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Font: Resize the mask when the glyph is too large
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The mask looks brighter than in Maniac Patch but at least it does not look corrupted anymore.
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Ghabry committed Apr 17, 2024
1 parent 361255f commit fe381e0
Showing 1 changed file with 59 additions and 5 deletions.
64 changes: 59 additions & 5 deletions src/font.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -764,13 +764,65 @@ bool Font::RenderImpl(Bitmap& dest, int const x, int const y, const Bitmap& sys,
return false;
}

// Drawing position of the glyph
rect.x += gret.offset.x;
rect.y -= gret.offset.y;

unsigned src_x;
unsigned src_y;
unsigned src_x = 0;
unsigned src_y = 0;

int glyph_height = gret.bitmap->height() - gret.offset.y;

// Adjust how the mask is applied depending on the glyph size to prevent that
// pixels from outside of the mask color are read
// When <= 12: Will work fine
// When <= 16: Slightly adjusted (see ~20 lines below)
if (glyph_height > 16) {
// Too large for the existing mask: Resize the masks (slow)
// The mask is too small and the system graphic must be resized
// This is usually an exception and requires a custom font
const Rect shadow_color_rect = { 16, 32, 16, 16 };
const Rect mask_color_rect = { color % 10 * 16, color / 10 * 16 + 48, 16, 16 };
auto sys_large = Bitmap::Create(current_style.size * 2, current_style.size, false);
double zoom = current_style.size / 16.0;
// Left half of the image is the shadow, right half the mask
if (color != ColorShadow && current_style.draw_shadow) {
sys_large->ZoomOpacityBlit(0, 0, 0, 0, sys, shadow_color_rect, zoom, zoom, Opacity::Opaque());
}
if (!gret.has_color) {
sys_large->ZoomOpacityBlit(current_style.size, 0, 0, 0, sys, mask_color_rect, zoom, zoom, Opacity::Opaque());
}

if (color != ColorShadow) {
// First draw the shadow, offset by one
if (!gret.has_color && current_style.draw_shadow) {
auto shadow_rect = Rect(rect.x + 1, rect.y + 1, rect.width, rect.height);
dest.MaskedBlit(shadow_rect, *gret.bitmap, 0, 0, *sys_large, 0, 0);
}

src_x = current_style.size;
src_y -= gret.offset.y;
}

if (!gret.has_color) {
if (current_style.draw_gradient) {
dest.MaskedBlit(rect, *gret.bitmap, 0, 0, *sys_large, src_x, src_y);
} else {
auto col = sys.GetColorAt(current_style.color_offset.x + src_x, current_style.color_offset.y + src_y);
auto col_bm = Bitmap::Create(gret.bitmap->width(), gret.bitmap->height(), col);
dest.MaskedBlit(rect, *gret.bitmap, 0, 0, *col_bm, 0, 0);
}
} else {
// Color glyphs, emojis etc.
dest.Blit(rect.x, rect.y, *gret.bitmap, gret.bitmap->GetRect(), Opacity::Opaque());
}

return true;
}

// Glyph fits in the mask
if (color != ColorShadow) {
// First draw the shadow, offset by one
if (!gret.has_color && current_style.draw_shadow) {
auto shadow_rect = Rect(rect.x + 1, rect.y + 1, rect.width, rect.height);
dest.MaskedBlit(shadow_rect, *gret.bitmap, 0, 0, sys, 16, 32);
Expand All @@ -779,6 +831,7 @@ bool Font::RenderImpl(Bitmap& dest, int const x, int const y, const Bitmap& sys,
src_x = color % 10 * 16 + 2;
src_y = color / 10 * 16 + 48 + 16 - 12 - gret.offset.y;
} else {
// When the color is the shadow color do not render twice
src_x = 16;
src_y = 32;
}
Expand All @@ -787,9 +840,9 @@ bool Font::RenderImpl(Bitmap& dest, int const x, int const y, const Bitmap& sys,
if (current_style.draw_gradient) {
// When the glyph is large the system graphic color mask will be outside the rectangle
// Move the mask slightly up to avoid this
int offset = gret.bitmap->height() - gret.offset.y;
if (offset > 12) {
src_y -= offset - 12;
if (glyph_height > 12) {
// Slightly too large -> Apply an offset
src_y -= glyph_height - 12;
}

dest.MaskedBlit(rect, *gret.bitmap, 0, 0, sys, src_x, src_y);
Expand All @@ -799,6 +852,7 @@ bool Font::RenderImpl(Bitmap& dest, int const x, int const y, const Bitmap& sys,
dest.MaskedBlit(rect, *gret.bitmap, 0, 0, *col_bm, 0, 0);
}
} else {
// Color glyphs, emojis etc.
dest.Blit(rect.x, rect.y, *gret.bitmap, gret.bitmap->GetRect(), Opacity::Opaque());
}

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