stn := @use("../../../libraries/stn/src/lib.hb"); .{string, memory, buffer, random, log} := stn; .{Vec2} := stn.math horizon_api := @use("../../../libraries/horizon_api/src/lib.hb") render := @use("../../../libraries/render/src/lib.hb") Window := struct { // TODO: Replace this with widgets implicit_framebuffer: render.Surface, width: int, height: int, x: int, y: int, } psf := @embed("../../../consolefonts/tamsyn/10x20r.psf") main := fn(): int { win_buff := buffer.create("XHorizon\0") screen := render.init(true) // Clear the screen to black. render.clear(screen, render.black) window := render.new_surface(screen.width / 3, screen.height / 3) x := 0 mem_buf := memory.request_page(1) color := random.any(render.Color) side := window.width / 8 vel_inner := Vec2(int).(1, 1) pos_inner := Vec2(uint).((window.width - side) / 2, (window.height - side) / 2) str := "Window Title Bar\0" // really we should null check but it is a bit broked font := @unwrap(render.text.font_from_psf2(@bitcast(&psf))) loop { // Clear the screen render.clear(screen, render.black) // TODO: Read the window buffer here { ret := buffer.recv([u8; 4096], win_buff, mem_buf) // 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") // } } if pos_inner.x == 0 | pos_inner.x == window.width - side { vel_inner.x = -vel_inner.x color = random.any(render.Color) } if pos_inner.y == 20 | pos_inner.y == window.height - side { vel_inner.y = -vel_inner.y color = random.any(render.Color) } // TODO: Get windows out of a collection and iter through window_count := 0 loop { render.clear(window, render.black) render.put_rect(screen, .(0, 0), .(screen.width - 1, screen.height - 1), render.white) // 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 } pos_inner += @bitcast(vel_inner) // Sync the screen render.sync(screen) } return 0 }