.{math: .{Vec2}, buffer, memory} := @use("../../stn/src/lib.hb"); .{Surface} := @use("../../render/src/lib.hb") $BUFFER_SERVER := "sunset_server\0" $BUFFER_CLIENT := "sunset_client\0" Channel := packed struct { client: uint, server: uint, } client := @use("./client.hb") server := @use("./server.hb") message := @use("./message.hb") permissions := @use("./permissions.hb") $send_message := fn($Expr: type, kind: MessageKind, msg: Expr, buffer_id: uint): void { buffer.write(?Message(Expr), buffer_id, &@as(?Message(Expr), .(.(kind), msg))) } $send_header := fn(kind: MessageKind, buffer_id: uint): void { buffer.write(?MessageHeader, buffer_id, &@as(?MessageHeader, .(kind))) } $recv_message := fn($Expr: type, buffer_id: uint): Message(Expr) { response := @as(?Message(Expr), null) buffer.recv(?Message(Expr), buffer_id, &response) return response } $recv_header := fn(buffer_id: uint): ?MessageHeader { response := @as(?MessageHeader, null) buffer.recv(?MessageHeader, buffer_id, &response) return response } await_channel := fn(): Channel { channel := Channel.(0, 0) loop if channel.server != 0 break else { channel.server = buffer.search(BUFFER_SERVER) } loop if channel.client != 0 break else { channel.client = buffer.search(BUFFER_CLIENT) } return channel } await_message := fn($Expr: type, buffer_id: uint): Message(Expr) { response := @as(?Message(Expr), null) loop { // awaiting here causes flickering... idk why buffer.await(buffer_id) buffer.recv(?Message(Expr), buffer_id, &response) if response != null { return @as(Message(Expr), response) } } } await_header := fn(buffer_id: uint): MessageHeader { response := @as(?MessageHeader, null) loop { // awaiting here causes flickering... idk why buffer.await(buffer_id) buffer.recv(?MessageHeader, buffer_id, &response) if response != null { return @as(MessageHeader, response) } } } MessageKind := u8 MessageHeader := packed struct { kind: MessageKind, } Message := fn($Expr: type): type { return packed struct { header: MessageHeader, body: Expr, } } WindowProps := struct { position: Vec2(uint), dimensions: Vec2(uint), // ! replace with owned string type later title: ^u8, } WindowData := struct { props: WindowProps, channel: Channel, permissions: uint, } Window := struct { data: WindowData, surface: Surface, }