Basic GPU component

This commit is contained in:
Łukasz Magiera 2016-01-06 16:58:05 +01:00
parent b722a0c0bf
commit aeb3bf786e
12 changed files with 266 additions and 18 deletions

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@ -5,5 +5,7 @@ extern char lua_component[];
extern char lua_computer[]; extern char lua_computer[];
extern char lua_init[]; extern char lua_init[];
extern char lua_sandbox[]; extern char lua_sandbox[];
extern char lua_textgpu[];
extern char lua_util_color[];
extern char lua_util_random[]; extern char lua_util_random[];
#endif #endif

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@ -4,6 +4,11 @@
#ifndef LUPI_H #ifndef LUPI_H
#define LUPI_H #define LUPI_H
//TODO: move to utils
#define pushstuple(state, name, value) lua_pushstring((state), (name)); lua_pushstring((state), (value)); lua_settable((state), -3)
#define pushctuple(state, name, value) lua_pushstring((state), (name)); lua_pushcfunction((state), (value)); lua_settable((state), -3)
void run_init(); void run_init();
void setup_modules(lua_State *L); void setup_modules(lua_State *L);
void termutils_start(lua_State *L);
#endif #endif

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@ -5,18 +5,16 @@
#include <lauxlib.h> #include <lauxlib.h>
#include <stdlib.h> #include <stdlib.h>
//TODO: move to utils
#define pushtuple(state, name, value) lua_pushstring((state), (name)); lua_pushstring((state), (value)); lua_settable((state), -3)
void setup_modules(lua_State *L) { void setup_modules(lua_State *L) {
lua_createtable (L, 0, 1); lua_createtable (L, 0, 1);
pushtuple(L, "boot", lua_boot); pushstuple(L, "boot", lua_boot);
pushtuple(L, "component", lua_component); pushstuple(L, "component", lua_component);
pushtuple(L, "computer", lua_computer); pushstuple(L, "computer", lua_computer);
pushtuple(L, "sandbox", lua_sandbox); pushstuple(L, "sandbox", lua_sandbox);
pushtuple(L, "random", lua_util_random); pushstuple(L, "textgpu", lua_textgpu);
pushstuple(L, "color", lua_util_color);
pushstuple(L, "random", lua_util_random);
lua_setglobal(L, "moduleCode"); lua_setglobal(L, "moduleCode");
} }

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@ -8,8 +8,11 @@
void run_init() { void run_init() {
lua_State *L; lua_State *L;
L = luaL_newstate(); L = luaL_newstate();
luaL_openlibs(L);
setup_modules(L); luaL_openlibs (L);
setup_modules (L);
termutils_start (L);
int status = luaL_loadstring(L, lua_init); int status = luaL_loadstring(L, lua_init);
if (status) { if (status) {
fprintf(stderr, "Couldn't load init: %s\n", lua_tostring(L, -1)); fprintf(stderr, "Couldn't load init: %s\n", lua_tostring(L, -1));

34
src/c/termutils.c Normal file
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@ -0,0 +1,34 @@
#include "lupi.h"
#include <lua.h>
#include <lualib.h>
#include <lauxlib.h>
#include <string.h>
#include <signal.h>
#include <sys/ioctl.h>
#include <stdio.h>
#include <unistd.h>
static void handle_winch(int sig){
signal(SIGWINCH, SIG_IGN);
//FIXME: Prerelease: Implement
signal(SIGWINCH, handle_winch);
}
static int l_get_term_sz (lua_State *L) {
struct winsize w;
ioctl(STDOUT_FILENO, TIOCGWINSZ, &w);
lua_pushnumber(L, w.ws_col);
lua_pushnumber(L, w.ws_row);
return 2;
}
void termutils_start(lua_State *L) {
signal(SIGWINCH, handle_winch);
lua_createtable (L, 0, 1);
pushctuple(L, "getSize", l_get_term_sz);
lua_setglobal(L, "termutils");
}

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@ -1,6 +1,10 @@
local boot = {} local boot = {}
function boot.boot() function boot.boot()
local gpu = modules.component.api.proxy(modules.component.api.list("gpu", true)())
local w, h = gpu.getResolution()
print("r= " .. tostring(w) .. " " .. tostring(h))
gpu.fill(0, 0, w, h, " ")
print("LuPI L2 INIT") print("LuPI L2 INIT")
print("FIXME: boot stub") print("FIXME: boot stub")
error("Unable to boot") error("Unable to boot")

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@ -18,7 +18,7 @@ function api.register(address, ctype, proxy, doc)
checkArg(2, ctype, "string") checkArg(2, ctype, "string")
checkArg(3, proxy, "table") checkArg(3, proxy, "table")
if type(address) ~= "string" then if type(address) ~= "string" then
address = random.uuid() address = modules.random.uuid()
end end
if components[address] ~= nil then if components[address] ~= nil then
return nil, "component already at address" return nil, "component already at address"
@ -28,12 +28,13 @@ function api.register(address, ctype, proxy, doc)
components[address].proxy = {} components[address].proxy = {}
for k,v in pairs(proxy) do for k,v in pairs(proxy) do
if type(v) == "function" then if type(v) == "function" then
components[address].proxy = setmetatable({name=k,address=address}, componentCallback) print("Cfunc " .. k)
components[address].proxy[k] = setmetatable({name=k,address=address}, componentCallback)
else else
components[address].proxy = v components[address].proxy[k] = v
end end
end end
computer.pushSignal("component_added", address, ctype) modules.computer.api.pushSignal("component_added", address, ctype)
return true return true
end end
@ -44,7 +45,7 @@ function api.unregister(address)
end end
local ctype = components[address].type local ctype = components[address].type
components[address] = nil components[address] = nil
computer.pushSignal("component_removed", address, ctype) modules.computer.api.pushSignal("component_removed", address, ctype)
return true return true
end end

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@ -1,7 +1,13 @@
local computer = {} local computer = {}
local api = {}
computer.api = api
function computer.prepare( ... ) function computer.prepare( ... )
end end
function api.pushSignal(...)
--FIXME: ASAP: Implement
end
return computer return computer

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@ -1,4 +1,4 @@
local function checkArg(n, have, ...) function checkArg(n, have, ...)
have = type(have) have = type(have)
local function check(want, ...) local function check(want, ...)
if not want then if not want then
@ -36,8 +36,13 @@ end
--Load modules --Load modules
loadModule("random") loadModule("random")
loadModule("color")
loadModule("component") loadModule("component")
loadModule("computer") loadModule("computer")
loadModule("textgpu")
loadModule("sandbox") loadModule("sandbox")
loadModule("boot") loadModule("boot")
@ -45,4 +50,5 @@ loadModule("boot")
modules.component.prepare() modules.component.prepare()
modules.computer.prepare() modules.computer.prepare()
modules.textgpu.start()
modules.boot.boot() modules.boot.boot()

121
src/lua/core/textgpu.lua Normal file
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@ -0,0 +1,121 @@
local textgpu = {}
local mapping = {
["0"] = 0x000000,
["1"] = 0xFF0000,
["2"] = 0x00FF00,
["3"] = 0xFFFF00,
["4"] = 0x0000FF,
["5"] = 0xFF00FF,
["6"] = 0x00FFFF,
["7"] = 0xFFFFFF,
}
local background = "0"
local foreground = "0"
function textgpu.start()
local gpu = {}
function gpu.bind() return false, "This is static bound gpu" end
function gpu.getScreen() return "n/a" end
function gpu.setBackground(color, isPaletteIndex)
checkArg(1, color, "number")
checkArg(2, isPaletteIndex, "boolean", "nil")
if isPaletteIndex then
return --TODO: Maybe?
end
background = modules.color.nearest(color, mapping)
io.write("\x1b[4" .. background .. "m")
end
function gpu.setForeground(color, isPaletteIndex)
checkArg(1, color, "number")
checkArg(2, isPaletteIndex, "boolean", "nil")
if isPaletteIndex then
return --TODO: Maybe?
end
background = modules.color.nearest(color, mapping)
io.write("\x1b[3" .. background .. "m")
end
function gpu.getBackground()
return mapping[background], false
end
function gpu.getForeground()
return mapping[foreground], false
end
function gpu.getPaletteColor()
return nil
end
function gpu.setPaletteColor()
return nil
end
function gpu.maxDepth()
return 3
end
function gpu.setDepth()
return false
end
function gpu.getDepth()
return 3
end
function gpu.maxResolution()
return termutils.getSize()
end
function gpu.getResolution()
return termutils.getSize()
end
function gpu.setResolution(w, h)
checkArg(1, w, "number")
checkArg(2, h, "number")
return false, "Non resizeable gpu"
end
function gpu.get(x, y)
checkArg(1, x, "number")
checkArg(2, y, "number")
--FIXME: ASAP: Implement
return " "
end
function gpu.set(x, y, value, vertical)
checkArg(1, x, "number")
checkArg(2, y, "number")
checkArg(3, value, "string")
checkArg(4, vertical, "boolean", "nil")
if not vertical then
io.write("\x1b[" .. y .. ";" .. x .. "H" .. value)
else
io.write("\x1b[" .. y .. ";" .. x .. "H")
value:gsub(".", function(c)
io.write(c .. "\x1b[D\x1b[B")
end)
end
return true
end
function gpu.copy(x, y, w, h, tx, ty)
checkArg(1, x, "number")
checkArg(2, y, "number")
checkArg(3, w, "number")
checkArg(4, h, "number")
checkArg(5, tx, "number")
checkArg(6, ty, "number")
--FIXME: ASAP: Implement
return false
end
function gpu.fill(x, y, w, h, ch)
checkArg(1, x, "number")
checkArg(2, y, "number")
checkArg(3, w, "number")
checkArg(4, h, "number")
checkArg(5, ch, "string")
ch = ch:sub(1, 1):rep(w)
for i=1, h do
gpu.set(x, y + i - 1, ch)
end
return true
end
gpu.setForeground(0xFFFFFF)
gpu.setBackground(0x000000)
modules.component.api.register(nil, "gpu", gpu)
end
return textgpu

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@ -0,0 +1,68 @@
local color = {}
function color.rgbToHsv(r, g, b)
local h, s, v
local min, max, delta
min = math.min(r, g, b)
max = math.max(r, g, b)
v = max
delta = max - min
if delta < 0.00001 then
return 0, 0, v
end
if max ~= 0 then
s = delta / max
else
s = 0
h = -1
return h, s, v
end
if r == max then
h = (g - b) / delta
elseif g == max then
h = 2 + (b - r) / delta
else
h = 4 + (r - g) / delta
end
h = h * 60
if h < 0 then h = h + 360 end
return h, s, v
end
function color.hsvToRgb(h, s, v)
local i, f, p, q, t
if s == 0 then
return v, v, v
end
h = h / 60
i = math.floor(h)
f = h - i
p = v * (1 - s)
q = v * (1 - s * f)
t = v * (1 - s * (1 - f))
if i == 0 then return v, t, p end
if i == 1 then return q, v, p end
if i == 2 then return p, v, t end
if i == 3 then return p, q, v end
if i == 4 then return t, p, v end
return v, p, q
end
function color.nearest(to, colors)
local lowest = math.huge
local lowestk = nil
local th, ts, tv = color.rgbToHsv((to & 0xFF0000) >> 16, (to & 0xFF00) >> 8, to & 0xFF)
for k, col in pairs(colors) do
local h, s, v = color.rgbToHsv((col & 0xFF0000) >> 16, (col & 0xFF00) >> 8, col & 0xFF)
local d = math.abs(h - th) + math.abs(s - ts) + math.abs(v - tv)
if d < lowest then
lowest = d
lowestk = k
end
end
return lowestk
end
return color

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@ -3,7 +3,7 @@ local random = {}
function random.uuid() function random.uuid()
local template ='xxxxxxxx-xxxx-4xxx-yxxx-xxxxxxxxxxxx' local template ='xxxxxxxx-xxxx-4xxx-yxxx-xxxxxxxxxxxx'
return string.gsub(template, '[xy]', function (c) return string.gsub(template, '[xy]', function (c)
local v = (c == 'x') and random(0, 0xf) or random(8, 0xb) local v = (c == 'x') and math.random(0, 0xf) or math.random(8, 0xb)
return string.format('%x', v) return string.format('%x', v)
end) end)
end end