ghostty/src/font/sprite/draw/special.zig
Qwerasd 4f9d7c565a font/sprite: add explicit underline cursor
Resolves #7651 - uses cursor thickness rather than underline thickness.
2025-06-30 11:16:47 -06:00

347 lines
10 KiB
Zig

//! This file contains glyph drawing functions for all of the
//! non-Unicode sprite glyphs, such as cursors and underlines.
//!
//! The naming convention in this file differs from the usual
//! because the draw functions for special sprites are found by
//! having names that exactly match the enum fields in Sprite.
const std = @import("std");
const builtin = @import("builtin");
const assert = std.debug.assert;
const Allocator = std.mem.Allocator;
const font = @import("../../main.zig");
const Sprite = font.sprite.Sprite;
pub fn underline(
cp: u32,
canvas: *font.sprite.Canvas,
width: u32,
height: u32,
metrics: font.Metrics,
) !void {
_ = cp;
_ = height;
canvas.rect(.{
.x = 0,
.y = @intCast(metrics.underline_position),
.width = @intCast(width),
.height = @intCast(metrics.underline_thickness),
}, .on);
}
pub fn underline_double(
cp: u32,
canvas: *font.sprite.Canvas,
width: u32,
height: u32,
metrics: font.Metrics,
) !void {
_ = cp;
_ = height;
// We place one underline above the underline position, and one below
// by one thickness, creating a "negative" underline where the single
// underline would be placed.
canvas.rect(.{
.x = 0,
.y = @intCast(metrics.underline_position -| metrics.underline_thickness),
.width = @intCast(width),
.height = @intCast(metrics.underline_thickness),
}, .on);
canvas.rect(.{
.x = 0,
.y = @intCast(metrics.underline_position +| metrics.underline_thickness),
.width = @intCast(width),
.height = @intCast(metrics.underline_thickness),
}, .on);
}
pub fn underline_dotted(
cp: u32,
canvas: *font.sprite.Canvas,
width: u32,
height: u32,
metrics: font.Metrics,
) !void {
_ = cp;
_ = height;
// TODO: Rework this now that we can go out of bounds, just
// make sure that adjacent versions of this glyph align.
const dot_width = @max(metrics.underline_thickness, 3);
const dot_count = @max((width / dot_width) / 2, 1);
const gap_width = std.math.divCeil(
u32,
width -| (dot_count * dot_width),
dot_count,
) catch return error.MathError;
var i: u32 = 0;
while (i < dot_count) : (i += 1) {
// Ensure we never go out of bounds for the rect
const x = @min(i * (dot_width + gap_width), width - 1);
const rect_width = @min(width - x, dot_width);
canvas.rect(.{
.x = @intCast(x),
.y = @intCast(metrics.underline_position),
.width = @intCast(rect_width),
.height = @intCast(metrics.underline_thickness),
}, .on);
}
}
pub fn underline_dashed(
cp: u32,
canvas: *font.sprite.Canvas,
width: u32,
height: u32,
metrics: font.Metrics,
) !void {
_ = cp;
_ = height;
const dash_width = width / 3 + 1;
const dash_count = (width / dash_width) + 1;
var i: u32 = 0;
while (i < dash_count) : (i += 2) {
// Ensure we never go out of bounds for the rect
const x = @min(i * dash_width, width - 1);
const rect_width = @min(width - x, dash_width);
canvas.rect(.{
.x = @intCast(x),
.y = @intCast(metrics.underline_position),
.width = @intCast(rect_width),
.height = @intCast(metrics.underline_thickness),
}, .on);
}
}
pub fn underline_curly(
cp: u32,
canvas: *font.sprite.Canvas,
width: u32,
height: u32,
metrics: font.Metrics,
) !void {
_ = cp;
_ = height;
// TODO: Rework this using z2d, this is pretty cool code and all but
// it doesn't need to be highly optimized and z2d path drawing
// code would be clearer and nicer to have.
const float_width: f64 = @floatFromInt(width);
// Because of we way we draw the undercurl, we end up making it around 1px
// thicker than it should be, to fix this we just reduce the thickness by 1.
//
// We use a minimum thickness of 0.414 because this empirically produces
// the nicest undercurls at 1px underline thickness; thinner tends to look
// too thin compared to straight underlines and has artefacting.
const float_thick: f64 = @max(
0.414,
@as(f64, @floatFromInt(metrics.underline_thickness -| 1)),
);
// Calculate the wave period for a single character
// `2 * pi...` = 1 peak per character
// `4 * pi...` = 2 peaks per character
const wave_period = 2 * std.math.pi / float_width;
// The full amplitude of the wave can be from the bottom to the
// underline position. We also calculate our mid y point of the wave
const half_amplitude = 1.0 / wave_period;
const y_mid: f64 = half_amplitude + float_thick * 0.5 + 1;
// Offset to move the undercurl up slightly.
const y_off: u32 = @intFromFloat(half_amplitude * 0.5);
// This is used in calculating the offset curve estimate below.
const offset_factor = @min(1.0, float_thick * 0.5 * wave_period) * @min(
1.0,
half_amplitude * wave_period,
);
// follow Xiaolin Wu's antialias algorithm to draw the curve
var x: u32 = 0;
while (x < width) : (x += 1) {
// We sample the wave function at the *middle* of each
// pixel column, to ensure that it renders symmetrically.
const t: f64 = (@as(f64, @floatFromInt(x)) + 0.5) * wave_period;
// Use the slope at this location to add thickness to
// the line on this column, counteracting the thinning
// caused by the slope.
//
// This is not the exact offset curve for a sine wave,
// but it's a decent enough approximation.
//
// How did I derive this? I stared at Desmos and fiddled
// with numbers for an hour until it was good enough.
const t_u: f64 = t + std.math.pi;
const slope_factor_u: f64 =
(@sin(t_u) * @sin(t_u) * offset_factor) /
((1.0 + @cos(t_u / 2) * @cos(t_u / 2) * 2) * wave_period);
const slope_factor_l: f64 =
(@sin(t) * @sin(t) * offset_factor) /
((1.0 + @cos(t / 2) * @cos(t / 2) * 2) * wave_period);
const cosx: f64 = @cos(t);
// This will be the center of our stroke.
const y: f64 = y_mid + half_amplitude * cosx;
// The upper pixel and lower pixel are
// calculated relative to the center.
const y_u: f64 = y - float_thick * 0.5 - slope_factor_u;
const y_l: f64 = y + float_thick * 0.5 + slope_factor_l;
const y_upper: u32 = @intFromFloat(@floor(y_u));
const y_lower: u32 = @intFromFloat(@ceil(y_l));
const alpha_u: u8 = @intFromFloat(
@round(255 * (1.0 - @abs(y_u - @floor(y_u)))),
);
const alpha_l: u8 = @intFromFloat(
@round(255 * (1.0 - @abs(y_l - @ceil(y_l)))),
);
// upper and lower bounds
canvas.pixel(
@intCast(x),
@intCast(metrics.underline_position +| y_upper -| y_off),
@enumFromInt(alpha_u),
);
canvas.pixel(
@intCast(x),
@intCast(metrics.underline_position +| y_lower -| y_off),
@enumFromInt(alpha_l),
);
// fill between upper and lower bound
var y_fill: u32 = y_upper + 1;
while (y_fill < y_lower) : (y_fill += 1) {
canvas.pixel(
@intCast(x),
@intCast(metrics.underline_position +| y_fill -| y_off),
.on,
);
}
}
}
pub fn strikethrough(
cp: u32,
canvas: *font.sprite.Canvas,
width: u32,
height: u32,
metrics: font.Metrics,
) !void {
_ = cp;
_ = height;
canvas.rect(.{
.x = 0,
.y = @intCast(metrics.strikethrough_position),
.width = @intCast(width),
.height = @intCast(metrics.strikethrough_thickness),
}, .on);
}
pub fn overline(
cp: u32,
canvas: *font.sprite.Canvas,
width: u32,
height: u32,
metrics: font.Metrics,
) !void {
_ = cp;
_ = height;
canvas.rect(.{
.x = 0,
.y = @intCast(metrics.overline_position),
.width = @intCast(width),
.height = @intCast(metrics.overline_thickness),
}, .on);
}
pub fn cursor_rect(
cp: u32,
canvas: *font.sprite.Canvas,
width: u32,
height: u32,
metrics: font.Metrics,
) !void {
_ = cp;
_ = metrics;
canvas.rect(.{
.x = 0,
.y = 0,
.width = @intCast(width),
.height = @intCast(height),
}, .on);
}
pub fn cursor_hollow_rect(
cp: u32,
canvas: *font.sprite.Canvas,
width: u32,
height: u32,
metrics: font.Metrics,
) !void {
_ = cp;
// We fill the entire rect and then hollow out the inside, this isn't very
// efficient but it doesn't need to be and it's the easiest way to write it.
canvas.rect(.{
.x = 0,
.y = 0,
.width = @intCast(width),
.height = @intCast(height),
}, .on);
canvas.rect(.{
.x = @intCast(metrics.cursor_thickness),
.y = @intCast(metrics.cursor_thickness),
.width = @intCast(width -| metrics.cursor_thickness * 2),
.height = @intCast(height -| metrics.cursor_thickness * 2),
}, .off);
}
pub fn cursor_bar(
cp: u32,
canvas: *font.sprite.Canvas,
width: u32,
height: u32,
metrics: font.Metrics,
) !void {
_ = cp;
_ = width;
// We place the bar cursor half of its thickness over the left edge of the
// cell, so that it sits centered between characters, not biased to a side.
//
// We round up (add 1 before dividing by 2) because, empirically, having a
// 1px cursor shifted left a pixel looks better than having it not shifted.
canvas.rect(.{
.x = -@as(i32, @intCast((metrics.cursor_thickness + 1) / 2)),
.y = 0,
.width = @intCast(metrics.cursor_thickness),
.height = @intCast(height),
}, .on);
}
pub fn cursor_underline(
cp: u32,
canvas: *font.sprite.Canvas,
width: u32,
height: u32,
metrics: font.Metrics,
) !void {
_ = cp;
_ = height;
canvas.rect(.{
.x = 0,
.y = @intCast(metrics.underline_position),
.width = @intCast(width),
.height = @intCast(metrics.cursor_thickness),
}, .on);
}