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feat: cleanup types and reduce casting
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@ -182,28 +182,27 @@ const Draw = struct {
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};
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// The full height of the wave can be from the bottom to the
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// underline position. We also calculate our starting y which is
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// slightly below our descender since our wave will move about that.
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// underline position. We also calculate our mid y point of the wave
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const wave_height: f64 = @floatFromInt(y_max - pos);
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const half_height: f64 = @max(1, wave_height / 4);
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const y_pos = @as(i32, @intCast(pos)) + @as(i32, @intFromFloat(2 * half_height));
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const y_mid: u32 = pos + @as(u32, @intFromFloat(2 * half_height));
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// follow Xiaolin Wu's antialias algorithm to draw the curve
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var x: u32 = 0;
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while (x < self.width) : (x += 1) {
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const y0 = half_height * @cos(@as(f64, @floatFromInt(x)) * x_factor);
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const y1 = y_pos + @as(i32, @intFromFloat(@floor(y0)));
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const y3 = y1 - 1 + @as(i32, @intCast(self.thickness));
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const alpha: u8 = @intFromFloat(255 * @abs(y0 - @floor(y0)));
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const y: f64 = @as(f64, @floatFromInt(y_mid)) + (half_height * @cos(@as(f64, @floatFromInt(x)) * x_factor));
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const y_upper: u32 = @intFromFloat(@floor(y));
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const y_lower: u32 = y_upper - 1 + self.thickness;
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const alpha: u8 = @intFromFloat(255 * @abs(y - @floor(y)));
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// upper and lower bounds
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canvas.pixel(x, @min(@as(u32, @intCast(y1)), y_max), @enumFromInt(255 - alpha));
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canvas.pixel(x, @min(@as(u32, @intCast(y3)), y_max), @enumFromInt(alpha));
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canvas.pixel(x, @min(y_upper, y_max), @enumFromInt(255 - alpha));
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canvas.pixel(x, @min(y_lower, y_max), @enumFromInt(alpha));
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// fill between upper and lower bound
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var y2: u32 = @as(u32, @intCast(y1)) + 1;
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while (y2 < y3) : (y2 += 1) {
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canvas.pixel(x, @min(y2, y_max), .on);
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var y_fill: u32 = y_upper + 1;
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while (y_fill < y_lower) : (y_fill += 1) {
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canvas.pixel(x, @min(y_fill, y_max), .on);
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}
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}
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}
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