Canvas is just the text area, not the whole window.

This commit is contained in:
Mark Tomlin 2023-12-26 07:23:54 -05:00 committed by Jeremy Soller
parent 5588411644
commit 89cf36d5b4

View file

@ -108,16 +108,16 @@ struct Offset {
y: i32,
}
/// This function is called Window.x * Window.y number of times
/// each time the text is scrolled or the window is resized.
/// If the window is moved, it's not called as the pixel buffer
/// This function is called canvas.x * canvas.y number of times
/// each time the text is scrolled or the canvas is resized.
/// If the canvas is moved, it's not called as the pixel buffer
/// is the same, it's just translated for the screen's x, y.
/// Window is the location of the pixel in the window.
/// Screen is the location of the pixel on the screen itself.
/// canvas is the location of the pixel in the canvas.
/// Screen is the location of the pixel on the screen.
// TODO: improve performance
fn draw_rect(
buffer: &mut [u32],
window: Canvas,
canvas: Canvas,
offset: Canvas,
screen: Offset,
cosmic_color: cosmic_text::Color,
@ -132,9 +132,9 @@ fn draw_rect(
let alpha = (color >> 24) & 0xFF;
log::debug!(
"Window: {{w: {}, h: {}}}; Offset: {{w: {}, h: {}}}; Screen: {{x: {}, y: {}}}; Alpha {:#}",
window.w,
window.h,
"Canvas: {{w: {}, h: {}}}; Offset: {{w: {}, h: {}}}; Screen: {{x: {}, y: {}}}; Alpha {:#}",
canvas.w,
canvas.h,
offset.w,
offset.h,
screen.x,
@ -149,18 +149,18 @@ fn draw_rect(
255 => {
// Handle overwrite
for x in screen.x..screen.x + offset.w {
if x < 0 || x >= window.w {
if x < 0 || x >= canvas.w {
// Skip if y out of bounds
continue;
}
for y in screen.y..screen.y + offset.h {
if y < 0 || y >= window.h {
if y < 0 || y >= canvas.h {
// Skip if x out of bounds
continue;
}
let line_offset = y as usize * window.w as usize;
let line_offset = y as usize * canvas.w as usize;
let offset = line_offset + x as usize;
buffer[offset] = color;
}
@ -169,14 +169,14 @@ fn draw_rect(
_ => {
let n_alpha = 255 - alpha;
for y in screen.y..screen.y + offset.h {
if y < 0 || y >= window.h {
if y < 0 || y >= canvas.h {
// Skip if y out of bounds
continue;
}
let line_offset = y as usize * window.w as usize;
let line_offset = y as usize * canvas.w as usize;
for x in screen.x..screen.x + offset.w {
if x < 0 || x >= window.w {
if x < 0 || x >= canvas.w {
// Skip if x out of bounds
continue;
}