Litrally almost functional PS/2 driver. #19
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@ -39,6 +39,9 @@ put_pixel := mode.put_pixel
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put_rect := mode.put_rect
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put_filled_rect := mode.put_filled_rect
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put_trirect := mode.put_trirect
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put_circle := mode.put_circle
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put_filled_circle := mode.put_filled_circle
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put_textured_circle := mode.put_textured_circle
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put_line := mode.put_line
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put_vline := mode.put_vline
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put_hline := mode.put_hline
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@ -251,6 +251,90 @@ put_hline := fn(surface: Surface, y: uint, x0: uint, x1: uint, color: Color): vo
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return
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}
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put_circle := fn(surface: Surface, pos: Vec2(uint), radius: uint, color: Color): void {
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x := 0
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y := radius
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error := @as(int, 3) - @as(int, @intcast(2 * radius));
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*@inline(indexptr, surface, pos.x + radius, pos.y) = color;
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*@inline(indexptr, surface, pos.x - radius, pos.y) = color;
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*@inline(indexptr, surface, pos.x, pos.y + radius) = color;
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*@inline(indexptr, surface, pos.x, pos.y - radius) = color
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loop if y < x break else {
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x += 1
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if error > 0 {
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y -= 1
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error += 4 * (@as(int, @intcast(x)) - @as(int, @intcast(y))) + 10
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} else {
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error += 4 * @intcast(x) + 6
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};
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*@inline(indexptr, surface, pos.x + x, pos.y + y) = color;
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*@inline(indexptr, surface, pos.x + y, pos.y + x) = color;
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*@inline(indexptr, surface, pos.x - x, pos.y + y) = color;
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*@inline(indexptr, surface, pos.x - y, pos.y + x) = color;
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*@inline(indexptr, surface, pos.x + x, pos.y - y) = color;
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*@inline(indexptr, surface, pos.x + y, pos.y - x) = color;
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*@inline(indexptr, surface, pos.x - x, pos.y - y) = color;
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*@inline(indexptr, surface, pos.x - y, pos.y - x) = color
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}
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return
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}
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put_filled_circle := fn(surface: Surface, pos: Vec2(uint), radius: uint, color: Color): void {
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x := 0
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y := radius
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error := @as(int, 3) - @as(int, @intcast(2 * radius))
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@inline(put_hline, surface, pos.y - x, pos.x - radius, pos.x + radius, color);
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*@inline(indexptr, surface, pos.x, pos.y + radius) = color;
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*@inline(indexptr, surface, pos.x, pos.y - radius) = color
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loop if y < x break else {
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x += 1
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if error > 0 {
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@inline(put_hline, surface, pos.y + y, pos.x - x, pos.x + x, color)
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@inline(put_hline, surface, pos.y - y, pos.x - x, pos.x + x, color)
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y -= 1
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error += 4 * (@as(int, @intcast(x)) - @as(int, @intcast(y))) + 10
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} else {
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error += 4 * @intcast(x) + 6
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}
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@inline(put_hline, surface, pos.y + x, pos.x - y, pos.x + y, color)
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@inline(put_hline, surface, pos.y - x, pos.x - y, pos.x + y, color)
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}
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return
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}
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put_textured_circle := fn(surface: Surface, source: Surface, source_pos: Vec2(uint), pos: Vec2(uint), radius: uint): void {
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x := 0
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y := radius
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error := @as(int, 3) - @as(int, @intcast(2 * radius))
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@inline(memory.copy, Color, @inline(indexptr, source, source_pos.x - y, source_pos.y), @inline(indexptr, surface, pos.x - y, pos.y), 2 * y);
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*@inline(indexptr, surface, pos.x, pos.y + y) = *@inline(indexptr, source, source_pos.x, source_pos.y + y);
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*@inline(indexptr, surface, pos.x, pos.y - y) = *@inline(indexptr, source, source_pos.x, source_pos.y - y)
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loop if y < x break else {
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x += 1
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if error > 0 {
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@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)
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@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)
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y -= 1
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error += 4 * (@as(int, @intcast(x)) - @as(int, @intcast(y))) + 10
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} else {
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error += 4 * @intcast(x) + 6
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}
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@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)
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@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)
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}
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return
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}
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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 {
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