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Merge pull request #774 from mitchellh/update-undercurl
feat: update undercurl thickness and wave height
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@@ -166,33 +166,31 @@ const Draw = struct {
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// This is the lowest that the curl can go.
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const y_max = self.height - 1;
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// Determines the density of the waves.
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// Calculate the wave period for a single character
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// `2 * pi...` = 1 peak per character
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// `4 * pi...` = 2 peaks per character
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const x_factor = 2 * std.math.pi / @as(f64, @floatFromInt(self.width - 1));
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const wave_period = 2 * std.math.pi / @as(f64, @floatFromInt(self.width - 1));
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// Some fonts put the underline too close to the bottom of the
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// cell height and this doesn't allow us to make a high enough
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// wave. This constant is arbitrary, change it for aesthetics.
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const pos: u32 = pos: {
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const MIN_HEIGHT = 5;
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const clamped_pos = @min(y_max, self.pos);
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const height = y_max - clamped_pos;
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break :pos if (height < MIN_HEIGHT) clamped_pos -| MIN_HEIGHT else clamped_pos;
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const MIN_AMPLITUDE: u32 = @max(self.height / 9, 2);
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break :pos y_max - (MIN_AMPLITUDE * 2);
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};
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// The full height of the wave can be from the bottom to the
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// The full aplitude of the wave can be from the bottom to the
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// underline position. We also calculate our mid y point of the wave
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const wave_height: f64 = @floatFromInt(y_max - pos);
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const half_height: f64 = @max(1, wave_height / 4);
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const y_mid: u32 = pos + @as(u32, @intFromFloat(2 * half_height));
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const double_amplitude: f64 = @floatFromInt(y_max - pos);
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const half_amplitude: f64 = @max(1, double_amplitude / 4);
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const y_mid: u32 = pos + @as(u32, @intFromFloat(2 * half_amplitude));
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// follow Xiaolin Wu's antialias algorithm to draw the curve
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var x: u32 = 0;
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while (x < self.width) : (x += 1) {
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const y: f64 = @as(f64, @floatFromInt(y_mid)) + (half_height * @cos(@as(f64, @floatFromInt(x)) * x_factor));
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const y: f64 = @as(f64, @floatFromInt(y_mid)) + (half_amplitude * @cos(@as(f64, @floatFromInt(x)) * wave_period));
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const y_upper: u32 = @intFromFloat(@floor(y));
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const y_lower: u32 = y_upper - 1 + self.thickness;
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const y_lower: u32 = y_upper + self.thickness;
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const alpha: u8 = @intFromFloat(255 * @abs(y - @floor(y)));
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// upper and lower bounds
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