ghostty/src/renderer/size.zig
Mitchell Hashimoto 22eb533473 content scale change events should also impact viewport padding
This calculates the new padding pixel values and propogates those
changes to the renderer.
2023-09-02 11:00:51 -07:00

198 lines
6.9 KiB
Zig

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