// #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 #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::Shader fuchsia = UwU::Shader(UwU::Direction::V, 100, 300, UwU::Color(0xb00b69ff), UwU::Color(0x00000000)); UwU::Shader red = UwU::Shader(UwU::Direction::V, 69, 420, UwU::Color(0xff0000ff), UwU::Color(0x00000000)); UwU::Shader bisexual = UwU::Shader(UwU::Direction::H, 0, 799, UwU::Color(0xff0000ff), UwU::Color(0x0000ffff)); UwU::Shader aqua = UwU::Shader(UwU::Direction::V, 2, 349, UwU::Color(0x00ff00ff), UwU::Color(0x0000ffff)); UwU::Shader warmup = UwU::Shader(UwU::Color(0xb00b69ff)); UwU::Shader green = UwU::Shader(UwU::Color(0x00ff00ff)); UwU::Color blue = UwU::Color(0x0000ff80); // UwU::Color alpha = UwU::Color(0x00000000); UwU::Surface surface = UwU::Surface(w, h, onKey); UwU::Buffer buffer = UwU::Buffer(800, 480); UwU::Shader gradientBuffer = UwU::Shader(69, 69, buffer); UwU::Rectangle rectangle = UwU::Rectangle(69, 69, 420, 420); UwU::Rectangle bgRectangle = UwU::Rectangle(2, 2, 797, 477); UwU::Trapezoid trapezoid = UwU::Trapezoid(300, 400, 360, 380, 600, 480); UwU::Triangle triangle = UwU::Triangle(280, 100, 240, 290, 320, 300); UwU::Point point = UwU::Point(387, 43); // Window Header UwU::Trapezoid trap0 = UwU::Trapezoid(0, 7, 7, 0, 792, 799); UwU::Rectangle rect1 = UwU::Rectangle(0, 8, 799, 23); UwU::Trapezoid trap2 = UwU::Trapezoid(24, 31, 0, 0, 71, 63); UwU::Trapezoid trap3 = UwU::Trapezoid(24, 31, 727, 736, 799, 799); // trap0.draw(surface.buffer, bisexual); // rect1.draw(surface.buffer, bisexual); // trap2.draw(surface.buffer, bisexual); // trap3.draw(surface.buffer, bisexual); // Window Body UwU::Shader sU1 = UwU::Shader(8, 8, font()); UwU::Shader sw1 = UwU::Shader(10, 8, font()); UwU::Shader sU2 = UwU::Shader(28, 8, font()); UwU::Shader sG1 = UwU::Shader(20, 8, font()); UwU::Shader sL1 = UwU::Shader(22, 8, font()); UwU::Rectangle rU1 = UwU::Rectangle(8, 8, 13, 16); UwU::Rectangle rw1 = UwU::Rectangle(16, 8, 25, 16); UwU::Rectangle rU2 = UwU::Rectangle(28, 8, 33, 16); UwU::Rectangle rG1 = UwU::Rectangle(36, 8, 41, 16); UwU::Rectangle rL1 = UwU::Rectangle(44, 8, 48, 16); rU1.draw(surface.buffer, sU1); rw1.draw(surface.buffer, sw1); rU2.draw(surface.buffer, sU2); rG1.draw(surface.buffer, sG1); rL1.draw(surface.buffer, sL1); // Window Footer UwU::Trapezoid trap5 = UwU::Trapezoid(440, 471, 712, 689, 799, 799); UwU::Trapezoid trap6 = UwU::Trapezoid(472, 479, 0, 7, 799, 792); trap5.draw(surface.buffer, bisexual); trap6.draw(surface.buffer, bisexual); // Window Buttons UwU::Trapezoid trap7 = UwU::Trapezoid(448, 455, 728, 720, 791, 791); UwU::Rectangle rect8 = UwU::Rectangle(720, 456, 791, 463); UwU::Trapezoid trap9 = UwU::Trapezoid(464, 471, 720, 720, 791, 783); trap7.draw(surface.buffer, fuchsia); rect8.draw(surface.buffer, fuchsia); trap9.draw(surface.buffer, fuchsia); bgRectangle.draw(buffer, aqua); // 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); triangle.draw(surface.buffer, fuchsia); trapezoid.draw(surface.buffer, red); point.draw(surface.buffer, green); 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; }