ableos/sysdata/programs/horizon/src/main.hb

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stn := @use("../../../libraries/stn/src/lib.hb");
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.{string, memory, buffer, random, log} := stn;
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.{Vec2} := stn.math
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horizon_api := @use("../../../libraries/horizon_api/src/lib.hb")
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render := @use("../../../libraries/render/src/lib.hb")
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intouch := @use("../../../libraries/intouch/src/lib.hb")
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Window := struct {
// TODO: Replace this with widgets
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implicit_framebuffer: render.Surface,
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width: int,
height: int,
x: int,
y: int,
}
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psf := @embed("../../../consolefonts/tamsyn/10x20r.psf")
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main := fn(): int {
I_LOOP := 10000
loop {
if I_LOOP >= 0 {
break
}
I_LOOP += 1
}
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win_buff := buffer.create("XHorizon\0")
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screen := render.init(true)
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// Clear the screen to black.
render.clear(screen, render.black)
window := render.new_surface(screen.width / 3, screen.height / 3)
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x := 0
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mem_buf := memory.request_page(1)
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color := random.any(render.Color)
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side := window.width / 8
vel_inner := Vec2(int).(1, 1)
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pos_inner := Vec2(uint).((window.width - side) / 2, (window.height - side) / 2)
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str := "Window Title Bar\0"
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// really we should null check but it is a bit broked
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font := @unwrap(render.text.font_from_psf2(@bitcast(&psf), false))
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mouse_x := 0
mouse_y := 0
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loop {
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// Clear the screen
render.clear(screen, render.black)
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// TODO: Read the window buffer here
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{
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ret := buffer.recv([u8; 4096], win_buff, mem_buf)
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// for some reason this null check causes the compiler to spin forever
// if ret == null {
// log.info("No messages\0")
// } else {
// log.info("Handle Messages\0")
// }
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}
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{
// get input events from drivers via intouch
// key_event := intouch.recieve_key_event()
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mouse_event := intouch.recieve_mouse_event()
if mouse_event != null {
mouse_x += mouse_event.x_change
mouse_y -= mouse_event.y_change
}
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// render mouse
render.put_rect(screen, .(mouse_x, mouse_y), .(20, 20), render.white)
// Send events to focused window
}
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if pos_inner.x == 0 | pos_inner.x == window.width - side {
vel_inner.x = -vel_inner.x
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color = random.any(render.Color)
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}
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if pos_inner.y == 20 | pos_inner.y == window.height - side {
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vel_inner.y = -vel_inner.y
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color = random.any(render.Color)
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}
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// TODO: Get windows out of a collection and iter through
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window_count := 0
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render.put_rect(screen, .(0, 0), .(screen.width - 1, screen.height - 1), render.white)
// loop {
// render.clear(window, render.black)
// // Draw the decorators
// {
// render.put_rect(window, .(0, 0), .(window.width - 1, window.height - 1), render.white)
// render.put_rect(window, .(0, 0), .(window.width - 1, 20), render.white)
// render.put_text(window, font, .(window.width / 2, 1), render.white, str)
// }
// render.put_filled_rect(window, pos_inner, .(side, side), color)
// // Apply the image to the screen
// pos := Vec2(uint).(x, 100)
// render.put_surface(screen, window, pos, false)
// if window_count >= 1 {
// x = 0
// break
// }
// window_count += 1
// x += screen.width / 2
// }
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pos_inner += @bitcast(vel_inner)
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// Sync the screen
render.sync(screen)
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}
return 0
}