Drawing pixel per mouse move is slow at 1280x800.
So let's just use a smaller screen for now, eh?
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@ -4,11 +4,9 @@
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#define RED 0xFF_00_00
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#define GREEN 0x00_FF_00
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size_t FRAME_WIDTH = 1280;
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size_t FRAME_HEIGHT = 800;
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// RGBA pixels: 800 * 600
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u32 frame_buffer[1024_000];
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size_t FRAME_WIDTH = 640;
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size_t FRAME_HEIGHT = 480;
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u32 frame_buffer[307200];
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int wid;
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@ -44,15 +42,8 @@ anim_callback()
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void
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mousemove(u64 window_id, u64 new_x, u64 new_y)
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{
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// Redrawing the window on move seems to repair damage from
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// dragging portion of the window offscreen then back on as
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// you drag, without using too much CPU.
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// No, weird, it doesn't.
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// It did, once, but maybe that was teh X server somehow doing it for me?
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// In any event, moving the mouse over the screen after drag damage
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// works fine, as expected.
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// (I just really would like to know why it stopped damaging the window
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// in the previous try? Ugh!)
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u32* pix_ptr = frame_buffer + FRAME_WIDTH * new_y + new_x;
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*pix_ptr = RED;
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window_draw_frame(window_id, frame_buffer);
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}
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