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ableos/sysdata/libraries/sunset_proto/src/client.hb

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.{math: .{Vec2}, buffer, log, memory, string} := @use("../../stn/src/lib.hb");
.{Channel, Window, send_header, send_message, await_channel, await_header, await_message, message, BUFFER_SERVER, BUFFER_CLIENT, WindowProps, WindowData} := @use("./lib.hb");
.{new_surface, Color} := @use("../../render/src/lib.hb")
// ! in the future this should be safely handled
channel := Channel.(0, 0)
find_server := fn(): void {
log.info("client: locating server\0")
channel2 := await_channel()
channel.server = channel2.server
channel.client = channel2.client
log.info("client: server located\0")
}
new := fn(props: WindowProps): ?Window {
send_header(message.syn, channel.server)
response := await_message(Channel, channel.client)
if response.header.kind != message.ack {
return null
}
log.info("client: recv ack\0")
send_message(WindowProps, message.props, props, response.body.server)
windowdata := await_message(WindowData, response.body.client)
if windowdata.header.kind != message.ack {
return null
}
log.info("client: recv windowdata\0")
surface := new_surface(windowdata.body.props.dimensions.x, windowdata.body.props.dimensions.y)
return .(windowdata.body, surface)
}
quit := fn(client: Window): void {
send_header(message.quit, client.data.channel.server)
}
connected := fn(client: Window): bool {
return true
}
shutdown_server := fn(client: Window): bool {
return false
}
update_props := fn(client: Window): bool {
return false
}
update_permissions := fn(client: Window): bool {
return false
}
send_frame := fn(client: Window): bool {
send_header(message.frame_ready, client.data.channel.server)
response := await_message(uint, client.data.channel.client)
if response.header.kind != message.ack {
return false
}
// ! FOR NOW, server will ALWAYS be local,
// ! so we can send pointer to surface.
send_message(^Color, message.ack, client.surface.buf, client.data.channel.server)
return true
}