const std = @import("std"); const Allocator = std.mem.Allocator; const font = @import("../font/main.zig"); const log = std.log.scoped(.renderer_size); /// The dimensions of a single "cell" in the terminal grid. /// /// The dimensions are dependent on the current loaded set of font glyphs. /// We calculate the width based on the widest character and the height based /// on the height requirement for an underscore (the "lowest" -- visually -- /// character). /// /// The units for the width and height are in world space. They have to /// be normalized for any renderer implementation. pub const CellSize = struct { width: u32, height: u32, /// Initialize the cell size information from a font group. This ensures /// that all renderers use the same cell sizing information for the same /// fonts. pub fn init(alloc: Allocator, group: *font.GroupCache) !CellSize { // Get our cell metrics based on a regular font ascii 'M'. Why 'M'? // Doesn't matter, any normal ASCII will do we're just trying to make // sure we use the regular font. const metrics = metrics: { const index = (try group.indexForCodepoint(alloc, 'M', .regular, .text)).?; const face = try group.group.faceFromIndex(index); break :metrics face.metrics; }; log.debug("cell dimensions={}", .{metrics}); return CellSize{ .width = metrics.cell_width, .height = metrics.cell_height, }; } }; /// The dimensions of the screen that the grid is rendered to. This is the /// terminal screen, so it is likely a subset of the window size. The dimensions /// should be in pixels. pub const ScreenSize = struct { width: u32, height: u32, /// Subtract padding from the screen size. pub fn subPadding(self: ScreenSize, padding: Padding) ScreenSize { return .{ .width = self.width -| (padding.left + padding.right), .height = self.height -| (padding.top + padding.bottom), }; } /// Returns true if two sizes are equal. pub fn equals(self: ScreenSize, other: ScreenSize) bool { return self.width == other.width and self.height == other.height; } }; /// The dimensions of the grid itself, in rows/columns units. pub const GridSize = struct { const Unit = u32; columns: Unit = 0, rows: Unit = 0, /// Initialize a grid size based on a screen and cell size. pub fn init(screen: ScreenSize, cell: CellSize) GridSize { var result: GridSize = undefined; result.update(screen, cell); return result; } /// Update the columns/rows for the grid based on the given screen and /// cell size. pub fn update(self: *GridSize, screen: ScreenSize, cell: CellSize) void { const cell_width: f32 = @floatFromInt(cell.width); const cell_height: f32 = @floatFromInt(cell.height); const screen_width: f32 = @floatFromInt(screen.width); const screen_height: f32 = @floatFromInt(screen.height); const calc_cols: Unit = @intFromFloat(screen_width / cell_width); const calc_rows: Unit = @intFromFloat(screen_height / cell_height); self.columns = @max(1, calc_cols); self.rows = @max(1, calc_rows); } /// Returns true if two sizes are equal. pub fn equals(self: GridSize, other: GridSize) bool { return self.columns == other.columns and self.rows == other.rows; } }; /// The padding to add to a screen. pub const Padding = struct { top: u32 = 0, bottom: u32 = 0, right: u32 = 0, left: u32 = 0, /// Returns padding that balances the whitespace around the screen /// for the given grid and cell sizes. pub fn balanced(screen: ScreenSize, grid: GridSize, cell: CellSize) Padding { // Turn our cell sizes into floats for the math const cell_width: f32 = @floatFromInt(cell.width); const cell_height: f32 = @floatFromInt(cell.height); // The size of our full grid const grid_width = @as(f32, @floatFromInt(grid.columns)) * cell_width; const grid_height = @as(f32, @floatFromInt(grid.rows)) * cell_height; // The empty space to the right of a line and bottom of the last row const space_right = @as(f32, @floatFromInt(screen.width)) - grid_width; const space_bot = @as(f32, @floatFromInt(screen.height)) - grid_height; // The left/right padding is just an equal split. const padding_right = @floor(space_right / 2); const padding_left = padding_right; // The top/bottom padding is interesting. Subjectively, lots of padding // at the top looks bad. So instead of always being equal (like left/right), // we force the top padding to be at most equal to the left, and the bottom // padding is the difference thereafter. const padding_top = @min(padding_left, @floor(space_bot / 2)); const padding_bot = space_bot - padding_top; const zero = @as(f32, 0); return .{ .top = @intFromFloat(@max(zero, padding_top)), .bottom = @intFromFloat(@max(zero, padding_bot)), .right = @intFromFloat(@max(zero, padding_right)), .left = @intFromFloat(@max(zero, padding_left)), }; } /// Add another padding to this one pub fn add(self: Padding, other: Padding) Padding { return .{ .top = self.top + other.top, .bottom = self.bottom + other.bottom, .right = self.right + other.right, .left = self.left + other.left, }; } /// Equality test between two paddings. pub fn eql(self: Padding, other: Padding) bool { return self.top == other.top and self.bottom == other.bottom and self.right == other.right and self.left == other.left; } }; test "Padding balanced on zero" { // On some systems, our screen can be zero-sized for a bit, and we // don't want to end up with negative padding. const testing = std.testing; const grid: GridSize = .{ .columns = 100, .rows = 37 }; const cell: CellSize = .{ .width = 10, .height = 20 }; const screen: ScreenSize = .{ .width = 0, .height = 0 }; const padding = Padding.balanced(screen, grid, cell); try testing.expectEqual(padding, .{}); } test "GridSize update exact" { const testing = std.testing; var grid: GridSize = .{}; grid.update(.{ .width = 100, .height = 40, }, .{ .width = 5, .height = 10, }); try testing.expectEqual(@as(GridSize.Unit, 20), grid.columns); try testing.expectEqual(@as(GridSize.Unit, 4), grid.rows); } test "GridSize update rounding" { const testing = std.testing; var grid: GridSize = .{}; grid.update(.{ .width = 20, .height = 40, }, .{ .width = 6, .height = 15, }); try testing.expectEqual(@as(GridSize.Unit, 3), grid.columns); try testing.expectEqual(@as(GridSize.Unit, 2), grid.rows); }