854fb7ac64
Starting using lines to render+rect glyph draw funcs
2022-07-24 07:37:43 +04:00
4c458c3c55
Make ParseLines much faster using bytes.IndexByte
2022-07-24 05:37:20 +04:00
bea69429f9
Detect lines as they come in+sprintf in assert so it gets optimized away on release mode :)
2022-07-24 05:06:07 +04:00
46f958c935
Remove insert/delete from ring+track total written elements to ring
2022-07-24 03:21:09 +04:00
a531d5904b
Fix bug in ViewsFromTo where from might clip first value
2022-07-24 02:38:12 +04:00
641e3eda98
Correct and simplify textBuf drawing using the new ViewsFromTo+ new ring funcs
2022-07-23 03:08:44 +04:00
76992472d4
Correct arg quote handling in windows+place return at end of cmdBuf
2022-07-22 20:07:30 +04:00
b6f39bd1ba
Use Esc[ bytes for ansi detection+move ansi to its own package
2022-07-22 19:58:20 +04:00
0d2e747739
Optimize idle cpu usage by implementing our own fps limiter
2022-07-22 18:52:35 +04:00
90b0bc0ae9
Scroll by lines that respects ring buf+iterator prevN/nextN+it.Len
2022-07-20 02:18:36 +04:00
b4f06bda54
Ring buffer iterator
2022-07-19 21:21:54 +04:00
0fdebbeafe
Comment
2022-07-19 18:16:49 +04:00
874c62d579
Scroll by lines+mutex when writing to text buffer
2022-07-19 18:10:23 +04:00
e2feafa89d
New ansi system to support anything later+ 8/16 bit color
2022-07-17 01:29:48 +04:00
70cf0e6008
Implement NextAnsiCode
2022-07-16 22:21:07 +04:00
648a9c7500
Avoid unnecessary []byte->string conversions
2022-07-16 21:03:57 +04:00
6f1fc396cb
Use a byte buffer for textBuf
2022-07-16 21:01:29 +04:00
3fb4ce4c06
Super basic ansi foreground color code processing
2022-07-16 00:20:41 +04:00
1847289fe5
Wrapped text drawing
2022-07-15 21:09:32 +04:00
cdcfe4c13d
Use ring.Buffer in textBuf+display only needed chars+show bottom of buffer
2022-07-15 20:54:23 +04:00
4992210bdb
Finish ring buffer
2022-07-15 18:48:45 +04:00
65e393542f
Starting ring buffer implementation
2022-07-15 17:36:46 +04:00
cd249fcd54
Fixes to write cmdBuf
2022-07-15 15:37:29 +04:00
7f7f90d4c6
Syntax highlighting setup
2022-07-15 15:27:39 +04:00
ecd6bdae3e
Tidy
2022-07-15 14:24:36 +04:00
744e9abfb3
Home/End
2022-07-15 13:41:19 +04:00
82acbe939e
Proper cursor move and insert/delete operations at cursor
2022-07-15 13:38:33 +04:00
1122d27f57
Remove some stuff
2022-07-12 19:09:11 +04:00
1572ba4743
Std out/in/err of processes
2022-07-12 19:06:03 +04:00
dd09750b04
Simple scroll+better cmd running
2022-07-12 17:22:04 +04:00
755770d3be
Basic cmd running
2022-07-12 17:12:20 +04:00
2821505d47
Cmd buffer and text buffer
2022-07-12 16:58:23 +04:00
68962238e2
Ability to input text and show cursor+return last char pos from glyph renderer
2022-07-12 13:10:20 +04:00
8dfedbe030
Debug around pprof
2022-07-12 11:21:47 +04:00
75a4726384
Use nmage v0.12.15
2022-07-11 11:59:29 +04:00
d70a31dd26
Use bufferSubData and dynamic buffer in when drawing glyphs
2022-07-11 11:57:41 +04:00
869bbe3efd
Update nmage which optimizes imgui render
2022-07-11 11:42:54 +04:00
38dafbfd65
Fast path shaping non-joining chars
2022-07-11 11:29:12 +04:00
851387d6d8
Fix calcNeededAtlasSize
2022-07-11 11:13:42 +04:00
908ff7e562
Use accurate space advance+correct grid drawing
2022-07-11 09:41:58 +04:00
dec853adca
New line height in atlas based on character lengths
2022-07-10 21:49:33 +04:00
f21e1ec201
Fix horizontal positioning by making sure space advance is int
2022-07-10 21:43:04 +04:00
254113c12e
Much tighter atlas packing
2022-07-10 21:27:23 +04:00
c84702270e
Horizontal position issues was because of the font! Also:
...
turn GlyphFromRunes into a function and use g.Advance
to have basic support for variable width fonts
2022-07-10 17:24:06 +04:00
dbd77e9ce7
Ensure chars don't overlap in atlas
2022-07-10 14:01:44 +04:00
7fa94806a4
Accurate vertical positioning of text+return fractional bearing/descent
2022-07-10 12:42:31 +04:00
cb2ead0907
Avoid heap allocating in GetTextRuns+Perf notes+pprof by default
2022-07-08 08:44:57 +04:00
d8289139d3
Make TextRun struct to clean GetTextRuns
2022-07-08 08:09:12 +04:00
9388bc0c92
Advance by char width+better debug tools
2022-07-08 07:58:08 +04:00
2da4b7a53d
Disable DepthTest when drawing glyphs+move shared glyph draw logic
...
With depth testing enabled nearby glyphs can z-fight
and so some pixels might be discarded before fragment shader
even runs, which causes us to see only part of a letter.
As such we always draw with blending enabled and depth testing
disabled so that any overlaps simply causes the char pixels to show.
2022-07-08 06:33:20 +04:00