124 lines
4.0 KiB
Plaintext
124 lines
4.0 KiB
Plaintext
/******************************************************
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* Copyright 2024 Max Amundsen - All Rights Reserved
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******************************************************
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Console Screen Rendering:
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Terminal emulators, or consoles, are programs that display text from a sequence of characters.
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These characters are usually fixed-width, meaning each character takes up the same amount of space on screen.
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The dimensions of your console window determines how the console will display the text in rows and columns.
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This module is designed to draw simple 2d, or 3d shapes, inside a standard terminal emulator program.
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--------------------------------------------------------------
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Suppose the following sequence of characters is sent to the console:
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['A', 'B', 'C', 'D', 'E', 'F', 'G', 'H', 'I', 'J', 'K', 'L', 'M', 'N', 'O', 'P', 'Q', 'R', 'S', 'T', 'U']
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For a console displaying 7 characters horizontally, and 3 characters vertically, the result would be the following:
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0123456
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_________
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0 |ABCDEFG|
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1 |HIJKLMN|
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2 |OPQRSTU|
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---------
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=> Calculating the two dimensional area of the console output yields the number of elements in the initial 1D sequence:
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(7 * 3) = 21
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This may appear obvious, however this is an important connection to make, when considering how the console represents its output.
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--------------------------------------------------------------
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The console application automatically transforms our 1D sequence, to a 2D sequence displayed on your monitor, based on the size of the console window.
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As displayed in the above figure, the 0th element, 'A', in the sequence represents (0,0) in 2D space, while the 9th element, 'J' represents (2,1).
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The console application will automatically draw the characters on your screen for you.
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Because the console application is responsible for transforming our 1D array into a 2D output, we must provide the console with a 1D array.
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Therefore in order to draw 2D and 3D elements on the screen, we must construct procedures in the code to represent the transformations from
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higher dimensions, down to the first dimension.
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This simple 2d -> 1d transformation is implemented as the `draw` procedure found in the `draw.jai` file in this module.
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*/
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Screen :: struct {
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width : s64;
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height: s64;
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buffer: [..] Char_Info;
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}
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Char_Info :: struct {
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color: COLOR;
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char : PIXEL_CHAR;
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}
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COLOR :: enum u32 {
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FG_BLACK :: 0x0000;
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FG_DARK_BLUE :: 0x0001;
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FG_DARK_GREEN :: 0x0002;
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FG_DARK_CYAN :: 0x0003;
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FG_DARK_RED :: 0x0004;
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FG_DARK_MAGENTA :: 0x0005;
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FG_DARK_YELLOW :: 0x0006;
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FG_GREY :: 0x0007;
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FG_DARK_GREY :: 0x0008;
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FG_BLUE :: 0x0009;
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FG_GREEN :: 0x000A;
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FG_CYAN :: 0x000B;
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FG_RED :: 0x000C;
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FG_MAGENTA :: 0x000D;
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FG_YELLOW :: 0x000E;
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FG_WHITE :: 0x000F;
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BG_BLACK :: 0x0000;
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BG_DARK_BLUE :: 0x0010;
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BG_DARK_GREEN :: 0x0020;
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BG_DARK_CYAN :: 0x0030;
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BG_DARK_RED :: 0x0040;
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BG_DARK_MAGENTA :: 0x0050;
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BG_DARK_YELLOW :: 0x0060;
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BG_GREY :: 0x0070;
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BG_DARK_GREY :: 0x0080;
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BG_BLUE :: 0x0090;
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BG_GREEN :: 0x00A0;
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BG_CYAN :: 0x00B0;
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BG_RED :: 0x00C0;
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BG_MAGENTA :: 0x00D0;
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BG_YELLOW :: 0x00E0;
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BG_WHITE :: 0x00F0;
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}
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PIXEL_CHAR :: enum u32 {
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PIXEL_SOLID :: 0x2588;
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PIXEL_THREEQUARTERS :: 0x2593;
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PIXEL_HALF :: 0x2592;
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PIXEL_QUARTER :: 0x2591;
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}
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init_screen :: (screen: *Screen, width: s64, height: s64) {
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buffer : [..] Char_Info;
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array_resize(*buffer, width * height);
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screen.width = width;
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screen.height = height;
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screen.buffer = buffer;
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}
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resize_screen :: (screen: *Screen, width: s64, height: s64) {
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screen.width = width;
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screen.height = height;
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array_resize(*screen.buffer, width * height);
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}
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#load "draw.jai";
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#load "file_operations.jai";
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#scope_module
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#import "Basic";
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#import "Math";
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