mirror of
https://github.com/ghostty-org/ghostty.git
synced 2025-07-24 12:46:10 +03:00
347 lines
10 KiB
Zig
347 lines
10 KiB
Zig
//! This file contains glyph drawing functions for all of the
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//! non-Unicode sprite glyphs, such as cursors and underlines.
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//!
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//! The naming convention in this file differs from the usual
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//! because the draw functions for special sprites are found by
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//! having names that exactly match the enum fields in Sprite.
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const std = @import("std");
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const builtin = @import("builtin");
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const assert = std.debug.assert;
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const Allocator = std.mem.Allocator;
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const font = @import("../../main.zig");
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const Sprite = font.sprite.Sprite;
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pub fn underline(
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cp: u32,
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canvas: *font.sprite.Canvas,
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width: u32,
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height: u32,
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metrics: font.Metrics,
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) !void {
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_ = cp;
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_ = height;
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canvas.rect(.{
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.x = 0,
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.y = @intCast(metrics.underline_position),
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.width = @intCast(width),
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.height = @intCast(metrics.underline_thickness),
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}, .on);
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}
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pub fn underline_double(
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cp: u32,
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canvas: *font.sprite.Canvas,
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width: u32,
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height: u32,
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metrics: font.Metrics,
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) !void {
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_ = cp;
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_ = height;
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// We place one underline above the underline position, and one below
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// by one thickness, creating a "negative" underline where the single
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// underline would be placed.
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canvas.rect(.{
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.x = 0,
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.y = @intCast(metrics.underline_position -| metrics.underline_thickness),
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.width = @intCast(width),
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.height = @intCast(metrics.underline_thickness),
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}, .on);
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canvas.rect(.{
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.x = 0,
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.y = @intCast(metrics.underline_position +| metrics.underline_thickness),
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.width = @intCast(width),
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.height = @intCast(metrics.underline_thickness),
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}, .on);
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}
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pub fn underline_dotted(
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cp: u32,
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canvas: *font.sprite.Canvas,
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width: u32,
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height: u32,
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metrics: font.Metrics,
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) !void {
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_ = cp;
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_ = height;
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// TODO: Rework this now that we can go out of bounds, just
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// make sure that adjacent versions of this glyph align.
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const dot_width = @max(metrics.underline_thickness, 3);
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const dot_count = @max((width / dot_width) / 2, 1);
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const gap_width = std.math.divCeil(
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u32,
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width -| (dot_count * dot_width),
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dot_count,
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) catch return error.MathError;
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var i: u32 = 0;
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while (i < dot_count) : (i += 1) {
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// Ensure we never go out of bounds for the rect
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const x = @min(i * (dot_width + gap_width), width - 1);
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const rect_width = @min(width - x, dot_width);
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canvas.rect(.{
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.x = @intCast(x),
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.y = @intCast(metrics.underline_position),
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.width = @intCast(rect_width),
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.height = @intCast(metrics.underline_thickness),
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}, .on);
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}
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}
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pub fn underline_dashed(
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cp: u32,
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canvas: *font.sprite.Canvas,
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width: u32,
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height: u32,
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metrics: font.Metrics,
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) !void {
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_ = cp;
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_ = height;
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const dash_width = width / 3 + 1;
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const dash_count = (width / dash_width) + 1;
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var i: u32 = 0;
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while (i < dash_count) : (i += 2) {
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// Ensure we never go out of bounds for the rect
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const x = @min(i * dash_width, width - 1);
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const rect_width = @min(width - x, dash_width);
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canvas.rect(.{
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.x = @intCast(x),
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.y = @intCast(metrics.underline_position),
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.width = @intCast(rect_width),
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.height = @intCast(metrics.underline_thickness),
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}, .on);
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}
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}
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pub fn underline_curly(
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cp: u32,
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canvas: *font.sprite.Canvas,
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width: u32,
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height: u32,
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metrics: font.Metrics,
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) !void {
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_ = cp;
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_ = height;
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// TODO: Rework this using z2d, this is pretty cool code and all but
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// it doesn't need to be highly optimized and z2d path drawing
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// code would be clearer and nicer to have.
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const float_width: f64 = @floatFromInt(width);
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// Because of we way we draw the undercurl, we end up making it around 1px
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// thicker than it should be, to fix this we just reduce the thickness by 1.
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//
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// We use a minimum thickness of 0.414 because this empirically produces
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// the nicest undercurls at 1px underline thickness; thinner tends to look
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// too thin compared to straight underlines and has artefacting.
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const float_thick: f64 = @max(
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0.414,
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@as(f64, @floatFromInt(metrics.underline_thickness -| 1)),
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);
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// Calculate the wave period for a single character
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// `2 * pi...` = 1 peak per character
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// `4 * pi...` = 2 peaks per character
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const wave_period = 2 * std.math.pi / float_width;
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// The full amplitude of the wave can be from the bottom to the
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// underline position. We also calculate our mid y point of the wave
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const half_amplitude = 1.0 / wave_period;
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const y_mid: f64 = half_amplitude + float_thick * 0.5 + 1;
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// Offset to move the undercurl up slightly.
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const y_off: u32 = @intFromFloat(half_amplitude * 0.5);
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// This is used in calculating the offset curve estimate below.
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const offset_factor = @min(1.0, float_thick * 0.5 * wave_period) * @min(
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1.0,
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half_amplitude * wave_period,
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);
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// follow Xiaolin Wu's antialias algorithm to draw the curve
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var x: u32 = 0;
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while (x < width) : (x += 1) {
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// We sample the wave function at the *middle* of each
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// pixel column, to ensure that it renders symmetrically.
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const t: f64 = (@as(f64, @floatFromInt(x)) + 0.5) * wave_period;
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// Use the slope at this location to add thickness to
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// the line on this column, counteracting the thinning
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// caused by the slope.
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//
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// This is not the exact offset curve for a sine wave,
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// but it's a decent enough approximation.
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//
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// How did I derive this? I stared at Desmos and fiddled
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// with numbers for an hour until it was good enough.
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const t_u: f64 = t + std.math.pi;
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const slope_factor_u: f64 =
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(@sin(t_u) * @sin(t_u) * offset_factor) /
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((1.0 + @cos(t_u / 2) * @cos(t_u / 2) * 2) * wave_period);
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const slope_factor_l: f64 =
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(@sin(t) * @sin(t) * offset_factor) /
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((1.0 + @cos(t / 2) * @cos(t / 2) * 2) * wave_period);
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const cosx: f64 = @cos(t);
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// This will be the center of our stroke.
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const y: f64 = y_mid + half_amplitude * cosx;
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// The upper pixel and lower pixel are
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// calculated relative to the center.
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const y_u: f64 = y - float_thick * 0.5 - slope_factor_u;
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const y_l: f64 = y + float_thick * 0.5 + slope_factor_l;
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const y_upper: u32 = @intFromFloat(@floor(y_u));
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const y_lower: u32 = @intFromFloat(@ceil(y_l));
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const alpha_u: u8 = @intFromFloat(
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@round(255 * (1.0 - @abs(y_u - @floor(y_u)))),
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);
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const alpha_l: u8 = @intFromFloat(
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@round(255 * (1.0 - @abs(y_l - @ceil(y_l)))),
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);
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// upper and lower bounds
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canvas.pixel(
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@intCast(x),
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@intCast(metrics.underline_position +| y_upper -| y_off),
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@enumFromInt(alpha_u),
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);
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canvas.pixel(
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@intCast(x),
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@intCast(metrics.underline_position +| y_lower -| y_off),
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@enumFromInt(alpha_l),
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);
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// fill between upper and lower bound
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var y_fill: u32 = y_upper + 1;
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while (y_fill < y_lower) : (y_fill += 1) {
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canvas.pixel(
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@intCast(x),
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@intCast(metrics.underline_position +| y_fill -| y_off),
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.on,
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);
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}
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}
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}
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pub fn strikethrough(
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cp: u32,
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canvas: *font.sprite.Canvas,
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width: u32,
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height: u32,
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metrics: font.Metrics,
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) !void {
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_ = cp;
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_ = height;
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canvas.rect(.{
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.x = 0,
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.y = @intCast(metrics.strikethrough_position),
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.width = @intCast(width),
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.height = @intCast(metrics.strikethrough_thickness),
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}, .on);
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}
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pub fn overline(
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cp: u32,
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canvas: *font.sprite.Canvas,
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width: u32,
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height: u32,
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metrics: font.Metrics,
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) !void {
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_ = cp;
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_ = height;
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canvas.rect(.{
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.x = 0,
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.y = @intCast(metrics.overline_position),
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.width = @intCast(width),
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.height = @intCast(metrics.overline_thickness),
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}, .on);
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}
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pub fn cursor_rect(
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cp: u32,
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canvas: *font.sprite.Canvas,
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width: u32,
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height: u32,
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metrics: font.Metrics,
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) !void {
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_ = cp;
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_ = metrics;
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canvas.rect(.{
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.x = 0,
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.y = 0,
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.width = @intCast(width),
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.height = @intCast(height),
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}, .on);
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}
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pub fn cursor_hollow_rect(
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cp: u32,
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canvas: *font.sprite.Canvas,
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width: u32,
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height: u32,
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metrics: font.Metrics,
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) !void {
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_ = cp;
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// We fill the entire rect and then hollow out the inside, this isn't very
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// efficient but it doesn't need to be and it's the easiest way to write it.
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canvas.rect(.{
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.x = 0,
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.y = 0,
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.width = @intCast(width),
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.height = @intCast(height),
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}, .on);
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canvas.rect(.{
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.x = @intCast(metrics.cursor_thickness),
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.y = @intCast(metrics.cursor_thickness),
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.width = @intCast(width -| metrics.cursor_thickness * 2),
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.height = @intCast(height -| metrics.cursor_thickness * 2),
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}, .off);
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}
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pub fn cursor_bar(
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cp: u32,
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canvas: *font.sprite.Canvas,
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width: u32,
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height: u32,
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metrics: font.Metrics,
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) !void {
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_ = cp;
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_ = width;
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// We place the bar cursor half of its thickness over the left edge of the
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// cell, so that it sits centered between characters, not biased to a side.
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//
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// We round up (add 1 before dividing by 2) because, empirically, having a
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// 1px cursor shifted left a pixel looks better than having it not shifted.
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canvas.rect(.{
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.x = -@as(i32, @intCast((metrics.cursor_thickness + 1) / 2)),
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.y = 0,
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.width = @intCast(metrics.cursor_thickness),
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.height = @intCast(height),
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}, .on);
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}
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pub fn cursor_underline(
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cp: u32,
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canvas: *font.sprite.Canvas,
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width: u32,
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height: u32,
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metrics: font.Metrics,
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) !void {
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_ = cp;
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_ = height;
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canvas.rect(.{
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.x = 0,
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.y = @intCast(metrics.underline_position),
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.width = @intCast(width),
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.height = @intCast(metrics.cursor_thickness),
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}, .on);
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}
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