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Fix vscroll-indicator size and offset. (#334)
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@ -4,8 +4,6 @@ Changelog
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current (development)
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current (development)
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---------------------
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---------------------
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### Features:
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#### DOM:
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#### DOM:
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- The `inverted` decorator now toggle in the inverted attribute.
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- The `inverted` decorator now toggle in the inverted attribute.
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- Add `gauge` for the 4 directions. Expose the following API:
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- Add `gauge` for the 4 directions. Expose the following API:
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@ -20,6 +18,7 @@ Element gaugeDirection(float ratio, GaugeDirection);
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- Add the `automerge` decorator. This makes separator characters to be merged
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- Add the `automerge` decorator. This makes separator characters to be merged
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with others nearby.
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with others nearby.
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- Fix the `Table` rendering function, to allow automerging characters.
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- Fix the `Table` rendering function, to allow automerging characters.
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- Bugfix: The `vscroll_indicator` now computes its offset and size correctly.
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#### Component
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#### Component
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- Support SIGTSTP. (ctrl+z).
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- Support SIGTSTP. (ctrl+z).
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@ -39,24 +39,26 @@ Element vscroll_indicator(Element child) {
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const Box& stencil = screen.stencil;
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const Box& stencil = screen.stencil;
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int size_inner = box_.y_max - box_.y_min;
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int size_inner = box_.y_max - box_.y_min;
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int size_outter = stencil.y_max - stencil.y_min;
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int size_outter = stencil.y_max - stencil.y_min + 1;
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if (size_outter >= size_inner)
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if (size_outter >= size_inner)
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return;
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return;
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int start_y = 2 * stencil.y_min + 2 * float(stencil.y_min - box_.y_min) *
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int size = 2 * size_outter * size_outter / size_inner;
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(size_outter - 1) / size_inner;
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int size = 2 * float(size_outter) * (size_outter - 1) / size_inner + 2;
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size = std::max(size, 1);
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size = std::max(size, 1);
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int start_y = 2 * stencil.y_min + //
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2 * (stencil.y_min - box_.y_min) * size_outter / size_inner;
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const int x = stencil.x_max;
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const int x = stencil.x_max;
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for (int y = stencil.y_min; y <= stencil.y_max; ++y) {
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for (int y = stencil.y_min; y <= stencil.y_max; ++y) {
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bool up = (2 * y + -1 >= start_y) && (2 * y - 1 <= start_y + size);
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int y_up = 2 * y + 0;
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bool down = (2 * y - 0 >= start_y) && (2 * y - 0 <= start_y + size);
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int y_down = 2 * y + 1;
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bool up = (start_y <= y_up) && (y_up <= start_y + size);
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bool down = (start_y <= y_down) && (y_down <= start_y + size);
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const char* c = up ? (down ? "┃" : "╹") : (down ? "╻" : " ");
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const char* c = up ? (down ? "┃" : "╹") : (down ? "╻" : " ");
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screen.PixelAt(x, y) = Pixel();
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screen.PixelAt(x, y) = Pixel();
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screen.PixelAt(x, y).character = c;
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screen.PixelAt(x, y).character = c;
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screen.PixelAt(x, y).inverted = true;
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}
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}
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};
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};
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};
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};
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