69 lines
1.6 KiB
C
69 lines
1.6 KiB
C
#include <uvm/syscalls.h>
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#include <uvm/utils.h>
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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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int wid;
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void
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anim_callback()
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{
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// Clear the screen
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memset(frame_buffer, 0, sizeof(frame_buffer));
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for (size_t x = 0; x < FRAME_WIDTH; ++x) {
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for (size_t y = 0; y < FRAME_HEIGHT; ++y) {
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u32* pix_ptr = frame_buffer + FRAME_WIDTH * y + x;
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u8 blue = x & 255;
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u8 green = y & 255;
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u8 red = (x + y + 128) & 255;
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u8 alpha = 123;
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*pix_ptr = (alpha << 24) | (red << 16) | (green << 8) | blue;
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}
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}
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window_draw_frame(wid, frame_buffer);
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// This rate of refresh of the whole screen caused ~60% CPU use. :(
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// time_delay_cb(100, anim_callback);
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}
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//void
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//keydown(u64 window_id, u16 keycode)
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//{
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// window_draw_frame(window_id, frame_buffer);
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//}
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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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window_draw_frame(window_id, frame_buffer);
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}
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void
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main()
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{
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wid = window_create(FRAME_WIDTH, FRAME_HEIGHT, "Bouncing Ball Example", 0);
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time_delay_cb(0, anim_callback);
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//window_on_keydown(wid, keydown);
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window_on_mousemove(wid, mousemove);
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enable_event_loop();
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}
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