feat: support wide characters in win32 gui

closes #132
This commit is contained in:
CJ van den Berg 2025-09-23 18:03:45 +02:00
parent f7496654ae
commit a9d4fed205
3 changed files with 35 additions and 18 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) u32 {
pub fn generateGlyph(state: *WindowState, font: Font, codepoint: u21, right_half: bool) 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 =
@ -187,12 +187,15 @@ pub const WindowState = struct {
switch (glyph_index_cache.reserve(
global.glyph_cache_arena.allocator(),
codepoint,
right_half,
) catch |e| oom(e)) {
.newly_reserved => |reserved| {
// var render_success = false;
// 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 = global.staging_texture.update(font.cell_size);
var utf8_buf: [7]u8 = undefined;
const utf8_len: u3 = std.unicode.utf8Encode(codepoint, &utf8_buf) catch |e| std.debug.panic(
@ -204,10 +207,10 @@ pub const WindowState = struct {
utf8_buf[0..utf8_len],
);
const box: win32.D3D11_BOX = .{
.left = 0,
.left = if (right_half) font.cell_size.x else 0,
.top = 0,
.front = 0,
.right = font.cell_size.x,
.right = if (right_half) font.cell_size.x * 2 else font.cell_size.x,
.bottom = font.cell_size.y,
.back = 1,
};
@ -289,7 +292,7 @@ pub fn paint(
}
const copy_col_count: u16 = @min(col_count, shader_col_count);
const blank_space_glyph_index = state.generateGlyph(font, ' ');
const blank_space_glyph_index = state.generateGlyph(font, ' ', false);
const cell_count: u32 = @as(u32, shader_col_count) * @as(u32, shader_row_count);
state.shader_cells.updateCount(cell_count);