//! This file contains functions for drawing the box drawing characters //! (https://en.wikipedia.org/wiki/Box-drawing_character) and related //! characters that are provided by the terminal. //! //! The box drawing logic is based off similar logic in Kitty and Foot. //! The primary drawing code was ported directly and slightly modified from Foot //! (https://codeberg.org/dnkl/foot/). Foot is licensed under the MIT //! license and is copyright 2019 Daniel Eklöf. //! //! The modifications made are primarily around spacing, DPI calculations, //! and adapting the code to our atlas model. const Box = @This(); const std = @import("std"); const assert = std.debug.assert; const Allocator = std.mem.Allocator; const font = @import("../main.zig"); const Sprite = @import("../sprite.zig").Sprite; const log = std.log.scoped(.box_font); /// The cell width and height because the boxes are fit perfectly /// into a cell so that they all properly connect with zero spacing. width: u32, height: u32, /// Base thickness value for lines of the box. This is in pixels. If you /// want to do any DPI scaling, it is expected to be done earlier. thickness: u32, /// The thickness of a line. const Thickness = enum { super_light, light, heavy, /// Calculate the real height of a line based on its thickness /// and a base thickness value. The base thickness value is expected /// to be in pixels. fn height(self: Thickness, base: u32) u32 { return switch (self) { .super_light => @max(base / 2, 1), .light => base, .heavy => base * 2, }; } }; pub fn renderGlyph( self: Box, alloc: Allocator, atlas: *font.Atlas, cp: u32, ) !font.Glyph { // Create the canvas we'll use to draw var canvas = try font.sprite.Canvas.init(alloc, self.width, self.height); defer canvas.deinit(alloc); // Perform the actual drawing try self.draw(alloc, &canvas, cp); // Write the drawing to the atlas const region = try canvas.writeAtlas(alloc, atlas); // Our coordinates start at the BOTTOM for our renderers so we have to // specify an offset of the full height because we rendered a full size // cell. const offset_y = @as(i32, @intCast(self.height)); return font.Glyph{ .width = self.width, .height = self.height, .offset_x = 0, .offset_y = offset_y, .atlas_x = region.x, .atlas_y = region.y, .advance_x = @floatFromInt(self.width), }; } /// Returns true if this codepoint should be rendered with the /// width/height set to unadjusted values. pub fn unadjustedCodepoint(cp: u32) bool { return switch (cp) { @intFromEnum(Sprite.cursor_rect), @intFromEnum(Sprite.cursor_hollow_rect), @intFromEnum(Sprite.cursor_bar), => true, else => false, }; } fn draw(self: Box, alloc: Allocator, canvas: *font.sprite.Canvas, cp: u32) !void { switch (cp) { 0x2500 => self.draw_light_horizontal(canvas), 0x2501 => self.draw_heavy_horizontal(canvas), 0x2502 => self.draw_light_vertical(canvas), 0x2503 => self.draw_heavy_vertical(canvas), 0x2504 => self.draw_light_triple_dash_horizontal(canvas), 0x2505 => self.draw_heavy_triple_dash_horizontal(canvas), 0x2506 => self.draw_light_triple_dash_vertical(canvas), 0x2507 => self.draw_heavy_triple_dash_vertical(canvas), 0x2508 => self.draw_light_quadruple_dash_horizontal(canvas), 0x2509 => self.draw_heavy_quadruple_dash_horizontal(canvas), 0x250a => self.draw_light_quadruple_dash_vertical(canvas), 0x250b => self.draw_heavy_quadruple_dash_vertical(canvas), 0x250c => self.draw_light_down_and_right(canvas), 0x250d => self.draw_down_light_and_right_heavy(canvas), 0x250e => self.draw_down_heavy_and_right_light(canvas), 0x250f => self.draw_heavy_down_and_right(canvas), 0x2510 => self.draw_light_down_and_left(canvas), 0x2511 => self.draw_down_light_and_left_heavy(canvas), 0x2512 => self.draw_down_heavy_and_left_light(canvas), 0x2513 => self.draw_heavy_down_and_left(canvas), 0x2514 => self.draw_light_up_and_right(canvas), 0x2515 => self.draw_up_light_and_right_heavy(canvas), 0x2516 => self.draw_up_heavy_and_right_light(canvas), 0x2517 => self.draw_heavy_up_and_right(canvas), 0x2518 => self.draw_light_up_and_left(canvas), 0x2519 => self.draw_up_light_and_left_heavy(canvas), 0x251a => self.draw_up_heavy_and_left_light(canvas), 0x251b => self.draw_heavy_up_and_left(canvas), 0x251c => self.draw_light_vertical_and_right(canvas), 0x251d => self.draw_vertical_light_and_right_heavy(canvas), 0x251e => self.draw_up_heavy_and_right_down_light(canvas), 0x251f => self.draw_down_heavy_and_right_up_light(canvas), 0x2520 => self.draw_vertical_heavy_and_right_light(canvas), 0x2521 => self.draw_down_light_and_right_up_heavy(canvas), 0x2522 => self.draw_up_light_and_right_down_heavy(canvas), 0x2523 => self.draw_heavy_vertical_and_right(canvas), 0x2524 => self.draw_light_vertical_and_left(canvas), 0x2525 => self.draw_vertical_light_and_left_heavy(canvas), 0x2526 => self.draw_up_heavy_and_left_down_light(canvas), 0x2527 => self.draw_down_heavy_and_left_up_light(canvas), 0x2528 => self.draw_vertical_heavy_and_left_light(canvas), 0x2529 => self.draw_down_light_and_left_up_heavy(canvas), 0x252a => self.draw_up_light_and_left_down_heavy(canvas), 0x252b => self.draw_heavy_vertical_and_left(canvas), 0x252c => self.draw_light_down_and_horizontal(canvas), 0x252d => self.draw_left_heavy_and_right_down_light(canvas), 0x252e => self.draw_right_heavy_and_left_down_light(canvas), 0x252f => self.draw_down_light_and_horizontal_heavy(canvas), 0x2530 => self.draw_down_heavy_and_horizontal_light(canvas), 0x2531 => self.draw_right_light_and_left_down_heavy(canvas), 0x2532 => self.draw_left_light_and_right_down_heavy(canvas), 0x2533 => self.draw_heavy_down_and_horizontal(canvas), 0x2534 => self.draw_light_up_and_horizontal(canvas), 0x2535 => self.draw_left_heavy_and_right_up_light(canvas), 0x2536 => self.draw_right_heavy_and_left_up_light(canvas), 0x2537 => self.draw_up_light_and_horizontal_heavy(canvas), 0x2538 => self.draw_up_heavy_and_horizontal_light(canvas), 0x2539 => self.draw_right_light_and_left_up_heavy(canvas), 0x253a => self.draw_left_light_and_right_up_heavy(canvas), 0x253b => self.draw_heavy_up_and_horizontal(canvas), 0x253c => self.draw_light_vertical_and_horizontal(canvas), 0x253d => self.draw_left_heavy_and_right_vertical_light(canvas), 0x253e => self.draw_right_heavy_and_left_vertical_light(canvas), 0x253f => self.draw_vertical_light_and_horizontal_heavy(canvas), 0x2540 => self.draw_up_heavy_and_down_horizontal_light(canvas), 0x2541 => self.draw_down_heavy_and_up_horizontal_light(canvas), 0x2542 => self.draw_vertical_heavy_and_horizontal_light(canvas), 0x2543 => self.draw_left_up_heavy_and_right_down_light(canvas), 0x2544 => self.draw_right_up_heavy_and_left_down_light(canvas), 0x2545 => self.draw_left_down_heavy_and_right_up_light(canvas), 0x2546 => self.draw_right_down_heavy_and_left_up_light(canvas), 0x2547 => self.draw_down_light_and_up_horizontal_heavy(canvas), 0x2548 => self.draw_up_light_and_down_horizontal_heavy(canvas), 0x2549 => self.draw_right_light_and_left_vertical_heavy(canvas), 0x254a => self.draw_left_light_and_right_vertical_heavy(canvas), 0x254b => self.draw_heavy_vertical_and_horizontal(canvas), 0x254c => self.draw_light_double_dash_horizontal(canvas), 0x254d => self.draw_heavy_double_dash_horizontal(canvas), 0x254e => self.draw_light_double_dash_vertical(canvas), 0x254f => self.draw_heavy_double_dash_vertical(canvas), 0x2550 => self.draw_double_horizontal(canvas), 0x2551 => self.draw_double_vertical(canvas), 0x2552 => self.draw_down_single_and_right_double(canvas), 0x2553 => self.draw_down_double_and_right_single(canvas), 0x2554 => self.draw_double_down_and_right(canvas), 0x2555 => self.draw_down_single_and_left_double(canvas), 0x2556 => self.draw_down_double_and_left_single(canvas), 0x2557 => self.draw_double_down_and_left(canvas), 0x2558 => self.draw_up_single_and_right_double(canvas), 0x2559 => self.draw_up_double_and_right_single(canvas), 0x255a => self.draw_double_up_and_right(canvas), 0x255b => self.draw_up_single_and_left_double(canvas), 0x255c => self.draw_up_double_and_left_single(canvas), 0x255d => self.draw_double_up_and_left(canvas), 0x255e => self.draw_vertical_single_and_right_double(canvas), 0x255f => self.draw_vertical_double_and_right_single(canvas), 0x2560 => self.draw_double_vertical_and_right(canvas), 0x2561 => self.draw_vertical_single_and_left_double(canvas), 0x2562 => self.draw_vertical_double_and_left_single(canvas), 0x2563 => self.draw_double_vertical_and_left(canvas), 0x2564 => self.draw_down_single_and_horizontal_double(canvas), 0x2565 => self.draw_down_double_and_horizontal_single(canvas), 0x2566 => self.draw_double_down_and_horizontal(canvas), 0x2567 => self.draw_up_single_and_horizontal_double(canvas), 0x2568 => self.draw_up_double_and_horizontal_single(canvas), 0x2569 => self.draw_double_up_and_horizontal(canvas), 0x256a => self.draw_vertical_single_and_horizontal_double(canvas), 0x256b => self.draw_vertical_double_and_horizontal_single(canvas), 0x256c => self.draw_double_vertical_and_horizontal(canvas), 0x256d...0x2570 => try self.draw_light_arc(alloc, canvas, cp), 0x2571 => self.draw_light_diagonal_upper_right_to_lower_left(canvas), 0x2572 => self.draw_light_diagonal_upper_left_to_lower_right(canvas), 0x2573 => self.draw_light_diagonal_cross(canvas), 0x2574 => self.draw_light_left(canvas), 0x2575 => self.draw_light_up(canvas), 0x2576 => self.draw_light_right(canvas), 0x2577 => self.draw_light_down(canvas), 0x2578 => self.draw_heavy_left(canvas), 0x2579 => self.draw_heavy_up(canvas), 0x257a => self.draw_heavy_right(canvas), 0x257b => self.draw_heavy_down(canvas), 0x257c => self.draw_light_left_and_heavy_right(canvas), 0x257d => self.draw_light_up_and_heavy_down(canvas), 0x257e => self.draw_heavy_left_and_light_right(canvas), 0x257f => self.draw_heavy_up_and_light_down(canvas), 0x2580 => self.draw_upper_half_block(canvas), 0x2581 => self.draw_lower_one_eighth_block(canvas), 0x2582 => self.draw_lower_one_quarter_block(canvas), 0x2583 => self.draw_lower_three_eighths_block(canvas), 0x2584 => self.draw_lower_half_block(canvas), 0x2585 => self.draw_lower_five_eighths_block(canvas), 0x2586 => self.draw_lower_three_quarters_block(canvas), 0x2587 => self.draw_lower_seven_eighths_block(canvas), 0x2588 => self.draw_full_block(canvas), 0x2589 => self.draw_left_seven_eighths_block(canvas), 0x258a => self.draw_left_three_quarters_block(canvas), 0x258b => self.draw_left_five_eighths_block(canvas), 0x258c => self.draw_left_half_block(canvas), 0x258d => self.draw_left_three_eighths_block(canvas), 0x258e => self.draw_left_one_quarter_block(canvas), 0x258f => self.draw_left_one_eighth_block(canvas), 0x2590 => self.draw_right_half_block(canvas), 0x2591 => self.draw_light_shade(canvas), 0x2592 => self.draw_medium_shade(canvas), 0x2593 => self.draw_dark_shade(canvas), 0x2594 => self.draw_upper_one_eighth_block(canvas), 0x2595 => self.draw_right_one_eighth_block(canvas), 0x2596...0x259f => self.draw_quadrant(canvas, cp), 0x2800...0x28FF => self.draw_braille(canvas, cp), 0x1FB00...0x1FB3B => self.draw_sextant(canvas, cp), 0x1FB3C...0x1FB40, 0x1FB47...0x1FB4B, 0x1FB57...0x1FB5B, 0x1FB62...0x1FB66, 0x1FB6C...0x1FB6F, => try self.draw_wedge_triangle(canvas, cp), 0x1FB41...0x1FB45, 0x1FB4C...0x1FB50, 0x1FB52...0x1FB56, 0x1FB5D...0x1FB61, 0x1FB68...0x1FB6B, => try self.draw_wedge_triangle_inverted(alloc, canvas, cp), 0x1FB46, 0x1FB51, 0x1FB5C, 0x1FB67, => try self.draw_wedge_triangle_and_box(canvas, cp), 0x1FB9A => { try self.draw_wedge_triangle(canvas, 0x1fb6d); try self.draw_wedge_triangle(canvas, 0x1fb6f); }, 0x1FB9B => { try self.draw_wedge_triangle(canvas, 0x1fb6c); try self.draw_wedge_triangle(canvas, 0x1fb6e); }, 0x1FB70 => self.draw_vertical_one_eighth_block_n(canvas, 1), 0x1FB71 => self.draw_vertical_one_eighth_block_n(canvas, 2), 0x1FB72 => self.draw_vertical_one_eighth_block_n(canvas, 3), 0x1FB73 => self.draw_vertical_one_eighth_block_n(canvas, 4), 0x1FB74 => self.draw_vertical_one_eighth_block_n(canvas, 5), 0x1FB75 => self.draw_vertical_one_eighth_block_n(canvas, 6), 0x1FB76 => self.draw_horizontal_one_eighth_block_n(canvas, 1), 0x1FB77 => self.draw_horizontal_one_eighth_block_n(canvas, 2), 0x1FB78 => self.draw_horizontal_one_eighth_block_n(canvas, 3), 0x1FB79 => self.draw_horizontal_one_eighth_block_n(canvas, 4), 0x1FB7A => self.draw_horizontal_one_eighth_block_n(canvas, 5), 0x1FB7B => self.draw_horizontal_one_eighth_block_n(canvas, 6), 0x1fb82 => self.draw_upper_one_quarter_block(canvas), 0x1fb83 => self.draw_upper_three_eighths_block(canvas), 0x1fb84 => self.draw_upper_five_eighths_block(canvas), 0x1fb85 => self.draw_upper_three_quarters_block(canvas), 0x1fb86 => self.draw_upper_seven_eighths_block(canvas), 0x1fb7c => self.draw_left_and_lower_one_eighth_block(canvas), 0x1fb7d => self.draw_left_and_upper_one_eighth_block(canvas), 0x1fb7e => self.draw_right_and_upper_one_eighth_block(canvas), 0x1fb7f => self.draw_right_and_lower_one_eighth_block(canvas), 0x1fb80 => self.draw_upper_and_lower_one_eighth_block(canvas), 0x1fb81 => self.draw_horizontal_one_eighth_1358_block(canvas), 0x1fb87 => self.draw_right_one_quarter_block(canvas), 0x1fb88 => self.draw_right_three_eighths_block(canvas), 0x1fb89 => self.draw_right_five_eighths_block(canvas), 0x1fb8a => self.draw_right_three_quarters_block(canvas), 0x1fb8b => self.draw_right_seven_eighths_block(canvas), // Not official box characters but special characters we hide // in the high bits of a unicode codepoint. @intFromEnum(Sprite.cursor_rect) => self.draw_cursor_rect(canvas), @intFromEnum(Sprite.cursor_hollow_rect) => self.draw_cursor_hollow_rect(canvas), @intFromEnum(Sprite.cursor_bar) => self.draw_cursor_bar(canvas), else => return error.InvalidCodepoint, } } fn draw_light_horizontal(self: Box, canvas: *font.sprite.Canvas) void { self.hline_middle(canvas, .light); } fn draw_heavy_horizontal(self: Box, canvas: *font.sprite.Canvas) void { self.hline_middle(canvas, .heavy); } fn draw_light_vertical(self: Box, canvas: *font.sprite.Canvas) void { self.vline_middle(canvas, .light); } fn draw_heavy_vertical(self: Box, canvas: *font.sprite.Canvas) void { self.vline_middle(canvas, .heavy); } fn draw_light_triple_dash_horizontal(self: Box, canvas: *font.sprite.Canvas) void { self.draw_dash_horizontal( canvas, 3, Thickness.light.height(self.thickness), @max(4, Thickness.light.height(self.thickness)), ); } fn draw_heavy_triple_dash_horizontal(self: Box, canvas: *font.sprite.Canvas) void { self.draw_dash_horizontal( canvas, 3, Thickness.heavy.height(self.thickness), @max(4, Thickness.light.height(self.thickness)), ); } fn draw_light_triple_dash_vertical(self: Box, canvas: *font.sprite.Canvas) void { self.draw_dash_vertical( canvas, 3, Thickness.light.height(self.thickness), @max(4, Thickness.light.height(self.thickness)), ); } fn draw_heavy_triple_dash_vertical(self: Box, canvas: *font.sprite.Canvas) void { self.draw_dash_vertical( canvas, 3, Thickness.heavy.height(self.thickness), @max(4, Thickness.light.height(self.thickness)), ); } fn draw_light_quadruple_dash_horizontal(self: Box, canvas: *font.sprite.Canvas) void { self.draw_dash_horizontal( canvas, 4, Thickness.light.height(self.thickness), @max(4, Thickness.light.height(self.thickness)), ); } fn draw_heavy_quadruple_dash_horizontal(self: Box, canvas: *font.sprite.Canvas) void { self.draw_dash_horizontal( canvas, 4, Thickness.heavy.height(self.thickness), @max(4, Thickness.light.height(self.thickness)), ); } fn draw_light_quadruple_dash_vertical(self: Box, canvas: *font.sprite.Canvas) void { self.draw_dash_vertical( canvas, 4, Thickness.light.height(self.thickness), @max(4, Thickness.light.height(self.thickness)), ); } fn draw_heavy_quadruple_dash_vertical(self: Box, canvas: *font.sprite.Canvas) void { self.draw_dash_vertical( canvas, 4, Thickness.heavy.height(self.thickness), @max(4, Thickness.light.height(self.thickness)), ); } fn draw_light_down_and_right(self: Box, canvas: *font.sprite.Canvas) void { self.hline_middle_right(canvas, .light, .light); self.vline_middle_down(canvas, .light, .light); } fn draw_down_light_and_right_heavy(self: Box, canvas: *font.sprite.Canvas) void { self.hline_middle_right(canvas, .light, .heavy); self.vline_middle_down(canvas, .light, .light); } fn draw_down_heavy_and_right_light(self: Box, canvas: *font.sprite.Canvas) void { self.hline_middle_right(canvas, .light, .light); self.vline_middle_down(canvas, .heavy, .light); } fn draw_heavy_down_and_right(self: Box, canvas: *font.sprite.Canvas) void { self.hline_middle_right(canvas, .heavy, .heavy); self.vline_middle_down(canvas, .heavy, .heavy); } fn draw_light_down_and_left(self: Box, canvas: *font.sprite.Canvas) void { self.hline_middle_left(canvas, .light, .light); self.vline_middle_down(canvas, .light, .light); } fn draw_down_light_and_left_heavy(self: Box, canvas: *font.sprite.Canvas) void { self.hline_middle_left(canvas, .light, .heavy); self.vline_middle_down(canvas, .light, .light); } fn draw_down_heavy_and_left_light(self: Box, canvas: *font.sprite.Canvas) void { self.hline_middle_left(canvas, .light, .light); self.vline_middle_down(canvas, .heavy, .light); } fn draw_heavy_down_and_left(self: Box, canvas: *font.sprite.Canvas) void { self.hline_middle_left(canvas, .heavy, .heavy); self.vline_middle_down(canvas, .heavy, .heavy); } fn draw_light_up_and_right(self: Box, canvas: *font.sprite.Canvas) void { self.hline_middle_right(canvas, .light, .light); self.vline_middle_up(canvas, .light, .light); } fn draw_up_light_and_right_heavy(self: Box, canvas: *font.sprite.Canvas) void { self.hline_middle_right(canvas, .light, .heavy); self.vline_middle_up(canvas, .light, .light); } fn draw_up_heavy_and_right_light(self: Box, canvas: *font.sprite.Canvas) void { self.hline_middle_right(canvas, .light, .light); self.vline_middle_up(canvas, .heavy, .light); } fn draw_heavy_up_and_right(self: Box, canvas: *font.sprite.Canvas) void { self.hline_middle_right(canvas, .heavy, .heavy); self.vline_middle_up(canvas, .heavy, .heavy); } fn draw_light_up_and_left(self: Box, canvas: *font.sprite.Canvas) void { self.hline_middle_left(canvas, .light, .light); self.vline_middle_up(canvas, .light, .light); } fn draw_up_light_and_left_heavy(self: Box, canvas: *font.sprite.Canvas) void { self.hline_middle_left(canvas, .light, .heavy); self.vline_middle_up(canvas, .light, .light); } fn draw_up_heavy_and_left_light(self: Box, canvas: *font.sprite.Canvas) void { self.hline_middle_left(canvas, .light, .light); self.vline_middle_up(canvas, .heavy, .light); } fn draw_heavy_up_and_left(self: Box, canvas: *font.sprite.Canvas) void { self.hline_middle_left(canvas, .heavy, .heavy); self.vline_middle_up(canvas, .heavy, .heavy); } fn draw_light_vertical_and_right(self: Box, canvas: *font.sprite.Canvas) void { self.hline_middle_right(canvas, .light, .light); self.vline_middle(canvas, .light); } fn draw_vertical_light_and_right_heavy(self: Box, canvas: *font.sprite.Canvas) void { self.hline_middle_right(canvas, .light, .heavy); self.vline_middle(canvas, .light); } fn draw_up_heavy_and_right_down_light(self: Box, canvas: *font.sprite.Canvas) void { self.hline_middle_right(canvas, .light, .light); self.vline_middle_up(canvas, .heavy, .light); self.vline_middle_down(canvas, .light, .light); } fn draw_down_heavy_and_right_up_light(self: Box, canvas: *font.sprite.Canvas) void { self.hline_middle_right(canvas, .light, .light); self.vline_middle_up(canvas, .light, .light); self.vline_middle_down(canvas, .heavy, .light); } fn draw_vertical_heavy_and_right_light(self: Box, canvas: *font.sprite.Canvas) void { self.hline_middle_right(canvas, .light, .light); self.vline_middle(canvas, .heavy); } fn draw_down_light_and_right_up_heavy(self: Box, canvas: *font.sprite.Canvas) void { self.hline_middle_right(canvas, .heavy, .heavy); self.vline_middle_up(canvas, .heavy, .heavy); self.vline_middle_down(canvas, .light, .light); } fn draw_up_light_and_right_down_heavy(self: Box, canvas: *font.sprite.Canvas) void { self.hline_middle_right(canvas, .heavy, .heavy); self.vline_middle_up(canvas, .light, .light); self.vline_middle_down(canvas, .heavy, .heavy); } fn draw_heavy_vertical_and_right(self: Box, canvas: *font.sprite.Canvas) void { self.hline_middle_right(canvas, .heavy, .heavy); self.vline_middle(canvas, .heavy); } fn draw_light_vertical_and_left(self: Box, canvas: *font.sprite.Canvas) void { self.hline_middle_left(canvas, .light, .light); self.vline_middle(canvas, .light); } fn draw_vertical_light_and_left_heavy(self: Box, canvas: *font.sprite.Canvas) void { self.hline_middle_left(canvas, .light, .heavy); self.vline_middle(canvas, .light); } fn draw_up_heavy_and_left_down_light(self: Box, canvas: *font.sprite.Canvas) void { self.hline_middle_left(canvas, .light, .light); self.vline_middle_up(canvas, .heavy, .light); self.vline_middle_down(canvas, .light, .light); } fn draw_down_heavy_and_left_up_light(self: Box, canvas: *font.sprite.Canvas) void { self.hline_middle_left(canvas, .light, .light); self.vline_middle_up(canvas, .light, .light); self.vline_middle_down(canvas, .heavy, .light); } fn draw_vertical_heavy_and_left_light(self: Box, canvas: *font.sprite.Canvas) void { self.hline_middle_left(canvas, .light, .light); self.vline_middle(canvas, .heavy); } fn draw_down_light_and_left_up_heavy(self: Box, canvas: *font.sprite.Canvas) void { self.hline_middle_left(canvas, .heavy, .heavy); self.vline_middle_up(canvas, .heavy, .heavy); self.vline_middle_down(canvas, .light, .light); } fn draw_up_light_and_left_down_heavy(self: Box, canvas: *font.sprite.Canvas) void { self.hline_middle_left(canvas, .heavy, .heavy); self.vline_middle_up(canvas, .light, .light); self.vline_middle_down(canvas, .heavy, .heavy); } fn draw_heavy_vertical_and_left(self: Box, canvas: *font.sprite.Canvas) void { self.hline_middle_left(canvas, .heavy, .heavy); self.vline_middle(canvas, .heavy); } fn draw_light_down_and_horizontal(self: Box, canvas: *font.sprite.Canvas) void { self.hline_middle(canvas, .light); self.vline_middle_down(canvas, .light, .light); } fn draw_left_heavy_and_right_down_light(self: Box, canvas: *font.sprite.Canvas) void { self.hline_middle_left(canvas, .light, .heavy); self.hline_middle_right(canvas, .light, .light); self.vline_middle_down(canvas, .light, .light); } fn draw_right_heavy_and_left_down_light(self: Box, canvas: *font.sprite.Canvas) void { self.hline_middle_left(canvas, .light, .light); self.hline_middle_right(canvas, .light, .heavy); self.vline_middle_down(canvas, .light, .light); } fn draw_down_light_and_horizontal_heavy(self: Box, canvas: *font.sprite.Canvas) void { self.hline_middle(canvas, .heavy); self.vline_middle_down(canvas, .light, .light); } fn draw_down_heavy_and_horizontal_light(self: Box, canvas: *font.sprite.Canvas) void { self.hline_middle(canvas, .light); self.vline_middle_down(canvas, .heavy, .light); } fn draw_right_light_and_left_down_heavy(self: Box, canvas: *font.sprite.Canvas) void { self.hline_middle_left(canvas, .heavy, .heavy); self.hline_middle_right(canvas, .light, .light); self.vline_middle_down(canvas, .heavy, .heavy); } fn draw_left_light_and_right_down_heavy(self: Box, canvas: *font.sprite.Canvas) void { self.hline_middle_left(canvas, .light, .light); self.hline_middle_right(canvas, .heavy, .heavy); self.vline_middle_down(canvas, .heavy, .heavy); } fn draw_heavy_down_and_horizontal(self: Box, canvas: *font.sprite.Canvas) void { self.hline_middle(canvas, .heavy); self.vline_middle_down(canvas, .heavy, .heavy); } fn draw_light_up_and_horizontal(self: Box, canvas: *font.sprite.Canvas) void { self.hline_middle(canvas, .light); self.vline_middle_up(canvas, .light, .light); } fn draw_left_heavy_and_right_up_light(self: Box, canvas: *font.sprite.Canvas) void { self.hline_middle_left(canvas, .light, .heavy); self.hline_middle_right(canvas, .light, .light); self.vline_middle_up(canvas, .light, .light); } fn draw_right_heavy_and_left_up_light(self: Box, canvas: *font.sprite.Canvas) void { self.hline_middle_left(canvas, .light, .light); self.hline_middle_right(canvas, .light, .heavy); self.vline_middle_up(canvas, .light, .light); } fn draw_up_light_and_horizontal_heavy(self: Box, canvas: *font.sprite.Canvas) void { self.hline_middle(canvas, .light); self.vline_middle_up(canvas, .light, .light); } fn draw_up_heavy_and_horizontal_light(self: Box, canvas: *font.sprite.Canvas) void { self.hline_middle(canvas, .light); self.vline_middle_up(canvas, .heavy, .light); } fn draw_right_light_and_left_up_heavy(self: Box, canvas: *font.sprite.Canvas) void { self.hline_middle_left(canvas, .heavy, .heavy); self.hline_middle_right(canvas, .light, .light); self.vline_middle_up(canvas, .heavy, .heavy); } fn draw_left_light_and_right_up_heavy(self: Box, canvas: *font.sprite.Canvas) void { self.hline_middle_left(canvas, .light, .light); self.hline_middle_right(canvas, .heavy, .heavy); self.vline_middle_up(canvas, .heavy, .heavy); } fn draw_heavy_up_and_horizontal(self: Box, canvas: *font.sprite.Canvas) void { self.hline_middle(canvas, .heavy); self.vline_middle_up(canvas, .heavy, .heavy); } fn draw_light_vertical_and_horizontal(self: Box, canvas: *font.sprite.Canvas) void { self.hline_middle(canvas, .light); self.vline_middle(canvas, .light); } fn draw_left_heavy_and_right_vertical_light(self: Box, canvas: *font.sprite.Canvas) void { self.hline_middle_left(canvas, .light, .heavy); self.hline_middle_right(canvas, .light, .light); self.vline_middle(canvas, .light); } fn draw_right_heavy_and_left_vertical_light(self: Box, canvas: *font.sprite.Canvas) void { self.hline_middle_left(canvas, .light, .light); self.hline_middle_right(canvas, .light, .heavy); self.vline_middle(canvas, .light); } fn draw_vertical_light_and_horizontal_heavy(self: Box, canvas: *font.sprite.Canvas) void { self.hline_middle(canvas, .heavy); self.vline_middle(canvas, .light); } fn draw_up_heavy_and_down_horizontal_light(self: Box, canvas: *font.sprite.Canvas) void { self.hline_middle(canvas, .light); self.vline_middle_up(canvas, .heavy, .heavy); self.vline_middle_down(canvas, .light, .light); } fn draw_down_heavy_and_up_horizontal_light(self: Box, canvas: *font.sprite.Canvas) void { self.hline_middle(canvas, .light); self.vline_middle_up(canvas, .light, .light); self.vline_middle_down(canvas, .heavy, .light); } fn draw_vertical_heavy_and_horizontal_light(self: Box, canvas: *font.sprite.Canvas) void { self.hline_middle(canvas, .light); self.vline_middle(canvas, .heavy); } fn draw_left_up_heavy_and_right_down_light(self: Box, canvas: *font.sprite.Canvas) void { self.hline_middle_left(canvas, .heavy, .heavy); self.hline_middle_right(canvas, .light, .light); self.vline_middle_up(canvas, .heavy, .heavy); self.vline_middle_down(canvas, .light, .light); } fn draw_right_up_heavy_and_left_down_light(self: Box, canvas: *font.sprite.Canvas) void { self.hline_middle_left(canvas, .light, .light); self.hline_middle_right(canvas, .heavy, .heavy); self.vline_middle_up(canvas, .heavy, .heavy); self.vline_middle_down(canvas, .light, .light); } fn draw_left_down_heavy_and_right_up_light(self: Box, canvas: *font.sprite.Canvas) void { self.hline_middle_left(canvas, .heavy, .heavy); self.hline_middle_right(canvas, .light, .light); self.vline_middle_up(canvas, .light, .light); self.vline_middle_down(canvas, .heavy, .heavy); } fn draw_right_down_heavy_and_left_up_light(self: Box, canvas: *font.sprite.Canvas) void { self.hline_middle_left(canvas, .light, .light); self.hline_middle_right(canvas, .heavy, .heavy); self.vline_middle_up(canvas, .light, .light); self.vline_middle_down(canvas, .heavy, .heavy); } fn draw_down_light_and_up_horizontal_heavy(self: Box, canvas: *font.sprite.Canvas) void { self.hline_middle(canvas, .heavy); self.vline_middle_up(canvas, .heavy, .heavy); self.vline_middle_down(canvas, .light, .light); } fn draw_up_light_and_down_horizontal_heavy(self: Box, canvas: *font.sprite.Canvas) void { self.hline_middle(canvas, .heavy); self.vline_middle_up(canvas, .light, .light); self.vline_middle_down(canvas, .heavy, .heavy); } fn draw_right_light_and_left_vertical_heavy(self: Box, canvas: *font.sprite.Canvas) void { self.hline_middle_left(canvas, .heavy, .heavy); self.hline_middle_right(canvas, .light, .light); self.vline_middle(canvas, .heavy); } fn draw_left_light_and_right_vertical_heavy(self: Box, canvas: *font.sprite.Canvas) void { self.hline_middle_left(canvas, .light, .light); self.hline_middle_right(canvas, .heavy, .heavy); self.vline_middle(canvas, .heavy); } fn draw_heavy_vertical_and_horizontal(self: Box, canvas: *font.sprite.Canvas) void { self.hline_middle(canvas, .heavy); self.vline_middle(canvas, .heavy); } fn draw_light_double_dash_horizontal(self: Box, canvas: *font.sprite.Canvas) void { self.draw_dash_horizontal( canvas, 2, Thickness.light.height(self.thickness), Thickness.light.height(self.thickness), ); } fn draw_heavy_double_dash_horizontal(self: Box, canvas: *font.sprite.Canvas) void { self.draw_dash_horizontal( canvas, 2, Thickness.heavy.height(self.thickness), Thickness.heavy.height(self.thickness), ); } fn draw_light_double_dash_vertical(self: Box, canvas: *font.sprite.Canvas) void { self.draw_dash_vertical( canvas, 2, Thickness.light.height(self.thickness), Thickness.heavy.height(self.thickness), ); } fn draw_heavy_double_dash_vertical(self: Box, canvas: *font.sprite.Canvas) void { self.draw_dash_vertical( canvas, 2, Thickness.heavy.height(self.thickness), Thickness.heavy.height(self.thickness), ); } fn draw_double_horizontal(self: Box, canvas: *font.sprite.Canvas) void { const thick_px = Thickness.light.height(self.thickness); const mid = (self.height -| thick_px * 3) / 2; self.hline(canvas, 0, self.width, mid, thick_px); self.hline(canvas, 0, self.width, mid + 2 * thick_px, thick_px); } fn draw_double_vertical(self: Box, canvas: *font.sprite.Canvas) void { const thick_px = Thickness.light.height(self.thickness); const mid = (self.width -| thick_px * 3) / 2; self.vline(canvas, 0, self.height, mid, thick_px); self.vline(canvas, 0, self.height, mid + 2 * thick_px, thick_px); } fn draw_down_single_and_right_double(self: Box, canvas: *font.sprite.Canvas) void { const thick_px = Thickness.light.height(self.thickness); const hmid = (self.height -| thick_px * 3) / 2; const vmid = (self.width -| thick_px) / 2; self.vline_middle_down(canvas, .light, .light); self.hline(canvas, vmid, self.width, hmid, thick_px); self.hline(canvas, vmid, self.width, hmid + 2 * thick_px, thick_px); } fn draw_down_double_and_right_single(self: Box, canvas: *font.sprite.Canvas) void { const thick_px = Thickness.light.height(self.thickness); const hmid = (self.height -| thick_px) / 2; const vmid = (self.width -| thick_px * 3) / 2; self.hline_middle_right(canvas, .light, .light); self.vline(canvas, hmid, self.height, vmid, thick_px); self.vline(canvas, hmid, self.height, vmid + 2 * thick_px, thick_px); } fn draw_double_down_and_right(self: Box, canvas: *font.sprite.Canvas) void { const thick_px = Thickness.light.height(self.thickness); const hmid = (self.height -| thick_px * 3) / 2; const vmid = (self.width -| thick_px * 3) / 2; self.vline(canvas, hmid, self.height, vmid, thick_px); self.vline(canvas, hmid + 2 * thick_px, self.height, vmid + 2 * thick_px, thick_px); self.hline(canvas, vmid, self.width, hmid, thick_px); self.hline(canvas, vmid + 2 * thick_px, self.width, hmid + 2 * thick_px, thick_px); } fn draw_down_single_and_left_double(self: Box, canvas: *font.sprite.Canvas) void { const thick_px = Thickness.light.height(self.thickness); const hmid = (self.height -| thick_px * 3) / 2; const vmid = (self.width + thick_px) / 2; self.vline_middle_down(canvas, .light, .light); self.hline(canvas, 0, vmid, hmid, thick_px); self.hline(canvas, 0, vmid, hmid + 2 * thick_px, thick_px); } fn draw_down_double_and_left_single(self: Box, canvas: *font.sprite.Canvas) void { const thick_px = Thickness.light.height(self.thickness); const hmid = (self.height -| thick_px) / 2; const vmid = (self.width -| thick_px * 3) / 2; self.hline_middle_left(canvas, .light, .light); self.vline(canvas, hmid, self.height, vmid, thick_px); self.vline(canvas, hmid, self.height, vmid + 2 * thick_px, thick_px); } fn draw_double_down_and_left(self: Box, canvas: *font.sprite.Canvas) void { const thick_px = Thickness.light.height(self.thickness); const hmid = (self.height -| thick_px * 3) / 2; const vmid = (self.width -| thick_px * 3) / 2; self.vline(canvas, hmid + 2 * thick_px, self.height, vmid, thick_px); self.vline(canvas, hmid, self.height, vmid + 2 * thick_px, thick_px); self.hline(canvas, 0, vmid + 2 * thick_px, hmid, thick_px); self.hline(canvas, 0, vmid, hmid + 2 * thick_px, thick_px); } fn draw_up_single_and_right_double(self: Box, canvas: *font.sprite.Canvas) void { const thick_px = Thickness.light.height(self.thickness); const hmid = (self.height -| thick_px * 3) / 2; const vmid = (self.width -| thick_px) / 2; self.vline_middle_up(canvas, .light, .light); self.hline(canvas, vmid, self.width, hmid, thick_px); self.hline(canvas, vmid, self.width, hmid + 2 * thick_px, thick_px); } fn draw_up_double_and_right_single(self: Box, canvas: *font.sprite.Canvas) void { const thick_px = Thickness.light.height(self.thickness); const hmid = (self.height + thick_px) / 2; const vmid = (self.width -| thick_px * 3) / 2; self.hline_middle_right(canvas, .light, .light); self.vline(canvas, 0, hmid, vmid, thick_px); self.vline(canvas, 0, hmid, vmid + 2 * thick_px, thick_px); } fn draw_double_up_and_right(self: Box, canvas: *font.sprite.Canvas) void { const thick_px = Thickness.light.height(self.thickness); const hmid = (self.height -| thick_px * 3) / 2; const vmid = (self.width -| thick_px * 3) / 2; self.vline(canvas, 0, hmid + 2 * thick_px, vmid, thick_px); self.vline(canvas, 0, hmid, vmid + 2 * thick_px, thick_px); self.hline(canvas, vmid + 2 * thick_px, self.width, hmid, thick_px); self.hline(canvas, vmid, self.width, hmid + 2 * thick_px, thick_px); } fn draw_up_single_and_left_double(self: Box, canvas: *font.sprite.Canvas) void { const thick_px = Thickness.light.height(self.thickness); const hmid = (self.height -| thick_px * 3) / 2; const vmid = (self.width + thick_px) / 2; self.vline_middle_up(canvas, .light, .light); self.hline(canvas, 0, vmid, hmid, thick_px); self.hline(canvas, 0, vmid, hmid + 2 * thick_px, thick_px); } fn draw_up_double_and_left_single(self: Box, canvas: *font.sprite.Canvas) void { const thick_px = Thickness.light.height(self.thickness); const hmid = (self.height + thick_px) / 2; const vmid = (self.width -| thick_px * 3) / 2; self.hline_middle_left(canvas, .light, .light); self.vline(canvas, 0, hmid, vmid, thick_px); self.vline(canvas, 0, hmid, vmid + 2 * thick_px, thick_px); } fn draw_double_up_and_left(self: Box, canvas: *font.sprite.Canvas) void { const thick_px = Thickness.light.height(self.thickness); const hmid = (self.height -| thick_px * 3) / 2; const vmid = (self.width -| thick_px * 3) / 2; self.vline(canvas, 0, hmid + 0 * thick_px + thick_px, vmid, thick_px); self.vline(canvas, 0, hmid + 2 * thick_px + thick_px, vmid + 2 * thick_px, thick_px); self.hline(canvas, 0, vmid, hmid, thick_px); self.hline(canvas, 0, vmid, hmid + 2 * thick_px, thick_px); } fn draw_vertical_single_and_right_double(self: Box, canvas: *font.sprite.Canvas) void { const thick_px = Thickness.light.height(self.thickness); const hmid = (self.height -| thick_px * 3) / 2; const vmid = (self.width -| thick_px) / 2; self.vline_middle(canvas, .light); self.hline(canvas, vmid, self.width, hmid, thick_px); self.hline(canvas, vmid, self.width, hmid + 2 * thick_px, thick_px); } fn draw_vertical_double_and_right_single(self: Box, canvas: *font.sprite.Canvas) void { const thick_px = Thickness.light.height(self.thickness); const vmid = (self.width -| thick_px * 3) / 2; self.hline(canvas, vmid + 2 * thick_px, self.width, (self.height -| thick_px) / 2, thick_px); self.vline(canvas, 0, self.height, vmid, thick_px); self.vline(canvas, 0, self.height, vmid + 2 * thick_px, thick_px); } fn draw_double_vertical_and_right(self: Box, canvas: *font.sprite.Canvas) void { const thick_px = Thickness.light.height(self.thickness); const hmid = (self.height -| thick_px * 3) / 2; const vmid = (self.width -| thick_px * 3) / 2; self.vline(canvas, 0, self.height, vmid, thick_px); self.vline(canvas, 0, hmid, vmid + 2 * thick_px, thick_px); self.vline(canvas, hmid + 2 * thick_px, self.height, vmid + 2 * thick_px, thick_px); self.hline(canvas, vmid + 2 * thick_px, self.width, hmid, thick_px); self.hline(canvas, vmid + 2 * thick_px, self.width, hmid + 2 * thick_px, thick_px); } fn draw_vertical_single_and_left_double(self: Box, canvas: *font.sprite.Canvas) void { const thick_px = Thickness.light.height(self.thickness); const hmid = (self.height -| thick_px * 3) / 2; const vmid = (self.width + thick_px) / 2; self.vline_middle(canvas, .light); self.hline(canvas, 0, vmid, hmid, thick_px); self.hline(canvas, 0, vmid, hmid + 2 * thick_px, thick_px); } fn draw_vertical_double_and_left_single(self: Box, canvas: *font.sprite.Canvas) void { const thick_px = Thickness.light.height(self.thickness); const vmid = (self.width -| thick_px * 3) / 2; self.hline(canvas, 0, vmid, (self.height -| thick_px) / 2, thick_px); self.vline(canvas, 0, self.height, vmid, thick_px); self.vline(canvas, 0, self.height, vmid + 2 * thick_px, thick_px); } fn draw_double_vertical_and_left(self: Box, canvas: *font.sprite.Canvas) void { const thick_px = Thickness.light.height(self.thickness); const hmid = (self.height -| thick_px * 3) / 2; const vmid = (self.width -| thick_px * 3) / 2; self.vline(canvas, 0, self.height, vmid + 2 * thick_px, thick_px); self.vline(canvas, 0, hmid, vmid, thick_px); self.vline(canvas, hmid + 2 * thick_px, self.height, vmid, thick_px); self.hline(canvas, 0, vmid + thick_px, hmid, thick_px); self.hline(canvas, 0, vmid, hmid + 2 * thick_px, thick_px); } fn draw_down_single_and_horizontal_double(self: Box, canvas: *font.sprite.Canvas) void { const thick_px = Thickness.light.height(self.thickness); const hmid = (self.height -| thick_px * 3) / 2; self.vline(canvas, hmid + 2 * thick_px, self.height, (self.width -| thick_px) / 2, thick_px); self.hline(canvas, 0, self.width, hmid, thick_px); self.hline(canvas, 0, self.width, hmid + 2 * thick_px, thick_px); } fn draw_down_double_and_horizontal_single(self: Box, canvas: *font.sprite.Canvas) void { const thick_px = Thickness.light.height(self.thickness); const hmid = (self.height -| thick_px) / 2; const vmid = (self.width -| thick_px * 3) / 2; self.hline_middle(canvas, .light); self.vline(canvas, hmid, self.height, vmid, thick_px); self.vline(canvas, hmid, self.height, vmid + 2 * thick_px, thick_px); } fn draw_double_down_and_horizontal(self: Box, canvas: *font.sprite.Canvas) void { const thick_px = Thickness.light.height(self.thickness); const hmid = (self.height -| thick_px * 3) / 2; const vmid = (self.width -| thick_px * 3) / 2; self.hline(canvas, 0, self.width, hmid, thick_px); self.hline(canvas, 0, vmid, hmid + 2 * thick_px, thick_px); self.hline(canvas, vmid + 2 * thick_px, self.width, hmid + 2 * thick_px, thick_px); self.vline(canvas, hmid + 2 * thick_px, self.height, vmid, thick_px); self.vline(canvas, hmid + 2 * thick_px, self.height, vmid + 2 * thick_px, thick_px); } fn draw_up_single_and_horizontal_double(self: Box, canvas: *font.sprite.Canvas) void { const thick_px = Thickness.light.height(self.thickness); const hmid = (self.height -| thick_px * 3) / 2; const vmid = (self.width -| thick_px) / 2; self.vline(canvas, 0, hmid, vmid, thick_px); self.hline(canvas, 0, self.width, hmid, thick_px); self.hline(canvas, 0, self.width, hmid + 2 * thick_px, thick_px); } fn draw_up_double_and_horizontal_single(self: Box, canvas: *font.sprite.Canvas) void { const thick_px = Thickness.light.height(self.thickness); const hmid = (self.height -| thick_px) / 2; const vmid = (self.width -| thick_px * 3) / 2; self.hline_middle(canvas, .light); self.vline(canvas, 0, hmid, vmid, thick_px); self.vline(canvas, 0, hmid, vmid + 2 * thick_px, thick_px); } fn draw_double_up_and_horizontal(self: Box, canvas: *font.sprite.Canvas) void { const thick_px = Thickness.light.height(self.thickness); const hmid = (self.height -| thick_px * 3) / 2; const vmid = (self.width -| thick_px * 3) / 2; self.vline(canvas, 0, hmid, vmid, thick_px); self.vline(canvas, 0, hmid, vmid + 2 * thick_px, thick_px); self.hline(canvas, 0, vmid + thick_px, hmid, thick_px); self.hline(canvas, vmid + 2 * thick_px, self.width, hmid, thick_px); self.hline(canvas, 0, self.width, hmid + 2 * thick_px, thick_px); } fn draw_vertical_single_and_horizontal_double(self: Box, canvas: *font.sprite.Canvas) void { const thick_px = Thickness.light.height(self.thickness); const hmid = (self.height -| thick_px * 3) / 2; self.vline_middle(canvas, .light); self.hline(canvas, 0, self.width, hmid, thick_px); self.hline(canvas, 0, self.width, hmid + 2 * thick_px, thick_px); } fn draw_vertical_double_and_horizontal_single(self: Box, canvas: *font.sprite.Canvas) void { const thick_px = Thickness.light.height(self.thickness); const vmid = (self.width -| thick_px * 3) / 2; self.hline_middle(canvas, .light); self.vline(canvas, 0, self.height, vmid, thick_px); self.vline(canvas, 0, self.height, vmid + 2 * thick_px, thick_px); } fn draw_double_vertical_and_horizontal(self: Box, canvas: *font.sprite.Canvas) void { const thick_px = Thickness.light.height(self.thickness); const hmid = (self.height -| thick_px * 3) / 2; const vmid = (self.width -| thick_px * 3) / 2; self.hline(canvas, 0, vmid, hmid, thick_px); self.hline(canvas, vmid + 2 * thick_px, self.width, hmid, thick_px); self.hline(canvas, 0, vmid, hmid + 2 * thick_px, thick_px); self.hline(canvas, vmid + 2 * thick_px, self.width, hmid + 2 * thick_px, thick_px); self.vline(canvas, 0, hmid + thick_px, vmid, thick_px); self.vline(canvas, 0, hmid, vmid + 2 * thick_px, thick_px); self.vline(canvas, hmid + 2 * thick_px, self.height, vmid, thick_px); self.vline(canvas, hmid + 2 * thick_px, self.height, vmid + 2 * thick_px, thick_px); } fn draw_light_diagonal_upper_right_to_lower_left(self: Box, canvas: *font.sprite.Canvas) void { const thick_px = Thickness.light.height(self.thickness); canvas.trapezoid(.{ .top = 0, .bottom = @as(i32, @intCast(self.height)), .left = .{ .p1 = .{ .x = @as(i32, @intFromFloat(@as(f64, @floatFromInt(self.width)) - @as(f64, @floatFromInt(thick_px)) / 2)), .y = 0, }, .p2 = .{ .x = @as(i32, @intFromFloat(0 - @as(f64, @floatFromInt(thick_px)) / 2)), .y = @as(i32, @intCast(self.height)), }, }, .right = .{ .p1 = .{ .x = @as(i32, @intFromFloat(@as(f64, @floatFromInt(self.width)) + @as(f64, @floatFromInt(thick_px)) / 2)), .y = 0, }, .p2 = .{ .x = @as(i32, @intFromFloat(0 + @as(f64, @floatFromInt(thick_px)) / 2)), .y = @as(i32, @intCast(self.height)), }, }, }); } fn draw_light_diagonal_upper_left_to_lower_right(self: Box, canvas: *font.sprite.Canvas) void { const thick_px = Thickness.light.height(self.thickness); canvas.trapezoid(.{ .top = 0, .bottom = @as(i32, @intCast(self.height)), .left = .{ .p1 = .{ .x = @as(i32, @intFromFloat(0 - @as(f64, @floatFromInt(thick_px)) / 2)), .y = 0, }, .p2 = .{ .x = @as(i32, @intFromFloat(@as(f64, @floatFromInt(self.width)) - @as(f64, @floatFromInt(thick_px)) / 2)), .y = @as(i32, @intCast(self.height)), }, }, .right = .{ .p1 = .{ .x = @as(i32, @intFromFloat(0 + @as(f64, @floatFromInt(thick_px)) / 2)), .y = 0, }, .p2 = .{ .x = @as(i32, @intFromFloat(@as(f64, @floatFromInt(self.width)) + @as(f64, @floatFromInt(thick_px)) / 2)), .y = @as(i32, @intCast(self.height)), }, }, }); } fn draw_light_diagonal_cross(self: Box, canvas: *font.sprite.Canvas) void { self.draw_light_diagonal_upper_right_to_lower_left(canvas); self.draw_light_diagonal_upper_left_to_lower_right(canvas); } fn draw_light_left(self: Box, canvas: *font.sprite.Canvas) void { self.hline_middle_left(canvas, .light, .light); } fn draw_light_up(self: Box, canvas: *font.sprite.Canvas) void { self.vline_middle_up(canvas, .light, .light); } fn draw_light_right(self: Box, canvas: *font.sprite.Canvas) void { self.hline_middle_right(canvas, .light, .light); } fn draw_light_down(self: Box, canvas: *font.sprite.Canvas) void { self.vline_middle_down(canvas, .light, .light); } fn draw_heavy_left(self: Box, canvas: *font.sprite.Canvas) void { self.hline_middle_left(canvas, .heavy, .heavy); } fn draw_heavy_up(self: Box, canvas: *font.sprite.Canvas) void { self.vline_middle_up(canvas, .heavy, .heavy); } fn draw_heavy_right(self: Box, canvas: *font.sprite.Canvas) void { self.hline_middle_right(canvas, .heavy, .heavy); } fn draw_heavy_down(self: Box, canvas: *font.sprite.Canvas) void { self.vline_middle_down(canvas, .heavy, .heavy); } fn draw_light_left_and_heavy_right(self: Box, canvas: *font.sprite.Canvas) void { self.hline_middle_left(canvas, .light, .light); self.hline_middle_right(canvas, .heavy, .heavy); } fn draw_light_up_and_heavy_down(self: Box, canvas: *font.sprite.Canvas) void { self.vline_middle_up(canvas, .light, .light); self.vline_middle_down(canvas, .heavy, .heavy); } fn draw_heavy_left_and_light_right(self: Box, canvas: *font.sprite.Canvas) void { self.hline_middle_left(canvas, .heavy, .heavy); self.hline_middle_right(canvas, .light, .light); } fn draw_heavy_up_and_light_down(self: Box, canvas: *font.sprite.Canvas) void { self.vline_middle_up(canvas, .heavy, .heavy); self.vline_middle_down(canvas, .light, .light); } fn draw_upper_half_block(self: Box, canvas: *font.sprite.Canvas) void { self.rect(canvas, 0, 0, self.width, self.height / 2); } fn draw_lower_one_eighth_block(self: Box, canvas: *font.sprite.Canvas) void { self.rect(canvas, 0, self.height -| (self.height / 8), self.width, self.height); } fn draw_lower_one_quarter_block(self: Box, canvas: *font.sprite.Canvas) void { self.rect(canvas, 0, self.height -| (self.height / 4), self.width, self.height); } fn draw_lower_three_eighths_block(self: Box, canvas: *font.sprite.Canvas) void { self.rect( canvas, 0, self.height -| @as(u32, @intFromFloat(@round(3 * @as(f64, @floatFromInt(self.height)) / 8))), self.width, self.height, ); } fn draw_lower_half_block(self: Box, canvas: *font.sprite.Canvas) void { self.rect( canvas, 0, self.height -| @as(u32, @intFromFloat(@round(@as(f64, @floatFromInt(self.height)) / 2))), self.width, self.height, ); } fn draw_lower_five_eighths_block(self: Box, canvas: *font.sprite.Canvas) void { self.rect( canvas, 0, self.height -| @as(u32, @intFromFloat(@round(5 * @as(f64, @floatFromInt(self.height)) / 8))), self.width, self.height, ); } fn draw_lower_three_quarters_block(self: Box, canvas: *font.sprite.Canvas) void { self.rect( canvas, 0, self.height -| @as(u32, @intFromFloat(@round(3 * @as(f64, @floatFromInt(self.height)) / 4))), self.width, self.height, ); } fn draw_lower_seven_eighths_block(self: Box, canvas: *font.sprite.Canvas) void { self.rect( canvas, 0, self.height -| @as(u32, @intFromFloat(@round(7 * @as(f64, @floatFromInt(self.height)) / 8))), self.width, self.height, ); } fn draw_upper_one_quarter_block(self: Box, canvas: *font.sprite.Canvas) void { self.rect( canvas, 0, 0, self.width, @as(u32, @intFromFloat(@round(@as(f64, @floatFromInt(self.height)) / 4))), ); } fn draw_upper_three_eighths_block(self: Box, canvas: *font.sprite.Canvas) void { self.rect( canvas, 0, 0, self.width, @as(u32, @intFromFloat(@round(3 * @as(f64, @floatFromInt(self.height)) / 8))), ); } fn draw_upper_five_eighths_block(self: Box, canvas: *font.sprite.Canvas) void { self.rect( canvas, 0, 0, self.width, @as(u32, @intFromFloat(@round(5 * @as(f64, @floatFromInt(self.height)) / 8))), ); } fn draw_upper_three_quarters_block(self: Box, canvas: *font.sprite.Canvas) void { self.rect( canvas, 0, 0, self.width, @as(u32, @intFromFloat(@round(3 * @as(f64, @floatFromInt(self.height)) / 4))), ); } fn draw_upper_seven_eighths_block(self: Box, canvas: *font.sprite.Canvas) void { self.rect( canvas, 0, 0, self.width, @as(u32, @intFromFloat(@round(7 * @as(f64, @floatFromInt(self.height)) / 8))), ); } fn draw_full_block(self: Box, canvas: *font.sprite.Canvas) void { self.rect(canvas, 0, 0, self.width, self.height); } fn draw_left_seven_eighths_block(self: Box, canvas: *font.sprite.Canvas) void { self.rect( canvas, 0, 0, @as(u32, @intFromFloat(@round(7 * @as(f64, @floatFromInt(self.width)) / 8))), self.height, ); } fn draw_left_three_quarters_block(self: Box, canvas: *font.sprite.Canvas) void { self.rect( canvas, 0, 0, @as(u32, @intFromFloat(@round(3 * @as(f64, @floatFromInt(self.width)) / 4))), self.height, ); } fn draw_left_five_eighths_block(self: Box, canvas: *font.sprite.Canvas) void { self.rect( canvas, 0, 0, @as(u32, @intFromFloat(@round(5 * @as(f64, @floatFromInt(self.width)) / 8))), self.height, ); } fn draw_left_half_block(self: Box, canvas: *font.sprite.Canvas) void { self.rect( canvas, 0, 0, @as(u32, @intFromFloat(@round(@as(f64, @floatFromInt(self.width)) / 2))), self.height, ); } fn draw_left_three_eighths_block(self: Box, canvas: *font.sprite.Canvas) void { self.rect( canvas, 0, 0, @as(u32, @intFromFloat(@round(3 * @as(f64, @floatFromInt(self.width)) / 8))), self.height, ); } fn draw_left_one_quarter_block(self: Box, canvas: *font.sprite.Canvas) void { self.rect( canvas, 0, 0, @as(u32, @intFromFloat(@round(@as(f64, @floatFromInt(self.width)) / 4))), self.height, ); } fn draw_vertical_one_eighth_block_n(self: Box, canvas: *font.sprite.Canvas, n: u32) void { const x = @as(u32, @intFromFloat(@round(@as(f64, @floatFromInt(n)) * @as(f64, @floatFromInt(self.width)) / 8))); const w = @as(u32, @intFromFloat(@round(@as(f64, @floatFromInt(self.width)) / 8))); self.rect(canvas, x, 0, x + w, self.height); } fn draw_left_one_eighth_block(self: Box, canvas: *font.sprite.Canvas) void { self.draw_vertical_one_eighth_block_n(canvas, 0); } fn draw_right_half_block(self: Box, canvas: *font.sprite.Canvas) void { self.rect( canvas, @as(u32, @intFromFloat(@round(@as(f64, @floatFromInt(self.width)) / 2))), 0, self.width, self.height, ); } fn draw_pixman_shade(self: Box, canvas: *font.sprite.Canvas, v: u16) void { canvas.rect((font.sprite.Box{ .x1 = 0, .y1 = 0, .x2 = @as(i32, @intCast(self.width)), .y2 = @as(i32, @intCast(self.height)), }).rect(), @as(font.sprite.Color, @enumFromInt(v))); } fn draw_light_shade(self: Box, canvas: *font.sprite.Canvas) void { self.draw_pixman_shade(canvas, 0x40); } fn draw_medium_shade(self: Box, canvas: *font.sprite.Canvas) void { self.draw_pixman_shade(canvas, 0x80); } fn draw_dark_shade(self: Box, canvas: *font.sprite.Canvas) void { self.draw_pixman_shade(canvas, 0xc0); } fn draw_horizontal_one_eighth_block_n(self: Box, canvas: *font.sprite.Canvas, n: u32) void { const y = @as(u32, @intFromFloat(@round(@as(f64, @floatFromInt(n)) * @as(f64, @floatFromInt(self.height)) / 8))); const h = @as(u32, @intFromFloat(@round(@as(f64, @floatFromInt(self.height)) / 8))); self.rect(canvas, 0, y, self.width, y + h); } fn draw_upper_one_eighth_block(self: Box, canvas: *font.sprite.Canvas) void { self.draw_horizontal_one_eighth_block_n(canvas, 0); } fn draw_right_one_eighth_block(self: Box, canvas: *font.sprite.Canvas) void { self.rect( canvas, self.width -| @as(u32, @intFromFloat(@round(@as(f64, @floatFromInt(self.width)) / 8))), 0, self.width, self.height, ); } fn draw_left_and_lower_one_eighth_block(self: Box, canvas: *font.sprite.Canvas) void { self.draw_left_one_eighth_block(canvas); self.draw_lower_one_eighth_block(canvas); } fn draw_left_and_upper_one_eighth_block(self: Box, canvas: *font.sprite.Canvas) void { self.draw_left_one_eighth_block(canvas); self.draw_upper_one_eighth_block(canvas); } fn draw_right_and_upper_one_eighth_block(self: Box, canvas: *font.sprite.Canvas) void { self.draw_right_one_eighth_block(canvas); self.draw_upper_one_eighth_block(canvas); } fn draw_right_and_lower_one_eighth_block(self: Box, canvas: *font.sprite.Canvas) void { self.draw_right_one_eighth_block(canvas); self.draw_lower_one_eighth_block(canvas); } fn draw_upper_and_lower_one_eighth_block(self: Box, canvas: *font.sprite.Canvas) void { self.draw_upper_one_eighth_block(canvas); self.draw_lower_one_eighth_block(canvas); } fn draw_horizontal_one_eighth_1358_block(self: Box, canvas: *font.sprite.Canvas) void { self.draw_upper_one_eighth_block(canvas); self.draw_horizontal_one_eighth_block_n(canvas, 2); self.draw_horizontal_one_eighth_block_n(canvas, 4); self.draw_lower_one_eighth_block(canvas); } fn draw_right_one_quarter_block(self: Box, canvas: *font.sprite.Canvas) void { self.rect( canvas, self.width -| @as(u32, @intFromFloat(@round(@as(f64, @floatFromInt(self.width)) / 4))), 0, self.width, self.height, ); } fn draw_right_three_quarters_block(self: Box, canvas: *font.sprite.Canvas) void { self.rect( canvas, self.width -| @as(u32, @intFromFloat(@round(3 * @as(f64, @floatFromInt(self.width)) / 4))), 0, self.width, self.height, ); } fn draw_right_three_eighths_block(self: Box, canvas: *font.sprite.Canvas) void { self.rect( canvas, self.width -| @as(u32, @intFromFloat(@round(3 * @as(f64, @floatFromInt(self.width)) / 8))), 0, self.width, self.height, ); } fn draw_right_five_eighths_block(self: Box, canvas: *font.sprite.Canvas) void { self.rect( canvas, self.width -| @as(u32, @intFromFloat(@round(5 * @as(f64, @floatFromInt(self.width)) / 8))), 0, self.width, self.height, ); } fn draw_right_seven_eighths_block(self: Box, canvas: *font.sprite.Canvas) void { self.rect( canvas, self.width -| @as(u32, @intFromFloat(@round(7 * @as(f64, @floatFromInt(self.width)) / 8))), 0, self.width, self.height, ); } fn quad_upper_left(self: Box, canvas: *font.sprite.Canvas) void { self.rect( canvas, 0, 0, @as(u32, @intFromFloat(@ceil(@as(f64, @floatFromInt(self.width)) / 2))), @as(u32, @intFromFloat(@ceil(@as(f64, @floatFromInt(self.height)) / 2))), ); } fn quad_upper_right(self: Box, canvas: *font.sprite.Canvas) void { self.rect( canvas, @as(u32, @intFromFloat(@floor(@as(f64, @floatFromInt(self.width)) / 2))), 0, self.width, @as(u32, @intFromFloat(@ceil(@as(f64, @floatFromInt(self.height)) / 2))), ); } fn quad_lower_left(self: Box, canvas: *font.sprite.Canvas) void { self.rect( canvas, 0, @as(u32, @intFromFloat(@floor(@as(f64, @floatFromInt(self.height)) / 2))), @as(u32, @intFromFloat(@ceil(@as(f64, @floatFromInt(self.width)) / 2))), self.height, ); } fn quad_lower_right(self: Box, canvas: *font.sprite.Canvas) void { self.rect( canvas, @as(u32, @intFromFloat(@floor(@as(f64, @floatFromInt(self.width)) / 2))), @as(u32, @intFromFloat(@floor(@as(f64, @floatFromInt(self.height)) / 2))), self.width, self.height, ); } fn draw_quadrant(self: Box, canvas: *font.sprite.Canvas, cp: u32) void { const UPPER_LEFT: u8 = 1 << 0; const UPPER_RIGHT: u8 = 1 << 1; const LOWER_LEFT: u8 = 1 << 2; const LOWER_RIGHT: u8 = 1 << 3; const matrix: [10]u8 = .{ LOWER_LEFT, LOWER_RIGHT, UPPER_LEFT, UPPER_LEFT | LOWER_LEFT | LOWER_RIGHT, UPPER_LEFT | LOWER_RIGHT, UPPER_LEFT | UPPER_RIGHT | LOWER_LEFT, UPPER_LEFT | UPPER_RIGHT | LOWER_RIGHT, UPPER_RIGHT, UPPER_RIGHT | LOWER_LEFT, UPPER_RIGHT | LOWER_LEFT | LOWER_RIGHT, }; assert(cp >= 0x2596 and cp <= 0x259f); const idx = cp - 0x2596; const encoded = matrix[idx]; if (encoded & UPPER_LEFT == UPPER_LEFT) self.quad_upper_left(canvas); if (encoded & UPPER_RIGHT == UPPER_RIGHT) self.quad_upper_right(canvas); if (encoded & LOWER_LEFT == LOWER_LEFT) self.quad_lower_left(canvas); if (encoded & LOWER_RIGHT == LOWER_RIGHT) self.quad_lower_right(canvas); } fn draw_braille(self: Box, canvas: *font.sprite.Canvas, cp: u32) void { var w: u32 = @min(self.width / 4, self.height / 8); var x_spacing: u32 = self.width / 4; var y_spacing: u32 = self.height / 8; var x_margin: u32 = x_spacing / 2; var y_margin: u32 = y_spacing / 2; var x_px_left: u32 = self.width - 2 * x_margin - x_spacing - 2 * w; var y_px_left: u32 = self.height - 2 * y_margin - 3 * y_spacing - 4 * w; // First, try hard to ensure the DOT width is non-zero if (x_px_left >= 2 and y_px_left >= 4 and w == 0) { w += 1; x_px_left -= 2; y_px_left -= 4; } // Second, prefer a non-zero margin if (x_px_left >= 2 and x_margin == 0) { x_margin = 1; x_px_left -= 2; } if (y_px_left >= 2 and y_margin == 0) { y_margin = 1; y_px_left -= 2; } // Third, increase spacing if (x_px_left >= 1) { x_spacing += 1; x_px_left -= 1; } if (y_px_left >= 3) { y_spacing += 1; y_px_left -= 3; } // Fourth, margins (“spacing”, but on the sides) if (x_px_left >= 2) { x_margin += 1; x_px_left -= 2; } if (y_px_left >= 2) { y_margin += 1; y_px_left -= 2; } // Last - increase dot width if (x_px_left >= 2 and y_px_left >= 4) { w += 1; x_px_left -= 2; y_px_left -= 4; } assert(x_px_left <= 1 or y_px_left <= 1); assert(2 * x_margin + 2 * w + x_spacing <= self.width); assert(2 * y_margin + 4 * w + 3 * y_spacing <= self.height); const x = [2]u32{ x_margin, x_margin + w + x_spacing }; const y = y: { var y: [4]u32 = undefined; y[0] = y_margin; y[1] = y[0] + w + y_spacing; y[2] = y[1] + w + y_spacing; y[3] = y[2] + w + y_spacing; break :y y; }; assert(cp >= 0x2800); assert(cp <= 0x28ff); const sym = cp - 0x2800; // Left side if (sym & 1 > 0) self.rect(canvas, x[0], y[0], x[0] + w, y[0] + w); if (sym & 2 > 0) self.rect(canvas, x[0], y[1], x[0] + w, y[1] + w); if (sym & 4 > 0) self.rect(canvas, x[0], y[2], x[0] + w, y[2] + w); // Right side if (sym & 8 > 0) self.rect(canvas, x[1], y[0], x[1] + w, y[0] + w); if (sym & 16 > 0) self.rect(canvas, x[1], y[1], x[1] + w, y[1] + w); if (sym & 32 > 0) self.rect(canvas, x[1], y[2], x[1] + w, y[2] + w); // 8-dot patterns if (sym & 64 > 0) self.rect(canvas, x[0], y[3], x[0] + w, y[3] + w); if (sym & 128 > 0) self.rect(canvas, x[1], y[3], x[1] + w, y[3] + w); } fn draw_sextant(self: Box, canvas: *font.sprite.Canvas, cp: u32) void { const UPPER_LEFT: u8 = 1 << 0; const MIDDLE_LEFT: u8 = 1 << 1; const LOWER_LEFT: u8 = 1 << 2; const UPPER_RIGHT: u8 = 1 << 3; const MIDDLE_RIGHT: u8 = 1 << 4; const LOWER_RIGHT: u8 = 1 << 5; const matrix: [60]u8 = .{ // U+1fb00 - U+1fb0f UPPER_LEFT, UPPER_RIGHT, UPPER_LEFT | UPPER_RIGHT, MIDDLE_LEFT, UPPER_LEFT | MIDDLE_LEFT, UPPER_RIGHT | MIDDLE_LEFT, UPPER_LEFT | UPPER_RIGHT | MIDDLE_LEFT, MIDDLE_RIGHT, UPPER_LEFT | MIDDLE_RIGHT, UPPER_RIGHT | MIDDLE_RIGHT, UPPER_LEFT | UPPER_RIGHT | MIDDLE_RIGHT, MIDDLE_LEFT | MIDDLE_RIGHT, UPPER_LEFT | MIDDLE_LEFT | MIDDLE_RIGHT, UPPER_RIGHT | MIDDLE_LEFT | MIDDLE_RIGHT, UPPER_LEFT | UPPER_RIGHT | MIDDLE_LEFT | MIDDLE_RIGHT, LOWER_LEFT, // U+1fb10 - U+1fb1f UPPER_LEFT | LOWER_LEFT, UPPER_RIGHT | LOWER_LEFT, UPPER_LEFT | UPPER_RIGHT | LOWER_LEFT, MIDDLE_LEFT | LOWER_LEFT, UPPER_RIGHT | MIDDLE_LEFT | LOWER_LEFT, UPPER_LEFT | UPPER_RIGHT | MIDDLE_LEFT | LOWER_LEFT, MIDDLE_RIGHT | LOWER_LEFT, UPPER_LEFT | MIDDLE_RIGHT | LOWER_LEFT, UPPER_RIGHT | MIDDLE_RIGHT | LOWER_LEFT, UPPER_LEFT | UPPER_RIGHT | MIDDLE_RIGHT | LOWER_LEFT, MIDDLE_LEFT | MIDDLE_RIGHT | LOWER_LEFT, UPPER_LEFT | MIDDLE_LEFT | MIDDLE_RIGHT | LOWER_LEFT, UPPER_RIGHT | MIDDLE_LEFT | MIDDLE_RIGHT | LOWER_LEFT, UPPER_LEFT | UPPER_RIGHT | MIDDLE_LEFT | MIDDLE_RIGHT | LOWER_LEFT, LOWER_RIGHT, UPPER_LEFT | LOWER_RIGHT, // U+1fb20 - U+1fb2f UPPER_RIGHT | LOWER_RIGHT, UPPER_LEFT | UPPER_RIGHT | LOWER_RIGHT, MIDDLE_LEFT | LOWER_RIGHT, UPPER_LEFT | MIDDLE_LEFT | LOWER_RIGHT, UPPER_RIGHT | MIDDLE_LEFT | LOWER_RIGHT, UPPER_LEFT | UPPER_RIGHT | MIDDLE_LEFT | LOWER_RIGHT, MIDDLE_RIGHT | LOWER_RIGHT, UPPER_LEFT | MIDDLE_RIGHT | LOWER_RIGHT, UPPER_LEFT | UPPER_RIGHT | MIDDLE_RIGHT | LOWER_RIGHT, MIDDLE_LEFT | MIDDLE_RIGHT | LOWER_RIGHT, UPPER_LEFT | MIDDLE_LEFT | MIDDLE_RIGHT | LOWER_RIGHT, UPPER_RIGHT | MIDDLE_LEFT | MIDDLE_RIGHT | LOWER_RIGHT, UPPER_LEFT | UPPER_RIGHT | MIDDLE_LEFT | MIDDLE_RIGHT | LOWER_RIGHT, LOWER_LEFT | LOWER_RIGHT, UPPER_LEFT | LOWER_LEFT | LOWER_RIGHT, UPPER_RIGHT | LOWER_LEFT | LOWER_RIGHT, // U+1fb30 - U+1fb3b UPPER_LEFT | UPPER_RIGHT | LOWER_LEFT | LOWER_RIGHT, MIDDLE_LEFT | LOWER_LEFT | LOWER_RIGHT, UPPER_LEFT | MIDDLE_LEFT | LOWER_LEFT | LOWER_RIGHT, UPPER_RIGHT | MIDDLE_LEFT | LOWER_LEFT | LOWER_RIGHT, UPPER_LEFT | UPPER_RIGHT | MIDDLE_LEFT | LOWER_LEFT | LOWER_RIGHT, MIDDLE_RIGHT | LOWER_LEFT | LOWER_RIGHT, UPPER_LEFT | MIDDLE_RIGHT | LOWER_LEFT | LOWER_RIGHT, UPPER_RIGHT | MIDDLE_RIGHT | LOWER_LEFT | LOWER_RIGHT, UPPER_LEFT | UPPER_RIGHT | MIDDLE_RIGHT | LOWER_LEFT | LOWER_RIGHT, MIDDLE_LEFT | MIDDLE_RIGHT | LOWER_LEFT | LOWER_RIGHT, UPPER_LEFT | MIDDLE_LEFT | MIDDLE_RIGHT | LOWER_LEFT | LOWER_RIGHT, UPPER_RIGHT | MIDDLE_LEFT | MIDDLE_RIGHT | LOWER_LEFT | LOWER_RIGHT, }; assert(cp >= 0x1fb00 and cp <= 0x1fb3b); const idx = cp - 0x1fb00; const encoded = matrix[idx]; const x_halfs = self.xHalfs(); const y_thirds = self.yThirds(); if (encoded & UPPER_LEFT > 0) self.rect(canvas, 0, 0, x_halfs[0], y_thirds[0]); if (encoded & MIDDLE_LEFT > 0) self.rect(canvas, 0, y_thirds[0], x_halfs[0], y_thirds[1]); if (encoded & LOWER_LEFT > 0) self.rect(canvas, 0, y_thirds[1], x_halfs[0], self.height); if (encoded & UPPER_RIGHT > 0) self.rect(canvas, x_halfs[1], 0, self.width, y_thirds[0]); if (encoded & MIDDLE_RIGHT > 0) self.rect(canvas, x_halfs[1], y_thirds[0], self.width, y_thirds[1]); if (encoded & LOWER_RIGHT > 0) self.rect(canvas, x_halfs[1], y_thirds[1], self.width, self.height); } fn xHalfs(self: Box) [2]u32 { return .{ @as(u32, @intFromFloat(@round(@as(f64, @floatFromInt(self.width)) / 2))), @as(u32, @intFromFloat(@as(f64, @floatFromInt(self.width)) / 2)), }; } fn yThirds(self: Box) [2]u32 { return switch (@mod(self.height, 3)) { 0 => .{ self.height / 3, 2 * self.height / 3 }, 1 => .{ self.height / 3, 2 * self.height / 3 + 1 }, 2 => .{ self.height / 3 + 1, 2 * self.height / 3 }, else => unreachable, }; } fn draw_wedge_triangle(self: Box, canvas: *font.sprite.Canvas, cp: u32) !void { const width = self.width; const height = self.height; const x_halfs = self.xHalfs(); const y_thirds = self.yThirds(); const halfs0 = x_halfs[0]; const halfs1 = x_halfs[1]; const thirds0 = y_thirds[0]; const thirds1 = y_thirds[1]; var p1_x: u32 = 0; var p2_x: u32 = 0; var p3_x: u32 = 0; var p1_y: u32 = 0; var p2_y: u32 = 0; var p3_y: u32 = 0; switch (cp) { 0x1fb3c => { p3_x = halfs0; p1_y = thirds1; p2_y = height; p3_y = height; }, 0x1fb52 => { p3_x = halfs0; p1_y = thirds1; p2_y = height; p3_y = height; }, 0x1fb3d => { p3_x = width; p1_y = thirds1; p2_y = height; p3_y = height; }, 0x1fb53 => { p3_x = width; p1_y = thirds1; p2_y = height; p3_y = height; }, 0x1fb3e => { p3_x = halfs0; p1_y = thirds0; p2_y = height; p3_y = height; }, 0x1fb54 => { p3_x = halfs0; p1_y = thirds0; p2_y = height; p3_y = height; }, 0x1fb3f => { p3_x = width; p1_y = thirds0; p2_y = height; p3_y = height; }, 0x1fb55 => { p3_x = width; p1_y = thirds0; p2_y = height; p3_y = height; }, 0x1fb40, 0x1fb56 => { p3_x = halfs0; p1_y = 0; p2_y = height; p3_y = height; }, 0x1fb47 => { p1_x = width; p2_x = width; p3_x = halfs1; p1_y = thirds1; p2_y = height; p3_y = height; }, 0x1fb5d => { p1_x = width; p2_x = width; p3_x = halfs1; p1_y = thirds1; p2_y = height; p3_y = height; }, 0x1fb48 => { p1_x = width; p2_x = width; p3_x = 0; p1_y = thirds1; p2_y = height; p3_y = height; }, 0x1fb5e => { p1_x = width; p2_x = width; p3_x = 0; p1_y = thirds1; p2_y = height; p3_y = height; }, 0x1fb49 => { p1_x = width; p2_x = width; p3_x = halfs1; p1_y = thirds0; p2_y = height; p3_y = height; }, 0x1fb5f => { p1_x = width; p2_x = width; p3_x = halfs1; p1_y = thirds0; p2_y = height; p3_y = height; }, 0x1fb4a => { p1_x = width; p2_x = width; p3_x = 0; p1_y = thirds0; p2_y = height; p3_y = height; }, 0x1fb60 => { p1_x = width; p2_x = width; p3_x = 0; p1_y = thirds0; p2_y = height; p3_y = height; }, 0x1fb4b, 0x1fb61 => { p1_x = width; p2_x = width; p3_x = halfs1; p1_y = 0; p2_y = height; p3_y = height; }, 0x1fb57 => { p3_x = halfs0; p2_y = thirds0; }, 0x1fb41 => { p3_x = halfs0; p2_y = thirds0; }, 0x1fb58 => { p3_x = width; p2_y = thirds0; }, 0x1fb42 => { p3_x = width; p2_y = thirds0; }, 0x1fb59 => { p3_x = halfs0; p2_y = thirds1; }, 0x1fb43 => { p3_x = halfs0; p2_y = thirds1; }, 0x1fb5a => { p3_x = width; p2_y = thirds1; }, 0x1fb44 => { p3_x = width; p2_y = thirds1; }, 0x1fb5b, 0x1fb45 => { p3_x = halfs0; p2_y = height; }, 0x1fb62 => { p1_x = width; p2_x = width; p3_x = halfs1; p2_y = thirds0; }, 0x1fb4c => { p1_x = width; p2_x = width; p3_x = halfs1; p2_y = thirds0; }, 0x1fb63 => { p1_x = width; p2_x = width; p3_x = 0; p2_y = thirds0; }, 0x1fb4d => { p1_x = width; p2_x = width; p3_x = 0; p2_y = thirds0; }, 0x1fb64 => { p1_x = width; p2_x = width; p3_x = halfs1; p2_y = thirds1; }, 0x1fb4e => { p1_x = width; p2_x = width; p3_x = halfs1; p2_y = thirds1; }, 0x1fb65 => { p1_x = width; p2_x = width; p3_x = 0; p2_y = thirds1; }, 0x1fb4f => { p1_x = width; p2_x = width; p3_x = 0; p2_y = thirds1; }, 0x1fb66, 0x1fb50 => { p1_x = width; p2_x = width; p3_x = halfs1; p2_y = height; }, 0x1fb46 => { p1_x = 0; p1_y = thirds1; p2_x = width; p2_y = thirds0; p3_x = width; p3_y = p1_y; }, 0x1fb51 => { p1_x = 0; p1_y = thirds0; p2_x = 0; p2_y = thirds1; p3_x = width; p3_y = p2_y; }, 0x1fb5c => { p1_x = 0; p1_y = thirds0; p2_x = 0; p2_y = thirds1; p3_x = width; p3_y = p1_y; }, 0x1fb67 => { p1_x = 0; p1_y = thirds0; p2_x = width; p2_y = p1_y; p3_x = width; p3_y = thirds1; }, 0x1fb6c, 0x1fb68 => { p1_x = 0; p1_y = 0; p2_x = halfs0; p2_y = height / 2; p3_x = 0; p3_y = height; }, 0x1fb6d, 0x1fb69 => { p1_x = 0; p1_y = 0; p2_x = halfs1; p2_y = height / 2; p3_x = width; p3_y = 0; }, 0x1fb6e, 0x1fb6a => { p1_x = width; p1_y = 0; p2_x = halfs1; p2_y = height / 2; p3_x = width; p3_y = height; }, 0x1fb6f, 0x1fb6b => { p1_x = 0; p1_y = height; p2_x = halfs1; p2_y = height / 2; p3_x = width; p3_y = height; }, else => unreachable, } canvas.triangle(.{ .p1 = .{ .x = @as(i32, @intCast(p1_x)), .y = @as(i32, @intCast(p1_y)) }, .p2 = .{ .x = @as(i32, @intCast(p2_x)), .y = @as(i32, @intCast(p2_y)) }, .p3 = .{ .x = @as(i32, @intCast(p3_x)), .y = @as(i32, @intCast(p3_y)) }, }, .on); } fn draw_wedge_triangle_inverted( self: Box, alloc: Allocator, canvas: *font.sprite.Canvas, cp: u32, ) !void { try self.draw_wedge_triangle(canvas, cp); var src = try font.sprite.Canvas.init(alloc, self.width, self.height); src.rect(.{ .x = 0, .y = 0, .width = self.width, .height = self.height }, .on); defer src.deinit(alloc); canvas.composite( .source_out, &src, .{ .x = 0, .y = 0, .width = self.width, .height = self.height }, ); } fn draw_wedge_triangle_and_box(self: Box, canvas: *font.sprite.Canvas, cp: u32) !void { try self.draw_wedge_triangle(canvas, cp); const y_thirds = self.yThirds(); const box: font.sprite.Box = switch (cp) { 0x1fb46, 0x1fb51 => .{ .x1 = 0, .y1 = @as(i32, @intCast(y_thirds[1])), .x2 = @as(i32, @intCast(self.width)), .y2 = @as(i32, @intCast(self.height)), }, 0x1fb5c, 0x1fb67 => .{ .x1 = 0, .y1 = 0, .x2 = @as(i32, @intCast(self.width)), .y2 = @as(i32, @intCast(y_thirds[0])), }, else => unreachable, }; canvas.rect(box.rect(), .on); } fn draw_light_arc( self: Box, alloc: Allocator, canvas: *font.sprite.Canvas, cp: u32, ) !void { const supersample = 4; const height = self.height * supersample; const width = self.width * supersample; // Allocate our supersample sized canvas var ss_data = try alloc.alloc(u8, height * width); defer alloc.free(ss_data); @memset(ss_data, 0); const height_pixels = self.height; const width_pixels = self.width; const thick_pixels = Thickness.light.height(self.thickness); const thick = thick_pixels * supersample; const circle_inner_edge = (@min(width_pixels, height_pixels) -| thick_pixels) / 2; // We want to draw the quartercircle by filling small circles (with r = // thickness/2.) whose centers are on its edge. This means to get the // radius of the quartercircle, we add the exact half thickness to the // radius of the inner circle. var c_r: f64 = @as(f64, @floatFromInt(circle_inner_edge)) + @as(f64, @floatFromInt(thick_pixels)) / 2; // We need to draw short lines from the end of the quartercircle to the // box-edges, store one endpoint (the other is the edge of the // quartercircle) in these vars. var vert_to: u32 = 0; var hor_to: u32 = 0; // Coordinates of the circle-center. var c_x: u32 = 0; var c_y: u32 = 0; // For a given y there are up to two solutions for the circle-equation. // Set to -1 for the left, and 1 for the right hemisphere. var circle_hemisphere: i32 = 0; // The quarter circle only has to be evaluated for a small range of // y-values. var y_min: u32 = 0; var y_max: u32 = 0; switch (cp) { '╭' => { // Don't use supersampled coordinates yet, we want to align actual // pixels. // // pixel-coordinates of the lower edge of the right line and the // right edge of the bottom line. const right_bottom_edge = (height_pixels + thick_pixels) / 2; const bottom_right_edge = (width_pixels + thick_pixels) / 2; // find coordinates of circle-center. c_y = right_bottom_edge + circle_inner_edge; c_x = bottom_right_edge + circle_inner_edge; // we want to render the left, not the right hemisphere of the circle. circle_hemisphere = -1; // don't evaluate beyond c_y, the vertical line is drawn there. y_min = 0; y_max = c_y; // the vertical line should extend to the bottom of the box, the // horizontal to the right. vert_to = height_pixels; hor_to = width_pixels; }, '╮' => { const left_bottom_edge = (height_pixels + thick_pixels) / 2; const bottom_left_edge = (width_pixels -| thick_pixels) / 2; c_y = left_bottom_edge + circle_inner_edge; c_x = bottom_left_edge -| circle_inner_edge; circle_hemisphere = 1; y_min = 0; y_max = c_y; vert_to = height_pixels; hor_to = 0; }, '╰' => { const right_top_edge = (height_pixels -| thick_pixels) / 2; const top_right_edge = (width_pixels + thick_pixels) / 2; c_y = right_top_edge -| circle_inner_edge; c_x = top_right_edge + circle_inner_edge; circle_hemisphere = -1; y_min = c_y; y_max = height_pixels; vert_to = 0; hor_to = width_pixels; }, '╯' => { const left_top_edge = (height_pixels -| thick_pixels) / 2; const top_left_edge = (width_pixels -| thick_pixels) / 2; c_y = left_top_edge -| circle_inner_edge; c_x = top_left_edge -| circle_inner_edge; circle_hemisphere = 1; y_min = c_y; y_max = height_pixels; vert_to = 0; hor_to = 0; }, else => {}, } // store for horizontal+vertical line. const c_x_pixels = c_x; const c_y_pixels = c_y; // Bring coordinates from pixel-grid to supersampled grid. c_r *= supersample; c_x *= supersample; c_y *= supersample; y_min *= supersample; y_max *= supersample; const c_r2 = c_r * c_r; // To prevent gaps in the circle, each pixel is sampled multiple times. // As the quartercircle ends (vertically) in the middle of a pixel, an // uneven number helps hit that exactly. { var i: f64 = @as(f64, @floatFromInt(y_min)) * 16; while (i <= @as(f64, @floatFromInt(y_max)) * 16) : (i += 1) { const y = i / 16; const x = x: { // circle_hemisphere * sqrt(c_r2 - (y - c_y) * (y - c_y)) + c_x; const hemi = @as(f64, @floatFromInt(circle_hemisphere)); const y_part = y - @as(f64, @floatFromInt(c_y)); const y_squared = y_part * y_part; const sqrt = @sqrt(c_r2 - y_squared); const f_c_x = @as(f64, @floatFromInt(c_x)); // We need to detect overflows and just skip this i const a = hemi * sqrt; const b = a + f_c_x; // If the float math didn't work, ignore. if (std.math.isNan(b)) continue; break :x b; }; const row = @as(i32, @intFromFloat(@round(y))); const col = @as(i32, @intFromFloat(@round(x))); if (col < 0) continue; // rectangle big enough to fit entire circle with radius thick/2. const row1 = row - @as(i32, @intCast(thick / 2 + 1)); const row2 = row + @as(i32, @intCast(thick / 2 + 1)); const col1 = col - @as(i32, @intCast(thick / 2 + 1)); const col2 = col + @as(i32, @intCast(thick / 2 + 1)); const row_start = @min(row1, row2); const row_end = @max(row1, row2); const col_start = @min(col1, col2); const col_end = @max(col1, col2); assert(row_end > row_start); assert(col_end > col_start); // draw circle with radius thick/2 around x,y. // this is accomplished by rejecting pixels where the distance from // their center to x,y is greater than thick/2. var r: i32 = @max(row_start, 0); const r_end = @max(@min(row_end, @as(i32, @intCast(height))), 0); while (r < r_end) : (r += 1) { const r_midpoint = @as(f64, @floatFromInt(r)) + 0.5; var c: i32 = @max(col_start, 0); const c_end = @max(@min(col_end, @as(i32, @intCast(width))), 0); while (c < c_end) : (c += 1) { const c_midpoint = @as(f64, @floatFromInt(c)) + 0.5; // vector from point on quartercircle to midpoint of the current pixel. const center_midpoint_x = c_midpoint - x; const center_midpoint_y = r_midpoint - y; // distance from current point to circle-center. const dist = @sqrt(center_midpoint_x * center_midpoint_x + center_midpoint_y * center_midpoint_y); // skip if midpoint of pixel is outside the circle. if (dist > @as(f64, @floatFromInt(thick)) / 2) continue; // Set our pixel const idx = @as(usize, @intCast(r * @as(i32, @intCast(width)) + c)); ss_data[idx] = 0xFF; } } } } // Downsample { var r: u32 = 0; while (r < self.height) : (r += 1) { var c: u32 = 0; while (c < self.width) : (c += 1) { var total: u32 = 0; var i: usize = 0; while (i < supersample) : (i += 1) { var j: usize = 0; while (j < supersample) : (j += 1) { const idx = (r * supersample + i) * width + (c * supersample + j); total += ss_data[idx]; } } const average = @as(u8, @intCast(@min(total / (supersample * supersample), 0xff))); canvas.rect( .{ .x = @as(i32, @intCast(c)), .y = @as(i32, @intCast(r)), .width = 1, .height = 1, }, @as(font.sprite.Color, @enumFromInt(average)), ); } } } // draw vertical/horizontal lines from quartercircle-edge to box-edge. self.vline(canvas, @min(c_y_pixels, vert_to), @max(c_y_pixels, vert_to), (width_pixels - thick_pixels) / 2, thick_pixels); self.hline(canvas, @min(c_x_pixels, hor_to), @max(c_x_pixels, hor_to), (height_pixels - thick_pixels) / 2, thick_pixels); } fn draw_dash_horizontal( self: Box, canvas: *font.sprite.Canvas, count: u8, thick_px: u32, desired_gap: u32, ) void { assert(count >= 2 and count <= 4); // The number of gaps we have is one less than the number of dashes. // "- - -" => 2 gaps const gap_count = count - 1; // Determine the width of each dash and the gap between them. We try // to have gap match desired_gap but if our cell is too small then we // have to bring it down. const adjusted: struct { dash_width: u32, gap: u32, } = adjusted: { for (0..desired_gap) |i| { const gap_width: u32 = desired_gap - @as(u32, @intCast(i)); const total_gap_width: u32 = gap_count * gap_width; // This would make a negative and overflow our u32. A negative // dash width is not allowed so we keep trying to fit it. if (total_gap_width >= self.width) continue; break :adjusted .{ .dash_width = (self.width - total_gap_width) / count, .gap = gap_width, }; } // In this case, there is no combination of gap width and dash // width that would fit our desired number of dashes, so we just // draw a horizontal line. self.hline_middle(canvas, .light); return; }; const dash_width = adjusted.dash_width; const gap = adjusted.gap; // Our total width should be less than our real width assert(count * dash_width + gap_count * gap <= self.width); const remaining = self.width - count * dash_width - gap_count * gap; var x: [4]u32 = .{0} ** 4; var w: [4]u32 = .{dash_width} ** 4; x[1] = x[0] + w[0] + gap; if (count == 2) w[1] = self.width - x[1] else if (count == 3) w[1] += remaining else w[1] += remaining / 2; if (count >= 3) { x[2] = x[1] + w[1] + gap; if (count == 3) w[2] = self.width - x[2] else w[2] += remaining - remaining / 2; } if (count >= 4) { x[3] = x[2] + w[2] + gap; w[3] = self.width - x[3]; } self.hline(canvas, x[0], x[0] + w[0], (self.height -| thick_px) / 2, thick_px); self.hline(canvas, x[1], x[1] + w[1], (self.height -| thick_px) / 2, thick_px); if (count >= 3) self.hline(canvas, x[2], x[2] + w[2], (self.height -| thick_px) / 2, thick_px); if (count >= 4) self.hline(canvas, x[3], x[3] + w[3], (self.height -| thick_px) / 2, thick_px); } fn draw_dash_vertical( self: Box, canvas: *font.sprite.Canvas, count: u8, thick_px: u32, gap: u32, ) void { assert(count >= 2 and count <= 4); // The number of gaps we have is one less than the number of dashes. // "- - -" => 2 gaps const gap_count = count - 1; // Determine the height of our dashes const dash_height = dash_height: { var gap_i = gap; var dash_height = (self.height - (gap_count * gap_i)) / count; while (dash_height <= 0 and gap_i > 1) { gap_i -= 1; dash_height = (self.height - (gap_count * gap_i)) / count; } // If we can't fit any dashes then we just render a horizontal line. if (dash_height <= 0) { self.vline_middle(canvas, .light); return; } break :dash_height dash_height; }; // Our total height should be less than our real height assert(count * dash_height + gap_count * gap <= self.height); const remaining = self.height - count * dash_height - gap_count * gap; var y: [4]u32 = .{0} ** 4; var h: [4]u32 = .{dash_height} ** 4; y[1] = y[0] + h[0] + gap; if (count == 2) h[1] = self.height - y[1] else if (count == 3) h[1] += remaining else h[1] += remaining / 2; if (count >= 3) { y[2] = y[1] + h[1] + gap; if (count == 3) h[2] = self.height - y[2] else h[2] += remaining - remaining / 2; } if (count >= 4) { y[3] = y[2] + h[2] + gap; h[3] = self.height - y[3]; } self.vline(canvas, y[0], y[0] + h[0], (self.width -| thick_px) / 2, thick_px); self.vline(canvas, y[1], y[1] + h[1], (self.width -| thick_px) / 2, thick_px); if (count >= 3) self.vline(canvas, y[2], y[2] + h[2], (self.width -| thick_px) / 2, thick_px); if (count >= 4) self.vline(canvas, y[3], y[3] + h[3], (self.width -| thick_px) / 2, thick_px); } fn draw_cursor_rect(self: Box, canvas: *font.sprite.Canvas) void { self.rect(canvas, 0, 0, self.width, self.height); } fn draw_cursor_hollow_rect(self: Box, canvas: *font.sprite.Canvas) void { const thick_px = Thickness.super_light.height(self.thickness); self.vline(canvas, 0, self.height, 0, thick_px); self.vline(canvas, 0, self.height, self.width -| thick_px, thick_px); self.hline(canvas, 0, self.width, 0, thick_px); self.hline(canvas, 0, self.width, self.height -| thick_px, thick_px); } fn draw_cursor_bar(self: Box, canvas: *font.sprite.Canvas) void { const thick_px = Thickness.light.height(self.thickness); self.vline(canvas, 0, self.height, 0, thick_px); } fn vline_middle(self: Box, canvas: *font.sprite.Canvas, thickness: Thickness) void { const thick_px = thickness.height(self.thickness); self.vline(canvas, 0, self.height, (self.width -| thick_px) / 2, thick_px); } fn vline_middle_up( self: Box, canvas: *font.sprite.Canvas, vthickness: Thickness, hthickness: Thickness, ) void { const hthick_px = hthickness.height(self.thickness); const vthick_px = vthickness.height(self.thickness); self.vline( canvas, 0, (self.height + hthick_px) / 2, (self.width -| vthick_px) / 2, vthick_px, ); } fn vline_middle_down( self: Box, canvas: *font.sprite.Canvas, vthickness: Thickness, hthickness: Thickness, ) void { const hthick_px = hthickness.height(self.thickness); const vthick_px = vthickness.height(self.thickness); self.vline( canvas, (self.height -| hthick_px) / 2, self.height, (self.width -| vthick_px) / 2, vthick_px, ); } fn hline_middle(self: Box, canvas: *font.sprite.Canvas, thickness: Thickness) void { const thick_px = thickness.height(self.thickness); self.hline(canvas, 0, self.width, (self.height -| thick_px) / 2, thick_px); } fn hline_middle_left( self: Box, canvas: *font.sprite.Canvas, vthickness: Thickness, hthickness: Thickness, ) void { const hthick_px = hthickness.height(self.thickness); const vthick_px = vthickness.height(self.thickness); self.hline( canvas, 0, (self.width + vthick_px) / 2, (self.height -| hthick_px) / 2, hthick_px, ); } fn hline_middle_right( self: Box, canvas: *font.sprite.Canvas, vthickness: Thickness, hthickness: Thickness, ) void { const hthick_px = hthickness.height(self.thickness); const vthick_px = vthickness.height(self.thickness); self.hline( canvas, (self.width -| vthick_px) / 2, self.width, (self.height -| hthick_px) / 2, hthick_px, ); } fn vline( self: Box, canvas: *font.sprite.Canvas, y1: u32, y2: u32, x: u32, thickness_px: u32, ) void { canvas.rect((font.sprite.Box{ .x1 = @as(i32, @intCast(@min(@max(x, 0), self.width))), .x2 = @as(i32, @intCast(@min(@max(x + thickness_px, 0), self.width))), .y1 = @as(i32, @intCast(@min(@max(y1, 0), self.height))), .y2 = @as(i32, @intCast(@min(@max(y2, 0), self.height))), }).rect(), .on); } fn hline( self: Box, canvas: *font.sprite.Canvas, x1: u32, x2: u32, y: u32, thickness_px: u32, ) void { canvas.rect((font.sprite.Box{ .x1 = @as(i32, @intCast(@min(@max(x1, 0), self.width))), .x2 = @as(i32, @intCast(@min(@max(x2, 0), self.width))), .y1 = @as(i32, @intCast(@min(@max(y, 0), self.height))), .y2 = @as(i32, @intCast(@min(@max(y + thickness_px, 0), self.height))), }).rect(), .on); } fn rect( self: Box, canvas: *font.sprite.Canvas, x1: u32, y1: u32, x2: u32, y2: u32, ) void { canvas.rect((font.sprite.Box{ .x1 = @as(i32, @intCast(@min(@max(x1, 0), self.width))), .y1 = @as(i32, @intCast(@min(@max(y1, 0), self.height))), .x2 = @as(i32, @intCast(@min(@max(x2, 0), self.width))), .y2 = @as(i32, @intCast(@min(@max(y2, 0), self.height))), }).rect(), .on); } test "all" { const testing = std.testing; const alloc = testing.allocator; var cp: u32 = 0x2500; const end = 0x2570; while (cp <= end) : (cp += 1) { var atlas_greyscale = try font.Atlas.init(alloc, 512, .greyscale); defer atlas_greyscale.deinit(alloc); const face: Box = .{ .width = 18, .height = 36, .thickness = 2 }; const glyph = try face.renderGlyph( alloc, &atlas_greyscale, cp, ); try testing.expectEqual(@as(u32, face.width), glyph.width); try testing.expectEqual(@as(u32, face.height), glyph.height); } }