//! 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 originally 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 were primarily around spacing, DPI calculations, //! and adapting the code to our atlas model. Further, more extensive changes //! were made, refactoring the line characters to all share a single unified //! function (draw_lines), as well as many of the fractional block characters //! which now use draw_block instead of dedicated separate functions. //! //! Additional characters from Unicode 16.0 and beyond are original work. 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, }; } }; /// Specification of a traditional intersection-style line/box-drawing char, /// which can have a different style of line from each edge to the center. const Lines = struct { up: Style = .none, right: Style = .none, down: Style = .none, left: Style = .none, const Style = enum { none, light, heavy, double, }; }; /// Alignment of a figure within a cell const Alignment = struct { horizontal: enum { left, right, center, } = .center, vertical: enum { top, bottom, middle, } = .middle, const upper: Alignment = .{ .vertical = .top }; const lower: Alignment = .{ .vertical = .bottom }; const left: Alignment = .{ .horizontal = .left }; const right: Alignment = .{ .horizontal = .right }; const upper_left: Alignment = .{ .vertical = .top, .horizontal = .left }; const upper_right: Alignment = .{ .vertical = .top, .horizontal = .right }; const lower_left: Alignment = .{ .vertical = .bottom, .horizontal = .left }; const lower_right: Alignment = .{ .vertical = .bottom, .horizontal = .right }; const top = upper; const bottom = lower; }; // Utility names for common fractions const one_eighth: f64 = 0.125; const one_quarter: f64 = 0.25; const three_eighths: f64 = 0.375; const half: f64 = 0.5; const five_eighths: f64 = 0.625; const three_quarters: f64 = 0.75; const seven_eighths: f64 = 0.875; 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_lines(canvas, .{ .left = .light, .right = .light }), // '━' 0x2501 => self.draw_lines(canvas, .{ .left = .heavy, .right = .heavy }), // '│' 0x2502 => self.draw_lines(canvas, .{ .up = .light, .down = .light }), // '┃' 0x2503 => self.draw_lines(canvas, .{ .up = .heavy, .down = .heavy }), // '┄' 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_lines(canvas, .{ .down = .light, .right = .light }), // '┍' 0x250d => self.draw_lines(canvas, .{ .down = .light, .right = .heavy }), // '┎' 0x250e => self.draw_lines(canvas, .{ .down = .heavy, .right = .light }), // '┏' 0x250f => self.draw_lines(canvas, .{ .down = .heavy, .right = .heavy }), // '┐' 0x2510 => self.draw_lines(canvas, .{ .down = .light, .left = .light }), // '┑' 0x2511 => self.draw_lines(canvas, .{ .down = .light, .left = .heavy }), // '┒' 0x2512 => self.draw_lines(canvas, .{ .down = .heavy, .left = .light }), // '┓' 0x2513 => self.draw_lines(canvas, .{ .down = .heavy, .left = .heavy }), // '└' 0x2514 => self.draw_lines(canvas, .{ .up = .light, .right = .light }), // '┕' 0x2515 => self.draw_lines(canvas, .{ .up = .light, .right = .heavy }), // '┖' 0x2516 => self.draw_lines(canvas, .{ .up = .heavy, .right = .light }), // '┗' 0x2517 => self.draw_lines(canvas, .{ .up = .heavy, .right = .heavy }), // '┘' 0x2518 => self.draw_lines(canvas, .{ .up = .light, .left = .light }), // '┙' 0x2519 => self.draw_lines(canvas, .{ .up = .light, .left = .heavy }), // '┚' 0x251a => self.draw_lines(canvas, .{ .up = .heavy, .left = .light }), // '┛' 0x251b => self.draw_lines(canvas, .{ .up = .heavy, .left = .heavy }), // '├' 0x251c => self.draw_lines(canvas, .{ .up = .light, .down = .light, .right = .light }), // '┝' 0x251d => self.draw_lines(canvas, .{ .up = .light, .down = .light, .right = .heavy }), // '┞' 0x251e => self.draw_lines(canvas, .{ .up = .heavy, .right = .light, .down = .light }), // '┟' 0x251f => self.draw_lines(canvas, .{ .down = .heavy, .right = .light, .up = .light }), // '┠' 0x2520 => self.draw_lines(canvas, .{ .up = .heavy, .down = .heavy, .right = .light }), // '┡' 0x2521 => self.draw_lines(canvas, .{ .down = .light, .right = .heavy, .up = .heavy }), // '┢' 0x2522 => self.draw_lines(canvas, .{ .up = .light, .right = .heavy, .down = .heavy }), // '┣' 0x2523 => self.draw_lines(canvas, .{ .up = .heavy, .down = .heavy, .right = .heavy }), // '┤' 0x2524 => self.draw_lines(canvas, .{ .up = .light, .down = .light, .left = .light }), // '┥' 0x2525 => self.draw_lines(canvas, .{ .up = .light, .down = .light, .left = .heavy }), // '┦' 0x2526 => self.draw_lines(canvas, .{ .up = .heavy, .left = .light, .down = .light }), // '┧' 0x2527 => self.draw_lines(canvas, .{ .down = .heavy, .left = .light, .up = .light }), // '┨' 0x2528 => self.draw_lines(canvas, .{ .up = .heavy, .down = .heavy, .left = .light }), // '┩' 0x2529 => self.draw_lines(canvas, .{ .down = .light, .left = .heavy, .up = .heavy }), // '┪' 0x252a => self.draw_lines(canvas, .{ .up = .light, .left = .heavy, .down = .heavy }), // '┫' 0x252b => self.draw_lines(canvas, .{ .up = .heavy, .down = .heavy, .left = .heavy }), // '┬' 0x252c => self.draw_lines(canvas, .{ .down = .light, .left = .light, .right = .light }), // '┭' 0x252d => self.draw_lines(canvas, .{ .left = .heavy, .right = .light, .down = .light }), // '┮' 0x252e => self.draw_lines(canvas, .{ .right = .heavy, .left = .light, .down = .light }), // '┯' 0x252f => self.draw_lines(canvas, .{ .down = .light, .left = .heavy, .right = .heavy }), // '┰' 0x2530 => self.draw_lines(canvas, .{ .down = .heavy, .left = .light, .right = .light }), // '┱' 0x2531 => self.draw_lines(canvas, .{ .right = .light, .left = .heavy, .down = .heavy }), // '┲' 0x2532 => self.draw_lines(canvas, .{ .left = .light, .right = .heavy, .down = .heavy }), // '┳' 0x2533 => self.draw_lines(canvas, .{ .down = .heavy, .left = .heavy, .right = .heavy }), // '┴' 0x2534 => self.draw_lines(canvas, .{ .up = .light, .left = .light, .right = .light }), // '┵' 0x2535 => self.draw_lines(canvas, .{ .left = .heavy, .right = .light, .up = .light }), // '┶' 0x2536 => self.draw_lines(canvas, .{ .right = .heavy, .left = .light, .up = .light }), // '┷' 0x2537 => self.draw_lines(canvas, .{ .up = .light, .left = .heavy, .right = .heavy }), // '┸' 0x2538 => self.draw_lines(canvas, .{ .up = .heavy, .left = .light, .right = .light }), // '┹' 0x2539 => self.draw_lines(canvas, .{ .right = .light, .left = .heavy, .up = .heavy }), // '┺' 0x253a => self.draw_lines(canvas, .{ .left = .light, .right = .heavy, .up = .heavy }), // '┻' 0x253b => self.draw_lines(canvas, .{ .up = .heavy, .left = .heavy, .right = .heavy }), // '┼' 0x253c => self.draw_lines(canvas, .{ .up = .light, .down = .light, .left = .light, .right = .light }), // '┽' 0x253d => self.draw_lines(canvas, .{ .left = .heavy, .right = .light, .up = .light, .down = .light }), // '┾' 0x253e => self.draw_lines(canvas, .{ .right = .heavy, .left = .light, .up = .light, .down = .light }), // '┿' 0x253f => self.draw_lines(canvas, .{ .up = .light, .down = .light, .left = .heavy, .right = .heavy }), // '╀' 0x2540 => self.draw_lines(canvas, .{ .up = .heavy, .down = .light, .left = .light, .right = .light }), // '╁' 0x2541 => self.draw_lines(canvas, .{ .down = .heavy, .up = .light, .left = .light, .right = .light }), // '╂' 0x2542 => self.draw_lines(canvas, .{ .up = .heavy, .down = .heavy, .left = .light, .right = .light }), // '╃' 0x2543 => self.draw_lines(canvas, .{ .left = .heavy, .up = .heavy, .right = .light, .down = .light }), // '╄' 0x2544 => self.draw_lines(canvas, .{ .right = .heavy, .up = .heavy, .left = .light, .down = .light }), // '╅' 0x2545 => self.draw_lines(canvas, .{ .left = .heavy, .down = .heavy, .right = .light, .up = .light }), // '╆' 0x2546 => self.draw_lines(canvas, .{ .right = .heavy, .down = .heavy, .left = .light, .up = .light }), // '╇' 0x2547 => self.draw_lines(canvas, .{ .down = .light, .up = .heavy, .left = .heavy, .right = .heavy }), // '╈' 0x2548 => self.draw_lines(canvas, .{ .up = .light, .down = .heavy, .left = .heavy, .right = .heavy }), // '╉' 0x2549 => self.draw_lines(canvas, .{ .right = .light, .left = .heavy, .up = .heavy, .down = .heavy }), // '╊' 0x254a => self.draw_lines(canvas, .{ .left = .light, .right = .heavy, .up = .heavy, .down = .heavy }), // '╋' 0x254b => self.draw_lines(canvas, .{ .up = .heavy, .down = .heavy, .left = .heavy, .right = .heavy }), // '╌' 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_lines(canvas, .{ .left = .double, .right = .double }), // '║' 0x2551 => self.draw_lines(canvas, .{ .up = .double, .down = .double }), // '╒' 0x2552 => self.draw_lines(canvas, .{ .down = .light, .right = .double }), // '╓' 0x2553 => self.draw_lines(canvas, .{ .down = .double, .right = .light }), // '╔' 0x2554 => self.draw_lines(canvas, .{ .down = .double, .right = .double }), // '╕' 0x2555 => self.draw_lines(canvas, .{ .down = .light, .left = .double }), // '╖' 0x2556 => self.draw_lines(canvas, .{ .down = .double, .left = .light }), // '╗' 0x2557 => self.draw_lines(canvas, .{ .down = .double, .left = .double }), // '╘' 0x2558 => self.draw_lines(canvas, .{ .up = .light, .right = .double }), // '╙' 0x2559 => self.draw_lines(canvas, .{ .up = .double, .right = .light }), // '╚' 0x255a => self.draw_lines(canvas, .{ .up = .double, .right = .double }), // '╛' 0x255b => self.draw_lines(canvas, .{ .up = .light, .left = .double }), // '╜' 0x255c => self.draw_lines(canvas, .{ .up = .double, .left = .light }), // '╝' 0x255d => self.draw_lines(canvas, .{ .up = .double, .left = .double }), // '╞' 0x255e => self.draw_lines(canvas, .{ .up = .light, .down = .light, .right = .double }), // '╟' 0x255f => self.draw_lines(canvas, .{ .up = .double, .down = .double, .right = .light }), // '╠' 0x2560 => self.draw_lines(canvas, .{ .up = .double, .down = .double, .right = .double }), // '╡' 0x2561 => self.draw_lines(canvas, .{ .up = .light, .down = .light, .left = .double }), // '╢' 0x2562 => self.draw_lines(canvas, .{ .up = .double, .down = .double, .left = .light }), // '╣' 0x2563 => self.draw_lines(canvas, .{ .up = .double, .down = .double, .left = .double }), // '╤' 0x2564 => self.draw_lines(canvas, .{ .down = .light, .left = .double, .right = .double }), // '╥' 0x2565 => self.draw_lines(canvas, .{ .down = .double, .left = .light, .right = .light }), // '╦' 0x2566 => self.draw_lines(canvas, .{ .down = .double, .left = .double, .right = .double }), // '╧' 0x2567 => self.draw_lines(canvas, .{ .up = .light, .left = .double, .right = .double }), // '╨' 0x2568 => self.draw_lines(canvas, .{ .up = .double, .left = .light, .right = .light }), // '╩' 0x2569 => self.draw_lines(canvas, .{ .up = .double, .left = .double, .right = .double }), // '╪' 0x256a => self.draw_lines(canvas, .{ .up = .light, .down = .light, .left = .double, .right = .double }), // '╫' 0x256b => self.draw_lines(canvas, .{ .up = .double, .down = .double, .left = .light, .right = .light }), // '╬' 0x256c => self.draw_lines(canvas, .{ .up = .double, .down = .double, .left = .double, .right = .double }), 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_lines(canvas, .{ .left = .light }), // '╵' 0x2575 => self.draw_lines(canvas, .{ .up = .light }), // '╶' 0x2576 => self.draw_lines(canvas, .{ .right = .light }), // '╷' 0x2577 => self.draw_lines(canvas, .{ .down = .light }), // '╸' 0x2578 => self.draw_lines(canvas, .{ .left = .heavy }), // '╹' 0x2579 => self.draw_lines(canvas, .{ .up = .heavy }), // '╺' 0x257a => self.draw_lines(canvas, .{ .right = .heavy }), // '╻' 0x257b => self.draw_lines(canvas, .{ .down = .heavy }), // '╼' 0x257c => self.draw_lines(canvas, .{ .left = .light, .right = .heavy }), // '╽' 0x257d => self.draw_lines(canvas, .{ .up = .light, .down = .heavy }), // '╾' 0x257e => self.draw_lines(canvas, .{ .left = .heavy, .right = .light }), // '╿' 0x257f => self.draw_lines(canvas, .{ .up = .heavy, .down = .light }), // '▀' UPPER HALF BLOCK 0x2580 => self.draw_block(canvas, Alignment.upper, 1, half), // '▁' LOWER ONE EIGHTH BLOCK 0x2581 => self.draw_block(canvas, Alignment.lower, 1, one_eighth), // '▂' LOWER ONE QUARTER BLOCK 0x2582 => self.draw_block(canvas, Alignment.lower, 1, one_quarter), // '▃' LOWER THREE EIGHTHS BLOCK 0x2583 => self.draw_block(canvas, Alignment.lower, 1, three_eighths), // '▄' LOWER HALF BLOCK 0x2584 => self.draw_block(canvas, Alignment.lower, 1, half), // '▅' LOWER FIVE EIGHTHS BLOCK 0x2585 => self.draw_block(canvas, Alignment.lower, 1, five_eighths), // '▆' LOWER THREE QUARTERS BLOCK 0x2586 => self.draw_block(canvas, Alignment.lower, 1, three_quarters), // '▇' LOWER SEVEN EIGHTHS BLOCK 0x2587 => self.draw_block(canvas, Alignment.lower, 1, seven_eighths), // '█' FULL BLOCK 0x2588 => self.draw_full_block(canvas), // '▉' LEFT SEVEN EIGHTHS BLOCK 0x2589 => self.draw_block(canvas, Alignment.left, seven_eighths, 1), // '▊' LEFT THREE QUARTERS BLOCK 0x258a => self.draw_block(canvas, Alignment.left, three_quarters, 1), // '▋' LEFT FIVE EIGHTHS BLOCK 0x258b => self.draw_block(canvas, Alignment.left, five_eighths, 1), // '▌' LEFT HALF BLOCK 0x258c => self.draw_block(canvas, Alignment.left, half, 1), // '▍' LEFT THREE EIGHTHS BLOCK 0x258d => self.draw_block(canvas, Alignment.left, three_eighths, 1), // '▎' LEFT ONE QUARTER BLOCK 0x258e => self.draw_block(canvas, Alignment.left, one_quarter, 1), // '▏' LEFT ONE EIGHTH BLOCK 0x258f => self.draw_block(canvas, Alignment.left, one_eighth, 1), // '▐' RIGHT HALF BLOCK 0x2590 => self.draw_block(canvas, Alignment.right, half, 1), // '░' 0x2591 => self.draw_light_shade(canvas), // '▒' 0x2592 => self.draw_medium_shade(canvas), // '▓' 0x2593 => self.draw_dark_shade(canvas), // '▔' UPPER ONE EIGHTH BLOCK 0x2594 => self.draw_block(canvas, Alignment.upper, 1, one_eighth), // '▕' RIGHT ONE EIGHTH BLOCK 0x2595 => self.draw_block(canvas, Alignment.right, one_eighth, 1), // ▖ ▗ ▘ ▙ ▚ ▛ ▜ ▝ ▞ ▟ 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), // '🮂' UPPER ONE QUARTER BLOCK 0x1fb82 => self.draw_block(canvas, Alignment.upper, 1, one_quarter), // '🮃' UPPER THREE EIGHTHS BLOCK 0x1fb83 => self.draw_block(canvas, Alignment.upper, 1, three_eighths), // '🮄' UPPER FIVE EIGHTHS BLOCK 0x1fb84 => self.draw_block(canvas, Alignment.upper, 1, five_eighths), // '🮅' UPPER THREE QUARTERS BLOCK 0x1fb85 => self.draw_block(canvas, Alignment.upper, 1, three_quarters), // '🮆' UPPER SEVEN EIGHTHS BLOCK 0x1fb86 => self.draw_block(canvas, Alignment.upper, 1, seven_eighths), // '🭼' LEFT AND LOWER ONE EIGHTH BLOCK 0x1fb7c => { self.draw_block(canvas, Alignment.left, one_eighth, 1); self.draw_block(canvas, Alignment.lower, 1, one_eighth); }, // '🭽' LEFT AND UPPER ONE EIGHTH BLOCK 0x1fb7d => { self.draw_block(canvas, Alignment.left, one_eighth, 1); self.draw_block(canvas, Alignment.upper, 1, one_eighth); }, // '🭾' RIGHT AND UPPER ONE EIGHTH BLOCK 0x1fb7e => { self.draw_block(canvas, Alignment.right, one_eighth, 1); self.draw_block(canvas, Alignment.upper, 1, one_eighth); }, // '🭿' RIGHT AND LOWER ONE EIGHTH BLOCK 0x1fb7f => { self.draw_block(canvas, Alignment.right, one_eighth, 1); self.draw_block(canvas, Alignment.lower, 1, one_eighth); }, // '🮀' UPPER AND LOWER ONE EIGHTH BLOCK 0x1fb80 => { self.draw_block(canvas, Alignment.upper, 1, one_eighth); self.draw_block(canvas, Alignment.lower, 1, one_eighth); }, // '🮁' 0x1fb81 => self.draw_horizontal_one_eighth_1358_block(canvas), // '🮇' RIGHT ONE QUARTER BLOCK 0x1fb87 => self.draw_block(canvas, Alignment.right, one_quarter, 1), // '🮈' RIGHT THREE EIGHTHS BLOCK 0x1fb88 => self.draw_block(canvas, Alignment.right, three_eighths, 1), // '🮉' RIGHT FIVE EIGHTHS BLOCK 0x1fb89 => self.draw_block(canvas, Alignment.right, five_eighths, 1), // '🮊' RIGHT THREE QUARTERS BLOCK 0x1fb8a => self.draw_block(canvas, Alignment.right, three_quarters, 1), // '🮋' RIGHT SEVEN EIGHTHS BLOCK 0x1fb8b => self.draw_block(canvas, Alignment.right, seven_eighths, 1), // 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_lines(self: Box, canvas: *font.sprite.Canvas, comptime lines: Lines) void { const light_px = Thickness.light.height(self.thickness); const heavy_px = Thickness.heavy.height(self.thickness); // Top of light horizontal strokes const h_light_top = (self.height -| light_px) / 2; // Bottom of light horizontal strokes const h_light_bottom = h_light_top +| light_px; // Top of heavy horizontal strokes const h_heavy_top = (self.height -| heavy_px) / 2; // Bottom of heavy horizontal strokes const h_heavy_bottom = h_heavy_top +| heavy_px; // Top of the top doubled horizontal stroke (bottom is `h_light_top`) const h_double_top = h_light_top -| light_px; // Bottom of the bottom doubled horizontal stroke (top is `h_light_bottom`) const h_double_bottom = h_light_bottom +| light_px; // Left of light vertical strokes const v_light_left = (self.width -| light_px) / 2; // Right of light vertical strokes const v_light_right = v_light_left +| light_px; // Left of heavy vertical strokes const v_heavy_left = (self.width -| heavy_px) / 2; // Right of heavy vertical strokes const v_heavy_right = v_heavy_left +| heavy_px; // Left of the left doubled vertical stroke (right is `v_light_left`) const v_double_left = v_light_left -| light_px; // Right of the right doubled vertical stroke (left is `v_light_right`) const v_double_right = v_light_right +| light_px; // The bottom of the up line const up_bottom = if (lines.left == .heavy or lines.right == .heavy) h_heavy_bottom else if (lines.left != lines.right or lines.down == lines.up) if (lines.left == .double or lines.right == .double) h_double_bottom else h_light_bottom else if (lines.left == .none and lines.right == .none) h_light_bottom else h_light_top; // The top of the down line const down_top = if (lines.left == .heavy or lines.right == .heavy) h_heavy_top else if (lines.left != lines.right or lines.up == lines.down) if (lines.left == .double or lines.right == .double) h_double_top else h_light_top else if (lines.left == .none and lines.right == .none) h_light_top else h_light_bottom; // The right of the left line const left_right = if (lines.up == .heavy or lines.down == .heavy) v_heavy_right else if (lines.up != lines.down or lines.left == lines.right) if (lines.up == .double or lines.down == .double) v_double_right else v_light_right else if (lines.up == .none and lines.down == .none) v_light_right else v_light_left; // The left of the right line const right_left = if (lines.up == .heavy or lines.down == .heavy) v_heavy_left else if (lines.up != lines.down or lines.right == lines.left) if (lines.up == .double or lines.down == .double) v_double_left else v_light_left else if (lines.up == .none and lines.down == .none) v_light_left else v_light_right; switch (lines.up) { .none => {}, .light => self.rect(canvas, v_light_left, 0, v_light_right, up_bottom), .heavy => self.rect(canvas, v_heavy_left, 0, v_heavy_right, up_bottom), .double => { const left_bottom = if (lines.left == .double) h_light_top else up_bottom; const right_bottom = if (lines.right == .double) h_light_top else up_bottom; self.rect(canvas, v_double_left, 0, v_light_left, left_bottom); self.rect(canvas, v_light_right, 0, v_double_right, right_bottom); }, } switch (lines.right) { .none => {}, .light => self.rect(canvas, right_left, h_light_top, self.width, h_light_bottom), .heavy => self.rect(canvas, right_left, h_heavy_top, self.width, h_heavy_bottom), .double => { const top_left = if (lines.up == .double) v_light_right else right_left; const bottom_left = if (lines.down == .double) v_light_right else right_left; self.rect(canvas, top_left, h_double_top, self.width, h_light_top); self.rect(canvas, bottom_left, h_light_bottom, self.width, h_double_bottom); }, } switch (lines.down) { .none => {}, .light => self.rect(canvas, v_light_left, down_top, v_light_right, self.height), .heavy => self.rect(canvas, v_heavy_left, down_top, v_heavy_right, self.height), .double => { const left_top = if (lines.left == .double) h_light_bottom else down_top; const right_top = if (lines.right == .double) h_light_bottom else down_top; self.rect(canvas, v_double_left, left_top, v_light_left, self.height); self.rect(canvas, v_light_right, right_top, v_double_right, self.height); }, } switch (lines.left) { .none => {}, .light => self.rect(canvas, 0, h_light_top, left_right, h_light_bottom), .heavy => self.rect(canvas, 0, h_heavy_top, left_right, h_heavy_bottom), .double => { const top_right = if (lines.up == .double) v_light_left else left_right; const bottom_right = if (lines.down == .double) v_light_left else left_right; self.rect(canvas, 0, h_double_top, top_right, h_light_top); self.rect(canvas, 0, h_light_bottom, bottom_right, h_double_bottom); }, } } 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_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_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_block( self: Box, canvas: *font.sprite.Canvas, alignment: Alignment, width: f64, height: f64, ) void { const float_width: f64 = @floatFromInt(self.width); const float_height: f64 = @floatFromInt(self.height); const w: u32 = @intFromFloat(@round(float_width * width)); const h: u32 = @intFromFloat(@round(float_height * height)); const x = switch (alignment.horizontal) { .left => 0, .right => self.width - w, .center => (self.width - w) / 2, }; const y = switch (alignment.vertical) { .top => 0, .bottom => self.height - h, .middle => (self.height - h) / 2, }; canvas.rect(.{ .x = @intCast(x), .y = @intCast(y), .width = w, .height = h, }, .on); } fn draw_full_block(self: Box, canvas: *font.sprite.Canvas) void { self.rect(canvas, 0, 0, self.width, 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_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 h = @as(u32, @intFromFloat(@round(@as(f64, @floatFromInt(self.height)) / 8))); const y = @min( self.height -| h, @as(u32, @intFromFloat(@round(@as(f64, @floatFromInt(n)) * @as(f64, @floatFromInt(self.height)) / 8))), ); self.rect(canvas, 0, y, self.width, y + h); } fn draw_horizontal_one_eighth_1358_block(self: Box, canvas: *font.sprite.Canvas) void { self.draw_horizontal_one_eighth_block_n(canvas, 0); self.draw_horizontal_one_eighth_block_n(canvas, 2); self.draw_horizontal_one_eighth_block_n(canvas, 4); self.draw_horizontal_one_eighth_block_n(canvas, 7); } 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.draw_block(canvas, .{ .horizontal = .left, .vertical = .top }, 0.5, 0.5); if (encoded & UPPER_RIGHT == UPPER_RIGHT) self.draw_block(canvas, .{ .horizontal = .right, .vertical = .top }, 0.5, 0.5); if (encoded & LOWER_LEFT == LOWER_LEFT) self.draw_block(canvas, .{ .horizontal = .left, .vertical = .bottom }, 0.5, 0.5); if (encoded & LOWER_RIGHT == LOWER_RIGHT) self.draw_block(canvas, .{ .horizontal = .right, .vertical = .bottom }, 0.5, 0.5); } 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); // +------------+ // | | // | | // | | // | | // | -- -- -- | // | | // | | // | | // | | // +------------+ // Our dashed line should be made such that when tiled horizontally // it creates one consistent line with no uneven gap or segment sizes. // In order to make sure this is the case, we should have half-sized // gaps on the left and right so that it is centered properly. // For N dashes, there are N - 1 gaps between them, but we also have // half-sized gaps on either side, adding up to N total gaps. const gap_count = count; // We need at least 1 pixel for each gap and each dash, if we don't // have that then we can't draw our dashed line correctly so we just // draw a solid line and return. if (self.width < count + gap_count) { self.hline_middle(canvas, .light); return; } // We never want the gaps to take up more than 50% of the space, // because if they do the dashes are too small and look wrong. const gap_width = @min(desired_gap, self.width / (2 * count)); const total_gap_width = gap_count * gap_width; const total_dash_width = self.width - total_gap_width; const dash_width = total_dash_width / count; const remaining = total_dash_width % count; assert(dash_width * count + gap_width * gap_count + remaining == self.width); // Our dashes should be centered vertically. const y: u32 = (self.height -| thick_px) / 2; // We start at half a gap from the left edge, in order to center // our dashes properly. var x: u32 = gap_width / 2; // We'll distribute the extra space in to dash widths, 1px at a // time. We prefer this to making gaps larger since that is much // more visually obvious. var extra: u32 = remaining; for (0..count) |_| { var x1 = x + dash_width; // We distribute left-over size in to dash widths, // since it's less obvious there than in the gaps. if (extra > 0) { extra -= 1; x1 += 1; } self.hline(canvas, x, x1, y, thick_px); // Advance by the width of the dash we drew and the width // of a gap to get the the start of the next dash. x = x1 + gap_width; } } fn draw_dash_vertical( self: Box, canvas: *font.sprite.Canvas, comptime count: u8, thick_px: u32, desired_gap: u32, ) void { assert(count >= 2 and count <= 4); // +-----------+ // | | | // | | | // | | // | | | // | | | // | | // | | | // | | | // | | // +-----------+ // Our dashed line should be made such that when tiled vertically it // it creates one consistent line with no uneven gap or segment sizes. // In order to make sure this is the case, we should have an extra gap // gap at the bottom. // // A single full-sized extra gap is preferred to two half-sized ones for // vertical to allow better joining to solid characters without creating // visible half-sized gaps. Unlike horizontal, centering is a lot less // important, visually. // Because of the extra gap at the bottom, there are as many gaps as // there are dashes. const gap_count = count; // We need at least 1 pixel for each gap and each dash, if we don't // have that then we can't draw our dashed line correctly so we just // draw a solid line and return. if (self.height < count + gap_count) { self.vline_middle(canvas, .light); return; } // We never want the gaps to take up more than 50% of the space, // because if they do the dashes are too small and look wrong. const gap_height = @min(desired_gap, self.height / (2 * count)); const total_gap_height = gap_count * gap_height; const total_dash_height = self.height - total_gap_height; const dash_height = total_dash_height / count; const remaining = total_dash_height % count; assert(dash_height * count + gap_height * gap_count + remaining == self.height); // Our dashes should be centered horizontally. const x: u32 = (self.width -| thick_px) / 2; // We start at the top of the cell. var y: u32 = 0; // We'll distribute the extra space in to dash heights, 1px at a // time. We prefer this to making gaps larger since that is much // more visually obvious. var extra: u32 = remaining; inline for (0..count) |_| { var y1 = y + dash_height; // We distribute left-over size in to dash widths, // since it's less obvious there than in the gaps. if (extra > 0) { extra -= 1; y1 += 1; } self.vline(canvas, y, y1, x, thick_px); // Advance by the height of the dash we drew and the height // of a gap to get the the start of the next dash. y = y1 + gap_height; } } 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 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 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 = 0x259f; while (cp <= end) : (cp += 1) { var atlas_grayscale = try font.Atlas.init(alloc, 512, .grayscale); defer atlas_grayscale.deinit(alloc); const face: Box = .{ .width = 18, .height = 36, .thickness = 2 }; const glyph = try face.renderGlyph( alloc, &atlas_grayscale, cp, ); try testing.expectEqual(@as(u32, face.width), glyph.width); try testing.expectEqual(@as(u32, face.height), glyph.height); } } test "render all sprites" { // Renders all sprites to an atlas and compares // it to a ground truth for regression testing. const testing = std.testing; const alloc = testing.allocator; var atlas_grayscale = try font.Atlas.init(alloc, 1024, .grayscale); defer atlas_grayscale.deinit(alloc); const face: Box = .{ .width = 18, .height = 36, .thickness = 2 }; // Box Drawing and Block Elements. var cp: u32 = 0x2500; while (cp <= 0x259f) : (cp += 1) { _ = try face.renderGlyph( alloc, &atlas_grayscale, cp, ); } // Braille cp = 0x2800; while (cp <= 0x28ff) : (cp += 1) { _ = try face.renderGlyph( alloc, &atlas_grayscale, cp, ); } // Symbols for Legacy Computing. cp = 0x1fb00; while (cp <= 0x1fb9b) : (cp += 1) { switch (cp) { 0x1FB00...0x1FB3B, 0x1FB3C...0x1FB40, 0x1FB47...0x1FB4B, 0x1FB57...0x1FB5B, 0x1FB62...0x1FB66, 0x1FB6C...0x1FB6F, 0x1FB41...0x1FB45, 0x1FB4C...0x1FB50, 0x1FB52...0x1FB56, 0x1FB5D...0x1FB61, 0x1FB68...0x1FB6B, 0x1FB70...0x1FB8B, 0x1FB46, 0x1FB51, 0x1FB5C, 0x1FB67, 0x1FB9A, 0x1FB9B, => _ = try face.renderGlyph( alloc, &atlas_grayscale, cp, ), else => {}, } } const ground_truth = @embedFile("./testdata/Box.ppm"); var stream = std.io.changeDetectionStream(ground_truth, std.io.null_writer); try atlas_grayscale.dump(stream.writer()); if (stream.changeDetected()) { log.err( "Change detected from ground truth, dumping to ./Box_test.ppm for comparison.", .{}, ); const ppm = try std.fs.cwd().createFile("Box_test.ppm", .{}); defer ppm.close(); try atlas_grayscale.dump(ppm.writer()); } }