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Wrong cursor position #9940

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ryokohbato opened this issue Apr 24, 2021 · 2 comments · Fixed by #14959
Closed

Wrong cursor position #9940

ryokohbato opened this issue Apr 24, 2021 · 2 comments · Fixed by #14959
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Area-AtlasEngine Area-Rendering Text rendering, emoji, complex glyph & font-fallback issues In-PR This issue has a related PR Issue-Bug It either shouldn't be doing this or needs an investigation. Priority-3 A description (P3) Product-Terminal The new Windows Terminal.

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@ryokohbato
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ryokohbato commented Apr 24, 2021

Description of the new feature/enhancement

The cursor position is not rendered correctly when using a font whose font width of Japanese character is not half as that of Alphabet.

And This probably happen not in not only Japanese but also another language (eg. Chinese).

In this picture, Japanese font width : Alphabet font width is 5 : 3 (not 2 : 1)

image

Sorry if this issue has already been posted.

Proposed technical implementation details (optional)

@ryokohbato ryokohbato added the Issue-Feature Complex enough to require an in depth planning process and actual budgeted, scheduled work. label Apr 24, 2021
@ghost ghost added Needs-Triage It's a new issue that the core contributor team needs to triage at the next triage meeting Needs-Tag-Fix Doesn't match tag requirements labels Apr 24, 2021
@zadjii-msft
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Which font are you using exactly?

@zadjii-msft zadjii-msft added Area-Fonts Related to the font Issue-Bug It either shouldn't be doing this or needs an investigation. Product-Terminal The new Windows Terminal. and removed Issue-Feature Complex enough to require an in depth planning process and actual budgeted, scheduled work. labels Apr 29, 2021
@ghost ghost removed the Needs-Tag-Fix Doesn't match tag requirements label Apr 29, 2021
@zadjii-msft zadjii-msft added Priority-3 A description (P3) and removed Needs-Triage It's a new issue that the core contributor team needs to triage at the next triage meeting labels Apr 29, 2021
@zadjii-msft zadjii-msft added this to the Terminal v2.0 milestone Apr 29, 2021
@zadjii-msft zadjii-msft added the Needs-Author-Feedback The original author of the issue/PR needs to come back and respond to something label Apr 29, 2021
@ryokohbato
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I'm using HackGen35 (NOT HackGen)
https://github.com/yuru7/HackGen

@ghost ghost added Needs-Attention The core contributors need to come back around and look at this ASAP. and removed Needs-Author-Feedback The original author of the issue/PR needs to come back and respond to something labels Apr 30, 2021
@zadjii-msft zadjii-msft modified the milestones: Terminal v2.0, 22H2 Jan 4, 2022
@lhecker lhecker added Area-Rendering Text rendering, emoji, complex glyph & font-fallback issues Area-AtlasEngine and removed Area-Fonts Related to the font labels Jan 26, 2023
@zadjii-msft zadjii-msft removed the Needs-Attention The core contributors need to come back around and look at this ASAP. label Jan 26, 2023
@zadjii-msft zadjii-msft modified the milestones: 22H2, Terminal v1.18 Jan 26, 2023
@lhecker lhecker added the In-PR This issue has a related PR label Apr 12, 2023
microsoft-github-policy-service bot pushed a commit that referenced this issue Apr 26, 2023
This is practically a from scratch rewrite of AtlasEngine.

The initial approach used a very classic monospace text renderer, where
the viewport is subdivided into cells and each cell is assigned one
glyph texture, just like how real terminals used to work.
While we knew that it would have problems with overly large glyphs,
like those found in less often used languages, we didn't expect the
absolutely massive number of fonts that this approach would break.
For one, the assumption that monospace fonts are actually mostly
monospace has turned out to be a complete lie and we can't force users
to use better designed fonts. But more importantly, we can't just
design an entire Unicode fallback font collection from scratch where
every major glyph is monospace either. This is especially problematic
for vertical overhangs which are extremely difficult to handle in a
way that outperforms the much simpler alternative approach:
Just implementing a bog-standard, modern, quad-based text renderer.

Such an approach is both, less code and runs faster due to a less
complex CPU-side. The text shaping engine (in our case DirectWrite)
has to resolve text into glyph indices anyways, so using them directly
for text rendering allows reduces the effort of turning it back into
text ranges and hashing those. It's memory overhead is also reduced,
because we can now break up long ligatures into their individual glyphs.
Especially on AMD APUs I found this approach to run much faster.

A list of issues I think are either obsolete (and could be closed)
or resolved with this PR in combination with #14255:

Closes #6864
Closes #6974
Closes #8993
Closes #9940
Closes #10128
Closes #12537
Closes #13064
Closes #13527
Closes #13662
Closes #13700
Closes #13989
Closes #14022
Closes #14057
Closes #14094
Closes #14098
Closes #14117
Closes #14533
Closes #14877

## PR Checklist
* Enabling software rendering enables D2D mode ✅
* Both D2D and D3D:
  * Background appears correctly ✅✅
  * Text appears correctly
    * Cascadia Code Regular ✅✅
    * Cascadia Code Bold ✅✅
    * Cascadia Code Italic ✅✅
    * Cascadia Code block chars leave (almost) no gaps ✅✅
    * Terminus TTF at 13.5pt leaves no gaps between block chars ✅✅
    * ``"`u{e0b2}`u{e0b0}"`` in Fira Code Nerd Font forms a square ✅✅
  * Cursor appears correctly
    * Legacy small/medium/large ✅✅
    * Vertical bar ✅✅
    * Underscore ✅✅
    * Empty box ✅✅
    * Full box ✅✅
    * Double underscore ✅✅
  * Changing the cursor color works ✅✅
  * Selection appears correctly ✅✅
  * Scrolling in various manners always renders correctly ✅✅
  * Changing the text antialising mode works ✅✅
  * Semi-transparent backgrounds work ✅✅
  * Scroll-zooming the font size works ✅✅
  * Double-size characters work ✅✅
  * Resizing while text is printing works ✅✅
  * DWM `+Heatmap_ShowDirtyRegions` shows that only the cursor
    region is dirty when it's blinking ✅✅
* D2D
  * Margins are filled with background color ❌
    They're filled with the neighboring's cell background color for
    convenience, as D2D doesn't support `D3D11_TEXTURE_ADDRESS_BORDER`
* D3D
  * Margins are filled with background color ✅
  * Soft fonts work ✅
  * Custom shaders enable continous redraw if time constant is used ✅
  * Retro shader appears correctly ✅
  * Resizing while a custom shader is running works ✅
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Labels
Area-AtlasEngine Area-Rendering Text rendering, emoji, complex glyph & font-fallback issues In-PR This issue has a related PR Issue-Bug It either shouldn't be doing this or needs an investigation. Priority-3 A description (P3) Product-Terminal The new Windows Terminal.
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