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Another place to use NUM_UNDERLINE_STYLES
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@ -400,10 +400,13 @@ def prerender_function(
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render_cursor, cursor_beam_thickness=cursor_beam_thickness,
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cursor_underline_thickness=cursor_underline_thickness, cell_width=cell_width,
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cell_height=cell_height, dpi_x=dpi_x, dpi_y=dpi_y)
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cells = list(map(f, range(1, NUM_UNDERLINE_STYLES + 1)))
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cells.append(f(0, strikethrough=True))
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cells.append(f(missing=True))
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cells.extend((c(1), c(2), c(3)))
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# If you change the mapping of these cells you will need to change
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# NUM_UNDERLINE_STYLES and BEAM_IDX in shader.c and STRIKE_SPRITE_INDEX in
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# window.py and MISSING_GLYPH in font.c
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cells = list(map(f, range(1, NUM_UNDERLINE_STYLES + 1))) # underline sprites
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cells.append(f(0, strikethrough=True)) # strikethrough sprite
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cells.append(f(missing=True)) # missing glyph
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cells.extend((c(1), c(2), c(3))) # cursor glyphs
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tcells = tuple(cells)
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return tuple(map(ctypes.addressof, tcells)), tcells
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@ -314,7 +314,7 @@ cell_update_uniform_block(ssize_t vao_idx, Screen *screen, int uniform_buffer, c
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}
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rd->use_cell_for_selection_bg = IS_SPECIAL_COLOR(highlight_bg) ? 1. : 0.;
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// Cursor position
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enum { BLOCK_IDX = 0, BEAM_IDX = 8, UNDERLINE_IDX = 9, UNFOCUSED_IDX = 10 };
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enum { BLOCK_IDX = 0, BEAM_IDX = NUM_UNDERLINE_STYLES + 3, UNDERLINE_IDX = NUM_UNDERLINE_STYLES + 4, UNFOCUSED_IDX = NUM_UNDERLINE_STYLES + 5 };
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if (cursor->is_visible) {
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rd->cursor_x = screen->cursor->x, rd->cursor_y = screen->cursor->y;
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if (cursor->is_focused) {
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