Implement drawing thick anti-aliased lines
And actually use it for the unicode diagonal box drawing chars and also the powerline angle separators
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@ -554,11 +554,9 @@ START_ALLOW_CASE_RANGE
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case ' ':
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case '\t':
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return BLANK_FONT;
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case 0x2500 ... 0x2570:
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case 0x2500 ... 0x2573:
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case 0x2574 ... 0x259f:
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case 0xe0b0:
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case 0xe0b2:
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case 0xe0b4:
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case 0xe0b0 ... 0xe0b4:
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case 0xe0b6:
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return BOX_FONT;
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default:
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@ -594,14 +592,8 @@ START_ALLOW_CASE_RANGE
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switch(ch) {
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case 0x2500 ... 0x259f:
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return ch - 0x2500;
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case 0xe0b0:
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return 0xfa;
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case 0xe0b2:
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return 0xfb;
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case 0xe0b4:
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return 0xfc;
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case 0xe0b6:
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return 0xfd;
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case 0xe0b0 ... 0xe0d4:
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return 0xa0 + ch - 0xe0b0;
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default:
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return 0xff;
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}
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@ -172,7 +172,7 @@ def triangle(buf, width, height, left=True):
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fill_region(buf, width, height, xlimits)
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def antialiased_line(buf, width, height, p1, p2):
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def antialiased_1px_line(buf, width, height, p1, p2):
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# Draw an antialiased line using the Wu algorithm
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x1, y1 = p1
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x2, y2 = p2
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@ -192,47 +192,75 @@ def antialiased_line(buf, width, height, p1, p2):
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if x2 < x1:
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x1, x2, y1, y2 = x2, x1, y2, y1
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def _fpart(x):
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def fpart(x):
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return x - int(x)
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def _rfpart(x):
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return 1 - _fpart(x)
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def rfpart(x):
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return 1 - fpart(x)
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def putpixel(p, alpha):
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x, y = p
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off = int(x + y * width)
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if 0 <= off < off_limit:
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buf[off] = min(buf[off] + (alpha * 255), 255)
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buf[off] = int(min(buf[off] + (alpha * 255), 255))
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def draw_endpoint(pt):
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x, y = pt
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xend = round(x)
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yend = y + grad * (xend - x)
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xgap = _rfpart(x + 0.5)
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xgap = rfpart(x + 0.5)
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px, py = int(xend), int(yend)
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putpixel(p(px, py), _rfpart(yend) * xgap)
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putpixel(p(px, py+1), _fpart(yend) * xgap)
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putpixel(p(px, py), rfpart(yend) * xgap)
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putpixel(p(px, py+1), fpart(yend) * xgap)
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return px
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grad = dy/dx
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intery = y1 + _rfpart(x1) * grad
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intery = y1 + rfpart(x1) * grad
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xstart = draw_endpoint(p(*p1)) + 1
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xend = draw_endpoint(p(*p2))
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for x in range(xstart, xend):
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y = int(intery)
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putpixel(p(x, y), _rfpart(intery))
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putpixel(p(x, y+1), _fpart(intery))
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putpixel(p(x, y), rfpart(intery))
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putpixel(p(x, y+1), fpart(intery))
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intery += grad
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def cross_line(buf, width, height, left=True):
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def antialiased_line(buf, width, height, p1, p2, level=1):
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th = thickness(level)
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if th < 2:
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return antialiased_1px_line(buf, width, height, p1, p2)
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(x1, y1), (x2, y2) = p1, p2
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dh = th // 2
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items = range(-dh, dh + (th % 2))
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for delta in items:
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antialiased_1px_line(buf, width, height, (x1, y1 + delta), (x2, y2 + delta))
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def cross_line(buf, width, height, left=True, level=1):
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if left:
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p1, p2 = (0, 0), (width - 1, height - 1)
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else:
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p1, p2 = (width - 1, 0), (0, height - 1)
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antialiased_line(buf, width, height, p1, p2)
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antialiased_line(buf, width, height, p1, p2, level=level)
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def half_cross_line(buf, width, height, which='tl', level=1):
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my = (height - 1) // 2
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if which == 'tl':
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p1 = 0, 0
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p2 = width - 1, my
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elif which == 'bl':
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p2 = 0, height - 1
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p1 = width - 1, my
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elif which == 'tr':
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p1 = width - 1, 0
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p2 = 0, my
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else:
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p2 = width - 1, height - 1
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p1 = 0, my
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antialiased_line(buf, width, height, p1, p2, level=level)
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def cubic_bezier(start, end, c1, c2):
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@ -522,6 +550,8 @@ box_chars = {
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'': [p(triangle, left=False)],
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'': [D],
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'': [p(D, left=False)],
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'': [p(half_cross_line, which='tl'), p(half_cross_line, which='bl')],
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'': [p(half_cross_line, which='tr'), p(half_cross_line, which='br')],
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'═': [dhline],
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'║': [dvline],
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'╞': [vline, p(half_dhline, which='right')],
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