forked from AbleOS/ableos
koniifer
1eee33ce8b
move dt_api to stn for ease of use do away with now redundant strobe example (colour example is basically strobe now)
254 lines
5 KiB
Plaintext
254 lines
5 KiB
Plaintext
.{math, memory, dt} := @use("../../stn/src/lib.hb");
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.{Color, Image} := @use("lib.hb");
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.{Vec2} := math
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ctx := @as(Context, idk)
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Context := struct {
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fb: ^Color,
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bb: ^Color,
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buf: ^Color,
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width: int,
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height: int,
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pixels: int,
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double_buffer: bool,
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}
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init := fn(): void {
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width := dt.get(int, "framebuffer/fb0/width\0")
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height := dt.get(int, "framebuffer/fb0/height\0")
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pixels := width * height
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back_buffer := memory.alloc(Color, pixels * @bitcast(@sizeof(Color)))
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ctx = Context.{
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fb: dt.get(^Color, "framebuffer/fb0/ptr\0"),
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bb: back_buffer,
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buf: back_buffer,
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width,
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height,
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pixels,
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double_buffer: true,
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}
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return
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}
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doublebuffer := fn(enable: bool): void {
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if enable {
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ctx.buf = ctx.bb
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} else {
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ctx.buf = ctx.fb
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}
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ctx.double_buffer = enable
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return
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}
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clear := fn(color: Color): void {
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return @inline(memory.set, Color, &color, ctx.buf, @bitcast(ctx.pixels))
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}
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sync := fn(): void {
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return @inline(memory.copy, Color, ctx.buf, ctx.fb, @bitcast(ctx.pixels))
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}
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width := fn(): int {
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return ctx.width
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}
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height := fn(): int {
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return ctx.height
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}
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screenidx := fn(x: int, y: int): int {
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return x + ctx.width * y
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}
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put_pixel := fn(pos: Vec2(int), color: Color): void {
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*(ctx.buf + @inline(screenidx, pos.x, pos.y)) = color
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return
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}
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put_filled_rect := fn(pos: Vec2(int), tr: Vec2(int), color: Color): void {
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start_idx := @inline(screenidx, pos.x, pos.y)
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end_idx := @inline(screenidx, pos.x, pos.y + tr.y)
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loop if start_idx >= end_idx break else {
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@inline(memory.set, Color, &color, ctx.buf + start_idx, @bitcast(tr.x))
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start_idx += ctx.width
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}
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return
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}
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put_rect := fn(pos: Vec2(int), tr: Vec2(int), color: Color): void {
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start_idx := @inline(screenidx, pos.x, pos.y)
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end_idx := @inline(screenidx, pos.x, pos.y + tr.y)
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right_start_idx := @inline(screenidx, pos.x + tr.x, pos.y)
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loop if start_idx > end_idx break else {
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*(ctx.buf + start_idx) = color;
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*(ctx.buf + right_start_idx) = color
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start_idx += ctx.width
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right_start_idx += ctx.width
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}
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@inline(memory.set, Color, &color, ctx.buf + @inline(screenidx, pos.x, pos.y), @bitcast(tr.x + 1))
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@inline(memory.set, Color, &color, ctx.buf + @inline(screenidx, pos.x, pos.y + tr.y), @bitcast(tr.x + 1))
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return
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}
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put_line_low := fn(p0: Vec2(int), p1: Vec2(int), color: Color): void {
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dx := p1.x - p0.x
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dy := p1.y - p0.y
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yi := 1
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if dy < 0 {
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yi = -1
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dy = -dy
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}
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D := 2 * dy - dx
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y := p0.y
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x := p0.x
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loop if x == p1.x break else {
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*(ctx.buf + @inline(screenidx, x, y)) = color
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if D > 0 {
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y += yi
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D += 2 * (dy - dx)
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} else {
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D += 2 * dy
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}
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x += 1
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}
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return
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}
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put_line_high := fn(p0: Vec2(int), p1: Vec2(int), color: Color): void {
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dx := p1.x - p0.x
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dy := p1.y - p0.y
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xi := 1
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if dy < 0 {
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xi = -1
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dx = -dx
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}
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D := 2 * dx - dy
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x := p0.x
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y := p0.y
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loop if y == p1.y break else {
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*(ctx.buf + @inline(screenidx, x, y)) = color
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if D > 0 {
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x += xi
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D += 2 * (dx - dy)
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} else {
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D += 2 * dx
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}
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y += 1
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}
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return
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}
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put_line := fn(p0: Vec2(int), p1: Vec2(int), color: Color): void {
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if math.abs(int, p1.y - p0.y) < math.abs(int, p1.x - p0.x) {
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if p0.x > p1.x {
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@inline(put_line_low, p1, p0, color)
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} else {
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@inline(put_line_low, p0, p1, color)
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}
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} else {
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if p0.y > p1.y {
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@inline(put_line_high, p1, p0, color)
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} else {
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@inline(put_line_high, p0, p1, color)
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}
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}
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return
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}
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set_height := fn(new: int): void {
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return
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}
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set_width := fn(new: int): void {
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return
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}
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dimensions := fn(): Vec2(int) {
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return .(ctx.width, ctx.height)
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}
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set_dimensions := fn(new: Vec2(int)): void {
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return
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}
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put_image := fn(image: Image, pos: Vec2(int)): void {
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// y := 0
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// loop if y == image.height break else {
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// @inline(memory.copy, Color, image.buf + y * image.width, ctx.buf + @inline(screenidx, pos.x, pos.y + image.height - y), @intcast(image.width))
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// y += 1
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// }
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// return
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start_idx := @inline(screenidx, pos.x, pos.y)
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end_idx := @inline(screenidx, pos.x, pos.y + image.height)
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cursor := image.width * image.height
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loop if start_idx >= end_idx break else {
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@inline(memory.copy, Color, image.buf + cursor, ctx.buf + start_idx, @intcast(image.width))
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start_idx += ctx.width
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cursor -= image.width
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}
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return
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}
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// peony-made
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put_trirect := fn(pos: Vec2(int), size: Vec2(int), color0: Color, color1: Color): void {
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step := Vec2(int).(1, 1)
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if size.x < 0 {
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step.x = -1
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}
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if size.y < 0 {
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step.y = size.y / size.x
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}
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start_y := pos.y
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target := pos + size
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loop if pos.x == target.x break else {
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put_vline(pos.x, pos.y, target.y, color0)
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@inline(put_vline, pos.x, pos.y, start_y, color1)
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pos += step
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}
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return
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}
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// peony-made
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put_vline := fn(x: int, y0: int, y1: int, color: Color): void {
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if y1 < y0 {
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tmp := y0
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y0 = y1
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y1 = tmp
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}
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y := y0
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loop if y == y1 break else {
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*(ctx.buf + @inline(screenidx, x, y)) = color
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y += 1
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}
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return
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}
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// peony-made
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put_hline := fn(y: int, x0: int, x1: int, color: Color): void {
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if x1 < x0 {
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tmp := x0
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x0 = x1
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x1 = tmp
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}
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x := x0
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loop if x == x1 break else {
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*(ctx.buf + @inline(screenidx, x, y)) = color
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x += 1
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}
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return
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} |