// #pragma once #include "waymini/waymini.h" #include #include #include #include // #include "datatypes.cpp" // #include "helpers.cpp" // #include "buffer.cpp" // #include "surface.cpp" // #include "primatives/line.cpp" // #include "primatives/point.cpp" // #include "primatives/rectangle.cpp" // #include "primatives/trapezoid.cpp" // #include "primatives/triangle.cpp" // #include "shader.cpp" #include "uwugl.h" #include #include "font.cpp" static void onKey(void *user, uint32_t keycode, uint32_t state) { if (keycode == 1) { exit(1); } (void)user; const char *label = state ? "down" : "up "; printf("key %s: %u\n", label, keycode); fflush(stdout); } int main(void) { uint16_t w = 800, h = 480; UwU::Surface surface = UwU::Surface(w, h, onKey); UwU::ColorShader fuchsia = UwU::ColorShader(UwU::Color(0xb00b69ff)); UwU::Rectangle rectangle = UwU::Rectangle(69, 69, 420, 420); rectangle.draw(surface.buffer, fuchsia); // // Benchmarking // struct timespec start, end; // const int WARMUP = 100; // const int BATCH = 1000; // const int SAMPLES = 10; // for (int i = 0; i < WARMUP; i++) { // rectangle.draw(surface.buffer, gradientBuffer); // } // long times[SAMPLES]; // for (int s = 0; s < SAMPLES; s++) { // clock_gettime(CLOCK_MONOTONIC, &start); // for (int i = 0; i < BATCH; i++) { // rectangle.draw(surface.buffer, gradientBuffer); // } // clock_gettime(CLOCK_MONOTONIC, &end); // times[s] = (end.tv_sec - start.tv_sec) * 1000000000L + (end.tv_nsec - start.tv_nsec); // } // long timeAvg = 0; // for (int i = 0; i < SAMPLES; i++) { // timeAvg += times[i]; // } // timeAvg /= SAMPLES; // timeAvg /= BATCH; // printf("Elapsed: %ld ns\n", timeAvg); // UwU::Line lines[8] { // UwU::Line(300, 100, 250, 469), // UwU::Line(250, 100, 300, 469), // UwU::Line(300, 100, 469, 250), // UwU::Line(469, 100, 300, 250), // UwU::Line(100, 300, 250, 469), // UwU::Line(250, 300, 100, 469), // UwU::Line(100, 300, 469, 250), // UwU::Line(469, 300, 100, 250) // }; // for (uint16_t i = 0; i < 8; i++) { // lines[i].draw(surface.buffer, bisexual); // } surface.present(); while (!surface.shouldClose()) {} surface.destroy(); return 0; }