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1/*
2 * Copyright 2018 Avi Halachmi (:avih) avihpit@yahoo.com https://github.com/avih
3 * MIT/X Consortium License
4 */
5
6/*
7 * U+25XX codepoints data
8 *
9 * References:
10 * http://www.unicode.org/charts/PDF/U2500.pdf
11 * http://www.unicode.org/charts/PDF/U2580.pdf
12 *
13 * Test page:
14 * https://github.com/GNOME/vte/blob/master/doc/boxes.txt
15 */
16
17/* Each shape is encoded as 16-bits. Higher bits are category, lower are data */
18/* Categories (mutually exclusive except BDB): */
19/* For convenience, BDL/BDA/BBS/BDB are 1 bit each, the rest are enums */
20#define BDL (1<<8) /* Box Draw Lines (light/double/heavy) */
21#define BDA (1<<9) /* Box Draw Arc (light) */
22
23#define BBD (1<<10) /* Box Block Down (lower) X/8 */
24#define BBL (2<<10) /* Box Block Left X/8 */
25#define BBU (3<<10) /* Box Block Upper X/8 */
26#define BBR (4<<10) /* Box Block Right X/8 */
27#define BBQ (5<<10) /* Box Block Quadrants */
28#define BRL (6<<10) /* Box Braille (data is lower byte of U28XX) */
29
30#define BBS (1<<14) /* Box Block Shades */
31#define BDB (1<<15) /* Box Draw is Bold */
32
33/* (BDL/BDA) Light/Double/Heavy x Left/Up/Right/Down/Horizontal/Vertical */
34/* Heavy is light+double (literally drawing light+double align to form heavy) */
35#define LL (1<<0)
36#define LU (1<<1)
37#define LR (1<<2)
38#define LD (1<<3)
39#define LH (LL+LR)
40#define LV (LU+LD)
41
42#define DL (1<<4)
43#define DU (1<<5)
44#define DR (1<<6)
45#define DD (1<<7)
46#define DH (DL+DR)
47#define DV (DU+DD)
48
49#define HL (LL+DL)
50#define HU (LU+DU)
51#define HR (LR+DR)
52#define HD (LD+DD)
53#define HH (HL+HR)
54#define HV (HU+HD)
55
56/* (BBQ) Quadrants Top/Bottom x Left/Right */
57#define TL (1<<0)
58#define TR (1<<1)
59#define BL (1<<2)
60#define BR (1<<3)
61
62/* Data for U+2500 - U+259F except dashes/diagonals */
63static const unsigned short boxdata[256] = {
64 /* light lines */
65 [0x00] = BDL + LH, /* light horizontal */
66 [0x02] = BDL + LV, /* light vertical */
67 [0x0c] = BDL + LD + LR, /* light down and right */
68 [0x10] = BDL + LD + LL, /* light down and left */
69 [0x14] = BDL + LU + LR, /* light up and right */
70 [0x18] = BDL + LU + LL, /* light up and left */
71 [0x1c] = BDL + LV + LR, /* light vertical and right */
72 [0x24] = BDL + LV + LL, /* light vertical and left */
73 [0x2c] = BDL + LH + LD, /* light horizontal and down */
74 [0x34] = BDL + LH + LU, /* light horizontal and up */
75 [0x3c] = BDL + LV + LH, /* light vertical and horizontal */
76 [0x74] = BDL + LL, /* light left */
77 [0x75] = BDL + LU, /* light up */
78 [0x76] = BDL + LR, /* light right */
79 [0x77] = BDL + LD, /* light down */
80
81 /* heavy [+light] lines */
82 [0x01] = BDL + HH,
83 [0x03] = BDL + HV,
84 [0x0d] = BDL + HR + LD,
85 [0x0e] = BDL + HD + LR,
86 [0x0f] = BDL + HD + HR,
87 [0x11] = BDL + HL + LD,
88 [0x12] = BDL + HD + LL,
89 [0x13] = BDL + HD + HL,
90 [0x15] = BDL + HR + LU,
91 [0x16] = BDL + HU + LR,
92 [0x17] = BDL + HU + HR,
93 [0x19] = BDL + HL + LU,
94 [0x1a] = BDL + HU + LL,
95 [0x1b] = BDL + HU + HL,
96 [0x1d] = BDL + HR + LV,
97 [0x1e] = BDL + HU + LD + LR,
98 [0x1f] = BDL + HD + LR + LU,
99 [0x20] = BDL + HV + LR,
100 [0x21] = BDL + HU + HR + LD,
101 [0x22] = BDL + HD + HR + LU,
102 [0x23] = BDL + HV + HR,
103 [0x25] = BDL + HL + LV,
104 [0x26] = BDL + HU + LD + LL,
105 [0x27] = BDL + HD + LU + LL,
106 [0x28] = BDL + HV + LL,
107 [0x29] = BDL + HU + HL + LD,
108 [0x2a] = BDL + HD + HL + LU,
109 [0x2b] = BDL + HV + HL,
110 [0x2d] = BDL + HL + LD + LR,
111 [0x2e] = BDL + HR + LL + LD,
112 [0x2f] = BDL + HH + LD,
113 [0x30] = BDL + HD + LH,
114 [0x31] = BDL + HD + HL + LR,
115 [0x32] = BDL + HR + HD + LL,
116 [0x33] = BDL + HH + HD,
117 [0x35] = BDL + HL + LU + LR,
118 [0x36] = BDL + HR + LU + LL,
119 [0x37] = BDL + HH + LU,
120 [0x38] = BDL + HU + LH,
121 [0x39] = BDL + HU + HL + LR,
122 [0x3a] = BDL + HU + HR + LL,
123 [0x3b] = BDL + HH + HU,
124 [0x3d] = BDL + HL + LV + LR,
125 [0x3e] = BDL + HR + LV + LL,
126 [0x3f] = BDL + HH + LV,
127 [0x40] = BDL + HU + LH + LD,
128 [0x41] = BDL + HD + LH + LU,
129 [0x42] = BDL + HV + LH,
130 [0x43] = BDL + HU + HL + LD + LR,
131 [0x44] = BDL + HU + HR + LD + LL,
132 [0x45] = BDL + HD + HL + LU + LR,
133 [0x46] = BDL + HD + HR + LU + LL,
134 [0x47] = BDL + HH + HU + LD,
135 [0x48] = BDL + HH + HD + LU,
136 [0x49] = BDL + HV + HL + LR,
137 [0x4a] = BDL + HV + HR + LL,
138 [0x4b] = BDL + HV + HH,
139 [0x78] = BDL + HL,
140 [0x79] = BDL + HU,
141 [0x7a] = BDL + HR,
142 [0x7b] = BDL + HD,
143 [0x7c] = BDL + HR + LL,
144 [0x7d] = BDL + HD + LU,
145 [0x7e] = BDL + HL + LR,
146 [0x7f] = BDL + HU + LD,
147
148 /* double [+light] lines */
149 [0x50] = BDL + DH,
150 [0x51] = BDL + DV,
151 [0x52] = BDL + DR + LD,
152 [0x53] = BDL + DD + LR,
153 [0x54] = BDL + DR + DD,
154 [0x55] = BDL + DL + LD,
155 [0x56] = BDL + DD + LL,
156 [0x57] = BDL + DL + DD,
157 [0x58] = BDL + DR + LU,
158 [0x59] = BDL + DU + LR,
159 [0x5a] = BDL + DU + DR,
160 [0x5b] = BDL + DL + LU,
161 [0x5c] = BDL + DU + LL,
162 [0x5d] = BDL + DL + DU,
163 [0x5e] = BDL + DR + LV,
164 [0x5f] = BDL + DV + LR,
165 [0x60] = BDL + DV + DR,
166 [0x61] = BDL + DL + LV,
167 [0x62] = BDL + DV + LL,
168 [0x63] = BDL + DV + DL,
169 [0x64] = BDL + DH + LD,
170 [0x65] = BDL + DD + LH,
171 [0x66] = BDL + DD + DH,
172 [0x67] = BDL + DH + LU,
173 [0x68] = BDL + DU + LH,
174 [0x69] = BDL + DH + DU,
175 [0x6a] = BDL + DH + LV,
176 [0x6b] = BDL + DV + LH,
177 [0x6c] = BDL + DH + DV,
178
179 /* (light) arcs */
180 [0x6d] = BDA + LD + LR,
181 [0x6e] = BDA + LD + LL,
182 [0x6f] = BDA + LU + LL,
183 [0x70] = BDA + LU + LR,
184
185 /* Lower (Down) X/8 block (data is 8 - X) */
186 [0x81] = BBD + 7, [0x82] = BBD + 6, [0x83] = BBD + 5, [0x84] = BBD + 4,
187 [0x85] = BBD + 3, [0x86] = BBD + 2, [0x87] = BBD + 1, [0x88] = BBD + 0,
188
189 /* Left X/8 block (data is X) */
190 [0x89] = BBL + 7, [0x8a] = BBL + 6, [0x8b] = BBL + 5, [0x8c] = BBL + 4,
191 [0x8d] = BBL + 3, [0x8e] = BBL + 2, [0x8f] = BBL + 1,
192
193 /* upper 1/2 (4/8), 1/8 block (X), right 1/2, 1/8 block (8-X) */
194 [0x80] = BBU + 4, [0x94] = BBU + 1,
195 [0x90] = BBR + 4, [0x95] = BBR + 7,
196
197 /* Quadrants */
198 [0x96] = BBQ + BL,
199 [0x97] = BBQ + BR,
200 [0x98] = BBQ + TL,
201 [0x99] = BBQ + TL + BL + BR,
202 [0x9a] = BBQ + TL + BR,
203 [0x9b] = BBQ + TL + TR + BL,
204 [0x9c] = BBQ + TL + TR + BR,
205 [0x9d] = BBQ + TR,
206 [0x9e] = BBQ + BL + TR,
207 [0x9f] = BBQ + BL + TR + BR,
208
209 /* Shades, data is an alpha value in 25% units (1/4, 1/2, 3/4) */
210 [0x91] = BBS + 1, [0x92] = BBS + 2, [0x93] = BBS + 3,
211
212 /* U+2504 - U+250B, U+254C - U+254F: unsupported (dashes) */
213 /* U+2571 - U+2573: unsupported (diagonals) */
214};