text rendering: support strikethroughs (#7363)

<img width="1269" alt="image"
src="https://github.com/zed-industries/zed/assets/18583882/d4c93033-b2ac-4ae0-8e12-457f256ee869">

Release Notes:

- Added support for styling text with strikethrough.

Related: 
- https://github.com/zed-industries/zed/issues/5364
- https://github.com/zed-industries/zed/pull/7345
This commit is contained in:
Kieran Gill 2024-02-07 09:51:27 -05:00 committed by GitHub
parent 55129d4d6c
commit ad3940c66f
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14 changed files with 145 additions and 4 deletions

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@ -34,8 +34,8 @@ use crate::{
InputHandler, IsZero, KeyContext, KeyEvent, LayoutId, MonochromeSprite, MouseEvent, PaintQuad,
Path, Pixels, PlatformInputHandler, Point, PolychromeSprite, Quad, RenderGlyphParams,
RenderImageParams, RenderSvgParams, Scene, Shadow, SharedString, Size, StackingContext,
StackingOrder, Style, Surface, TextStyleRefinement, Underline, UnderlineStyle, Window,
WindowContext, SUBPIXEL_VARIANTS,
StackingOrder, StrikethroughStyle, Style, Surface, TextStyleRefinement, Underline,
UnderlineStyle, Window, WindowContext, SUBPIXEL_VARIANTS,
};
type AnyMouseListener = Box<dyn FnMut(&dyn Any, DispatchPhase, &mut ElementContext) + 'static>;
@ -758,6 +758,38 @@ impl<'a> ElementContext<'a> {
);
}
/// Paint a strikethrough into the scene for the next frame at the current z-index.
pub fn paint_strikethrough(
&mut self,
origin: Point<Pixels>,
width: Pixels,
style: &StrikethroughStyle,
) {
let scale_factor = self.scale_factor();
let height = style.thickness;
let bounds = Bounds {
origin,
size: size(width, height),
};
let content_mask = self.content_mask();
let view_id = self.parent_view_id();
let window = &mut *self.window;
window.next_frame.scene.insert(
&window.next_frame.z_index_stack,
Underline {
view_id: view_id.into(),
layer_id: 0,
order: 0,
bounds: bounds.scale(scale_factor),
content_mask: content_mask.scale(scale_factor),
thickness: style.thickness.scale(scale_factor),
color: style.color.unwrap_or_default(),
wavy: false,
},
);
}
/// Paints a monochrome (non-emoji) glyph into the scene for the next frame at the current z-index.
///
/// The y component of the origin is the baseline of the glyph.