diff --git a/build.zig b/build.zig index cc914dca2..4b2c52712 100644 --- a/build.zig +++ b/build.zig @@ -714,6 +714,7 @@ fn addDeps( step.addModule("freetype", freetype_dep.module("freetype")); step.addModule("harfbuzz", harfbuzz_dep.module("harfbuzz")); step.addModule("xev", libxev_dep.module("xev")); + step.addModule("zig-js", js_dep.module("zig-js")); step.addModule("pixman", pixman_dep.module("pixman")); step.addModule("utf8proc", utf8proc_dep.module("utf8proc")); diff --git a/src/font/sprite/canvas.zig b/src/font/sprite/canvas.zig index 08e80210b..93551335e 100644 --- a/src/font/sprite/canvas.zig +++ b/src/font/sprite/canvas.zig @@ -140,6 +140,12 @@ const WebCanvasImpl = struct { self.* = undefined; } + pub fn pixel(self: *WebCanvasImpl, x: u32, y: u32, color: Color) void { + const ctx = self.context(color) catch return; + defer ctx.deinit(); + ctx.call(void, "fillRect", .{ x, y, 1, 1 }) catch return; + } + pub fn rect(self: *WebCanvasImpl, v: Rect, color: Color) void { const ctx = self.context(color) catch return; defer ctx.deinit(); @@ -401,6 +407,20 @@ const PixmanImpl = struct { return region; } + /// Draw and fill a single pixel + pub fn pixel(self: *Canvas, x: u32, y: u32, color: Color) void { + const boxes = &[_]pixman.Box32{ + .{ + .x1 = @intCast(x), + .y1 = @intCast(y), + .x2 = @intCast(x + 1), + .y2 = @intCast(y + 1), + }, + }; + + self.image.fillBoxes(.src, color.pixmanColor(), boxes) catch {}; + } + /// Draw and fill a rectangle. This is the main primitive for drawing /// lines as well (which are just generally skinny rectangles...) pub fn rect(self: *Canvas, v: Rect, color: Color) void { diff --git a/src/font/sprite/underline.zig b/src/font/sprite/underline.zig index 5317667e8..0a0d127d9 100644 --- a/src/font/sprite/underline.zig +++ b/src/font/sprite/underline.zig @@ -165,12 +165,13 @@ const Draw = struct { fn drawCurly(self: Draw, canvas: *font.sprite.Canvas) void { // This is the lowest that the curl can go. const y_max = self.height - 1; + const x_factor = 2 * std.math.pi / @as(f64, @floatFromInt(self.width - 1)); // Some fonts put the underline too close to the bottom of the // cell height and this doesn't allow us to make a high enough // wave. This constant is arbitrary, change it for aesthetics. const pos = pos: { - const MIN_HEIGHT = 7; + const MIN_HEIGHT = 5; const clamped_pos = @min(y_max, self.pos); const height = y_max - clamped_pos; break :pos if (height < MIN_HEIGHT) clamped_pos -| MIN_HEIGHT else clamped_pos; @@ -180,26 +181,26 @@ const Draw = struct { // underline position. We also calculate our starting y which is // slightly below our descender since our wave will move about that. const wave_height = @as(f64, @floatFromInt(y_max - pos)); - const half_height = wave_height / 4; - const y = pos + @as(u32, @intFromFloat(half_height)); + //const wave_height = @as(f64, @floatFromInt(y_max - (pos - self.thickness / 2))); + const half_height = @max(1, wave_height / 4); + const y_pos = @as(i32, @intCast(pos)) + @as(i32, @intFromFloat(2 * half_height)); - const x_factor = (2 * std.math.pi) / @as(f64, @floatFromInt(self.width)); + // follow Xiaolin Wu's antialias algorithm to draw the curve var x: u32 = 0; while (x < self.width) : (x += 1) { - const vertical = @as( - u32, - @intFromFloat((-1 * half_height) * @sin(@as(f64, @floatFromInt(x)) * x_factor) + half_height), - ); + const y0 = half_height * @cos(@as(f64, @floatFromInt(x)) * x_factor); + const y1 = y_pos + @as(i32, @intFromFloat(@floor(y0))); + const y3 = y1 - 1 + @as(i32, @intCast(self.thickness)); + const alpha = @as(u8, @intFromFloat(255 * @abs(y0 - @floor(y0)))); - var row: u32 = 0; - while (row < self.thickness) : (row += 1) { - const y1 = @min(row + y + vertical, y_max); - canvas.rect(.{ - .x = @intCast(x), - .y = @intCast(y1), - .width = 1, - .height = 1, - }, .on); + // upper and lower bounds + canvas.pixel(x, @min(@as(u32, @intCast(y1)), y_max), @enumFromInt(255 - alpha)); + canvas.pixel(x, @min(@as(u32, @intCast(y3)), y_max), @enumFromInt(alpha)); + + // fill between upper and lower bound + var y2: u32 = @as(u32, @intCast(y1)) + 1; + while (y2 < y3) : (y2 += 1) { + canvas.pixel(x, @min(y2, y_max), .on); } } }