finish win32 gui support for double-wide characters

This commit is contained in:
Jonathan Marler 2025-09-23 13:32:13 -06:00 committed by CJ van den Berg
parent 8278a080af
commit 05b87b1406
3 changed files with 25 additions and 7 deletions

View file

@ -149,7 +149,7 @@ pub const WindowState = struct {
}
// TODO: this should take a utf8 graphme instead
pub fn generateGlyph(state: *WindowState, font: Font, codepoint: u21, right_half: bool) u32 {
pub fn generateGlyph(state: *WindowState, font: Font, codepoint: u21, kind: enum { single, left, right }) u32 {
// for now we'll just use 1 texture and leverage the entire thing
const texture_cell_count: XY(u16) = getD3d11TextureMaxCellCount(font.cell_size);
const texture_cell_count_total: u32 =
@ -184,6 +184,11 @@ pub const WindowState = struct {
break :blk &(state.glyph_index_cache.?);
};
const right_half: bool = switch (kind) {
.single, .left => false,
.right => true,
};
switch (glyph_index_cache.reserve(
global.glyph_cache_arena.allocator(),
codepoint,
@ -194,8 +199,11 @@ pub const WindowState = struct {
// defer if (!render_success) state.glyph_index_cache.remove(reserved.index);
const pos: XY(u16) = cellPosFromIndex(reserved.index, texture_cell_count.x);
const coord = coordFromCellPos(font.cell_size, pos);
var staging_size = font.cell_size;
staging_size.x = if (right_half) staging_size.x * 2 else staging_size.x;
const staging_size: XY(u16) = .{
// twice the width to handle double-wide glyphs
.x = font.cell_size.x * 2,
.y = font.cell_size.y,
};
const staging = global.staging_texture.update(staging_size);
var utf8_buf: [7]u8 = undefined;
const utf8_len: u3 = std.unicode.utf8Encode(codepoint, &utf8_buf) catch |e| std.debug.panic(
@ -205,6 +213,10 @@ pub const WindowState = struct {
staging.text_renderer.render(
font,
utf8_buf[0..utf8_len],
switch (kind) {
.single => false,
.left, .right => true,
},
);
const box: win32.D3D11_BOX = .{
.left = if (right_half) font.cell_size.x else 0,
@ -292,7 +304,7 @@ pub fn paint(
}
const copy_col_count: u16 = @min(col_count, shader_col_count);
const blank_space_glyph_index = state.generateGlyph(font, ' ', false);
const blank_space_glyph_index = state.generateGlyph(font, ' ', .single);
const cell_count: u32 = @as(u32, shader_col_count) * @as(u32, shader_row_count);
state.shader_cells.updateCount(cell_count);