implement Test; include "sys.m"; include "draw.m"; Test: module { init: fn(ctxt: ref Draw->Context, argv: list of string); }; init(ctxt: ref Draw->Context, nil: list of string) { sys := load Sys Sys->PATH; draw := load Draw Draw->PATH; Display, Font, Rect, Point, Image, Screen: import draw; # # Set up connection to display, or use the existing one # if provided. # display: ref Display; disp: ref Image; if (ctxt == nil) { display = draw->Display.allocate(nil); disp = display.image; } else { display = ctxt.display; disp = ctxt.screen.newwindow(display.image.r, Draw->White); } # # Initialize colours. # red := display.color(Draw->Red); blue := display.color(Draw->Blue); white := display.color(Draw->White); yellow := display.color(Draw->Yellow); ones := display.ones; # # Paint the screen red. # disp.draw(disp.r, red, ones, disp.r.min); sys->sleep(5000); # # Texture a region with rectangular tiles. # texture := display.newimage(((0,0),(2,3)), disp.ldepth, 1, 0); texture.clipr = ((-10000,-10000),(10000,10000)); # put something in the texture texture.draw(((0,0),(1,3)), blue, ones, (0,0)); texture.draw(((0,0),(2, 1)), blue, ones, (0,0)); # use texture as both source and mask to let # destination colour show through disp.draw(((100,100),(200,200)), texture, texture, (0,0)); sys->sleep(5000); # # White-out a quarter of the pixels in a region, # to make the region appear shaded. # stipple := display.newimage(((0,0),(2,2)), disp.ldepth, 1, 0); stipple.draw(((0,0),(1,1)), ones, ones, (0,0)); disp.draw(((100,100),(300,200)), white, stipple, (0,0)); sys->sleep(5000); # # Draw textured characters. # font := Font.open(display, "*default*"); disp.text((100,210), texture, (0,0), font, "Hello world"); sys->sleep(5000); # # Draw picture in elliptical frame. # delight := display.open("/icons/delight.bit"); piccenter := delight.r.min.add(delight.r.max).div(2); disp.fillellipse((200,100), 150, 50, delight, piccenter); disp.ellipse((200,100), 150, 50, 3, yellow, (0,0)); sys->sleep(5000); # # Draw a parabolic brush stroke using an elliptical brush # to reveal more of the picture, consistent with what's # already visible. # dx : con 15; dy : con 3; brush := display.newimage(((0,0),(2*dx+1,2*dy+1)), disp.ldepth, 0, 0); brush.fillellipse((dx,dy), dx, dy, ones, (0,0)); for(x:=delight.r.min.x; xsleep(5); } }