feat(font): port font metrics, atlas and the sprite font
Ports ZIG/src/font/{Metrics,Atlas,Glyph}.zig and the whole sprite font
(font/sprite/**): box drawing, block elements, braille, branch/git
graph symbols, geometric shapes, powerline, and the symbols for legacy
computing (+ supplement, incl. the octants table).
Ghostty draws sprites with z2d; we use tiny-skia for path coverage,
composited onto an alpha8 canvas, while following the Zig geometry
(positions, thickness, rounding). Comptime discovery of draw functions
is replaced by explicit, overlap-checked codepoint range tables.
Upstream reference sheets are vendored in testdata/ and compared with a
tolerance: braille and U+1CD00 are pixel-identical; other sheets differ
only in antialiasing on thin diagonals/curves. Review renders are written
to target/sprite_sheets/.
The crate temporarily drops its config/unicode/terminal deps until the
rest of the font engine is ported (Phase 3).
Test Plan:
- cargo test -p ghostty-font (49 tests incl. reference sheet comparison)
- inspect target/sprite_sheets/review-all-18x36.png
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//! Geometric Shapes | U+25A0...U+25FF
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//! <https://en.wikipedia.org/wiki/Geometric_Shapes_(Unicode_block)>
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//!
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//! ■ □ ▢ ▣ ▤ ▥ ▦ ▧ ▨ ▩ ▪ ▫ ▬ ▭ ▮ ▯
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//! ▰ ▱ ▲ △ ▴ ▵ ▶ ▷ ▸ ▹ ► ▻ ▼ ▽ ▾ ▿
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//! ◀ ◁ ◂ ◃ ◄ ◅ ◆ ◇ ◈ ◉ ◊ ○ ◌ ◍ ◎ ●
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//! ◐ ◑ ◒ ◓ ◔ ◕ ◖ ◗ ◘ ◙ ◚ ◛ ◜ ◝ ◞ ◟
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//! ◠ ◡ ◢ ◣ ◤ ◥ ◦ ◧ ◨ ◩ ◪ ◫ ◬ ◭ ◮ ◯
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//! ◰ ◱ ◲ ◳ ◴ ◵ ◶ ◷ ◸ ◹ ◺ ◻ ◼ ◽︎◾︎◿
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//!
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//! Only a subset of this block is viable for sprite drawing; filling
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//! out this file to have full coverage of this block is not the goal.
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//!
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//! Port of `sprite/draw/geometric_shapes.zig`.
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use super::common::{Corner, DrawFn, Range, Shade, Thickness};
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use crate::metrics::Metrics;
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use crate::sprite::canvas::{Canvas, CapMode, Color, DrawError, Path, StrokeOptions};
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pub const RANGES: &[Range] = &[
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Range {
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min: 0x25e2,
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max: 0x25e5,
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draw: draw25e2_25e5 as DrawFn,
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},
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Range {
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min: 0x25f8,
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max: 0x25fa,
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draw: draw25f8_25fa as DrawFn,
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},
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Range {
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min: 0x25ff,
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max: 0x25ff,
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draw: draw25ff as DrawFn,
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},
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];
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/// ◢ ◣ ◤ ◥
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pub fn draw25e2_25e5(
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cp: u32,
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canvas: &mut Canvas,
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_width: u32,
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_height: u32,
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metrics: &Metrics,
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) -> Result<(), DrawError> {
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match cp {
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// ◢
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0x25e2 => corner_triangle_shade(metrics, canvas, Corner::Br, Shade::ON),
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// ◣
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0x25e3 => corner_triangle_shade(metrics, canvas, Corner::Bl, Shade::ON),
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// ◤
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0x25e4 => corner_triangle_shade(metrics, canvas, Corner::Tl, Shade::ON),
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// ◥
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0x25e5 => corner_triangle_shade(metrics, canvas, Corner::Tr, Shade::ON),
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_ => unreachable!(),
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}
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}
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/// ◸ ◹ ◺
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pub fn draw25f8_25fa(
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cp: u32,
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canvas: &mut Canvas,
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_width: u32,
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_height: u32,
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metrics: &Metrics,
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) -> Result<(), DrawError> {
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match cp {
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// ◸
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0x25f8 => corner_triangle_outline(metrics, canvas, Corner::Tl),
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// ◹
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0x25f9 => corner_triangle_outline(metrics, canvas, Corner::Tr),
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// ◺
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0x25fa => corner_triangle_outline(metrics, canvas, Corner::Bl),
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_ => unreachable!(),
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}
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}
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/// ◿
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pub fn draw25ff(
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_cp: u32,
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canvas: &mut Canvas,
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_width: u32,
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_height: u32,
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metrics: &Metrics,
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) -> Result<(), DrawError> {
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corner_triangle_outline(metrics, canvas, Corner::Br)
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}
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fn corner_path(metrics: &Metrics, corner: Corner) -> Path {
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let float_width = f64::from(metrics.cell_width);
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let float_height = f64::from(metrics.cell_height);
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let (x0, y0, x1, y1, x2, y2) = match corner {
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Corner::Tl => (0.0, 0.0, 0.0, float_height, float_width, 0.0),
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Corner::Tr => (0.0, 0.0, float_width, float_height, float_width, 0.0),
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Corner::Bl => (0.0, 0.0, 0.0, float_height, float_width, float_height),
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Corner::Br => (
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0.0,
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float_height,
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float_width,
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float_height,
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float_width,
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0.0,
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),
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};
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let mut path = Path::new();
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path.move_to(x0, y0);
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path.line_to(x1, y1);
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path.line_to(x2, y2);
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path.close();
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path
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}
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pub fn corner_triangle_shade(
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metrics: &Metrics,
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canvas: &mut Canvas,
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corner: Corner,
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shade: Shade,
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) -> Result<(), DrawError> {
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let path = corner_path(metrics, corner);
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canvas.fill_path(&path, Color(shade.0))
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}
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pub fn corner_triangle_outline(
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metrics: &Metrics,
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canvas: &mut Canvas,
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corner: Corner,
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) -> Result<(), DrawError> {
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let float_thick = f64::from(Thickness::Light.height(metrics.box_thickness));
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let path = corner_path(metrics, corner);
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canvas.inner_stroke_path(
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&path,
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StrokeOptions {
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line_cap_mode: CapMode::Butt,
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line_width: float_thick,
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},
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Color::ON,
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)
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}
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