Mitchell Hashimoto 85b40874cf font/sprite: manually determine which box codepoints are unadjusted
Some box codepoints (the cursor) want to use the original font metrics
height but others (corners) want to use the full grid height. I can't
see a better way to do this than manually maintaining a switch here. We
can add codepoints as needed.
2023-12-13 10:32:16 -08:00

2734 lines
93 KiB
Zig

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