Merge pull request #2365 from qwerasd205/underline-fixes

Underline Fixes
This commit is contained in:
Mitchell Hashimoto
2024-10-02 15:49:03 -07:00
committed by GitHub
5 changed files with 134 additions and 30 deletions

View File

@ -631,6 +631,7 @@ pub fn init(alloc: Allocator, options: renderer.Options) !Metal {
.min_contrast = options.config.min_contrast,
.cursor_pos = .{ std.math.maxInt(u16), std.math.maxInt(u16) },
.cursor_color = undefined,
.cursor_wide = false,
},
// Fonts
@ -2034,6 +2035,7 @@ pub fn setScreenSize(
.min_contrast = old.min_contrast,
.cursor_pos = old.cursor_pos,
.cursor_color = old.cursor_color,
.cursor_wide = old.cursor_wide,
};
// Reset our cell contents if our grid size has changed.
@ -2274,6 +2276,10 @@ fn rebuildCells(
};
for (shaper_cells) |shaper_cell| {
// The shaper can emit null glyphs representing the right half
// of wide characters, we don't need to do anything with them.
if (shaper_cell.glyph_index == null) continue;
const coord: terminal.Coordinate = .{
.x = shaper_cell.x,
.y = y,
@ -2349,11 +2355,24 @@ fn rebuildCells(
// If the cursor is visible then we set our uniforms.
if (style == .block and screen.viewportIsBottom()) {
const wide = screen.cursor.page_cell.wide;
self.uniforms.cursor_pos = .{
screen.cursor.x,
// If we are a spacer tail of a wide cell, our cursor needs
// to move back one cell. The saturate is to ensure we don't
// overflow but this shouldn't happen with well-formed input.
switch (wide) {
.narrow, .spacer_head, .wide => screen.cursor.x,
.spacer_tail => screen.cursor.x -| 1,
},
screen.cursor.y,
};
self.uniforms.cursor_wide = switch (wide) {
.narrow, .spacer_head => false,
.wide, .spacer_tail => true,
};
const uniform_color = if (self.cursor_invert) blk: {
const sty = screen.cursor.page_pin.style(screen.cursor.page_cell);
break :blk sty.bg(screen.cursor.page_cell, color_palette) orelse self.background_color;
@ -2541,17 +2560,17 @@ fn updateCell(
font.sprite_index,
@intFromEnum(sprite),
.{
.cell_width = if (cell.wide == .wide) 2 else 1,
.cell_width = 1,
.grid_metrics = self.grid_metrics,
},
);
const color = style.underlineColor(palette) orelse colors.fg;
try self.cells.add(self.alloc, .underline, .{
var gpu_cell: mtl_cell.Key.underline.CellType() = .{
.mode = .fg,
.grid_pos = .{ @intCast(coord.x), @intCast(coord.y) },
.constraint_width = cell.gridWidth(),
.constraint_width = 1,
.color = .{ color.r, color.g, color.b, alpha },
.glyph_pos = .{ render.glyph.atlas_x, render.glyph.atlas_y },
.glyph_size = .{ render.glyph.width, render.glyph.height },
@ -2559,7 +2578,13 @@ fn updateCell(
@intCast(render.glyph.offset_x),
@intCast(render.glyph.offset_y),
},
});
};
try self.cells.add(self.alloc, .underline, gpu_cell);
// If it's a wide cell we need to underline the right half as well.
if (cell.gridWidth() > 1 and coord.x < self.cells.size.columns - 1) {
gpu_cell.grid_pos[0] = @intCast(coord.x + 1);
try self.cells.add(self.alloc, .underline, gpu_cell);
}
}
// If the shaper cell has a glyph, draw it.
@ -2611,15 +2636,15 @@ fn updateCell(
font.sprite_index,
@intFromEnum(font.Sprite.strikethrough),
.{
.cell_width = if (cell.wide == .wide) 2 else 1,
.cell_width = 1,
.grid_metrics = self.grid_metrics,
},
);
try self.cells.add(self.alloc, .strikethrough, .{
var gpu_cell: mtl_cell.Key.strikethrough.CellType() = .{
.mode = .fg,
.grid_pos = .{ @intCast(coord.x), @intCast(coord.y) },
.constraint_width = cell.gridWidth(),
.constraint_width = 1,
.color = .{ colors.fg.r, colors.fg.g, colors.fg.b, alpha },
.glyph_pos = .{ render.glyph.atlas_x, render.glyph.atlas_y },
.glyph_size = .{ render.glyph.width, render.glyph.height },
@ -2627,7 +2652,13 @@ fn updateCell(
@intCast(render.glyph.offset_x),
@intCast(render.glyph.offset_y),
},
});
};
try self.cells.add(self.alloc, .strikethrough, gpu_cell);
// If it's a wide cell we need to strike through the right half as well.
if (cell.gridWidth() > 1 and coord.x < self.cells.size.columns - 1) {
gpu_cell.grid_pos[0] = @intCast(coord.x + 1);
try self.cells.add(self.alloc, .strikethrough, gpu_cell);
}
}
return true;

View File

@ -1227,10 +1227,15 @@ pub fn rebuildCells(
};
} else null;
// This is the cell that has [mode == .fg] and is underneath our cursor.
// We keep track of it so that we can invert the colors so the character
// remains visible.
var cursor_cell: ?CellProgram.Cell = null;
// These are all the foreground cells underneath the cursor.
//
// We keep track of these so that we can invert the colors and move them
// in front of the block cursor so that the character remains visible.
//
// We init with a capacity of 4 to account for decorations such
// as underline and strikethrough, as well as combining chars.
var cursor_cells = try std.ArrayListUnmanaged(CellProgram.Cell).initCapacity(arena_alloc, 4);
defer cursor_cells.deinit(arena_alloc);
if (rebuild) {
switch (self.config.padding_color) {
@ -1277,14 +1282,24 @@ pub fn rebuildCells(
// the cell with the cursor.
const start_i: usize = self.cells.items.len;
defer if (cursor_row) {
// If we're on a wide spacer tail, then we want to look for
// the previous cell.
const screen_cell = row.cells(.all)[screen.cursor.x];
const x = screen.cursor.x - @intFromBool(screen_cell.wide == .spacer_tail);
const x = screen.cursor.x;
const wide = row.cells(.all)[x].wide;
const min_x = switch (wide) {
.narrow, .spacer_head, .wide => x,
.spacer_tail => x -| 1,
};
const max_x = switch (wide) {
.narrow, .spacer_head, .spacer_tail => x,
.wide => x +| 1,
};
for (self.cells.items[start_i..]) |cell| {
if (cell.grid_col == x and cell.mode.isFg()) {
cursor_cell = cell;
break;
if (cell.grid_col < min_x or cell.grid_col > max_x) continue;
if (cell.mode.isFg()) {
cursor_cells.append(arena_alloc, cell) catch {
// We silently ignore if this fails because
// worst case scenario some combining glyphs
// aren't visible under the cursor '\_('-')_/'
};
}
}
};
@ -1338,6 +1353,10 @@ pub fn rebuildCells(
};
for (shaper_cells) |shaper_cell| {
// The shaper can emit null glyphs representing the right half
// of wide characters, we don't need to do anything with them.
if (shaper_cell.glyph_index == null) continue;
// If this cell falls within our preedit range then we skip it.
// We do this so we don't have conflicting data on the same
// cell.
@ -1418,7 +1437,7 @@ pub fn rebuildCells(
};
_ = try self.addCursor(screen, cursor_style, cursor_color);
if (cursor_cell) |*cell| {
for (cursor_cells.items) |*cell| {
if (cell.mode.isFg() and cell.mode != .fg_color) {
const cell_color = if (self.cursor_invert) blk: {
const sty = screen.cursor.page_pin.style(screen.cursor.page_cell);
@ -1779,7 +1798,7 @@ fn updateCell(
font.sprite_index,
@intFromEnum(sprite),
.{
.cell_width = if (cell.wide == .wide) 2 else 1,
.cell_width = 1,
.grid_metrics = self.grid_metrics,
},
);
@ -1790,7 +1809,7 @@ fn updateCell(
.mode = .fg,
.grid_col = @intCast(x),
.grid_row = @intCast(y),
.grid_width = cell.gridWidth(),
.grid_width = 1,
.glyph_x = render.glyph.atlas_x,
.glyph_y = render.glyph.atlas_y,
.glyph_width = render.glyph.width,
@ -1806,6 +1825,29 @@ fn updateCell(
.bg_b = bg[2],
.bg_a = bg[3],
});
// If it's a wide cell we need to underline the right half as well.
if (cell.gridWidth() > 1 and x < self.grid_size.columns - 1) {
try self.cells.append(self.alloc, .{
.mode = .fg,
.grid_col = @intCast(x + 1),
.grid_row = @intCast(y),
.grid_width = 1,
.glyph_x = render.glyph.atlas_x,
.glyph_y = render.glyph.atlas_y,
.glyph_width = render.glyph.width,
.glyph_height = render.glyph.height,
.glyph_offset_x = render.glyph.offset_x,
.glyph_offset_y = render.glyph.offset_y,
.r = color.r,
.g = color.g,
.b = color.b,
.a = alpha,
.bg_r = bg[0],
.bg_g = bg[1],
.bg_b = bg[2],
.bg_a = bg[3],
});
}
}
// If the shaper cell has a glyph, draw it.
@ -1866,7 +1908,7 @@ fn updateCell(
font.sprite_index,
@intFromEnum(font.Sprite.strikethrough),
.{
.cell_width = if (cell.wide == .wide) 2 else 1,
.cell_width = 1,
.grid_metrics = self.grid_metrics,
},
);
@ -1875,7 +1917,7 @@ fn updateCell(
.mode = .fg,
.grid_col = @intCast(x),
.grid_row = @intCast(y),
.grid_width = cell.gridWidth(),
.grid_width = 1,
.glyph_x = render.glyph.atlas_x,
.glyph_y = render.glyph.atlas_y,
.glyph_width = render.glyph.width,
@ -1891,6 +1933,29 @@ fn updateCell(
.bg_b = bg[2],
.bg_a = bg[3],
});
// If it's a wide cell we need to strike through the right half as well.
if (cell.gridWidth() > 1 and x < self.grid_size.columns - 1) {
try self.cells.append(self.alloc, .{
.mode = .fg,
.grid_col = @intCast(x + 1),
.grid_row = @intCast(y),
.grid_width = 1,
.glyph_x = render.glyph.atlas_x,
.glyph_y = render.glyph.atlas_y,
.glyph_width = render.glyph.width,
.glyph_height = render.glyph.height,
.glyph_offset_x = render.glyph.offset_x,
.glyph_offset_y = render.glyph.offset_y,
.r = colors.fg.r,
.g = colors.fg.g,
.b = colors.fg.b,
.a = alpha,
.bg_r = bg[0],
.bg_g = bg[1],
.bg_b = bg[2],
.bg_a = bg[3],
});
}
}
return true;

View File

@ -14,7 +14,7 @@ pub const Key = enum {
strikethrough,
/// Returns the GPU vertex type for this key.
fn CellType(self: Key) type {
pub fn CellType(self: Key) type {
return switch (self) {
.bg => mtl_shaders.CellBg,
@ -125,7 +125,7 @@ pub const Contents = struct {
const bg_cells = try alloc.alloc(mtl_shaders.CellBg, cell_count);
errdefer alloc.free(bg_cells);
@memset(bg_cells, .{0, 0, 0, 0});
@memset(bg_cells, .{ 0, 0, 0, 0 });
// The foreground lists can hold 3 types of items:
// - Glyphs
@ -231,7 +231,7 @@ test Contents {
for (0..rows) |y| {
try testing.expect(c.fg_rows.lists[y + 1].items.len == 0);
for (0..cols) |x| {
try testing.expectEqual(.{0, 0, 0, 0}, c.bgCell(y, x).*);
try testing.expectEqual(.{ 0, 0, 0, 0 }, c.bgCell(y, x).*);
}
}
// And the cursor row should have a capacity of 1 and also be empty.
@ -256,7 +256,7 @@ test Contents {
for (0..rows) |y| {
try testing.expect(c.fg_rows.lists[y + 1].items.len == 0);
for (0..cols) |x| {
try testing.expectEqual(.{0, 0, 0, 0}, c.bgCell(y, x).*);
try testing.expectEqual(.{ 0, 0, 0, 0 }, c.bgCell(y, x).*);
}
}

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@ -137,6 +137,9 @@ pub const Uniforms = extern struct {
cursor_pos: [2]u16 align(4),
cursor_color: [4]u8 align(4),
// Whether the cursor is 2 cells wide.
cursor_wide: bool align(1),
const PaddingExtend = packed struct(u8) {
left: bool = false,
right: bool = false,

View File

@ -18,6 +18,7 @@ struct Uniforms {
float min_contrast;
ushort2 cursor_pos;
uchar4 cursor_color;
bool cursor_wide;
};
//-------------------------------------------------------------------
@ -293,7 +294,11 @@ vertex CellTextVertexOut cell_text_vertex(
// If this cell is the cursor cell, then we need to change the color.
if (
in.mode != MODE_TEXT_CURSOR &&
in.grid_pos.x == uniforms.cursor_pos.x &&
(
in.grid_pos.x == uniforms.cursor_pos.x ||
uniforms.cursor_wide &&
in.grid_pos.x == uniforms.cursor_pos.x + 1
) &&
in.grid_pos.y == uniforms.cursor_pos.y
) {
out.color = float4(uniforms.cursor_color) / 255.0f;