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97 lines
4.1 KiB
Markdown
97 lines
4.1 KiB
Markdown
<div align="center">
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<h1>Example 03: Bouncing Ball</h1>
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<p><em>Animating graphics and managing application state.</em></p>
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</div>
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---
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This example builds upon the `02_basic_window` guide. It demonstrates how to constantly update the screen to simulate a bouncing square moving freely inside the window bounds.
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## Concepts Introduced
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* Maintaining application state across frames (Velocity/Position).
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* Drawing primitives (`ui_fill_rect`, `ui_draw_string`).
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* The importance of clearing the screen on a new frame.
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* Explicitly forcing standard visual updates via `ui_mark_dirty()`.
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* Declaring app metadata via source annotations.
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---
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## The Code (`src/userland/gui/bounce.c`)
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```c
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// BOREDOS_APP_DESC: Bouncing ball animation demo.
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// BOREDOS_APP_ICONS: /Library/images/icons/colloid/applications-games.png
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#include <stdlib.h>
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#include <libui.h>
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#include <syscall.h>
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// Window Dimensions
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#define W_WIDTH 400
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#define W_HEIGHT 300
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// Square Dimensions
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#define SQ_SIZE 30
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int main(void) {
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ui_window_t wid = ui_window_create("Bouncing Box Animation", 50, 50, W_WIDTH, W_HEIGHT);
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if (wid < 0) return 1;
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// Define object state variables
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int pos_x = 50;
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int pos_y = 50;
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int vel_x = 2; // Move 2 pixels per frame horizontally
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int vel_y = 2; // Move 2 pixels per frame vertically
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gui_event_t event;
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while (1) {
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// 1. Process Events
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while (ui_get_event(wid, &event)) {
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if (event.type == GUI_EVENT_CLOSE) {
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return 0; // Exit cleanly
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}
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}
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// 2. Physics & Logic Update
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pos_x += vel_x;
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pos_y += vel_y;
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// Collision logic (Bounce off edges)
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// The window has a 20px title bar, so the usable client height is W_HEIGHT - 20.
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if (pos_x <= 0 || pos_x + SQ_SIZE >= W_WIDTH) {
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vel_x = -vel_x; // Reverse horizontal direction
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}
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if (pos_y <= 0 || pos_y + SQ_SIZE >= W_HEIGHT - 20) {
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vel_y = -vel_y; // Reverse vertical direction
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}
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// 3. Rendering Update
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// Step A: Clear the entire background to Black (0xFF000000)
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ui_draw_rect(wid, 0, 0, W_WIDTH, W_HEIGHT, 0xFF000000);
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// Step B: Draw our shape in Red (0xFFFF0000) at the new position
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ui_draw_rect(wid, pos_x, pos_y, SQ_SIZE, SQ_SIZE, 0xFFFF0000);
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// Step C: Draw some UI text over the animation in White
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ui_draw_string(wid, 10, 10, "BoredOS Animation Demo!", 0xFFFFFFFF);
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// Step D: Instruct the compositor to flush our drawing buffer to the physical screen
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ui_mark_dirty(wid, 0, 0, W_WIDTH, W_HEIGHT);
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// 4. Yield and throttle (targeting ~60 FPS)
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sys_system(SYSTEM_CMD_SLEEP, 16, 0, 0, 0);
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}
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return 0;
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}
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```
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## How it Works
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1. **State Management**: We store `pos_x`, `pos_y`, `vel_x`, and `vel_y`. These variables represent the "physics" of our system. Notice that they update *outside* the event-checking logic so that the animation runs even if the user isn't clicking the mouse.
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2. **Screen Clearing**: We *must* fill the screen with black (`ui_draw_rect(wid, 0, 0, W_WIDTH, W_HEIGHT, ...)`). If we don't clear the screen, the red square will leave a permanent trailing smear everywhere it goes!
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3. **The Double Buffer**: `ui_draw_rect` and `ui_draw_string` do not immediately appear on your monitor. They just color a hidden buffer within the kernel.
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4. **`ui_mark_dirty`**: This is the crucial command that tells the kernel Window Manager, "I'm done drawing my frame. Can you quickly copy my hidden buffer over to the real screen now?"
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5. **`BOREDOS_APP_DESC` / `BOREDOS_APP_ICONS`**: Embedded into the compiled `.elf` as a BoredOS NOTE section. The Desktop and File Explorer read this to show the game's icon instead of the generic binary icon. See [`elf_metadata.md`](../elf_metadata.md) for full details.
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> [!WARNING]
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> Because `sys_system(SYSTEM_CMD_SLEEP, ...)`'s pause duration depends heavily on CPU load and how many other processes are running (or QEMU emulation speed), tying physics/movement strictly to loops can make the game run faster on faster computers. Advanced developers will want to calculate delta time (time elapsed since the last frame) for smooth motion.
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