ghostty/src/Grid.zig

851 lines
26 KiB
Zig

//! Represents a single terminal grid.
const Grid = @This();
const std = @import("std");
const assert = std.debug.assert;
const testing = std.testing;
const Allocator = std.mem.Allocator;
const Atlas = @import("Atlas.zig");
const font = @import("font/main.zig");
const terminal = @import("terminal/main.zig");
const Terminal = terminal.Terminal;
const gl = @import("opengl.zig");
const trace = @import("tracy").trace;
const math = @import("math.zig");
const log = std.log.scoped(.grid);
alloc: std.mem.Allocator,
/// Current dimensions for this grid.
size: GridSize,
/// Current cell dimensions for this grid.
cell_size: CellSize,
/// The current set of cells to render.
cells: std.ArrayListUnmanaged(GPUCell),
/// The size of the cells list that was sent to the GPU. This is used
/// to detect when the cells array was reallocated/resized and handle that
/// accordingly.
gl_cells_size: usize = 0,
/// The last length of the cells that was written to the GPU. This is used to
/// determine what data needs to be rewritten on the GPU.
gl_cells_written: usize = 0,
/// Shader program for cell rendering.
program: gl.Program,
vao: gl.VertexArray,
ebo: gl.Buffer,
vbo: gl.Buffer,
texture: gl.Texture,
texture_color: gl.Texture,
/// The font atlas.
font_set: font.FallbackSet,
/// Whether the cursor is visible or not. This is used to control cursor
/// blinking.
cursor_visible: bool,
cursor_style: CursorStyle,
/// Default foreground color
foreground: terminal.color.RGB,
/// Default background color
background: terminal.color.RGB,
/// Available cursor styles for drawing. The values represents the mode value
/// in the shader.
pub const CursorStyle = enum(u8) {
box = 3,
box_hollow = 4,
bar = 5,
/// Create a cursor style from the terminal style request.
pub fn fromTerminal(style: terminal.CursorStyle) ?CursorStyle {
return switch (style) {
.blinking_block, .steady_block => .box,
.blinking_bar, .steady_bar => .bar,
.blinking_underline, .steady_underline => null, // TODO
.default => .box,
else => null,
};
}
};
/// The raw structure that maps directly to the buffer sent to the vertex shader.
const GPUCell = struct {
/// vec2 grid_coord
grid_col: u16,
grid_row: u16,
/// vec2 glyph_pos
glyph_x: u32 = 0,
glyph_y: u32 = 0,
/// vec2 glyph_size
glyph_width: u32 = 0,
glyph_height: u32 = 0,
/// vec2 glyph_size
glyph_offset_x: i32 = 0,
glyph_offset_y: i32 = 0,
/// vec4 fg_color_in
fg_r: u8,
fg_g: u8,
fg_b: u8,
fg_a: u8,
/// vec4 bg_color_in
bg_r: u8,
bg_g: u8,
bg_b: u8,
bg_a: u8,
/// uint mode
mode: GPUCellMode,
};
const GPUCellMode = enum(u8) {
bg = 1,
fg = 2,
fg_color = 7,
cursor_rect = 3,
cursor_rect_hollow = 4,
cursor_bar = 5,
underline = 6,
wide_mask = 0b1000_0000,
// Non-exhaustive because masks change it
_,
/// Apply a mask to the mode.
pub fn mask(self: GPUCellMode, m: GPUCellMode) GPUCellMode {
return @intToEnum(
GPUCellMode,
@enumToInt(self) | @enumToInt(m),
);
}
};
pub fn init(
alloc: Allocator,
font_size: font.Face.DesiredSize,
) !Grid {
// Initialize our font atlas. We will initially populate the
// font atlas with all the visible ASCII characters since they are common.
var atlas = try Atlas.init(alloc, 512, .greyscale);
errdefer atlas.deinit(alloc);
// Load our emoji font
var atlas_color = try Atlas.init(alloc, 512, .rgba);
errdefer atlas_color.deinit(alloc);
// Build our fallback set so we can look up all codepoints
var font_set: font.FallbackSet = .{};
try font_set.families.ensureTotalCapacity(alloc, 2);
errdefer font_set.deinit(alloc);
// Regular text
font_set.families.appendAssumeCapacity(fam: {
var fam = try font.Family.init(atlas);
errdefer fam.deinit(alloc);
try fam.loadFaceFromMemory(.regular, face_ttf, font_size);
try fam.loadFaceFromMemory(.bold, face_bold_ttf, font_size);
break :fam fam;
});
// Emoji
font_set.families.appendAssumeCapacity(fam: {
var fam_emoji = try font.Family.init(atlas_color);
errdefer fam_emoji.deinit(alloc);
try fam_emoji.loadFaceFromMemory(.regular, face_emoji_ttf, font_size);
break :fam fam_emoji;
});
// Load all visible ASCII characters and build our cell width based on
// the widest character that we see.
const cell_width: f32 = cell_width: {
var cell_width: f32 = 0;
var i: u8 = 32;
while (i <= 126) : (i += 1) {
const goa = try font_set.getOrAddGlyph(alloc, i, .regular);
if (goa.glyph.advance_x > cell_width) {
cell_width = @ceil(goa.glyph.advance_x);
}
}
break :cell_width cell_width;
};
// The cell height is the vertical height required to render underscore
// '_' which should live at the bottom of a cell.
const cell_height: f32 = cell_height: {
const fam = &font_set.families.items[0];
// This is the height reported by the font face
const face_height: i32 = fam.regular.?.unitsToPxY(fam.regular.?.ft_face.*.height);
// Determine the height of the underscore char
const glyph = font_set.families.items[0].getGlyph('_', .regular).?;
var res: i32 = fam.regular.?.unitsToPxY(fam.regular.?.ft_face.*.ascender);
res -= glyph.offset_y;
res += @intCast(i32, glyph.height);
// We take whatever is larger to account for some fonts that
// put the underscore outside f the rectangle.
if (res < face_height) res = face_height;
break :cell_height @intToFloat(f32, res);
};
const cell_baseline = cell_baseline: {
const fam = &font_set.families.items[0];
break :cell_baseline cell_height - @intToFloat(
f32,
fam.regular.?.unitsToPxY(fam.regular.?.ft_face.*.ascender),
);
};
log.debug("cell dimensions w={d} h={d} baseline={d}", .{ cell_width, cell_height, cell_baseline });
// Create our shader
const program = try gl.Program.createVF(
@embedFile("../shaders/cell.v.glsl"),
@embedFile("../shaders/cell.f.glsl"),
);
// Set our cell dimensions
const pbind = try program.use();
defer pbind.unbind();
try program.setUniform("cell_size", @Vector(2, f32){ cell_width, cell_height });
try program.setUniform("glyph_baseline", cell_baseline);
// Set all of our texture indexes
try program.setUniform("text", 0);
try program.setUniform("text_color", 1);
// Setup our VAO
const vao = try gl.VertexArray.create();
errdefer vao.destroy();
try vao.bind();
defer gl.VertexArray.unbind() catch null;
// Element buffer (EBO)
const ebo = try gl.Buffer.create();
errdefer ebo.destroy();
var ebobind = try ebo.bind(.ElementArrayBuffer);
defer ebobind.unbind();
try ebobind.setData([6]u8{
0, 1, 3, // Top-left triangle
1, 2, 3, // Bottom-right triangle
}, .StaticDraw);
// Vertex buffer (VBO)
const vbo = try gl.Buffer.create();
errdefer vbo.destroy();
var vbobind = try vbo.bind(.ArrayBuffer);
defer vbobind.unbind();
var offset: usize = 0;
try vbobind.attributeAdvanced(0, 2, gl.c.GL_UNSIGNED_SHORT, false, @sizeOf(GPUCell), offset);
offset += 2 * @sizeOf(u16);
try vbobind.attributeAdvanced(1, 2, gl.c.GL_UNSIGNED_INT, false, @sizeOf(GPUCell), offset);
offset += 2 * @sizeOf(u32);
try vbobind.attributeAdvanced(2, 2, gl.c.GL_UNSIGNED_INT, false, @sizeOf(GPUCell), offset);
offset += 2 * @sizeOf(u32);
try vbobind.attributeAdvanced(3, 2, gl.c.GL_INT, false, @sizeOf(GPUCell), offset);
offset += 2 * @sizeOf(i32);
try vbobind.attributeAdvanced(4, 4, gl.c.GL_UNSIGNED_BYTE, false, @sizeOf(GPUCell), offset);
offset += 4 * @sizeOf(u8);
try vbobind.attributeAdvanced(5, 4, gl.c.GL_UNSIGNED_BYTE, false, @sizeOf(GPUCell), offset);
offset += 4 * @sizeOf(u8);
try vbobind.attributeIAdvanced(6, 1, gl.c.GL_UNSIGNED_BYTE, @sizeOf(GPUCell), offset);
try vbobind.enableAttribArray(0);
try vbobind.enableAttribArray(1);
try vbobind.enableAttribArray(2);
try vbobind.enableAttribArray(3);
try vbobind.enableAttribArray(4);
try vbobind.enableAttribArray(5);
try vbobind.enableAttribArray(6);
try vbobind.attributeDivisor(0, 1);
try vbobind.attributeDivisor(1, 1);
try vbobind.attributeDivisor(2, 1);
try vbobind.attributeDivisor(3, 1);
try vbobind.attributeDivisor(4, 1);
try vbobind.attributeDivisor(5, 1);
try vbobind.attributeDivisor(6, 1);
// Build our texture
const tex = try gl.Texture.create();
errdefer tex.destroy();
{
const texbind = try tex.bind(.@"2D");
try texbind.parameter(.WrapS, gl.c.GL_CLAMP_TO_EDGE);
try texbind.parameter(.WrapT, gl.c.GL_CLAMP_TO_EDGE);
try texbind.parameter(.MinFilter, gl.c.GL_LINEAR);
try texbind.parameter(.MagFilter, gl.c.GL_LINEAR);
try texbind.image2D(
0,
.Red,
@intCast(c_int, atlas.size),
@intCast(c_int, atlas.size),
0,
.Red,
.UnsignedByte,
atlas.data.ptr,
);
}
// Build our color texture
const tex_color = try gl.Texture.create();
errdefer tex_color.destroy();
{
const texbind = try tex_color.bind(.@"2D");
try texbind.parameter(.WrapS, gl.c.GL_CLAMP_TO_EDGE);
try texbind.parameter(.WrapT, gl.c.GL_CLAMP_TO_EDGE);
try texbind.parameter(.MinFilter, gl.c.GL_LINEAR);
try texbind.parameter(.MagFilter, gl.c.GL_LINEAR);
try texbind.image2D(
0,
.RGBA,
@intCast(c_int, atlas_color.size),
@intCast(c_int, atlas_color.size),
0,
.BGRA,
.UnsignedByte,
atlas_color.data.ptr,
);
}
return Grid{
.alloc = alloc,
.cells = .{},
.cell_size = .{ .width = cell_width, .height = cell_height },
.size = .{ .rows = 0, .columns = 0 },
.program = program,
.vao = vao,
.ebo = ebo,
.vbo = vbo,
.texture = tex,
.texture_color = tex_color,
.font_set = font_set,
.cursor_visible = true,
.cursor_style = .box,
.background = .{ .r = 0, .g = 0, .b = 0 },
.foreground = .{ .r = 255, .g = 255, .b = 255 },
};
}
pub fn deinit(self: *Grid) void {
for (self.font_set.families.items) |*family| {
family.atlas.deinit(self.alloc);
family.deinit(self.alloc);
}
self.font_set.deinit(self.alloc);
self.texture.destroy();
self.texture_color.destroy();
self.vbo.destroy();
self.ebo.destroy();
self.vao.destroy();
self.program.destroy();
self.cells.deinit(self.alloc);
self.* = undefined;
}
/// rebuildCells rebuilds all the GPU cells from our CPU state. This is a
/// slow operation but ensures that the GPU state exactly matches the CPU state.
/// In steady-state operation, we use some GPU tricks to send down stale data
/// that is ignored. This accumulates more memory; rebuildCells clears it.
///
/// Note this doesn't have to typically be manually called. Internally,
/// the renderer will do this when it needs more memory space.
pub fn rebuildCells(self: *Grid, term: Terminal) !void {
const t = trace(@src());
defer t.end();
// For now, we just ensure that we have enough cells for all the lines
// we have plus a full width. This is very likely too much but its
// the probably close enough while guaranteeing no more allocations.
self.cells.clearRetainingCapacity();
try self.cells.ensureTotalCapacity(
self.alloc,
// * 3 for background modes and cursor and underlines
// + 1 for cursor
(term.screen.rows * term.screen.cols * 3) + 1,
);
// We've written no data to the GPU, refresh it all
self.gl_cells_written = 0;
// Build each cell
var rowIter = term.screen.rowIterator(.viewport);
var y: usize = 0;
while (rowIter.next()) |line| {
defer y += 1;
for (line) |cell, x| {
assert(try self.updateCell(term, cell, x, y));
}
}
// Add the cursor
self.addCursor(term);
}
/// This should be called prior to render to finalize the cells and prepare
/// for render. This performs tasks such as preparing the cursor, refreshing
/// the cells if necessary, etc.
pub fn finalizeCells(self: *Grid, term: Terminal) !void {
// Add the cursor
// TODO: only add cursor if it changed
if (self.cells.items.len < self.cells.capacity)
self.addCursor(term);
// If we're out of space or we have no more Z-space, rebuild.
if (self.cells.items.len == self.cells.capacity) {
log.info("cell cache full, rebuilding from scratch", .{});
try self.rebuildCells(term);
}
// Try to flush our atlas, this will only do something if there
// are changes to the atlas.
try self.flushAtlas();
}
fn addCursor(self: *Grid, term: Terminal) void {
// Add the cursor
if (self.cursor_visible and term.screen.viewportIsBottom()) {
const cell = term.screen.getCell(
term.screen.cursor.y,
term.screen.cursor.x,
);
var mode: GPUCellMode = @intToEnum(
GPUCellMode,
@enumToInt(self.cursor_style),
);
if (cell.attrs.wide == 1) mode = mode.mask(.wide_mask);
self.cells.appendAssumeCapacity(.{
.mode = mode,
.grid_col = @intCast(u16, term.screen.cursor.x),
.grid_row = @intCast(u16, term.screen.cursor.y),
.fg_r = 0,
.fg_g = 0,
.fg_b = 0,
.fg_a = 0,
.bg_r = 0xFF,
.bg_g = 0xFF,
.bg_b = 0xFF,
.bg_a = 255,
});
}
}
/// Update a single cell. The bool returns whether the cell was updated
/// or not. If the cell wasn't updated, a full refreshCells call is
/// needed.
pub fn updateCell(
self: *Grid,
term: Terminal,
cell: terminal.Screen.Cell,
x: usize,
y: usize,
) !bool {
const t = trace(@src());
defer t.end();
const BgFg = struct {
/// Background is optional because in un-inverted mode
/// it may just be equivalent to the default background in
/// which case we do nothing to save on GPU render time.
bg: ?terminal.color.RGB,
/// Fg is always set to some color, though we may not render
/// any fg if the cell is empty or has no attributes like
/// underline.
fg: terminal.color.RGB,
};
// The colors for the cell.
const colors: BgFg = colors: {
// If we have a selection, then we need to check if this
// cell is selected.
// TODO(perf): we can check in advance if selection is in
// our viewport at all and not run this on every point.
if (term.selection) |sel| {
const screen_point = (terminal.point.Viewport{
.x = x,
.y = y,
}).toScreen(&term.screen);
// If we are selected, we our colors are just inverted fg/bg
if (sel.contains(screen_point)) {
break :colors BgFg{
.bg = self.foreground,
.fg = self.background,
};
}
}
const res: BgFg = if (cell.attrs.inverse == 0) .{
// In normal mode, background and fg match the cell. We
// un-optionalize the fg by defaulting to our fg color.
.bg = cell.bg,
.fg = cell.fg orelse self.foreground,
} else .{
// In inverted mode, the background MUST be set to something
// (is never null) so it is either the fg or default fg. The
// fg is either the bg or default background.
.bg = cell.fg orelse self.foreground,
.fg = cell.bg orelse self.background,
};
break :colors res;
};
// If we are a trailing spacer, we never render anything.
if (cell.attrs.wide_spacer_tail == 1) return true;
// Calculate the amount of space we need in the cells list.
const needed = needed: {
var i: usize = 0;
if (colors.bg != null) i += 1;
if (!cell.empty()) i += 1;
if (cell.attrs.underline == 1) i += 1;
break :needed i;
};
if (self.cells.items.len + needed > self.cells.capacity) return false;
// If the cell has a background, we always draw it.
if (colors.bg) |rgb| {
var mode: GPUCellMode = .bg;
if (cell.attrs.wide == 1) mode = mode.mask(.wide_mask);
self.cells.appendAssumeCapacity(.{
.mode = mode,
.grid_col = @intCast(u16, x),
.grid_row = @intCast(u16, y),
.glyph_x = 0,
.glyph_y = 0,
.glyph_width = 0,
.glyph_height = 0,
.glyph_offset_x = 0,
.glyph_offset_y = 0,
.fg_r = 0,
.fg_g = 0,
.fg_b = 0,
.fg_a = 0,
.bg_r = rgb.r,
.bg_g = rgb.g,
.bg_b = rgb.b,
.bg_a = 0xFF,
});
}
// If the cell is empty then we draw nothing in the box.
if (!cell.empty()) {
// Determine our glyph styling
const style: font.Style = if (cell.attrs.bold == 1)
.bold
else
.regular;
var mode: GPUCellMode = .fg;
// Get our glyph. Try our normal font atlas first.
const goa = try self.font_set.getOrAddGlyph(self.alloc, cell.char, style);
if (goa.family == 1) mode = .fg_color;
const glyph = goa.glyph;
// If the cell is wide, we need to note that in the mode
if (cell.attrs.wide == 1) mode = mode.mask(.wide_mask);
self.cells.appendAssumeCapacity(.{
.mode = mode,
.grid_col = @intCast(u16, x),
.grid_row = @intCast(u16, y),
.glyph_x = glyph.atlas_x,
.glyph_y = glyph.atlas_y,
.glyph_width = glyph.width,
.glyph_height = glyph.height,
.glyph_offset_x = glyph.offset_x,
.glyph_offset_y = glyph.offset_y,
.fg_r = colors.fg.r,
.fg_g = colors.fg.g,
.fg_b = colors.fg.b,
.fg_a = 255,
.bg_r = 0,
.bg_g = 0,
.bg_b = 0,
.bg_a = 0,
});
}
if (cell.attrs.underline == 1) {
var mode: GPUCellMode = .underline;
if (cell.attrs.wide == 1) mode = mode.mask(.wide_mask);
self.cells.appendAssumeCapacity(.{
.mode = mode,
.grid_col = @intCast(u16, x),
.grid_row = @intCast(u16, y),
.glyph_x = 0,
.glyph_y = 0,
.glyph_width = 0,
.glyph_height = 0,
.glyph_offset_x = 0,
.glyph_offset_y = 0,
.fg_r = colors.fg.r,
.fg_g = colors.fg.g,
.fg_b = colors.fg.b,
.fg_a = 255,
.bg_r = 0,
.bg_g = 0,
.bg_b = 0,
.bg_a = 0,
});
}
return true;
}
/// Set the screen size for rendering. This will update the projection
/// used for the shader so that the scaling of the grid is correct.
pub fn setScreenSize(self: *Grid, dim: ScreenSize) !void {
// Update the projection uniform within our shader
const bind = try self.program.use();
defer bind.unbind();
try self.program.setUniform(
"projection",
// 2D orthographic projection with the full w/h
math.ortho2d(
0,
@intToFloat(f32, dim.width),
@intToFloat(f32, dim.height),
0,
),
);
// Recalculate the rows/columns.
self.size.update(dim, self.cell_size);
log.debug("screen size screen={} grid={}, cell={}", .{ dim, self.size, self.cell_size });
}
/// Updates the font texture atlas if it is dirty.
fn flushAtlas(self: *Grid) !void {
{
const atlas = &self.font_set.families.items[0].atlas;
if (atlas.modified) {
atlas.modified = false;
var texbind = try self.texture.bind(.@"2D");
defer texbind.unbind();
if (atlas.resized) {
atlas.resized = false;
try texbind.image2D(
0,
.Red,
@intCast(c_int, atlas.size),
@intCast(c_int, atlas.size),
0,
.Red,
.UnsignedByte,
atlas.data.ptr,
);
} else {
try texbind.subImage2D(
0,
0,
0,
@intCast(c_int, atlas.size),
@intCast(c_int, atlas.size),
.Red,
.UnsignedByte,
atlas.data.ptr,
);
}
}
}
{
const atlas = &self.font_set.families.items[1].atlas;
if (atlas.modified) {
atlas.modified = false;
var texbind = try self.texture_color.bind(.@"2D");
defer texbind.unbind();
if (atlas.resized) {
atlas.resized = false;
try texbind.image2D(
0,
.RGBA,
@intCast(c_int, atlas.size),
@intCast(c_int, atlas.size),
0,
.BGRA,
.UnsignedByte,
atlas.data.ptr,
);
} else {
try texbind.subImage2D(
0,
0,
0,
@intCast(c_int, atlas.size),
@intCast(c_int, atlas.size),
.BGRA,
.UnsignedByte,
atlas.data.ptr,
);
}
}
}
}
/// Render renders the current cell state. This will not modify any of
/// the cells.
pub fn render(self: *Grid) !void {
const t = trace(@src());
defer t.end();
// If we have no cells to render, then we render nothing.
if (self.cells.items.len == 0) return;
const pbind = try self.program.use();
defer pbind.unbind();
// Setup our VAO
try self.vao.bind();
defer gl.VertexArray.unbind() catch null;
// Bind EBO
var ebobind = try self.ebo.bind(.ElementArrayBuffer);
defer ebobind.unbind();
// Bind VBO and set data
var binding = try self.vbo.bind(.ArrayBuffer);
defer binding.unbind();
// Our allocated buffer on the GPU is smaller than our capacity.
// We reallocate a new buffer with the full new capacity.
if (self.gl_cells_size < self.cells.capacity) {
log.info("reallocating GPU buffer old={} new={}", .{
self.gl_cells_size,
self.cells.capacity,
});
try binding.setDataNullManual(
@sizeOf(GPUCell) * self.cells.capacity,
.StaticDraw,
);
self.gl_cells_size = self.cells.capacity;
self.gl_cells_written = 0;
}
// If we have data to write to the GPU, send it.
if (self.gl_cells_written < self.cells.items.len) {
const data = self.cells.items[self.gl_cells_written..];
//log.info("sending {} cells to GPU", .{data.len});
try binding.setSubData(self.gl_cells_written * @sizeOf(GPUCell), data);
self.gl_cells_written += data.len;
assert(data.len > 0);
assert(self.gl_cells_written <= self.cells.items.len);
}
// Bind our textures
try gl.Texture.active(gl.c.GL_TEXTURE0);
var texbind = try self.texture.bind(.@"2D");
defer texbind.unbind();
try gl.Texture.active(gl.c.GL_TEXTURE1);
var texbind1 = try self.texture_color.bind(.@"2D");
defer texbind1.unbind();
try gl.drawElementsInstanced(
gl.c.GL_TRIANGLES,
6,
gl.c.GL_UNSIGNED_BYTE,
self.cells.items.len,
);
}
/// 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 using the screen projection.
///
/// TODO(mitchellh): we should recalculate cell dimensions when new glyphs
/// are loaded.
const CellSize = struct {
width: f32,
height: f32,
};
/// 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.
const ScreenSize = struct {
width: u32,
height: u32,
};
/// The dimensions of the grid itself, in rows/columns units.
const GridSize = struct {
const Unit = u32;
columns: Unit = 0,
rows: Unit = 0,
/// Update the columns/rows for the grid based on the given screen and
/// cell size.
fn update(self: *GridSize, screen: ScreenSize, cell: CellSize) void {
self.columns = @floatToInt(Unit, @intToFloat(f32, screen.width) / cell.width);
self.rows = @floatToInt(Unit, @intToFloat(f32, screen.height) / cell.height);
}
};
test "GridSize update exact" {
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" {
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);
}
const face_ttf = @embedFile("font/res/FiraCode-Regular.ttf");
const face_bold_ttf = @embedFile("font/res/FiraCode-Bold.ttf");
const face_emoji_ttf = @embedFile("font/res/NotoColorEmoji.ttf");