Pad/doc/layout_rendering.md

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# Text Shaper Usage Guide
This document describes how to use the Gio text shaper correctly for text layout, measurement, and rendering. It serves as a reference to avoid common mistakes and ensure consistency across the codebase.
## 1. Creating a Shaper
```go
import (
"gioui.org/text"
"gioui.org/x/gofont"
)
shp := text.NewShaper(text.WithCollection(gofont.Collection()))
```
**Important**: Always provide a font collection. Without it, the shaper may not load fonts correctly and will return zero-width glyphs.
## 2. Layout Parameters — CRITICAL
The `text.Parameters` struct controls how text is shaped. **Three fields are mandatory** for correct single-line text layout:
```go
params := text.Parameters{
PxPerEm: fixed.I(gtx.Sp(size)), // Font size in device pixels (REQUIRED)
MinWidth: 0, // Minimum width (REQUIRED for single-line)
MaxWidth: availableWidth, // Maximum width (REQUIRED for single-line)
MaxLines: 1, // Limit to one line (REQUIRED for single-line)
}
```
### 2.1 PxPerEm Calculation
**CORRECT**: Use `gtx.Sp(size)` to convert SP to device pixels:
```go
params := text.Parameters{
PxPerEm: fixed.I(gtx.Sp(size)), // size is unit.Sp
}
```
**WRONG**: Don't use arbitrary multipliers like `1024 * pixelsPerDp`:
```go
// WRONG - this produces incorrect widths
params := text.Parameters{
PxPerEm: fixed.Int26_6(1024 * pixelsPerDp),
}
```
**Why**: `gtx.Sp(size)` correctly converts SP to device pixels accounting for DPI scaling. The `fixed.I()` function converts the result to `fixed.Int26_6` format.
### 2.2 MinWidth/MaxWidth/MaxLines — REQUIRED
**Without `MinWidth`, `MaxWidth`, and `MaxLines`, the shaper has no horizontal space constraint and will wrap every character into its own line.** This is the most common mistake when using the shaper.
```go
// WRONG - every character wraps to its own line
shp.LayoutString(text.Parameters{PxPerEm: fixed.I(gtx.Sp(size))}, str)
// CORRECT - text flows horizontally within constraints
shp.LayoutString(text.Parameters{
PxPerEm: fixed.I(gtx.Sp(size)),
MinWidth: 0,
MaxWidth: availableWidth,
MaxLines: 1,
}, str)
```
**Why**: Gio's `widget.Label` sets these from `gtx.Constraints`:
- `MinWidth: cs.Min.X`
- `MaxWidth: cs.Max.X`
- `MaxLines: l.MaxLines`
Without these, the shaper treats each character as a separate line with `FlagLineBreak` set.
### 2.3 Word Wrap
Set `MaxWidth` to enable word wrap:
```go
params := text.Parameters{
PxPerEm: fixed.I(gtx.Sp(size)),
MinWidth: 0,
MaxWidth: int(widthInPixels),
MaxLines: 0, // 0 = no limit, allows multi-line
WrapPolicy: text.WrapHeuristically,
}
```
The shaper automatically breaks text into lines at word boundaries when `MaxWidth` is set and `MaxLines` is 0 or unset.
## 3. Layout Functions
### 3.1 LayoutString (for single strings)
```go
shp.LayoutString(params, "Hello, World!")
```
### 3.2 Layout (for readers)
```go
shp.Layout(params, strings.NewReader("Hello, World!"))
```
## 4. Iterating Through Glyphs
After layout, iterate through glyphs using `NextGlyph()`:
```go
for {
g, ok := shp.NextGlyph()
if !ok {
break
}
// Process glyph g
}
```
### 4.1 Glyph Fields
```go
type Glyph struct {
ID GlyphID // Glyph ID
X fixed.Int26_6 // Dot position in document coordinates
Y int32 // Baseline position (same for all glyphs on a line)
Ascent fixed.Int26_6 // Line ascent
Descent fixed.Int26_6 // Line descent
Advance fixed.Int26_6 // Logical width (horizontal advance)
Runes uint16 // Number of runes this glyph represents
Offset fixed.Point26_6 // Glyph offset from (X, Y)
Bounds fixed.Rectangle26_6 // Glyph bounds relative to dot
Flags Flags // FlagLineBreak, FlagRunBreak, FlagClusterBreak, etc.
}
```
### 4.2 Accumulating Widths
To get per-character cumulative widths:
```go
func charWidths(gtx layout.Context, shp *text.Shaper, str string, size unit.Sp) []int {
shp.LayoutString(text.Parameters{
PxPerEm: fixed.I(gtx.Sp(size)),
MinWidth: 0,
MaxWidth: 1000,
MaxLines: 1,
}, str)
var widths []int
var cumWidth fixed.Int26_6 = 0
for {
g, ok := shp.NextGlyph()
if !ok {
break
}
cumWidth += g.Advance
widths = append(widths, int(cumWidth>>6)) // Convert from Int26_6 to int
}
return widths
}
```
**Key points**:
- `g.Advance` is in `fixed.Int26_6` format (16.6 fixed-point)
- Convert to int by shifting right by 6 bits: `int(cumWidth>>6)`
- The cumulative width is in **device pixels** (not Dp!)
- **Always** set `MinWidth`, `MaxWidth`, `MaxLines` or widths will be wrong
### 4.3 Measuring Text Width for Alignment
When you need the total text width for centering or right-alignment, sum the advances and convert to Dp:
```go
var totalAdvance fixed.Int26_6
for g, ok := shp.NextGlyph(); ok; g, ok = shp.NextGlyph() {
totalAdvance += g.Advance
}
// totalAdvance>>6 is in DEVICE PIXELS — must divide by scale to get Dp
textW_Dp := ui.Dp(float32(totalAdvance>>6) / scale.Scale())
```
**Critical**: `totalAdvance>>6` gives device pixels, but UI regions (`reg.W`, `reg.X`) are in Dp. If you use the raw value as Dp, centering will appear roughly correct (off by factor of 2, halved by division in center formula) but right-alignment will have a visible gap. Always divide by the scale factor to convert device pixels → Dp before using with region coordinates.
**Wrong** (works for AlignStart, breaks AlignCenter/AlignEnd):
```go
textW := ui.Dp(totalAdvance>>6) // treats device pixels as Dp!
```
**Correct**:
```go
textW := ui.Dp(float32(totalAdvance>>6) / r.scale.Scale()) // convert to Dp
```
### 4.3 Getting Per-Character Widths
For hit testing (mapping UI coordinates → byte offset), we need per-character cumulative widths:
```go
func charWidths(gtx layout.Context, shp *text.Shaper, str string, size unit.Sp) []int {
shp.LayoutString(text.Parameters{
PxPerEm: fixed.I(gtx.Sp(size)),
MinWidth: 0,
MaxWidth: 1000,
MaxLines: 1,
}, str)
var widths []int
var cumWidth fixed.Int26_6 = 0
for {
g, ok := shp.NextGlyph()
if !ok {
break
}
cumWidth += g.Advance
widths = append(widths, int(cumWidth>>6))
}
return widths
}
```
## 5. Rendering Glyphs Directly
Gio's `paintGlyph` (`widget/label.go`) draws glyphs using `shaper.Shape()` (for vector glyphs) and `shaper.Bitmaps()` (for bitmap glyphs like emoji). This is the correct approach to avoid double-shaping.
### 5.1 Drawing Text — Match Gio's paintGlyph Exactly
```go
func drawText(gtx layout.Context, shp *text.Shaper, str string, size unit.Sp, x, y unit.Dp, col color.NRGBA) {
// Layout text with width constraints
shp.LayoutString(text.Parameters{
PxPerEm: fixed.I(gtx.Sp(size)),
MinWidth: 0,
MaxWidth: 1000,
MaxLines: 1,
}, str)
drawLineText(gtx, shp, x, y, col)
}
func drawLineText(gtx layout.Context, shp *text.Shaper, x, y unit.Dp, col color.NRGBA) {
// Match Gio's textView: record into a macro for clipping
m := op.Record(gtx.Ops)
var glyphs [32]text.Glyph
line := glyphs[:0]
for g, ok := shp.NextGlyph(); ok; g, ok = shp.NextGlyph() {
line = append(line, g)
if g.Flags&text.FlagLineBreak != 0 || cap(line)-len(line) == 0 {
drawLine(gtx, shp, line, x, y, col)
line = line[:0]
}
}
if len(line) > 0 {
drawLine(gtx, shp, line, x, y, col)
}
call := m.Stop()
call.Add(gtx.Ops)
}
func drawLine(gtx layout.Context, shp *text.Shaper, line []text.Glyph, x, y unit.Dp, col color.NRGBA) {
if len(line) == 0 {
return
}
first := line[0]
// shaper.Shape(line) returns a path where glyph positions are relative to
// the first glyph. Offset by (x + first.X, y + first.Y) to place the line
// at the desired document position. Matches Gio's paintGlyph:
// lineOff = (glyph.X, glyph.Y) - viewport.Min
// op.Affine(f32.Affine2D{}.Offset(lineOff))
offX := float32(gtx.Dp(x)) + float32(first.X)/64.0
offY := float32(gtx.Dp(y)) + float32(first.Y)
t := op.Affine(f32.Affine2D{}.Offset(f32.Pt(offX, offY))).Push(gtx.Ops)
// Draw vector glyphs
path := shp.Shape(line)
outline := clip.Outline{Path: path}.Op().Push(gtx.Ops)
paint.ColorOp{Color: col}.Add(gtx.Ops)
paint.PaintOp{}.Add(gtx.Ops)
outline.Pop()
// Draw bitmap glyphs (emoji, etc.)
if call := shp.Bitmaps(line); call != (op.CallOp{}) {
call.Add(gtx.Ops)
}
t.Pop()
}
```
### 5.2 Offset Calculation Explained
The offset calculation is critical:
```go
offX := float32(gtx.Dp(x)) + float32(first.X)/64.0
offY := float32(gtx.Dp(y)) + float32(first.Y)
```
- `x, y` are the desired document position (in DP)
- `first.X` is the first glyph's X position in `fixed.Int26_6` (divide by 64 to get pixels)
- `first.Y` is the first glyph's Y position (baseline) in pixels
- `shp.Shape(line)` returns a path where glyph positions are **relative to the first glyph**
- So we offset by `(x + first.X, y + first.Y)` to place the line at `(x, y)`
**This matches Gio's `paintGlyph` exactly**:
```go
// Gio's paintGlyph:
if len(line) == 0 {
it.lineOff = f32.Point{X: fixedToFloat(glyph.X), Y: float32(glyph.Y)}
.Sub(layout.FPt(it.viewport.Min))
}
// ...
t := op.Affine(f32.Affine2D{}.Offset(it.lineOff)).Push(gtx.Ops)
```
Since `viewport.Min = (0,0)` in our case, `lineOff = (glyph.X, glyph.Y)`.
### 5.3 Avoiding Double-Shaping
**WRONG** (shapes text twice):
```go
// First pass: measure
widths := charWidths(gtx, shp, text, size)
// Second pass: render (material.Label calls shaper again)
material.Label(th, size, text).Layout(gtx)
```
**CORRECT** (shapes text once for rendering):
```go
// Single pass: layout and draw using shaper.Shape()
drawText(gtx, shp, text, size, x, y, col)
```
**NOTE**: For truncation, we may need to layout twice:
1. First layout to measure widths and find truncation point
2. Second layout to draw the truncated text
This is acceptable because truncation is only needed when text doesn't fit, and the string is short (filename in StatusBar).
## 6. Comparison with Gio's paintGlyph
Gio's `paintGlyph` (`widget/label.go`) demonstrates the correct approach:
```go
func (it *textIterator) paintGlyph(gtx layout.Context, shaper *text.Shaper, glyph text.Glyph, line []text.Glyph) ([]text.Glyph, bool) {
visibleOrBefore := it.processGlyph(glyph, true)
if it.visible {
if len(line) == 0 {
it.lineOff = f32.Point{X: fixedToFloat(glyph.X), Y: float32(glyph.Y)}
.Sub(layout.FPt(it.viewport.Min))
}
line = append(line, glyph)
}
if glyph.Flags&text.FlagLineBreak != 0 || cap(line)-len(line) == 0 || !visibleOrBefore {
t := op.Affine(f32.Affine2D{}.Offset(it.lineOff)).Push(gtx.Ops)
path := shaper.Shape(line)
outline := clip.Outline{Path: path}.Op().Push(gtx.Ops)
it.material.Add(gtx.Ops) // sets color
paint.PaintOp{}.Add(gtx.Ops)
outline.Pop()
if call := shaper.Bitmaps(line); call != (op.CallOp{}) {
call.Add(gtx.Ops)
}
t.Pop()
line = line[:0]
}
return line, visibleOrBefore
}
```
**Key insights**:
1. `lineOff` is set on the first glyph: `(glyph.X, glyph.Y) - viewport.Min`
2. `shaper.Shape(line)` returns a path relative to the first glyph
3. The offset places the first glyph at `lineOff`, and subsequent glyphs follow
4. `it.material` is a pre-recorded color call; we use `paint.ColorOp` + `paint.PaintOp` instead
5. Everything is wrapped in `op.Record`/`m.Stop()` for clipping
## 7. Common Pitfalls
### 7.1 Missing MinWidth/MaxWidth/MaxLines
**Mistake**: Calling `LayoutString` without width constraints:
```go
shp.LayoutString(text.Parameters{PxPerEm: fixed.I(gtx.Sp(size))}, str)
```
**Result**: Every character wraps to its own line with `FlagLineBreak` set and `X=0`.
**Fix**: Always set `MinWidth`, `MaxWidth`, and `MaxLines`:
```go
shp.LayoutString(text.Parameters{
PxPerEm: fixed.I(gtx.Sp(size)),
MinWidth: 0,
MaxWidth: availableWidth,
MaxLines: 1,
}, str)
```
### 7.2 Wrong PxPerEm Calculation
**Mistake**: Using arbitrary multipliers like `1024 * pixelsPerDp`
**Fix**: Use `fixed.I(gtx.Sp(size))` to get the font size in device pixels
### 7.3 Double-Shaping
**Mistake**: Calling `charWidths()` to measure, then `material.Label()` to render
**Fix**: Use `shp.Shape()` to render the already-laid-out glyphs
### 7.4 Wrong Offset Calculation
**Mistake**: Using just `(x, y)` without adding `first.X`/`first.Y`:
```go
// WRONG - glyphs will be at wrong position
offX := float32(gtx.Dp(x))
offY := float32(gtx.Dp(y))
```
**Mistake**: Subtracting `first.Y`:
```go
// WRONG - pushes text off-screen
offY := float32(gtx.Dp(y)) - float32(first.Y)
```
**Fix**: Add `first.X` and `first.Y` to the offset:
```go
offX := float32(gtx.Dp(x)) + float32(first.X)/64.0
offY := float32(gtx.Dp(y)) + float32(first.Y)
```
### 7.5 Not Converting Int26_6 to int
**Mistake**: Using `int(g.Advance)` directly without shifting
**Fix**: Use `int(g.Advance >> 6)` to convert from fixed.Int26_6 to int
## 8. Usage in Pad
### 8.1 Filename Truncation (StatusBar)
```go
// Measure widths
shp.LayoutString(text.Parameters{
PxPerEm: fixed.I(gtx.Sp(size)),
MinWidth: 0,
MaxWidth: availableWidth,
MaxLines: 1,
}, filename)
// Truncate if needed
widths := measureWidths(shp)
if widths[len(widths)-1] > availableWidth {
// Find truncation point
truncated = filename[:i] + "..."
}
// Re-layout and render
shp.LayoutString(text.Parameters{...}, truncated)
drawLineText(gtx, shp, x, y, col)
```
### 8.2 TextField (Editor Content)
For the TextField element, we'll use the same approach:
1. Layout text with `MaxWidth` for word wrap
2. Iterate through glyphs to get per-character positions
3. Use glyph positions for:
- Hit testing (UI coordinates → byte offset)
- Cursor positioning
- Selection rendering
- IME bridge sync
### 8.3 StatusBar / BottomBar
The StatusBar and BottomBar are `Container` compositions of `Label` and `Icon` elements. Their text is rendered via the Renderer's `drawText``drawLineText``drawLine` pipeline (same as all other text). Truncation may require a double-layout (measure then draw truncated), which is acceptable because the strings are short.
## 9. Debugging Tips
When text doesn't render correctly, add debug logging to trace:
```go
fmt.Printf("[DEBUG] glyph X=%d Y=%d advance=%d flags=%b\n",
g.X, g.Y, g.Advance, g.Flags)
fmt.Printf("[DEBUG] offX=%f offY=%f\n", offX, offY)
fmt.Printf("[DEBUG] clip=(%d, %d, %d, %d)\n", clipMin.X, clipMin.Y, clipMax.X, clipMax.Y)
```
Look for:
- **All `X=0`**: Missing `MaxWidth`/`MinWidth`/`MaxLines`
- **All `FlagLineBreak` set**: Same as above
- **Text off-screen**: Wrong offset calculation
- **Text clipped**: Clip region doesn't include text bounds
## 9. Multi-line Text Spacing
When laying out multiple lines of text at different positions, you need to understand how Gio calculates baseline spacing.
### 9.1 Gio's Line Height Calculation
In `gio/text/gotext.go` (`calculateYOffsets` and `LayoutRunes`):
```go
// First line baseline starts at the ascent height
currentY := lines[0].ascent.Ceil()
// Subsequent baselines are spaced by lineHeight
for i := range lines {
if i > 0 {
currentY += lines[i].lineHeight.Round()
}
lines[i].yOffset = currentY
}
// lineHeight = max(ascent + descent) * LineHeightScale
// Default LineHeightScale = 1.2
if params.LineHeight != 0 {
maxHeight = params.LineHeight
}
if params.LineHeightScale == 0 {
params.LineHeightScale = 1.2
}
maxHeight = floatToFixed(fixedToFloat(maxHeight) * params.LineHeightScale)
```
**Key points**:
- **First line baseline**: `ascent.Ceil()` (not 0)
- **Baseline-to-baseline spacing**: `lineHeight * LineHeightScale`
- **Default LineHeightScale**: 1.2 (adds 20% extra padding)
- **LineHeightScale 1.0**: tightest spacing, no extra padding
### 9.2 Positioning Multiple Lines
When drawing multiple lines at different positions (e.g., filename + icons in StatusBar), use the baseline spacing as your guide:
```go
// Line 1: Filename at origin
filenameLineY := reg.Y
// Line 2: Icons — baseline spacing ≈ font size with LineHeightScale=1.0
// For 16SP font: baseline-to-baseline ≈ 20DP
iconsLineY := filenameLineY + unit.Dp(20)
```
**Why 20DP?** For a 16SP font on a typical display:
- `PxPerEm = 16 * 1.25 = 20` device pixels (2x display)
- `ascent + descent ≈ PxPerEm = 20`
- With `LineHeightScale = 1.0`: baseline spacing = 20DP
### 9.3 Controlling Spacing
You have two options to control line spacing:
**Option A: Set `LineHeightScale` in LayoutString**
```go
shp.LayoutString(text.Parameters{
PxPerEm: fixed.I(gtx.Sp(size)),
MinWidth: 0,
MaxWidth: availableWidth,
MaxLines: 1,
LineHeightScale: 1.0, // Tight spacing, no extra padding
}, str)
```
**Option B: Set `LineHeight` to a specific value**
```go
shp.LayoutString(text.Parameters{
PxPerEm: fixed.I(gtx.Sp(size)),
MinWidth: 0,
MaxWidth: availableWidth,
MaxLines: 1,
LineHeight: fixed.I(gtx.Sp(18)), // Fixed 18SP baseline spacing
}, str)
```
### 9.4 Common Mistakes
**Mistake**: Adding arbitrary spacing between lines without considering baseline positioning.
**Fix**: Remember that the shaper's Y value is the **baseline**, not the top of the text. The visual top of the text is at `baseline - ascent`. So the visual gap between two lines is:
```
visualGap = (line2Baseline - line1Baseline) - (ascent1 + ascent2)
= lineHeight - (ascent1 + ascent2)
```
With `LineHeightScale = 1.0`: `visualGap ≈ 0` (lines touch)
With `LineHeightScale = 1.2`: `visualGap ≈ 0.2 * lineHeight` (20% padding)
## 9.5 Coordinate System and Type Safety
The project uses distinct Go types (`ui.Dp` and `ui.Px`) to prevent accidental mixing of coordinate units at compile time.
### Architecture
```
main.go State/Logic layer Renderer
───────── ───────────────── ────────
app.ConfigEvent EditorLayout(ui.Dp) r.toPx(dp)
PixelWidth/Px → regions in Dp r.toDp(px)
→ stored in State
ScaleEvent
→ stored in State
```
### Key Rules
1. **Logic layer works exclusively in Dp**: `EditorLayout` accepts `ui.Dp` dimensions and returns regions in `ui.Dp`. No pixel conversions in the layout layer.
2. **main.go converts pixels to Dp**: Raw pixel dimensions from `app.ConfigEvent` are stored in `State.PixelWidth`/`State.PixelHeight`. The `State.layout()` method converts them to Dp using the current scale before calling `EditorLayout`.
3. **Renderer converts on demand**: The `Renderer` holds a `ScaleProvider` interface (backed by `*editor.State`) and converts Dp↔Px via `r.toPx(dp)` / `r.toDp(px)` at Gio interop boundaries.
4. **Explicit conversions only**: Use `ui.ToPx(dp, scale)` and `ui.ToDp(px, scale)` for conversions. The `Dp` and `Px` types are distinct named types — the compiler prevents mixing them directly.
### StatusBar Composition Example
The StatusBar is built as a `Container` with child `Label` and `Icon` elements:
```go
// In EditorLayout (state.go):
statusBar := ui.NewContainer(
ui.Region{X: margin, Y: margin, W: screenWidth - margin*2, H: ui.Dp(52)},
ui.Color{R: 230, G: 230, B: 230, A: 255},
[]ui.Element{
ui.NewLabel("filename.txt", 14,
ui.Region{X: 0, Y: ui.Dp(2), W: statusBarW, H: ui.Dp(20)},
ui.AlignStart),
// Icons: Size=0 → auto-scale to fill region W×H
ui.NewIcon("cut", ui.Region{X: 0, Y: ui.Dp(28), W: ui.Dp(24), H: ui.Dp(24)}, 0),
ui.NewIcon("copy", ui.Region{X: ui.Dp(48), Y: ui.Dp(28), W: ui.Dp(24), H: ui.Dp(24)}, 0),
ui.NewIcon("paste", ui.Region{X: ui.Dp(96), Y: ui.Dp(28), W: ui.Dp(24), H: ui.Dp(24)}, 0),
},
)
```
The Container's region is in screen-space Dp. Child regions are relative to the Container's origin (the Renderer applies `op.Offset` for children). The Renderer converts all Dp values to pixels via `r.toPx()` when submitting Gio ops. Icon elements use `Size=0` so the renderer auto-scales them to fill their `24×24` DP regions via an affine transform.
### Common Pitfalls
- **Don't mix Dp and Px**: The compiler will catch it. Use explicit `ui.ToPx` / `ui.ToDp` conversions.
- **Don't use `gtx.Constraints` in element Draw methods**: They're modified by clips. The Renderer's `toPx`/`toDp` methods use the scale from `State`, not constraints.
- **Container children use relative regions**: Child element regions are relative to the Container's origin, not screen space. The Renderer applies `op.Offset` automatically when drawing Container children.
## 9.6 Background Drawing with Clips
When drawing backgrounds (rectangles with solid colors), use `clip.Rect{...}.Push(gtx.Ops)` followed immediately by `clip.Pop()`. **Never use `op.Record`/`m.Stop()` macros for simple background clips** — the macro leaves the clip on the stack, preventing subsequent elements from drawing.
**Correct pattern**:
```go
bgClip := clip.Rect{
Min: image.Point{X: pxMinX, Y: pxMinY},
Max: image.Point{X: pxMaxX, Y: pxMaxY},
}.Push(gtx.Ops)
paint.ColorOp{Color: bgColor}.Add(gtx.Ops)
paint.PaintOp{}.Add(gtx.Ops)
bgClip.Pop() // Immediately pop — clip stack must be clean
```
**Wrong pattern** (leaves clip on stack):
```go
m := op.Record(gtx.Ops)
clip.Rect{...}.Op().Push(gtx.Ops) // Push inside macro
paint.ColorOp{...}.Add(gtx.Ops)
paint.PaintOp{}.Add(gtx.Ops)
call := m.Stop()
call.Add(gtx.Ops) // When replayed, clip is pushed but never popped!
```
**Why this matters**: When the StatusBar draws its background with a macro, the clip inside is pushed during macro replay but never popped. The BottomBar then draws while that stale clip is still active, causing it to be clipped out of visibility.
## 10. Summary
- **Always** use `fixed.I(gtx.Sp(size))` for `PxPerEm`
- **Always** set `MinWidth`, `MaxWidth`, `MaxLines` in `LayoutString` parameters
- **Always** offset by `(x + first.X, y + first.Y)` in `drawLine`
- **Always** wrap glyph drawing in `op.Record`/`m.Stop()` for clipping safety
- **Baseline spacing** = `lineHeight * LineHeightScale` (default 1.2)
- **For tight multi-line layouts**, use `LineHeightScale: 1.0` or set explicit `LineHeight`
- **Visual gap** between lines = `baselineSpacing - (ascent1 + ascent2)`
- **Logic layer works exclusively in Dp**. `State.layout()` converts pixels→Dp. Renderer converts Dp→Px via `r.toPx()`.
- **Explicit conversions** (`ui.ToPx`, `ui.ToDp`) — `Dp` and `Px` are distinct named types.
- **Follow** Gio's `paintGlyph` as the reference implementation for text rendering