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fix(render): draw box-drawing and block characters natively
Box characters rendered as font glyphs only cover the font's own line height, but the cell is font_size × line_height (1.4 by default) — so every vertical run of │/╭/╰ broke into dashes with a gap at each row boundary: a two-line prompt's corners never connected, a TUI frame was perforated down both sides. New `terminal::boxdraw` module draws U+2500–U+257F and U+2580–U+259F as geometry pinned to the cell's real edges, the same special case every terminal with a line-height setting ships (kitty, alacritty, WezTerm) and the same approach the existing Powerline separators use: * light/heavy lines, corners, tees, crosses: per-arm rectangles with a centre overshoot so any weight combination joins solid * the double-line set: explicit per-character stroke lists, keeping the open junctions (╬ is four corners around a hole) intact * rounded corners ╭╮╯╰: straight stubs plus a quarter-circle band of overlapping convex quads — a single band outline is concave, which gpui's fan fill renders as a solid blob, and butted segments seam at 75% opacity where two antialiased edges meet * dashed lines, diagonals ╱╲╳, block eighths/quadrants, and the ░▒▓ shades as foreground-alpha washes Anything outside the range still renders through the font.
This commit is contained in:
@@ -0,0 +1,719 @@
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//! Native box-drawing: the U+2500–U+257F box characters and U+2580–U+259F
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//! block elements, drawn as geometry sized to the actual cell instead of as
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//! font glyphs.
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//!
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//! Why the font can't do this job: a glyph fills (at most) the font's own line
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//! height, but the cell it paints into is `font_size × Config::line_height` —
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//! 1.4 by default. At any line height above 1.0 a `│` covers only the middle of
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//! its cell, so every vertical run of box characters breaks into dashes with a
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//! gap at each row boundary: a two-line shell prompt's `╭`/`╰` no longer
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//! connect, a TUI frame is perforated down both sides. Horizontal continuity
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//! has the same problem in miniature whenever a fallback face's advance
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//! disagrees with the cell width.
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//!
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//! Drawing the range natively pins every stroke to the cell's real edges, so
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//! adjacent cells join seamlessly at any line height, any font, any fallback
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//! chain. This is the same special case every terminal with a line-height
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//! setting ships (kitty, alacritty, WezTerm, iTerm2), and the same approach the
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//! Powerline separators in `element.rs` already use — they skip fonts entirely.
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//!
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//! [`glyph`] returns the character's ink as rectangles and filled paths in cell
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//! coordinates; `paint_glyphs` fills them with the cell's foreground. A char
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//! outside the range returns `None` and falls back to the font.
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use gpui::{Bounds, Pixels, point, px, size};
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/// One paintable piece of a box-drawing glyph.
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pub(crate) enum Ink {
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/// A solid rectangle in the cell's foreground color.
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Rect(Bounds<Pixels>),
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/// A rectangle at a fraction of the foreground's alpha — the ░▒▓ shades,
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/// which fake their dither by translucency exactly as WezTerm does.
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Shade(Bounds<Pixels>, f32),
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/// A filled path — rounded corners and diagonals, the two shapes a
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/// rectangle can't express.
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Path(gpui::Path<Pixels>),
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}
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/// The ink for `c` sized to `bounds`, or `None` for anything that isn't a
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/// box-drawing/block character (which then renders through the font).
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pub(crate) fn glyph(c: char, bounds: Bounds<Pixels>) -> Option<Vec<Ink>> {
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if !('\u{2500}'..='\u{259f}').contains(&c) {
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return None;
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}
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let g = Cell::new(&bounds);
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if let Some((u, d, l, r)) = arms_of(c) {
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return Some(g.arms(u, d, l, r));
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}
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g.doubles(c)
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.or_else(|| g.rounded(c))
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.or_else(|| g.dashed(c))
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.or_else(|| g.diagonal(c))
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.or_else(|| g.blocks(c))
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}
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/// The weight of one arm (centre → edge) of a box character.
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#[derive(Clone, Copy, PartialEq)]
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enum Arm {
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None,
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Light,
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Heavy,
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}
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/// Cell geometry in f32, plus the light stroke thickness.
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///
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/// Thickness derives from the cell *width* — a pure font-size proxy — never the
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/// height: the height carries the line-height stretch, and a `─` that fattens
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/// when the user opens up their line spacing would look broken.
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struct Cell {
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x0: f32,
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y0: f32,
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x1: f32,
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y1: f32,
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cx: f32,
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cy: f32,
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t: f32,
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}
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impl Cell {
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fn new(b: &Bounds<Pixels>) -> Self {
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let x0 = b.origin.x.as_f32();
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let y0 = b.origin.y.as_f32();
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let x1 = x0 + b.size.width.as_f32();
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let y1 = y0 + b.size.height.as_f32();
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Cell {
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x0,
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y0,
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x1,
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y1,
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cx: (x0 + x1) / 2.,
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cy: (y0 + y1) / 2.,
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t: ((x1 - x0) * 0.15).round().max(1.),
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}
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}
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fn rectb(&self, x: f32, y: f32, w: f32, h: f32) -> Bounds<Pixels> {
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Bounds::new(point(px(x), px(y)), size(px(w), px(h)))
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}
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fn rect(&self, x: f32, y: f32, w: f32, h: f32) -> Ink {
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Ink::Rect(self.rectb(x, y, w, h))
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}
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/// The light/heavy arm combinations: one rectangle per arm, each running
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/// from its cell edge to just past the centre.
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///
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/// The overshoot (`m`, half the thickest arm) is what makes a corner: two
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/// perpendicular strokes that merely *meet* at the centre point leave a
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/// notch at the outside of the turn. Same-color opaque overlap costs
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/// nothing, so every arm overshoots by the same amount and any combination
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/// of weights joins solid.
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fn arms(&self, u: Arm, d: Arm, l: Arm, r: Arm) -> Vec<Ink> {
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let w = |a: Arm| match a {
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Arm::None => 0.,
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Arm::Light => self.t,
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Arm::Heavy => self.t * 2.,
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};
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let (wu, wd, wl, wr) = (w(u), w(d), w(l), w(r));
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let m = wu.max(wd).max(wl).max(wr) / 2.;
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let mut ink = Vec::new();
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if wu > 0. {
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ink.push(self.rect(self.cx - wu / 2., self.y0, wu, self.cy + m - self.y0));
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}
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if wd > 0. {
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ink.push(self.rect(self.cx - wd / 2., self.cy - m, wd, self.y1 - (self.cy - m)));
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}
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if wl > 0. {
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ink.push(self.rect(self.x0, self.cy - wl / 2., self.cx + m - self.x0, wl));
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}
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if wr > 0. {
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ink.push(self.rect(self.cx - m, self.cy - wr / 2., self.x1 - (self.cx - m), wr));
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}
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ink
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}
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/// The double-line set (U+2550–U+256C), spelled out stroke by stroke.
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///
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/// Doubles can't reuse the [`arms`](Self::arms) overshoot trick: their
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/// junctions are *open* — ╬ is four corner pieces around a hole, ╠'s inner
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/// stroke breaks where the branch leaves — so each character lists exactly
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/// the segments the Unicode chart draws, with endpoints snapped half a
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/// stroke past the line they join so corners close without crossing the
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/// gap.
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fn doubles(&self, c: char) -> Option<Vec<Ink>> {
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let t = self.t;
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let h = t / 2.;
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// The parallel strokes sit at centre ± d. At the 1px thickness of
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// ordinary font sizes this leaves a 3px gap — wide enough to survive
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// subpixel placement without the two strokes bleeding into one.
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let d = (t * 1.5).max(2.0);
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let (x0, x1, y0, y1, cx, cy) = (self.x0, self.x1, self.y0, self.y1, self.cx, self.cy);
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let (va, vb) = (cx - d, cx + d);
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let (ha, hb) = (cy - d, cy + d);
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let v = |x: f32, ya: f32, yb: f32| self.rect(x - h, ya, t, yb - ya);
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let hz = |y: f32, xa: f32, xb: f32| self.rect(xa, y - h, xb - xa, t);
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Some(match c {
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'═' => vec![hz(ha, x0, x1), hz(hb, x0, x1)],
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'║' => vec![v(va, y0, y1), v(vb, y0, y1)],
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'╒' => vec![hz(ha, cx - h, x1), hz(hb, cx - h, x1), v(cx, ha - h, y1)],
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'╓' => vec![hz(cy, va - h, x1), v(va, cy - h, y1), v(vb, cy - h, y1)],
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'╔' => vec![
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v(va, ha - h, y1),
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hz(ha, va - h, x1),
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v(vb, hb - h, y1),
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hz(hb, vb - h, x1),
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],
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'╕' => vec![hz(ha, x0, cx + h), hz(hb, x0, cx + h), v(cx, ha - h, y1)],
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'╖' => vec![hz(cy, x0, vb + h), v(va, cy - h, y1), v(vb, cy - h, y1)],
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'╗' => vec![
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v(vb, ha - h, y1),
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hz(ha, x0, vb + h),
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v(va, hb - h, y1),
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hz(hb, x0, va + h),
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],
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'╘' => vec![v(cx, y0, hb + h), hz(ha, cx - h, x1), hz(hb, cx - h, x1)],
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'╙' => vec![v(va, y0, cy + h), v(vb, y0, cy + h), hz(cy, va - h, x1)],
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'╚' => vec![
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v(va, y0, hb + h),
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hz(hb, va - h, x1),
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v(vb, y0, ha + h),
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hz(ha, vb - h, x1),
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],
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'╛' => vec![v(cx, y0, hb + h), hz(ha, x0, cx + h), hz(hb, x0, cx + h)],
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'╜' => vec![v(va, y0, cy + h), v(vb, y0, cy + h), hz(cy, x0, vb + h)],
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'╝' => vec![
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v(vb, y0, hb + h),
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hz(hb, x0, vb + h),
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v(va, y0, ha + h),
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hz(ha, x0, va + h),
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],
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'╞' => vec![v(cx, y0, y1), hz(ha, cx - h, x1), hz(hb, cx - h, x1)],
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'╟' => vec![v(va, y0, y1), v(vb, y0, y1), hz(cy, vb - h, x1)],
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'╠' => vec![
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v(va, y0, y1),
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v(vb, y0, ha + h),
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v(vb, hb - h, y1),
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hz(ha, vb - h, x1),
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hz(hb, vb - h, x1),
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],
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'╡' => vec![v(cx, y0, y1), hz(ha, x0, cx + h), hz(hb, x0, cx + h)],
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'╢' => vec![v(va, y0, y1), v(vb, y0, y1), hz(cy, x0, va + h)],
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'╣' => vec![
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v(vb, y0, y1),
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v(va, y0, ha + h),
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v(va, hb - h, y1),
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hz(ha, x0, va + h),
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hz(hb, x0, va + h),
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],
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'╤' => vec![hz(ha, x0, x1), hz(hb, x0, x1), v(cx, hb - h, y1)],
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'╥' => vec![hz(cy, x0, x1), v(va, cy - h, y1), v(vb, cy - h, y1)],
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'╦' => vec![
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hz(ha, x0, x1),
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hz(hb, x0, va + h),
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hz(hb, vb - h, x1),
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v(va, hb - h, y1),
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v(vb, hb - h, y1),
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],
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'╧' => vec![hz(ha, x0, x1), hz(hb, x0, x1), v(cx, y0, ha + h)],
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'╨' => vec![hz(cy, x0, x1), v(va, y0, cy + h), v(vb, y0, cy + h)],
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'╩' => vec![
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hz(hb, x0, x1),
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hz(ha, x0, va + h),
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hz(ha, vb - h, x1),
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v(va, y0, ha + h),
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v(vb, y0, ha + h),
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],
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'╪' => vec![v(cx, y0, y1), hz(ha, x0, x1), hz(hb, x0, x1)],
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'╫' => vec![v(va, y0, y1), v(vb, y0, y1), hz(cy, x0, x1)],
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'╬' => vec![
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v(va, y0, ha + h),
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v(vb, y0, ha + h),
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v(va, hb - h, y1),
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v(vb, hb - h, y1),
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hz(ha, x0, va + h),
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hz(ha, vb - h, x1),
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hz(hb, x0, va + h),
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hz(hb, vb - h, x1),
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],
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_ => return None,
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})
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}
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/// The rounded corners ╭ ╮ ╯ ╰ — two straight stubs to the cell edges plus
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/// a quarter-circle band between them. `sx`/`sy` name the quadrant the arms
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/// leave through: ╭ runs down (+1) and right (+1).
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///
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/// The band is a fan of small convex quads, one per arc step, NOT a single
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/// outer-arc/inner-arc outline. That outline is concave, and gpui fills a
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/// path as a triangle fan from its first vertex — a concave contour gets
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/// its whole hollow covered, which rendered every corner as a solid
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/// quarter-disc blob the first time around. Each quad is convex, so each
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/// fills exactly itself, and at stroke widths of a few pixels twelve steps
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/// are indistinguishable from a true arc.
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fn rounded(&self, c: char) -> Option<Vec<Ink>> {
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let (sx, sy): (f32, f32) = match c {
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'╭' => (1., 1.),
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'╮' => (-1., 1.),
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'╯' => (-1., -1.),
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'╰' => (1., -1.),
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_ => return None,
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};
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let h = self.t / 2.;
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// The largest radius that keeps the arc inside the cell on its short
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// axis; the straight stubs cover whatever the long axis has left over.
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let r = ((self.x1 - self.x0).min(self.y1 - self.y0) / 2.).max(h * 2.);
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let (cx, cy) = (self.cx, self.cy);
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let mut ink = Vec::new();
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// Straight stubs from the arc's ends to the cell edges (zero-length
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// when the radius already spans the half-axis).
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if sy > 0. {
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ink.push(self.rect(cx - h, cy + r, self.t, self.y1 - (cy + r)));
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} else {
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ink.push(self.rect(cx - h, self.y0, self.t, (cy - r) - self.y0));
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}
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if sx > 0. {
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ink.push(self.rect(cx + r, cy - h, self.x1 - (cx + r), self.t));
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} else {
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ink.push(self.rect(self.x0, cy - h, (cx - r) - self.x0, self.t));
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}
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// The arc band, stepped from the vertical stub (θ=0) to the horizontal
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// one (θ=π/2) around the arc centre one radius into the quadrant.
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let (ax, ay) = (cx + sx * r, cy + sy * r);
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let at = |radius: f32, theta: f32| {
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let (x, y) = (
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ax - sx * radius * theta.cos(),
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ay - sy * radius * theta.sin(),
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);
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point(px(x), px(y))
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};
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// Adjacent segments OVERLAP by half a step. Butted edges would each be
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// antialiased on their own, and two 50%-coverage edges composite to
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// 75% opacity — a lighter hairline seam at every joint, which is what
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// made the first cut of this arc read as lumpy next to kitty's. With
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// the overlap every internal edge lands inside the neighbour's solid
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// fill (opaque-over-opaque, invisible), leaving only the outer
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// silhouette to antialias.
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const STEPS: usize = 16;
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let step = std::f32::consts::FRAC_PI_2 / STEPS as f32;
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for i in 0..STEPS {
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let t0 = step * i as f32;
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let t1 = (step * (i as f32 + 1.5)).min(std::f32::consts::FRAC_PI_2);
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let mut quad = gpui::Path::new(at(r + h, t0));
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quad.line_to(at(r + h, t1));
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quad.line_to(at(r - h, t1));
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quad.line_to(at(r - h, t0));
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ink.push(Ink::Path(quad));
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}
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Some(ink)
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}
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/// The dashed lines: n dashes, each 70% of its slot, centred. Deliberately
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/// *not* edge-to-edge — a dashed line is supposed to read as broken, and
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/// this matches how the font glyphs space them.
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fn dashed(&self, c: char) -> Option<Vec<Ink>> {
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let (n, heavy, vertical) = match c {
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'╌' => (2, false, false),
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'╍' => (2, true, false),
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'╎' => (2, false, true),
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'╏' => (2, true, true),
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'┄' => (3, false, false),
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'┅' => (3, true, false),
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'┆' => (3, false, true),
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'┇' => (3, true, true),
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'┈' => (4, false, false),
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'┉' => (4, true, false),
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'┊' => (4, false, true),
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'┋' => (4, true, true),
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_ => return None,
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};
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let w = if heavy { self.t * 2. } else { self.t };
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let (a0, a1) = if vertical {
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(self.y0, self.y1)
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} else {
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(self.x0, self.x1)
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};
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let seg = (a1 - a0) / n as f32;
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let ink = (0..n)
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.map(|i| {
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let s = a0 + seg * (i as f32 + 0.15);
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let len = seg * 0.7;
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if vertical {
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self.rect(self.cx - w / 2., s, w, len)
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} else {
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self.rect(s, self.cy - w / 2., len, w)
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}
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})
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.collect();
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Some(ink)
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}
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/// The diagonals ╱ ╲ ╳ as corner-to-corner parallelograms. The offset is
|
||||
/// vertical (not perpendicular) so every vertex stays inside the cell; its
|
||||
/// length is scaled so the *perpendicular* stroke width still comes out at
|
||||
/// the light thickness.
|
||||
fn diagonal(&self, c: char) -> Option<Vec<Ink>> {
|
||||
let (w, hgt) = (self.x1 - self.x0, self.y1 - self.y0);
|
||||
let v = self.t * (w * w + hgt * hgt).sqrt() / w;
|
||||
let p = |x: f32, y: f32| point(px(x), px(y));
|
||||
let quad = |top_x: f32, bot_x: f32| {
|
||||
let mut path = gpui::Path::new(p(top_x, self.y0));
|
||||
path.line_to(p(top_x, self.y0 + v));
|
||||
path.line_to(p(bot_x, self.y1));
|
||||
path.line_to(p(bot_x, self.y1 - v));
|
||||
Ink::Path(path)
|
||||
};
|
||||
Some(match c {
|
||||
'╱' => vec![quad(self.x1, self.x0)],
|
||||
'╲' => vec![quad(self.x0, self.x1)],
|
||||
'╳' => vec![quad(self.x1, self.x0), quad(self.x0, self.x1)],
|
||||
_ => return None,
|
||||
})
|
||||
}
|
||||
|
||||
/// The block elements U+2580–U+259F: eighths, halves, quadrants, and the
|
||||
/// ░▒▓ shades (a full-cell wash at a quarter / half / three quarters of the
|
||||
/// foreground's alpha).
|
||||
fn blocks(&self, c: char) -> Option<Vec<Ink>> {
|
||||
let (x0, x1, y0, y1, cx, cy) = (self.x0, self.x1, self.y0, self.y1, self.cx, self.cy);
|
||||
let (w, hgt) = (x1 - x0, y1 - y0);
|
||||
let r = |x: f32, y: f32, ww: f32, hh: f32| self.rect(x, y, ww, hh);
|
||||
let ul = || r(x0, y0, cx - x0, cy - y0);
|
||||
let ur = || r(cx, y0, x1 - cx, cy - y0);
|
||||
let ll = || r(x0, cy, cx - x0, y1 - cy);
|
||||
let lr = || r(cx, cy, x1 - cx, y1 - cy);
|
||||
Some(match c {
|
||||
'▀' => vec![r(x0, y0, w, hgt / 2.)],
|
||||
// ▁ (1/8) through █ (the full block): lower k eighths.
|
||||
'▁'..='█' => {
|
||||
let k = (c as u32 - 0x2580) as f32;
|
||||
let hh = hgt * k / 8.;
|
||||
vec![r(x0, y1 - hh, w, hh)]
|
||||
}
|
||||
// ▉ (7/8) through ▏ (1/8): left k eighths.
|
||||
'▉'..='▏' => {
|
||||
let k = (0x2590 - c as u32) as f32;
|
||||
vec![r(x0, y0, w * k / 8., hgt)]
|
||||
}
|
||||
'▐' => vec![r(cx, y0, x1 - cx, hgt)],
|
||||
'░' => vec![Ink::Shade(self.rectb(x0, y0, w, hgt), 0.25)],
|
||||
'▒' => vec![Ink::Shade(self.rectb(x0, y0, w, hgt), 0.5)],
|
||||
'▓' => vec![Ink::Shade(self.rectb(x0, y0, w, hgt), 0.75)],
|
||||
'▔' => vec![r(x0, y0, w, hgt / 8.)],
|
||||
'▕' => vec![r(x1 - w / 8., y0, w / 8., hgt)],
|
||||
'▖' => vec![ll()],
|
||||
'▗' => vec![lr()],
|
||||
'▘' => vec![ul()],
|
||||
'▙' => vec![ul(), ll(), lr()],
|
||||
'▚' => vec![ul(), lr()],
|
||||
'▛' => vec![ul(), ur(), ll()],
|
||||
'▜' => vec![ul(), ur(), lr()],
|
||||
'▝' => vec![ur()],
|
||||
'▞' => vec![ur(), ll()],
|
||||
'▟' => vec![ur(), ll(), lr()],
|
||||
_ => return None,
|
||||
})
|
||||
}
|
||||
}
|
||||
|
||||
/// Decode the light/heavy arm combinations: the solid lines, corners, tees and
|
||||
/// crosses of U+2500–U+254B, and the half/mixed lines of U+2574–U+257F. Order
|
||||
/// is (up, down, left, right).
|
||||
fn arms_of(c: char) -> Option<(Arm, Arm, Arm, Arm)> {
|
||||
use Arm::{Heavy as H, Light as L, None as N};
|
||||
Some(match c {
|
||||
'─' => (N, N, L, L),
|
||||
'━' => (N, N, H, H),
|
||||
'│' => (L, L, N, N),
|
||||
'┃' => (H, H, N, N),
|
||||
'┌' => (N, L, N, L),
|
||||
'┍' => (N, L, N, H),
|
||||
'┎' => (N, H, N, L),
|
||||
'┏' => (N, H, N, H),
|
||||
'┐' => (N, L, L, N),
|
||||
'┑' => (N, L, H, N),
|
||||
'┒' => (N, H, L, N),
|
||||
'┓' => (N, H, H, N),
|
||||
'└' => (L, N, N, L),
|
||||
'┕' => (L, N, N, H),
|
||||
'┖' => (H, N, N, L),
|
||||
'┗' => (H, N, N, H),
|
||||
'┘' => (L, N, L, N),
|
||||
'┙' => (L, N, H, N),
|
||||
'┚' => (H, N, L, N),
|
||||
'┛' => (H, N, H, N),
|
||||
'├' => (L, L, N, L),
|
||||
'┝' => (L, L, N, H),
|
||||
'┞' => (H, L, N, L),
|
||||
'┟' => (L, H, N, L),
|
||||
'┠' => (H, H, N, L),
|
||||
'┡' => (H, L, N, H),
|
||||
'┢' => (L, H, N, H),
|
||||
'┣' => (H, H, N, H),
|
||||
'┤' => (L, L, L, N),
|
||||
'┥' => (L, L, H, N),
|
||||
'┦' => (H, L, L, N),
|
||||
'┧' => (L, H, L, N),
|
||||
'┨' => (H, H, L, N),
|
||||
'┩' => (H, L, H, N),
|
||||
'┪' => (L, H, H, N),
|
||||
'┫' => (H, H, H, N),
|
||||
'┬' => (N, L, L, L),
|
||||
'┭' => (N, L, H, L),
|
||||
'┮' => (N, L, L, H),
|
||||
'┯' => (N, L, H, H),
|
||||
'┰' => (N, H, L, L),
|
||||
'┱' => (N, H, H, L),
|
||||
'┲' => (N, H, L, H),
|
||||
'┳' => (N, H, H, H),
|
||||
'┴' => (L, N, L, L),
|
||||
'┵' => (L, N, H, L),
|
||||
'┶' => (L, N, L, H),
|
||||
'┷' => (L, N, H, H),
|
||||
'┸' => (H, N, L, L),
|
||||
'┹' => (H, N, H, L),
|
||||
'┺' => (H, N, L, H),
|
||||
'┻' => (H, N, H, H),
|
||||
'┼' => (L, L, L, L),
|
||||
'┽' => (L, L, H, L),
|
||||
'┾' => (L, L, L, H),
|
||||
'┿' => (L, L, H, H),
|
||||
'╀' => (H, L, L, L),
|
||||
'╁' => (L, H, L, L),
|
||||
'╂' => (H, H, L, L),
|
||||
'╃' => (H, L, H, L),
|
||||
'╄' => (H, L, L, H),
|
||||
'╅' => (L, H, H, L),
|
||||
'╆' => (L, H, L, H),
|
||||
'╇' => (H, L, H, H),
|
||||
'╈' => (L, H, H, H),
|
||||
'╉' => (H, H, H, L),
|
||||
'╊' => (H, H, L, H),
|
||||
'╋' => (H, H, H, H),
|
||||
'╴' => (N, N, L, N),
|
||||
'╵' => (L, N, N, N),
|
||||
'╶' => (N, N, N, L),
|
||||
'╷' => (N, L, N, N),
|
||||
'╸' => (N, N, H, N),
|
||||
'╹' => (H, N, N, N),
|
||||
'╺' => (N, N, N, H),
|
||||
'╻' => (N, H, N, N),
|
||||
'╼' => (N, N, L, H),
|
||||
'╽' => (L, H, N, N),
|
||||
'╾' => (N, N, H, L),
|
||||
'╿' => (H, L, N, N),
|
||||
_ => return None,
|
||||
})
|
||||
}
|
||||
|
||||
#[cfg(test)]
|
||||
mod tests {
|
||||
use super::*;
|
||||
|
||||
/// A cell with the proportions the bug shipped in: a 15px font's ~9px
|
||||
/// advance stretched to a 21px line by `line_height: 1.4`.
|
||||
fn cell() -> Bounds<Pixels> {
|
||||
Bounds::new(point(px(10.), px(20.)), size(px(9.), px(21.)))
|
||||
}
|
||||
|
||||
/// min_x / max_x / min_y / max_y over every rect corner and path vertex.
|
||||
fn extents(ink: &[Ink]) -> (f32, f32, f32, f32) {
|
||||
let (mut nx, mut xx, mut ny, mut xy) = (f32::MAX, f32::MIN, f32::MAX, f32::MIN);
|
||||
let mut visit = |x: f32, y: f32| {
|
||||
nx = nx.min(x);
|
||||
xx = xx.max(x);
|
||||
ny = ny.min(y);
|
||||
xy = xy.max(y);
|
||||
};
|
||||
for i in ink {
|
||||
match i {
|
||||
Ink::Rect(b) | Ink::Shade(b, _) => {
|
||||
let (x, y) = (b.origin.x.as_f32(), b.origin.y.as_f32());
|
||||
visit(x, y);
|
||||
visit(x + b.size.width.as_f32(), y + b.size.height.as_f32());
|
||||
}
|
||||
Ink::Path(p) => {
|
||||
for v in &p.vertices {
|
||||
visit(v.xy_position.x.as_f32(), v.xy_position.y.as_f32());
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
(nx, xx, ny, xy)
|
||||
}
|
||||
|
||||
/// Every character in U+2500–U+259F must decode to native ink — one that
|
||||
/// silently falls through to the font reintroduces the row-boundary gap
|
||||
/// for exactly that character, which is worse than uniform behavior in
|
||||
/// either direction.
|
||||
#[test]
|
||||
fn the_whole_range_is_covered() {
|
||||
for cp in 0x2500u32..=0x259f {
|
||||
let c = char::from_u32(cp).unwrap();
|
||||
assert!(
|
||||
glyph(c, cell()).is_some(),
|
||||
"U+{cp:04X} {c} fell through to the font"
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
/// Nothing may paint outside its own cell: box characters tile, and one
|
||||
/// cell's overshoot is its neighbor's artifact.
|
||||
#[test]
|
||||
fn ink_stays_inside_the_cell() {
|
||||
let b = cell();
|
||||
let (x0, y0) = (b.origin.x.as_f32(), b.origin.y.as_f32());
|
||||
let (x1, y1) = (x0 + b.size.width.as_f32(), y0 + b.size.height.as_f32());
|
||||
for cp in 0x2500u32..=0x259f {
|
||||
let c = char::from_u32(cp).unwrap();
|
||||
let (nx, xx, ny, xy) = extents(&glyph(c, b).unwrap());
|
||||
assert!(
|
||||
nx >= x0 - 0.01 && xx <= x1 + 0.01 && ny >= y0 - 0.01 && xy <= y1 + 0.01,
|
||||
"U+{cp:04X} {c} paints outside the cell: \
|
||||
x {nx}..{xx} vs {x0}..{x1}, y {ny}..{xy} vs {y0}..{y1}"
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
/// The regression this module exists for: every arm must reach its cell
|
||||
/// edge *exactly*, so vertical runs connect across the line-height gap and
|
||||
/// horizontal runs connect across cells. Checked for the whole arms table
|
||||
/// — including the mixed and half lines — not just `│`.
|
||||
#[test]
|
||||
fn arms_reach_their_edges() {
|
||||
let b = cell();
|
||||
let (x0, y0) = (b.origin.x.as_f32(), b.origin.y.as_f32());
|
||||
let (x1, y1) = (x0 + b.size.width.as_f32(), y0 + b.size.height.as_f32());
|
||||
for cp in 0x2500u32..=0x259f {
|
||||
let c = char::from_u32(cp).unwrap();
|
||||
let Some((u, d, l, r)) = arms_of(c) else {
|
||||
continue;
|
||||
};
|
||||
let (nx, xx, ny, xy) = extents(&glyph(c, b).unwrap());
|
||||
if u != Arm::None {
|
||||
assert_eq!(ny, y0, "{c}: up arm misses the top edge");
|
||||
}
|
||||
if d != Arm::None {
|
||||
assert_eq!(xy, y1, "{c}: down arm misses the bottom edge");
|
||||
}
|
||||
if l != Arm::None {
|
||||
assert_eq!(nx, x0, "{c}: left arm misses the left edge");
|
||||
}
|
||||
if r != Arm::None {
|
||||
assert_eq!(xx, x1, "{c}: right arm misses the right edge");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// Same edge guarantee for the shapes that aren't plain arms: the doubles,
|
||||
/// the rounded corners, and the diagonals all tile too.
|
||||
#[test]
|
||||
fn doubles_rounded_and_diagonals_reach_their_edges() {
|
||||
let b = cell();
|
||||
let (x0, y0) = (b.origin.x.as_f32(), b.origin.y.as_f32());
|
||||
let (x1, y1) = (x0 + b.size.width.as_f32(), y0 + b.size.height.as_f32());
|
||||
// (char, up, down, left, right)
|
||||
let expect = [
|
||||
('═', false, false, true, true),
|
||||
('║', true, true, false, false),
|
||||
('╔', false, true, false, true),
|
||||
('╬', true, true, true, true),
|
||||
('╠', true, true, false, true),
|
||||
('╦', false, true, true, true),
|
||||
('╭', false, true, false, true),
|
||||
('╮', false, true, true, false),
|
||||
('╯', true, false, true, false),
|
||||
('╰', true, false, false, true),
|
||||
('╱', true, true, true, true),
|
||||
('╲', true, true, true, true),
|
||||
];
|
||||
for (c, u, d, l, r) in expect {
|
||||
let (nx, xx, ny, xy) = extents(&glyph(c, b).unwrap());
|
||||
if u {
|
||||
assert_eq!(ny, y0, "{c}: misses the top edge");
|
||||
}
|
||||
if d {
|
||||
assert_eq!(xy, y1, "{c}: misses the bottom edge");
|
||||
}
|
||||
if l {
|
||||
assert_eq!(nx, x0, "{c}: misses the left edge");
|
||||
}
|
||||
if r {
|
||||
assert_eq!(xx, x1, "{c}: misses the right edge");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// ╬ is four corner pieces around an open centre — the one double junction
|
||||
/// where "just extend everything through the middle" would visibly lie.
|
||||
#[test]
|
||||
fn double_cross_keeps_its_open_centre() {
|
||||
let b = cell();
|
||||
let cx = b.origin.x.as_f32() + b.size.width.as_f32() / 2.;
|
||||
let cy = b.origin.y.as_f32() + b.size.height.as_f32() / 2.;
|
||||
for i in glyph('╬', b).unwrap() {
|
||||
let Ink::Rect(r) = i else {
|
||||
panic!("╬ should be rects only");
|
||||
};
|
||||
let (x, y) = (r.origin.x.as_f32(), r.origin.y.as_f32());
|
||||
let inside = cx > x
|
||||
&& cx < x + r.size.width.as_f32()
|
||||
&& cy > y
|
||||
&& cy < y + r.size.height.as_f32();
|
||||
assert!(!inside, "╬'s centre is covered");
|
||||
}
|
||||
}
|
||||
|
||||
/// Blocks: the full block is the full cell, the halves are exact halves,
|
||||
/// and the shades wash the whole cell at their nominal alpha.
|
||||
#[test]
|
||||
fn blocks_cover_their_nominal_area() {
|
||||
let b = cell();
|
||||
let (x0, y0) = (b.origin.x.as_f32(), b.origin.y.as_f32());
|
||||
let (w, h) = (b.size.width.as_f32(), b.size.height.as_f32());
|
||||
let (nx, xx, ny, xy) = extents(&glyph('█', b).unwrap());
|
||||
assert_eq!(
|
||||
(nx, xx, ny, xy),
|
||||
(x0, x0 + w, y0, y0 + h),
|
||||
"█ isn't the full cell"
|
||||
);
|
||||
let (_, _, ny, xy) = extents(&glyph('▀', b).unwrap());
|
||||
assert_eq!((ny, xy), (y0, y0 + h / 2.), "▀ isn't the top half");
|
||||
let (_, _, ny, xy) = extents(&glyph('▄', b).unwrap());
|
||||
assert_eq!((ny, xy), (y0 + h / 2., y0 + h), "▄ isn't the bottom half");
|
||||
for (c, alpha) in [('░', 0.25), ('▒', 0.5), ('▓', 0.75)] {
|
||||
let ink = glyph(c, b).unwrap();
|
||||
assert_eq!(ink.len(), 1);
|
||||
let Ink::Shade(r, a) = &ink[0] else {
|
||||
panic!("{c} should be a shade");
|
||||
};
|
||||
assert_eq!(*a, alpha);
|
||||
assert_eq!(r.size.width.as_f32(), w, "{c} doesn't wash the full cell");
|
||||
}
|
||||
}
|
||||
|
||||
/// Heavy strokes must actually be heavier than light ones, and a light
|
||||
/// stroke never vanishes (≥ 1px) however small the cell.
|
||||
#[test]
|
||||
fn stroke_weights_are_ordered_and_visible() {
|
||||
let light = {
|
||||
let Ink::Rect(r) = &glyph('│', cell()).unwrap()[0] else {
|
||||
panic!()
|
||||
};
|
||||
r.size.width.as_f32()
|
||||
};
|
||||
let heavy = {
|
||||
let Ink::Rect(r) = &glyph('┃', cell()).unwrap()[0] else {
|
||||
panic!()
|
||||
};
|
||||
r.size.width.as_f32()
|
||||
};
|
||||
assert!(light >= 1., "light stroke thinner than a pixel");
|
||||
assert!(heavy > light, "heavy stroke isn't heavier");
|
||||
// A pathologically narrow cell still yields visible ink.
|
||||
let tiny = Bounds::new(point(px(0.), px(0.)), size(px(2.), px(4.)));
|
||||
let Ink::Rect(r) = &glyph('│', tiny).unwrap()[0] else {
|
||||
panic!()
|
||||
};
|
||||
assert!(r.size.width.as_f32() >= 1.);
|
||||
}
|
||||
}
|
||||
+24
-4
@@ -834,15 +834,35 @@ fn paint_glyphs(
|
||||
// for a single glyph — it paints at the run origin regardless.
|
||||
RowSeg::Solo { col } => {
|
||||
let cell = &buf[row_base + col];
|
||||
let cell_bounds = Bounds::new(
|
||||
point(geom.origin.x + geom.cell_width * (col as f32), y),
|
||||
size(geom.cell_width, geom.line_height),
|
||||
);
|
||||
if let Some(shape) = PowerlineShape::of(cell.c) {
|
||||
let cell_bounds = Bounds::new(
|
||||
point(geom.origin.x + geom.cell_width * (col as f32), y),
|
||||
size(geom.cell_width, geom.line_height),
|
||||
);
|
||||
let path = powerline_path(cell_bounds, shape);
|
||||
window.paint_path(path, GlyphStyle::of(cell).fg);
|
||||
continue;
|
||||
}
|
||||
// Box-drawing / block characters paint as native geometry
|
||||
// sized to the actual (line-height-stretched) cell. A font
|
||||
// glyph only covers the font's own line height, which is
|
||||
// what broke every vertical run of `│`/`╭`/`╰` into dashes
|
||||
// at line_height > 1.0 — see `boxdraw`.
|
||||
if let Some(ink) = super::boxdraw::glyph(cell.c, cell_bounds) {
|
||||
let fg = GlyphStyle::of(cell).fg;
|
||||
for piece in ink {
|
||||
match piece {
|
||||
super::boxdraw::Ink::Rect(r) => window.paint_quad(fill(r, fg)),
|
||||
super::boxdraw::Ink::Shade(r, alpha) => {
|
||||
let mut c = fg;
|
||||
c.a *= alpha;
|
||||
window.paint_quad(fill(r, c));
|
||||
}
|
||||
super::boxdraw::Ink::Path(p) => window.paint_path(p, fg),
|
||||
}
|
||||
}
|
||||
continue;
|
||||
}
|
||||
(col, 1, char_string(cell.c), None, true)
|
||||
}
|
||||
// Same pinning as the batched runs, just for one base: two
|
||||
|
||||
@@ -15,6 +15,7 @@
|
||||
//! `TermSize` / `RemoteTerminal` are re-exported here so the rest of the crate
|
||||
//! can refer to `terminal::RemoteTerminal` without reaching into submodules.
|
||||
|
||||
mod boxdraw;
|
||||
mod cmd_editor;
|
||||
mod completion;
|
||||
pub mod element;
|
||||
|
||||
Reference in New Issue
Block a user