.{math, memory, dt} := @use("../../stn/src/lib.hb"); .{Color, Surface, new_surface} := @use("lib.hb"); .{Vec2} := math framebuffer := @as(^Color, idk) // init := fn(): void { // width := dt.get(int, "framebuffer/fb0/width\0") // height := dt.get(int, "framebuffer/fb0/height\0") // pixels := width * height // back_buffer := memory.alloc(Color, pixels * @bitcast(@sizeof(Color))) // ctx = Context.{ // fb: dt.get(^Color, "framebuffer/fb0/ptr\0"), // bb: back_buffer, // buf: back_buffer, // width, // height, // pixels, // double_buffer: true, // } // return // } init := fn(double_buffer: bool): Surface { framebuffer = dt.get(^Color, "framebuffer/fb0/ptr\0") width := dt.get(int, "framebuffer/fb0/width\0") height := dt.get(int, "framebuffer/fb0/height\0") if double_buffer { return new_surface(width, height) } else { return .(framebuffer, width, height) } } clear := fn(surface: Surface, color: Color): void { return @inline(memory.set, Color, &color, surface.buf, @bitcast(surface.width * surface.height)) } sync := fn(surface: Surface): void { return @inline(memory.copy, Color, surface.buf, framebuffer, @bitcast(surface.width * surface.height)) } screenidx := fn(surface: Surface, x: int, y: int): int { return x + surface.width * y } put_pixel := fn(surface: Surface, pos: Vec2(int), color: Color): void { *(surface.buf + @inline(screenidx, surface, pos.x, pos.y)) = color return } // put_filled_rect := fn(surface: Surface, pos: Vec2(int), tr: Vec2(int), color: Color): void { // start_idx := @inline(screenidx, surface, pos.x, pos.y) // end_idx := @inline(screenidx, surface, pos.x, pos.y + tr.y) // loop if start_idx >= end_idx break else { // @inline(memory.set, Color, &color, surface.buf + start_idx, @bitcast(tr.x)) // start_idx += surface.width // } // return // } put_filled_rect := fn(surface: Surface, pos: Vec2(int), tr: Vec2(int), color: Color): void { top_start_idx := @inline(screenidx, surface, pos.x, pos.y) bottom_start_idx := @inline(screenidx, surface, pos.x, pos.y + tr.y - 1) rows_to_fill := tr.y / 2 top_cursor := 0 bottom_cursor := (tr.y - 1) * surface.width i := 0 loop if i == rows_to_fill break else { @inline(memory.set, Color, &color, surface.buf + top_start_idx, @bitcast(tr.x)) @inline(memory.set, Color, &color, surface.buf + bottom_start_idx, @bitcast(tr.x)) top_start_idx += surface.width bottom_start_idx -= surface.width i += 1 } if tr.y % 2 != 0 { middle_idx := @inline(screenidx, surface, pos.x, pos.y + rows_to_fill) @inline(memory.set, Color, &color, surface.buf + middle_idx, @bitcast(tr.x)) } return } put_rect := fn(surface: Surface, pos: Vec2(int), tr: Vec2(int), color: Color): void { start_idx := @inline(screenidx, surface, pos.x, pos.y) end_idx := @inline(screenidx, surface, pos.x, pos.y + tr.y) right_start_idx := @inline(screenidx, surface, pos.x + tr.x, pos.y) loop if start_idx > end_idx break else { *(surface.buf + start_idx) = color; *(surface.buf + right_start_idx) = color start_idx += surface.width right_start_idx += surface.width } @inline(memory.set, Color, &color, surface.buf + @inline(screenidx, surface, pos.x, pos.y), @bitcast(tr.x + 1)) @inline(memory.set, Color, &color, surface.buf + @inline(screenidx, surface, pos.x, pos.y + tr.y), @bitcast(tr.x + 1)) return } put_line_low := fn(surface: Surface, p0: Vec2(int), p1: Vec2(int), color: Color): void { dx := p1.x - p0.x dy := p1.y - p0.y yi := 1 if dy < 0 { yi = -1 dy = -dy } D := 2 * dy - dx y := p0.y x := p0.x loop if x == p1.x break else { *(surface.buf + @inline(screenidx, surface, x, y)) = color if D > 0 { y += yi D += 2 * (dy - dx) } else { D += 2 * dy } x += 1 } return } put_line_high := fn(surface: Surface, p0: Vec2(int), p1: Vec2(int), color: Color): void { dx := p1.x - p0.x dy := p1.y - p0.y xi := 1 if dy < 0 { xi = -1 dx = -dx } D := 2 * dx - dy x := p0.x y := p0.y loop if y == p1.y break else { *(surface.buf + @inline(screenidx, surface, x, y)) = color if D > 0 { x += xi D += 2 * (dx - dy) } else { D += 2 * dx } y += 1 } return } put_line := fn(surface: Surface, p0: Vec2(int), p1: Vec2(int), color: Color): void { if math.abs(int, p1.y - p0.y) < math.abs(int, p1.x - p0.x) { if p0.x > p1.x { @inline(put_line_low, surface, p1, p0, color) } else { @inline(put_line_low, surface, p0, p1, color) } } else { if p0.y > p1.y { @inline(put_line_high, surface, p1, p0, color) } else { @inline(put_line_high, surface, p0, p1, color) } } return } // put_surface := fn(surface: Surface, top: Surface, pos: Vec2(int)): void { // start_idx := @inline(screenidx, surface, pos.x, pos.y) // end_idx := @inline(screenidx, surface, pos.x, pos.y + top.height) // cursor := top.width * top.height // loop if start_idx >= end_idx break else { // @inline(memory.copy, Color, top.buf + cursor, surface.buf + start_idx, @intcast(top.width)) // start_idx += surface.width // cursor -= top.width // } // return // } put_surface := fn(surface: Surface, top: Surface, pos: Vec2(int)): void { top_start_idx := @inline(screenidx, surface, pos.x, pos.y) bottom_start_idx := @inline(screenidx, surface, pos.x, pos.y + top.height - 1) rows_to_copy := top.height / 2 top_cursor := 0 bottom_cursor := top.width * (top.height - 1) i := 0 loop if i == rows_to_copy break else { @inline(memory.copy, Color, top.buf + top_cursor, surface.buf + top_start_idx, @intcast(top.width)) @inline(memory.copy, Color, top.buf + bottom_cursor, surface.buf + bottom_start_idx, @intcast(top.width)) top_start_idx += surface.width bottom_start_idx -= surface.width top_cursor += top.width bottom_cursor -= top.width i += 1 } if top.height % 2 != 0 { middle_idx := @inline(screenidx, surface, pos.x, pos.y + rows_to_copy) @inline(memory.copy, Color, top.buf + top_cursor, surface.buf + middle_idx, @intcast(top.width)) } return } // peony-made put_trirect := fn(surface: Surface, pos: Vec2(int), size: Vec2(int), color0: Color, color1: Color): void { step := Vec2(int).(1, 1) if size.x < 0 { step.x = -1 } if size.y < 0 { step.y = size.y / size.x } start_y := pos.y target := pos + size loop if pos.x == target.x break else { put_vline(surface, pos.x, pos.y, target.y, color0) @inline(put_vline, surface, pos.x, pos.y, start_y, color1) pos += step } return } // peony-made put_vline := fn(surface: Surface, x: int, y0: int, y1: int, color: Color): void { if y1 < y0 { tmp := y0 y0 = y1 y1 = tmp } y := y0 loop if y == y1 break else { *(surface.buf + @inline(screenidx, surface, x, y)) = color y += 1 } return } // peony-made put_hline := fn(surface: Surface, y: int, x0: int, x1: int, color: Color): void { if x1 < x0 { tmp := x0 x0 = x1 x1 = tmp } x := x0 loop if x == x1 break else { *(surface.buf + @inline(screenidx, surface, x, y)) = color x += 1 } return }