Thickness,
|
||||
) !void {
|
||||
const thick_px = Thickness.light.height(self.thickness);
|
||||
const thick_px = thickness.height(self.thickness);
|
||||
const float_width: f64 = @floatFromInt(self.width);
|
||||
const float_height: f64 = @floatFromInt(self.height);
|
||||
const float_thick: f64 = @floatFromInt(thick_px);
|
||||
@ -2751,16 +2842,6 @@ fn draw_cursor_bar(self: Box, canvas: *font.sprite.Canvas) void {
|
||||
self.vline(canvas, 0, self.height, 0, thick_px);
|
||||
}
|
||||
|
||||
fn vline_middle_xy(self: Box, canvas: *font.sprite.Canvas, y: u32, y2: u32, x: u32, thickness: Thickness) void {
|
||||
const thick_px = thickness.height(self.thickness);
|
||||
self.vline(canvas, y, y2, (x -| thick_px) / 2, thick_px);
|
||||
}
|
||||
|
||||
fn hline_middle_xy(self: Box, canvas: *font.sprite.Canvas, x: u32, x2: u32, y: u32, thickness: Thickness) void {
|
||||
const thick_px = thickness.height(self.thickness);
|
||||
self.hline(canvas, x, x2, (y -| thick_px) / 2, thick_px);
|
||||
}
|
||||
|
||||
fn vline_middle(self: Box, canvas: *font.sprite.Canvas, thickness: Thickness) void {
|
||||
const thick_px = thickness.height(self.thickness);
|
||||
self.vline(canvas, 0, self.height, (self.width -| thick_px) / 2, thick_px);
|
||||
@ -2864,20 +2945,6 @@ fn testRenderAll(self: Box, alloc: Allocator, atlas: *font.Atlas) !void {
|
||||
);
|
||||
}
|
||||
|
||||
// Git Branch characters
|
||||
cp = 0xf5d0;
|
||||
while (cp <= 0xf60d) : (cp += 1) {
|
||||
switch (cp) {
|
||||
0xf5d0...0xf60d,
|
||||
=> _ = try self.renderGlyph(
|
||||
alloc,
|
||||
atlas,
|
||||
cp,
|
||||
),
|
||||
else => {},
|
||||
}
|
||||
}
|
||||
|
||||
// Symbols for Legacy Computing.
|
||||
cp = 0x1fb00;
|
||||
while (cp <= 0x1fbef) : (cp += 1) {
|
||||
@ -2932,6 +2999,32 @@ fn testRenderAll(self: Box, alloc: Allocator, atlas: *font.Atlas) !void {
|
||||
else => {},
|
||||
}
|
||||
}
|
||||
|
||||
// Branch drawing character set, used for drawing git-like
|
||||
// graphs in the terminal. Originally implemented in Kitty.
|
||||
// Ref:
|
||||
// - https://github.com/kovidgoyal/kitty/pull/7681
|
||||
// - https://github.com/kovidgoyal/kitty/pull/7805
|
||||
// NOTE: Kitty is GPL licensed, and its code was not referenced
|
||||
// for these characters, only the loose specification of
|
||||
// the character set in the pull request descriptions.
|
||||
//
|
||||
// TODO(qwerasd): This should be in another file, but really the
|
||||
// general organization of the sprite font code
|
||||
// needs to be reworked eventually.
|
||||
//
|
||||
//
|
||||
//
|
||||
//
|
||||
//
|
||||
cp = 0xf5d0;
|
||||
while (cp <= 0xf60d) : (cp += 1) {
|
||||
_ = try self.renderGlyph(
|
||||
alloc,
|
||||
atlas,
|
||||
cp,
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
test "render all sprites" {
|
||||
|
@ -263,6 +263,21 @@ const Kind = enum {
|
||||
0x1FBCE...0x1FBEF,
|
||||
=> .box,
|
||||
|
||||
// Branch drawing character set, used for drawing git-like
|
||||
// graphs in the terminal. Originally implemented in Kitty.
|
||||
// Ref:
|
||||
// - https://github.com/kovidgoyal/kitty/pull/7681
|
||||
// - https://github.com/kovidgoyal/kitty/pull/7805
|
||||
// NOTE: Kitty is GPL licensed, and its code was not referenced
|
||||
// for these characters, only the loose specification of
|
||||
// the character set in the pull request descriptions.
|
||||
//
|
||||
//
|
||||
//
|
||||
//
|
||||
//
|
||||
0xF5D0...0xF60D => .box,
|
||||
|
||||
// Powerline fonts
|
||||
0xE0B0,
|
||||
0xE0B4,
|
||||
@ -276,13 +291,6 @@ const Kind = enum {
|
||||
0xE0D4,
|
||||
=> .powerline,
|
||||
|
||||
// (Git Branch)
|
||||
//
|
||||
//
|
||||
//
|
||||
//
|
||||
0xF5D0...0xF60D => .box,
|
||||
|
||||
else => null,
|
||||
};
|
||||
}
|
||||
|
BIN
src/font/sprite/testdata/Box.ppm
vendored
BIN
src/font/sprite/testdata/Box.ppm
vendored
Binary file not shown.
Reference in New Issue
Block a user