Improve text width calculation precision (#1408)

In some extreme cases (~30000 chars) text width precision takes a hit.
Using double instead of float fixes that.
This commit is contained in:
Guldoman
2023-08-19 12:38:35 +08:00
committed by takase1121
parent 32860c111e
commit 1d0725f904
5 changed files with 12 additions and 12 deletions
+6 -6
View File
@@ -360,8 +360,8 @@ int ren_font_group_get_height(RenFont **fonts) {
return fonts[0]->height;
}
float ren_font_group_get_width(RenWindow *window_renderer, RenFont **fonts, const char *text, size_t len) {
float width = 0;
double ren_font_group_get_width(RenWindow *window_renderer, RenFont **fonts, const char *text, size_t len) {
double width = 0;
const char* end = text + len;
GlyphMetric* metric = NULL; GlyphSet* set = NULL;
while (text < end) {
@@ -376,12 +376,12 @@ float ren_font_group_get_width(RenWindow *window_renderer, RenFont **fonts, cons
return width / surface_scale;
}
float ren_draw_text(RenWindow *window_renderer, RenFont **fonts, const char *text, size_t len, float x, int y, RenColor color) {
double ren_draw_text(RenWindow *window_renderer, RenFont **fonts, const char *text, size_t len, float x, int y, RenColor color) {
SDL_Surface *surface = renwin_get_surface(window_renderer);
const RenRect clip = window_renderer->clip;
const int surface_scale = renwin_surface_scale(window_renderer);
float pen_x = x * surface_scale;
double pen_x = x * surface_scale;
y *= surface_scale;
int bytes_per_pixel = surface->format->BytesPerPixel;
const char* end = text + len;
@@ -389,7 +389,7 @@ float ren_draw_text(RenWindow *window_renderer, RenFont **fonts, const char *tex
int clip_end_x = clip.x + clip.width, clip_end_y = clip.y + clip.height;
RenFont* last = NULL;
float last_pen_x = x;
double last_pen_x = x;
bool underline = fonts[0]->style & FONT_STYLE_UNDERLINE;
bool strikethrough = fonts[0]->style & FONT_STYLE_STRIKETHROUGH;
@@ -453,7 +453,7 @@ float ren_draw_text(RenWindow *window_renderer, RenFont **fonts, const char *tex
if(!last) last = font;
else if(font != last || text == end) {
float local_pen_x = text == end ? pen_x + adv : pen_x;
double local_pen_x = text == end ? pen_x + adv : pen_x;
if (underline)
ren_draw_rect(window_renderer, (RenRect){last_pen_x, y / surface_scale + last->height - 1, (local_pen_x - last_pen_x) / surface_scale, last->underline_thickness * surface_scale}, color);
if (strikethrough)