We can reintroduce `advance` if we ever want to do proportional string
drawing, but we don't use it anywhere right now. And we also don't need
`sprite` anymore since that was just there to disable constraints for
sprites back when we did them on the GPU.
We no longer need a margin in the atlas because we always sample with
nearest neighbor and our glyphs are always pixel perfect, no worry about
interpolation between adjacent glyphs anymore!
Introduces `fill`, which fills between two `Fraction`s, use this instead
of `yHalfs` and friends wherever they're used, which also means we can
remove `rect`.
This commit does change alignment of the vertical/horizontal eighths in
certain cell sizes, but the change is for the better IMO. Also changes
the center-point alignment of smooth mosaics for odd cell widths, but
the change is no more than half a pixel at worst and is probably an
improvement ultimately.
I've included a compatibility test here to make sure that the numbers
from this are in line with the numbers produced by xHalfs, yThirds, etc.
After this commit I'll introduce a helper function that fills based on a
span specified with this enum to replace any uses of xHalfs and friends.
Once I do that I'll remove them and the compatibility test, this should
be a much cleaner interface for this and make it easier to consistently
align block elements with each other.
Use `xHalfs` and `yHalfs` so that the dimensions of each quadrant are
appropriately aligned with block elements like the one half block, which
could be 1px taller than the bottom quadrants before this change.
This is in line with what we do for sextants, the fact that on odd-sized
cells there's a 1px overlap is considered acceptable there so I assume
it's acceptable here too.
This was creating problems with the branch drawing glyphs at some sizes.
In the future the whole "foreground modes" thing needs to be reworked,
so this is just a stopgap until that gets turned in to something nicer.
This is a fairly large rework of how we handle the sprite font drawing.
Drawing routines are now context-less, provided only a canvas and some
metrics. There is now a separate file per unicode block / PUA area.
Sprites are now drawn on canvases with an extra quarter-cell of padding
on each edge, and automatically cropped when sent to the atlas, this
allows sprites to extend past cell boundaries which makes it possible to
have, for example, diagonal box drawing characters that connect across
cell diagonals instead of being pinched in.
Most of the sprites the code is just directly ported from the old code,
but I've rewritten a handful. Moving forward, I'd like to rewrite more
of these since the way they're currently written isn't ideal.
This rework, in addition to improving the packing efficiency of sprites
on the atlas, and allowing for out-of-cell drawing, will make it a lot
easier to add new sprites in the future, since all it takes now is to
add a single function and an import (if it's a new file).
I reworked the regression/change testing to be more robust as well, it
now covers all sprite glyphs (except non-codepoint ones) and does so at
4 different sizes. Addition/removal of glyphs will no longer create diff
noise in the generated diff image, since the position in the image of
each glyph is now fixed.
This improves "outer edge" alignment of octants and other elements drawn
using `yQuads` and friends with blocks drawn with `draw_block` -- this
should guarantee alignment along a continuous edge, but may result in a
1px overlap of opposing edges (such as a top half block followed by a
bottom half block with an odd cell height, they will both have the
center row filled).
This is very necessary since several block elements are needed to
complete the set of octants, since dedicated octant characters aren't
included when they would be redundant.
As of Zig 0.14.0, `@splat` can be used for array types, which eliminates
a lot of redundant syntax and makes things generally cleaner.
I've explicitly avoided applying this change in the renderer files for
now since it would just create rebasing conflicts in my renderer rework
branch which I'll be PR-ing pretty soon.
This commit changes a LOT of areas of the code to use decl literals
instead of redundantly referring to the type.
These changes were mostly driven by some regex searches and then manual
adjustment on a case-by-case basis.
I almost certainly missed quite a few places where decl literals could
be used, but this is a good first step in converting things, and other
instances can be addressed when they're discovered.
I tested GLFW+Metal and building the framework on macOS and tested a GTK
build on Linux, so I'm 99% sure I didn't introduce any syntax errors or
other problems with this. (fingers crossed)
Cleaner and less visual noise, easy change to make, there are many other
areas in the code which would benefit from decl literals as well, but
this is an area that benefits a lot from them and is self-contained.
This sets the stage for dynamically adjusting the sizes of fallback
fonts based on the primary font's face metrics. It also removes a lot of
unnecessary work when loading fallback fonts, since we only actually use
the metrics based on the parimary font.
Annotate the node count of all uses of z2d `StaticPath` to verify
correctness, adjusted the size of a couple which were oversized, and
changed all painter calls that take node slices from `StaticPath`s to
use the slice from the wrapped `ArrayList` so that we don't include any
potentially `undefined` nodes at the end of the list, which I think was
causing a crash before.
Introduces static path methods and a reworked context API that makes
things generally cleaner.
This update incidentally fixed a bug we had before where the corner
triangle shade characters were drawn solid rather than medium shade.
Subsumes #2580 (which has multiple conflicts with main due to recent
changes to metrics); I figured it'd be easier to just implement it this
way.
#2580 claimed to solve #2487 but I don't think it really does- ideally
we can think of a good way to configure each individual cursor type, but
I don't wanna just do something ad hoc and add a bunch of config keys
blindly so I limited the scope of this.
Unify grid metrics calculations by relying on shared logic mostly based
on values directly from the font tables, this deduplicates a lot of code
and gives us more control over how we interpret various metrics.
Also separate metrics for underlined, strikethrough, and overline
thickness and position, and box drawing thickness, so that they can
individually be adjusted as the user desires.
addresses #2561 - adds support for most Git branch drawing characters as
specified in 
except for fading vertical and horizontal lines.
Adds git_draw_node function and a new Git node type.
Add this range (0xf5d0...0xf60d) for Git branch characters, to tests.
adds vline_middle_xy and hline_middle_xy for node connections.
add git characters to Face.zig.
- Make canvas geometry primitives generic, use `Rect(u32)` for `rect`
function, so that we don't have to worry about negatives or rounding.
- Make `Quads` struct packed just in case it gets non-comptime use in
the future.
- Clarify comment on why we're discarding out of range pixels + runtime
unreachable for any other type of error which we shouldn't ever see.
- Move z2d import above in-tree imports.