ableos/sysdata/libraries/render/src/software.hb

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.{math, memory, dt} := @use("../../stn/src/lib.hb");
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.{Color, text} := @use("lib.hb");
.{get_glyph, get_glyph_unicode, Font, UNC_TABLE_SIZE} := text;
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.{Vec2} := math
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// safety: don't use before init() or you will get a memory access violation
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framebuffer := memory.dangling(Color)
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Surface := struct {
buf: ^Color,
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width: uint,
height: uint,
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}
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new_surface := fn(width: uint, height: uint): Surface {
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return .(
@inline(memory.alloc, Color, width * height),
width,
height,
)
}
clone_surface := fn(surface: ^Surface): Surface {
new := new_surface(surface.width, surface.height)
@inline(memory.copy, Color, surface.buf, new.buf, @intcast(surface.width * surface.height))
return new
}
init := fn(doublebuffer: bool): Surface {
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framebuffer = dt.get(^Color, "framebuffer/fb0/ptr\0")
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width := dt.get(uint, "framebuffer/fb0/width\0")
height := dt.get(uint, "framebuffer/fb0/height\0")
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if doublebuffer {
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return new_surface(width, height)
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} else {
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return .(framebuffer, width, height)
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}
}
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clear := fn(surface: Surface, color: Color): void {
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return @inline(memory.set, Color, &color, surface.buf, surface.width * surface.height)
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}
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sync := fn(surface: Surface): void {
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if surface.buf == framebuffer {
return
}
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return @inline(memory.copy, Color, surface.buf, framebuffer, @bitcast(surface.width * surface.height))
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}
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index := fn(surface: Surface, x: uint, y: uint): uint {
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return x + surface.width * y
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}
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indexptr := fn(surface: Surface, x: uint, y: uint): ^Color {
return surface.buf + @inline(index, surface, x, y)
}
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put_pixel := fn(surface: Surface, pos: Vec2(uint), color: Color): void {
*@inline(indexptr, surface, pos.x, pos.y) = color
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return
}
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put_filled_rect := fn(surface: Surface, pos: Vec2(uint), tr: Vec2(uint), color: Color): void {
top_start_idx := @inline(indexptr, surface, pos.x, pos.y)
bottom_start_idx := @inline(indexptr, surface, pos.x, pos.y + tr.y - 1)
rows_to_fill := tr.y
loop if rows_to_fill <= 1 break else {
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@inline(memory.set, Color, &color, top_start_idx, tr.x)
@inline(memory.set, Color, &color, bottom_start_idx, tr.x)
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top_start_idx += surface.width
bottom_start_idx -= surface.width
rows_to_fill -= 2
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}
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if rows_to_fill == 1 {
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@inline(memory.set, Color, &color, top_start_idx, tr.x)
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}
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return
}
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put_rect := fn(surface: Surface, pos: Vec2(uint), tr: Vec2(uint), color: Color): void {
start_idx := @inline(indexptr, surface, pos.x, pos.y)
end_idx := @inline(indexptr, surface, pos.x, pos.y + tr.y)
right_start_idx := @inline(indexptr, surface, pos.x + tr.x, pos.y)
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loop if start_idx > end_idx break else {
*start_idx = color;
*right_start_idx = color
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start_idx += surface.width
right_start_idx += surface.width
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}
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@inline(memory.set, Color, &color, @inline(indexptr, surface, pos.x, pos.y), @bitcast(tr.x + 1))
@inline(memory.set, Color, &color, @inline(indexptr, surface, pos.x, pos.y + tr.y), @bitcast(tr.x + 1))
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return
}
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put_line_low := fn(surface: Surface, p0: Vec2(uint), p1: Vec2(uint), color: Color): void {
dx := @as(int, @bitcast(p1.x - p0.x))
dy := @as(int, @bitcast(p1.y - p0.y))
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yi := 1
if dy < 0 {
yi = -1
dy = -dy
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}
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D := @as(int, 2) * dy - dx
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y := p0.y
x := p0.x
loop if x == p1.x break else {
*@inline(indexptr, surface, x, y) = color
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if D > 0 {
y += yi
D += 2 * (dy - dx)
} else {
D += 2 * dy
}
x += 1
}
return
}
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put_line_high := fn(surface: Surface, p0: Vec2(uint), p1: Vec2(uint), color: Color): void {
dx := @as(int, @bitcast(p1.x - p0.x))
dy := @as(int, @bitcast(p1.y - p0.y))
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xi := 1
if dy < 0 {
xi = -1
dx = -dx
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}
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D := @as(int, 2) * dx - dy
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x := p0.x
y := p0.y
loop if y == p1.y break else {
*@inline(indexptr, surface, x, y) = color
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if D > 0 {
x += xi
D += 2 * (dx - dy)
} else {
D += 2 * dx
}
y += 1
}
return
}
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put_line := fn(surface: Surface, p0: Vec2(uint), p1: Vec2(uint), color: Color): void {
if math.abs(uint, p1.y - p0.y) < math.abs(uint, p1.x - p0.x) {
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if p0.x > p1.x {
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@inline(put_line_low, surface, p1, p0, color)
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} else {
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@inline(put_line_low, surface, p0, p1, color)
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}
} else {
if p0.y > p1.y {
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@inline(put_line_high, surface, p1, p0, color)
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} else {
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@inline(put_line_high, surface, p0, p1, color)
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}
}
return
}
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put_surface := fn(surface: Surface, top: Surface, pos: Vec2(uint), flip_v: bool): void {
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src_top_cursor := top.buf
src_bottom_cursor := top.buf + top.width * (top.height - 1)
dst_top_idx := @inline(indexptr, surface, pos.x, pos.y)
dst_bottom_idx := @inline(indexptr, surface, pos.x, pos.y + top.height - 1)
dst_increment := surface.width
if flip_v {
dst_increment = -dst_increment
tmp := dst_top_idx
dst_top_idx = dst_bottom_idx
dst_bottom_idx = tmp
}
rows_to_copy := top.height
loop if rows_to_copy <= 1 break else {
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@inline(memory.copy, Color, src_top_cursor, dst_top_idx, top.width)
@inline(memory.copy, Color, src_bottom_cursor, dst_bottom_idx, top.width)
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dst_top_idx += dst_increment
dst_bottom_idx -= dst_increment
src_top_cursor += top.width
src_bottom_cursor -= top.width
rows_to_copy -= 2
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}
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if rows_to_copy == 1 {
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@inline(memory.copy, Color, src_top_cursor, dst_top_idx, top.width)
}
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return
}
// peony-made
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put_trirect := fn(surface: Surface, pos: Vec2(uint), size: Vec2(int), color0: Color, color1: Color): void {
step := Vec2(int).(1, 1)
if size.x < 0 {
step.x = -1
}
if size.y < 0 {
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step.y /= @bitcast(size.x)
}
start_y := pos.y
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target := pos + @bitcast(size)
loop if pos.x == target.x break else {
@inline(put_vline, surface, pos.x, pos.y, target.y, color0)
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@inline(put_vline, surface, pos.x, pos.y, start_y, color1)
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pos += @bitcast(step)
}
return
}
// peony-made
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put_vline := fn(surface: Surface, x: uint, y0: uint, y1: uint, color: Color): void {
if y1 < y0 {
tmp := y0
y0 = y1
y1 = tmp
}
y := y0
loop if y == y1 break else {
*@inline(indexptr, surface, x, y) = color
y += 1
}
return
}
// peony-made
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put_hline := fn(surface: Surface, y: uint, x0: uint, x1: uint, color: Color): void {
if x1 < x0 {
tmp := x0
x0 = x1
x1 = tmp
}
@inline(memory.set, Color, &color, @inline(indexptr, surface, x0, y), @bitcast(x1 - x0 - 1))
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return
}
put_circle := fn(surface: Surface, pos: Vec2(uint), radius: uint, color: Color): void {
x := 0
y := radius
error := @as(int, 3) - @as(int, @intcast(2 * radius));
*@inline(indexptr, surface, pos.x + radius, pos.y) = color;
*@inline(indexptr, surface, pos.x - radius, pos.y) = color;
*@inline(indexptr, surface, pos.x, pos.y + radius) = color;
*@inline(indexptr, surface, pos.x, pos.y - radius) = color
loop if y < x break else {
x += 1
if error > 0 {
y -= 1
error += 4 * (@as(int, @intcast(x)) - @as(int, @intcast(y))) + 10
} else {
error += 4 * @intcast(x) + 6
};
*@inline(indexptr, surface, pos.x + x, pos.y + y) = color;
*@inline(indexptr, surface, pos.x + y, pos.y + x) = color;
*@inline(indexptr, surface, pos.x - x, pos.y + y) = color;
*@inline(indexptr, surface, pos.x - y, pos.y + x) = color;
*@inline(indexptr, surface, pos.x + x, pos.y - y) = color;
*@inline(indexptr, surface, pos.x + y, pos.y - x) = color;
*@inline(indexptr, surface, pos.x - x, pos.y - y) = color;
*@inline(indexptr, surface, pos.x - y, pos.y - x) = color
}
return
}
put_filled_circle := fn(surface: Surface, pos: Vec2(uint), radius: uint, color: Color): void {
x := 0
y := radius
error := @as(int, 3) - @as(int, @intcast(2 * radius))
@inline(put_hline, surface, pos.y - x, pos.x - radius, pos.x + radius, color);
*@inline(indexptr, surface, pos.x, pos.y + radius) = color;
*@inline(indexptr, surface, pos.x, pos.y - radius) = color
loop if y < x break else {
x += 1
if error > 0 {
@inline(put_hline, surface, pos.y + y, pos.x - x, pos.x + x, color)
@inline(put_hline, surface, pos.y - y, pos.x - x, pos.x + x, color)
y -= 1
error += 4 * (@as(int, @intcast(x)) - @as(int, @intcast(y))) + 10
} else {
error += 4 * @intcast(x) + 6
}
@inline(put_hline, surface, pos.y + x, pos.x - y, pos.x + y, color)
@inline(put_hline, surface, pos.y - x, pos.x - y, pos.x + y, color)
}
return
}
put_textured_circle := fn(surface: Surface, source: Surface, source_pos: Vec2(uint), pos: Vec2(uint), radius: uint): void {
x := 0
y := radius
error := @as(int, 3) - @as(int, @intcast(2 * radius))
@inline(memory.copy, Color, @inline(indexptr, source, source_pos.x - y, source_pos.y), @inline(indexptr, surface, pos.x - y, pos.y), 2 * y);
*@inline(indexptr, surface, pos.x, pos.y + y) = *@inline(indexptr, source, source_pos.x, source_pos.y + y);
*@inline(indexptr, surface, pos.x, pos.y - y) = *@inline(indexptr, source, source_pos.x, source_pos.y - y)
loop if y < x break else {
x += 1
if error > 0 {
@inline(memory.copy, Color, @inline(indexptr, source, source_pos.x - x, source_pos.y + y), @inline(indexptr, surface, pos.x - x, pos.y + y), 2 * x)
@inline(memory.copy, Color, @inline(indexptr, source, source_pos.x - x, source_pos.y - y), @inline(indexptr, surface, pos.x - x, pos.y - y), 2 * x)
y -= 1
error += 4 * (@as(int, @intcast(x)) - @as(int, @intcast(y))) + 10
} else {
error += 4 * @intcast(x) + 6
}
@inline(memory.copy, Color, @inline(indexptr, source, source_pos.x - y, source_pos.y + x), @inline(indexptr, surface, pos.x - y, pos.y + x), 2 * y)
@inline(memory.copy, Color, @inline(indexptr, source, source_pos.x - y, source_pos.y - x), @inline(indexptr, surface, pos.x - y, pos.y - x), 2 * y)
}
return
}
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utf8_len_table := [u8].(0, 0, 2, 3)
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put_text := fn(surface: Surface, font: Font, pos: Vec2(uint), color: Color, str: ^u8): void {
cursor := Vec2(uint).(pos.x, pos.y)
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max_y := surface.height - font.height
next_line_y := font.height + font.line_gap
char_advance := font.width + font.char_gap
surface_width := surface.width
loop if *str == 0 break else {
if cursor.y > max_y break
glyph_data := @as(^u8, idk)
code_point := @as(uint, 0)
if (*str & 0x80) == 0 {
if *str == 10 {
cursor.x = pos.x
cursor.y += next_line_y
str += 1
continue
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}
if font.unicode == null {
if *str > font.num_glyphs {
str += 1
continue
}
glyph_data = @inline(get_glyph, font, *str)
} else {
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if *str < UNC_TABLE_SIZE {
glyph_index := *(font.unicode + *str)
if glyph_index == 0xFFFF {
str += 1
continue
}
glyph_data = font.data + glyph_index * font.bytes_per_glyph
} else {
str += 1
continue
}
}
str += 1
} else if font.unicode != null {
first_byte := *str
num_bytes := @as(uint, 0)
num_bytes = utf8_len_table[first_byte >> 5 & 0x3]
if num_bytes == 0 {
str += 1
continue
}
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code_point = first_byte & (0x7F >> num_bytes | 0x1F)
valid_sequence := true
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bytes_processed := 1
loop if bytes_processed >= num_bytes break else {
str += 1
if *str == 0 | (*str & 0xC0) != 0x80 {
valid_sequence = false
}
if valid_sequence == false {
break
}
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code_point = code_point << 6 | *str & 0x3F
bytes_processed += 1
}
if valid_sequence == false {
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str += 1
continue
}
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str += 1
if code_point == 10 {
cursor.x = pos.x
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cursor.y += next_line_y
continue
}
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if code_point >= UNC_TABLE_SIZE {
continue
}
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glyph_index := *(font.unicode + code_point)
if glyph_index == 0xFFFF {
continue
}
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glyph_data = font.data + glyph_index * font.bytes_per_glyph
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}
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if cursor.x + font.width >= surface_width {
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cursor.x = pos.x
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cursor.y += next_line_y
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}
dest := @inline(indexptr, surface, cursor.x, cursor.y)
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rows := font.height
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loop if rows == 0 break else {
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byte := *glyph_data
pixel_dest := dest
mask := @as(u8, 0x80)
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bits := font.width
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loop if bits == 0 break else {
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if (byte & mask) != 0 {
*pixel_dest = color
}
pixel_dest += 1
mask >>= 1
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if mask == 0 & bits > 0 {
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glyph_data += 1
byte = *glyph_data
mask = 0x80
}
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bits -= 1
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}
if mask != 0x80 {
glyph_data += 1
}
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dest += surface_width
rows -= 1
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}
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cursor.x += char_advance
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}
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return
}