That locale may not exist. Instead, require the user/build script to
explicitly set an UTF-8 locale.
Document this in INSTALL.md, and in the bundled PKGBUILD.
Previously, soft-wrapped lines were not selected correctly, as the
selection logic was hardcoded to simply select everything between the
first and last column on the current terminal row.
Now, we scan backward and forward, looking for hard-wrapped
lines. This is similar to how word-based selection works.
Closes#726
With dpi-aware=auto (the default), scale fonts using DPI *only*
if *all* available monitors have a scaling factor of one.
The idea is this: if a user, with multiple monitors, have enabled
scaling on *at least* one monitor, he/she has most likely done so to
match the size of his/hers other monitors.
For example, if the user has one monitor with a scaling factor of one,
and another one with a scaling factor of two, he/she expects things to
be twice as large on the second monitor.
If we (foot) scale using DPI on the first monitor, and using the
scaling factor on the second monitor, foot will *not* look twice as
big on the second monitor (this was the old behavior of
dpi-aware=auto).
Part of #714
FOOT_DEFAULT_TERM is a string literal passed as a -D argument to
the compiler, so it can just be concatenated with the other string
literals, instead of being formatted with printf().
Too large dots make them harder to distinguish, when the spacing
between them is small.
Prefer increasing the spacing, instead of increasing the dot
size. This looks better at small font sizes in particular.
The box_drawings array is now quite large, and uses up ~4K
when *empty*.
This patch splits it up into three separate, dynamically allocated
arrays; one for the traditional box+line drawing and block elements
glyphs, one for braille, and one for the legacy computing symbols.
When we need to render a glyph, the *entire* array (that it belongs
to) is allocated.
I.e this is one step closer to a dynamic glyph cache (like the one
fcft uses), but doesn’t go all the way.
This is especially nice for people with
‘box-drawings-uses-font-glyphs=yes’; for them, the custom glyphs now
uses 3*8 bytes (for the three array pointers), instead of 4K.
Render braille ourselves, instead of using font glyphs. Decoding a
braille character is easy enough; there are 256 codepoints,
represented by an 8-bit integer (i.e. subtract the Unicode codepoint
offset, 0x2800, and you’re left with an integer in the range 0-255).
Each bit corresponds to a dot. The first 6 bits represent the upper 6
dots, while the two last bits represent the fourth (and last) row of
dots.
The hard part is sizing the dots and the spacing between them.
The aim is to have the spacing between the dots be the same size as
the dots themselves, and to have the margins on each side be half the
size of the dots.
In a perfectly sized cell, this means two braille characters next to
each other will be evenly spaced.
This is however almost never the case. The layout logic currently:
* Set dot size to either the width / 4, or height / 8, depending on
which one is smallest.
* Horizontal spacing is initialized to the width / 4
* Vertical spacing is initialized to the height / 8
* Horizontal margins are initialized to the horizontal spacing / 2
* Vertical margins are initialized to the vertical spacing / 2.
Next, we calculate the number of “remaining” pixels. That is, if we
add the left margin, two dots and the spacing between, how many pixels
are left on the horizontal axis?
These pixels are distributed in the following order (we “stop” as soon
as we run out of pixels):
* If the dot size is 0 (happens for very small font sizes), increase
it to 1.
* If the margins are 0, increase them to 1.
* If we have enough pixels (need at 2 horizontal and 4 vertical),
increase the dot size.
* Increase spacing.
* Increase margins.
Closes#702