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coretext: handle glyph padding in region reservation
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@ -104,11 +104,6 @@ pub const Face = struct {
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glyph_index: u32,
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max_height: ?u16,
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) !font.Glyph {
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// We add a small pixel padding around the edge of our glyph so that
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// anti-aliasing and smoothing doesn't cause us to pick up the pixels
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// of another glyph when packed into the atlas.
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const padding = 1;
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_ = max_height;
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var glyphs = [_]macos.graphics.Glyph{@intCast(glyph_index)};
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@ -130,15 +125,15 @@ pub const Face = struct {
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// The glyph height is basically rect.size.height but we do the
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// ascent plus the descent because both are rounded elements that
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// will make us more accurate.
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const glyph_height: u32 = @intFromFloat(glyph_ascent + render_y);
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const height: u32 = @intFromFloat(glyph_ascent + render_y);
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// The glyph width is our advertised bounding with plus the rounding
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// difference from our rendering X.
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const glyph_width: u32 = @intFromFloat(@ceil(rect.size.width + (rect.origin.x - render_x)));
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const width: u32 = @intFromFloat(@ceil(rect.size.width + (rect.origin.x - render_x)));
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// This bitmap is blank. I've seen it happen in a font, I don't know why.
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// If it is empty, we just return a valid glyph struct that does nothing.
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if (glyph_width == 0 or glyph_height == 0) return font.Glyph{
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if (width == 0 or height == 0) return font.Glyph{
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.width = 0,
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.height = 0,
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.offset_x = 0,
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@ -148,11 +143,6 @@ pub const Face = struct {
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.advance_x = 0,
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};
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// Width and height. Note the padding doubling is because we want
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// the padding on both sides (top/bottom, left/right).
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const width = glyph_width + (padding * 2);
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const height = glyph_height + (padding * 2);
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// Settings that are specific to if we are rendering text or emoji.
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const color: struct {
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color: bool,
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@ -238,12 +228,33 @@ pub const Face = struct {
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// slightly off the edge of the bitmap.
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self.font.drawGlyphs(&glyphs, &.{
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.{
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.x = padding + (-1 * render_x),
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.y = padding + render_y,
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.x = -1 * render_x,
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.y = render_y,
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},
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}, ctx);
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const region = try atlas.reserve(alloc, width, height);
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const region = region: {
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// We need to add a 1px padding to the font so that we don't
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// get fuzzy issues when blending textures.
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const padding = 1;
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// Get the full padded region
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var region = try atlas.reserve(
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alloc,
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width + (padding * 2), // * 2 because left+right
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height + (padding * 2), // * 2 because top+bottom
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);
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// Modify the region so that we remove the padding so that
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// we write to the non-zero location. The data in an Altlas
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// is always initialized to zero (Atlas.clear) so we don't
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// need to worry about zero-ing that.
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region.x += padding;
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region.y += padding;
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region.width -= padding * 2;
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region.height -= padding * 2;
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break :region region;
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};
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atlas.set(region, buf);
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const offset_y: i32 = offset_y: {
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@ -270,9 +281,10 @@ pub const Face = struct {
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break :offset_y @intFromFloat(@ceil(baseline_with_offset));
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};
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log.warn("FONT FONT FONT width={} height={} render_x={} render_y={} offset_y={} ascent={} cell_height={} cell_baseline={}", .{
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glyph_width,
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glyph_height,
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log.warn("FONT FONT FONT rect={} width={} height={} render_x={} render_y={} offset_y={} ascent={} cell_height={} cell_baseline={}", .{
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rect,
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width,
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height,
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render_x,
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render_y,
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offset_y,
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@ -282,12 +294,12 @@ pub const Face = struct {
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});
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return .{
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.width = glyph_width,
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.height = glyph_height,
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.width = width,
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.height = height,
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.offset_x = @intFromFloat(render_x),
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.offset_y = offset_y,
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.atlas_x = region.x + padding,
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.atlas_y = region.y + padding,
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.atlas_x = region.x,
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.atlas_y = region.y,
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// This is not used, so we don't bother calculating it. If we
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// ever need it, we can calculate it using getAdvancesForGlyph.
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