brute forced text support, fixed an off-by one, lots to fix
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+46
-3
@@ -20,6 +20,8 @@
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#include <time.h>
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#include "font.cpp"
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static void onKey(void *user, uint32_t keycode, uint32_t state) {
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if (keycode == 1) {
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exit(1);
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@@ -34,10 +36,10 @@ int main(void) {
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uint16_t w = 800, h = 480;
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UwU::Shader fuchsia = UwU::Shader(UwU::Direction::V, 100, 300, UwU::Color(0xb00b69ff), UwU::Color(0x00000000));
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UwU::Shader red = UwU::Shader(UwU::Direction::V, 69, 420, UwU::Color(0xff0000ff), UwU::Color(0x00000000));
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UwU::Shader bisexual = UwU::Shader(UwU::Direction::H, 100, 469, UwU::Color(0xff0000ff), UwU::Color(0x0000ffff));
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UwU::Shader aqua = UwU::Shader(UwU::Direction::V, 4, 475, UwU::Color(0x00ff00ff), UwU::Color(0x0000ffff));
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UwU::Shader bisexual = UwU::Shader(UwU::Direction::H, 0, 799, UwU::Color(0xff0000ff), UwU::Color(0x0000ffff));
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UwU::Shader aqua = UwU::Shader(UwU::Direction::V, 2, 349, UwU::Color(0x00ff00ff), UwU::Color(0x0000ffff));
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UwU::Shader warmup = UwU::Shader(UwU::Color(0xb00b69ff));
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UwU::Color green = UwU::Color(0x00ff00ff);
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UwU::Shader green = UwU::Shader(UwU::Color(0x00ff00ff));
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UwU::Color blue = UwU::Color(0x0000ff80);
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// UwU::Color alpha = UwU::Color(0x00000000);
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@@ -51,6 +53,47 @@ int main(void) {
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UwU::Triangle triangle = UwU::Triangle(280, 100, 240, 290, 320, 300);
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UwU::Point point = UwU::Point(387, 43);
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// Window Header
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UwU::Trapezoid trap0 = UwU::Trapezoid(0, 7, 7, 0, 792, 799);
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UwU::Rectangle rect1 = UwU::Rectangle(0, 8, 799, 23);
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UwU::Trapezoid trap2 = UwU::Trapezoid(24, 31, 0, 0, 71, 63);
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UwU::Trapezoid trap3 = UwU::Trapezoid(24, 31, 727, 736, 799, 799);
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// trap0.draw(surface.buffer, bisexual);
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// rect1.draw(surface.buffer, bisexual);
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// trap2.draw(surface.buffer, bisexual);
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// trap3.draw(surface.buffer, bisexual);
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// Window Body
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UwU::Shader sU1 = UwU::Shader(8, 8, font());
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UwU::Shader sw1 = UwU::Shader(10, 8, font());
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UwU::Shader sU2 = UwU::Shader(28, 8, font());
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UwU::Shader sG1 = UwU::Shader(20, 8, font());
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UwU::Shader sL1 = UwU::Shader(22, 8, font());
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UwU::Rectangle rU1 = UwU::Rectangle(8, 8, 13, 16);
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UwU::Rectangle rw1 = UwU::Rectangle(16, 8, 25, 16);
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UwU::Rectangle rU2 = UwU::Rectangle(28, 8, 33, 16);
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UwU::Rectangle rG1 = UwU::Rectangle(36, 8, 41, 16);
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UwU::Rectangle rL1 = UwU::Rectangle(44, 8, 48, 16);
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rU1.draw(surface.buffer, sU1);
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rw1.draw(surface.buffer, sw1);
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rU2.draw(surface.buffer, sU2);
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rG1.draw(surface.buffer, sG1);
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rL1.draw(surface.buffer, sL1);
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// Window Footer
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UwU::Trapezoid trap5 = UwU::Trapezoid(440, 471, 712, 689, 799, 799);
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UwU::Trapezoid trap6 = UwU::Trapezoid(472, 479, 0, 7, 799, 792);
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trap5.draw(surface.buffer, bisexual);
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trap6.draw(surface.buffer, bisexual);
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// Window Buttons
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UwU::Trapezoid trap7 = UwU::Trapezoid(448, 455, 728, 720, 791, 791);
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UwU::Rectangle rect8 = UwU::Rectangle(720, 456, 791, 463);
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UwU::Trapezoid trap9 = UwU::Trapezoid(464, 471, 720, 720, 791, 783);
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trap7.draw(surface.buffer, fuchsia);
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rect8.draw(surface.buffer, fuchsia);
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trap9.draw(surface.buffer, fuchsia);
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bgRectangle.draw(buffer, aqua);
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// Benchmarking
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